就像神秘主义一样，Adamant旨在为玩家提供一个连贯且平衡的系统。通过建立我在《神秘主义》中的作品，我希望为玩家提供一些感觉，就像它们属于一起一样。因此，我目前不愿意删除对神秘主义的依赖。将来，我可能愿意重新考虑这个决定并发布“ Adamant Lite”，但就目前而言，我不希望在三个平台上支持该模块的两个完整版本。欢迎任何愿意自己完成此操作的人将其托管在Nexus或其他任何地方。
Adamant的一般平衡方案是，香草津贴很大程度上是一些不好实施的好主意。它旨在尽可能地恢复这些想法。通过限制增加的特权数量，在玩家的总力量方面，Adamant通常比其他特权模组更为保守。有些难度模组在考虑到很高的力量时就达到了平衡，这种力量只有在使用振作模组（例如Ordinator或Path of Sorcery）时才能在后期的游戏角色上获得，因此对Adamant来说，这可能尤其具有挑战性。请记住，游戏中有难度滑块，如果您感觉太弱了，则将这些难度降低一到两个难度级别是没有错的。
Adamant - A Perk Overhaul
Adamant is a streamlined perk overhaul designed to enhance every aspect of your Skyrim experience. It thoroughly overhauls the game’s eighteen skill trees in order to provide the player with compelling choices and smooth progression from start to finish. While Adamant does increase the total number of perks in the game, it avoids bloat, sprawl, and power creep by balancing its selection of perks around Vanilla perk gains. Like many modern perk overhauls, it provides support for popular gameplay styles that are underutilized in the Vanilla game, such as shouts, staves, and unarmed combat.
In order to build off my previous work, Adamant requires Mysticism - A Magic Overhaul to be installed. This allows me to introduce new perks to support spells such as Viperbolt, Reflective Light, and Silence in the most straightforward way possible.
A complete overhaul of all eighteen perk trees
Balanced around Vanilla perk gains
Popular features such as magic scaling and sneak attacks for spells
Sneak archer more powerful than ever
Lightweight and compatible
Almost entirely scriptless, no performance impact
Alchemy is the craft of brewing magical potions and deadly poisons.
Leveling Alchemy now generally reduces the tedium involved in the skill. You gather more ingredients from each plant, your potions and poisons last longer, and you can make more potions from the same number of ingredients. Experimenter is easy to get so you don’t just use Google, and you no longer need to choose between potion perks and poison perks.
The School of Alteration involves the manipulation of the physical world. This skill makes it easier to cast spells like Waterbreathing, Slowfall, and Stoneflesh.
Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Alteration now increases the duration of all Alteration spells. In addition, these perks now give a flat 10% cost reduction to all Alteration spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka.
In general, Alteration perks are focused on improving flesh and shield spells and providing bonuses to players who wear robes. Mage Armor has been streamlined, and other perks provide bonuses to Magicka Regeneration and spellcasting when wearing robes. Some perks focus on improving flesh and shield spells directly, and work regardless of the caster’s armor. These perks give added bonuses to flesh and shield spells, increase their duration, and even allow them to affect summons and allies.
The skill of Archery governs the use of bows and arrows to attack from range.
Archery perks have been shifted around so that quality of life perks are easier to get, while perks that give fantastic effects such as slowing time are higher level. In addition, the buggy paralysis capstone has been replaced with a perk that will suit both sneak archers and combat archers. Critical damage is now much more meaningful, and investing in Marksman increases Critical damage as well as normal damage.
The skill of Blocking governs the use of weapons and shields to defend against incoming attacks.
Block perks have been rearranged so that none of the perks that work with weapons are locked behind perks that only work with shields. In addition, Quick Reflexes has been moved much higher in the tree. A power as incredible (and fun) as slowing time should be a capstone, and now it is. Finally, an optional perk offers weapon blocking a bit more potency, to make up for a problem with the way the game calculates weapon blocking.
The School of Conjuration involves the reanimation of the dead and the summoning of creatures from Oblivion. This skill makes it easier to cast spells like Bound Sword, Raise Zombie, and Conjure Flame Atronach.
Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Conjuration now increases the duration of all Conjuration spells. In addition, these perks now give a flat 10% cost reduction to all Conjuration spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka.
Conjuration perks are now split on mechanical grounds rather than fictional ones, so your perks will either affect all summoned creatures, or affect all reanimated creatures. This eliminates the guessing game (“Is this creature a daedra or an undead?”) and also ensures that miscellaneous summons don’t fall through the cracks. In addition, bound weapons are competitive options for spellswords.
The School of Destruction involves the harnessing of fire, frost, shock, and other volatile energies. This skill makes it easier to cast spells like Fireball, Chilling Touch, and Thunderbolt.
Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Destruction now increases the damage of all Destruction spells. In addition, these perks now give a flat 10% cost reduction to all Destruction spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka. These changes are especially noticeable for Destruction magic. Combined with the elemental perks detailed below, the total effect of these perks is to make Destruction more focused on burst damage, but more difficult to sustain. This is in stark contrast to Vanilla, where Destruction offered considerably lower damage and was typically used to provide CC through the Impact perk.
Like in Vanilla, Destruction perks are split into fire, frost, and shock, but the perks are, generally speaking, more interesting. In addition, investing in a particular element now gives you resistance to that element, and you can spend perks to increase the number of runes you can maintain at once. Impact is nerfed to compensate for the fact that Destruction now deals considerably more damage.
Enchanting is the craft of binding magical spells to weapons and armor.
Enchanting bonuses are now split based on the type of item you are enchanting (weapon, armor, robe, and jewelry) rather than the type of enchantment you are using. In addition, the skill now gives active bonuses to players who use staves and enchanted weapons, with a focus on conserving enchantment charge, and using enchanted staves in combat contributes to enchanting XP.
The skill of Heavy Armor governs the use of thick, protective armors like Steel, Dwarven, Orcish, Ebony, and Daedric.
Heavy Armor is now the premiere defensive skill in the game, and even protects against magic. Several perks provide defense against power attacks, reduce incoming stagger, and even provide passive Health Regeneration to reduce the need to rely on potions or healing magic.
The School of Illusion involves the manipulation of the minds of others. This skill makes it easier to cast spells like Fear, Invisibility, and Charm.
Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Illusion now increases the duration of all Illusion spells. In addition, these perks now give a flat 10% cost reduction to all Illusion spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka.
Each archetype of Illusion magic (Calm, Frenzy, Silence, Fear, Paralysis, and Command) now has a perk that increases magnitude, and also offers another related buff. Other bonuses provide quiet casting, extended duration, and improved magnitude. The perk that allows Illusion spells to target Undead, Daedra, and automatons is available much earlier. Illusion mages now have a reliable way to deal damage.
The skill of Light Armor governs the use of light, flexible armors like Leather, Scaled, Elven, and Glass.
To differentiate Light Armor from Heavy Armor, Light Armor gives fewer defensive buffs, focusing instead of improving the user’s speed, stamina regeneration, and even the cost of their power attacks. Light armor also allows you to perform powerful unarmed blows. Light Armor now focuses on providing utility and offensive buffs, while Heavy Armor focuses on providing defensive buffs.
Lockpicking is the art of opening locks and finding hidden treasures. Those who are skilled in Lockpicking can open more difficult locks, and use fewer lockpicks.
Lockpicking now functions as the “treasure hunter” tree and provides several ways for the skilled lockpick to find hidden riches. In addition, it also provides increased carry weight (you’ll need deep pockets to carry all that loot!) and some bonuses that will suit a thief as well.
The skill of One-handed governs the use of weapons such as swords, daggers, war axes, and maces.
Like in Vanilla, One-handed is split between swords, axes, and maces. However, several improvements have been made. Investing in Armsman now significantly increases the damage of critical attacks. Power attacks are stronger and have a chance to deal critical damage for all weapon types. Daggers are included in sword perks. Axe and mace perks are now significantly better, and each weapon type is designed to fill its own niche.
Pickpocketing is the art of stealing from an unsuspecting mark. Those who are skilled in Pickpocketing are more likely to succeed, and can steal items of higher value.
Pickpocketing now functions as the “thief tree” and inherits some helpful perks from Speech towards that end. Specifically, skilled pickpockets can sell stolen items to merchants, and their reputation earns them the respect (and the coin) of the Guild’s fences. In addition, pickpocketing is no longer capped at 90%, and several bonuses exist to allow pickpockets to steal more valuable items. Some numbers and settings are changed on the back end; for instance, the target’s pickpocketing skill is now more important, as is remaining undetected. The perks are designed to give pickpockets a path forward without save-scumming.
The School of Restorations involves the control of life forces. This skill makes it easier to cast spells like Fast Healing, Turn Undead, and Poison Bloom.
Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Restoration now increases the damage of all Restoration spells. In addition, these perks now give a flat 10% cost reduction to all Restoration spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka.
Restoration is an incredibly diverse school, and so its perks are diverse as well. Restoration offers bonuses for Turn Undead, Sun spells, Wards, and Poison spells. It also provides some bonuses to healing spells (such as Respite) and a minimalistic religion system that allows the player to receive increased bonuses when praying at Divine Shrines.
Smithing is the craft of forging weapons and armor from raw materials.
Smithing has been separated into perks for crafting new items and perks for tempering existing items. This eliminates some of the odd tiering in Vanilla weapon damage, and provides a smoother progression experience for light armor characters especially.
Sneaking is the art of moving unseen and unheard, and striking from the shadows. Those who are skilled in Sneak can even hide in plain sight.
In general, Sneak asks the player for more investment, but it gives more rewards in turn. Sneak attack perks are split into perks for bows and perks for melee weapons and daggers. Another perk provides a psuedo-sneak attack for Destruction (and poison) spells. Other perks provide bonuses for avoiding Heavy Armor and improvements to movement speed while sneaking.
Speech is the art of persuasion and bartering. Those who are skilled in Speech receive better prices from merchants and are more likely to convince others to do as they ask.
Speech has been streamlined to provide more direct bonuses to players who wish to invest in buying, selling, and persuasion. Greater emphasis has been placed on selling prices, and persuasion and intimidation have been rolled into a single perk. Prices will be a little harsher than Vanilla for characters with a low Speech skill, but they will catch up when your skill is higher (even if you don’t invest in Speech--if you do invest, your buying and selling prices will be much better than in Vanilla). In addition, speech has several perks to improve shouts, and shouting gives speech experience.
The skill of Two-handed governs the use of larger weapons such as greatswords, battleaxes, and warhammers.
Like in Vanilla, Two-handed is split between swords, axes, and maces. However, several improvements have been made. Investing in Barbarian now significantly increases the damage of critical attacks. Power attacks are stronger and have a chance to deal critical damage for all weapon types. Axe and mace perks are now significantly better, and each weapon type is designed to fill its own niche.
Adamant is a lightweight perk overhaul that prioritizes compatibility wherever it can. In a few places, however, I have made decisions that fall outside of what you might normally expect from a perk overhaul. First, I have changed the recipes for Leather armor so that every tier of smithing had both a light and a heavy set available. Second, I have changed several game settings related to Speech and Pickpocketing, including the 90% cap for pickpocketing because it’s bullshitmany players found it unpleasant. Finally, I have altered the dual cast modifier from 2.2x magnitude and 2.8x cost to 2.5x magnitude and 3x cost. This brings the dual cast modifier in line with popular combat overhauls such as Wildcat, but it may be overwritten by other mods based on load order.
In addition, Adamant requires Mysticism and thus inherits its compatibility profile, which you can read about here. This is largely a non-issue, since magic mods typically require patches for perk mods anyway. I have taken steps to make those compatibility patches as painless as possible: in most cases, they will simply require a keyword to be added to relevant spells.
Like all perk overhauls, Adamant is incompatible with mods such as CACO or Tinker’s Forge, but you can load those mods later than Adamant in order to overwrite my changes if you prefer.
I don’t like Mysticism, and I don’t want to download it. Can you release a version of Adamant that doesn’t require Mysticism?
Much like Mysticism, Adamant intends to offer the player a coherent and balanced system. By building off my work in Mysticism, I hope to offer the player a selection of perks and spells that feel like they belong together. Because of this, I am currently unwilling to remove the dependency on Mysticism. In the future, I may be willing to revisit this decision and release “Adamant Lite,” but for now, I don’t wish to support two whole versions of the mod across three platforms. Anyone who would like to do this for themselves is welcome to host it on the Nexus or anywhere else.
Why make a perk overhaul when Ordinator exists?
Like many of you, I’ve spent hundreds of hours with Ordinator, and it’s been a blast. But there’s more than one way to approach a perk overhaul, and different mods will suit different users. My style is very different than Enai’s, and that’s okay--whether you prefer his approach or mine, more options is a good thing for a community as healthy and vibrant as ours.
Does Adamant add its new perks to enemies?
Adamant uses Vanilla perk records whenever possible. This means that NPCs inherit Adamant’s changes to a given perk if they already have the perk assigned to them. Adamant does not add perks to NPCs who do not already have them.
I’m way too weak, your mod is broken!
The general balancing scheme of Adamant is that the Vanilla perks were largely a collection of good ideas that were poorly implemented. It aims to rehabilitate those ideas wherever possible. By limiting the number of perks it adds, Adamant is generally more conservative than other perk mods when it comes to the player’s total power. Some difficulty mods were balanced with very high levels of power in mind, the kind of power you could only get on a late game character with a perk mod such as Ordinator or Path of Sorcery, so they may be particularly challenging with Adamant. Remember that there are difficulty sliders in the game, and if you're feeling too weak there's nothing wrong with ticking those down one or two difficult levels.
I’m way too powerful, your mod is broken!
Ultimately, Skyrim is a single-player power fantasy, and at the end of the day, you’re always going to be overpowered if you try to be. I have attempted to create a coherent system, but it’s the user’s responsibility to balance their own game. No mod, however carefully balanced, can account for all of the decisions that players might make to their game. Remember that there are difficulty sliders in the game, and if you're feeling too strong there's nothing wrong with ticking those up one or two difficult levels. Also note that Adamant is designed for players who gain a single perk from each level. Increasing the number of perks you gain will have a significant effect on your character’s power.
So how much money have you made from this uhhhh… “modding” thing?
14 fucking dollars dad, fuck you
I found a bug! What should I do?
Report it, either in the comments section or in the bugs tab, so I can fix it as soon as possible!
Does this mod require USSEP?
No, but I have tried to forward changes to USSEP whenever it seemed relevant. In some places, I’ve diverged from USSEP due to reasons unique to Adamant or the dependent mod, Mysticism.
A lot of people helped to make this happen. A big thanks goes out to the fine folks in the Enairim discord server, who have been quite supportive of my work. I should also thank Parapets, powerofthree, and DavidJCobb specifically for their help.
Enai Siaion is a huge creative inspiration to me, and you can see his fingerprints throughout all my work. He's been supportive of this project from the beginning, and he helped point me in the right direction around eight months ago when I was just getting started with it.
I'd like to extend my warmest thanks to VictorF for his endless help and friendship while I worked on this project, and for contributing a script to the mod.
Finally, thanks to Tuna Fish, my shitty ass dog, who sat at my feet for pretty much the entire time I worked on this mod. You may not be as good as your brother, but you're still pretty great.