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* NotTheIntendedUse: You Saw Nothing is a pickpocketing perk power that is designed to make a stealthy robbery easier by inflicting everyone around your target with a special effect that prevents a bounty on you if they're the only witnesses. This can be augmented with a second perk that gives all people afflicted the Theives' Eye effect, making them hold a far larger amount of items if they are interacted with. However, you can also find a large number of hostile humans, use You Saw Nothing on them, interact with them mid-combat to inject their inventories with large amounts of items kill them all, letting you walk away from the fight with a huge stack of treasure without a single pickpocket attempt.

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* NotTheIntendedUse: You Saw Nothing is a pickpocketing perk power that is designed to make a stealthy robbery easier by inflicting everyone around your target with a special effect that prevents a bounty on you if they're the only witnesses. This can be augmented with a second perk that gives all people afflicted the Theives' Eye effect, making them hold a far larger amount of items if they are interacted with. However, you can also find a large number of hostile humans, use You Saw Nothing on them, interact with them mid-combat to inject their inventories with large amounts of items and kill them all, letting you walk away from the fight with a huge stack of treasure without a single pickpocket attempt.
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* NotTheIntendedUse: You Saw Nothing is a pickpocketing perk power that is designed to make a stealthy robbery easier by inflicting everyone around your target with a special effect that prevents a bounty on you if they're the only witnesses. This can be augmented with a second perk that gives all people afflicted the Theives' Eye effect, making them hold a far larger amount of items if they are interacted with. However, you can also find a large number of hostile humans, use You Saw Nothing on them, interact with them mid-combat to inject their inventories with large amounts of items kill them all, letting you walk away from the fight with a huge stack of treasure without a single pickpocket attempt.
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* MenacingStroll: The Heavy Armor perk Primal Fear gives living opponents a chance to flee in terror if you walk, rather than run, towards them.
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Dewicked trope


* KnifeNut: The mod has a whole branch of dagger-related perks in the One-Handed skill tree, making a dagger-specific build more viable.

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** "That Which Does Not Kill You…" (Alchemy) gives three free perk points and a passive buff to crafted potions' potency if you survived a powerful poisoning effect granted when you take the perk. If you reset Alchemy's progression after already having taken "That Which Does Not Kill You…", you won't be able to gain the perk again, to prevent you from gaining unlimited free perk points this way.

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** "That Which Does Not Kill You…" (Alchemy) gives three free perk points and a passive buff to crafted potions' potency if you survived a powerful poisoning effect granted when you take the perk. If you reset Alchemy's progression after already having taken "That Which Does Not Kill You…", you won't be able to gain the perk again, to prevent you from gaining unlimited free perk points this way. The few other "free perk points" perks have the same limitation.



* ThereIsNoKillLikeOverkill: "Blood Money" (Pickpocket) automatically adds gold on humanoid enemies' corpses whose killing blow dealt much more damage than there remaining health at the moment.



* ViolationOfCommonSense: "Wandering Warrior" (One-Handed) adds a permanent +1% bonus to one-handed (capped at +20%) damage each time the Dragonborn defeats a party of at least four animals[=/=]humanoids with one-handed weapons. While the game is easier if using stealth and[=/=]avoiding aggroing large groups of enemies, it may become difficult to encounter such pre-generated parties, which makes unsubtle frontal assaults a viable tactic to train the perk, by aggroing more enemies on purpose. Of course, it would result in harder fights, but that shouldn't be an impossible task since "Wandering Warrior" only becomes available once One-Handed reaches level 100.

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* ViolationOfCommonSense: "Wandering Warrior" (One-Handed) adds a permanent +1% bonus to one-handed (capped at +20%) damage each time the Dragonborn defeats a party of at least four animals[=/=]humanoids with one-handed weapons. While the game is easier if using stealth and[=/=]avoiding and avoiding aggroing large groups of enemies, it may become difficult to encounter such pre-generated parties, which makes unsubtle frontal assaults a viable tactic to train the perk, by aggroing more enemies on purpose. Of course, it would result in harder fights, but that shouldn't be an impossible task since "Wandering Warrior" only becomes available once is level 100 in One-Handed reaches level 100.and a lot of other One-Handed perks.
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''Ordinator - Perks of Skyrim'' is a ''VideoGame/TheElderScrollsVSkyrim'' [[GameMod mod]] created by [[https://www.nexusmods.com/skyrim/users/3959191 EnaiSiaion]]. ''Ordinator'' consists in a complete overhaul of the 18 skill trees (normal skills only, the werewolf and vampire lord perks are unaffected), changing the perks and allowing new playstyles. ''Ordinator'' works without any official DLC.

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''Ordinator - -- Perks of Skyrim'' is a ''VideoGame/TheElderScrollsVSkyrim'' [[GameMod mod]] created by [[https://www.nexusmods.com/skyrim/users/3959191 EnaiSiaion]]. ''Ordinator'' consists in a complete overhaul of the 18 skill trees (normal skills only, the werewolf and vampire lord perks are unaffected), changing the perks and allowing new playstyles. ''Ordinator'' works without any official DLC.



''Ordinator - Perks of Skyrim'' can be found [[https://www.nexusmods.com/skyrim/mods/68425 here]] (''Legacy'' version) or [[https://www.nexusmods.com/skyrimspecialedition/mods/1137 here]] (''Skyrim Special Edition'').

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''Ordinator - -- Perks of Skyrim'' can be found [[https://www.nexusmods.com/skyrim/mods/68425 here]] (''Legacy'' version) or [[https://www.nexusmods.com/skyrimspecialedition/mods/1137 here]] (''Skyrim Special Edition'').
Edition'').
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** An Alteration perk, Wild Shrines, adds five shrines to Skytim's wilderness which permanently buff your spells of whichever school they're associated with. The Destruction shrine has a "Notice" [[SchmuckBait sitting innocently atop it]]. It reads simply, "[[Webcomic/TheOrderOfTheStick I prepared Explosive Runes this morning]]". And then you blow up.

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** An Alteration perk, Wild Shrines, adds five shrines to Skytim's Skyrim's wilderness which permanently buff your spells of whichever school they're associated with. The Destruction shrine has a "Notice" [[SchmuckBait sitting innocently atop it]]. It reads simply, "[[Webcomic/TheOrderOfTheStick I prepared Explosive Runes this morning]]". And then you blow up.
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** An Alteration perk, Wild Shrines, adds five shrines to Skytim's wilderness which permanently buff your spells of whichever school they're associated with. The Destruction shrine has a "Notice" [[SchmuckBait sitting innocently atop it]]. It reads simply, "[[Webcomic/OrderOfTheStick I prepared Explosive Runes this morning]]". And then you blow up.

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** An Alteration perk, Wild Shrines, adds five shrines to Skytim's wilderness which permanently buff your spells of whichever school they're associated with. The Destruction shrine has a "Notice" [[SchmuckBait sitting innocently atop it]]. It reads simply, "[[Webcomic/OrderOfTheStick "[[Webcomic/TheOrderOfTheStick I prepared Explosive Runes this morning]]". And then you blow up.

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just experienced this myself and had to add it. Vaarsuvius, you're a jerk. :P


* ShoutOut: "[[Literature/TheLordOfTheRings You Shall Not Pass]]" (Enchanting) adds a magical offensive effect if you almost simultaneously attack with an enchanted staff and an enchanted weapon while wielding both.

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* ShoutOut: ShoutOut:
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"[[Literature/TheLordOfTheRings You Shall Not Pass]]" (Enchanting) adds a magical offensive effect if you almost simultaneously attack with an enchanted staff and an enchanted weapon while wielding both.both.
** An Alteration perk, Wild Shrines, adds five shrines to Skytim's wilderness which permanently buff your spells of whichever school they're associated with. The Destruction shrine has a "Notice" [[SchmuckBait sitting innocently atop it]]. It reads simply, "[[Webcomic/OrderOfTheStick I prepared Explosive Runes this morning]]". And then you blow up.
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*** This also synergizes very well with the Home Mythal perk, which makes Alteration spells cast within the vicinity of a specific location last 20 times longer. Why? Because this applies to Dragonhide, a normally AwesomeButImpractical spell that [[ArmorOfInvincibility maximizes your physical defense]], but lasts for a short period and takes too long to cast in combat. A dual-cast Dragonhide (as for some reason it can be dual-cast, despite being a Master-level spell) cast in the area of a Home Mythal and empowered by Vancian Magic can last for several hours (dozens of hours with the aforementioned ''Summermyst'' enchantments thrown in the mix). Suddenly, the formerly SquishyWizard boasts damage reduction comparable to endgame heavy armor, while still being able to enjoy tasty perks (such as Robe of the Magi and Regalia) that rely on wearing no armor. And the followup perk, Dimension Door? Allows you to poof right back to the safety of your Home Mythal if you ever happen to run out of spell slots or if your Dragonhide expires in an unsafe location. And if you happen to have one of Enai's magic mods installed as well (Odin or Apocalypse) you can also hook up your Home Mythal to a network of Milestones to instantly jump to any of four other prepared locations in Skyrim which unlike standard fast-travel wont drain any duration off your precious Dragonhide or any other Alteration spells you want active for the day.

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*** This also synergizes very well with the Home Mythal perk, which makes Alteration spells cast within the vicinity of a specific location last 20 times longer. Why? Because this applies to Dragonhide, a normally AwesomeButImpractical spell that [[ArmorOfInvincibility maximizes your physical defense]], but lasts for a short period and takes too long to cast in combat. A dual-cast Dragonhide (as for some reason it can be dual-cast, despite being a Master-level spell) cast in the area of a Home Mythal and empowered by Vancian Magic can last for several hours (dozens of hours with the aforementioned ''Summermyst'' enchantments thrown in the mix). Suddenly, the formerly SquishyWizard boasts damage reduction comparable to endgame heavy armor, while still being able to enjoy tasty perks (such as Robe of the Magi and Regalia) that rely on wearing no armor. And the followup perk, Dimension Door? Allows you to poof right back to the safety of your Home Mythal if you ever happen to run out of spell slots or if your Dragonhide expires in an unsafe location. And if you happen to have one of Enai's magic mods installed as well (Odin or Apocalypse) you can also hook up your Home Mythal to a network of Milestones to instantly jump to any of four other prepared locations in Skyrim which unlike standard fast-travel wont drain any duration off your precious Dragonhide or any other Alteration spells you want active for the day. You can even set up a Milestone deep inside a dungeon, teleport back to your Home Mythal to refresh spells, then teleport back into the dungeon and destroy the Milestone so you can set up another later (the Dimension Door option is preferable if you dont intend to immediately return to that location).
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*** This also synergizes very well with the Home Mythal perk, which makes Alteration spells cast within the vicinity of a specific location last 20 times longer. Why? Because this applies to Dragonhide, a normally AwesomeButImpractical spell that [[ArmorOfInvincibility maximizes your physical defense]], but lasts for a short period and takes too long to cast in combat. A dual-cast Dragonhide (as for some reason it can be dual-cast, despite being a Master-level spell) cast in the area of a Home Mythal and empowered by Vancian Magic can last for several hours (dozens of hours with the aforementioned ''Summermyst'' enchantments thrown in the mix). Suddenly, the formerly SquishyWizard boasts damage reduction comparable to endgame heavy armor, while still being able to enjoy tasty perks (such as Robe of the Magi and Regalia) that rely on wearing no armor. And the followup perk, Dimension Door? Allows you to poof right back to the safety of your Home Mythal if you ever happen to run out of spell slots or if your Dragonhide expires in an unsafe location. And if you happen to have one of Enrai's magic mods installed as well (Odin or Apocalypse) you can also hook up your Home Mythal to a network of Milestones to instantly jump to any of four other prepared locations in Skyrim which unlike standard fast-travel wont drain any duration off your precious Dragonhide or any other Alteration spells you want active for the day.

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*** This also synergizes very well with the Home Mythal perk, which makes Alteration spells cast within the vicinity of a specific location last 20 times longer. Why? Because this applies to Dragonhide, a normally AwesomeButImpractical spell that [[ArmorOfInvincibility maximizes your physical defense]], but lasts for a short period and takes too long to cast in combat. A dual-cast Dragonhide (as for some reason it can be dual-cast, despite being a Master-level spell) cast in the area of a Home Mythal and empowered by Vancian Magic can last for several hours (dozens of hours with the aforementioned ''Summermyst'' enchantments thrown in the mix). Suddenly, the formerly SquishyWizard boasts damage reduction comparable to endgame heavy armor, while still being able to enjoy tasty perks (such as Robe of the Magi and Regalia) that rely on wearing no armor. And the followup perk, Dimension Door? Allows you to poof right back to the safety of your Home Mythal if you ever happen to run out of spell slots or if your Dragonhide expires in an unsafe location. And if you happen to have one of Enrai's Enai's magic mods installed as well (Odin or Apocalypse) you can also hook up your Home Mythal to a network of Milestones to instantly jump to any of four other prepared locations in Skyrim which unlike standard fast-travel wont drain any duration off your precious Dragonhide or any other Alteration spells you want active for the day.
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Expanding Minmaxer's delight, describing a combo of Home Mythal with the Milestones spell


*** This also synergizes very well with the Home Mythal perk, which makes Alteration spells cast within the vicinity of a specific location last 20 times longer. Why? Because this applies to Dragonhide, a normally AwesomeButImpractical spell that [[ArmorOfInvincibility maximizes your physical defense]], but lasts for a short period and takes too long to cast in combat. A dual-cast Dragonhide (as for some reason it can be dual-cast, despite being a Master-level spell) cast in the area of a Home Mythal and empowered by Vancian Magic can last for several hours (dozens of hours with the aforementioned ''Summermyst'' enchantments thrown in the mix). Suddenly, the formerly SquishyWizard boasts damage reduction comparable to endgame heavy armor, while still being able to enjoy tasty perks (such as Robe of the Magi and Regalia) that rely on wearing no armor. And the followup perk, Dimension Door? Allows you to poof right back to the safety of your Home Mythal if you ever happen to run out of spell slots or if your Dragonhide expires in an unsafe location.

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*** This also synergizes very well with the Home Mythal perk, which makes Alteration spells cast within the vicinity of a specific location last 20 times longer. Why? Because this applies to Dragonhide, a normally AwesomeButImpractical spell that [[ArmorOfInvincibility maximizes your physical defense]], but lasts for a short period and takes too long to cast in combat. A dual-cast Dragonhide (as for some reason it can be dual-cast, despite being a Master-level spell) cast in the area of a Home Mythal and empowered by Vancian Magic can last for several hours (dozens of hours with the aforementioned ''Summermyst'' enchantments thrown in the mix). Suddenly, the formerly SquishyWizard boasts damage reduction comparable to endgame heavy armor, while still being able to enjoy tasty perks (such as Robe of the Magi and Regalia) that rely on wearing no armor. And the followup perk, Dimension Door? Allows you to poof right back to the safety of your Home Mythal if you ever happen to run out of spell slots or if your Dragonhide expires in an unsafe location. And if you happen to have one of Enrai's magic mods installed as well (Odin or Apocalypse) you can also hook up your Home Mythal to a network of Milestones to instantly jump to any of four other prepared locations in Skyrim which unlike standard fast-travel wont drain any duration off your precious Dragonhide or any other Alteration spells you want active for the day.

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** Vancian Magic and its followup perks are almost indispensable to anyone who wants to create '''the''' [[BlackMage blastiest blaster mage to ever blast]].

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** Vancian Magic and its followup perks are almost indispensable to anyone who wants to create '''the''' [[BlackMage blastiest blaster mage to ever blast]].blast]], especially since the base game does not contain many permanent ways to boost the damage of Destruction magic. ''Summermyst'', Enai's enchantment overhaul, '''does''' add an "Amplify Destruction" enchantment, making Vancian Magic slightly less essential if you're using it in tandem with ''Ordinator''. '''Combining''' the two, on a character well-versed in both Alchemy and Enchanting, can yield a spell damage output in the '''[[ThereIsNoKillLikeOverkill thousands]]'''. Note that boosts to the Destruction skill also apply to most weapon enchantments, meaning that even with piss-poor weapon skills, a Destruction wizard empowered by Vancian Magic can mow through {{Mooks}} easily with an enchanted weapon, only using their precious spell slots when a dragon or other boss-level enemy shows up.
*** This also synergizes very well with the Home Mythal perk, which makes Alteration spells cast within the vicinity of a specific location last 20 times longer. Why? Because this applies to Dragonhide, a normally AwesomeButImpractical spell that [[ArmorOfInvincibility maximizes your physical defense]], but lasts for a short period and takes too long to cast in combat. A dual-cast Dragonhide (as for some reason it can be dual-cast, despite being a Master-level spell) cast in the area of a Home Mythal and empowered by Vancian Magic can last for several hours (dozens of hours with the aforementioned ''Summermyst'' enchantments thrown in the mix). Suddenly, the formerly SquishyWizard boasts damage reduction comparable to endgame heavy armor, while still being able to enjoy tasty perks (such as Robe of the Magi and Regalia) that rely on wearing no armor. And the followup perk, Dimension Door? Allows you to poof right back to the safety of your Home Mythal if you ever happen to run out of spell slots or if your Dragonhide expires in an unsafe location.
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* AwesomeButImpractical: "Heart of Creation" (Smithing) grants a very interesting buff (increases attack damage and critical strike damage by 15% and reduces attack damage taken by 15%), which lasts for 1800 seconds (i.e. ''30 minutes'') once you craft something at a forge. What makes it impractical is that you must first select the single forge which has this effect. To take advantage of the effect, you will have to go back and forth between the chosen forge and your destination, wasting some time to travel, and preventing you to benefit from it inside large dungeons due to them being longer to explore than the buff's duration.
* BearTrap: "Bear Traps" (Lockpicking) allows to pick up or craft bear traps to use them yourself. The initial perk only allows to carry up to two at the same time, but Bear Traps unlocks several other perks adding several effects (magic damage, sneak attack...) to the traps, as well as the ability to carry up to three of them.
* TheBerserker: Available in both dual-wielding and two-handed flavour.
** The One-Handed skill tree has a branch affecting dual-wielding, allowing this fighting style to attack faster ("Ravage"), adding a rage meter building up during attacks ("Man O'War"), and eventually adding a damage and critical damage buff which can randomy be triggered during dual-wielding combat ("Unleash the Beast").[[note]]This Berserker playstyle retains the GlassCannon aspect of the Vanilla dual-wielding combat, because ''Ordinator'' doesn't allow to block while dual-wielding[[/note]]

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* AwesomeButImpractical: "Heart of Creation" (Smithing) grants a very interesting buff (increases attack damage and critical strike damage by 15% and reduces attack damage taken by 15%), which lasts for 1800 seconds (i.e. ''30 minutes'') once you craft something at a forge. What makes it impractical is that you must first select the a single forge which has to grant this effect. To take advantage of the effect, it, you will have to go back and forth between the chosen forge and your destination, wasting some time to travel, and preventing you to benefit from benefiting from it inside large dungeons due to them being taking longer to explore than the buff's duration.
* BearTrap: "Bear Traps" (Lockpicking) allows you to pick up or craft bear traps to use them yourself. The initial perk only allows to carry carrying up to two at the same time, but Bear Traps unlocks several other perks adding several effects (magic damage, sneak attack...attacks, etc.) to the traps, as well as the ability to carry up to three of them.
* TheBerserker: Available in both dual-wielding and two-handed flavour.
flavours.
** The One-Handed skill tree has a branch affecting dual-wielding, allowing this fighting style to attack faster ("Ravage"), adding a rage meter building up during attacks ("Man O'War"), and eventually adding a damage and critical damage buff which can randomy randomly be triggered during combat while dual-wielding combat ("Unleash the Beast").[[note]]This Berserker playstyle retains the GlassCannon aspect of the Vanilla dual-wielding combat, because ''Ordinator'' doesn't allow you to block while dual-wielding[[/note]]



** "Philosopher Stone" (Alteration) automatically gives free gold (4 times the Alteration skill's level) every 24-hours (as well as a tiny amount of Alteration experience each time). As the prerequisite Alteration level for the perk is 30, it means a daily gold gain ranging from 120 to 400 Septims, each day. Many of the loot you may find is more valuable, but this daily gain greatly adds up in long term.
** "Blood Money" (Pickpocket) adds more gold on the corpse of [=NPCs=] killed with a killcam or with much more damage than their remaining hit points. As most fights end with the killcam death of the last standing enemy, it again adds up in long term.
** "Alter Self: Resistances" (Alteration) increases two of the five resistances (one of the elementary resistances, disease, or poison) by 25. Not flashy, but very useful.
** The first level of "Quiet Before the Storm" (Illusion) allows to cast any spell without attracting nearby hostiles, and its second level does the same with ''shouts''. Obviously, being able to cast self-buff spells near the enemies without risking to aggro them is very useful.
* CripplingOverspecialization: The Vancian Magic perk can feel like this. You have a damage output most mages couldn't dream of and you can spam powerful spells with zero worries about mana, but because you have a limited supply of spells, you need to be '''very''' particular with what you cast to avoid getting caught with your pants down at the worst possible moment. This means that a lot of great utility and other quality of life spells become much harder to justify the usage of as spells turn TooAwesomeToUse. You can mitigate this problem by taking the followup perk to Vancian Magic, which gives you more spell slots. With the perk after that, you can alleviate it further... [[ZigZaggedTrope or choose to fall right back into it]] by reducing your spell slot number by a whopping half, but making your few remaining spells '''even stronger'''.

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** "Philosopher Stone" (Alteration) automatically gives free gold (4 times the Alteration skill's level) every 24-hours (as well as a tiny amount of Alteration experience each time). As the prerequisite Alteration level for the perk is 30, it means a daily gold gain ranging from 120 to 400 Septims, each day. Many Septims. Much of the loot you may find is more valuable, but this daily gain greatly adds up in the long term.
** "Blood Money" (Pickpocket) adds more gold on the corpse corpses of [=NPCs=] killed with a killcam or with much more damage than their remaining hit points. As most fights end with the killcam death of the last standing enemy, it again adds up in the long term.
** "Alter Self: Resistances" (Alteration) increases two of the five resistances (one of the elementary elemental resistances, disease, or poison) by 25. Not flashy, but very useful.
** The first level of "Quiet Before the Storm" (Illusion) allows you to cast any spell without attracting nearby hostiles, and its second level does the same with ''shouts''. Obviously, being able to cast self-buff spells near the enemies without risking to aggro aggroing them is very useful.
* CripplingOverspecialization: The Vancian Magic perk can feel like this. You have a damage output most mages couldn't dream of and you can spam powerful spells with zero worries about mana, magicka, but because you have a limited supply of spells, you need to be '''very''' particular with what you cast to avoid getting caught with your pants down at the worst possible moment. This means that a lot of great utility and other quality of life spells become much harder to justify the usage of as spells turn TooAwesomeToUse. You can mitigate this problem by taking the followup perk to Vancian Magic, which gives you more spell slots. With the perk after that, you can alleviate it further... [[ZigZaggedTrope or choose to fall right back into it]] by reducing your spell slot number by a whopping half, but making your few remaining spells '''even stronger'''.



** "Miracle" is the ultimate Enchanting perk, and allows to put ''three'' enchantments (instead of the normal maximum of two) on an item, and makes those enchantments stronger than they normally would. The perk's description states in explicit terms that it only works once, and, indeed, turning the Enchanting skill legendary in order to train it again to 100 will fail, since the game will refuse to let you get the Miracle perk again.[[note]]The game checks if the miracle has been used through a hidden perk. It's possible to use several miracles by using the console.[[/note]]
** "Aurification" (Alteration) allows to insta-kill a paralyzed target by turning it into gold. Characters flagged essential are immune to this, to prevent it from breaking the game ([[LordBritishPostulate or to make sure smart players don't use this power on purpose to get rid of critical characters]]).
** "That Which Does Not Kill You…" (Alchemy) gives three free perk points and a passive buff to crafted potions' potency if you survived a powerful poisoning effect granted when you take the perk. If you reset Alchemy's progression after already having taken "That Which Does Not Kill You…", you won't be able to gain the perk again, to prevent you to gain unlimited free perk points this way.
* FallingDamage: Averted if you take the second level of "Cushioned" (Heavy Armor), which immunes the player from falling damage (the first level halves the damage) when wearing heavy armor.

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** "Miracle" is the ultimate Enchanting perk, and allows you to put ''three'' enchantments (instead of the normal maximum of two) on an item, and makes those enchantments stronger than they normally would. The perk's description states in explicit terms that it only works once, and, indeed, turning the Enchanting skill legendary in order to train it again to 100 will fail, since the game will refuse to let you get the Miracle perk again.[[note]]The game checks if the miracle has been used through a hidden perk. It's possible to use several miracles by using the console.[[/note]]
** "Aurification" (Alteration) allows you to insta-kill a paralyzed target by turning it into gold. Characters flagged essential are immune to this, to prevent it from breaking the game ([[LordBritishPostulate or to make sure smart players don't use this power on purpose to get rid of critical characters]]).
** "That Which Does Not Kill You…" (Alchemy) gives three free perk points and a passive buff to crafted potions' potency if you survived a powerful poisoning effect granted when you take the perk. If you reset Alchemy's progression after already having taken "That Which Does Not Kill You…", you won't be able to gain the perk again, to prevent you to gain from gaining unlimited free perk points this way.
* FallingDamage: Averted if you take the second level of "Cushioned" (Heavy Armor), which immunes the player from negates falling damage (the first level just halves the damage) when wearing heavy armor.



** Don't bother taking "Game of Fate" (Lockpicking) unless you intend to scout each corner of the gameworld, including areas added by the official [=DLCs=] and any quest[=/=]new lands[=/=]new dungeons mod you're currently playing with. The perk adds five RareCandy in randomly chosen containers which can be literally anywhere.

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** Don't bother taking "Game of Fate" (Lockpicking) unless you intend to scout scour each corner of the gameworld, game world, including areas added by the official [=DLCs=] and any quest[=/=]new lands[=/=]new dungeons mod mods you're currently playing with. The perk adds five RareCandy in randomly chosen containers which can be literally anywhere.



* HelmetsAreHardlyHeroic: "Keen Senses" (Light Armor) and "Face of Death" (Heavy Armor) allows to invoke this by giving an armor rating bonus if you wear no helmet but all three other pieces of armor, as well as allowing full armor set perks to work without helmet. Beside purely cosmetic reasons, it also makes your build more viable if you decide to wear armors with an enchanted circlet[=/=]hood (or the unique, unarmored, Aetherius Crown).

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* HelmetsAreHardlyHeroic: "Keen Senses" (Light Armor) and "Face of Death" (Heavy Armor) allows you to invoke this by giving an armor rating bonus if you wear no helmet but all three other pieces of armor, as well as allowing full armor set perks to work without helmet. Beside Besides purely cosmetic reasons, it also makes your build more viable if you decide to wear armors armor with jewelry or clothing such as an enchanted circlet[=/=]hood (or circlet[=/=]hood, or the unique, unarmored, Aetherius Crown).Aetherial Crown.



** The Pickpocket perk "Dragon Hoard" is long to obtain (it has a skill level of 100 and about four other perks as prerequisite) but it allows to buy ''perk points''.

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** The Pickpocket perk "Dragon Hoard" is long difficult to obtain (it has a requires skill level of 100 and about four other perks as prerequisite) but it allows the player to buy ''perk points''.



** "Dragon Hoard" (Pickpocket) allows to buy perk points for 50,000 Septims each time you sleep.
** "Fuel the Inferno" (Smithing) allows to get a tempering buff if you sacrify a dragon soul at an advanced grindstone[=/=]workbench. Not exactly literal ''money'' but it's nevertheless a rare ingame currency with limited Vanilla use.
* MoreDakka: "Dwemer Autocannon" (Smithing) has two subperks turning it into this, especially once you get both. "Firing Line" deploys two cannons at once, and "Spin Up" constantly increases the autocannon attack speed with each shot (capped at 200%).
* {{Necromancer}}: Beside the Vanilla reanimated [=NPCs=], "Bone Collector" (Conjuration) allows to summon skeleton followers at one of the four Bone Altars found on the map. Those skeletons can't be permantly killed by the enemies.

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** "Dragon Hoard" (Pickpocket) allows you to buy perk points for 50,000 Septims each time you sleep.
** "Fuel the Inferno" (Smithing) allows you to get a tempering buff if you sacrify sacrifice a dragon soul at an advanced grindstone[=/=]workbench. Not exactly literal ''money'' but it's nevertheless a rare ingame in-game currency with limited Vanilla use.
* MoreDakka: "Dwemer Autocannon" (Smithing) has two subperks sub-perks turning it into this, especially once you get both. "Firing Line" deploys two cannons at once, and "Spin Up" constantly increases the autocannon attack speed with each shot (capped at 200%).
* {{Necromancer}}: Beside the Vanilla reanimated [=NPCs=], "Bone Collector" (Conjuration) allows you to summon skeleton followers at one of the four Bone Altars found on the map. Those These skeletons can't be permantly permanently killed by the enemies.



** Zigzagged with "Trickster" (Pickpocket), which mixes "Misdirection" and "Perfect Touch". On the one hand, it now only allows to steal equipped pieces of armor if the target is sleeping (weapons of awaken [=NPCs=] are still fair game). On the other hand, it consists in a single perk allowing to do actions which were managed by two distinct Vanilla perks, and allows to use a (nerfed) version of the level 100 perk Misdirection right at level 70.
** In Vanilla, attaining the full potential of dagger's backstab (x15 damage, not counting armor-based buffs) requires to reach level 50 in the Sneak skill and to take 4 perks. In ''Ordinator'', this full potential requires to reach ''level 100'' (the bonus damage is scaled with the skill's level) and requires to spend 5 perk points; the sneak attack multiplier is capped at x12 for dagger, and non-dagger sneak attacks are nerfed, too (e.g. bow sneak attack's multiplier is x2.5 with ''Ordinator'' and all the relevant perks, while it was at most x3 in Vanilla).

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** Zigzagged with "Trickster" (Pickpocket), which mixes "Misdirection" and "Perfect Touch". On the one hand, it now only allows to steal stealing equipped pieces of armor if the target is sleeping (weapons of awaken awake [=NPCs=] are still fair game). On the other hand, it consists in it's a single perk allowing you to do actions which were managed by two distinct Vanilla perks, and allows you to use a (nerfed) version of the level 100 perk Misdirection right at level 70.
** In Vanilla, attaining the full potential of a dagger's backstab (x15 damage, not counting armor-based buffs) requires to reach reaching level 50 in the Sneak skill and to take taking 4 perks. In ''Ordinator'', this full potential requires to reach reaching ''level 100'' (the bonus damage is scaled with the skill's level) and requires to spend spending 5 perk points; the points. The sneak attack multiplier is also capped at x12 for dagger, daggers, and non-dagger sneak attacks are nerfed, too (e.g. bow sneak attack's multiplier is x2.5 with ''Ordinator'' and all the relevant perks, while it was at most x3 in Vanilla).



* ShoutOut: "[[Literature/TheLordOfTheRings You Shall Not Pass]]" (Enchanting) adds a magical offensive effect if you almost simultaneously attack with a enchanted staff and a enchanted weapon while wielding both.

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* ShoutOut: "[[Literature/TheLordOfTheRings You Shall Not Pass]]" (Enchanting) adds a magical offensive effect if you almost simultaneously attack with a an enchanted staff and a an enchanted weapon while wielding both.



* TheTurretMaster: "Dwemer Autocannon" (Smithing) allows to craft and deploy for [=30s/60s=] (depending on the perk's level) a Dwemer Autocannon which automatically fires in your crosshair's approximate direction.
* VancianMagic: A whole branch of the Alteration tree replaces your ManaMeter with a set number of spell charges that can be casted at no cost. Said charges must be replenished by sleeping, higher [[{{Mana}} Magicka]] grants more charges (with the initial perk, you can only cast 20 spells), and you may trade charges for stronger spells. Since all spells consume a single charge no matter their level, things can get pretty ridiculous when you cast Master-level spells back-to-back when normally one would empty your bar.
* ViolationOfCommonSense: "Wandering Warrior" (One-Handed) adds a permanent +1% bonus to one-handed (capped at +20%) damage each time the Dragonborn defeats a party of at least four animals[=/=]humanoids with one-handed weapons. While the game is easier if using stealth and[=/=]avoiding to aggro large groups of enemies, it may be difficult to encounter such pregenerated parties, which make unsubtle frontal assault a viable tactic to train the perk, by aggroing more enemies on purpose. Of course, it would result in harder fights, but that shouldn't be an impossible task since "Wandering Warrior" becomes available once One-Handed reaches level 100.

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* TheTurretMaster: "Dwemer Autocannon" (Smithing) allows you to craft and deploy for [=30s/60s=] (depending on the perk's level) a Dwemer Autocannon which automatically fires in your crosshair's approximate direction.
* VancianMagic: A whole branch of the Alteration tree replaces your ManaMeter with a set number of spell charges that can be casted cast at no cost. Said charges must be replenished by sleeping, higher [[{{Mana}} Magicka]] grants more charges (with the initial perk, you can only cast 20 spells), and you may trade charges for stronger spells. Since all spells consume a single charge no matter their level, things can get pretty ridiculous when you cast Master-level spells back-to-back when normally a single one would empty your bar.
* ViolationOfCommonSense: "Wandering Warrior" (One-Handed) adds a permanent +1% bonus to one-handed (capped at +20%) damage each time the Dragonborn defeats a party of at least four animals[=/=]humanoids with one-handed weapons. While the game is easier if using stealth and[=/=]avoiding to aggro aggroing large groups of enemies, it may be become difficult to encounter such pregenerated pre-generated parties, which make makes unsubtle frontal assault assaults a viable tactic to train the perk, by aggroing more enemies on purpose. Of course, it would result in harder fights, but that shouldn't be an impossible task since "Wandering Warrior" only becomes available once One-Handed reaches level 100.
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* AntiMagic: "Antimagic Field" (Restoration) adds such an effect to wards, preventing nearby enemies to cast magic as long as the Dragonborn is maintaining a ward (big enemies are immuned).

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* AntiMagic: "Antimagic Field" (Restoration) adds such an effect to wards, preventing nearby enemies to cast from casting magic as long as the Dragonborn player is maintaining a ward (big ward. (Large enemies are immuned).immune, however.)
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''Ordinator'' is one of the base components of ''Vokriinator'', a mod which combines several skill tree overhauls.

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* MinmaxersDelight: The Pickpocket perk "Dragon Hoard" is long to obtain (it has a skill level of 100 and about four other perks as prerequisite) but it allows to buy ''perk points''.

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* MinmaxersDelight: MinmaxersDelight:
**
The Pickpocket perk "Dragon Hoard" is long to obtain (it has a skill level of 100 and about four other perks as prerequisite) but it allows to buy ''perk points''.
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** Vancian Magic and its followup perks are almost indispensable to anyone who wants to create '''the''' [[BlackMage blastiest blaster mage to ever blast]].
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* LethalJokeItem: The Enchanting perk "Heart of the Sun" turns an otherwise unassuming quest item, the Staff of Tandil, into one of these. It has a very basic effect - calming down low-leveled enemies it's cast on - but has the unique attribute of being the staff with the highest amount of charge points in the game (10 000), which is twice as much as the closest competitors at 5000. This is normally a '''drawback''', as the Staff's effect takes a proportionately high amount of charge to use, making it nothing but a lackluster staff that requires very high quality soul gems to recharge. "Heart of the Sun", meanwhile, is a perk that slowly drains the charge on a staff you're wielding to empower the enchantments on the weapon in your other hand, by an amount proportionate to the amount of charge left in the staff. The power increase is based on the actual amount of charge instead of the percentage, so as an enchantment-empowering battery, the Staff of Tandil is not only longer-lasting than any of its competition, but also '''twice''' as powerful when full.
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* CripplingOverspecialization: The Vancian Magic perk can feel like this. You have a damage output most mages couldn't dream of and you can spam powerful spells with zero worries about mana, but because you have a limited supply of spells, you need to be '''very''' particular with what you cast to avoid getting caught with your pants down at the worst possible moment. This means that a lot of great utility and other quality of life spells become much harder to justify the usage of as spells turn TooAwesomeToUse. You can mitigate this problem by taking the followup perk to Vancian Magic, which gives you more spell slots. With the perk after that, you can alleviate it further... [[ZigZaggedTrope or choose to fall right back into it]] by reducing your spell slot number by a whopping half, but making your few remaining spells '''even stronger'''.


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** The "Vancian Magic" line of perks all have names related to ''TabletopGame/DungeonsAndDragons'' concepts, starting from VancianMagic itself, then "[[LinearWarriorsQuadraticWizards Quadratic Wizard]]", and finally "[[GameMaster Dungeon Master]]".
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* AwesomeButImpractical: "Heart of Creation" (Smithing) grants a very interesting buff (increases attack damage and critical strike damage by 15% and reduces attack damage taken by 15%), which lasts for 1800 (i.e. ''30 minutes'') once you craft something at a forge. What makes it impractical is that you must first select the single forge which has this effect. To take advantage of the effect, you will have to go back and forth between the chosen forge and your destination, wasting some time to travel, and preventing you to benefit from it inside large dungeons due to them being longer to explore than the buff's duration.

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* AwesomeButImpractical: "Heart of Creation" (Smithing) grants a very interesting buff (increases attack damage and critical strike damage by 15% and reduces attack damage taken by 15%), which lasts for 1800 seconds (i.e. ''30 minutes'') once you craft something at a forge. What makes it impractical is that you must first select the single forge which has this effect. To take advantage of the effect, you will have to go back and forth between the chosen forge and your destination, wasting some time to travel, and preventing you to benefit from it inside large dungeons due to them being longer to explore than the buff's duration.

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* HelmetsAreHardlyHeroic: "Keen Senses" (Light Armor) and "Face of Death" (Heavy Armor) allows to invoke this by giving an armor rating bonus if you wear no helmet but all three other pieces of armor, as well as allowing full armor set perks to work without helmet. Beside purely cosmetic reasons, it also makes your build more viable if you decide to wear armors with an enchanted circlet (or the unique, unarmored, Aetherius Crown).

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* GuideDangIt: Some of the new perks spawn unique objects in the world without giving any clue of their location.
** Don't bother taking "Game of Fate" (Lockpicking) unless you intend to scout each corner of the gameworld, including areas added by the official [=DLCs=] and any quest[=/=]new lands[=/=]new dungeons mod you're currently playing with. The perk adds five RareCandy in randomly chosen containers which can be literally anywhere.
** The wandering [=NPCs=] added by "Spirit Tutors" (Restoration) can be anywhere as well.
* HelmetsAreHardlyHeroic: "Keen Senses" (Light Armor) and "Face of Death" (Heavy Armor) allows to invoke this by giving an armor rating bonus if you wear no helmet but all three other pieces of armor, as well as allowing full armor set perks to work without helmet. Beside purely cosmetic reasons, it also makes your build more viable if you decide to wear armors with an enchanted circlet circlet[=/=]hood (or the unique, unarmored, Aetherius Crown).



* RareCandy: "Game of Fate" (Lockpicking) adds 5 "Dragons of Fate" in randomly-selected containers. Taking each Dragon of Fate gives 15,000 Septims and a perk point.

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* RareCandy: RareCandy:
**
"Game of Fate" (Lockpicking) adds 5 "Dragons of Fate" in randomly-selected containers. Taking each Dragon of Fate gives 15,000 Septims and a perk point.point.
** "Spirit Tutors" (Restoration) adds two unique wandering [=NPCs=] who each grant a (stacking) permanent passive buff to Restoration spells.
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** "That Which Does Not Kill You…" (Alchemy) gives three free perk points and a passive buff to crafted potions' potency if you survived a powerful poisoning effect granted when you take the perk. If you reset Alchemy's progression after already having taken "That Which Does Not Kill You…", you won't be able to gain the perk again, to prevent you to gain unlimited free perk points this way.

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* AwesomeButImpractical: "Heart of Creation" (Smithing) grants a very interesting buff (increases attack damage and critical strike damage by 15% and reduces attack damage taken by 15%), which lasts for 1800 (i.e. ''30 minutes'') once you craft something at a forge. What makes it impractical is that you must first select the single forge which has this effect. To take advantage of the effect, you will to go back and forth between the chosen forge and your destination, wasting some time to travel.

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* AwesomeButImpractical: "Heart of Creation" (Smithing) grants a very interesting buff (increases attack damage and critical strike damage by 15% and reduces attack damage taken by 15%), which lasts for 1800 (i.e. ''30 minutes'') once you craft something at a forge. What makes it impractical is that you must first select the single forge which has this effect. To take advantage of the effect, you will have to go back and forth between the chosen forge and your destination, wasting some time to travel.travel, and preventing you to benefit from it inside large dungeons due to them being longer to explore than the buff's duration.



* VancianMagic: A whole branch of the Alteration tree replaces your ManaMeter with a set number of spell charges that can be casted at no cost. Said charges must be replenished by sleeping, higher [[{{Mana}} Magicka]] grants more charges (with the initial perk, you can only cast 20 spells), and you may trade charges for stronger spells. Since all spells consume a single charge no matter their level, things can get pretty ridiculous when you cast Master-level spells back-to-back when normally one would empty your bar.

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* VancianMagic: A whole branch of the Alteration tree replaces your ManaMeter with a set number of spell charges that can be casted at no cost. Said charges must be replenished by sleeping, higher [[{{Mana}} Magicka]] grants more charges (with the initial perk, you can only cast 20 spells), and you may trade charges for stronger spells. Since all spells consume a single charge no matter their level, things can get pretty ridiculous when you cast Master-level spells back-to-back when normally one would empty your bar.bar.
* ViolationOfCommonSense: "Wandering Warrior" (One-Handed) adds a permanent +1% bonus to one-handed (capped at +20%) damage each time the Dragonborn defeats a party of at least four animals[=/=]humanoids with one-handed weapons. While the game is easier if using stealth and[=/=]avoiding to aggro large groups of enemies, it may be difficult to encounter such pregenerated parties, which make unsubtle frontal assault a viable tactic to train the perk, by aggroing more enemies on purpose. Of course, it would result in harder fights, but that shouldn't be an impossible task since "Wandering Warrior" becomes available once One-Handed reaches level 100.
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* AwesomeButImpractical: "Heart of Creation" (Smithing) grants a very interesting buff (increases attack damage and critical strike damage by 15% and reduces attack damage taken by 15%), which lasts for 1800 (i.e. ''30 minutes'') once you craft something at a forge. What makes it impractical is that you must first select the single forge which has this effect. To take advantage of the effect, you will to go back and forth between the chosen forge and your destination, wasting some time to travel.
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* DamageOverTime: "Bite Marks" (One-Handed) adds a bleeding effect to living targets hits by unblocked dagger attacks. The damage itself is fairly low (1[=/=]2[=/=]3 per second), but its duration is long (30 seconds at level 1, 45 seconds at level 2, 60 seconds at level 3).
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* DeathOrGloryAttack: "Death or Glory" (Two-Handed) turns two-handed combat into this. Two-handed power attack receive a damage boost which increases the lower your health is.
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* BearTrap: "Bear Traps" (Lockpicking) allows to pick up or craft bear traps to use them yourself. The initial perk only allows to carry up to two at the same time, but Bear Traps unlocks several other perks adding several effects (magic damage, sneak attack...) to the traps, as well as the ability to carry up to three of them.
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* AntiMagic: "Antimagic Field" (Restoration) adds such an effect to wards, preventing nearby enemies to cast magic as long as the Dragonborn is maintaining a ward (big enemies are immuned).


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* RareCandy: "Game of Fate" (Lockpicking) adds 5 "Dragons of Fate" in randomly-selected containers. Taking each Dragon of Fate gives 15,000 Septims and a perk point.
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''Ordinator - Perks of Skyrim'' is a ''VideoGame/TheElderScrollsVSkyrim'' [[GameMod mod]] created by [[https://www.nexusmods.com/skyrim/users/3959191 EnaiSiaion]]. ''Ordinator'' consists in a complete overhaul of the 18 skill trees (normal skills only, the werewolf and vampire lord perks are unaffected), changing the perks and allowing new playstyles. ''Ordinator'' works without any official DLC.

''Ordinator - Perks of Skyrim'' can be found [[https://www.nexusmods.com/skyrim/mods/68425 here]] (''Legacy'' version) or [[https://www.nexusmods.com/skyrimspecialedition/mods/1137 here]] (''Skyrim Special Edition'').

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!!''Ordinator'' Provides Examples Of:
* AnnoyingArrows: With "Deflect Arrows" (Block), arrows blocked with a shield don't do any damage.
* ArbitraryHeadcountLimit: "Dead Tide" (Conjuration) alters its parent perk "Bone Collector" by allowing to summon more skeletons. Their number is based on your base mana meter (1 skeleton per 75 mana at perk's level 1 ; 1 skeleton per 50 mana at perk's level 2).
* TheBerserker: Available in both dual-wielding and two-handed flavour.
** The One-Handed skill tree has a branch affecting dual-wielding, allowing this fighting style to attack faster ("Ravage"), adding a rage meter building up during attacks ("Man O'War"), and eventually adding a damage and critical damage buff which can randomy be triggered during dual-wielding combat ("Unleash the Beast").[[note]]This Berserker playstyle retains the GlassCannon aspect of the Vanilla dual-wielding combat, because ''Ordinator'' doesn't allow to block while dual-wielding[[/note]]
** The Two-Handed skill tree has two perks ("Massacre" and "Enter the Arena") which can trigger a temporary attack speed buff.
* BoringButPractical:
** "Philosopher Stone" (Alteration) automatically gives free gold (4 times the Alteration skill's level) every 24-hours (as well as a tiny amount of Alteration experience each time). As the prerequisite Alteration level for the perk is 30, it means a daily gold gain ranging from 120 to 400 Septims, each day. Many of the loot you may find is more valuable, but this daily gain greatly adds up in long term.
** "Blood Money" (Pickpocket) adds more gold on the corpse of [=NPCs=] killed with a killcam or with much more damage than their remaining hit points. As most fights end with the killcam death of the last standing enemy, it again adds up in long term.
** "Alter Self: Resistances" (Alteration) increases two of the five resistances (one of the elementary resistances, disease, or poison) by 25. Not flashy, but very useful.
** The first level of "Quiet Before the Storm" (Illusion) allows to cast any spell without attracting nearby hostiles, and its second level does the same with ''shouts''. Obviously, being able to cast self-buff spells near the enemies without risking to aggro them is very useful.
* DevelopersForesight:
** "Miracle" is the ultimate Enchanting perk, and allows to put ''three'' enchantments (instead of the normal maximum of two) on an item, and makes those enchantments stronger than they normally would. The perk's description states in explicit terms that it only works once, and, indeed, turning the Enchanting skill legendary in order to train it again to 100 will fail, since the game will refuse to let you get the Miracle perk again.[[note]]The game checks if the miracle has been used through a hidden perk. It's possible to use several miracles by using the console.[[/note]]
** "Aurification" (Alteration) allows to insta-kill a paralyzed target by turning it into gold. Characters flagged essential are immune to this, to prevent it from breaking the game ([[LordBritishPostulate or to make sure smart players don't use this power on purpose to get rid of critical characters]]).
* FallingDamage: Averted if you take the second level of "Cushioned" (Heavy Armor), which immunes the player from falling damage (the first level halves the damage) when wearing heavy armor.
* HelmetsAreHardlyHeroic: "Keen Senses" (Light Armor) and "Face of Death" (Heavy Armor) allows to invoke this by giving an armor rating bonus if you wear no helmet but all three other pieces of armor, as well as allowing full armor set perks to work without helmet. Beside purely cosmetic reasons, it also makes your build more viable if you decide to wear armors with an enchanted circlet (or the unique, unarmored, Aetherius Crown).
* KnifeNut: The mod has a whole branch of dagger-related perks in the One-Handed skill tree, making a dagger-specific build more viable.
* MinmaxersDelight: The Pickpocket perk "Dragon Hoard" is long to obtain (it has a skill level of 100 and about four other perks as prerequisite) but it allows to buy ''perk points''.
* MoneySink:
** "Dragon Hoard" (Pickpocket) allows to buy perk points for 50,000 Septims each time you sleep.
** "Fuel the Inferno" (Smithing) allows to get a tempering buff if you sacrify a dragon soul at an advanced grindstone[=/=]workbench. Not exactly literal ''money'' but it's nevertheless a rare ingame currency with limited Vanilla use.
* MoreDakka: "Dwemer Autocannon" (Smithing) has two subperks turning it into this, especially once you get both. "Firing Line" deploys two cannons at once, and "Spin Up" constantly increases the autocannon attack speed with each shot (capped at 200%).
* {{Necromancer}}: Beside the Vanilla reanimated [=NPCs=], "Bone Collector" (Conjuration) allows to summon skeleton followers at one of the four Bone Altars found on the map. Those skeletons can't be permantly killed by the enemies.
* {{Nerf}}: ''Ordinator'' makes several ''Skyrim'' features less broken.
** Smithing and Enchanting results in crafted items which are more balanced than in Vanilla.
** Zigzagged with "Trickster" (Pickpocket), which mixes "Misdirection" and "Perfect Touch". On the one hand, it now only allows to steal equipped pieces of armor if the target is sleeping (weapons of awaken [=NPCs=] are still fair game). On the other hand, it consists in a single perk allowing to do actions which were managed by two distinct Vanilla perks, and allows to use a (nerfed) version of the level 100 perk Misdirection right at level 70.
** In Vanilla, attaining the full potential of dagger's backstab (x15 damage, not counting armor-based buffs) requires to reach level 50 in the Sneak skill and to take 4 perks. In ''Ordinator'', this full potential requires to reach ''level 100'' (the bonus damage is scaled with the skill's level) and requires to spend 5 perk points; the sneak attack multiplier is capped at x12 for dagger, and non-dagger sneak attacks are nerfed, too (e.g. bow sneak attack's multiplier is x2.5 with ''Ordinator'' and all the relevant perks, while it was at most x3 in Vanilla).
* ShoutOut: "[[Literature/TheLordOfTheRings You Shall Not Pass]]" (Enchanting) adds a magical offensive effect if you almost simultaneously attack with a enchanted staff and a enchanted weapon while wielding both.
* ThemeNaming:
** Most of the dagger-related perks (One-Handed) have snake-related names ("Bite Marks", "Twin Fang", "Swaying Cobra", "Death Adder", "Coiling Python").
** Several Archery perks have raptor bird-related names ("Focus on the Prey", "Beak and Talon", "Hawkeye").
* TheTurretMaster: "Dwemer Autocannon" (Smithing) allows to craft and deploy for [=30s/60s=] (depending on the perk's level) a Dwemer Autocannon which automatically fires in your crosshair's approximate direction.
* VancianMagic: A whole branch of the Alteration tree replaces your ManaMeter with a set number of spell charges that can be casted at no cost. Said charges must be replenished by sleeping, higher [[{{Mana}} Magicka]] grants more charges (with the initial perk, you can only cast 20 spells), and you may trade charges for stronger spells. Since all spells consume a single charge no matter their level, things can get pretty ridiculous when you cast Master-level spells back-to-back when normally one would empty your bar.

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