This mod aims to be a complete overhaul of character leveling and progression (though it won't touch leveled lists etc.). The general idea is that you don't get to choose your perks, nor do you get to choose to put points into health, magicka, or stamina after X skill improvements. Indeed there will be no level up menu at all. Everything will be automatic, but configurable via INI or in game menu. Please note some ideas may be quite similar to Maegfaer's Skyimmersive, though without the attributes. This is because the idea came about during the discussion of how skills and attributes would work for MERP.
Instead of choosing perks, they will be gained by natural use of skills. The more you use the skills, the more likely you are to receive a perk related to that skill. Instead of choosing health, magicka or stamina the automatically increase; combat and stealth skills increase health and stamina to varying degrees and magic skills increase magicka.
The perks will be dramatically overhauled so that they make sense with the rest of the system. There will also be more of them, but that's not so relevant as you won't get 1 perk choice per level. I've not finalised them, but I've got a general idea of them all. In many cases you will not be able to advance beyond a certain level without further training. This is especially true for smithing; you will need to be trained by an Orc blacksmith if you want to craft Orcish gear. To craft Dwemer gear you must do considerable research. If one wishes to specialise in a particular aspect of a skill there will be the plenty of options to do so, but rarely if ever will you be allowed to specialise in everything. Here's an example of what will happen in practise:
You are a Dunmer. You use a sword in your right hand, and generally like to use Flames in your left. You wear light armour, and occasionally use a bow. You've fought mostly heavily armoured humanoids wielding maces and warhammers, and the occasional animal. You have helped out in the Civil War on the Imperial side somewhat. You are likely to have the following perks:
- You do 10% more damage against humanoids (when using one handed swords, and 3% more when using a bow).
- You do 10% more damage to foes in heavy armour (when using one handed swords, and 3% more when using a bow).
- You do 3% more damage to animals (when using one handed swords).
- Fire based spells have a 10% chance leave the target burning for 20 seconds after your spell finishes.
- You have a 5% chance of receiving much less damage from maces and warhammers whilst wearing light armour (we'll pretend it was a glancing hit/you kinda dodged it).
- As rewards for you helping the Imperials you were given the choice to train with an expert swordsman or an Imperial blacksmith. You chose the blacksmith and can now smith some Imperial gear.
Spoiler
Please note I've taken a lot of influence from the "ACE - Combat Skills" mod by Athyra.
Combat Perks
One-Handed:
Two-Handed:
Same sort of idea as one-handed. I'll expand more later.
The Armor Skills:
In general armour progression will be mostly linear, with a few things to note;
I will cover later
.
Magic Perks
The general idea will again be the more you use something, the better you are at it. There will be plenty of options to specialise in certain things. For example, if you use fire the most, you're fire spells are much more likely to leave the target on fire. If you use ice the most, you're much more likely to freeze them.
Please note I've taken a lot of influence from the "ACE - Combat Skills" mod by Athyra.
Combat Perks
One-Handed:
- Specialising in swords will increase critical hit chance, attack speed, parry chance (when using a sword). It will
- Specialising in axes will increase bleed amount, attack speed (when using an axe).
- Specialising in maces will ignore armour more, increase attack speed (when using a mace).
- Specialising in daggers (when combined with a high sneak skill) will increase your sneak attack power with them.
Two-Handed:
Same sort of idea as one-handed. I'll expand more later.
The Armor Skills:
In general armour progression will be mostly linear, with a few things to note;
- The more you cast magic in a certain armour type the better you'll be able to cast magic in said armour (with the most skilled in heavy armour still not quite being as good as wearing light armour).
- The more you get hit by a certain weapon the more you'll be better at defending against those attacks.
- Light armour lets you move a lot, but protects you less and tires you less.
- Heavy armour lets you move less and tires you more, but protects you more.
- Matching set perks will still apply.
I will cover later

Magic Perks
The general idea will again be the more you use something, the better you are at it. There will be plenty of options to specialise in certain things. For example, if you use fire the most, you're fire spells are much more likely to leave the target on fire. If you use ice the most, you're much more likely to freeze them.