John's enchantment skill tree overhaul

by John the Dragon·v1.0·Updated 2020-06-13

约翰的附魔技能树检修

Screenshots 5 screenshots

About this mod Machine translation

The redesigned enchantment skill tree aims to maintain balance and address the issues with the original skill tree without getting too high.

Introduction

Enchanting in Skyrim is fun and always great to see how ridiculously powerful weapons you can make. However, the skill tree is rather annoying in some ways, and I was never completely satisfied with it.

I looked for mods that would change it, but they either do too much or too little. They either wildly change the overall feel of the skill tree, or simply buff existing skills (often to a ridiculous degree).

I want a mod that changes everything, but not in an overly drastic or game-breaking way. So, I made my own.

Skill changes

Enchant

Basic enchantment skills have been slightly increased from 20% to 25%. Skill level requirements remain unchanged. This will make all 5 skill points more profitable than before.

elemental knot

The three elemental enchantment skills in the original tree of the world amaze me to no end. In fact, they are the main reason I don't like original trees. I know that the three elements in Skyrim are not equal and Shock is supposed to be better than Frost which is supposed to be better than Fire, but that never felt like a good enough reason for me to need to spend two skill points if I wanted to focus on Shock Ward I would never use.

So in my mod I made them all available (30) at the same time for the same skill requirement. Once you have your charming first point, you can choose the elements you want. They are no more powerful than before.

Insightful and corpus enchantment

Now that the base enchantment skill has a 25% bonus, and an alternative route to Extra Effect is now available, I realize that both skills will require quite a buff to justify acquiring them. Therefore, they both provide 50% enchantment power for their respective enchantment type. However, the skill level requirements for both of them have been increased by 10 (to 60 and 80 respectively).

soul crusher

This is a weird tree in the enchantment skill tree and I'm having a hard time deciding what to do. Even with the enhancements I provided, it still felt a little out of place.

This perk now has 40% more "juice" than before. Likewise, the skill level requirement has been lowered to just 15, meaning those who don't want to spend a lot of money on Hex, but still want to charge their weapons more easily, may be interested in this skill.

soul siphon

This was another big change I made and the one I spent the most time on. Turns out to be a pitiful 5% against non-human enemies, especially considering you need to spend more time on the Soul Juicer to get it. However, I quickly discovered that the buff was too big, or just made it too powerful on everyone's soul. Therefore, I divided it into 2 levels!

Level 1 retains the same skill level requirement (40) and soul limit, but now provides 20% resupply. This is a huge buff compared to before, and may even completely eliminate the need to manually recharge weapons with low hit rates (such as stealth bow kills).

The second level requires a skill level of 90, but removes the restriction on capturing souls. However, its charging rate drops back to 5%. This may seem like a downgrade from before, but trust me when I say 5% of Grand Soul is a lot. Of course, you can ignore the second place if you don't think this is the case, or if you hope you don't kill many bandits.

New skill elemental enchantment

I decided I needed another skill between the elemental ward skill and the perk, and I'm really happy with my idea. Elemental enchantment mastery is not only its own skill point, but also the "second level" of these three elemental enchantment skills.

EEM requires a skill level of 70 and at least one essential element skill. It adds an additional 15% to enchantments against that element and grants 15% resistance to that element. Additionally, going back and acquiring one of the other elements will instantly grant you both effects of that ele …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
约翰的附魔技能树检修
File size
2.2 KiB
SHA-256
41171abc51dba57ca62cf3a49b74693eb530fc5cb93744c2717f8184f3bca543
Stored at
2026-10-07 11:26