Perks: Traits and Expertise is a mod that provides an alternate way to level up in morrowind.
Every second level you will gain a Trait point, which you can use to unlock attribute-specific perks, usually this is simply a increase in specific attributes but not always; Some perks will allow you to regenerate Health or Magicka; others give you increased attributes specifically indoors or outdoors; and some even bestows you with constant magic effects, such as a constant Detect Creature Effect.
Every fifth level you will gain a Expertise point, which is used to unlock skill-specific perks. Skills may have multiple specializations, and you will want to choose which one suits your fancy. For example the Long Blade skill provides 2 specializations: Cyrodilic Fencing and Dunmer Swordsmanship. Choosing Cyrodilic fencing will give you increased agility when you are wielding a long blade, while Dunmer Swordsmanship focuses more on strength. You may only choose one expertise for each skil.
Getting any perk is achieved all through dialogue. A NPC will spawn beside you every second level to determine which Trait perks you would like. The explanation behind this is that he's a servant of Azura who desires to understand if you are the reincarnated Neverarine, and will ask you about your past periodically, in which case you reveal more of your character traits that correspond to each perk.
Expertise perks are gained through talking to trainers and paying a sum of money.
To balance the mod, leveling multipliers will set to a constant x1.
Here's the list of Traits:
Spoiler
Versatile: +1 All Attributes.
Lucky: +7 Luck.
Quick Learner: +2 all skills
Adventurer: +100 encumbrance, +5 speed.
Meditative: +1 Health/Magicka per 5 seconds.
Healthy: Health regen depending on Endurance
Intuitive: Magicka regneration depending on Willpower.
Resilient: Constant Resist Normal Weapons/Resist Magicka Effect
Naturalist: +5 Alchemy, +3 Strength, Willpower and Speed when outdoors.
Acute: Intelligence multiplier to magicka increased.
Perceptive: Gain constant detect humanoid, creature and item effect.
Passionate: Gain 1 Willpower and Strength for every 12 Personality.
Unpredictable: Gain 12 random attribute.
Perserverance: When dropping below 30% health. Fortify Strength, Agility, Willpower and Speed by 6 for 6 seconds (1 minute cooldown).
Shady: Crimes commited have lessened punishment. +2 Short Blade, +2 security, +2 sneak.
Dedicated: If a skill any skill reaches 75. Fortify that skill by an additional +4.
Physical: Gain +3 strength, +3 agility, +2 Endurance
Intellectual: Gain +3 intelligence, +4 Willpower, +1 Endurance.
Provocateur: +3 luck, +4 personality, +3 agility.
Vigilant: +4 Intelligence, +2 Endurance, +1 speed, +2 willpower.
Charismatic: +6 Personality, + 2 speechcraft, +2 mercantile.
Tenacious: +4 Strength, +1 Personality, +3 Endurance.
Instinctive: +1 Strength, +5 agility, +2 speed.
Wise: +3 personality, +3 Intelligence, +3 Willpower.
Poised: Every 10 Strength Fortifies Intelligence by 1. Every 10 Intelligence fortifies Strength by 1.
Magical Affinity: Gain constant 4% Spell Absorption.
Lucky: +7 Luck.
Quick Learner: +2 all skills
Adventurer: +100 encumbrance, +5 speed.
Meditative: +1 Health/Magicka per 5 seconds.
Healthy: Health regen depending on Endurance
Intuitive: Magicka regneration depending on Willpower.
Resilient: Constant Resist Normal Weapons/Resist Magicka Effect
Naturalist: +5 Alchemy, +3 Strength, Willpower and Speed when outdoors.
Acute: Intelligence multiplier to magicka increased.
Perceptive: Gain constant detect humanoid, creature and item effect.
Passionate: Gain 1 Willpower and Strength for every 12 Personality.
Unpredictable: Gain 12 random attribute.
Perserverance: When dropping below 30% health. Fortify Strength, Agility, Willpower and Speed by 6 for 6 seconds (1 minute cooldown).
Shady: Crimes commited have lessened punishment. +2 Short Blade, +2 security, +2 sneak.
Dedicated: If a skill any skill reaches 75. Fortify that skill by an additional +4.
Physical: Gain +3 strength, +3 agility, +2 Endurance
Intellectual: Gain +3 intelligence, +4 Willpower, +1 Endurance.
Provocateur: +3 luck, +4 personality, +3 agility.
Vigilant: +4 Intelligence, +2 Endurance, +1 speed, +2 willpower.
Charismatic: +6 Personality, + 2 speechcraft, +2 mercantile.
Tenacious: +4 Strength, +1 Personality, +3 Endurance.
Instinctive: +1 Strength, +5 agility, +2 speed.
Wise: +3 personality, +3 Intelligence, +3 Willpower.
Poised: Every 10 Strength Fortifies Intelligence by 1. Every 10 Intelligence fortifies Strength by 1.
Magical Affinity: Gain constant 4% Spell Absorption.
And the expertise perks.
Spoiler
Axe Specializations:
Whirling Dervish: If using and Axe and current health drops below Axe skill level, go into a fanatical dance of death. Gaining 10 agility and 10 strength for 6 seconds.
Nordic Axe Techniques: If using an Axe. Every 13 point of Axe skill will Fortify Strength by 1.
Long Blade Specialist:
Cyrodilic Fencing: If using a long blade. Every 7 of your Long Blade skill into 1 attack rating. Fortify +3 agility.
Dunmer Swordsmanship: If using a long blade. Every 23 point of Long Blade will fortify Strength and agility by 1.
Spear Specialist:
Polearms Curriculum of the Imperial Legion: If using Spear. Every 18 Spear Skill will fortify Strength by 1. +3 Endurance.
Bosmer Drishula (Javelin hunting style): If using a Spear. Converts every 12 Spear Skill will fortify agility by 1.
Blunt Weapon Specialist:
Orcish Otta: (Orcish staff fighting system) Every 23 point of Blunt Weapons will fortify Strength and Endurance by 1.
Khajit Rawlith (Batton fighting style) : Every 20 point of blunt weapons fortifies agility by 1.. +2 Speed. +1 Strength.
Short blade Specialist:
Akaviri Battotsu (Art of drawing blades): If using a short blade. Gains 100 Attack Rating and Fortify Strength 20 for 2 seconds after drawing your weapon. (20 seconds cooldown)
Khajit Blisterfang: If using a short blade. Converts every 6 Short Blade skill will give 1 bonus Attack Rating. Every 17 Short blade skill will Fortify speed by 1.
Marksman Specialist:
Power Draw: If using a bow. Converts 20 of your Bow Skill will Fortify Strength by 1.
Accuracy: If using a bow. Converts 6 of your Bow Skill will give 1 bonus attack rating.
Bosmer Atlatl (art of dart throwing): If using a throwing weapon. Converts 15 of your Marksman Skill into 1 bonus Attack Rating. Converts 25 of your Marksman Skill into Bonus Strength.
Armor Specialist: (Must be wearing the specified armor type on torso and legs.)
Unarmored: Every 15 Unarmored skill Fortifies agility and speed by 1.
Light: Every 20 Light armor. skill fortifies agility by 1. +2 Speed.
Medium: Every 20 Medium Armor skill fortifies Endurance by 1. +2 agility
Heavy: Constant Resist Normal Weapons by 10. +1 Agility. +2 Endurance.
Hand to Hand Specialist:
Khajit Goutfang: If unarmed gains Power: Fortifies strength, agility and speed by 15 for 5 seconds. If a weapon is equipped during the duration of the ability, the ability will be canceled.
Security Specialist:
Sneak Specialist:
Stealthy: At night or when indoors, gain Fortify Sneak.
Evasion: Invisibility for 2 seconds after sneak is activated. 20 second cooldown.
llusion Specialist:
Hallucination: While under the chameleon effect, every 15 points of chameleon will result in 5 points of a sanctuary effect.
Manipulation: Knowing any Charm, Rally, Demoralize, Calm and Frenzy spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells)
Confusion: Knowing any Blind, Paralyze, Sound, Silence, Light and Night Eye spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells)
Destruction Specialist:
Frost: Knowing any Frost-based spells will result in also learning an improved version of that spell, with lower magicka cost and increased damage. (Does not work with player-made spells).
Additionally: +1 Intelligence, +1 Endurance
Fire: Knowing any Fire-based spells will result in also learning an improved version of that spell, with lower magicka cost and increased damage. (Does not work with player-made spells)
Additionally: +1 Willpower, +1 Personality
Lighting: Knowing any Lightning-based spells will result in also learning an improved version of that spell, with lower magicka cost and increased damage. (Does not work with player-made spells)
Additionally: +1 Willpower, +1 Speed
Conjuration Specialist
Armament: Knowing any Bound spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration.. (Does not work with player-made spells).
Additionally learns Bound Deadric Armor: Bounds the full set of daedric armor with reduced magicka cost.
Necromancy: Knowing any Undead Summon spells will result in also learning an improved version of that spell, with lower magicka cost and massively increased duration. (Does not work with player-made spells).
Daedric: Necromancy: Knowing any Daedric Summon spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Assimilation: Knowing any Command spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Alteration:
Elemental Discipline: Knowing any Shield Spells will result in also learning an improved version of that spell.
Lightning Shield: Paralyzes nearby ennemies.
Frost Shield: Damage speed attribute of nearby enemies, and drains health..
Fire Shield: Flame damage on nearby enemies.
Shield: Fortify all attributes by 1 point.
Unseen Forces: Knowing any Burder, Feather, Boyancy, Levitation, Jump, Open, spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells)
Restoration:
Blood Magic: Gives power: Restores 300 Mana at the cost of 50 Health.
Battle Aura: Gives power: +2 Health for second. +2 all attributes. Lasts for 30 seconds..
Healer: Knowing any Healing spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Shaman: Knowing any Fortify spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Mysticism:
Parasitism: Knowing any Absorb spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Magebane: Knowing Spell Absorption, Reflect and Dispel will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Mystic Forces: Knowing any Detect, Soultrap or Teleknesis spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells). Additionally: Mark, Recall, Divine and Alsivi Spells no longer have magicka cost.
Enchant Specialization:
Every 18 points of Enchanting will increase intelligence and luck by 1.
Alchemy Specialization:
Every 18 points of Alchemy will increase intelligence and luck by 1.
Mercantile and Speechcraft Specilization:
Every 8 Speechcraft skill will increase Mercantile skill by 1 and vice versa.
Axe Specializations:
Whirling Dervish: If using and Axe and current health drops below Axe skill level, go into a fanatical dance of death. Gaining 10 agility and 10 strength for 6 seconds.
Nordic Axe Techniques: If using an Axe. Every 13 point of Axe skill will Fortify Strength by 1.
Long Blade Specialist:
Cyrodilic Fencing: If using a long blade. Every 7 of your Long Blade skill into 1 attack rating. Fortify +3 agility.
Dunmer Swordsmanship: If using a long blade. Every 23 point of Long Blade will fortify Strength and agility by 1.
Spear Specialist:
Polearms Curriculum of the Imperial Legion: If using Spear. Every 18 Spear Skill will fortify Strength by 1. +3 Endurance.
Bosmer Drishula (Javelin hunting style): If using a Spear. Converts every 12 Spear Skill will fortify agility by 1.
Blunt Weapon Specialist:
Orcish Otta: (Orcish staff fighting system) Every 23 point of Blunt Weapons will fortify Strength and Endurance by 1.
Khajit Rawlith (Batton fighting style) : Every 20 point of blunt weapons fortifies agility by 1.. +2 Speed. +1 Strength.
Short blade Specialist:
Akaviri Battotsu (Art of drawing blades): If using a short blade. Gains 100 Attack Rating and Fortify Strength 20 for 2 seconds after drawing your weapon. (20 seconds cooldown)
Khajit Blisterfang: If using a short blade. Converts every 6 Short Blade skill will give 1 bonus Attack Rating. Every 17 Short blade skill will Fortify speed by 1.
Marksman Specialist:
Power Draw: If using a bow. Converts 20 of your Bow Skill will Fortify Strength by 1.
Accuracy: If using a bow. Converts 6 of your Bow Skill will give 1 bonus attack rating.
Bosmer Atlatl (art of dart throwing): If using a throwing weapon. Converts 15 of your Marksman Skill into 1 bonus Attack Rating. Converts 25 of your Marksman Skill into Bonus Strength.
Armor Specialist: (Must be wearing the specified armor type on torso and legs.)
Unarmored: Every 15 Unarmored skill Fortifies agility and speed by 1.
Light: Every 20 Light armor. skill fortifies agility by 1. +2 Speed.
Medium: Every 20 Medium Armor skill fortifies Endurance by 1. +2 agility
Heavy: Constant Resist Normal Weapons by 10. +1 Agility. +2 Endurance.
Hand to Hand Specialist:
Khajit Goutfang: If unarmed gains Power: Fortifies strength, agility and speed by 15 for 5 seconds. If a weapon is equipped during the duration of the ability, the ability will be canceled.
Security Specialist:
Sneak Specialist:
Stealthy: At night or when indoors, gain Fortify Sneak.
Evasion: Invisibility for 2 seconds after sneak is activated. 20 second cooldown.
llusion Specialist:
Hallucination: While under the chameleon effect, every 15 points of chameleon will result in 5 points of a sanctuary effect.
Manipulation: Knowing any Charm, Rally, Demoralize, Calm and Frenzy spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells)
Confusion: Knowing any Blind, Paralyze, Sound, Silence, Light and Night Eye spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells)
Destruction Specialist:
Frost: Knowing any Frost-based spells will result in also learning an improved version of that spell, with lower magicka cost and increased damage. (Does not work with player-made spells).
Additionally: +1 Intelligence, +1 Endurance
Fire: Knowing any Fire-based spells will result in also learning an improved version of that spell, with lower magicka cost and increased damage. (Does not work with player-made spells)
Additionally: +1 Willpower, +1 Personality
Lighting: Knowing any Lightning-based spells will result in also learning an improved version of that spell, with lower magicka cost and increased damage. (Does not work with player-made spells)
Additionally: +1 Willpower, +1 Speed
Conjuration Specialist
Armament: Knowing any Bound spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration.. (Does not work with player-made spells).
Additionally learns Bound Deadric Armor: Bounds the full set of daedric armor with reduced magicka cost.
Necromancy: Knowing any Undead Summon spells will result in also learning an improved version of that spell, with lower magicka cost and massively increased duration. (Does not work with player-made spells).
Daedric: Necromancy: Knowing any Daedric Summon spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Assimilation: Knowing any Command spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Alteration:
Elemental Discipline: Knowing any Shield Spells will result in also learning an improved version of that spell.
Lightning Shield: Paralyzes nearby ennemies.
Frost Shield: Damage speed attribute of nearby enemies, and drains health..
Fire Shield: Flame damage on nearby enemies.
Shield: Fortify all attributes by 1 point.
Unseen Forces: Knowing any Burder, Feather, Boyancy, Levitation, Jump, Open, spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells)
Restoration:
Blood Magic: Gives power: Restores 300 Mana at the cost of 50 Health.
Battle Aura: Gives power: +2 Health for second. +2 all attributes. Lasts for 30 seconds..
Healer: Knowing any Healing spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Shaman: Knowing any Fortify spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Mysticism:
Parasitism: Knowing any Absorb spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Magebane: Knowing Spell Absorption, Reflect and Dispel will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells).
Mystic Forces: Knowing any Detect, Soultrap or Teleknesis spells will result in also learning an improved version of that spell, with lower magicka cost and increased duration. (Does not work with player-made spells). Additionally: Mark, Recall, Divine and Alsivi Spells no longer have magicka cost.
Enchant Specialization:
Every 18 points of Enchanting will increase intelligence and luck by 1.
Alchemy Specialization:
Every 18 points of Alchemy will increase intelligence and luck by 1.
Mercantile and Speechcraft Specilization:
Every 8 Speechcraft skill will increase Mercantile skill by 1 and vice versa.
So...as you can all tell, I'm way over my head. Implementing all of this will take a significant amount of work. If anyone would like to help, whether that be to help with writing the dialogue, to scripting, to just helping me balance what I've got up here, you're very welcome. All I'm doing here isn't particularily hard, just time consuming, time which I lack.