Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-202.156.8.9-20131203122633

71.61.177.24 wrote: I was thinking we could put it under alchemy, give it its own branch on that perk tree.

- WorshipsMeridia Actually, yes, all perk trees need expansion and we all need more perk points! I'd swing for 450-500 perks in total and 2-3 perk points per level up (or 1/2 the effort to level up each level)

I was thinking about how to add more perks to the crafting trees, but you saved me the time for alchemy. I really thank you all!

Overall, if cannibalism was its own branch on the alchemy tree, I forsee the need to do a drastic shape change to the tree. However, I also can't think of anywhere else it will fit if it is not a seperate tree.

Also, if it was a seperate tree, then we will either have to make it a special levelling one (like werewolf or vampire lord) or add 2 more trees to the playstyles that cannibalism does not fit under.

So, I'd say that placing it under alchemy is a pretty good idea.

Since we added a whole set of perks to alchemy, i'd propose some additions to the other crafting skills:

I was thinking for enchanting, there would be a perk that reduces the charge costs of the enchantments that is multileveled (like reduce it by 12%, 24%, 36%, 48%, 60%), as well as maybe a 100 enchanting perk that recharges enchanted weapons and staves continuously at like 3% a second. Also, maybe a perk that improves the strength of leech effects and another one for damage stamina/magicka.

For smithing, we just need to add in stalhrim smithing, split advanced armors into what it is now and falmer smithing, and maybe add in a few more item sets (Aetherium stuff as the new most powerful, anyone?). Or else, we can still keep the split between light and heavy and instead make weapons another branch completely.