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Changes
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For ease of comparison I have included Vanilla Skyrim values in parentheses.

--- General changes ---

Magicka regeneration in combat increased to 50% (33%).
Dual casting power increased to 2.25 (2.2) and casting cost decreased to 2.25 (2.8).
Some spells, mostly utility ones, have their casting time increased (see spreadsheet for details).
Reduced cost from skill level increased. At skill 100 the base cost of a spell is 50% (60%).
Changed a little the skill gain from spells. Higher level spells will improve their respective skill a little faster and lower level
spells a little slower.

- Mastery Perks -

Changed names from "Level School" (eg. Apprentice Conjuration) to "School Level" (eg. Illusion Master). All provide 25% (50%)
reduction in magicka cost for their respective level spells. Destruction and Restoration increase in power, while Alteration,
Conjuration and Illusion increase in duration. Novice increases it by 10%, Apprentice by 25%, Adept by 45%, Expert by 70% and Master
by 100%.

--- General Fixes ---

Unless specified, all perks in Alteration, Conjuration, Destruction, Illusion and Restoration only affect spells, not enchantments,
abilities or shouts. Elemental Augumentation perks now affect Rune spells.
Fixed some spell descriptions to reflect the actual magnitude or duration.

--- Alteration Perks ---

- Original Perks -

Mage Armor

Now there are two ranks instead of three. The first rank increases Magic Armor spells power by half (double) when not wearing armor
and lessens stagger power by half if casting while having an active Magic Armor spell and also not wearing armor. The second rank
doubles (x2.5) Magic Armor spells power when not wearing armor and negates stagger when casting and the conditions from the first
rank are met. The prerequisites for the perks have been increased to Alteration 40 (30) and Alteration 80 (50).

--- Alteration Spells ---

- New Spells -

Ease Burden

"Carrying capacity is increased by 50 for 120 seconds."
Apprentice level. Dual casting increases both magnitude and duration.

Safe Landing

"For 5 seconds you take no damage from falling."
Apprentice level.

Reflection

"You reflect 20% of melee weapon damage for 30 seconds."
Master level. It reflects damage, but you will still take the full damage. Does not affect bows and arrows.

- Original Spells -

Armor spells have been improved to be a better option when choosing how to protect oneself. All armor spells have a base duration of
60 seconds, including Dragonhide. The armor rating they give is (from Oakflesh to Dragonhide): 120 (40), 140 (60), 180 (80), 240
(100) and 340 (80% damage reduction), but it is halved if casted while wearing any kind of armor (excluding shields). This is to
account for the invisible 100 bonus armor rating gained for having four armor pieces equipped. The spells will start a little under
the minimum armor rating for a complete light set (140), but will increase in power and surpass an untrained Heavy Armor user with
higher level spells. Also, now the armor rating for all Magic Armor spells in the spell description will update according to your
status if you have the Mage Armor perk or are equipped with an armor, if you have the spell equipped.

Paralyze

Reduced duration to 5 (10).

Mass Paralysis

Reduced duration to 5 (15).

--- Conjuration Perks ---

- Original Perks -

Mystic Binding

"Bound weapons are stronger and inflict bonus magic damage with each Conjuration Mastery perks."
Increased requirement of Conjuration to 30 (20). Now bound weapons base damage is the same as a daedric weapon and have a magic
damage bonus (not showed in item menu) scaling with Conjuration Mastery perks. The bonus damage is (from Conjuration Novice to
Conjuration Master) 3, 5, 10, 20 and 30. With max perks and skills, bound weapons will be less powerful than a daedric weapon
tempered with Smithing 100, Daedric Smithing perk and +50% Smithing enchantments (tempering with this setup increases damage by 46)
against less armored foes and slightly more powerful against more armored foes (unless resilient to magic).

Soul Stealer

"Bound weapons drain Health, Magicka and Stamina from targets with each Conjuration Mastery perks."
Increased requirement of Conjuration to 40 (30). Allows bound weapons to absorb Health, Magicka and Stamina scaling with Conjuration
Mastery perks. Initially the strength of the draining (not showed in item menu) will be 2 for Bound Sword, 3 for Bound Battleaxe and
4 for Bound Bow. It will increase by that number for each Mastery perk beyond Conjuration Novice.

--- Conjuration Spells ---

- New Spells -

Infuse Black Soul Gem

"You infuse invisible forces in an empty Grand Soul Gem to transmutate it into a Black Soul Gem."
Adept level.

Conjure Dremora Warlock

"Summons a Dremora Warlock for 60 seconds."
Expert level. A mirror spell to Conjure Dremora Warlord (previously Conjure Dremora Lord) that summons a Dremora spellcaster; more
fragile but with more offensive power.

Bound Armor

"Creates a magic armor for 120 seconds. Cast again to dispel."
Expert level. When the effect expires or you dispel it, you equip your previous armor back. The second cast to dispel the armor does
not cost Magicka.

--- Destruction Perks ---

"The School of Destruction involves shaping harming and elemental forces into spells. This skill makes it easier to cast spells like
Fireball, Ice Spike, and Lightning Bolt."

- Original Perks -

Intense Flames, Deep Freeze, Disintegrate

Now they activate with an increasing percentage starting at half health for fire and frost, and little less for shock. They still
activate 100%, but on lower health. Also, stronger spells have higher chance to activate the effects, and Master spells activate at
100% at higher health than other spells. Novice spells do not trigger these perks.

Impact

It increases the cost of dual casting destruction spells capable of staggering and stagger now is not guaranteed. The increase in
cost is 1.11, meaning with the new base dual casting cost, Impact costs almost 2.5 more times than a single one handed casting.
Stagger chance is minimal with Apprentice spells and very high with Expert spells.

--- Destruction Spells ---

- New Spells -

Fire/Frost/Shock Touch

Touch spells that does 20 damage.
Novice level.

Debilitate

"Weakens target for 15 seconds, lowering Health, Magicka and Stamina by 60."
Adept level. Similar to the Ravage effect from poisons. If the temporary Health damage is superior to the current Health, the target
will die. Does not stack with itself.

- Original Spells -

Incinerate, Icy Spear, Thunderbolt

Increased damage to 80 (60).

Wall of Flames/Frost/Storms

Decreased damage of both direct hit and persistent wall to 15 (20) and halved duration of persistent wall (30).

Fire Storm

Added staggering to targets in 25 ft.

--- Illusion Perks ---

- New Perks -

Mind Mage (2 ranks)

"Calm, Fear and Frenzy spells work on slightly higher level creatures."
Requires Illusion Novice and Illusion at 20 and 40. Increases the level of all Calm, Fear and Frenzy spells by 5 for each rank
against all creatures.

- Original Perks -

Aspect of Terror, Hypnotic Gaze, Rage

Mantained skill level prerequisites, but all have Mind Mage as prerequisite. All improve their respective spells by 10 levels.

Quiet Casting

Prerequisites changed to Illusion Apprentice and Illusion at 50.

Animage, Kindred Mage

Removed. Mind Mage serves a similar purpose and replaces them.

Master of the Mind

Now it only needs one prerequisite between Aspect of Terror, Hypnotic Gaze or Rage.

--- Illusion Spells ---

When dual casting influence spells you now increase the duration instead of affected target level. I did this because dual casting
made Master spells obsolete.

- New Spells -

Night Eye

"Your vision becomes brighter for 60 seconds, allowing you to see in the dark."
Apprentice level. Same as the homonymous Khajiit lesser power, without the toggle.

Quiet, Panic, Rage

Single target influence spells. Affect target up to level 15.
Adept level.

Reminiscence of Pain

"Creatures and people are slowed and take 8 damage every second for 10 seconds. Staggers if hit again while affected."
Adept level. Slows target by 20%. Dual casting increases damage and slow effect. When cast on a target already affected, the effect
is applied again, resetting the duration, but you stagger the target. Does not work on undead and automatons.

Illusion of Haste

"You move faster for 10 seconds, but lose Stamina when you do."
Expert level. You move 20% faster but lose 10 Stamina when you move. There seems to be a bug with faster movement speed that if you
continue to move when the effect expires, you mantain the improved speed unless you stop for a moment, go into a menu or sprint.
Description says it costs x per second, but it does not, it is a single cast.

Distortion

"Enemies have a 25% chance to miss you for 30 seconds."
Master level. Blood and sound effects still look like you are hit, but you will not take damage.

- Original Spells -

Streamlined influence spells. Now there are influence spells (not Courage ones) from Apprentice level to Master level. Also changed
the affected target level of some of them. (See the spreadsheet for details).

Muffle

Moved to Adept level and decreased duration to 60 (180).

--- Restoration Perks ---

- New Perks -

Undead Disruption

"Healing spells harm undead, although at half power."
It replaces the old Regeneration, so it is the prerequisite for Necromage and requires Restoration Novice and Restoration at 20.
There are a couple of things to note here; first, you can only damage hostile undeads with the spells, this means that you cannot
start a fight with friendly undead NPCs with healing spells (I did this because the other way made them hostile even to friendly
targets), altough it work as it should after they turn hostile toward you. Second, when targeting undead with the spells, a notice
that the target resisted the effect will appear but you will damage them anyway.

- Original Perks -

Regeneration

It now requires Recovery and Restoration at 50. It increases health regeneration in proportion to your current health; the less you
have, the faster it recovers. At 80% or more health it regenerates 20% faster, at 20% or less health, 100% faster, with varying
degrees in between.

Avoid Death

Removed. Replaced with the new version of Regeneration.

--- Restoration Spells ---

- New Spells -

Revitalize

"Health, Magicka and Stamina regenerate 10% faster for 60 seconds."
Novice level. Dual casting affect duration only.

Cleanse Diseases

"Cures the caster from all diseases."
Adept level.

Combat Focus

"Your armor, shield and weapon skills are 10% better for 60 seconds."
Expert level. Dual casting affect duration only. It increases all weapons percentage damage, actual armor skills and block
percentage damage, just like enchantments.

Dispel Self

"Dispel beneficial spells from self."
Novice level.

Empower

"Health, Magicka and Stamina are increased by 30 points for 60 seconds."
Adept level. Dual casting increases duration only.

Magic Focus

"Your spells cost 10% less for 60 seconds."
Expert level. Dual casting affect duration only.

Stealth Focus

"Your Sneak, Pickpocket and Lockpicking skills are 10% better for 60 seconds."
Expert level. Dual casting affect duration only. It increases the percentage of success of Lockpicking and Pickpocket and decreases
that of enemies finding you, just like enchantments.

- Original Spells -

Most of the "Turn Undead" spells have their level changed to account for increased power with Mastery perks. Now they are similar
in power to the Illusion influence spells. (See the spreadsheet for details).

Fast Healing, Close Wounds

Decreased healing. Fast Healing now heals 40 (50) damage and Close Wounds 75 (100).

Grand Healing

Moved to Master level. Art and casting time as a Master level spell. Increased area to 20 ft. (15).

Lesser/Steadfast/Greater Ward

Decreased strength of the wards. Strength is 30 (40), 40 (60) and 50 (80), respectively for Lesser Ward, Steadfast Ward and Greater
Ward.

-- Alchemy --

Now almost all effects have an enhanced ingredient; an ingredient that is a little more powerful than others. This ingredients is
usually rare, but not always. Generally I increased or decreased potency of effects to accomodate the changes in the mod and made
poisons a little more viable.

Fortify Enchanting and Fortify Smithing have been replaced with Armor (increases Armor Rating) and Night Eye (same as spell and
Khajiit lesser power), respectively; they replace those effects on the same ingredients. I made this choice because I think it is
unfair to use temporary effects to have a stronger permanent effect or item.

With Fortify Alchemy at a maximum of +70% (using Krosis and the Enchantment overhaul) and an enhanced ingredient you can still
create quite powerful potions or poisons, but not as much as vanilla ones.

To see the changes and what is the enhanced ingredient for which effect, refer to the spreadsheet in the Documentation folder of the
archive.

--- Enchanting ---

Reworked the left and central part of the perk tree.

Now your enchantments will be at the same strength of those found in the game, when you have enchanting maxed. To bring some balance
in the game I also decided to reduce the number of equipment slots available to enchant the same enchantment. All enchantments can
be put only on two types of equipment (before it was mostly four) except for Fortify Barter, Fortify [Magic School] & Magicka Regen
(now can only be enchanted on clothes and Magicka Regen scales) and Muffle, which retain their only enchantment slot and three
others that are lowered to one slot. To mantain the balance with your enchantments and those found, I deleted items that now you
could not enchant (eg. Fortify Restoration Head slot) from levelled lists; you will not find them as loot or sold by merchants.

Because of this I strongly recommend to start a new game when using this option, otherwise you would still have those items (self
enchanted and found) if you had them before and you would be able to pickpocket them if people had them from previous generated
levelled lists. Also, the reworked [Magic School] & Magicka Regen is a new enchantment, so you would have to disenchant again a
magic robe and end up with two of those, the new and the old. Use your judgement.

Even though this seems a big hit for the player, I thought it was necessary since before you could cast spell for free (now only at
about half cost), create absurdly powerful potions, poisons and equipment and increase weapon damage by 160% (and beyond!). Now the
bonuses will be high enough to reap what you sow, without being overpowered. Furthermore, now you have to think more when choosing
which equipment slot to enchant; almost every enchantment can be used only on a necklace or a ring, plus another type of equipment.

To see how perks are reworked and what enchantments can be put on what slots, refer to the spreadsheet in the Documentation folder
of the archive.