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Thalioden

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About this mod

This mod provides classes, bithsigns, and customized class based loadout for your character.

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OVERVIEW

This is the Class module of the Ehancement Synthesis Project or ESP. The project began as a result of the incompatibility of several different mods that I was interested in playing which all had different but excellent features. So, I decided to make my own mod to synthesize (combine) the features I liked best from the mods that interested me. Following are some of the excellent mods which inspired the ideas in this mod:


REQUIREMENTS

  • Skyrim 1.9.32.0.8 or newer (untested with earlier versions)
  • SKSE 1.6.15 or newer
  • PapyrusUtil 2.3 or newer


CLASSES

The classes in this mod affect only the player character. This mod is designed to be used with a new character, but it should work with old characters also. Note, however, that removing the mod will cause instability and unpredictable results in characters which have used this mod to create a class.
  • Class Specialization: this can be one of Combat, Magic, or Stealth.
    • Combat specialists focus on melee or ranged weaponry and use armor to protect themselves from harm. Combat Skills (Block, Heavy Armor, Heavy Weaponry, Light Weaponry, Marksmanship, Smithing) are 5% easier to learn, and health and stamina are increased by 10%; also, if
      • Block is a Major Skill, then you will block 20% more damage; you will do 10% more bash damage; and you will be 10% less likely to be staggered
      • Heavy Armor is a Major Skill, then worn heavy armor will weigh 10% less and be 20% more effective and for each piece of heavy armor worn, you will be 2% less likely to be staggered
      • Heavy Weaponry (Two-Handed) is a Major Skill, then you will do 20% more damage with heavy weapons and take 10% less damage from heavy weapons
      • Light Weaponry (One-Handed) is a Major Skill, then you will do 20% more damage with light weapons and take 10% less damage from light weapons
      • Marksmanship (Archery) is a Major Skill, then you will do 10% more damage with bows and crossbows and take 5% less damage from bows and crossbows
      • Smithing is a Major Skill, then tempering weapons and armor is 20% more effective
    • Magic specialists focus on the arcane arts and spellcasting, sometimes combined with martial skills, to achieve their goals. Magic Skills (Alteration, Conjuration, Destruction, Enchanting, Illusion, Restoration) are 5% easier to learn and both your Magicka pool and Magicka regeneration time are increased by 10%, also if
      • Alteration is a Major Skill, then Alteration spells last 20% longer and cost 20% less Magicka
      • Conjuration is a Major Skill, then Conjuration spells last 20% longer and cost 20% less Magicka
      • Destruction is a Major Skill, then Destruction spells are 20% more powerful and cost 20% less Magicka
      • Enchanting is a Major Skill, then Soul Gems recover 20% more enchantment charge; enchantments are 15% stronger; and death blows with enchanted weapons to creatures, but not people, trap 10% of the victim's soul, recharging the weapon
      • Illusion is a Major Skill, then Illusion spells last 20% longer and cost 20% less Magicka
      • Restoration is a Major Skill, then Restoration spells are 20% more powerful and cost 20% less Magicka
    • Stealth specialists focus on avoiding detection and sneak attacks to give them the edge in combat. Stealth Skills (Alchemy, Fingersmith, Light Armor, Lockpicking, Pickpocket, Sneak, Speechcraft, Wayfarer) are 5% easier to learn, sneaking, picking locks, picking pockets are 5% easier, and both both buying and selling prices are 5% better; also if
      • Alchemy is a Major Skill, then crafted potions and poisons are 10% stronger
      • Fingersmith (if using SkyRe or PerMa) is a Major Skill, then locks are 30% easier for you to pick and pockets are 10% easier for you to pick
      • Light Armor is a Major Skill, then you will regenerate stamina 10% faster, your light armor will be 10% more effective and for each piece of Light Armor worn, movement noise is reduced by 3%
      • Lockpicking (if not using SkyRe or PerMa) is a Major Skill, then locks are 30% easier for you to pick
      • Pickpocket (if not using SkyRe or PerMa) is a Major Skill, then pockets are 10% easier for you to pick
      • Sneak is a Major Skill, then you are 10% harder to detect while sneaking
      • Speechcraft is a Major Skill, then buying and selling prices are 10% better, and persuasion is 10% easier
      • Wayfarer (if using SkyRe or PerMa) is a Major Skill, then you are 5% more resistant to frost and disease and you move 5% faster while in the wild

  • Major Skills: This represents your character’s profession or skills learned prior to the start of the game. This category provides bonuses to 6 of the 18 skill sets in Skyrim at which your chosen class excels. All skills are set to a base of 5 (Novice level), but major skills get 20 point fortifying bonus (meaning you will start at Apprentice level in those skills). Since this is applied as a fortifying bonus instead of a modification of the base value, you will still actually be level 5 in each major skill (and be able to level up to the cap just as in non-major skills) but the game will treat you as though you are 20 points higher than you are. Your effective skill points will be reflected on the skill trees and in your active magic effects list.
  • Secondary Skills: These are abilities that represent basic skills learned in previous training that cannot improve any further, nor do they contribute to your character’s overall experience level.
    • Hand to Hand: +10 Unarmed Combat Damage
    • Athletics: Move 15% faster, Stamina regenerates 15% faster
    • Acrobatics: Take 75% less falling damage, Jump 25% higher, Stamina regenerates 15% faster
    • Unarmored: Armor rating is 50 when not wearing armor (100 when using SkyRe or PerMa)
    • Mysticism: Magicka regenerates 25% faster
  • Class Abilities: Each Class starts with a unique Class Ability that represents the training they received prior to arriving in Skyrim and gives them an edge over those who have had to teach themselves.
  • Class Spells: Some classes may get bonus spells.


Acrobat: Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.
Specialization: Stealth
Major Skills: Archery, One-handed, Lockpicking, Pickpocket, Sneak, Speech; if using SkyRe or PerMa, Acrobats get Fingersmith instead of Pickpocket and Block instead of Lockpicking
Secondary Skill: Acrobatics (Take 75% less falling damage, Stamina regenerates 15% faster)
Class Ability: Evasion (Take 10% less magic and elemental damage)

Agent: Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals or to various patrons or causes.
Specialization: Stealth
Major Skills: Archery, Illusion, Lockpicking, Pickpocket, Sneak, Speech; if using SkyRe or PerMa, Agents get Fingersmith instead of Pickpocket and Wayfarer instead of Lockpicking
Secondary Skill: Unarmored (Armor rating is 50 when not wearing armor (100 when using SkyRe or PerMa))
Class Ability: Silver Tongue (Pursuasion attempts are 20% easier)

Archer: Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary.
Specialization: Combat
Major Skills: Archery, Block, One-handed, Smithing, Light Armor, Sneak
Secondary Skill: Athletics (Move 15% faster, Stamina regenerates 15% faster)
Class Ability: Huntsman (Bows deal 20% more damage)

Assassin: Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes.
Specialization: Stealth
Major Skills: Archery, One-handed, Alchemy, Light Armor, Pickpocket, Sneak
Secondary Skill: Acrobatics (Take 75% less falling damage, Stamina regenerates 15% faster)
Class Ability: Toxicant (Poisons you make are 25% more effective)

Barbarian: Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.
Specialization: Combat
Major Skills: Archery, One-handed, Smithing, Two-handed, Light Armor, Lockpicking; if using SkyRe or PerMa, Barbarians get Wayfarer instead of Lockpicking
Secondary Skill: Hand to Hand (+10 Unarmed Combat Damage)
Class Ability: Reaver (Melee weapons deal 10% more damage)

Bard: Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences.
Specialization: Stealth
Major Skills: One-handed, Enchanting, Illusion, Alchemy, Light Armor, Speech; if using SkyRe or PerMa, Bards get Wayfarer instead of Alchemy
Secondary Skill: Mysticism (Magicka regenerates 25% faster)
Class Ability: Charmer (Calm spells work on people +5 levels higher)

Battlemage: Battlemages are wizard-warriors, able to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier, supplementing melee attacks with elemental damage and summoned creatures.
Specialization: Magic
Major Skills: One-handed, Alteration, Conjuration, Destruction, Enchanting, Alchemy
Secondary Skill: Unarmored (Armor rating is 50 when not wearing armor (100 when using SkyRe or PerMa))
Class Ability: Kriegshexen (Spells deal 20% more damage when wielding both a spell and a One-handed weapon)

Crusader: Any heavily armored warrior with spellcasting powers and a good cause may call himself a crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.
Specialization: Combat
Major Skills: Block, Heavy Armor, One-handed, Two-handed, Destruction, Restoration
Secondary Skill: Hand to Hand (+10 Unarmed Combat Damage)
Class Ability: Justicar (Blunt weapons deal 20% more damage)

Healer: Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.
Specialization: Magic
Major Skills: Alchemy, Alteration, Destruction, Illusion, Restoration, Speech
Secondary Skill: Mysticism (Magicka regenerates 25% faster)
Class Ability: Médecin (50% Poison and Disease resistance)
Bonus Spell: Healing Hands

Knight: Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, and governed by the codes of chivalry. Knights study the lore of illusion and enchantment to better command the battlefield.
Specialization: Combat
Major Skills: Block, Heavy Armor, Two-handed, Enchanting, Illusion, Speech
Secondary Skill: Mysticism (Magicka regenerates 25% faster)
Class Ability: Chain Coat (20% armor bonus to heavy armor)
Bonus Spell: Courage

Mage: Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting.
Specialization: Magic
Major Skills: Enchanting, Alteration, Conjuration, Destruction, Illusion, Restoration
Secondary Skill: Unarmored (Armor rating is 50 when not wearing armor (100 when using SkyRe or PerMa))
Class Ability: Clarity (Magicka regeneration is increased by 50%)

Monk: Monks are students of the ancient martial arts of hand-to-hand combat and self defense. Monks avoid detection by stealth, mobility, and agility, and prefer to solve conflict by arrow or by fist.
Specialization: Stealth
Major Skills: Archery, Alteration, Restoration, Alchemy, Lockpicking, Sneak; if using SkyRe or PerMa, Monks get Wayfarer instead of Lockpicking
Secondary Skill: Unarmored (Armor rating is 50 when not wearing armor (100 when using SkyRe or PerMa))
Class Ability: Martial Arts (Hand to Hand bonus damage increases with character level)

Nightblade: Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents.
Specialization: Magic
Major Skills: One-handed, Light Armor, Illusion, Destruction, Lockpicking, Sneak; if using SkyRe or PerMa, Nightblades get Fingersmith instead of Lockpicking
Secondary Skill: Acrobatics (Take 75% less falling damage, Stamina regenerates 15% faster)
Class Ability: Shadowmaster (All Illusion spells cost 25% less Magicka)

Pilgrim: Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion.
Specialization: Stealth
Major Skills: Block, Smithing, Enchanting, Alchemy, Light Armor, Speech; if using SkyRe or PerMa, Pilgrims get Wayfarer instead of Block
Secondary Skill: Mysticism (Magicka regenerates 25% faster)
Class Ability: Road Scholar (Gain 5 Health, Stamina and Magicka for every 10 Skill Books read)

Rogue: Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.
Specialization: Combat
Major Skills: Block, One-handed, Illusion, Alchemy, Light Armor, Speech; if using SkyRe or PerMa, Rogues get Wayfarer instead of Alchemy
Secondary Skill: Hand to Hand (+10 Unarmed Combat Damage)
Class Ability: Élan (One-handed weapons deal 20% more damage)

Scout: Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive.
Specialization: Combat
Major Skills: Archery, One-handed, Smithing, Alchemy, Light Armor, Sneak; if using SkyRe or PerMa, Scouts get Wayfarer instead of Smithing
Secondary Skill: Athletics (Move 15% faster, Stamina regenerates 15% faster)
Class Ability: Skirmisher (Stamina regenerates 50% faster)

Sorcerer: Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. Unique to these mages is the bodily stamina to be armed with the thickest armor.
Specialization: Magic
Major Skills: Alchemy, Enchanting, Conjuration, Destruction, Restoration, Heavy Armor
Secondary Skill: Mysticism (Magicka regenerates 25% faster)
Class Ability: Ley-link (Summoned creatures and reanimated undead last 50% longer)
Bonus Spell: Bound Sword

Spellsword: Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.
Specialization: Magic
Major Skills: Heavy Armor, One-handed, Alteration, Destruction, Enchanting, Restoration
Secondary Skill: Mysticism (Magicka regenerates 25% faster)
Class Ability: Zsoldos (Weapons deal 20% more damage when wielding both a spell and a One-handed weapon)

Thief: Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities.
Specialization: Stealth
Major Skills: Archery, Light Armor, Lockpicking, Pickpocket, Sneak, Speech; if using SkyRe or PerMa, Thieves get Fingersmith instead of Pickpocket, and Wayfarer instead of Lockpicking
Secondary Skill: Athletics (Move 15% faster, Stamina regenerates 15% faster)
Class Ability: Locksmith (All locks 15% easier to pick)

Warrior: Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of Tamriel, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.
Specialization: Combat
Major Skills: Archery, Block, Heavy Armor, One-handed, Smithing, Two-handed
Secondary Skill: Athletics (Move 15% faster, Stamina regenerates 15% faster)
Class Ability: Footman (Health regenerates 50% faster)

Witchhunter: Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for magical and martial combat against vampires, witches, warlocks, and necromancers.
Specialization: Magic
Major Skills: Archery, Destruction, Enchanting, Restoration, Alchemy, Lockpicking; if using SkyRe or PerMa, Witchhunters get Wayfarer instead of Lockpicking
Secondary Skill: Mysticism (Magicka regenerates 25% faster)
Class Ability: Jäger (Deal 30% more damage vs. Vampires, Werewolves, Undead)

Custom Class: To choose a custom class, select “Custom Class” from the main menu. You will be provided the opportunity to choose a Class Specialization, 6 Major Skills, and one Secondary Skill. A class ability will be randomly assigned based upon the the choices made in building the class.

Default Style Characters: If you wish to play Skyrim using the default character progression, no need to uninstall! Simply select “Adventurer” from the main menu and your character will have the default skills and spells for its race. This allows you to play a default character but still choose a birthsign. Note that loadouts will not be available for Adventurers.

BIRTHSIGNS

After class selection, players are given the option of choosing which of the nineteen constellations their character was born under. As a Dragonborn, you can choose to come under the effect of the starsigns as they shone during the Third Era, or as they shine in the Fourth Era, or choose The Traveler to skip birthsign selection at character creation and continue with default play.
  • Default Play: If you wish to start with no birthsign, select the wandering star, The Traveler, and your character will start play with no starsign attuned - just as in default play.
  • Fourth Era Birthsigns: The Fourth Era birthsigns share the same powers as Skyrim’s standing stones but are chosen at character creation. These powers can be exchanged at any time for another standing stone’s power at any of the stones in the game. A full description of each can be found on the Unofficial Elder Scrolls Pages
  • Third Era Birthsigns: The Third Era Birthsigns are unique and based upon the birthsign abilities in Oblivion and Morrowind. These are chosen at character creation and remain with your character throughout play. They cannot be changed once chosen. However, you can still come under the effects of a standing stone power by attuning yourself to the stone. Just like in Oblivion, birthsign and standing stone abilities DO stack! The Third Era Birthsign abilities are as follows:
    • The Warrior | Deal 20% increased damage with weapons
    • The Lady | Fortify Health 20 pts and Magicka regenerates 25% faster
    • The Lord | Restore 60 Health over 15 seconds for 100 Magicka, take 25% more damage from fire
    • The Steed | Move 15% faster
    • The Thief | 40 additional Armor Rating
    • The Lover | Once per day, you can paralyze a foe for 10 seconds
    • The Shadow | Once per day, turn invisible for 60 seconds
    • The Tower | 10% reflect damage
    • The Mage | 30 bonus Magicka
    • The Apprentice | 50 bonus Magicka, 50% weakness to magic
    • The Atronach | 100 bonus Magicka, Magicka does not regenerate, 50% chance to absorb spells
    • The Ritual | Once per day, heal yourself for 200 Health. Once per day, cast Mass Turn Undead
    • The Serpent | Once per day, potent poison on touch. Cast Cure Poison on Self


LOADOUT

If you enter Skyrim with some history (provided by a class), then you should do so with some equipment relevant to that profession. And since not all Mages are the same, the loadouts should vary from character to character, even within the same class. This is what Loadout provides. The items and spells you are equipped with are generated randomly based upon the major skills of the class you have selected (works with custom classes to, though not with the "Adventurer" class). Here's what loadout provides for each major skill within your class:
  • Archery (Marksmanship): You will be given a Long Bow and 30-50 iron arrows. If Dawnguard is installed, you may be given a Crossbow with 20-30 iron bolts instead (unless you are a Bosmer, who will always be given a bow). If SkyRe or PerMa is installed, you may be given a Short Bow with 30-50 iron arrows instead.
  • Block: You will be given a Hide Shield, unless your class also has the Heavy Armor major skill, in which case you will be given an Iron Shield.
  • Heavy Armor: You will be given a full set of Iron Armor.
  • One Handed (Light Weaponry): You will randomly be given a broadsword, mace, or war axe. If SkyRe or PerMa is installed, you may be given one of it's one-handed weapons (Hatchet, Maul, Katana, Wakizashi, Tanto, Scimitar, Longsword, Shortsword, Club, Shortspear) instead. If your class does not also have the Block or Two-Handed major skill, you will be given a second random one-handed weapon, with a 50% chance of a duplicate of the first weapon.
  • Smithing: You will be given a pickaxe and a random number of Bear Pelts, Iron Ore, and Firewood -- enough to craft some armor and a weapon.
  • Two Handed (Heavy Weaponry): You will be randomly given a Greatsword, Warhammer, or Battleaxe. If SkyRe or PerMa is installed, you may be given one of it's two-handed weapons (Nodachi, Bastardsword, Longmace, Halberd, Yari, Battlestaff, Glaive) instead.
  • Alteration: You will be given a random novice level Alteration spell and a random apprentice level alteration spell. Includes SkyRe or PerMa spells if installed. If SkyRe is installed and your class also has the Destruction major skill, your apprentice level spell may be a matching weapon alteration spell.
  • Conjuration: In ESP Classes, there are two schools of Conjuration: Summoning (Daedra/Dremora) and Necromancy. If your class has Conjuration as a major skill, then you will have a 50% chance of being assigned to one of these two schools (except for Bretons, who are always Summoners). Once assigned, you will be given one novice level spell and one apprentice level spell from your school. Includes SkyRe or PerMa spells if installed. If your class also has One Handed as a major skill, you may get Bound Sword for your novice level spell instead. If your class also has Two Handed as a major skill, you may get BoundBattleAxe for your apprentice level spell instead. If your class also has Enchanting as a major skill, you may get SoulTrap as your apprentice level spell instead. If you have Dragonborn installed, and you also have Sneak as a major skill, you may get Bound Dagger as your novice level spell instead.
  • Destruction: In ESP Classes, there are three schools of Destruction: Fire, Ice, Lightning. If your class has Destruction as a major skill, you have an equal chance of being assigned to one of the three (except Dunmer, who are always Fire, Nords, who are always Ice, and Witchhunters, who are always Lightning (unless also Dunmer or Nord)). Once assigned, you will be given one novice level spell and one apprentice level spell from your school.
  • Enchanting: You will receive one randomly selected enchanted ring or necklace appropriate for your class.
  • Illusion: You will receive one randomly selected novice level spell and one apprentice level spell. Includes SkyRe or PerMa spells if installed.
  • Restoration: You will receive one randomly selected novice level spell and one apprentice level spell. Includes Necromantic Healing from Dawnguard, if installed, and SkyRe or PerMa spells, if installed.
  • Alchemy: If you are a Combat specialist, you will get some Health and Stamina potions. If you are a Magic specialist, you will get some Magicka potions. If you area Stealth specialist, you will get some poisons.
  • Light Armor: You get a full suit of Hide Armor.
  • Lockpicking (Wayfarer): If SkyRe or PerMa and Frostfall are installed, you will get the Soothe spell, a Cloak, a Wood Cutter's Axe, and a Small Fur Tent. Otherwise, you will get a random number of lockpicks.
  • Pickpocket (Fingersmith): If SkyRe or PerMa and Frostfall are installed, you will get a random number of lockpicks. Otherwise, you will get some additional gold.
  • Sneak: You will be given two Iron Daggers.
  • Speech (Speechcraft): You will begin with some additional gold.


COMPATIBILITIES

Because this mod does not alter any base forms, this mod should be compatible with any other mod. However, using this mod with other mods that attempt to do similar things (like those listed in the Overview) may lead to unpredictable and undesirable results. Also, note that this mod is designed to be used with a new character. Although I expect that it would work with an existing character, that function will not be supported. Of particular note for existing characters, Loadout is affected by items in your inventory. So empty your inventory before using with an existing character.
  • Dawnguard: Not required, but fully supported. If installed, crossbows and some Dawnguard spells may be among items provided by the loadout module.
  • Dragonborn: Not required, but fully supported. If installed, classes with a Conjuration major skill may know a Bound Dagger spell after loadout.
  • ASIS: Because this mod is not designed to be used by NPCs, it should probably be added to the list of mods excluded. Failure to do so should not break your game, but may lead to unpredictable and undesireable results.
  • SkyRe: Not required, but fully supported, and provides extra features if used with this mod. Classes are recalibrated to use SkyRe perk trees, and loadouts use SkyRe weapons and spells. Highly recommended.
  • PerMa, the SkyRe successor: Not required, but fully supported, and provides extra features if used with this mod. Classes are recalibrated to use PerMa perk trees, and loadouts use PerMa weapons and spells. Highly recommended.
  • Frostfall: Not required, but fully supported, and provides extra features for the Wayfarer loadout if used together with SkyRe or PerMa. Highly recommended.
  • ESP Races: Not required, but fully supported. The random generators are weighted so that races from this mod are more likely to be assigned classes and skills that are synergistic with the race's particular advantages. Highly recommended.


FUTURE PLANS