Seeker of Might: All warrior skills are 10% more powerful. That is one-handed, two-handed, archery, heavy armour, smithing, and block. Seeker of Sorcery: All mage skills are 10% more powerful. That Destruction, Alteration, Restoration, Illusion, Conjuration, Enchanting. Seeker of Shadows: All thief skills are 10% more powerful. That is everything else.
I agree that 10% more powerful magics something better than 10% costs less. I have noted some ideas to create other versions. In a few days I'll post here.
Might: replace alchemy with smithing and increase to 15% (or leave at 10% and increase combat to 15%) Sorcery: remove smithing, increase enchanting to 15% (or leave at 10% and increase magic to 15%) Shadows: replace smithing with alchemy and increase to 15% (or leave at 10% and increase stealth to 15%)
Nice scriptless mod either way. Anyone can always open it up themselves and change the values to their preference.
I agree: Might should include smithing, since melee uses weapons and armor. Sorcery should use enchantments, since enchantments are magical. Shadows should include alchemy, since stealth characters use poison. For both lore and logical reasons these seem more appropriate.
moisan4, I also agree, I think it's my description is not clear, I am not very good at English anyway, I will change a bit the description of the powers. Just a moment ...
Seeker of Might - Archery, Block, Heavy Armor, One-handed, Two-handed, Smithing, Alchemy and Enchanting are all 10% more effective. Seeker of Sorcery – Alteration, Conjuration, Destruction, Illusion and Restoration cost 10% less to cast. Smithing, Alchemy and Enchanting are all 10% more effective. Seeker of Shadows - Light Armor, Lockpicking, Pickpocket, Sneak, Buy prices, Sell prices, Smithing, Alchemy and Enchanting are all 10% more effective.
9 comments
Seeker of Might: All warrior skills are 10% more powerful. That is one-handed, two-handed, archery, heavy armour, smithing, and block.
Seeker of Sorcery: All mage skills are 10% more powerful. That Destruction, Alteration, Restoration, Illusion, Conjuration, Enchanting.
Seeker of Shadows: All thief skills are 10% more powerful. That is everything else.
Might: replace alchemy with smithing and increase to 15% (or leave at 10% and increase combat to 15%)
Sorcery: remove smithing, increase enchanting to 15% (or leave at 10% and increase magic to 15%)
Shadows: replace smithing with alchemy and increase to 15% (or leave at 10% and increase stealth to 15%)
Nice scriptless mod either way. Anyone can always open it up themselves and change the values to their preference.
Thanks Gabriel.
Might should include smithing, since melee uses weapons and armor.
Sorcery should use enchantments, since enchantments are magical.
Shadows should include alchemy, since stealth characters use poison.
For both lore and logical reasons these seem more appropriate.
Seeker of Might - Archery, Block, Heavy Armor, One-handed, Two-handed, Smithing, Alchemy and Enchanting are all 10% more effective.
Seeker of Sorcery – Alteration, Conjuration, Destruction, Illusion and Restoration cost 10% less to cast. Smithing, Alchemy and Enchanting are all 10% more effective.
Seeker of Shadows - Light Armor, Lockpicking, Pickpocket, Sneak, Buy prices, Sell prices, Smithing, Alchemy and Enchanting are all 10% more effective.