Skyrim

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KingDemise

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KingDemise

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About this mod

A "holy"race specializing in restoration magic,untill you become corrupted by power that is.

Requirements
Permissions and credits
This Mod adds a custom race called lightsworn.
As all custom race mods,this requires racecompatibility and dawnguard.

Your appearance wont be different then the vanilla nord race,except from the part that both genders have a halo as headpart.(meaning you can still wear headgear with it). This halo will change when you become a vampire,along with an ability.
This also means that w/e body changes you have installed wil take effect here(as it functions just as a vanilla race in the regard of body meshes and textures)

The racial stuff:
+25 Restoration
+5 Destruction
+5 Enchanting

Lightsworns enjoy the following racial abilities:

Glorious Illusion: Lightsworns are beings of light and slayers of evil, As such they enjoy the joys of restoration spells for 50% less magicka.

Beckonging Light: Your restoration spells are twice as stong.(this means they heal twice as much and can repel higher level undead)

Racial spells:

Lightsworns gain the following spells:

All Spells and its components scale with the regeneration perk due to them having the magicRestoreHealth keyword.They cannot be resisted by any means but can be absorbed.
- Ray of judgement: Absorbs 10 health from hostile target per second.Absorb 10 magicka from allied targets and heal them for 10 HP. You bread and butter skill for lightsworns even lategame you will be using this spell due to its magicka absorbtion wich since you dont regenerate magicka is pretty important.
- Hint of judgement: fires a bolt of light dealing 25 sun damage to hostile target.Heals allied target for 25 Hp.
- Taste of judgement: Fires a bolt of light dealing 40 sun damage in a 15 foot radius to hostiles. Heals allies caught in the explosion for 40 HP.
- Veil of light(lesser power): Armor spell in the form of a lesser power, gives you 100 armor affected by restoration,has the stendars aura visuals.(doesnt scale with regeneration perk)(does however benefit from the mage armor perk to give a total of 600 armor with max level magearmor)
Since all these spells are in the restoration school,they have synergy with your racial abilities.

Minor changes:
Lightsworn are highly magical beings send to eras to slay evil, as such they are a little bit better in statline:
Starting Health: 100 (you will not regenerate health in combat or out of combat,so use your healing skills)
Starting Mana: 1000 (instead of the default 3% magika regen you no longer regenertate magicka)
Starting Stamina: 50(default)
Starting Carry weight: 1000 (cause everyone hates being overencumbered)
Unarmed Damage: 10 (and 100 reach,not 4 and 96)

On to the fun stuff,Vampirism:

Becoming a vampire,you will change alot. Your halo will burst in flames and your race will change to Darklord(fallen angel)
Not only does your appearance change you also get some new abilities,but lose one aswell.

Becoming a vampire will give you the following abilities:

Dark Illusion: Like its light counterpart this gives you a 50% decrease in mana costs.Unlike the their light counterparts,darklords want to wreak havoc,so guess what? it decreases the manacost of illusion spells.

Dark Eruption: Same as dark illusion,your corruption hungers for mayhem and power. As such your illusion spells are twice as strong.

As of V1.3 vampires gain the following spells:
All these spells and its components scale with the regeneration perk due to them having the "MagicRestoreHealth"keyword. unlike the lightsworn spells these spells dont care for allies or enemies they will always do the same.
- Allure of darkness: An allure of evil that absorbs 10 health and magicka per second.
- Touch of darkness: A ball of pure evil that absorbs 30 health and frenzies the target for 30 seconds.
- Embrace of darkness: An explosion of pure evil that absorbs 50 health to enemies in a 15 feet area. Those caught in the explosion are frenzied for 30 seconds.
- Your veil of light changes into veil of darkness,same spell,same effect,different vissuals.(still doesnt scale with regeneration)(still benefits from mage armor for a max total of 600 armor)

This Racemod is more intended for people who enjoy RPing a good/evil character and people who want te be a viable restoration only mage.
Its a pretty hard race to play if you dont run any perk mods/magic scaling mods/magic power enchantment mods.I play with +200% retoration and illusion enchanted gear with a max level of 30 and its still pretty much more challanging then a vanilla race in the same situation due to not regening health/magicka. I do suggest traveing with companions due to you being able to heal them in combat and the ability to take their magicka.Works best with melee/spellsword followers.

Credits:
Volvaga0 for his Angalic Halos meshes and permission to use them.
Konami(They own the therm lightsworn i suppose aswell as the lore behind lightsworns and darklords)
Bethesda for skyrim and the creationkit.(and allot of salt for not getting stuff to work correctly,especialy vampirism)
TMPoenix for racecompatibility without wich we woulnt be able to play custom races.
StackEmHigh for the creating a playable race revised guide