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Changelogs
Version 1.1
added missing weapon skills. catalogued what i could find using Fextralife as a base list.
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All non-unique weapon skills with a cooldown should be effected now, including ranged.
Unique weapons with unique abilities that have a cooldown (if they exist... i'm not that far in) are likely not effected and likely won't be. The entries for a lot of the skills aren't intuitive and i'm only diggin for the basics.
This is not balanced at all. Simply for fun.
Two versions. One for per turn, one for per combat.
Not sure if save game compatible. Should be, based on similar mods.
Imagine should be patch proof unless they overhaul the spell target system.
If you come across a missing skill, please drop a post in the bug tracker and i'll get on it.