Enderal Special Edition

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DaddySmurf

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DaddySmurf2nm

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About this mod

Makes changes related to Phasmalist gameplay, included but not limited to: store talismans, remove the purple shader fx, changed starting gear. Requires EGO

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Changelogs
This mod requires EGO. I do not plan to make a vanilla version. 

Changes compared to vanilla Phasmalist & Apparitions. 
- Remove quest flag from Phasmalist Talismans, now they can be stored
- Remove transparent purple shader fx, they are now semi transparent but clear to see
- New locations for souls that are only lootable during quests, or when locations are already themed
- Added some detail & clutter to all soul locations
- Talisman crafting recips more streamlined but also a bit harder to craft
- Small, related enchantments for each Phasmalist Talisman

Apparition changes
Personaly i always thought Apparitions are to strong, these changes should make them a bit weaker, unleas you give them good gear
- Health, staimian, mana, skills offset changes. General Apparitions should be weaker now until rang 4 & 5 & 6
- Changed skill of all Apparitions, they should be weaker now until rang 4 & 5 & 6
- With all these changes i also try to give every Apparition a personality and theme for there souls

Warrior 1: Rugar Oneeye, a highwayman
- Focus on sword and board
- Balanced melee attack and tanking damage
Warrior 2: Lucius the Prisonward, a guard from the prison island
- Good damage with battleaxe or crossbow
Warrior 3: Burned Keeper, keeper of the Holy Order
- Heavy defence for tanking damage
- Can heal himself (??? needs more testing)
Warrior 4: Zar Ah, a dual wield healer
- Dual wielding swords for high dps
- Should heal herself and the player (??? needs more testing)
Warrior 5: Tormented Adventurer, a adventurer
- Balanced stats for offence and tanking damage

Mage 1: Darijus Dal Grin, a wildmage of noble origin
- Uses staff as main weapon (??? needs more testing)
- Can use Elemental and Mentalism novice spells
Mage 2: Ancient Lord, lord of a long forgotten race
- moved from Castle Goldenfort to Farmercoast since the castle has already a lot to do and Farmers coast had no souls originaly
- Focus on summoning and psionics (??? needs more testing)
Mage 3: Denna Frostheart, a bar owner killed by her customers
- Strong elementalism magic
Mage 4: Simael the Resercher, his reserch was to dangerous
- Uses staffs and elemental spells
- Works as magic glass cannon
Mage 5: Starling Navigator, Agnods navigator did not abandon his post
- Battlemage with good defence and melee options
- Summoning and Psionis are his focus (??? needs more testing)

Rogue 1: Yera Shadowsong, a thief from Riverville
- Simple robes and weapons
- Buffs thief skills
Rogue 2: Pyrean Scout, a long dead Pyrean
- Scout uses heavy armor
- Balanced melle and ranged attack
Rogue 3: Frostbitten Ranger, one of the rangers who found Calia
- Uses silver weapons and bow
Rogue 4: Aeterna Ambassador, a dead Aeterna
- Moved From Highmoon Isle to Goldenforest Fort since you cant return to the isle
- Focus on high ranged DPS with burning arrows (??? needs more testing)
Rogue 5: Nameless Skaragg, branded a traitor and left for dead
- Balanced melee and ranged attack, good with all armor types
- Uses poisoned bow and frost axe

Hybrid 1: Unprepared Adventurer, he was not ready for Enderal
- A spellsword that can focus on melee or magic
Hybrid 2: Samael Dal Litzu, burried noble knight from Ark
- Uses silver weapon to fight the undead
- Balanced skills for melee, ranged or magic
Hybrid 3: Perished Rhalaim, this rhalaim traveled to deep into the Undercity
- Uses Rhalaim light armor
- Focus on Weapons and entropy magic
Hybrid 4: Kilana Hammerblow, once a member of the Righteuos Order
- Uses heavy armor and weapons
- Like any battlemage also good with magic
Hybrid 5: Dragon Priest, the last of his kind
- Balanced skills for attack and defence
- Uses fire effects and spells

Legend 6: Lorian Waterblade, a legend of the Holy Order
- Has very high level and skill
- But his Talisman does not grant a buff

Compability
- This mod will most likely conflict with any other Phasmalist related mod. 
- Inlcuding but not limited to mods that effect: Apparition NPCs, Talismans & -crafting receips, the Phasmalist Quest, scripts, Apparition containers, you name it...

TO DO/IDEAS
- Give a voice, does not work, why???
- Add some perks to Apparitions to make them more unique
- One rogue with invisible magic, vampire themed mage/hybrid, one sword and board lategame???