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helswake

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helswake

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About this mod

This mod implements a new system that gives the player a dynamic Fortify Maximum Magicka multiplier based on his total casting aptitude. No longer is race a massive factor in playing a viable mage!

Requirements
Permissions and credits
SKILL BASED MAGICKA BONUS
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by helswake
Version 1.0

INSTALL
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1) Place the .ESP file into the /Morrowind/Data Files/ directory.
2) Enable the .ESP from the launcher.

DESCRIPTION
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This mod implements a new system that gives the player a dynamic Fortify Maximum Magicka multiplier based on their total casting aptitude. No longer is race a massive factor in playing a viable mage!

Aptitude is the sum of the six casting skills: Destruction, Restoration, Alteration, Conjuration, Illusion, Mysticism. At certain aptitude breakpoints, the character's Magicka Bonus increases by 0.5 - the breakpoints are as follows:

Aptitude / Magicka Bonus
   750.5
  1501.0
  1951.5
  2452.0
  3002.5
  4003.0
  5003.5
  6004.0

The higher your casting skills are, the more magicka you will get. Therefore, any Mage class character will start with a Magicka Bonus of 1.5; however, a Redguard Nightblade will only begin with a 0.5 bonus, whereas an Altmer Nightblade will have 1.0 due to racial skill difference. But any class can increase their bonus simply by leveling up their skills.

RACIALS & BIRTHSIGNS
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There is an attached Racials/Birthsigns .esp to be used in conjunction; it serves mainly to balance the racials and signs while removing magicka bonuses, as this mod handles that.

I could not come up with any better alternatives for the Mage / Apprentice / Atronach signs; they basically allow you to have a 0.5 / 1.0 / 1.5 magicka bonus to begin with, and your aptitude on top of that determines your total bonus. So an Atronach Mage would have about a 3.0 bonus to start with.

It is not required to use this, but highly recommended.

QUIRKS
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You won't see what your actual magicka bonus is until after leaving the census office.