About this mod
Adds new, diverse and interesting Birthsigns into the game, and balances the vanilla signs. This will encourage you to put more thought into what sign you wish to pick, as all signs not only come with great benefit, but with a detriment as well. The aim is that these signs encourage you to play to both your strength and weaknesses.
- Permissions and credits
- Changelogs
Extract the ESP file into the Morrowind Data Files folder and enable the mod in the Morrowind launcher.
Requirements:
Morrowind
Conflicts:
This mod does alter some of the vanilla Birthsigns and could conflict with other mods that do the same.
Updates:
Version 1.3 is out. View change log for details.
About this mod:
This mod aims to add new, diverse and interesting Birthsigns to the game that can affect playstyle. Many of the new signs have pros and cons attached to them so that players will have to put thought into their choice of sign. These are not cheat Birthsigns and are intended to be semi-balanced within the game. Additionally, the vanilla birthsigns have been reworked to be less overpowered in order to balance them with the new one's I've made.
There are currently 35 new Birthsigns in this mod. Details on what they do can be read below.
Please note that the new Birthsigns do not have constellation art assigned to them, so do not worry if you don't see art alongside them.
Can you expect updates to this mod?
I intend to update this mod semi-regularly with new Birthsigns, pretty much until I run out of ideas. Additionally, if I receive any feedback from users I'll also take that into consideration when making updates.
New Birthsigns:
1. Battle Mage - Those born under the Battle Mage can switch between two stances to resist either magic and elemental forces or regular weapons, dependant on their situation.
2. Death Merchant - Those born under the Death Merchant can drain one of their stats (health, magicka, fatigue) in order to restore another.
3. Eye of Midnight - Those born under the Eye of Midnight get +5 to Intelligence and Agility, and +10 to sneak, security, marksman and alchemy. However they also take 1 point of sun damage per-second during the day and have a 15% weakness to fire.
4. Gifted Mage - Those born under the Gifted Mage get +5 to Intelligence, Willpower and Luck, but suffer -5 to all weapon-specific skills.
5. Gifted Warrior - Those born under the Gifted Warrior get +5 to Strength, Endurance and Agility, but suffer -5 to all schools of magic.
6. Pillar of Peace - Those born under the Pillar of Peace gain +5 to all non-combat skills, but suffer -5 to all other skills.
7. Pillar of War - Those born under the Pillar of War gain +5 to all combat skills, but suffer -5 to all other skills.
8. The Gambler - Those born under the Gambler get +10 to luck but suffer -5 to Agility and Willpower.
9. The Guardian - Those born under the Guardian can spend 50 magicka to become invulnerable to all hostile actions for 10 seconds once a day, except for blight and corpus disease.
10. The Sentry - Those born under the Sentry can fortify their health by +100, magicka by +200 and all armour skills by +20 once a day for 30 seconds. However, they will be burdened for +2500 points for the duration of the effect.
11. The Tactician - Those born under the tactician are able to take on an Offensive or Defensive stance once a day, which fortifies or drains Strength and Endurance respectively for 120 seconds.
New Birthsigns added in v1.1:
1. Oblivion Triplet - For 50 magicka, those born under the Oblivion Triplet can summon their two Dremora twins to fight for them once a day for 120 seconds. However, this feat exhausts willpower and stunts magicka for an extended period.
2. Dimensional Ally - Those born under the Dimensional Ally can summon a friendly scamp to fight with them for 120 seconds once a day, who provides them with +20 luck. However this act drains agility and willpower by -10, and conjuration by -10.
New Birthsigns added in v1.2:
1. Heart of Darkness - Those born under the Heart of Darkness are permanently given +25 points of chameleon and +15 sneak. However, this comes at the cost of -15 personality, -10 speechcraft and -5 mercantile.
2. Chaos Warrior - Those born under the Chaos Warrior get+20 to the destruction skill, but suffer a 50% weakness to fire, frost and shock damage. They also get a unique spell that deals 20 points of fire, frost and shock damage on target, but which also worsens their weakness to the elements by 15% for 60 seconds
3. The Carouser - Those born under the Carouser can charm or command humanoids by 75 points for 180 seconds, but will become vulnerable with a 25% weakness to magic and normal weapons for the duration of the affect.
4. The Brawler - Those born under the Brawler gain +10endurance but suffer -5 intelligence and willpower. They can also fortify their hand-to-hand skill by +30 for 60 seconds at the cost of being 15% more vulnerable to normal weapons for the duration of the affect.
5. The Cursed Star - Those born under the Cursed Star can cast a powerful spell of the same name, which does 100-150 fire damage to all enemies in a 25 foot radius. This inflicts a curse upon the caster, who becomes exhausted and suffers -10 endurance and agility for 300 seconds, and whom is cursed to suffer 5 points of sun damage for 600 seconds during the day time.
6. The Berserker - Those born under the Berserker can fortify their strength by +50 once a day for 60 seconds. However, they suffer -30 intelligence for 120 seconds.
7. The Crusader - Those born under the Crusader have divine powers: They can summon a divine light around themselves that blinds enemies within 10ft on touch for 30 seconds. They can also make a holy proclamation to gain +5 strength and intelligence for 30 seconds, as well as demoralize humanoids within 10ft of target. However, both of these powers inflict a -15 luck debuff for as long as they are active.
8. The Flagellant - Those born under the Flagellant can sacrifice -50 health, magicka or fatigue to gain either +25 strength, willpower or speed respectively for 180 seconds. However they also suffer a permanent -5 to personality.
9. The Discharger - Those born under the Discharger can discharge 60 shock damage in a 15 foot radius on touch. However this effect also deals 30 shock damage to themselves. They also gain +10 to the destruction skill, but suffer -5 to mysticism and restoration.
10. The Dancer - Those born under the Dancer are born with-10 to all attributes - except for personality which is +5 - but can use four unique spells in combat to leech from the power of their enemies, and become stronger
for short periods of time.
New Birthsigns added in v1.3:
1. The Witch: Those born under the Witch can drain their willpower and endurance to curse enemies with various lingering poison affects. They also gain +5 to mysticism and alchemy, but -5 to luck.
2. Stone Hide: Those born under the Stone Hide gain +25 to unarmoured, +10 to hand-to-hand and +5 endurance, but will suffer 35% weakness to magic, 15% weakness to poison and -5 speed. They can also gain +20 endurance once a day for 60 seconds at the cost of -10 speed.
3. Dwemer Born: Those who are Dwemer born gain +10intelligence, but -10 luck. They can also summon a Dwarven Sphere to fight by their side, but doing so decrease their luck by -10 for an extended period.
4. Dremora Born: Those who are Dremora Born gain +5endurance and luck, but -5 agility and personality. They can also bound a full set of daedric armour to themselves once day for 120 seconds, but will suffer -15 personality for as long as the affect is active and will have stunted magicka for a longer duration.
5. The Zealot: Those born under the Zealot gain access to powerful spells, but will be blinded against the sight of them - such is the will of the Gods.
6. The Armourer: Those born under the Armourer gain +10 to the armourer skill and +10 to heavy armour, but suffer -5 to medium armour, light armour, unarmoured and agility. Once a day they can fortify their heavy armour by +25 and endurance by +5 for 60 seconds, but will suffer -10 agility for the duration of the affect.
7. The Necromancer: Those born under the Necromancer can summon between 1 and 4 skeletons to fight at their side. However, the affect drains willpower, which worsens with each skeleton summoned. They also gain +15 to conjuration, but -5 to all other schools of magic.
8. The Fabricator: Those born under the Fabricator gain +10enchant, +10 alchemy and +10 armourer, but suffer -5 strength and endurance. They can also bound a mace and shield, or a longbow, to themselves for 120 seconds, but will suffer -5 to heavy armour, medium armour, light armour and unarmoured for the duration of the affect.
9. The Duellist: Those born under the duellist get +10 long blade, but suffer -5 marksman and destruction. Once a day they can bound a longsword to themselves for 60 seconds, fortify agility by +5 and their attack by +15. However, they suffer -10 willpower and -10 luck for the duration of the affect.
10. The Assassin: Those born under the Assassin get +5 tomarksman, light armour and their ability to attack. However they are 10% weaker to normal weapons. They also have powers allowing them to further amplify these skills, and the sneak skill, but which also amplify their weakness.
11. The Trader: Those born under the Trader get +10 tomercantile and speechcraft but -5 to endurance and strength. They can also fortify these skills by a further +10 at the cost of an additional -5 to the relevant attributes.
12. The Traveller: Those born under the Traveller get +10 toalteration and +5 to speed, but suffer -5 to heavy armour, medium armour and endurance. The can also fortify their ability to jump, waterwalk and levitate at quick speeds, at the expense of their fatigue.