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POWER FANTASY beta version 0.91
______________________________________________________________________________________________________________________________

Welcome to a modernized Morrowind gameplay experience, coming with massive additions to races, birthsigns and skills, as well
as new gameplay elements such as critical hits, stream-lined status effects, dashing, semi-active blocking, and much, much
more...

Although most of that stuff has been brewing in my monkey brain for years, Power Fantasy draws some big inspiration from
EnaiRim, which you probably know, if you modded Skyrim. It's the best gameplay compilation for that, period. You'll see quite
a lot of similar additions in this mod. However, it just so happens, that Morrowind is a unique experience unparalleled by its
successors, so I've made it my free time main quest to marry my favorite game of all time with those more recent gameplay
features to the best of my ability.

However, the extensive scope of Power Fantasy also makes it quite a pain to balance for just one poor developer. That's why
you, my dear potential user, will have the priceless opportunity to be my fellow test subject and contribute to this project
by providing me with some juicy feedback. I'm eager to hear what you think. Just comment here on the Nexus or even better,
join the discussion on Discord and become a vocal part of the lovely Morrowind Modding Community, if you aren't already.

Power Fantasy comes in three parts. I mainly did it like this just in case there's a mod you couldn't possibly play without
that would otherwise be incompatible. And who knows, what modders will come up with in the future... More on that in the
'Technical Stuff' section (scroll down near the bottom).


==============================================================================================================================
D O C U M E N T A T I O N
==============================================================================================================================

CORE MODULE
______________________________________________________________________________________________________________________________

This one acts as a baseline for the other modules to expand upon. It contains the bulk of gameplay tweaks, the MCM menu and
additions to creatures and can run on its own, if you so desire.

Changes related to physical combat:

> Attacks now always hit by default; There are several changes to accomodate that (I'd even say, it's a core feature
that I'm not very eager to make customizable, should the request arise, since there's a lot of interconnected
mechanical aspects in here)
- You might wonder what Sanctuary and Fortify Attack are up to now...
- Fortify Attack counteracts Blind, Noise, defensive effects of Willpower and Endurance, Light Armor evasion
and Heavy Armor critical damage reduction (the latter two require the Skills module), which also means,
that it'll be useful for both physical and magical damage dealing
- Sanctuary reduces the chances of being affected by physical status effects and 'forced' knockdown (a lot of
this has to do with the Skills module; Without it, Sanctuary is only really useful against creatures)
> Physical damage is governed by Agility, Strength, your corresponding skill, attacker Fatigue and Blindness, target
Fatigue and Endurance (and armor of course, but there's nothing new in that regard)
> There are still options to evade attacks like in ancient times: Attacker Blindness and Light Armor perks (Skills
module)
> Critical attack chance is governed by Agility and Luck, and reduced by target Endurance
> Critical attack damage mainly scales with Strength
> Successful critical attacks deal some damage to target Fatigue
> Hand-to-Hand attacks deal damage to Health from the get-go, but still some Fatigue damage on top (but not as much as
in vanilla)
> Sideways attacks (except unarmed) deal damage to all hostiles within reach around the wielder

There's a new way to evade attacks like a normal human being: Dashing

> Very basic functionality, essentially a speed boost for 0.3 secs, triggered via a custom key (Left Alt by default)
> Distance is directly governed by Acrobatics and worn armor type (indirectly by Athletics and Speed)
> Cooldown is determined by Agility, Acrobatics and worn armor type (between 1 and 4.3 secs)
> Fatigue cost depends on Acrobatics and encumbrance (between 10 and 20)
> Grants progress to Acrobatics
> NPCs can dash defensively and aggressively (customizable):
- Its occurrence is based on randomness
- Defensive NPC dashing frequency depends on their Speed and Agility
- Aggressive dashing depends on their distance to the player, Strength and Agility
> To give you an impression: Dashing in the early game is like a big side step, and hardly noticeable in case you're
fully clad in heavy armor. But it ramps up considerably the further you progress.
> You can dodge spells as well of course

Changes related to magic:

> Spell damage is a bit weaker early game, but governed by Destruction, Willpower and Intelligence, and otherwise
influenced by target Fatigue and Willpower, as well as caster Fatigue and Noise level
> Critical spell chance is governed by Willpower and Luck (It is only concerned with magic damage effects though),
and reduced by target Willpower
> Critical spell damage mainly scales with Intelligence
> Although this overhaul is mainly concerned with adding overpowered stuff, Conjuration has been heavily nerfed
instead: The number of active summons is now restricted
- You may only conjure one creature up until Conjuration level 90, when you can have two summons
(Skyrim says Hello)
- The Ritual would allow you to have one more (Races & Birthsigns module)
- Fully supports all summons added through the Magicka Expanded framework
- But also note, that creatures have been buffed
> Illusion Mind Control rework:
- Attempted Frenzy and Command spells are considered crime (unless you're born under the Lover; Races &
Birthsigns module)
- Frenzied targets will attack anyone around instead of just you
- There's no distinction between humanoids and creatures anymore when casting mind control, it affects both
(except for Command)
- The magnitude of all mind control spells now represents the maximum level of targets they can affect
(just like Command works)
- Counteracted by Resist Magicka
- If the target is too high level, the effect will be resisted
> Enchanting rework:
- Souls sufficient for constant effect enchantments (500+ soul value) can only be extracted from uniquely
named creatures (Dagoths, Vivec, Staada, Old Blue Fin, etc.)
- The chance to successfully enchant something has actually been increased; You should be able to confidently
enchant stuff yourself on high level
- However, the magnitudes you can achieve with Enchanting have been nerfed in such a way that the potentially
strongest constant effect enchantments end up being slightly weaker than those of artifacts (will be
subject to more extensive testing)
- Passive recharge over time is removed (the Skills module will however re-add a scaling version on Enchant
level 30)
> Paralyze is way more easily resisted with high Willpower
> Spell cast speed increases with Intelligence
> Spell projectiles wiggle according to your Willpower; The less headstrong you are, the more unstable your spells,
the harder it is to hit something at a far distance (customizable)
> Silence is removed from NPC spell lists (was redundant, use Noise instead)
> All effects related to manipulating skills are dynamically removed from NPC spell lists (was mostly redundant + I've
got enough of a headache from balancing as is...)
> Some spell effects have been renamed:
- 'Sound' => 'Noise' (just makes more sense)
- 'Reflect' => 'Reflect Magic' (to distinguish it more from physical reflect effects added by other modules)
- 'Demoralize Humanoid/Creature' => just 'Demoralize'
- 'Calm Humanoid/Creature' => just 'Calm'
- 'Frenzy Humanoid/Creature' => just 'Frenzy'
- 'Rally Humanoid/Creature' => just 'Rally'
- 'Detect Animal' => 'Detect Life'
> It should be noted, that enchantments also benefit from most of those additions, including critical damage and magic
sneak attacks

Sneak attacks have been entirely replaced under the hood:

> Should be a tad bit more reliable than in vanilla
> Allows for magic sneak attacks (the main reason for the replacement)
> Damage modifier depends on weapon type or spell range type and scales with Sneak (more details in the article about
Stealth skills)
> Note: This has been exclusively tested with Stealth Improved. I consider this mod mandatory. It should be an
absolute staple of your loadout anyway.

Changes related to movement:

> Early game movement speed has been considerably buffed, while it has been nerfed a little bit in the late game
(diminishing returns)
> Moving backwards is slower (0.7x)
> Movement on low fatigue is 0.7x slower (while I'm not entirely sure, if that wasn't already the case in vanilla,
it's solidified now)
> Jumping height on high Acrobatics has been nerfed (diminishing returns; Still much the same on low levels)

Other changes:

> Knockdown limit (Customizable; Default: 6 secs)
- To avoid stun-locking due to fatigue loss
- Otherwise related to 'forced' knockdown used by creatures and a lot of features from other modules
- Not related to vanilla random knockdown behavior
> Reduced vanilla knockdown behavior (Customizable)
> Potion limit during combat (Customizable; Default: 5 secs)
> Elemental shields reflect their full magnitude, but not from beyond 10 ft distance
> Talking to an NPCs while having a weapon drawn reduces their disposition by 10 instead of 5
> All projectiles are faster (mainly to make dodging them a bit harder)
> NPCs have just as much Magicka as the player character would have, instead of having twice as much
> Anywhere you read the word 'chance' anywhere in this mod, it's likely that Luck makes up 1/3 of that
> Stacking temporary Fortify and Drain effects should correctly reset the corresponding stat now, instead of
permanently damaging it


Formulae
========

Physical Damage
_______________

Damage = (0.5 + attackerStrength/400 + attackerAgility/400 + attackerSkill/200) * weaponDamage * attackerFatigue
* targetFatigue * enduranceFactor * blindFactor * critDmg * miscBonuses

critDmg = 1.5 + attackerStrength/100 + miscBonuses

critChance = ((0.1*attackerLuck + 0.15*attackerAgility + miscBonuses) * enduranceFactor)

enduranceFactor = 1 - targetEndurance/500 + attackerFortifyAttack/500 (min: 0.2, max: 1)?

blindFactor = 1 - attackerBlindness/100 + attackerFortifyAttack/100 (min: 0.05, max: 1)

Magic Damage
____________

Damage = (0.5 + casterIntelligence/400 + casterWillpower/400 + casterDestruction/200) * spellDamage * casterFatigue
* targetFatigue * willpowerFactor * noiseFactor * critDmg * miscBonuses

critDmg = 1.5 + casterIntelligence/100 + miscBonuses

critChance = ((0.1*casterLuck + 0.15*casterWillpower + miscBonuses) * willpowerFactor)

willpowerFactor = 1 - targetWillpower/500 + casterFortifyAttack/500 (min: 0.2, max: 1)?

noiseFactor = 1 - attackerNoise/100 + casterFortifyAttack/100 (min: 0.05, max: 1)

Fatigue Factors
_______________

attackerFatigue = 0.5 + 0.5*(attackerFatigueCurrent/attackerFatigueBase)

targetFatigue = ?2 - (targetFatigueCurrent/targetFatigueBase)


Creature Additions
==================

> A lot of creatures receive 'pseudo armor':
- I couldn't get them to have an actual armor stat, but they now have extra data attached, which basically
means and works the same (according to vanilla armor mitigation behavior).
- Can't be reduced though (that would be a pain to implement)
- They receive a base value, which then gets scaled by their Endurance and Level (up to 10x the base value on
Level 35 and 100 Endurance)
- Example: A Dremora has a high base armor of 25, which would end up being 250 on Level 35 and 100 Endurance
(almost daedric armor level)
- Here's a comprehensive list for base armor values:
- 30 (very high): Crabs (built in support for Crab Diversity)
- 25 (high): Dremora, Automatons, Dreugh, Golden Saint, Old Blue Fin, Ogrim, Vivec, Almalexia,
Dagoth Ur, Hircine Aspects, Grahls, Karstaag, Udyrfrykte
- 20 (medium): Lesser Dagoths, Atronachs, Kwama except foragers
- 15 (low): Daedroth, Alit, Kagouti, Guar, Spriggan, Skeleton, Bonelord, Lich, Bonewolf
- Everything else doesn't have pseudo armor
> Creatures receive a bonus to their critical chances and critical damages based on their Stealth skill
> Some creatures receive extra spells:
- Scamps: Small Fireball (Oblivion says Hello)
- Winged Twilight: Screech (Moderate Blind and Noise)
- Hunger: Paralysis removed, added Absorb (also takes care of BTBGI addition to Hungers)
- Cliff Racer: Acid Spit (Targeted poison spell)
- Atronachs: 5 pts of elemental shield (corresponding to their type)
- Fabricants: Regenerate ability
- Spriggan: Absorb all
- Daedroth: Dispel and Summon Clannfear
- Golden Saint: Fortify Attack ability and healing spell
- Bonelord: Third Barrier and Summon Skeleton
- Lich: Fourth Barrier and Summon Skeleton
- Vivec and Dagoth Ur: Fifth Barrier and healing spell
- Almalexia: just Fifth Barrier
> Almost all creatures but the meekest ones receive special perks (mainly to even out their odds against the Races &
Birthsigns module, but I left those creature perks in the Core, because I felt that most of the critters were
comparably weak in vanilla as well):
- Skeletal creatures (incl. Bonelord, Bonewolf and Lich) are weak to unarmed and blunt attacks, but resistant
to everything else
- Frost Damage on hit: Frost Atronach, all kinds of ghosts, Bonelord and Lich
- Drain Attributes on hit: All kinds of ash creatures and ghosts, Bonelord and Lich
- Poison on hit: Kwama Warrior and Forager, Cliff Racer, Hunger, Netch
- Bleeding on hit: Ash Vampires, Dreugh, Nix-Hound, Wolf, Bear, Boar, Horker, Slaughterfish,
Fabricants, Hircine Aspects
- Knockdown on hit: Fabricants, Hircine Aspects, Ogrim, Grahl, Karstaag, Udyrfrykte,
large melee Automatons, Alit, Kagouti, Guar, Clannfear, Durzog, Bear, Boar
- Paralyze on hit: Hunger and Netch
- Fire Damage on hit: Fire Atronach
- Shock Damage on hit: Storm Atronach and Automatons
- Automatons have a chance to passively deal Shock Damage to an attacker and devastating Shock Damage briefly
after they 'die' and the player stands within 10 ft distance
- Extra critical spell chance: Atronachs, Daedroth and Ascended Sleepers
- Extra critical attack chance (flat): Dreugh, Golden Saint, Old Blue Fin
- Extra critical attack chance based on missing Health: Dagoth Ur, Vivec, Almalexis, Hircine Aspects
- Extra high resistance to all damage based on missing Health: Dagoth Ur, Vivec, Almalexia, Hircine Aspects,
Ogrim, Grahl, Karstaag, Udyrfrykte
- Extra medium resistance to all damage based on missing Health: Lesser Dagoths
- Draugar and Bonewalkers have a chance to passively heal themselves when low
- Corprus creatures regenerate half of all damage that's done to them
- Ascended Sleepers emit an aura in combat that drains attributes and inflicts Blind and Noise
- Wolves, Goblins and Rieklings receive a 'pack hunter' bonus: they deal up to double damage the more of their
kin are around
- Crabs have a decent chance to reflect melee damage
- Undead, Atronachs and Centurions are immune to bleeding


RACES & BIRTHSIGNS MODULE
______________________________________________________________________________________________________________________________

Just like the name of this mod suggests, the design of its races and birthsigns puts great emphasis on their powers and
uniqueness. Instead of powers just being glorified 0-cost spells, that fall off quickly when progressing through the game,
they now act as 'ultimate' abilities that bring great advantages to the table you wouldn't get otherwise. The same is true
for most of the passive additions.

In the late game of vanilla Morrowind, it was almost irrelevant from a gameplay perspective what kind of race or birthsign
you picked at the start. That has changed entirely. Your choice now matters throughout the entire playthrough. Some abilities
become even more relevant the further you progress.

You may also note, that I went for a more uniform skill bonus distribution, with every race having seven different skill
bonuses of +5. Races do have their unique advantages, but skill bonuses by themselves are not really a good way to emphasize
that, which is why I tuned them down a notch. Attribute bonuses have the same issue, by the way.

> Maximum Magicka bonuses have been nerfed across the board, since I pretty much expect you to play with some form of
magicka regeneration, which makes large magicka pools less of a necessity
> Most powers and some passives scale with level (their ingame tooltips display magnitudes according to your current
level)
- Note: For this documentation's puposes, if you see a magnitude range, for example Shield 25 � 75 pts for
Bretons, it actually means that it gets stronger with level, and doesn't designate a random magnitude
like it's usually the case with Morrowind. The second number describes the effect's magnitude at
level 50. Most effects like this will also scale beyond that.
> Player power cooldown scales with level, beginning from 24 ingame hours, capped at a minimum of 8 hours at Level 50
> Few powers last over (ingame) hours, which makes their duration directly depend on your timescale setting
> NPCs also gain birthsign abilities (according to their class to keep it simple)
> The higher their level, the more likely it is that they will use their powers(!)
> Behold the synergies!

RACES
------------------------------------------------------------------------------------------------------------------------------

Argonian
________

Your favorite humanoid amphibian lizards, made to be very tenacious, with strong regeneration abilities to outlast their
opponents. They don't get offensive bonuses, but sometimes defense can be a good offense, too.

M F
STR 40 40
INT 40 45
WIL 30 40
AGI 45 40
SPD 50 40
END 40 40
PER 25 25
LUC 40 40

+5 to: Alchemy, Sneak, Illusion, Mysticism, Unarmored, Spear, Hand-to-Hand

Passives:

> Waterbreathing
> 20 pts Swift Swim
> Resist Poison 75% and Common Disease 50%
> Physical defense bonus (take 0.9x damage)
> Restore 1% maximum Health per second (minimum 1 pt)
> Restore 3% of all resources per second when swimming
> Claw attacks inflict bleeding when not wearing gauntlets

Power: Call of the Hist

> Cure Common Disease
> Restore 10% of all resources for 20 secs


Breton
______

Just like in vanilla, their concept revolves around magical defense.

M F
STR 35 30
INT 45 45
WIL 50 50
AGI 30 30
SPD 30 35
END 40 40
PER 40 40
LUC 40 40

+5 to: Alchemy, Alteration, Conjuration, Enchant, Mysticism, Restoration, Blunt Weapon

Passives:

> Fortify Maximum Magicka 0.3x
> Resist Magicka and Paralysis 50%
> Resist Fire, Frost and Shock 25%
> 35% Spell Absorption below 25% Magicka
> Shield 25 � 75 pts below 25% Health

Power: Dragonskin

> Shield 25 � 75 pts
> Resist Frost and Shock 25 � 75%
> Resist Fire 20 � 60%
> Fire Shield 5 � 15 pts


Dark Elf
________

Natives of Morrowind and a fan favorite throughout the TES series, statistically speaking. Their design revolves around the
battlemage archetype, being able to most competently combine both physical and magical offense. Ancestor Guardian now is a
true life saver.

M F
STR 40 40
INT 45 45
WIL 40 45
AGI 40 40
SPD 40 40
END 35 30
PER 30 30
LUC 40 40

+5 to: Spear, Alteration, Destruction, Long Blade, Marksman, Mysticism, Conjuration

Passives:

> Fortify Maximum Magicka 0.3x
> Resist Fire 50%
> Attacks restore 5% maximum Magicka
> Toggle: Chimeric Style
- Fortify Attack 35 pts
- Attacks drain 10% maximum Magicka and deal half that amount as irresistible damage
- NPCs will have this on above 50% Magicka, and off, if below

Power: Ancestor Guardian

> Summon Ancestor Guardian for 30 secs
> Special creature, which ignores summoning restrictions and the Ritual duration bonus
> Its Health and attributes scale with the caster's level (most ranging from 50 � 100) and it casts a moderately
strong Frost and Drain Attribute spell
> If the caster would die while under the effect, instead, the Ancestor Guardian completely restores their Health and
vanishes


High Elf
________

Coming to the least favorite among fans, flavor-wise. Someone has to fulfill the pure mage archetype though. There you go.

M F
STR 30 30
INT 50 50
WIL 50 50
AGI 30 30
SPD 40 35
END 35 35
PER 35 40
LUC 40 40

+5 to: Unarmored, Alteration, Conjuration, Destruction, Enchant, Illusion, Restoration

Passives:

> Fortify Maximum Magicka 0.5x
> Resist Common Disease and Paralysis 25%
> Weakness to Magicka 50%
> Weakness to Fire, Frost and Shock 25%
> Up to 1.5x more spell damage the lower your Magicka
> +25% spell casting chance

Power: Magicka Rush

> Restore 10% maximum Magicka for 20 secs
> Double critical spell chance


Imperial
________

Your cookie-cutter humans, designed around charisma. They work best with or as followers in a party.

M F
STR 40 35
INT 35 40
WIL 30 35
AGI 40 35
SPD 35 35
END 40 40
PER 50 50
LUC 40 40

+5 to: Blunt Weapon, Block, Heavy Armor, Long Blade, Mercantile, Speechcraft, Illusion

Passives:

> Deal 3% more and take 1.5% less damage per 10 Personality
> Training, repair and travel services cost 25% less
> NPCs around an Imperial player get added some gold (amount scaling with level)
> Allies of Imperials deal 1.35x and take 0.75x damage (with the exception of being friendly with guards, as they
tend to be so with everyone, even across exterior/interior boundaries)

Power: Voice of the Emperor

> Command Humanoid 6 � 55 levels for 8 hours on Touch.


Khajiit
_______

Another oddity of the TES series. With Power Fantasy I've expanded on the theme of our favorite humanoid felines with an
affinity for drugs.

M F
STR 40 30
INT 40 45
WIL 30 40
AGI 50 45
SPD 50 50
END 30 30
PER 30 30
LUC 40 40

+5 to: Acrobatics, Athletics, Hand-to-Hand, Light Armor, Security, Unarmored, Sneak

Passives:

> Physical and magical sneak attacks deal 25% more damage
> Jumping or dashing melee attacks deal 1.5x damage
> Claw attacks inflict bleeding when not wearing gauntlets
> Toggle: Keen Senses
- Night Eye 50 pts
- Detect Animal in 200 ft
- The second effect doesn't really work without Enhanced Detection (Lite)... If you plan to play a Khajiit,
I'd highly recommend to install that mod

'Power':

> Slow time by 20% - 80% while affected by Skooma
> Not a power in the conventional sense, but more of a resource-based ability
> Don't let the absence of a normal power deter you. This one is very strong, especially when paired with
Skoomaesthesia (so you can smoke Moonsugar to get a Skooma effect)


Nord
____

They are fierce and overzealous in combat, with a touch of berserkery.

M F
STR 50 50
INT 30 30
WIL 40 45
AGI 35 35
SPD 40 40
END 45 40
PER 30 30
LUC 40 40

+5 to: Axe, Restoration, Medium Armor, Long Blade, Blunt Weapon, Hand-to-Hand, Armorer

Passives:

> Resist Frost 50%
> Fortify Agility and Strength 5 pts for 3/5 secs on attack (duration depending on weapon type)
> Attacks cost more fatigue (20% of weapon weight), but deal up to 1.35x damage the higher your current Fatigue ratio
> Restore 1% maximum Magicka and Fatigue per second when below half Health


Power: Storm Voice

> Demoralize 6 � 55 levels for 20 secs in 15ft on Target
> Noise 50 pts for 20 secs in 15ft on Target
> Targets take 22 � 120 damage and are knocked down


Orc
___

Your common fantasy green dudes. Making them fulfill the berserk-archetype was quite an obvious design choice, although they
boast some decent defense as well.

M F
STR 50 45
INT 30 35
WIL 35 40
AGI 40 35
SPD 40 40
END 50 50
PER 25 25
LUC 40 40

+5 to: Armorer, Axe, Block, Medium Armor, Heavy Armor, Blunt Weapon, Athletics

Passives:

> Resist Magicka 25%
> Sanctuary 25 pts
> Repair items have double quality, making repairs more effective
> Every piece of armor worn reduces all incoming damage (ends up as 0.8 * damage)
- Note: This basically means that Orcs can also get some decent defense out of otherwise weak armor pieces
> Deal up to 1.5x damage the lower your Health

Power: Berserk Rage

> Fortify Speed 11 � 60 pts for 30 secs
> Take double damage and deal double melee damage


Redguard
________

They now revolve around being more Fatigue-efficient, which is a greater boon than you might think, considering the hefty
penalties you get when being fatigued with Power Fantasy. Also, their early game stat distribution is now more geared towards
a rogue-type playstyle.

M F
STR 40 40
INT 30 30
WIL 30 30
AGI 50 50
SPD 45 45
END 40 40
PER 35 35
LUC 40 40

+5 to: Athletics, Marksman, Security, Long Blade, Light Armor, Sneak, Armorer

Passives:

> Resist Poison 50%
> Deal down to 0.75x damage the lower your Fatigue (instead of 0.5x)
> Take up to 1.5x damage the lower your Fatigue (instead of 2x)
> Restore 1% maximum Fatigue
> If fighting more than one, deal 35% more damage per additional enemy around (capped at +100% damage bonus, when
fighting four at once)

Power: Adrenaline Rush

> Fortify Attack 100 pts for 20s
> Restore 10% maximum Fatigue for 20s
> Gain 50 � 150% increased attack speed


Wood Elf
________

They are traditionally designed around being the archetypal glass cannon archer, quite weak defensively, but all the more
fierce in terms of stealth and offense, mixed with a Green-Pact-like ability for extra flavor. Also, females are now smaller
than their male counterparts, which seems to have been overlooked in the vanilla game.

M F
STR 35 30
INT 45 45
WIL 35 40
AGI 50 50
SPD 40 40
END 25 25
PER 40 40
LUC 40 40

+5 to: Acrobatics, Alchemy, Illusion, Marksman, Sneak, Security, Short Blade

Passives:

> Resist Common Disease 50%
> While crouching with a ranged weapon equipped, deal 1.25x physical damage and gain +15% critical attack chance,
as well as a 25% bonus to physical and magical sneak attack damage
> Restore 20% of a living victim's total resources on kill (exceptions: Automatons, Undead and Atronachs)
> Effects from potions are 35% stronger


Power: Beast Tongue

> Command Creature 6 � 55 levels for 8 hours

BIRTHSIGNS
------------------------------------------------------------------------------------------------------------------------------

The Tower
_________

With Power Fantasy, it now offers great utility, along with some decent defensive capabilities.

Passives:

> Fortify Luck and Endurance 5 pts
> Feather 100 pts
> Sanctuary 25 pts
> Reflect Magic 25%
> 25% chance to reflect 25% melee damage or ignore half of ranged weapon damage
> Spell: Spare Key: Open 50 pts on Touch for 0 Magicka
> Toggle: Sentry: Detect Enchantment and Life in 200 ft
> Like the Khajiit's Keen Senses toggle, this doesn't really work without Enhanced Detection (Lite), so I highly
recommend to install that mod, if you intend to do a playthrough with The Tower
> Creatures deal 1.25x damage to you

Power: Tower Key

> Unlock everything and disarm all traps in the area
> Can be targeted anywhere (that means, you don't need to target it at owned doors or containers, so it is a
crime-free way to open stuff)
> In case you're wondering, this indeed affects all locks in all currently active cells


The Ritual
__________

This might not be the most lore-friendly addition, but I urgently wanted a birthsign focused on Conjuration. Here you go.

Passives:

> Fortify Intelligence 10 pts
> Fortify Maximum Magicka 0.5x
> Summonings last twice as long
> Allows you to conjure one more summon
> Take 1.5x damage while unaffected by summons

Power: Summoner's Mark

> Drain Speed, Athletics and Acrobatics 100 pts for 30 secs in 20 ft on Target
> Targets take double damage from summons and bound weapons



The Steed
_________

All aboard the pain train! A birthsign revolving around Speed.

Passives:

> Fortify Speed 10 pts
> Feather 100 pts
> Fortify Speed 5 pts for 5 secs when dealing damage (applies once every second for magic damage over time effects)
> Deal 3% more damage per 10 Speed (which also means, that you deal less damage when slowed)
> Take double falling damage

Power: Trample

> Sanctuary 100 pts for 20 secs
> Targets you're running or jumping into take damage (equal to 10% of encumbrance + 10% of your maximum Health,
reduced by armor) and are knocked down
> Jumping actually applies the effects in a 10 ft area around the player
> Benefits from all kinds of damage bonuses, but cannot critically hit
> It's potential to frequently damage and knock down is directly linked to the customizable knockdown limit


The Apprentice
______________

Probably one of the more vanilla mage birthsigns. Still, I tried to stay faithful to its high-risk high-reward pattern and
made its theme revolve around an 'experimental' kind of thing, with an emphasis on randomness.

Passives:

> Fortify Willpower 10 pts
> Weakness to Magicka 50%
> Weakness to Fire, Frost and Shock 25%
> +25% critical spell chance (which is quite a lot)
> 25% chance to deal half spell damage

Power: Zeal

> Stunted Magicka for 20 secs
> Spells cost 1.5x Magicka, but are applied twice
> There are certain effects, which don't synergize well with this and thus, have been blacklisted to not work with
Zeal (like bound items, Illusion effects, Waterbreathing, etc.)
> Still, this is absolutely insane when paired with certain other spell effects, but I'll let you figure that one out
for yourself ;-)


The Mage
________

Well, this is your cookie-cutter magic-focused birthsign. Not much else to say...

Passives:

> Fortify Intelligence and Willpower 5 pts
> Fortify Maximum Magicka 0.5x
> Deal 1.25x spell damage
> Swinging weapons, except staves, costs more Fatigue (20% of weapon weight)

Power: Spell Surge

> Levitation 11 � 60 pts for 20 secs
> Spells cost 65% less and cannot fail
> This is basically intended for you to create devastating spell nukes beforehand, which you wouldn't be able to cast
otherwise. Have fun experimenting!


The Thief
_________

The focus here isn't as much on combat performance, but more on the utility a proper thief might need.

Passives:

> Fortify Luck and Agility 5 pts
> Feather 100 pts
> +15% to all critical hit chances
> Pickpocketing should be easier (I couldn't really get a noticeable difference with the corresponding MCP feature and
Pickpocket Overhaul installed; Essentially, it increases the fPickPocketMod GMST from 0.3 to 0.5 after the
player picked The Thief)
> NPCs have -10 disposition towards you

Power: Heist

> Fortify Sneak and Security 50 pts for 2 hours
> Jump and Slowfall 10 pts for 2 hours
> Those are ingame hours, just to be completely clear


The Lady
________

Oh well, what have we here, our old go-to bread-and-butter lame-ass Lady birthsign. To be honest, I didn't really know what
else to do with it, but make it delve deeper into the cookie-cutter theme. If you don't know what to pick or want some utility
to breeze more easily through the game, this is the best option.

Passives:

> Fortify all attributes 5 pts
> Skills progress 10% faster
> Fortify Maximum Magicka 0.3x
> Training, repair and travel services cost 25% less
> The only birthsign without a specific weakness

Power: Celestial Gift

> Fortify Health, Magicka and Fatigue 22 � 120 pts for 30 secs
> Deal 1.5x more and take 0.65x damage


The Lover
_________

The Lover focuses heavily on mind control with the potential to support an entirely pacifist playstyle.

Passives:

> Fortify Personality 10 pts
> Fortify Maximum Magicka 0.5x
> NPCs have +10 disposition towards you
> Attempted Frenzy and Command spells don't count as crime
> Can mind-control targets of 25% higher level than required (except Command)
> NPCs deal 1.25x damage to you

Power: Lover's Presence

> Calm 6 � 55 (actually 8 � 69) levels and Charm 100 pts for 2 hours in 200 ft on Target


The Shadow
__________

A birthsign entirely focused on Stealth. Pretty straightforward with some added shadow-themed flavor.

Passives:

> Fortify Speed and Agility 5 pts
> While sneaking, gain 20% Chameleon
> Physical and magical sneak attacks deal 25% more damage
> Deal 1.35x damage at night or while indoors
> Take 1.25x damage when outside during the day

Power: Dark Shroud

> Chameleon 30% for 60 secs
> Emit an aura of Blind 95% and Silence in 100 ft around you
> Another powerful ability that can be used both offensively and defensively, applying its effects without raising
any attention. Blind is a very good way in general to increase the likelihood of sneak attacks.


The Serpent
___________

This one is also not exactly lore-friendly, but I couldn't resist creating a poison-themed birthsign and I think it still has
an appropriate flavor. Poison has been a somewhat underdeveloped type of damage and I hope, that this iteration of The Serpent
can finally make it worthwhile. Its power also makes it a very good pick for archer characters.
I'm not quite sure about its current implications for Poison Crafting, but I might look into dedicated support for that mod
later on.

Passives:

> Fortify Willpower and Agility 5 pts
> Poison effects inflict Weakness to Poison for 5 secs
- Equals half of poison damage
- Has a 1 second limit to be applied on damage over time effects
> Physical attacks and poison deal up to 1.5x damage the lower the target's health
> Weakness to Frost and Fire 50%

Power: Fangs of the Serpent

> Fortify Agility 11 � 60 pts for 30 secs
> Attacks apply Poison Damage (20% of attack damage), Weakness to Poison (50% of attack damage) and Slow for 5 secs
> It sadly doesn't apply poison-related Destruction perks (yet?)


The Lord
________

I designed this as the ultimate juggernaut birthsign. If you want to be nearly unkillable, this is the best choice. It doesn't
offer anything offensively, but is probably powerful enough in its current state.

Passives:

> Fortify Endurance 10 pts
> Restore 1% maximum Health (minimum 1 pt)
> Take down to half as much damage the lower your Health
> Weakness to Fire 100%

Power: Juggernaut

> Restore 10% maximum Health for 10 secs
> Take 90% less damage and gain +90% resistance to all magic


The Warrior
___________

This is your cookie-cutter brute force combat birthsign. Pretty straightforward.

Passives:

> Fortify Strength and Agility 5 pts
> Restore 1% maximum Fatigue
> Deal 1.25x attack damage
> Spells cost 25% more Magicka

Power: Might

> Fortify Strength 11 � 60 pts for 20 secs
> Double critical attack chance


The Atronach
____________

Next to the Lady, this was a staple as well, even for non-magic characters. With other birthsigns now hopefully matching its
power level, The Atronach will be best suited for battlemage characters with some decent defensive utility and a devastating
shock damage nuke.

Passives:

> Fortify Willpower and Endurance 5 pts
> Fortify Maximum Magicka 1.0x
> Spell Absorption 35%
> Incoming attacks have 35% chance to restore Magicka equal to their damage
> Stunted Magicka

Power: Overload

> Instantly restore Magicka to full
> Inflict Knockdown and Shock Damage equal to 20% maximum Magicka to hostiles in a 20 ft area around you for 5 secs


SKILLS MODULE
______________________________________________________________________________________________________________________________

I've added special perks to skills, much similar to TES IV: Oblivion. However, in my attempt to make them as meaningful and
unique as I can, I had to cut it down to three perks per skill. I may easily come up with a dozen Destruction perks, okay,
but with skills like Mysticism, Speechcraft or Block, that isn't the case, without watering down the impact of individual
perks. So the layout is as follows:

> Apprentice: Level 30
> Journeyman: Level 60
> Expert: Level 90

This also has the benefit of providing Expert perks to a wider range of NPCs. A lot of perks will be accessible to them, and
even to creatures!

Most lower level talents will scale with skill level to keep them relevant later on.

The Skills module is also the main hub for 'status effects'. These are mostly related to physical combat, can be resisted by
Sanctuary (only) and communicate the following on-hit effects to the player:

> Bleeding: 20% of incoming damage as Damage Health for 5 secs, dispels currently active Restore Health effects on
the target; Undead, Atronachs and Centurions are immune
> Slow: Drain Speed, Athletics and Acrobatics 100 pts for 5 secs; Can't stack
> Daze: Blind 95% and Silence for 5 secs; Can't stack
> Knockdown: Target briefly kneels and can't cast or attack for ~3 secs; Can't stack (custom limit)
> Maximum Health Damage: Instantaneous Damage Health effects of Axe Expert and Short Blade Expert perks
> Armor Penetration: Special Disintegrate Armor effects of Blunt Weapon Apprentice and Hand-to-Hand Apprentice perks
> Damage Weapon: Special Disintegrate Weapon effect of Heavy Armor Apprentice perk


Probably the most controversial change of this module has to do with a rearrangement of certain spell effects under magic
schools. The main culprits of this are Mysticism and Restoration. It would've been a pain to come up with remotely meaningful
perk effects in their vanilla states. Another reason is, that certain magic schools didn't fulfill any distinctive task with
their effects being all over the place. Now, every magic school has a unique and stream-lined function:

> Destruction: Damage X, Drain X, Frost/Fire/Shock Damage, Poison, Weakness to X, Disintegrate Armor/Weapon, Blind,
Noise, Burden, Paralyze, Silence
> Alteration: Shield, Feather, Fire/Frost/Lightning Shield, Fortify X, Resist X, Spell Absorption, Reflect Magic,
Sanctuary
> Conjuration: Summon X, Bound X, Soultrap
> Mysticism: Detect X, Divine/Almsivi Intervention, Mark, Recall, Telekinesis, Levitate, Swift Swim, Waterbreathing,
Waterwalking, Jump, Slowfall, Lock, Open, Nighteye, Light
> Illusion: Calm, Frenzy, Demoralize, Rally, Command X, Charm, Invisibility, Chameleon
> Restoration: Cure X, Restore X, Absorb X, Dispel, Turn Undead

For the purpose of this documentation, I have marked perks with the following:

S, if they scale with skill level
1, if they are player-only
2, if they can't be accessed by creatures
3, if they need to be gained through conventional levelling (which means, you can't get them directly by using the console)


COMBAT SKILLS
------------------------------------------------------------------------------------------------------------------------------

Block
_____

This one received a massive addition in the form of semi-active blocking. When holding your attack while having a shield
equipped, you'll go into 'blocking mode'. This is described as 'raising your shield' in perk descriptions. A raytest is
performed to roughly check, if you're looking at an attacker, which is set up to be rather generous, but I have to admit,
that it still isn't 100% reliable.
I would of course have loved to implement real active blocking like in later games, but scripting animations for Morrowind
turns out to be a real pain. However, doing it like this isn't too bad. It works quite well for our purposes. NPCs can't pull
it off though...

Apprentice(S,1):
----------------
Increased chance to block while raising your shield.

> Refers to the vanilla random blocking chance associated with the iBlockMaxChance and iBlockMinChance GMSTs
> Raising your shield increases those values, making both range from 65% to 100% at Block level 100
> They get reset once you release the attack
> Random blocking still works as before


Journeyman(S,1):
----------------
Resist part of all incoming damage and gain a chance to knock down melee attackers while raising your shield.

> Makes you resist physical damage equal to your Block level in percent, in case you didn't trigger vanilla blocking
> Directly increases your resistance to magic equal to Block level in percent
> Knockdown chance is up to 50% at Block level 100


Expert(1):
----------
Damage and knock back targets you're dashing into while raising your shield, every 10 secs.

> Damage equals the weight of your shield and is reduced by armor
> Self-praise might stink, but this perk is really amazing, great fun


Armorer
_______

Without proper crafting, there's not much I could've added. I thought about developing some lightweight crafting, but there
are too many weapon and armor mods to keep track of, and of course, there's Morrowind Crafting, which already does all of that
comprehensively.

Apprentice(S,1):
----------------
While out of combat, the condition of equipped items slowly regenerates over time.

> Items get restored by up to 1 condition point per second at Armorer level 100
> You can think of it as maintaining your equipment while on your journey

Journeyman(1,3):
----------------
Repair items last longer.

> Condition is doubled


Expert(1,3):
------------
Repair items are more effective.

> Quality is doubled


Medium Armor
____________

While other armor classes tend to revolve more around pure defense, this one is more geared towards retaliation. Pick this,
if you want an armor class to support a very aggressive playstyle. Note, that shields don't count towards those perks (so you
don't get disadvantaged when swinging a twohanded weapon).

Apprentice(S,2):
----------------
Every medium piece worn reduces incoming damage while dashing.

> Down to half damage while dashing at Medium Armor level 100

Journeyman(2):
--------------
Every medium piece worn grants a chance to regain part of your maximum fatigue when getting hit.

> Up to 100% chance to restore 5% maximum Fatigue when getting hit the more pieces you wear
> Limited to once every second when hit by magic damage over time
> Note, that this effectively counteracts fatigue penalties, so it's stronger than you might think

Expert(2):
----------
Increased critical damage the lower your health, while wearing a medium cuirass.

> Gain up to +100% critical damage the lower your health, including magic critical hits


Heavy Armor
___________

This one is pretty straightforward. Power Fantasy comes with a boatload of crazy offensive options, and Heavy Armor is
specifically designed to keep those in check. As with all other armor skills, shields aren't counted in.

Apprentice(S,2):
----------------
Every heavy piece worn increases the chance to additionally damage a melee attacker's weapon on hit.

> Chance amounts to 100% when fully clad in heavy armor
> Deal up to 10 extra damage to the attacker's weapon at Heavy Armor level 100

Journeyman(2):
--------------
Every heavy piece worn reduces critical hit damage from all sources.

> The bonus damage from critical hits is down to halved the more pieces you wear


Expert(2):
----------
Chance to reflect part of incoming damage back to melee attackers, while wearing a heavy cuirass.

> Chance is 20% at Luck 100 (depends fully on it)
> If successful, the attacker receives 20% of damage, you take the remaining 80%


Blunt Weapon
____________

This isn't the weapon type with the highest damage potential, but if offers great utility in return.

Apprentice(S):
--------------
Chance to daze and additionally damage target armor.

> Up to 25% chance to daze at Blunt Weapon level 100 and Luck 100
> Up to 100% chance to disintegrate armor by 2x damage at Blunt Weapon level 100 and Luck 100

Journeyman:
-----------
Full standing attacks have double chance to critically hit and deal damage around the wielder. They also do increased damage
after jumping, according to your Acrobatics skill.

> According to the weapon's range, basically the same as the standard AoE slash attack
> The second part requires Acrobatics Apprentice and its bonus is equal to your Acrobatics level in percent


Expert(1):
----------
Forwards or backwards attacks knock the target back. The next full sideways attack dispels magic shields and has a chance to
disarm an opponent's shield and weapon.

> Pretty straightforward, very strong utility
> Up to 20% chance to disarm weapon at Luck 100
> Shields are always disarmed actually


Long Blade
__________

Probably the most vanilla weapon type, with decent damage potential and utility.

Apprentice(S):
--------------
Increased critical attack chance.

> Up to +25% at Long Blade level 100

Journeyman:
-----------
Full fowards or backwards attacks inflict bleeding and slow.

Expert:
-------
Sideways attacks mark the target up to three times. The next full standing attack deals +50% critical damage per mark. Or if
three marks are applied, the next full forwards or backwards attack knocks the target down and has a chance to disarm.

> Up to 20% chance to disarm at Luck 100


Axe
___

This was by far the strongest weapon type, especially its twohanded variant. I had to nerf it a bit while testing combat
performance (-10% damage). It still is pretty crazy.

Apprentice(S):
--------------
Chance to inflict bleeding on hit.

> Up to 100% chance at Axe level 100 and Luck 100

Journeyman:
-----------
Full sideways attacks have a chance to knock down everyone around.

> Up to 100% chance at Luck 100

Expert:
-------
After three hits on the same target, a full standing attack deals 5%/10% of the target's maximum health as extra damage.

> The bonus actually comes in the form of a damage health spell, but it's coded to not be resistible by anything but
Sanctuary
> The 5%/10% difference relates to one- or twohanded weapons


Spear
_____

With spears and halberds having a distinctly long range, this skill is a top-notch offensive choice.

Apprentice(S):
--------------
Increased critical attack damage.

> Up to +100% at Spear level 100

Journeyman:
-----------
Full sideways attacks slow and inflict bleeding to every opponent around.

> Gives this weapon type some decent utility
> Works especially well with BTBGI's changes to halberds

Expert:
-------
Full forwards or backwards dashing or jumping attacks have double critical hit chance.

> This may not sound like much, but can get utterly devastating when counting in the Spear Apprentice perk


Athletics
_________

Giving it a dashing perk might not match it very well, but there weren't much other useful alternatives.

Apprentice(S):
--------------
Gain Fatigue regeneration and Speed for 10 secs after combat has started.

> Restores 35% maximum Fatigue over the course of its duration
> Grants up to 35 Speed at Athletics level 100


Journeyman:
-----------
Able to dash more often.

> Dashing cooldown is reduced by 0.5 seconds

Expert:
-------
While running forwards, melee attacks deal +100% critical damage, every 10 secs.

> Guarantees a critical hit


MAGIC SKILLS
------------------------------------------------------------------------------------------------------------------------------

Enchant
_______

Mainly concerns itself with recharging enchantments, apart from the (very cool) addition to staves.

Apprentice(S,1):
----------------
Enchantment charges slowly replenish over time.

> Items regain up to 1 charge every 2 seconds at Enchant level 100
> I think it bleeds over to affect enchantments of NPCs as well, but I don't see this as too much of an issue

Journeyman(1):
--------------
On-strike enchantments of staves can be cast at range by swinging them.

> Technically isn't limited to the player, but NPC AI isn't really able to attack unless within weapon range


Expert:
-------
Killing blows absorb part of the victim's soul to recharge your equipped items.

> Equals 5% of the target's soul value, 25 for humanoids
> Isn't technically limited to the player, but if an enemy kills you, the perk certainly won't be of much relevance
to them


Destruction
___________

Heavily inspired by EnaiRim, Destruction is now jam-packed with loads of on-hit effects. This school is concerned with
everything that inflicts harm, so I added the following effects to its loadout: Blind, Noise, Silence, Paralysis and Burden.

Apprentice(S):
--------------
Increased critical spell damage. Fire and Shock spells have a chance to daze targets.

> Up to +100% critical hit damage at Destruction level 100
> Up to 15% chance every second to daze at Destruction level 100 and Luck 100

Journeyman(S):
--------------
Chance to inflict additional effects: Damage Health, Fire and Poison deal extra damage over time. Frost spells slow targets
and Shock spells have a chance to knock down.

> Up to 100% to inflict damage over time or frost slow at Destruction level 100 and Luck 100
> Shock spells have up to 50% chance to knock down at Destruction level 100 and Luck 100
> Damage over time effects on hit dispel currently active healing on the target

Expert:
-------
Additional effects on critical hit: Damage Health inflicts part of the target's maximum health as extra damage, burning targets
detonate in an area, Shock can jump to another target, Poison weakens and Frost freezes. Frozen targets can be shattered by
Fire, Shock and weapon attacks for devastating damage.

> Damage Health, 'Lacerate' on crit: Damage equals 2% of maximum Health at 10 damage (0.2% at 1 damage, 20% at
100 damage, ...)
> Poison, 'Weaken' on crit: Drain all attributes 50 pts
> Shock is re-applied on another target within 20 ft range; Very potent with area effects; Isn't limited to hostiles
only, so be careful, if you don't want to hurt friendlies...
> Fire, 'Detonate' on crit: An AoE explosion with a range of 10 ft and damage equal to the current second's fire tick
> Frost, 'Freeze' on crit: Paralysis effect, only mitigated by Frost Resist; Lasts 5 seconds
> Shattering frozen targets deals 20% of the target's maximum Health as Frost Damage; Requires spells to inflict a
minimum damage of 10, or full weapon attacks


Alteration
__________

The purpose of Alteration entirely shifted from whatever it was before to a magic school, that is related to buffing and
protecting yourself, which means that many Restoration effects shifted to Alteration. Only Feather and the several shield
effects have remained from its vanilla iteration. Other effects have been added: Reflect Magic, Fortify, Resist,
Spell Absorption and the new Sanctuary.

Apprentice(S):
--------------
When affected by a type of resistance, take less corresponding damage the lower your Health.

> Up to 35% less damage at Alteration level 100 the lower the target's Health

Journeyman:
-----------
Non-elemental shields redirect incoming physical damage to magicka. The lower your current magicka, the less damage will be
absorbed this way.

> Absorbs the full amount of incoming attack damage at full Magicka and nothing, if Magicka is empty

Expert:
-------
Elemental shields deal damage to hostiles in a radius of 10 ft. Non-elemental shields reflect damage to melee attackers.

> Elemental shields deal constant damage around you, equal to 20% of their magnitude
> Non-elemental shields always reflect 10% of their total magnitude, but without additionally mitigating any damage


Illusion
________

I've made the obvious choice to move Command effects to Illusion. Otherwise, a lot of other effects that didn't feel quite
right in this setting have been moved to other schools. Illusion is now only concerned with mind control and magic stealth.

Apprentice(S):
--------------
Deal increased damage briefly after breaking Invisibility.

> Up to 1.5x damage at Illusion level 100
> Duration is 2.5 seconds

Journeyman(1):
--------------
Demoralize, Calm and Frenzy spells weaken targets, while Rally spells strengthen them.

> 'Weaken' drains all attributes by half the spell's magnitude
> 'Strengthen' fortifies all attributes by half the spell's magnitude
> NPCs don't use mind control spells, since their AI isn't suited for it, so this is basically player-only

Expert(1):
----------
When casting Invisibility, surrounding actors immediately stop combat with the caster. Mind Control spells (except Command)
may now affect Automatons, Undead and Daedra.

> As you can't force the player to not attack an NPC (well, actually you can do that, but it would feel utterly awful),
this will be player-only


Conjuration
___________

This school hasn't changed all too much. Command spells have been moved elsewhere, therefore Soultrap got added here. Much
like in Skyrim.
Bound items have been massively overhauled. They now scale with your Conjuration level. The base damage of Bound weapons has
been nerfed (-25%), but they deal magic damage to Health and absorb Magicka. While they still scale with their corresponding
weapon skill, their damage doesn't get mitigated by armor, but by Resist Magicka. Bound armor actually doesn't give any armor,
but grants the wearer a bonus to Health (around 100 pts when fully clad in it) and straight-up resistance to all damage (up to
50% when wearing a full set).
The Magicka Expanded lore-friendly pack has been accounted for. Bound item bonuses end up the same, whether you have it
installed or not.

Apprentice(S):
--------------
Bound items get gradually stronger.

> Before Conjuration level 30, they always work at 15% effectiveness
> When getting this perk, their effectiveness scales from 30% to 100% at Conjuration level 100

Journeyman:
-----------
Bound items gain new enchantments.

> Armor mostly gains attribute bonuses and weapons Drain Willpower 25 pts and Athletics and Speed by 50 pts
(3 � 5 secs duration depending on weapon type)

Expert(1):
----------
Control one more summon.

> This was already added in the Core module so the player isn't forced to sit on only one summon for all eternity,
if playing without the Skills module


Mysticism
_________

Whatever it was before, it now has a very distinct purpose: Teleportation, movement and overall utility. It isn't of much
relevance in combat, but will be very helpful in any other situation. The following effects have been added: Levitation, Jump,
Slowfall, Open, Lock, Waterbreathing, Waterwalking, Swift Swim, Nighteye and Light.

Apprentice(S,1):
----------------
Regenerate while affected by Waterbreathing or Swift Swim and fully submerged in water.

> Restores all resources equal to 10% of your Mysticism level

Journeyman(1):
--------------
Fully healed and cured when teleporting. Recall only partly benefits from this.

> Recall doesn't cure diseases and restores only 25% of your resources (so it can't be overly exploited in combat)

Expert(1):
----------
While affected by Jump, damage and knock down surrounding actors on landing.

> This works basically the same as the jumping portion of the Steed Trample power, dealing damage equal to 10% encumbrance
and 10% of your maximum Health in a 10 ft radius, mitigated by armor


Restoration
___________

It's now only concerned with, well, restoring stuff and curing. Therefore, Absorb and Dispel have been moved here, but also
Turn Undead (like in Skyrim).

Apprentice(S):
--------------
Restore effects are stronger the lower the current corresponding resource of the recipient.

> Total restore effects are up to doubled at Restoration level 100 and (theoretically) 0 Health


Journeyman:
-----------
Dispel removes positive effects from hostiles, and negative effects from friendlies.

> Dispel was always destined for this. Pretty straighfoward.

Expert(2):
----------
Heal completely when low on health, every 10 mins.

> Restores all resources for 5 seconds when reaching below 15% Health, a real life saver


Alchemy
_______

If I'm completely honest, this probably is still one of the more broken skills out there, with access to a plethora of effects.
However, these perks are oriented around BTBGI's changes to apparatuses, so it should end up kind of alright.

Apprentice(S):
--------------
Chance to brew two potions at once.

> Up to 100% chance at Alchemy level 100

Journeyman(1,3):
----------------
Make more effective use of retorts, further increasing desirable effects of your potions.

Expert(1,3):
------------
Make more effective use of alembics, further decreasing undesirable effects of your potions.


Unarmored
_________

This skill was such a dead weight before. Now, its geared towards being the ultimate choice for mage characters, while still
remaining reasonably flexible. With the Skills module active, you don't gain armor anymore when unarmored, since the new
additions heavily outweigh the importance of this.
Unarmored also benefits from Light Armor evasion perks!

Apprentice(S,3):
----------------
Shield spells grant bonus protection for every unarmored body part.

> Receive up to +200% extra Shield at Alteration level 100 and when fully unarmored

Journeyman(2):
--------------
> Fortify Maximum Magicka 0.3x, while wearing no cuirass.

Expert(2):
----------
Regenerate more the lower your Magicka, while wearing no cuirass.

> Restores up to 2% maximum Magicka the lower your Magicka


STEALTH SKILLS
------------------------------------------------------------------------------------------------------------------------------

Security
________

One of those utility skills you can't do much with... I've just made it more convenient to use, but not much else.

Apprentice(S,1):
----------------
Chests yield additional gold.

> Chests you activate get added 5 + level/2 Gold, rounded up

Journeyman(1,3):
----------------
Lockpicks and probes last longer.

> Uses are doubled

Expert(1,3):
------------
Lockpicks and probes are more effective.

> Quality doubled


Sneak
_____

Stealth Improved already plays a great part in making this a viable skill. Power Fantasy expands on its functionality with a
full overhaul to stealth attacks. Unspecified ingame, Sneak by itself also scales the damage of stealth attacks by up to +50%
on skill level 100. Otherwise, sneak attack (base) modifiers are as follows:

> Twohanded weapons: 1.25x
> Ranged weapons and spells: 1.5x
> Spears: 1.75x
> (Large) onehanded weapons and touch spells: 2x
> Unarmed attacks and Short Blade: 4x

Apprentice(S,2):
----------------
While crouched, deal increased ranged damage and more melee or touch spell damage when also dashing.

> Up to double damage with melee attacks and touch spells when dashing
> Up to 1.5x damage with ranged attacks and spells
> NPCs could technically benefit from this as well, they just don't tend to sneak by themselves

Journeyman(1):
--------------
The bonus damage of sneak attacks ignores armor.

Expert(1):
----------
Briefly become invisible for 8 secs when crouching, every 30 seconds.

> Inspired by Skyrim, this is very powerful when combined with the Illusion Expert perk
> Although not specified, you also gain a bonus to Speed


Acrobatics
__________

With the addition of dashing, this skill has become all the more worthwhile. However, I've also included a nerf below
Acrobatics level 30, as you can see below.

Apprentice(1):
--------------
Can cast spells and attack while jumping.

> Well, sometimes in game design, you have to take something from the player, only to give it back to them as a form
of gratification. I think, it makes quite a lot of sense, flavor-wise.

Journeyman(1):
--------------
Able to dash farther.

> Technically grants a bonus of +50% to your speed boost when dashing, but that doesn't say much, considering all the
other factors; Let's say, 'it just works'

Expert(1):
----------
Can dash while jumping. Dashing or jumping attacks deal +100% critical damage, every 10 secs.

> If you wanted some form of 'double jumping', there you go; This is also part of the reason for the jumping height nerf of
the Core module
> Guarantees a critical attack, much similar to the Athletics Expert perk


Light Armor
___________

If you happen to be a fan of the overall passive evasion shenanigans of the vanilla game, this is kind of the last remaining
hub for such things. Although light armor values don't tend to be high, you'll end up with quite a formidable defense
nonetheless, just revolving more around randomness instead of direct mitigation. The evasion-related perks also benefit
Unarmored. I thought, that leaving Unarmored without it would feel kind of odd.

Apprentice(S,2):
----------------
For every unarmored body part or light piece worn, gain a chance to completely avoid incoming damage when running, dashing or
jumping.

> Each of those actions reduces the chance to get hit by up to 10% at Light Armor level 100
> You can combine those actions for a stronger boost to evasion
> Includes resistance to incoming spells

Journeyman(S,2):
----------------
For every unarmored body part or light piece worn, become harder hit the lower your health.

> Reduces your chance to get hit by up to 30% at Light Armor level 100 the lower your Health
> Stacks with the Light Armor Apprentice perk and includes resistance to incoming spells

Expert(2):
----------
Deal additional damage the longer you haven't been hit, while wearing a light cuirass.

> Deal up to double damage, if you haven't been hit for 10 seconds


Short Blade
___________

With no special task to fulfill, this one was probably the weakest of the weapon skills. It is now heavily focused on burst
damage and synergizes well with stealth, similar to later games.

Apprentice:
-----------
High inital critical attack chance, diminishing with every successive attack.

> Gain +100% critical attack chance at the start of combat, diminishing by 20% with every successive hit


Journeyman:
-----------
Dashing attacks deal additional damage and inflict bleeding.

> 1.5x damage when dashing


Expert:
-------
The first attack on a target marks it for death. After 5 secs, they receive part of the health difference suffered so far as
additional damage. Can be re-applied after 10 secs.

> Inflicts 50% of the health difference as damage to Health, which can only be resisted by Sanctuary
> You can dispel the mark to avoid its final damage


Marksman
________

Your go-to ranged weapon choice. Not much to say here. Enjoy!

Apprentice(S):
--------------
Draw speed gradually increases while in combat.

> Increases weapon speed by up to +100% after 5 shots
> This also works well for NPCs when you have Ultra AI installed

Journeyman(1):
--------------
Slow time while readying your shot.

> A signature ability from Skyrim, which works exactly the same, by pressing the right mouse button when drawing your shot
> Not (yet?) customizable... Who uses the default setting to open their inventory with the right mouse button anyway? :P

Expert:
-------
The third shot on the same target inflicts bleeding, +100% critical damage and knocks it down.


Mercantile
__________

These additions are very similar to what you see in Oblivion. It's pretty much self-explanatory.

Apprentice:
-----------
Merchants have 500 more gold at their disposal.

Journeyman:
-----------
Can barter any type of item with any merchant.

Expert:
-------
Merchants have twice as much gold at their disposal.


Speechcraft
___________

Getting this one to have some impact gave me quite a headache. It's lower perks are still somewhat lacking, but this skill is
hard to design in general, since you can just charm your way through the game with Illusion. It's Expert perk however ended up
very useful and unique.

Apprentice:
-----------
Failing a barter offer does not reduce a merchant's disposition.

> Sets fDispBargainFailMod to 0

Journeyman:
-----------
Having your weapon drawn intimidates others and being diseased has no
influence on their disposition.

> Sets fDispDiseaseMod to 0 and fDispWeaponDrawn to 10 instead of -10, so you actually gain a benefit when talking to
NPCs while having your weapon drawn

Expert:
-------
Bail yourself out for free as long as the bounty on your head is lower than 1000.

> One of the few esp-related changes I made, adds some new info to guard dialogue


Hand-to-Hand
____________

This one has been turned on its head entirely. With no real choice of weapon, I've implemented a number of ways to make it
somewhat customizable. The end result should be able to keep up with other physical combat skills. As already stated in the
Core module documentation, unarmed attacks now deal normal damage like weapons. If you still want some pacifist flavor for
this skill, I'd suggest you install Bonk.

Apprentice(S,2):
----------------
Gain different bonuses depending on the type of gauntlets worn: Light ones increase critical hit chance, medium ones grant
critical damage and heavy gauntlets additionally damage armor and have a chance to daze.

> Every light gauntlet increases critical attack chance by up to +15% at Hand-to-Hand level 100
> Every medium gauntlet increases critical damage by up to +50% at Hand-to-Hand level 100
> Every heavy gauntlet damages target armor by up to 2x of incoming damage and grants up to 25% chance to daze at
Hand-to-Hand level 100
> You can actually mix-and-match different gauntlets to get multiple effects, but weaker

Journeyman(S,1):
----------------
Full forwards or backwards attacks knock the target back and have a chance to disarm.

> 20% chance to disarm at Hand-to-Hand level 100 and Luck 100

Expert(1):
----------
Receive three different toggle spells, each representing a unique elemental combat style.

> The toggles allow you to deal extra elemental damage on full swing, equal to half of damage dealt
> On critical hit, these do much the same as the corresponding Destruction Expert effects, with an exception being
Storm Fist, which just knocks down on crit



GENERAL FEEL AND DESIGN IMPLICATIONS
______________________________________________________________________________________________________________________________

With the additions of dashing, various on-hit effects, critical hits, loads of other damage modifiers and unique powers, the
combat experience turns out more fast-paced and tactical, as well as less predictable and rigid. Late game perks expand on
your combat toolkit and utility skills will bring great enhancements for your general convenience.

Although I tried my best to balance the drastically increased power level of the player versus the environment by making most
new mechanics accessible to creatures and NPCs as well, in Power Fantasy's current iteration, the game tends to be a bit
easier in the early game. On the other hand, adjusting game difficulty now works in a more subtle way, instead of only making
combat more tedious, so I'd suggest to increase it to your liking.

In the long run however, the odds are going to even out, with enemies getting more and more powerful as well. They will rain
down on-hit effects on you, so it would be wise to have some form of "control", like paralyze, knockdown, daze, blind or
noise, as well as dispel in your arsenal. High level mages with their ability to stun-lock and pull off combos on you, or
rogue-types with their immense burst potential have proven to be particularly challenging, apart from the usual two-handed-
-weapon-wielding warriors, who will be quite threatening throughout the entire game.

Some further advice I'd like to give is, that, even if you've planned a glass cannon build, you should have at least some form
of 'last resort' defense and mobility up your sleeve. Enemies can and will overpower you in certain situations, so it's quite
vital to be well prepared for that (in other words, retreat and run for your dear life, at least temporarily). On another
note, if you want to go for a melee-focused build: Unless you've opted for very high mobility, having some ranged
damage/control option in your arsenal certainly won't hurt. Otherwise, some opponents might have the potential to out-control
and/or out-maneuver you, so keep that in mind.

You might have the obvious question on your mind:

Does Power Fantasy aim to make Morrowind more like Skyrim/Oblivion?

Well, although that wasn't really a specific goal of mine, with its somewhat modern orientation and the introduction of
similar mechanics from later Elder Scrolls titles, this question is quite valid. The answer is:

Kind of.

I wouldn't totally deny that, however, at its core, it still is Morrowind with all its weirdness and freedom. I've hoped to
add onto that with a greater variety of 'viable' character build options. Plus, you can still greatly influence it by either
gimping your character or exploiting the magic system and AI, depending on your roleplaying approach. I didn't focus much on
those, because a) there already are lots of other mods taking care of that and b) it's part of Morrowind's janky charme,
arguably.

If I had to summarize my overall design approach in one sentence, I would bluntly put it like this:

Power Fantasy aims to offer a gameplay experience with everything your inner twelve-year-old desires.

Of course, this is a bit of an exaggeration, but my number one priority indeed was to make the game more fun simply by
introducing some very bold ideas, hence the name 'Power Fantasy'. While staying conscious of the implications, I certainly
want to improve on potential imbalances in the future.


==============================================================================================================================
T E C H N I C A L S T U F F
==============================================================================================================================

INCOMPATIBILITIES
______________________________________________________________________________________________________________________________

I'd advise against loading the following mods along with this one unless you want to create some Cronenberg-esque gameplay
loadout. Note, that this isn't a 100% comprehensive list. There might be more out there that I'm not aware of right now, so
please let me know, if you stumble upon an issue related to Power Fantasy in conjunction with other mods...
Note, that most of the stuff not related to Races and Birthsigns isn't necessarily incompatible in a game- or mod-breaking
sense. They just have overlapping features.

Core module incompatibilities:

> OpenMW? (as long as it doesn't have full MWSE support)
> 4NM_MAGIC?
> 4NM_COMBAT?
> 4NM Frenzy N'wahs?
> 4NM Fast Cast?
> 4NM Dash?
> 4NM Final Strike?
> Lucky Strike?
> Sneaky Strike?
> Next Generation Combat?
> NEO Combat?
> Putting Power in Willpower?
> MAB0's manipulated?
> Run Faster?
> Speed and Stamina?
> Realistic Movement Speeds?
> Speed and Movement Rebalanced?
> Nimble Armor?
> Marksman Rebalanced?
> Beware the Sixth House? (not really incompatible, it's just too much when paired with Power Fantasy)


Skills module incompatibilities:

> 4NM Auramancer?
> 4NM Mana Shield?
> Improved Hand-to-Hand and Unarmored Skills?
> Bound to Balance?


Races & Birthsigns module incompatibilities: (Well, these ones are pretty obvious and there are many, but I'll name a few...)

> BTBGI?? Races and Birthsigns (Otherwise, BTBGI is actually recommended to run with Power Fantasy)
> Races Are More Fun?
> Birthsigns Are More Fun?
> Expanded Birthsigns For Purists?
> Sensible Races and Birthsigns?
> Balanced Passive Races and Birthsigns?
> �


HIGHLY RECOMMENDED MODS
______________________________________________________________________________________________________________________________

These are my favorite gameplay additions you could/should run alongside Power Fantasy. It's been specifically tested and
adjusted to run alongside those.

> BTB Game Improvements Necro Edit??? (incl. Creature Buffs) + Lucas Edit?
> More Deadly Morrowind Denizens? + Creatures Add-on
> Fortify MAX? (just install it, period)
> Stealth Improved? (you'd have to be mad not to run this)
> Ultra AI?? (don't forget to deactivate its Stealth module in favor of Stealth Improved)
> Dragon Door?
> N'wah Shooter?
> Enhanced Detection? (Lite?) (this is pretty much mandatory, if you want to use the Khajiit and Tower toggle spells)
> MULE?
> Magicka Regeneration Suite?
> (Instead of MULE and MRS, you could also run CCCP? instead)
> Skoomaesthesia? (makes playing Khajiit even more fun)
> Dynamic Difficulty?
> Seph's Enemy Bars? (most reliably displays new Hand-to-Hand and DoT effects)
> Controlled Consumption?
?

SUPPORTED MODS
______________________________________________________________________________________________________________________________

I've made some out-of-the-box adjustments to the following to match Power Fantasy's additions. You don't need to worry about
anything when running or not running those. The script seamlessly takes care of that.

> Magicka Expanded? lore-friendly pack
> Magicka Expanded? summoning pack
> Atronach Expansion?
> � any other summon effect added via the Magicka Expanded? Framework
> Crab Diversity?

For now, this mostly relates to Power Fantasy's summoning restriction and bound item changes.


INSTALLATION AND SETUP
______________________________________________________________________________________________________________________________

Requirements:

> Morrowind Code Patch?; Run all fixes, but also, few of its 'Game Mechanics' settings will be mandatory for Power
Fantasy to work as intended, and my script will pester you when loading the game without them:

- Twohanded weapon removes shield
- Fortify maximum health
- Exhaust NPCs with Damage Fatigue
- Strength-based hand to hand damage
- Detect life spell variant

> MGE XE?? (update MWSE regularly!)
> Magicka Expanded? Framework

Once that's been taken care of, just drop the contents of Power Fantasy in your Morrowind/Data Files and press overwrite when
prompted.

You definitely need to activate the Power Fantasy � Core module.ESP. The other two can be activated or deactivated to your
heart's content, although I'd really like you to load all modules. ;-) Load order doesn't matter.

If you plan on using Marksman, you should free up your right mouse button. I don't know yet how to customize mouse buttons via
MCM, but might look into it sometime...

I should note, that Power Fantasy has been designed around capped skill and attribute maximum values of 100. But if you insist
on uncapping your stats, it shouldn't break anything majorly.

I also like to use Swift Casting, since combat is a bit snappier now, but you do you...

I'd recommend to start a new game when you install Power Fantasy for the first time. I won't guarantee 100% functionality in
case you don't. Uninstalling the whole thing or individual modules should be fine, apart from some negligible error messages.

If you want to uninstall Power Fantasy, delete the ESP files, Data Files/MWSE/Neph/Power Fantasy and Data Files/Icons/pwrFntsy.


==============================================================================================================================
B U C K E T L I S T
==============================================================================================================================

My main focus for improving Power Fantasy will have to do with balance. I tried my best to make the additions somewhat
reasonable according to my design philosophy, but I simply don't have the resources to test every possible variation by myself.

General feedback topics and information I'd like to gather:

> Bugs of course; If you encounter one, please describe in detail how to reproduce it
> If something feels too strong, too weak or just not right, please let me know
> Typos and text style; I'm not a native English speaker, so if you've got a knack for that language and have
suggestions, even regarding the names of powers, I'm all ears.

Stuff I'd like to do in the future:

> Tweaks to spell base costs and skill progression
> More MCM customizability (mainly based on request)
> Unique sound effects for powers and certain perks
> Special artifact effects and proper mage equipment
> More Magicka Expanded support
> OAAB support (mainly creatures)
> TR support (creatures, classes, races, �)
> Support for popular quest mods (creatures and classes)
> Support for other mods adding new classes to NPCs (like Friends and Foes(?)...)
> Maybe, proper tooltips for mind control (God, I hate UI scripting)
> Maybe, just maybe, unique visual effects for powers and some perks
> Maybe some new spell effects like blood magic and elemental novas

Known issues:
=============

> You sadly won't get much detailed information on races and birthsigns during character generation (have I mentioned
that I hate UI scripting?); But fortunately, Morrowind's chargen process doesn't last half an hour, am i right? ;P
> Demoralize is somewhat unreliable; NPCs will randomly proceed attacking you although frightened; I'm not entirely
sure, if that's my fault, or if it might be Morrowind's way to handle the flee value... further testing needed
> Detect abilities don't really work in vanilla; No clue how to solve this, other than installing Enhanced Detection.
Bummer...
> Morrowind crashes when exiting the game while a wiggly spell projectile is active (deemed negligible for now, but
will look into it sometime)


==============================================================================================================================
P E R M I S S I O N S
==============================================================================================================================

You may do with those scripts whatever you like. It would of course be nice to credit me, if you happen to copy-paste stuff
from Power Fantasy.

And don't forget to thank the MWSE team and other major lua script contributors like Archimag. ;-)

The newly colored icons introduced by the Skills module were originally made by JaceyS, so you should adhere to his permission
specifications, if you want to use them (which means, don't use them for anything but Elder-Scrolls-related content and
properly credit the work).


==============================================================================================================================
C R E D I T S
==============================================================================================================================

Well, it's somewhat vanilla to thank Bethesda for creating Morrowind, but there's no other fantasy RPG this unique, alien and
beautifully crafted, and with this much freedom. IMO still the best entry of the Elder Scrolls series.

The devs of MWSE contributed big time to Morrowind's exceedingly long life-span and make projects like this possible in the
first place.
Speaking of which, much thanks to NullCascade and Greatness7 for helping me out with a lot of questions and issues. I also
used a snippet from UI Expansion to correctly display dynamic power cooldowns.

Much thanks to Archimag/Axemagister as well, who (unwittingly) contributed quite a bit to this project by being a badass
modder. Power Fantasy includes specifically adapted snippets from Kick Master, N'wah Shooter and Fast Cast. I've also learned
from methods used in Final Strike, Frenzy N'wahs and Auramancer to integrate similar mechanics.

In general, Power Fantasy wouldn't have been possible without the cumulative work of countless modders, who contributed to the
bulk of lua scripts for others like me to learn how to do stuff.

Then there's EnaiSiaion, who isn't really related to Morrowind modding, but who inspired me the most, when it comes to
designing the gameplay elements for this mod.

Thanks to Necrolesian for his advice on Enchanting.

Shout out to Operator Jack, too. His Magicka Expanded Framework was the saving grace for implementing the new Dunmer power the
way I envisioned it.

Last, but not least, I'd also like to thank JaceyS, whose icons resource I used as a base for the rearranged magic schools.