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ACE - Athyra's Comprehensive Enhancements



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Index

1 - ACE Archery
1.1 - Full List of Changes
1.2 - Perk Code List
1.3 - Compatibility
1.4 - Extra Options
1.5 - Uninstall Info

2 - ACE Armor
2.1 - Full List of Changes
2.2 - Perk Code List
2.3 - Compatibility
2.4 - Extra Options
2.5 - Uninstall Info

3 - ACE Enchanting
3.1 - Full List of Changes
3.2 - Perk Code List
3.3 - Compatibility
3.4 - Extra Options
3.5 - Uninstall Info

4 - ACE Magic
4.1 - Full List of Changes
4.2 - Perk Code List
4.3 - Compatibility
4.4 - Extra Options
4.5 - Uninstall Info

5 - ACE Melee
5.1 - Full List of Changes
5.2 - Perk Code List
5.3 - Compatibility
5.4 - Extra Options
5.5 - Uninstall Info

6 - ACE Smithing
6.1 - Full List of Changes
6.2 - Perk Code List
6.3 - Compatibility
6.4 - Extra Options
6.5 - Uninstall Info

7 - ACE Speech
7.1 - Full List of Changes
7.2 - Perk Code List
7.3 - Compatibility
7.4 - Extra Options
7.5 - Uninstall Info

8 - ACE Realistic Fighting
8.1 - Full List of Changes
8.2 - Perk Code List
8.3 - Compatibility
8.4 - Extra Options
8.5 - Uninstall Info

9 - ACE Synergy Bonuses
9.1 - Full List of Changes
9.2 - Perk Code List
9.3 - Compatibility
9.4 - Extra Options
9.5 - Uninstall Info

10 ACE BYOG
10.1 - Full List of Changes
10.2 - Compatibility
10.3 - Uninstall Info

11. Install, Update, and Uninstall Info

12. ACE Patches for Popular Mods

13. Change log



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1. ================== ACE Archery ==================

1.1 ----------------- Full List of Changes ---------


- All Bows and Arrows are split into 2 Types, Long and Light.
- Arrows are further split into Worn or regular, both of which can be bought from shops or looted.
- 10 Worn arrows can be converted to 5 regular at the tanning rack.
- Regular arrows are also craftable (with the right material perk).
- When the Bow and Arrow types match there is a bonus. (i.e. light bow & light arrow)
- When the Types mismatch there is a penalty. (i.e. long bow & light arrow)
- When both the Type and Material match, Light get critical damage and Long ignore more armor.
- The Bound bows come with matching light/long arrows. Bound bow damage now scale to both archery and conjuration skill lvl
- The Bound Long Bow spell book is in the College of Winterhold courtyard and in shops.
- The bound light bow spell is cast silently and 2x faster than the bound long bow spell.

---- About Long Bows and Arrows ----
- Heavy, high damage, fire loudly and slowly, ignore armor.
- Zoom 30% more than light bows while crouching, great for sniping
- Higher arrow speed with more range.
Pics vs light bow range:
Close: http://skyrim.nexusmods.com/downloads/images/10037-4-1333718536.jpg
Medium: http://skyrim.nexusmods.com/downloads/images/10037-5-1333718537.jpg
Long: http://skyrim.nexusmods.com/downloads/images/10037-1-1333718605.jpg
- Sneaking penalty while equipped.
- Because base damage is so high, sneak attack multiplier is 1.5x, or 2.25x with Deadly Aim.
- Long Bows get a bonus to added critical damage equal to 25% of the Archery skill level

---- About Light Bows and Arrows ----
- Lower damage, fire fast and silently, strong criticals, and great sneak attacks.
- Light bows benefit much more from the Steady Hand's slow time effect.
- 4x sneak attack bonus, 6x with deadly aim.
- Added critical damage is great for light bows.
- About 2x attack speed of long bows.
- Light Bows get a bonus to added critical damage equal to 50% of the Archery skill level

---- Archery Perk changes ----
~ Archery Training:
Light bows do 20% more damage and 30% chance of 10 seconds bleeding.
Long bows do 35% more damage and 20% chance of 20 seconds bleeding.
~ Eagle Eye (2lvls) - lvl2 has more zoom and 50% stamina reduction
Eagle Eye affects Long Bows much more (while crouching), and Steady Hand affects light bows much more.
~ Ranger - now includes the Hunter's Discipline effect
~ Long Bow Training - long bows +30% damage and ignore 25% armor
~ Power Shot (2lvls) - lvl2 long bows stagger all but largest enemies on every hit
~ Ripper - long bows ignore a total of 55% armor
~ Light Bow Training - light bows +20% damage and double added critical damage
~ Critical Shot (3lvls) - Only affects light bows and the values have been increased from vanilla.


---- Active Effects Info ----
- The following info can be found inside the "Active Effects" menu -
* Currently equipped bow type and the benefits it gets from perks you have
* A message if the bow and arrow are the same type.
* A warning If your bow and arrow type mismatch

Bow and Arrow Types Information
**NOTE** If you are looking at this on the Nexus site and the spacing is all screwed up, click on "view as .txt" near the top ***

---- BOWS ---- (Values = DAMAGE - WEIGHT - BONUS CRIT DMG)

Long Bows (Heavy, high damage, loud, slow, ignore armor)
Matching Arrow -Vanilla- -Archery Overhaul-
* Iron Iron 5 - 5 - 2 10 - 11 - 2
* Ancient Nord Nord 8 - 12 - 4 11 - 12 - 2
* Imperial Iron 9 - 8 - 4 13 - 13 - 2
* Orcish Orcish 10 - 9 - 5 14 - 14 - 3
* Nord Hero Nord 11 - 7 - 5 15 - 15 - 3
* Dwarven Dwarven 12 - 10 - 6 16 - 16 - 3
* Supple Nord Nord 14 - 18 - 7 18 - 19 - 4
* Drainspell Nord 15 - 6 - 7 18 - 18 - 4
* Ebony Ebony 17 - 16 - 8 20 - 21 - 4
* Daedric Daedric 19 - 18 - 9 21 - 20 - 4
* Spirit Any Heavy* - - 21 - 21 - 4
* Bound Long Bound 18 - 0 - 9 18 - 0 - 4
* Mystic Long Bound 24 - 0 - 12 22 - 0 - 5

Light Bows (Lower damage, fast, silent, strong criticals and sneaks)
Matching Arrow -Vanilla- -Archery Overhaul-
* Hunting Bow Steel 7 - 7 - 3 3 - 4 - 16
* Falmer Falmer 12 - 15 - 6 5 - 8 - 18
* Forsworn Forsworn 12 - 11 - 6 6 - 6 - 21
* SuppleFalmer Falmer 15 - 20 - 7 7 - 9 - 23
* Elven Elven 13 - 12 - 6 8 - 7 - 24
* Glass Glass 15 - 14 - 7 9 - 8 - 25
* Nightingale (@lvl46) Any Light* 18 - 19 - 9 10 - 9 - 25
* Stealth Any Light* - - 10 - 10 - 25
* Bound Light Bound 18 - 0 - 9 8 - 0 - 25
* Mystic Light Bound 24 - 0 - 12 11 - 0 - 26

---- ARROWS ---- (these can be forged with the right perks)

Damage Speed Drag Impact Force
Long Type
* Iron 8 5000 0.31 1.30
* Ancient Nord 9 5400 0.30 1.35
* Orcish 12 5800 0.29 1.40
* Dwarven 14 6200 0.28 1.45
* Ebony 20 6600 0.27 1.50
* Nord Hero 22 7000 0.26 1.55
* Daedric 24 7400 0.25 1.60

Light Type
* Forsworn 7 3800 0.24 0.85
* Falmer 7 4100 0.23 0.80
* Steel 10 4400 0.22 0.75
* Elven 16 4700 0.21 0.70
* Glass 18 5000 0.20 0.65
Vanilla (all) same 3600 0.35 1.00


---- Notes ----

Nightingale, Spirit, and Stealth bows get a smaller bonus with any same-type arrows.
Nord = Ancient Nord Arrow & Nord Hero Arrow
The Bound Long Bow is a separate spell, see pics for location of spell book


---- Bound Long/Light Bow and Arrow Progression ----

Conjuration 50-74 - Duration - 120 sec
Adept Light Bow - 6 (like Forsworn) Arrow - 10
Adept Long Bow - 16 (like Dwarven) Arrow - 14

Conjuration 75-99 - Duration - 150 sec
OR Conjuration 50-74 & Mystic Binding Perk - Duration - 180 sec
Expert Light Bow - 8 (like Elven) Arrow - 16
Expert Long Bow - 18 (like Supple Nord) Arrow - 20

Conjuration 100 - Duration - 180 sec
OR Conjuration 75-99 & Mystic Binding Perk - Duration - 210sec
Master Light Bow - 10 (like Nightingale) Arrow - 18
Master Long Bow - 21 (like Daedric) Arrow - 24

Conjuration 100 & Mystic Binding Perk - Duration - 240 sec
Mystic Light Bow - 11 (better than any physical light bow or arrow) Arrow - 19
Mystic Long Bow - 22 (better than any physical long bow or arrow) Arrow - 25


---- Arrow Crafting Information ----

(Each can also be converted 5 at a time using 10 "worn" of the same type, at the tanning rack)
- Light Forsworn Arrows :: 2 firewood, 1 leather strip, 1 leather
- Light Steel Arrows :: 2 firewood, 1 steel ingot, Steel Smithing perk
- Light Falmer Arrows :: 2 firewood, 1 chaurus chitin, Smithing Skill over 45
- Light Elven Arrows :: 2 firewood, 1 quicksilver ingot, Elven Smithing perk
- Light Glass Arrows :: 2 firewood, 1 malachite ingot, Glass Smithing perk
- Long Iron Arrows :: 2 firewood, 1 iron ingot
- Long Ancient Nord Arrows :: 2 firewood, 1 steel ingot, Skyforge Unlocked
- Long Orcish Arrows :: 2 firewood, 1 orichalcum ingot, Orcish Smithing perk
- Long Dwarven Arrows :: 2 firewood, 1 dwarven ingot, Dwarven Smithing perk
- Long Ebony Arrows :: 2 firewood, 1 ebony ingot, Ebony Smithing perk
- Long Daedric Arrows :: 2 firewood, 2 ebony ingots, Daedric Smithing perk
- Long Nord Hero Arrows :: 30 Ancient Nord Arrows, 1 steel ingot, Skyforge Unlocked


---- More Notes ----
* By default, bows in other mods are considered Long for and perks and matching.
* The follower's Hunter Bow is removable from them. (so they stop using it!)
* NPCs properly use their ammo stock (no infinite arrows)
* Enemies fire at the player from further away (if they spot you)
* Adds tempering recipes for a few bows that couldn't be improved.
* Two console commands (press ~) are added which can be used to disable certain parts of the mod:
Disable the penalty for having a mismatched bow and arrow:
set ArcheryMismatchPenalty to 0
Disable the sneaking penalty while holding a long bow:
set ArcherySneakPenalty to 0


1.2 ----------------- Perk Code List ---------

CODE = = = Original = = = = New
BABED = = Overdraw 1 = = = Archery Training
7934A = = Overdraw 2 = = = Power Shot 2
7934B = = Overdraw 3 = = = Light Bow Training
7934D = = Overdraw 4 = = = Eagle Eye 2
79354 = = Overdraw 5 = = = Long Bow Training
51B12 = = Hunter's Dis = = Ripper


1.3 ----------------- Compatibility ---------

Not entirely compatible with any mod that:
- modifies the Archery tree (in any way, even small things)
- modifies vanilla bows or arrows (in any way)
*note: if this mod is loaded after another mod which modifies these things, it will work perfectly*

This mod will be compatible with any mod that:
- adds new bows or arrows (they will be considered Long by default, not Light)

If another mod modifies vanilla arrows (like Arrows Tweaks), the "worn" arrows will all disappear and be replaced.
If you prefer the effects of the other mod, make sure the other mod loads after ACE Archery.

If I haven't created a patch for the mod you want, to make the bow a light bow you can:
- ask me to make a patch for it, or
- Open the CK, find the bow, add the keyword "JobFletcher" to the bow. That's it!
(you may also want to make it's speed 1.2 and match it's damage to the ones in my pic that shows all the stats )
light arrows need the keyword "TraitGreedy"
long arrows need the keyword "TraintPowerhungry"
long bows need no keyword


1.4 ----------------- Extra Options ---------

Disable the penalty for having a mismatched bow and arrow:
set ArcheryMismatchPenalty to 0
Disable the sneaking penalty while holding a long bow:
set ArcherySneakPenalty to 0
Disable (hide) the arrow fletching and conversion recipes at the tanning rack and forge:
set ArcheryArrowFletching to 0
set ArcheryArrowConvert to 0


1.5 ----------------- Uninstall Info ---------

Open the console ( press ~ )
type this:
set ACEArcheryUninstall to 1
Close the console
Check the Active Effects Menu
Follow the instructions listed in the Unisntall Effect.



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2. ================== ACE Armor ==================

2.1 ----------------- Full List of Changes ---------

---- Light Armor ----
* Most perks work still unarmored, as long as no heavy armor is worn
* Gambit Feint ~ 20% chance to dodge any attack but 5% chance to take +50% dmg, 3lvls, and +50% armor on 1st lvl
* Custom Fit & Matching Set combined ~ +10% armor if all light and +5% if set
* Unhindered & Windwalker combined ~ same effects
* Know Your Enemy ~ 2lvls, do more damage and criticals to enemies wearing light armor
* Spellsword ~ reduce casting penalties.
* Magicka Regen, Spell Failure, and Sneak Ability change according to skill level or perks:

If Light Armor skill lvl is under 30
1 piece -5% Sneaking Ability
2 pieces -10% Sneaking Ability
3+ pieces -20% Sneaking Ability

If Light Armor skill level between 30 and 70
1 piece No sneak penalty
2 pieces -5% Sneaking Ability
3+ pieces -10% Sneaking Ability

If Light Armor skill level 70 or more
No sneak penalty

Without the Spellsword perks
1 piece -10% Magicka regen & 5% chance spells cost 15% more
2 pieces -20% Magicka regen & 10% chance spells cost 30% more
3+ pieces -30% Magicka regen & 20% chance spells cost 50% more

After the Spellsword 1 perk
1 piece -7% Magicka regen & no spell failure
2 pieces -15% Magicka regen & 5% chance spells cost 10% more
3+ pieces -25% Magicka regen & 10% chance spells cost 25% more

After the Spellsword 2 perk
1 piece -5% Magicka regen & No Spell Failure
2 pieces -10% Magicka regen & No Spell Failure
3+ pieces -20% Magicka regen & No Spell Failure


---- Heavy Armor ----
* Heavy Armor is 5% more resistant to damage from Arrows, Daggers, Swords, and 1-handed Axes but is 5% more vulnerable to spell damage.
* Tough As Nails ~ 40% chance to take half damage from any attack, 3lvls, and +60% armor on 1st lvl
* Well Fitted & Matching set combined ~ +15% armor if all heavy and +10% armor if set
* Deflect Criticals ~ 2lvls, chance to receive a critical is -50% / -75% (ie. enemy crit chance 10% becomes 5% or 2.5%)
* Strong Back ~ adds 100 carry weight
* Fists of Steel ~ now also doubles bashing damage (6x total if player has the Deadly Bash perk)
* Arms of Steel ~ 1h do +25% stagger, 2h +50% stagger (In parallel with Fists of Steel)
* Joint Splitter ~ 2lvls, do more damage and criticals to enemies wearing heavy armor
* Battlemage ~ reduce casting penalties.
* Magicka & Stamina Regen, Spell Failure, Sneak Ability, and Movement Speed change according to skill level or perks.

If Heavy Armor skill lvl is under 30
1 piece -10% Stamina regen & -20% Sneaking Ability & -3% Movement Speed
2 pieces -20% Stamina regen & -40% Sneaking Ability & -6% Movement Speed
3+ pieces -30% Stamina regen & -80% Sneaking Ability & -10% Movement Speed

If Heavy Armor skill level between 30 and 70
1 piece -7% Stamina regen & -15% Sneaking Ability & no speed penalty
2 pieces -15% Stamina regen & -30% Sneaking Ability & -4% Movement Speed
3+ pieces -25% Stamina regen & -60% Sneaking Ability & -7% Movement Speed

If Heavy Armor skill level 70 or more
1 piece -5% Stamina regen & -10% Sneaking Ability & no speed penalty
2 pieces -10% Stamina regen & -20% Sneaking Ability & no speed penalty
3+ pieces -20% Stamina regen & -40% Sneaking Ability & -5% Movement Speed

Without the Battlemage perks
1 piece -15% Magicka regen & 6% chance spells cost 30% more
2 pieces -30% Magicka regen & 12% chance spells cost 60% more
3+ pieces -50% Magicka regen & 20% chance spells cost 100% more

After the Battlemage 1 perk
1 piece -12% Magicka regen & 5% chance spells cost 20% more
2+ pieces -25% Magicka regen & 8% chance spells cost 40% more
3+ pieces -40% Magicka regen & 15% chance spells cost 66% more

After the Battlemage 2 perk
1 piece -10% Magicka regen & no spell failure
2 pieces -20% Magicka regen & 6% chance spells cost 20% more
3+ pieces -30% Magicka regen & 10% chance spells cost 33% more


Notes
* All armor effects are [url=http://skyrim.nexusmods.com/downloads/images/10634-1-1333474689.jpg]displayed in "Active Effects" if you want to check. *
* The Casting and Sneaking Active Effect entries will only appear while you have a spell out or while sneaking.
* Perks still work without the helmet. (for compatibility with most armor-set mods)
* In vanilla Skyrim the total bonus to both armor types is the same percent. Now heavy armors get more.

Total armor bonus
- Light = 73% ( 1.5 * 1.1 * 1.05 )
- Heavy = 102% ( 1.6 * 1.15 * 1.1 )
- Vanilla = 212% ( 2 * 1.25 * 1.25 ) - vanilla heavy and light have the same values, identical


2.2 ----------------- Perk Code List -----------------


CODE = = = Original = = = = New
BCD2A = = Juggernaut 1 = = Tough as Nails 1
7935E = = Juggernaut 2 = = Joint Splitter 1
79361 = = Juggernaut 3 = = Tough as Nails 2
79362 = = Juggernaut 4 = = Joint Splitter 2
79374 = = Juggernaut 5 = = Tough as Nails 3
107832= = Matching Set = = Arms of Steel
58F6D = = Conditioning = = Deflect Crits 1
BDC2B = = Cushioned = = = Strong Back

BE123 = = Agile Def 1 = = Gambit Feint 1
79376 = = Agile Def 2 = = Know your Enemy 1
79389 = = Agile Def 3 = = Gambit Feint 2
79391 = = Agile Def 4 = = Know your Enemy 2
79392 = = Agile Def 5 = = Gambit Feint 3
51B17 = = Matching Set= = Spell Thief 1
105F22= = Wind Walker = = Spell Thief 2

The following are new perks with new codes (XX depends on load order):
XX001DA0 = = Deflect Criticals 2
XX003DF1 = = Armored Mage 1
XX003DF0 = = Armored Mage 2


2.3 ----------------- Compatibility -----------------

Will not be entirely compatible with any mod that:
- alters the light armor and heavy armor skill tree

This mod will be compatible with:
- Smithing Perks Overhaul (SPO)
- Complete Crafting Overhaul (CCO)
- Weapons and Armor Fixes (WAF)


2.4 ----------------- Extra Options -----------------

Disable the spell-casting penalties:
set ArmorCastingPenalty to 0
Disable the sneaking penalties:
set ArmorSneakPenalty to 0
Disable the movement speed penalties:
set ArmorSpeedPenalty to 0


2.5 ----------------- Uninstall Info -----------------

Open the console ( press ~ )
type this:
set ACEArmorUninstall to 1
Close the console
Check the Active Effects Menu
Follow the instructions listed in the Unisntall Effect.





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3. ================== ACE Enchanting ==================

3.1 ----------------- Full List of Changes -----------

Perks
- Enchanter: 3lvls - 10% / 20% / 30%
- Elemental Enchanter: 10% / 20% (It combines fire, frost, and shock into one enchant)
- Insightful Enchanter: 20% at lvl 30
- Corpus Enchanter: 20% at lvl 70
- Magic Anticipation: 10% / 15% magic resistance
- Partial Duality: 2 enchants each at 66% power (these 3 "duality" perks expand on "Extra Effect"
- Mutual Duality: 2 enchants each at 83% power
- Symbiotic Duality: 2 enchants at full (100% of original) power

Different Item Enchantment Power
- Enchantments on 2-Handed weapons, Staves, and Unarmored Clothing have 2x power
(This bonus does not apply to Fortify Heavy Armor, Light Armor, Alchemy, or Smithing enchants)
(Clothing should now be a very tempting option for sneaky types!)
- Enchantments on torso-pieces & jewelry (rings/amulets) have 1.25x power
- Enchantments on gloves, boots, and helmets have 0.75x power
(Total Enchantment Power for armor & jewelry unchanged 1.25x *3 + 0.75x *3, vs vanilla 6x1)

- Fortify Smithing & Alchemy enchantments are 4x stronger and can only be placed on the hand-slot.
- Fortify Smithing & Alchemy with reduced values can still be looted on items in other slots.

Potions
- Fortify Restoration / Enchanting / Smithing potions: no longer craftable, but can be found
- Restore health/stamina/magicka potions restore over 5seconds, same total (can be changed to instant or 10secs in console, see below)
- Fixed: Fortify Marksman potions no longer affect all weapons
- Fixed: Fortify One-Handed potions and enchantments now also apply to daggers

Notes
If you have either the 'Partial Duality' or 'Mutual Duality' perk then each time you use the enchanting table
a nice option box will pop up asking if you want to 'Single' or 'Dual' enchant for that session.
If you choose Single, the 1 enchant will be at full power
If you choose Dual, the 2 enchants will be at reduced power appropriate to the perk you have.
If you have the Symbiotic Duality perk, the option box will not pop-up any more.


3.2 ----------------- Perk Code List -----------------

CODE = = = Original = = = New
C367E = = Enchanter 4 = = Partial Duality
C367F = = Enchanter 5 = = Mutual Duality
58F80 = = Fire Enchanter = = Elemental Enchanter 1
58F81 = = Frost Enchanter = = Elemental Enchanter 2
58F82 = = Storm Enchanter = = Magic Anticipation 1

The following are new perks with new codes (XX depends on load order):
XX000D63 = = Magic Anticipation 2


3.3 ----------------- Compatibility -----------------

- Smithing Perks Overhaul (SPO) - compatible
- Complete Crafting Overhaul (CCO) - compatible
- Weapons and Armor Fixes (WAF) - compatible
* To people adding this mod mid-game. All your perks will transfer smoothly.
* I strongly recommend making a new set of armor after installing this mod!
* Item drops and loot can give better enchantments, it makes looting worthwhile again!
* Your old potions and gear will still have their enchants unchanged on them.


3.4 ----------------- Extra Options -----------------

Disable the enchantments having different values on different pieces:
set EnchantingWeighted to 0

Set the duration of the health, magicka, and stamina potions,
Same total healing, just spread over time or instantaneous:
set EnchantingInstantHealthPotions to 0/1/2
set EnchantingInstantMagickaPotions to 0/1/2
set EnchantingInstantStaminaPotions to 0/1/2
0 = 5 second duration (default)
1 = instant
2 = 10 second duration


3.5 ----------------- Uninstall Info -----------------

Open the console ( press ~ )
type this:
set ACEEnchantingUninstall to 1
Close the console
Check the Active Effects Menu
Follow the instructions listed in the Unisntall Effect.





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4. ================== ACE Magic ==================

4.1 ----------------- Full List of Changes -----------------

ACE Magic introduces Casting Forms
- Casting Forms are unlocked when certain conditions are met (listed below)
- A "power" will then be added to the "Powers Menu" (Same place the BYOG Control Panel is, or racial abilities)
- Until you actually use that Power (Casting Form) nothing changes in your game.
- After you use it, you'll see an effect and hear a sound to show it turned on, then
- In the Active Effects menu you can see both the Cooldown time remaining to cast another form, and the current form you are using.
- Once a form is set, another one can not replace it for five to twenty (real) minutes depending on the form's cooldown time (listed below)
(pressing T to wait through the cooldown works, 20mins realtime works out to about 6hrs of game time.)
- Forms expire after 12 (real) hours, they are a state of mind


>>> The Casting Forms <<<


** Chaos Form **
- Unlocked when each magic skill is at least level 35
- Cooldown: 20 minutes
- Effects:
(each effect has an independent chance of occurring, several may occur at once)
* 15% Chance 33% or 200% Magnitude / Duration (4 separate effects)
* 25% Chance 66% or 133% Magnitude / Duration (4 separate effects)
* 33% Chance 75% or 125% Casting Cost (2 separate effects)

** Specialize Alteration Form **
- Unlocked when Alteration skill is 50 or with the Apprentice Alteration perk
- Cooldown: 10 minutes
- Effects:
* +15% Magnitude and Duration for Alteration spells
* -15% Cost for Alteration spells
* -10% Magnitude and Duration for Illusion and Conjuration spells
* +10% Cost for Illusion and Conjuration Spells
* 10% Chance to fail (zero magnitude) Illusion and Conjuration Spells

** Specialize Conjuration Form **
- Unlocked when Conjuration skill is 50 or with the Apprentice Conjuration perk
- Cooldown: 10 minutes
- Effects:
* +15% Magnitude and Duration for Conjuration spells
* -15% Cost for Conjuration spells
* -10% Magnitude and Duration for Alteration and Restoration spells
* +10% Cost for Alteration and Restoration Spells
* 10% Chance to fail (zero magnitude) Alteration and Restoration Spells

** Specialize Destruction Form **
- Unlocked when Destruction skill is 50 or with the Apprentice Destruction perk
- Cooldown: 10 minutes
- Effects:
* +15% Magnitude and Duration for Destruction spells
* -15% Cost for Destruction spells
* -10% Magnitude and Duration for Illusion and Restoration spells
* +10% Cost for Illusion and Restoration Spells
* 10% Chance to fail (zero magnitude) Illusion and Restoration Spells

** Specialize Illusion Form **
- Unlocked when Illusion skill is 50 or with the Apprentice Illusion perk
- Cooldown: 10 minutes
- Effects:
* +15% Magnitude and Duration for Illusion spells
* -15% Cost for Illusion spells
* -10% Magnitude and Duration for Destruction and Alteration spells
* +10% Cost for Destruction and Alteration Spells
* 10% Chance to fail (zero magnitude) Destruction and Alteration Spells

** Specialize Restoration Form **
- Unlocked when Restoration skill is 50 or with the Apprentice Restoration perk
- Cooldown: 10 minutes
- Effects:
* +15% Magnitude and Duration for Restoration spells
* -15% Cost for Restoration spells
* -10% Magnitude and Duration for Destruction and Conjuration spells
* +10% Cost for Destruction and Conjuration Spells
* 10% Chance to fail (zero magnitude) Destruction and Conjuration Spells

** Purus Forma **
- Unlocked when any magic skill is over 25
- Cooldown: 5 minutes
- Effects:
* +5% Magicka Regeneration
* -5% Casting Cost

** Battlemage Form ** [not yet implemented]
- Unlocked by _____ ??
- Cooldown: 15 minutes?
- Effects:
* +25% Magicka Regen, +10% Cost; +10% destruction power; -25% other schools power
OR
* moving speed and sneak are reduced by 90% (while spell is drawn), spell cost is 20% higher but spell power is 40% higher

** Spellsword Form ** [not yet implemented]
- Unlocked by ___?
- Cooldown: 8 minutes?
- Effects:
(only with a weapon drawn?)
* -25% Magicka Regeneration, -10% Casting Cost, -10% Destruction Spell Damage, +25% Other school Spell power
OR
* +200 Magicka points, -75% magicka regeneration, +150% duration of alteration spells, -75% power of destruction spells
OR
* -20% Magicka Regen, +50% alteration duration, +100 Magicka points (this one should apply even without a weapon in hand), +10% power other schools except destruction, -15% destruction power

** Potentia Animi OR Powerhouse Form ** [not yet implemented]
- Unlocked by _____ ??
- Cooldown: 20 minutes?
- Effects:
* +5% Destruction Spell Damage, -10% Other Spell Magnitude, +2.5% Casting Cost
* -1% / +1% / -0.5% Adjustment per 10% Health, Stamina, or Magicka lost (up to -29%/+29%/-14.5% at 0 stamina 0 magicka and <10% health)

** Corpus et Anima OR Corpus Spiritus OR Channel Form ** [not yet implemented]
- Unlocked by _____ ??
- Cooldown: 20 minutes?
- Effects:
* -5% Destruction Spell Damage, +10% Other Spell Magnitude, -2.5% Casting Cost
* -1% / +1% / -0.5% Adjustment per 10% Health, Stamina, or Magicka lost (up to -29%/+29%/-14.5% at 0 stamina 0 magicka and <10% health)



4.2 ----------------- Perk Code List -----------------

None, this mod alters no perks!


4.3 ----------------- Compatibility -----------------

This mod will not be compatible with any mod that:
- nothing. This mod is compatible with all mods. :)
- any load order is okay


4.4 ----------------- Extra Options -----------------

Disable perk requirements to unlock Casting Forms (they will only depend on skill level)
set CastingFormsReqPerks to 0 [not implemented, or necessary, yet]


4.5 ----------------- Uninstall Info -----------------

Open the console ( press ~ )
type this:
set ACEMagicUninstall to 1
Close the console
Check the Active Effects Menu
Follow the instructions listed in the Unisntall Effect.





***********************************************************************************************************



5. ================== ACE Melee ==================

5.1 ----------------- Full List of Changes -----------------

One-Handed
Stances are introduced: Duelist, Shield, Spellsword, and Dual Wield
* The Duelist Stance - When the off-hand is empty, get +20% attack speed, +5% critical, +5% parry/deflect.
* The Shield Stance - When holding a shield, get a 5% chance to reflect damage back.
* The Spellsword Stance: With a spell in your off-hand you have a 4% chance to disorient enemies, making them fall, and enemies have a 4% miss chance. Magicka regenerates 10% faster.
* The Staff Stance - When holding a staff, all magic is 10% stronger. (Time for mages to be mages!)
* The Dual Wield Stance - Largely the same as vanilla, but speed bonuses stack with other perks.
All one-handed weapons get 1/2 power attack damage & 1/2 stamina use
Daggers, Swords, War Axes, and Maces get a bonus to added critical damage equal to 50%, 40%, 30%, and 20% of the One-Handed skill level, respectively

One-handed perks Perks
* Fighting Stance lvl1 - 25% less stamina used for power attacks, and +10% damage. The Duelist, Spellsword, and Shield Stances are unlocked.
* Fighting Stance lvl2 - 50% less stamina used for power attacks
* Dagger & Sword Training - Daggers & Swords +20% damage. Take -15% damage and -50% criticals from them.
* War Axe Training - War Axes +20% damage. Take -15% damage and -50% criticals from them.
* Light Mace Training - One-handed Maces +20% damage. Take -15% damage and -50% criticals from them.
* Bonebreaker - tops out at 50% armor ignored, but only uses 2 perks
* Bladesman - increases sword and dagger attack speed, lvl 1 is +10% and lvl2 is +20%
* Opportunist - increases all 1-handed critical hit chances by 7%
* Savage Strike - +50% critical hit chance with standing power attacks
* Dual Savagery - +33% critical hit chance with dual wielding power attacks
* Master Bladesman - 15% chance to attack incredibly fast
* Expert Bone Breaker - 15% chance to attack incredibly fast
* Hack & Slash Virtuoso - 15% chance to attack incredibly fast
(note: these fast attacks are at lvl 90 and replace the 3rd level of the specialized perks)

Two-Handed
All Two-Handed weapons get +20% power attack damage, and +20% stagger.
Sneaking with a two-handed weapon is more difficult.
Greatswords, Battle Axes, and Warhammers get a bonus to added critical damage equal to 50%, 40%, and 30% of the Two-Handed skill level, respectively

Two-Handed Perks
* Champion's Stance lvl1 - 25% less stamina used for power attacks, +20% damage with 2-handers
* Champion's Stance lvl2 - 50% less stamina used for power attacks
* Greatsword Training - Greatswords do +30% damage. Take -15% damage and -50% criticals from them.
* Battle Axe Training - Battle axes +30% damage. Take -15% damage and -50% criticals from them.
* Warhammer Training - Warhammers do +30% damage. Take -15% damage and -50% criticals from them.
* Internal Bleeding - Warhammers get a 30% chance to cause a small bleed but for 5 minutes
* Skull Crusher - only 2 levels and caps at 85% armor ignored, lvl1 also adds 10% attack speed
* Deep wounds - lvl1 adds 10% attack speed and lvl2 adds 10% more, for a total of 20% faster attacks
* Crippling Blow - Greatswords get a 15% chance to immobilize for 2secs.
* Limb Splitter - lvl1 also adds 10% attack speed, last lvl bleed effect is 3x longer and 3x stronger
* Gusher - Battle Axes get a 15% chance to cause a gushing wound dealing enormous damage for a few moments.
* Supplanter - Power attacks with two-handed weapons do +50% damage.
(note: Internal Bleeding, Crippling Blow, and Gusher are lvl 40)

NOTE: "50% less criticals" means: original enemy critical chance is 10%, with perk it is 5%


5.2 ----------------- Perk Code List -----------------

CODE = = = Original = = = = New
BABE4 = = Armsman 1 = = Dagger & Sword Training
79343 = = Armsman 2 = = Opportunist
79342 = = Armsman 3 = = Mace Training
79344 = = Armsman 4 = = Fighting Stance 2
79345 = = Armsman 5 = = War Axe Training
C1E91 = = Bladesman 3 = = Master Bladesman
C3679 = = Hack&Slash 3 = = Hack & Slash Virtuoso
C1E93 = = Bone Breaker3 = = Expert Bone Breaker

BABE8 = = Barbarian 1 = = Greatword Training
79346 = = Barbarian 2 = = Supplanter
79347 = = Barbarian 3 = = Battle Axe Training
79348 = = Barbarian 4 = = Champion's Stance 2
79349 = = Barbarian 5 = = Warhammer Training
C5C05 = = Limbsplitter 1 = Gusher
3AF84 = = Skull Crusher1 = Internal Bleeding
3AF83 = = Deep Wounds 1 = Crippling Strike


5.3 ----------------- Compatibility -----------------

Not compatible with any mod that:
- alters the one/two-handed skill trees
- increases weapon attack speeds (the stacking effect will be absurdly fast)

Weapon Speed:
ACE Melee fixes the vanilla Skyrim base weapon speed bug. Unfortunately if another mod also does this same thing, they will double-fix and then break again.
To disable the ACE Melee weapon speed fix, open the consile (~) and type this:
set WeaponSpeedBaseFix to 0
And things should go back to normal, make sure to set it back to 1 if you remove the other mod!

- The Dance of Death - Fully compatible, with perks or no-perks version, check the perk codes above to see what the new requirements are
- Duel - Combat Realism - 99% compatible, LOAD ACE AFTER DUEL, the only Duel function that wont work is the part where you do less damage when your stamina is below 10%


5.4 ----------------- Extra Options -----------------

Disable the weapon speed fix (Bethesda bug)
set WeaponSpeedBaseFix to 0


5.5 ----------------- Uninstall Info -----------------

Open the console ( press ~ )
type this:
set ACEMeleeUninstall to 1
Close the console
Check the Active Effects Menu
Follow the instructions listed in the Unisntall Effect.





***********************************************************************************************************



6. ================== ACE Smithing ==================

6.1 ----------------- Full List of Changes -----------------

Perks
- Weaponsmith (Affects all weapons in the game): Weapons can be increased to the next rank. Ignore 5% damage from weapons you know how to craft.
(No other perks required to ignore 5% damage from iron/wooden weapons)
- Armorsmith (Affects all armors in the game): Armor and shields can be increased to the next rank. Ignore 5% armor when attacking enemies wearing armor you know how to craft.
(No other perks required to ignore 5% armor from leather/hide/iron armor)
- Master Weaponsmith: Puts Legendary rank within reach.
- Master Armorsmith: Puts Legendary rank within reach.
(The following 4 perks use a special system. After selecting one of the 4 new branches of the Smithing tree, as your skill level increases, each perk on that branch automatically unlocks.)
- Nordic Crafting - Unlocks Basic Iron & Leather, then Steel Forging, and later Scale and Plate Crafting, and finally Dragon Smithing.
- Refined Artistry - Unlocks Elven Casting, and later Glass Forming.
- Heavy Metal Molding - Unlocks Dwarven Engineering, and later Orcish Fabricating, and finally Ebony Molding.
- Mystic Altering - Unlocks Arcane Blacksmith, and later Daedric Shaping.
Here is a picture of the perk tree: http://skyrim.nexusmods.com/downloads/images/10037-1-1337323276.jpg

- Armor Effects: - after getting a crafting perk, the effects apply while wearing 3+ pieces of that type -
(all these effects show up in the Active Effects Menu, so you know they are working)
* Glass Forming: resist magic +5%
* Orcish Fabricating: stamina regenerates 10% faster.
* Dwarven Engineering: stagger 10% less.
* Dragon Smithing: take 5% less damage from any Dragon attack.
* Elven Casting: magicka regenerates 10% faster.
* Ebony Molding: reflect 4% of melee damage back to the attacker
* Daedric Shaping: reflect 6% of melee damage back to the attacker, conjuration spells last 5% longer
* Scale & Plate Crafting: power attacks use 10% less stamina or are 10% stronger, respectively
* Steel Forging: gain 15 health
* Basic Iron & Leather: gain 10 health or 10 stamina, respectively

New Tempering Progression
ACE - Smithing
* Best tempering with no perks = Exquisite at smithing lvl87+
* Best tempering with Armorsmith/Weaponsmith = Epic at smithing lvl100
* Best tempering with Master Armorsmith/Weaponsmith = Legendary at smithing lvl100
(the level requirementss above get lower if Fortify Smithing enchantments are worn)

Vanilla Skyrim
* Best tempering with no perks = Flawless at smithing lvl100
* Best tempering with appropriate perk = Legendary at smithing lvl91
(the levels above get much lower if Fortify Smithing enchantments are worn)


6.2 ----------------- Perk Code List -----------------

The following are new perks with new codes (XX depends on load order):
XX000D6C = = Armorsmith 1
XX000D6E = = Armorsmith 2
XX000D6D = = Weaponsmith 1
XX000D6F = = Weaponsmith 2
XX00942B = = Nordic Crafting
XX00942D = = Refined Artistry
XX00942E = = Heavy Metal Molding
XX00942F = = Mystic Altering


6.3 ----------------- Compatibility -----------------


- Smithing Perks Overhaul (SPO) -
Not necessary and not compatible. SPO adds more items to some smithing perks.
My mod affects all weapons and all armors in the game, so SPO is no longer necessary if you use my mod.
- Complete Crafting Overhaul (CCO) -
Compatible. Furthermore, my mod removes SPO as a prerequisite to CCO. My mod must load after CCO.
- Weapons and Armor Fixes (WAF) -
Compatible. The load order is not important.
* To people adding this mod mid-game. All your perks will transfer smoothly. The weaponsmith and armorsmith perks are new though. You will have to add them. You can use the console command to replace missing perks with the new perks or to shift perk points around.
* I strongly recommend making a new set of armor after installing this mod!


6.4 ----------------- Extra Options -----------------

Disable the Basic Iron & Leather perk requirement for making Iron, Leather, and Hide items:
set SmithingBasicPerk to 0


6.5 ----------------- Uninstall Info -----------------

Open the console ( press ~ )
type this:
set ACESmithingUninstall to 1
Close the console
Check the Active Effects Menu
Follow the instructions listed in the Unisntall Effect.






***********************************************************************************************************



7. ================== ACE Speech ==================

7.1 ----------------- Full List of Changes -----------------

Money becomes important again, you will want to collect that loot, and increase your carry weight
Shops will do their best to rip you off, and if you're a sucker they'll bleed you dry
Shops won't give you as much gold for your 2nd-hand blood-soaked items
Buying prices are generally higher and selling prices are generally lower
Shopkeeper's race and their stance on player race factors into buying prices.


---- Speech Perks -----

Shopping Perks:
- Haggling - reduced to 2 levels - buying and selling prices are lvl1:15%, lvl2:30% better.
- Bribery & Corruption - Everyone has their price, especially guards. Bribing and persuasion are a lot easier.
- People Person - Prices are 15% better with the opposite sex or when wearing fine clothes.
- Loyal Investor - Investing 500g in a shopkeeper allows you to sell stolen goods to him and permanently increases his gold.
- Presence - Magical charm and fear effects last twice as long, and intimidation is two times easier.

The following 3 perks add buffs to your "powers" menu which apply to all the followers around you.
Each buff is instantaneously cast and lasts for 10 minutes and can be changed at any time.
They are compatible with other mods that add multiple followers.

Follower Buff Perks:
-Combat Leader: (only 1 of these active at a time)
* Defend: +75 armor
* Attack: +20% damage & +5% crit
* Magic Defend: +20% magic resist
* Magic Attack: Destruction / Conjuration skill +20
* Quiet: Sneak chance +40% & Noise -40%
* Hurry: Speed +35
-War Chanter: (only 1 of these active at a time, can be combined with 1 Combat Leader effect)
* Vigor: followers regenerate health/magicka/stamina 40% faster
* Freedom: followers get +40 health/magicka/stamina
* Steadfast: followers get +20 to One-Handed / Two-Handed / Archery / Light Armor / Heavy Armor
* Clarity: followers get +20 to all magic spell school skills
-Battle Maestro: (both can be active at once, but they dispel all other buffs of the perk they encompass)
* Perfect Leader: each Combat Leader effect simultaneously, but each at 1/2 power
* Perfect Chanter: each War Chanter effect simultaneously, but each at 1/2 power

(When you cast a buff an effect shader will appear on your follower.)


- Race Factors in Prices -

This list shows how shopkeepers of various races will treat the player based on his/her race.
* like / dislike = +/- 10%
* half = +/- 5%

Altmer Shopkeeper
Like: Bosmer, Khajiit
Half Like: Imperials
Dislike: Redguards, Nords

Argonians Shopkeeper
Dislike: Dunmer, Imperials, Khajiit, Nords

Bosmer Shopkeeper
Half Like: Altmer
Half Dislike: Khajiit

Bretons Shopkeeper
Like: Imperials
Half Dislike: Orcs

Dunmer Shopkeeper
Half Like: Imperials
Dislike: Nords, Argonians

Imperials Shopkeeper
Like: Altmer, Bretons, Nords, Bosmer, Khajit

Khajiit Shopkeeper
Like: Altmer, Imperials
Half Dislike: Bosmer
Dislike: Argonians, Dunmer (past slavery)

Nords Shopkeeper
Half Like: Bretons, Orcs, Redguards
Half Dislike: Argonians
Dislike: Altmer, Dunmer, Khajiit, Bosmer

Orcs Shopkeeper
Half Like: Imperials
Half Dislike: Bretons, Redguards

Redguards Shopkeeper
Half Like: Bretons
Dislike: Altmer, Bosmer, Khajiit

All races like themselves also.


7.2 ----------------- Perk Code List -----------------

CODE = = = Original = = = New
1090A2 = = Persuasion = = People Person
105F29 = = Intimidation = Presence
C07D0 = = Haggling 4 = = Battle Maestro
C07CF = = Haggling 2 = = War Chanter
58F7B = = Investor = = = Loyal Investor
58F75 = = Allure = = = = Combat Leader
58F72 = = Bribery = = = Bribery & Corruption

The following perks have been removed and no longer have any in-game effect:
58F79 = = Fence
C07D1 = = Haggling 5


7.3 ----------------- Compatibility -----------------

This mod will not be compatible with any mod that alters the speech tree.
It is perfectly compatible with mods that alter followers in any way.


7.4 ----------------- Extra Options -----------------

Change the way the Follower Buff shader looks:

set FollowerBuffShader to 4

but change the "4" to one of these:
* 0 * is effect shader disabled
* 1 * is for a 3 second simple shader
* 2 * is for a 3 second fancy shader
* 3 * is for a full-duration simple shader
* 4 * is for a full-duration fancy shader (default)


7.5 ----------------- Uninstall Info -----------------

Open the console ( press ~ )
type this:
set ACESpeechUninstall to 1
Close the console
Check the Active Effects Menu
Follow the instructions listed in the Unisntall Effect.



***********************************************************************************************************



8. ================== ACE Realistic Fighting ==================

8.1 ----------------- Full List of Changes -----------------

A multitude of factors alter a variety of combat statistics, some of these factors are:
Sleeping, Prone (Crouched/Sneaking), Flat-Footed (Weapon Sheathed / Staggered), Casting, Power Attacking,
In-Combat (Weapon Drawn), Standing Still, Sure-Footed, Walking, Running, Sprinting, Damage from: side/back/front, and more

Target is wearing:
* Clothes / Unarmored > 35% chance to do 1.5x dmg, +15% critical. (A)
* Light Armor > 20% chance to do 1.5x dmg, +5% critical. (A)
* Heavy Armor > 10% chance to do 1.5x dmg. (A)
* Clothes / Unarmored with Magic Armor > 15% chance to do 1.5x dmg, +3% critical (A)
* Light Armor with Magic Armor > 10% chance to do 1.5x dmg (A)
* Heavy Armor with Magic Armor > -5% critical (A)

Target is:
* Sleeping ~ 2x stagger, 100% chance to do 1.5x dmg, +100% critical (A)
* Prone (Sneaking) ~ 1.33x stagger, +33% chance to do 1.5x dmg, +10% critical (A)
* Flat Footed (Weapon Sheathed / Staggered) ~ 1.25x stagger, +25% chance to do 1.5x dmg, +5% critical (A)
* Sure Footed (Standing Still or Walking) ~ 0.9x stagger, +10% chance to do 0.5x dmg, -5% critical (A)
(Sure footed = NOT sleeping, staggered, swimming, sprinting, running, sneaking, dual casting, power attacking, or sheathed)
* Running ~ no penalties at all, this is the neutral state (A)
* Sprinting ~ 16% (front), 25% (sides or rear) chance that attacks make the target fall over. (A)
(no fall chance for player yet, increased stagger as place-holder)
(dragons, ghosts, giants, and horses are immune to this)

* Side attacks ~ +10% 1.5x dmg, +10% stagger
* Rear Attacks ~ +20% 1.5x dmg, +20% stagger, +10% chance to fall
* While Blocking ~ Rear +25% 1.5x dmg, no +stagger from sides
(See Direction Diagram here: http://skyrim.nexusmods.com/downloads/images/10037-1-1337869472.png )
(Attack Direction portions are only implemented for player-attacks, enemy-attack direction not yet)

* Casting Spells is considered Flat-Footed unless caster has lvl50 in any magic skill. (A)
* Power Attacking is considered Flat-Footed unless attacker has lvl50 in 1h or 2h skill. (A)

* Movement speed is 5% slower with an un-sheathed 2h melee weapons (A)
* Running or Sprinting is 10% slower with a weapon drawn (except 1h swords and daggers, and magic) (A)
* When stamina is below 25%, -30% stamina regen, -15% movement speed, and +50% stagger. (A)
* When health is below 33%, -30% stamina regen, and -10% movement speed. (A)

* Bows do 7% damage when not moving (affects damage displayed in inventory, open inv while moving to see base)
* Bows get 15% more zoom when crouching/sneaking
* Point-blank shots with bows do 15% more damage

* When holding a torch you: (A)
- get -100% sneaking
- get -20% incoming frost damage
- get +10% incoming fire damage
- your frost spells and weapon enchantments do -5% damage
- your fire spells and weapon enchantments do +15% damage

Notes
* (A) = This can be seen in the Active Effects Menu
* Unless noted, these apply to both the player and enemies


8.2 ----------------- Perk Code List -----------------

ACE Realistic Fighting adds no selectable perks.


8.3 ----------------- Compatibility -----------------

ACE Realistc Fighting was designed to be compatible with Duel - Combat Realism, and Deadly Combat.
So far no reports of incompatibility have come in for any mod.

There should be no reason for this mod to conflict with any other mod.
- any load order is okay


8.4 ----------------- Extra Options -----------------

Disable all movement speed penalties
set RFSpeedPenalty to 0
Disable low stamina and health penalties
set RFLowPenalty to 0


8.5 ----------------- Uninstall Info -----------------

Open the console ( press ~ )
type this:
set ACERFninstall to 1
Close the console
Check the Active Effects Menu
Follow the instructions listed in the Unisntall Effect.





***********************************************************************************************************



9. ================== ACE Synergy Bonuses ==================

9.1 ----------------- Full List of Changes -----------------

Adds many small benefits which represent a player's cross-skill and other knowledge.
For example having over 80 in a weapon tree and in the smithing tree gives a small tempering bonus when upgrading that exact weapon type.
These benefits are added automatically, there is no need to cast a spell or add a perk to begin.
When you reach the appropriate skill level or perk requirements to gain a Synergy Bonus, it will just happen.
A book with a list of all the Synergy Bonuses can be found just outside Riverwood.

Skill & Perk Related Bonuses:

[Mages]
* 100 in Alteration & Conjuration & Destruction & Illusion = +9% spell magnitude
* 100 in 3 of Alteration / Conjuration / Destruction / Illusion = +5% spell magnitude
* 100 in Alchemy & Smithing & Enchanting = +3% bonus to tempering/enchanting/creating-potions
* Intense Flames & 80 Enchanting = +5% power for offensive fire enchantments
* Deep Freeze & 80 Enchanting = +5% power for offensive frost enchantments
* Disintegrate & 80 Enchanting = +5% power for offensive shock enchantments
* Mage Armor 3 & 80 Enchanting = +5% power for fortify heavy/light armor enchantments
* Oblivion Binding & 80 Enchanting = +5% power for fortify weapon enchants

[Warriors]
* 80 Smithing & 80 One-handed = small tempering bonus when improving 1-handed weapons
* 80 Smithing & 80 Two-handed = small tempering bonus when improving 2-handed weapons
* 80 Smithing & 80 Archery = small tempering bonus when improving bows weapons
* 80 Smithing & 80 Heavy Armor = small tempering bonus when improving heavy armor
* 80 Smithing & 80 Light Armor = small tempering bonus when improving light armor
* 80 Smithing & 80 Block = small tempering bonus when improving shields
- the tempering bonus works out to between 3 to 10 points on the end-product -
* Bladesman lvl3 & Deep Wounds lvl3 = swords and daggers get a +3% bonus critical chance
* Bone Breaker lvl3 & Skull Crusher lvl3 = maces get a +3% bonus critical chance
* Hack and Slash lvl3 & Limbsplitter lvl3 = axes get a +3% bonus critical chance
* 100 Heavy Armor & 100 Light Armor = +3% armor rating
* 100 in One-Handed & Two-Handed & Archery = +4% weapon damage

[Thieves]
* Light foot & Unhindered = 3% chance to dodge attacks
* Critical Shot lvl3 & Deadly Aim lvl3 = bows get a +3% bonus critical chance

[Warrior-Mages]
* 90 in Destruction & 90 in either heavy or light armor = +5% spell magnitude against armored enemies


Race Related Bonuses:

* Orcs get +3% armor when wearing orcish armor
* Orcs do +3% damage with orcish weapons against heavily armored enemies
* High Elves get -3% spell cost when wearing elven armor
* High Elves get +3% spell duration when holding an elven weapon
* Wood Elves ignore +3% damage from arrows when wearing elven armor
* Wood Elves do +3% damage when holding an elven bow
* Bretons get +3% spell duration when wearing iron armor
* Bretons get +6% intimidation when wearing iron armor
* Argonians get +3% sneak when wearing scale or leather
* Argonians get +3% sweet spot when lock picking in scale or leather armor
* Khajit get +6% sneak when wearing hide or leather armor
* Nords get staggered -3% when wearing steel plate armor
* Nords do +3% power attack damage when holding 2-handed nord weapons
* Redguards use -3% stamina for power attacks with steel 1-handed weapons
* Redguards get -6% falling damage when wearing steel or scale armor
* Imperials get +3% spell magnitude when wearing imperial armor
* Imperials get +3% block when holding an imperial weapon (block with weapon or shield)
* Dark Elves get +6% spell range when wearing scaled armor
* Dark Elves get -3% spell duration on incoming spells when holding a falmer weapon



9.2 ----------------- Perk Code List -----------------

None

9.3 ----------------- Compatibility -----------------

- Completely compatible with all mods.
- any load order is okay


9.4 ----------------- Extra Options -----------------

None yet, any requests?

9.5 ----------------- Uninstall Info -----------------

Open the console ( press ~ )
type this:
set ACESynergyUninstall to 1
Close the console
Check the Active Effects Menu
Follow the instructions listed in the Unisntall Effect.





***********************************************************************************************************



10. ================== ACE BYOG ==================
(BYOG = Balance Your Own Game)


10.1 ----------------- Full List of Changes ---------

This module, like all other ACE modules, is completely standalone and doesn't require anything to use it.

Finally you can match different mods together and fine tune your game with BYOG!
BYOG is a collection of settings which will alter specific aspects of the game.
I made BYOG because even though ACE is well balanced with itself,
it doesn't exist in a vacuum and when used with other mods some aspects may need slight balancing.
BYOG doesn't require ACE, it works as a standalone.

Check the "Powers" menu in game to find the BYOG Control Panel. This is the breakdown of the menu

[Main Menu]
* [Weapons] *
-> Bows / One-Handed / Two-Handed
-> * [Fine Tuning]
-> -> Light Bows / Long Bows / Daggers / Swords / Waraxes / Maces / Greatswords / Battle Axes / Warhammers
-> -> (*note* "light bows" has no effect if ACE Archery is not installed, and "long bows" affects all bows if ACE Archery is not installed)
* [Armor] *
-> Heavy Armor / Light Armor
-> Vital Torso: -50% non-torso & +100% torso, on or off
-> Armor Price Penalty: 15% price penalty while wearing armor
* [Magic] *
-> Alteration / Conjuration / Destruction / Illusion / Restoration
-> Magic Range / Magic Cost / Magic Duration
* [Skills] *
-> Sneaking / Alchemy / Enchanting / Smithing / EXP Rate
* [Attributes] *
-> Health / Stamina / Magicka / Health Rate / Stamina Rate / Magicka Rate
* [General] *
-> Movement Speed / Carry Weight / Prices
* [Options] *
-> View All Settings: only displays those with non-default values
-> Reset All Settings
-> Lock Settings
-> Uninstall BYOG: check the Active Effects menu for instructions after using this

[Locked] (this is the only menu you can see after locking settings)
-> View All Settings: only displays those with non-default values
-> Uninstall BYOG: check the Active Effects menu for instructions after using this

Notes:
- When you finish setting everything the way you like, go to Options and lock the settings,
that way you wont be tempted to alter them in a difficult fight or whatever,
it makes them feel more like permanent game settings.
if you add another mod later and need to rebalance with BYOG again then
uninstall the BYOG through the Control Panel and after you get everything
sorted out on the other new mod, reinstall BYOG and tweak.
- BYOG is perfectly compatible with any mod, no modifications to any items
- EXP Speed alters how much the bar moves on the skills each time you perform some skill-action,
as a result, it will take more skill-actions to level a skill to the next level.
it does not alter how many skill level-ups are required to gain the next player level.


10.2 ----------------- Compatibility ---------

There is no reason BYOG should be incompatible with any other mod!
- any load order is okay


10.3 ----------------- Uninstall Info ---------

Click the Uninstall menu option in the Control Panel and follow the instructions it gives.



***********************************************************************************************************



11. ================== Install, Update, and Uninstall Info ==================

Installing:
Use the NMM, BAIN or manually unzip the contents to the /Data folder.
When adding mid-game you should see a message the next time you load your game.
Each ACE module benefits greatly from having the ASIS mod installed.
With ASIS, all NPCs get to fully benefit from all the ACE perks and effects. Without ASIS, NPCs have few perks =/.
( If ASIS is installed, _PC should be added to the [PerkExclusionsContains] section of the ASIS AutomaticPerks.ini )

Updating or Uninstalling:
Uninstall commands have been provided for each module above to prevent dirty saves.
Follow these instructions:
- Run uninstall console commands (found in the readme)
- Wait 24hrs
- Save game
- Exit game
- Delete mods (not just unchecked, delete the files)
- Reload game (quickly make sure everything is working as it should with the mod uninstalled)
- Save a new game in a new slot (this is your clean save)
- You are done now and are free to update, or leave the module uninstalled.


If you are installing or updating mid-game, it may be wise to do a perk-reset before the first step.
Ishs Respec Mod works well for this: http://skyrim.nexusmods.com/mods/16471
This way you can respend your perks the way you like!



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12. ================== ACE Patches for Popular mods ==================


All the ACE Modules are already patched to work with ASIS.
If you have ASIS installed, _PC should be under the [PerkExclusionsContains] section of the ASIS AutomaticPerks.ini so that it looks like this:

[PerkExclusionsContains]
_PC

The other ACE Patches found in the downloads section are quite straightforward.
In these patches the bows have been adjusted to behave like light/long bows and to match with arrows.

You need to download the original mod first, and install it.
Then download the patch from the ACE downloads section.
Open the zip file and choose the version you like.
Copy over the .esp file for that version into your /Data folder.
It will overwrite the mod's original .esp file (if it doesn't something went wrong)
After this, the bows/arrows should play nicely with ACE Archery in-game.
That's it!
If a patch is no longer up to date with the original mod, please put a nice reminder in the
ACE discussion thread so I can see it and update the patch :)

Here is a more detailed list of what each of these patches does:

NOTE: Patches are generally only necessary for mods that add bows, so that they can be used with ACE Archery.

* Aertyr's Artifact Balance Overhaul mod. *
- - Auriel's Bow now behaves like a light bow and matches with light arrows, Nightingale bow also. - -

* AeonVita's Dragonbone Weapons mod. *
- - The regular Dragonbone bow/arrow is light. The Nordic Dragonbone bow/arrow is long - -

* Waalx and ShinGouki's The Chronicles of Steel -Skyrim- Realswords mod. *
- - The bows now behave like light bows, and their ammo also. The progressive power increase is matched. - -

* Several bow mods by Artisanix *
- - His 5 bows are available in the zip file, pick and choose which variation you like - -
- - Narquelion is a light bow - -
- - The Bow Of Shadows and the Bow Of Gunnar are available as either light or long - -
- - Faal Sizaan and Twister are available as long bows - -

* theycallmecheese's Dragon Bone Weapons mod. *
- - Two versions in the zip file, light bow & arrow, and long bow & arrow - -

* howiego08's Better Bows mod. *
- - Mammoth Recurve Bow, Valenwood War Bow, and Colovian Composite Bow are long - -
- - Elven Hawk Bow, Orsimer Chieftan Bow, and Ornate Khajiit Bow are light - -

* DoODABoOM's Scout Armor mod. *
- - Two versions in the zip file, light bow and long bow - -

* jojjo's Dread Knight Weapon Set mod. *
- - Two versions in the zip file, light bow and long bow - -

* newermind43's Newermind Bow Collection mod. *
- - Alduin Dragon Bow, Chaurus Bow, Mammoth Bow, and Composite Modern Bow are long - -
- - Dwarven Modern Bow, Human Bone Bow, Dragon Bone Bow, and Spriggan Bow are light - -

* Nicoroshi's Nicoroshi Creations & individual mods. *
- - Contains Nicoroshi Creations (Bow of the Drow - light & Doomshard Bow - long) - -
> All the following bow and arrow mods can also be found individually in the zip file <
- - The 1.0 version of the Doomshard Bow is light, the bigger 1.1 version is long - -
- - The Bow of the Drow has 2 versions, light and long - -
- - In the Nicos Craftable Arrows mod, 2 of the arrows are long, and 2 are light - -

* Darkangel13 and Jaredschons' Adv Dwarven all Bows Standalone Craftable mod. *
- - Two versions in the zip file, light bow and long bow - -

* DVAted and the Sabre Gear team's Sabre Cat Gear Mod Pack mod. *
- - Saber Bow is a light bow, Saber Long Bow is a long bow - -
- - Duplicated the included arrow and made a long and light version - -

* 3jiou's Deadly Dragons Armory and Dark Elves Armory mods. *
- - Two versions of each bow in the zip files, a light bow and a long bow of each - -

* leasm's Empowered Magic mod. *
- - Makes his bound bows behave like the ACE bound bows - -
- - The Bound Long Bow spell book is still necessary to cast the bound long bow - -

* Sader325's Mystic Elven Armor - HD mod. *
- - Makes his Mystic bow and Mystic arrow both become light - -
- - Fixes the original mod's bug where standard elven arrows displayed as Mystic above the Stamina Bar - -

* masterofshadows's Weapons of the Third Era MoS edition mod. *
- - Made the Oriental bow and arrow both light - -
note that this Patch is not a replacer, it just adds an esp file, delete the esp to remove the patch

* cageu's Elven Weaponry mod. *
- - Long: Elven Bow Ebony, Elven Bow Ivory, Elven War Bow Elm, Elven Arrow Ebony - -
- - Light: Elven Bow Elmwood, Elven Bow Redwood, Elven Arrow Elmwood, Elven Arrow Tree - -

* Isilmeriel's Isilmeriel LOTR Weapons mod. *
- - Two versions in the zip file, light bow and long bow - -

* Wicked_Jester's Scoiatael Weapons mod. *
- - Black version is Elven and light, Regular version is Ebony and long - -

* ByblosHex's Crafting 300 - Armoury of Tamriel mod. *
- - Two versions in the zip file, the 1st version keeps the C300 Smithing tree, and is not compatible with ACE Smithing - -
- - The 2nd version removes all changes to the Smithing tree, it is compatible with ACE Smithing - -
- - These bow and arrow styles are light: ancient, basic, dunmer, imperial, nordic - -
- - These bow and arrow styles are long: dremora, orcish, ornate, altmer, dwemer - -
- - The styles are independent of material, so material has no affect on long/light - -
- - Load Crafting 300 AFTER ACE Archery! (important!) - -

* Lrsamways' Extended Vanilla Weapons mod. *
- - The bows follow the standard ACE Archery material associations for long/light - -

* LittleBaron's Much Ado about Snow Elves -Quest- mod. *
- - Two esp files, they don't overwrite anything, one is for long bow the other for light - -



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13. ================== Change log ==================

* Version 12a
ARCHERY - new console command to hide the arrow fletching recipes
ARCHERY - new console command to hide the arrow conversion recipes
SMITHING - new console command to disable the Basic Iron & Leather perk requirement to make iron, leather, and hide items
SMITHING - the Iron Dagger and the Hide Helmet can be crafted during the Blacksmithing Tutorial even if you don't have the perk, and after
SMITHING - Hide and Iron items can be crafted without the Basic Iron & Leather perk after completing the Blacksmith Tutorial quest, but not leather or banded iron
MAGIC - Welcome a new member to the ACE family! ACE Magic adds Casting Forms based on current skill level or perks, no incompatibilities.

* Version 12
ALL ACE Modules are compatible with ASIS, _PC should be added to the [PerkExclusionsContains] section of the ASIS AutomaticPerks.ini
ENCHANTING - fixed bug where Symbiotic Duality only gave 1 enchantment if the last selection at the enchanting table was "Single" (thanks sakashoue)
RF - Fixed bug where two different states could display the same text (thanks LOSTADRAIN)
ENCHANTING - The display on potions is fixed, but it now only shows amount restored. (duration can still be selected by console command, and default is 5s)

* Version 11e
ARMOR - sneaking / casting / speed / stamina & magicka regeneration / and spell failure penalties now ALL increment per piece of armor worn up to the max.
ARMOR - Fists of steel & Deadly Bash total is now 6x, not 10x
SMITHING - text fix, leather armor active effect
ENCHANTING - Added 3 console commands to set if health/magicka/stamina potions apply instantly, over 5 seconds (default), or over 10 seconds

* Version 11d
BYOG - fixed the Alchemy setting, now correctly affects potions effectiveness
BYOG - Fixed 6 spells that were bugged when their duration was reduced, they work fine now
ARCHERY - long bows get longer zoom while crouching, same zoom as light bows while standing
MELEE - Skullcrusher, Limbsplitter, and Deepwounds increase attack speed by 10%, Deepwounds lvl 2 further increases Greatsword speed by another 10%
MELEE - the Spellsword stance now also increases magicka regen by 10%
BYOG - Fixed Light Armor -100%
BYOG - made the View All displays more human-readable :)
BYOG - Added the fine-tuning settings for weapons
ENCHANTING - added a console command "set EnchantingWeighted to 0" to disabled different values on different pieces

* Version 11c
ENCHANTING - if you have the partial or mutual duality perks then each time you use the enchanting table an option will pop up asking if you want to Single or Dual enchant for that session
ALL MODS - Updated the Active Effects Uninstall text after running the uninstall console command
MANY MODS - Added several console commands which can toggle specific parts of the mod based on user preference
ARMOR - made the casting penalty Active Effect only show when a spell is drawn
ARMOR - made the sneaking penalty Active Effect only show while sneaking
BYOG - The byog is now 1 file, it has an in-game control panel to set everything up, check the "powers" menu

* Version 11b
ARMOR - halved the speed penalties on heavy armor
SMITHING - added a new perk for the basic items, cleans out the forge, if you don't like it use v11a
SPEECH - added 3 perks which allow you to buff your followers, and a console command to alter the shader indicating a buff is applied
ENCHANTING - adjusted the prices of enchantments that were overvalued

* Version 11a
RF - Fixed the CTDs that occurred when moving items from containers (another bethesda bug...)

* Version 11
MELEE - Added a console command to disable Weapon Speed Fix, for compatibility with mods that alter weapon speed (Such as Dukes)
ALL ACE Mods and BYOG - Added a console command to disable all features of the mods, run it before uninstalling, don't run it by accident
RF - Modified states for more realism after discussion with players
SMITHING - Ebony bonus increased to 4%, Daedric bonus 6% and 5% longer conjuration spells
ARCHERY - Fixed Bound Bow draw speed (seriously.. starting to get tired of Bethesda bugs ...)

* Version 10n
RF - Speed penalty for drawn 2h weapon reduced to -5%
MANY MODS - Fixed small health regen bug, may be slightly increasing health regen ... damn you CK!!

* Version 10m
MELEE - All Enemies and NPCs also have the Stances
RF - This stands for Realistic Fighting, the NEW ACE Module!
RF - Makes strategy an important part of combat again! Check the Description page for the fill list of effects.

* Version 10k
MELEE - re-did the foundation of all weapon speed alterations to allow for easier future additions, thanks T3nd0!
SMITHING - complete overhaul to smithing, 4 material "lines", spend 1 perk at the bottom and the material-perks above it are added automatically as you progress. Total perks in tree: 8
SMITHING - the auto-material-perks still display all their effects and required Smithing lvl to unlock, perks can NOT be put into them manually
SMITHING - tempering values are unchanged, same requirements for legendary armor/weapons, weaponsmith/armorsmith unchanged
SMITHING - material-perks still give the same bonuses when wearing armors you know how to craft.
(this version most likely needs a clean save or attack speeds with melee weapons will be very strange)
(a *full* clean save is not necessary though, just one without the melee & smithing modules, but full is safer!)

* Version 10j
ARCHERY - fixed the Steady Hand lvl1 perk, was not applying slow to both bows >< Thanks dave0422!!
if you had version 10h or 10i already then it's safe to just download the Archery module

* Version 10i
ARCHERY - fixed the Archery training, was incorrectly applying both benefits to light bows >< Thanks Tsicafrou!!
if you had version 10h already then it's safe to just download the Archery module

* Version 10h
ARCHERY - checked the "NPCs use ammo" on all bows so their ammo-stock depletes properly
SPEECH - armor penalties moved to a BYOG file
SPEECH - race factors into prices
SPEECH - Haggling reduced to 2 levels, 15%/30%, lvl2 @Speech 40
SPEECH - Dress to Impress merged into Flirtatious and both renamed to "People Person"
(note: the Speech tree now has 5 fewer perks than the vanilla tree. These will eventually be used for a line of perks which buffs followers)
SMITHING: Brutal Ebony - reflect 3% of melee damage back to the attacker when wearing 3 pieces of Ebony armor
SMITHING: Vicious Daedric - reflect 6% of melee damage back to the attacker when wearing 3 pieces of Daedric armor
SMITHING - While wearing 3 or more pieces of scale or plate armor power attacks use 10% less stamina or are 10% stronger, respectively.
ARMOR - fixed: heavy armor's incoming magic vulnerability not affecting enchantments
SMITHING - fixed: armorsmith now properly applies to shields aswell

* Version 10g
ACE has a new mod in the family! Introducing the Speech tree!
SPEECH - Money becomes important again, you will want to collect that loot, and increase your carry weight
SPEECH - Shops will do their best to rip you off, and if you're a sucker they'll bleed you dry
SPEECH - Shops won't give you as much gold for your 2nd-hand blood-soaked items
SPEECH - Haggling - reduced to 3 levels - buying and selling prices are 10% - 20% - 30% better.
SPEECH - Bribery & Corruption - Everyone has their price, especially guards. Bribing and persuasion are a lot easier.
SPEECH - Dress to Impress - 15% better prices when wearing fine clothes.
SPEECH - Flirtatious - Prices are 15% better with the opposite sex.
SPEECH - Loyal Investor - Investing 500g in a shopkeeper allows you to sell stolen goods to him and permanently increases his gold.
SPEECH - Awesome Presence - Magical charm and fear effects last twice as long, and intimidation is two times easier.
SPEECH - Buying prices are generally higher and selling prices are generally lower
SPEECH - Shopping in armor will give you much worse prices, about 20%
SPEECH - The ACE Speech tree has 3 fewer perks than the vanilla tree, you may need to redistribute some perks
ENCHANTING - Slightly reduce power of magicka regeneration enchantment
ENCHANTING - Added redundancy checks to the unarmored enchantment 2x bonus.

* Version 10f
ARMOR - made the spell casting penalties on armor just a little higher, so they are a factor again
SYNERGY - removed end-game armor/weapon bonuses from racial bonuses
ARCHERY - the "Worn Long and Light" file has been merged back into ACE Archery, vanilla arrows altered
ARCHERY - Conversion recipes for 10 "worn" arrows to make 5 new ones, at the tanning rack
ARCHERY & CONJURATION - Bound bows are Adept/Expert/Master/Mystic based on conjuration lvl
ARCHERY - bound light bows cast silently and cast 2x faster than bound long bows. They also fire silently.
(The Mystic Binding perk allows you to cast the next tier of bows, stronger arrows, and gives you 30 seconds more)

* Version 10e
ARMOR - spell failure changed to random chance to increase spell cost, rather than drain or no cast
ARCHERY - added a keyword to be able to match Dragon Bows from other mods
ARCHERY - Made the Bound Light Bow summon a Bound Light Arrow
ARCHERY - Made the Bound Long Bow summon a Bound Long Arrow
ARCHERY - Both Bound arrows fly straighter but a little slower than physical arrows
ARCHERY - Mystic bound bows summon stronger and faster arrows than non-mystic bows
ARCHERY - The Bound Long Bow spell book is now in all the same lists as the Bound Light Bow
ARCHERY - light/ong arrows can now be found where ever their vanilla counterparts could

* Version 10d
ARCHERY - the framework was rebuilt to add the possibility of adding ACE-friendly versions of popular weapon mods
(now if I get permission from other mod authors I can add a version of their mod that works with ACE)
Working on more patches for other popular weapon mods as I receive permission from those mod authors.

* Version 10CE.2
Fixed my foolish mistake with the NMM, that was all me ><
ENCHANTING - fixed the values for unarmored clothes to be perfect, thanks so much SunCe

* Version 10CE
NMM installer fully supported (big thanks to CalenEllefson for setting that up!!)
MELEE - Fighting Stance: One-handed weapons do 10% more damage. The Duelist, Spellsword, and Shield Stances are unlocked.
(Note: the Staff Stance is available from the beginning)
MELEE - Spellsword Stance: The spell causes attacks to have a 4% chance to disorient your enemies, making them fall. As a distraction the spell also makes enemies have a 4% chance to miss you.
ARCHERY - Eagle Eye affects light bows much less than long bows
ARCHERY - Steady Hand affects light bows much more than long bows, but also consumes a little more stamina
ARCHERY - increased all values of 3 Critical Shot perks to try to balance Light Bow damage
(On 1 of my 5 test saves I had to do a clean save for the slow time to work properly, others no problem)
ENCHANTING - Clothes 2x Enchantment bonus does not apply to Fortify Heavy Armor, Light Armor, Alchemy, or Smithing.
ENCHANTING - Increased the power of many of the less popular enchantments to make them more tempting.

* Version 10b
Enchanting - Alchemy skill no longer affects duration on restoration potions, it stays fixed,
Armor - Strong Back has no conditions, once you get it it always works regardless of worn armor
Armor - Renamed Armored Mage to Battlemage, and Spell Thief to Spellsword
Smithing - fixed: enchantments were super weak or super strong on items, now normal

* Version 10a
All ACE mods merged into one file with modular ESP files
The former Crafting mod has been split to Enchanting and Smithing, potions stay with Enchanting
Version 10 changelog is for the Archery esp, further change logs will begin with the esp name they are for

* Version 10
This mod no longer touches vanilla arrows. From v10 it is fully compatible with arrow-mods.
All former long & light arrows have been added in addition to vanilla arrows.
The arrows can be forged according the note notes in v9 and blacksmiths sell them in short supply.
The speed and arc of long & light arrows improve as the materials progress.
The impact force of long arrows increases, and that of light arrows decreases with progression.
Vanilla arrows behave the same as in vanilla Skyrim and are compatible with either bow type.
Matching the bow and arrow type gives a 10% damage bonus, seen in Active Effects.
Matching a light bow&arrow of same material gives extra critical damage.
Matching a long bow&arrow of same material lets shots ignore 10% more armor.
Active Effect entries show the status of matches or mismatches on types.
long bow weight reduced, more friendly to inventory, still heavier than light bows
bow damage reduced from earlier versions to compensate for increased (vanilla) arrow damage
Bound Long Bows are given a new texture, looks less fragile than Bound Light Bow
Added one special arrow to the forge, the Shatter Glass Arrow
Shatter Glass Arrow - The tip of this arrow shatters with great force causing internal bleeding for a very long time.
The shatter glass arrow has a 50% fail chance against heavy armor