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This page was last updated on 31 January 2023, 8:28PM
- Changelogs
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Version 2.2.1
- Believe it or not, wards were overperforming and needed to be nerfed a little. Considering how bad wards are in Vanilla, and how much work I’ve put into wards over the past year or so, I’m honestly kind of proud of that.
- The cost of Ward spells has been increased by 15%.
- The potency of ward spells has been reduced from 40/80/120/160/200 to 30/60/90/120/150.
- Fixed some errors in the Mysticism-Scion integration.
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Version 2.2.0
- Fixed an error with a Scroll of Mayhem.
- Fixed an error with Debilitate
- Absorb Health spells now only work on living targets.
- Reduced the cost of Absorb Health spells by 15%.
- This change is designed both to balance out these spells against their elemental counterparts and also to support the new “False Life” perk in Scion 2.1, which will be compatible w/ Mysticism spells out of the box.
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Version 2.1.6
- Thanks to Parapets for an unintuitive but clever solution to the problem of the "missing" record that doesn't require an extra file. If one of you reports this as an ITM I will find where you live and kill you (in minecraft).
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Version 2.1.5
- Fixed a bug where a few summons had lootable weapons.
- Fixed a bug where a few Atronach staves had incorrect conditions.
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Version 2.1.4
- Added a new keyword to make Dispel easier to manage.
- Fixed an issue where the Staff of the Swordbreaker did not have an AoE component.
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Version 2.1.3
- Fixed an issue where Burning Touch had an unnecessary keyword.
- Fixed an issue where the tooltip and the range of Poison Cloak would not be increased by taking the Affliction perks in Adamant.
- Fixed where Shroud and Sanctuary would not benefit from dual casting.
- Fixed an issue where the Scroll of Ghostwalk would not properly make the player invisible to enemies
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Version 2.1.2
- Mysticism 2.1 contains several bug fixes and a new approach to balancing a number of duration-based spells. Siphon Spirit and Sap Essence are now 50% stronger than Scion’s Embrace, instead of 25% stronger. This is in line with other Absorb Magicka and Absorb Stamina spells. Circle of Vitality is now called Circle of Life. Joy ensues. Font of Vitality is now called Font of Life. Cure Disease is now an AoE spell because I found out followers can get diseases lol Removed a few unneeded records from Ancestral Guardian and Ancestral Wizard. Fixed an error in the scroll for Conjure Storm Monarch. Fixed an error in the descriptions of the Scroll of Banishing and the Scroll of Rage. Fixed an error with Bound Shield’s spell level. The following spells now last for 30 seconds: Open Novice Lock, Open Apprentice Lock, Open Adept Lock, Open Expert Lock, The Unwelcome Guest. The following spells now last for 60 seconds: Soul Trap and Circle of Protection. This is in addition to the changes made in 2.0.9 to Burden, Encumber, Burden Rune, Weight of the World, Disintegrate Weapon, Corrode Armor, Swordbreaker, Armoreater, Weakness to Fire, Weakness to Frost, Weakness to Shock, and Weakness to Poison. The following spells now last for 120 seconds: Oakflesh, Stoneflesh, Ironflesh, Ebonyflesh, Dragonhide, Fire Shell, Frost Shell, Shock Shell, Poison Shell, Flame Shield, Ice Shield, Lightning Shield, Venom Shield, Feather, Pack Mule, Waterwalking, Swift Swim, Sea Stride, Slowfall, Leap, Springheel, Bound Dagger, Bound Sword, Bound War Axe, Bound Mace, Bound Shield, Bound Greatsword, Bound Battleaxe, Bound Warhammer, Bound Bow, Soul Harvest, Raise Zombie, Reanimate Corpse, Revenant, Dread Zombie, Courage, Rally, Call to Arms, Regeneration, Rapid Regeneration, Mutagen, Arkay’s Light, Attunement, Augur of Aetherius, Circle of Life, Circle of Wisdom, Circle of Strength, Font of Life, Font of Wisdom, and Font of Strength.
- Fixed an issue where Cure Disease would not work on yourself.
- Fixed an issue introduced in 2.1.1 where Cure Disease had a doubled tooltip.
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Version 2.0.10
- Wind and Sand (the quest that unlocks Whirlwind Cloak) should now trigger when your Alteration skill reaches 40 (changed because Mysticism changes Whirlwind Cloak to an Alteration spell).
- Fixed a spell error w/ Symmetry.
- added patch for FleshFX
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Version 2.0.8
- Increased the base duration of Burden, Encumber, Burden Rune, Weight of the World, Disintegrate Weapon, Swordbreaker, Corrode Armor, Armoreater, Weakness to Fire, Weakness to Frost, Weakness to Shock, and Weakness to Poison from 30 seconds to 60 seconds.
- Removed a perk that adjusted incoming stagger when casting a ward (this feature has been migrated to Blade & Blunt).
- Prevented Frost spells from leaving shaders all over the damn place. I’ll continue to monitor this issue, so let me know if you find any more problems.
- Fixed an issue where Ghostwalk wasn’t making you ghosty enough.
- Removed some unused records.
- Renamed some records.
- Add some content designed to be used by an upcoming mod by Delta.
- Added an optional addon that adds jumping spells.
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Version 2.0.7
- Transmute Ore now gives significantly more XP on a successful transmutation.
- Transmute Ore now requires two iron ore to create one silver ore, and two silver ore to create one gold ore. This is a significant nerf to the effectiveness of Transmute Ore.
- Transmute Ore now properly prioritizes transferring iron ore to silver ore.
- Transmute Ore is no longer incorrectly listed as an Expert spell.
- Thanks to wol for these suggestions.
- The Ancestral Guardian, Wizard, and Assassin now have Dark Elf voice types, and should no longer incorrectly display lines they aren't saying when Fuz Ro Dah is installed.
- The Ancestral Guardian no longer shared an outfit with the Redoran Guard.
- The Ancestral Assassin no longer has a beard.
- Fixed an error in the Heal Other Sound record
- Fixed a typo in a staff name.
- The damage dealt by Equilibrium and Symmetry is now resisted by Magic Resist, to compensate for the fact that the damage dealt by these spells also scales with difficulty.
- Symmetry, a Master-level version of Equilibrium, is now available from Tolfdir after completing the Alteration Master Ritual quest.
- Equilibrium is now distributed in the normal leveled lists.
- Equilibrium now deals slightly less damage.
- The Wind and Sand quest will now trigger when you have 40 Alteration, instead of 40 Destruction.
- Mysticism should no longer prevent Necromantic Grimoire from distributing its spells.
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Version 2.0.6
- Repackaged the BSA to remove some unneeded files.
- Fixed an issue where Bound Mace was tagged as a War Axe.
- Fixed an issue where Mark and Recall would leave behind an activator that would play when you leave and enter the cell. This fix is not retroactive, sorry about that.
- Fixed an issue where Poison Cloak would not increase its duration when dual cast.
- Fixed an issue where Dwemerbane was listed as an Adept spell by SkyUI.
- Added a few more keywords to Dispel.
- Tweaked some Scroll names for better consistency. I might do more of this later.
- Removed the Scroll of Dremora Lord and replaced it with a new scroll that used a Vanilla Form ID.
- Removed some unused data that may have been causing automated programs to lock up.
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Version 2.0.5
- Added more keywords (Familar + Undead) to Dispel.
- Removed a record related to Command Daedra, to make it harder for users to crash their games by not resolving conflicts w/ that spell.
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Version 2.0.4
- Added another keyword to Dispel.
- Removed some errant keywords from effects for Absorb Magicka & Stamina spells
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Version 2.0.3
- Fixed an issue where Fire and Forget spells would restore Stamina regardless of whether you had the Respite perk.
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Version 2.0.2
- Removed a significant number of unused records.
- Fixed incorrect templates in the Staff of Arcane Authority and Gadnor’s Staff of Charming. I wouldn’t usually edit these two records in Mysticism, but some users were experiencing a crash when picking these items up.
- Re-packaged a few scripts for Mark and Recall that may (?) have been missing.
- Fixed an errant half-cost perk in Turn Greater Undead.
- Fixed an errant keyword in Leech Magicka and Leech Stamina.
- Fixed a missing description in Scion’s Embrace.
- Removed a conflict between Pilgrim and Mysticism.
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Version 2.0.1
- Fixed an error where Viperbolt’s projectile was pointing to a missing mesh.
- Tweaked the projectile for Death Cloud.
- Fixed an error where Ghostwalk wouldn’t refresh when you re-cast it.
- Fixed an error where Dispel wouldn’t dispel Soul Harvest.
- Fixed an error where the spell tome for Conjure Spectral Manbeast would teach Conjure Gargoyle Brute instead.
- Fixed a typo in the spell tome for Ash Form.
- Fixed some bad conditions in the Silence scroll and staff.
- Removed several unused records that were causing xEdit errors.
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Version 2.0.0
- General Changes
- Due to the size of this update and the long development time, there is no guarantee that these changelogs are exhaustive. Remember that this is a free product for a ten year old video game before you decide to make a comment, private message, or discord ping about
- Mysticism 2 uses variable cast times as a balancing mechanic for spells. Cast time is uniform across all schools and all spell levels, based on the archetype of the spell.
- Concentration spells have a cast time of 0.0.
- Touch spells and single-target projectile spells have a cast time of 0.5
- Self-targeted spells, AoE projectiles, and runes have a cast time of 1.0.
- “Roomwide” AoE spells have a cast time of 1.5.
- Mysticism 2 attempts to balance the XP given by each school of magic. Special attention was paid increasing the rate of Conjuration, Destruction, and Restoration XP (healing spells specifically). Feedback on XP growth is welcome, especially if a specific spell or type of spell appears to be giving too little or too much XP Compared to other spells in that schoo
- If you are using an uncapper designed to balance the XP growth of magic skills, you may wish to neutralize its edits to magic skills specifically, at least until you get a sense of what changes you would like to make to Mysticism 2’s progression.
- Mysticism 2 changes nearly every magical tooltip in order to implement consistent stylization across all tooltips. This is part of an ongoing project within Simonrim that I started earlier this year while working on mods for alchemy, enchanting, and religion.
- Mysticism 2 implements new scrolls and staves for all relevant spells. Scrolls and staves will now benefit from perks. This feature should be compatible with all major perk mods.
- Mysticism 2 implements a new value paradigm for scrolls.
- Novice scrolls have a value of 15 gold.
- Apprentice scrolls have a value of 30 gold.
- Adept scrolls have a value of 60 gold.
- Expert scrolls have a value of 90 gold.
- Master scrolls have a value of 150 gold.
- Alteration
- All touch spells have been removed from Alteration. The touch spell archetype is now reserved for damage-dealing spells in Destruction and Restoration.
- Buoyancy is now called Swift Swim because I kept misspelling it.
- Damage Weapon, Greater Disintegration, and Disintegration Rune have been removed. Only the Adept and Master versions of this archetype remain.
- Damage Armor, Greater Corrosion, and Corrosion Rune have been removed. Only the Adept and Master versions of this archetype remain.
- Cleanse has been renamed to Dispel and moved from Restoration to Alteration.
- Detection has been split into three spells (Detect Life, Detect Dead, and Detect All) and returned to Alteration. Detect Life is an Apprentice spell; Detect Dead is an Adept spell; Detect All is an Expert spell. Detect All works on Daedra and dwemer automatons.
- Feather and Pack Mule now give 50 and 100 Carry Weight, respectively, to bring them in line with other sources of Carry Weight.
- Disintegrate Weapon now reduces enemy weapon damage by 25%.
- Sword Breaker and Armor Eater are now ranged AOE projectiles rather than self-targeted “roomwide” AoEs.
- Transmutation is now called Transmute Ore. Transmute Ore turns all pieces of iron ore into silver before turning any silver into gold.
- Equilibrium now restores Stamina as well as Magicka.
- A new spell archetype, Burden, hits enemies with a low level stagger and reduces their Movement Speed by 50% for 30 seconds. There is a five second cooldown on the stagger effect to prevent abuse.
- Burden is a Adept single target projectile spell. Encumber is an Expert AoE projectile spell. Burden Rune is an Expert rune spell. Weight of the World is a Master “roomwide” AoE spell.
- Damage Weapon and Damage Armor effects are no longer mutually exclusive, to allow these spells to work more consistently with potions and enchantments.
- Weakness to Fire, Frost, Shock, and Poison effects are no longer mutually exclusive, to allow these spells to work more consistently with potions and enchantments.
- Fire Shell, Frost Shell, Shock Shell, Poison Shell, Flame Shield, Ice Shield, Lightning Shield, and Venom Shield now behave like Oakflesh in that they do not grant XP until you enter combat
- Ash Shell is now called Ash Form to differentiate it from spells such as Fire Shell, Frost Shell, etc
- Ash Form, Ash Cloud, Ash Rune, and Cinder Storm now break when you deal damage to enemies, like the Vanilla “Ice Form” Shout
- Mark and Recall and Shalidor’s Beacon are now Conjuration spells.
- Staves and scrolls have been added for all relevant Alteration spell
- The Vanilla Scroll of Detect Life has been replaced with a Scroll of Feather. Concentration spells can’t be used in a scroll, and rather than making Fire and Forget versions of various concentration spells for their scrolls, I’ve decided to accept that limitation as one of the quirks of magic gameplay. As far as I know, this scroll is only used once or twice in the Vanilla game.
- Conjuration
- Conjuration spells have been thoroughly rebalanced, which in many cases involves a significant nerf to the survivability of high-level summons. This change puts more emphasis on perk investment, since perks in Adamant tend to focus on increasing the survivability of your summoners. (This should work fine w/ Ordinator and Vokrii too, since it has similar perks).
- A new set of “blue” visuals have been created and distributed to some Conjuration spells to increase the visual diversity of Conjuration magic. These visuals are based on the blue portals the Vanilla game uses when summoning Ash Spawn.
- All “Greater” Bound Weapons, as well as their Master-level variants, have been removed.
- Bound War Axe, Bound Mace, Bound Greatsword, Bound Warhammer, and Bound Shield have been added.
- Corrupted summons have been removed.
- Dwarven summons have been removed, except for Conjure Dwarven Spider, which now works more like Flaming Familiar (exploding soon after being summoned).
- Conjure Lesser Lurker has been removed.
- Conjure Ash Guardian now only requires you to carry a single Heart Stone on your person (rather than consuming the Heart Stone). In addition, the summon should move now. This spell should be significantly more usable.
- The Expert and Master Ancestral Summons have been removed from their distribution in the world. Talvas sells the
- Conjure Death Hound and Conjure Volkihar Hound have been added.
- Conjure Gargoyle and Conjure Gargoyle Brute have been added.
- These summons can only be sold by Faren Sadri, so they are exclusive to players that join the Vampire faction.
- Soul Trap has been made a Novice spell, to ensure that the spell is appropriately accessible to characters who do not wish to invest in Conjuration.
- A new spell, Soul Harvest, traps the souls of all nearby enemies.
- Daedric Cure and Oblivion’s Embrace allow Conjuration mages to heal their summons without spending perks or investing in Restoration
- Banish Daedra and Expel Daedra have been rebalanced and should no longer crash when people combine this mod with Odin
- Mark and Recall and Shalidor’s Beacon are now Conjuration spells.
- Mark and Recall and Shalidor’s Beacon have new visuals.
- Planar Anchor and Translimination have been removed from the game, but still exist in the console.
- Shalidor’s Beacon now teleports you to the College bridge, to ensure that you can’t accidentally sequence break the last few College quests when Ancano takes the Eye of Magnus.
- Scrolls and staves have been added for all appropriate Conjuration spells.
- Destruction
- I have changed the names of a number of Destruction spells to account for changes in my taste and some adjustments to the spell list and specific spell visuals.
- The cost of most Destruction spells has been adjusted. In Mysticism 1.1, I reduced the cost of most Adept, Expert, and Master spells. In Mysticism 2, I am reverting this change. Simonrim has come a long way in the last year and a half, and I believe high level Destruction mages have ample options for reducing the cost of their spells.
- New Fire, Frost, and Shock touch spells have been added to the Adept spell list, ensuring that Touch spells scale appropriately for the entirety of the game.
- Touch spells now have a charge time of 0.5 seconds. They cost roughly the same amount of Magicka as their counterpart projectile spells (or, at later levels, even more) and they deal 50% more damage. Higher level Touch spells also have a minor AoE component. This approach to touch spell balance makes them more obviously useful as high risk, high reward spells.
- Firebolt, Ice Spike, and Lightning Bolt now deal 20 damage. This nerf preserves the balance between projectile spells and touch spells without buffing the Apprentice Touch spell, while also slowing the quick upward progression of Destruction mages in the very early game. I have reduced the Magicka cost of these spells appropriately.
- Greater Flames, Greater Frostbite, and Greater Sparks now deal 20 damage per second. These spells have always been balanced around the Apprentice projectile spells.
- Cloak spells now give XP when you enter combat with them active.
- Wall of Flames, Wall of Frost, and Wall of Storms are now half as strong, but cost less than half as much. You can leave three times as many hazards on the ground, and hazards last twice as long. Previously, the damage of these spells was significantly too high, and only balanced out by the fact that the spells were quite annoying to use.
- Previously, each element had an AoE spell and a single target spell at Master level. Unfortunately, the AoE spell was too weak to be worth the cost, and it could not be buffed without buffing the single target spells. I’ve addressed this problem by collapsing these spells into one. As an example, Blazing Spear (80 damage, single target) and Enemies Explode (60 damage, AoE) have been replaced with Immolate (80 damage, AoE).
- Master level Concentration spells (now called Flame Tempest, Hoarfrost, and Lightning Storm) now deal 40 damage per second. These spells were overperforming with the new Destruction perks added in Adamant 5.
- Fire Storm, Blizzard, and Lightning Surge have been buffed to ensure that they are worth casting compared to other Master spells.
- New visuals have been added for Immolate, Throat of the World, Finger of the Mountain, Flame Tempest, Hoarfrost, and Lightning Surge. These visuals are still based on the aesthetic of Vanilla spells, but should allow Master Destruction mages to feel their increase in power more effectively
- Absorb Health spells now use the prefix “Vampiric” rather than “Entropic.”
- I have adjusted my approach to balancing Vampiric spells, because they were significantly underperforming (before this update, you could deal more damage and restore more Health by channeling a fire spell in one hand and a healing spell in the other, compared to dual casting a Vampiric spell)
- Vampiric spells now begin appearing at Adept level, and roughly follow the balancing and progression of other Destruction spells. However, they do not have perk support (shameless plug for Scion), cost significant amounts of Magicka, and can only be sold by specific vendors: Enthir, Faren Sadri, and Festus Krex. Enthir is the only vendor who can sell Master versions of these spells. You must complete the Destruction Ritual quest for these spells to appear.
- Two new Adept concentration spells allow Destruction mages to absorb Magicka or Stamina. These spells are resisted by targets whose Magicka or Stamina are depleted.
- Two new Master concentration spells allow Destructions to absorb even more Magicka or Stamina. These spells are resisted by targets whose Magicka or Stamina are depleted.
- Two new Master cloak spells allow Destruction mages to absorb Magicka or Stamina from all nearby targets. These spells are resisted by targets whose Magicka or Stamina are depleted. Furthermore, these spells only activate when you are below 100% Magicka or Stamina, to prevent “wasting” the resources you are stealing from enemies. Absorb Magicka and Stamina spells lack direct perk support, but have higher base magnitudes (50% for concentration spells, 25% for cloak spells) and benefit from all sources of Fortify Destruction Cost and Fortify Destruction Power.
- Like their Vampiric counterparts, these spells are only sold by Enthir, Faren Sadri, and Festus Krex. Frestus Krex sells the Adept and Expert spells. Faren Sadri sells the Master spells at 90 Destruction. Enthir is the only other vendor who can sell Master versions of these spells. You must complete the Destruction Ritual quest for these spells to appear in his inventory.
- Illusion
- The names of various Illusion spells have been adjusted so that the first rank of each spell uses what I consider to be the “default” name of the spell.
- Various improvements have been made to Illusion spells, including fixing several meshes.
- Paralyze and Command spells no longer have lower magnitudes than other Illusion spells. Delaying these archetypes until Adept is enough to compensate for their power.
- All Illusion Runes are now Expert spells.
- Muffle is now an Apprentice spell again.
- Chameleon is now an Adept spell that applies the Muffle effect and increases your ability to sneak. It applies a visual that makes the player appear semi-transparent. My intention is for this to serve as a progression point between the Apprentice spell Muffle and the Expert spell Invisibility.
- Invisibility now also includes the Muffle effect, since keeping both of these bonuses up at once could be annoying.
- Shadowmask has been replaced with Ghostwalk. Ghostwalk provides an unbreakable invisibility effect at Master level.
- Two new spells, Fade and Vanish, allow you to turn your allies invisible as well.
- All “stealth” spells (Muffle, Chameleon, Invisibility, Fade, Ghostwalk, and Vanish) are now silent by default.
- Shroud and Sanctuary are now “Become Ethereal” spells that last for 15 and 30 seconds, respectively.
- Courage now increases the Health, Magicka, and Stamina of all nearby NPCs by 25 for 60 seconds.
- Rally now increases the Health, Magicka, and Stamina of all nearby NPCs by 50 for 60 seconds.
- Call to Arms now increases the Health, Magicka, and Stamina of all nearby NPCs by 100 for 60 seconds.
- Night Eye now lasts for 300 seconds.
- Reflection and Shalidor’s Mirror have been removed.
- Charm, Seduce, and Mesmerize have been removed.
- Haste and Quicksilver have been removed.
- Detection has returned to Alteration.
- Staves and scrolls have been added for all relevant Illusion spells.
- Restoration
- In Mysticism 2, I went “back to the drawing board” for healing spells and created a system that is more mechanically similar to the functionality of Vanilla.
- I have continued to maintain lower healing potencies than Vanilla; the Vanilla values are insanely high, and I feel that Mysticism’s base values are much more suited to modded setups, where players gain significant scaling from perks, enchantments, and etc
- The three main healing archetypes are concentration spells, fire and forget spells, and healing over time (60s) spells. There are Apprentice, Adept, Expert, and Master versions for each of these spells in addition to the Novice concentration spell we all know and love. Concentration and fire and forget healing spells are balanced around being basically equal in power, so users can choose whichever spell types they prefer. There is only a marginal benefit to purchasing both.
- The new fire and Forget spells are now called Close Wounds, Close Greater Wounds, Breath of Life, and Stendarr’s Mercy
- The concentration spells are now called Healing, Fast Healing, Greater Healing, Grand Healing, and Mara’s Embrace
- Healing Light, Restoring Light, and Purifying Light are now called Regeneration, Rapid Regeneration, and Mutagen. These are the names of the 5 second healing spells which were removed. The Master level spell is still called Arkay’s Light.
- Heal Other and Healing Hands are now Apprentice spells. From Adept to Master, spells like Close Greater Wounds and Greater Healing also include an AoE component, so the standalone “heal other spells” added in previous versions of Mysticism have been removed.
- Circle of Vitality and Font of Vitality create a circle on the ground where Health is restored rapidly. Their return was frequently requested by players who were looking for a Paladin/Crusader aesthetic.
- Circle of Wisdom and Font of Wisdom create a circle on the ground where Magicka regenerates faster (using base regen).
- Circle of Strength and Font of Strength create a circle on the ground where Stamina regenerates faster (using base regen).
- Regeneration spells increase your Stamina Regeneration by a modest amount when you take the Respite perk. Regeneration increases your Stamina Regeneration by 25%; Rapid Regeneration, by 50%; Mutagen, by 75%; Arkay’s Light, by 100%. Adamant removes this feature (The Respite perk only works on spells like Fast Healing and Close Wounds; there is another perk to buff Regeneration and Attunement spells) but I added to Mysticism for non-Simonrim players who felt these spells needed to interact with Respite in some way.
- Apprentice and Expert versions of Attunement have been removed. Attunement is now an Adept spell that fortifies Health by 50, and Augur of Aetherius is a Master spell that fortifies Health by 100.
- Wards no longer provide any physical mitigation. As of Adamant 5, all major perk mods implement physical mitigation for wards via perks, and I currently believe the perk solution to be the optimal way to implement this effect.
- Turn Lesser Undead is no longer a touch spell. The touch spell archetype is now reserved purely for damage-dealing spells.
- Circle of Protection has been re-added to the game. It now only gives you Experience when you enter combat with a Circle of Protection placed on the ground.
- The Turn Undead Rune has been removed.
- A new Touch spell has been added to Adept level for Sun and Poison spells. Previously, the Touch spell archetype skipped the Adept level, which meant that most players stopped using it when its damage became too low, and never returned to the archetype when it returned in Expert.
- Staves and scrolls have been added for all relevant Restoration spells.
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'Mysticism 2- A Magic Overhaul'
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24 Apr 2025, 3:19AM | Action by: DeadAnarchy78
Tracked
'Mysticism 2- A Magic Overhaul'
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13 Apr 2025, 9:56PM | Action by: argetDborn
Tracked
'Mysticism 2- A Magic Overhaul'
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13 Apr 2025, 3:22AM | Action by: sanjayraj85
Endorsed
'Mysticism 2- A Magic Overhaul'
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07 Apr 2025, 6:19AM | Action by: Cyrus17000
Endorsed
'Mysticism 2- A Magic Overhaul'
March 2025
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29 Mar 2025, 9:51AM | Action by: hyuiaa2020
Endorsed
'Mysticism 2- A Magic Overhaul'
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26 Mar 2025, 6:47PM | Action by: JulietteVarren
Untracked
'Mysticism 2- A Magic Overhaul'
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13 Mar 2025, 9:28PM | Action by: ressenbul
Endorsed
'Mysticism 2- A Magic Overhaul'
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10 Mar 2025, 12:56PM | Action by: xxujuxx
Endorsed
'Mysticism 2- A Magic Overhaul'
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03 Mar 2025, 8:21PM | Action by: Bimboli
Tracked
'Mysticism 2- A Magic Overhaul'
February 2025
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26 Feb 2025, 2:43PM | Action by: sytra974
Tracked
'Mysticism 2- A Magic Overhaul'
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24 Feb 2025, 11:53PM | Action by: namemypants
Tracked
'Mysticism 2- A Magic Overhaul'
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23 Feb 2025, 11:16PM | Action by: Hellnium
Tracked
'Mysticism 2- A Magic Overhaul'
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18 Feb 2025, 3:35AM | Action by: SensitiveNomad
Endorsed
'Mysticism 2- A Magic Overhaul'
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06 Feb 2025, 10:04AM | Action by: Miserycordia
Endorsed
'Mysticism 2- A Magic Overhaul'
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