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Spellblade adds over 70 unique enchantments, 20+ weapons, 10+ sets of armor, spells, powers, an alternate system to obtain these new enchantments, enchanting based utilities for the player and an unscaling, static level dungeon meant for post-endgame characters in the range of levels 50 and above.

The dungeon known as the 'Gauntlet of Sin' presents both a new challenge for the seasoned adventurer as well as a new avenue for enchanters of any level. The dungeon houses a workshop at it's entrance which is safe to use without battles spilling over into the area. You will still have to be truly exited from combat to use them, but no enemies will set foot into the Arcane Workshop. The main location has a map marker, but it is one that you must find on your own. The other entrances have no such convenience but with a little exploration should be easy enough to find. Ultimately, you must do what an adventurer does and adventure to find it on your own! To begin your search, a unique book can be found for sale at Belethor's in Whiterun which should will shed light on at least one location from which you can access this dungeon. The book will also increase your skill in enchanting. (If you are so inclined and don't feel like wandering, check the picture gallery or the jpg in the file for the location of the main entrance.)


-----------------------------------Enchanting Shards-----------------------------------------------


Levels in enchanting used to mean simply perks, more charges and just higher numbers on the same enchantments as before. In the case of the new enchantments made available within the prison of 'The Seven', your skill level in enchanting increases the amount of disenchantable shards you can create.

-9 Novice Level Enchantments (Steel)
Smoldering
Frostbite
Static
Poison Damage
Persistent Flames
Persistent Frost
Persistent Shock
Persistent Poison
Persistent Venom

-10 Apprentice Level Enchantments (Dwarven)
Leech Health
Leech Stamina
Leech Magicka
Persistent Absorb Health
Persistent Absorb Stamina
Persistent Absorb Magicka
Prolonged Smolder
Prolonged Frostbite
Prolonged Static
Prolonged Poison


-21 Adept Level Enchantments (Glass)
Blightning
Tempest
Frostfire
Dual Mode Blightning
Dual Mode Tempest
Dual Mode Frostfire
Enduring Blightning
Enduring Tempest
Enduring Frostfire
Prolonged Leech Health
Prolonged Leech Stamina
Prolonged Leech Magicka
Lingering Smolder
Lingering Frostbite
Lingering Static
Lingering Poison
Freezing Soul Trap
Shocking Soul Trap
Venomous Soul Trap
Vampiric Soul Trap
Slowing Venom

-6 Expert Level enchantments (Falls under Ebony)
Prolonged Blightning
Prolonged Tempest
Prolonged Frostfire
Lingering Leech Health
Lingering Leech Stamina
Lingering Leech Magicka

-6 Master Level enchantments (Falls under Daedric)
Lingering Blightning
Lingering Tempest
Lingering Frostfire
Evolving Toxin
Order
Chaos


Yes, this means that you have to have the appropriate skill level in enchanting in order for these enchantments to appear on the crafting list. In addition to this, all but a few of these enchantments automatically get bonuses and secondary effect when you reach mastery (level 100) in Enchanting, making every enchantment unique and useful no matter how strong you become.

There are additional utilities available through this crafting system, such as combining soul gems of a lower quality into one of a higher quality and back down as well. Black soul gems can also be created at the anvil, with the recipes for everything readily available in the form of books in the beginning area.

In addition to these enchantments, within the dungeon are several unique enchantments, some held by the minions and some held by the bosses within, including:

-14 Artifact/Legendary level enchantments, held by bosses and sub-bosses, including 2 Auras which can be placed on armors.
-7 Additional enchantments unique to the dungeon, including one specifically made for unarmed characters.

Within the dungeon are many new weapons, all with stats comparable to their Daedric counterparts. Some are modified and lose some power but gain increased attack speed and so on.

-----------------------------------The Gauntlet of Sin-----------------------------------------------

But it's not all fun and games. These legendary enchantments are not going to be simply given to you willingly. The Gauntlet of Sin is filled with powerful enemies, with minions starting at level 45 and with over 1000 health. Bosses range from levels 60-75+ and average well over 8000 health. All of them have unique abilities along with wielding their legendary enchanted weapons. Defeating Gatekeepers in the dungeon will allow you to craft any armors and weapons used by the underlings of that boss. After defeating the vassal (mid-boss) of the leader of the area, you will be able to craft any unique items that they wielded as well as in some cases learn unique powers. Upon defeating the boss of the area, they will drop their unique weapon, which will be able to be disenchanted to learn it's unique enchantment. You will also be able to create unenchanted versions of the weapon after defeating it's owner.

Be warned, the bosses in the dungeon were not made with easy progress in mind. The bosses are designed to present a true challenge for players who have already dominated all of the other challenges in the game.


-----------------------------------Mysterys in the dungeon-----------------------------------------------

The Gauntlet has claimed every adventurer thus far that has braved its halls and has a great deal of history, very little of which is laid out in the open for you. There are many sources of information within the dungeon but none of them are made obvious for you to find. Many things will have to be pieced together, if you choose to do so. There is no requirement for you to discover the mysteries of the dungeon to proceed forward, however, not only will you miss out on discovering the hidden secrets of the dungeon, you will likely miss some of it's most significant and powerful treasures.

There is little to go by in both finding the dungeon and information made readily available to adventurers who make their way through the Gauntlet. More directly, there are many unforgiving traps that will end your adventure quickly. Tread carefully.


-----------------------------------Compatability-----------------------------------------------

There should be zero problems with compatability or conflicts. The only conflict you would run into is if you use my old mod, ��Way of the Spellblade�� alongside this one. It is unnecessary to do so as this mod contains all of the content of WoTS.

-FAQ's-

��Is this compatable with X?��
Read above. Yes, this includes SkyRe. I use SkyRe so the mod had to run alongside of it the entire time, so don't worry.

��But most of those enchantments are the same thing over and over again!��
All but a few of the enchantments (the Soul Traps, for example) gain new abilities once the user reaches 100 enchanting. Many of these abilities are completely unique to each spell, making each enchantment, unique, useful and relevant even after newer ones are learned.


��But I don't have !��
That's fine, this mod doesn't use any of it. Vanilla Skyrim is all that's need to run this mod.

��Can you add your armor ?��
The short answer is yes, but it is not highly likely any time soon.

The long answer is this mod already contains my Hi-Res Stone Dwarven armor featured in Tytanis' Mod as well as a darker variant of my Red and Blackdragon Plate featured in the same mod. There is also a variant of one of my Dragonscale armors, a Gray with flames. I already made my Black and Red with Flame Overlay that is in Deadly Dragons a stand-alone mod as well. I spent a long time getting these armors straight and it's annoying assigning full sets of armor. Eventually, but not right now. I am always open to requests though.

��When is the next version coming out?��
Not to be a jerk, but when I feel like it in all honesty. If you ask me though, i'll give you an honest answer as best I can and input from others makes me work harder. I've spent a huge amount of time on this mod (over 1500 hours, not time spent working outside the creation kit) and would like to back off for a bit. Baring any bugs, I plan on doing one quick content update and then will probably leave it be for some time. One way to edge me on into bringing out a new version faster, though, is to throw me ideas and I'll also try to implement them in the content update. The content update is solely dependent on the fact that I still have ideas. As it stands: the mod is complete and then some as is but I left it open to add more post dungeon clearing content.

��Spoon feed me, where do I go for ?��
No. You're an adventurer, go adventure. I left some inconveniences in parts of the dungeon on purpose.

�� is too hard! They're impossible to beat!��
No. There are hints if you look about enough. The great thing about this mod is it's predecessor, Way of the Spellblade, people defeated every boss, so I know it's possible. Bear in mind though, that Envy is likely stronger in this then Pride was in the original. You don't even want to know what Sin's level is.

-Credits-

Short list for the time being:

-Issa 5 for helping me with the lore, boss and enchantment concepts.
-PrivateEye for use of assets from his Heavy Weaponry mod as well as his BiPolar blade mod.
-AoG for listening to me rant and giving me ideas for some of the very first enchants I made as well as some of the last.
-Support from people on the Nexus asking about the mod. Even just one of you wondering when I was going to finish drives me to work harder every time.