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ssrtrue

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Main File

=Alteration=
[Mage Armor]
Protection spells like Stoneflesh are twice / 2.5 times / three times as strong.
**Wearing armor doesn't matter now**
**I modded the flesh spells rather than these perks because of game system**


=Conjuration=
Bound weapons have higher base damage value. (except bound bow)
**Bund bow has an obviously higher damage value than other bound weapons**


=Destruction=
[Novice Destruction]
Cast Novice level Destruction spells for half magicka. Destruction magic do 2% more damage per skill level raised.
**Not include staffs and scrolls**
**Damage of fire/frost/shock cloak doesn't change in display, but it does work"
**Player only**


=Illusion=
[Master Illusion]
Cast Master level Illusion spells for half magicka. Master level Illusion spells work on higher level enemies.
**+50 levels to the spell maximum**
**All vanilla Master level spells doesn't affected by "Dual Casting" perks
You can compare "Harmony(Master)" and "Pacify(Expert)" at these pages:
http://www.uesp.net/wiki/Skyrim:Harmony
http://www.uesp.net/wiki/Skyrim:Pacify_(spell)


=Restoration=
[Recovery]
Magicka regenerates 50% / 100% faster.

[Regeneration]
Healing spells cure 1% more per skill level raised.


=Enchanting=
[Soul Siphon]
Death blows to creatures, but not people, trap 15% of the victim's soul, recharging the weapon.



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=Alteration=
[Concentration]
Without wearing any armor, magicka regenerates 200% faster while in combat.

[Elemental Armor]
With the Intense Flames/Deep Freeze/Disintegrate perk, your magic armor resist 20% fire/frost/shock damage.


=Conjuration=
Bound dagger have higher base damage value.
**For Dragonborn DLC new spell**

[Novice Conjuration]
Cast Novice level Conjuration spells for half magicka. Conjuration reanimate spells are 1% more effective per skill level raised.
**For playing with mods which add higher level enemies**
**Do not affact vampire spells**
**Check the "Perks" section for vanilla level cap at this page: http://www.uesp.net/wiki/Skyrim:Raise_Zombie#Raise_Zombie **

[Pet Training]
Your familiar will raise level with you until 50 level and become stronger with leveling.
**A summoner's best friend**

[Mystic Binding]
Bound weapons do more damage. Knowledge of smithing make you conjure more powerful weapons when smithing level reaches 50, 75, 100.
**For example, bound sword has 100 damage when your One-handed and Smithing reach 100, and having all 5 Armsman perks**


=Destruction=
[Novice Destruction]
Cast Novice level Destruction spells for half magicka. Destruction magic do 2% more damage per skill level raised.
**For some reason I have to make change here like the main file**

[Convert]
Destruction spells damage do not get bonus from skill level, but do X times original damage. X=(current magicka)*0.01*0.75
**Player only**
**It is a way to increase the damage of destruction spells when reaching 100 destruction level**
Take Fireball(Adept) for example:
Its original damage is 40.
With the "Novice Destruction" perk and 100 destruction level, its damage is 40*(1+100*0.02)=120, and 120 is the maximum
With the "Convert" perk and 400 current magicka, its damage is 40*(400*0.01*0.75)=120,
With the "Convert" perk and 500 current magicka, its damage is 40*(500*0.01*0.75)=150,
With the "Convert" perk and 100 current magicka, its damage is 40*(100*0.01*0.75)=30,
I make this perk to make Magicka and Magicka Regenaration more useful, instead of making a "must have" 0 magicka cost set in vanilla game.

[Frost Master]
Frost spells do 25% more damage to slowed enemies. Can't obtained with Fire Master or Lightning Master.

[Lightning Master]
Shock spells do 10% more damage for each piece of heavy armor worn by enemy. Can't be obtained with Fire Master or Frost Master.

[Fire Master]
Reduce 20% fire and frost damage with your fire cloak. Can't obtained with Frost Master or Lightning Master.


=Illusion=
Have no idea how to improve it.


=Restoration=
[Novice Restoration]
Cast Novice level Restoration spells for half magicka. Restoration rune spells do 2% more damage per skill leveled raised.
**For Dragonborn DLC new spell**
**Player only**

I add the keyword "MagicDamageSun" to the effects of three spells -- "Sun Fire" " Stendarr's Aura" "Vampire's Bane"
I also add the keyword to the effects of Dawnbreaker instead of its original "MagicDamageFire" keyword
The Auriel's bow and Dawnguard Rune Axe are the same as Dawnbreaker
So these effects are considered as "sun power"

[Sun Worship]
Without the Necromage and Necromancy perk, and not being an undead, your sun power do 3% more damage per skill level raised.
**3% rather than 2% beacause there are not higher class sun power spells and perks which can increase damage permanently**
**Player only**

[When Sun Rise]
Without the Necromage and Necromancy perk, and not being an undead, your sun power cost 50% less magicka and do 100% more damage while in sun light.
**In sunlight means the condition that you will suffer sun damage when being a vampire**
**Because sun power spells only do damage to undead and this perk only enhance them under very restricted condition, so maybe it will not be overpowered**
**Player only**

[The Exorcist]
Without the Necromage and Necromancy perk, and not being an undead, your spells which make undead flee are 1% more effective per skill level raised.

[Ward Caster]
Wards are 1% more stronger but cost 1% more magicka per skill level raised.
**Player only**
**For those who play with mods which enhance enemies**


=Enchanting=
[Extra Effect]
New enchantments are 25% weaker, but can put two enchantments on the same item.
**Just make it a little less overpowered**