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DavidTheFalcon

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DavidTheFalcon

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About this mod

This mod adds expands the vanilla Alchemy skill and turns it into a more witcher oriented skill by adding witcher alchemy (separate from vanilla alchemy), magical Signs and benefits to using steel and silver swords.

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Permissions and credits
Translations
  • Polish
Changelogs
I. Description
II. What's New?
III. Installation & Requirements
IV. Compatibility
V. Perk Tree

  a) Vanilla Branch
  b) Witcher Alchemy Branch
  c) Witcher Signs Branch
  d) Witcher Combat Branch

VI. Known Issues
VII. Credits


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I. Description

Witchery Skill (Vanilla Alchemy Expander) introduces witcher-style perks and because a witcher's life is a lot about potions and elixirs, the Alchemy skill was the perfect skill for those perk. It was renamed to "Witchery" and turned into a more witcher-oriented skill by adding witcher alchemy (separate from vanilla alchemy), magical Signs and witcher combat perks which mainy benefit from using steel and silver swords. It is called expander instead of replacer because all original Alchemy perks are still there - they were just adjusted a little to work flawlessly within the overhauled perk tree which contains over 20 all new witcher-style perks divided (more or less) into 3 branches added in addition to the original vanilla branch.

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II. What's New?

- Version 3 is a major overhaul of the mod. Almost all stuff has been touched a little while some stuff (looking at you sripts!) has been effectively redone from scratch.

- While this mod aims to bring a bit of the witcher world to Skyrim, the main concern was to keep it in line Skyrim's concepts to make it flawlessly fit in the game.

- Has built-in compatibility for the most popular creature mods, toxicity mods and Chesko's Campfire.

- Oils are no longer vanilla poisons with a secondary dose applied if the target is one of statically chosen races (which limited its use mostly to vanilla creatures only). The new system oils still do some poison damage to all foes but the secondary effect now causes creatures weak to the oil to tak 25% more damage. Which creatures are weak to which oils is now decided dynamically - thus it is possible to affect even creatures from other mods. 

- Similarly, Signs are no longer effectively "just renamed vanilla spells" as they used to be in the previous version. They no longer belong to any of the Skyrim schools of magic, and are located in the Powers section of the magic menu and can be equipped to your left hand (yes, it really is necessary for it to work without unnecessary issues). Furthermore, you can now unlock enhanced versions of each Sign - those have stronger base base effects (and in some cases new extra effects) at the cost of having an increased casting cost. You can still use the simple versions, though.

- You can brew decotions, powerful potions with long-lasting effects. You can only be affected by one decoction at a time.

- The combat branch stays mostly the same - just with fixes and clarifications. The only noteworthy new concept is Adrenaline. (See perk notes below.)

- Some modders resources from Nexus (see Credits) are used to give custom meshes to some items. After all, nobody wants witcher alchemy substances to look just like ingots.

- Reasonably useful mod page description... :-D

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III. Installation & Requirements

The current version of this mod requires all official DLC and SKSE.

Nothing special required for the installation. Just install it with your favourite mod manager or manually extract into the Data folder. If you are updating from an older version completely uninstall it first, then install the new version, load the game and wait (or sleep 24 hours), save the game, then reload the new save and everything should work. Keep in mind that some perks have been entirely reworked so they may now have a completely different effect! 

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IV. Compatibility

V3 has been designed with compatibility in mind - with an emphasis on needing the least amount of compatibility patches possible:
- Witchery is now inherently compatible with both "Toxicity - A Witcher-like Toxicity System" by BralorMarr and "Chasing the Dragon - Toxicity and Addiction" by Ghenna. Needless to say that this mod is meant to played alongside on of the toxicity mods (although it is not necessary).
 

- The new witcher oils system used by V3 enables built-in compatibility for creature from some of the most popular or relevant mods out there: "Monster Mod" by Dogtown1 and Ironman5000, "Skyrim Immersive Creatures" by lifestorock and jackstarr, "Beasts of Tamriel" by SpikeDragonLord and jboyd4, "Skyrim Witcher Experience Enhanced" by AlphaWolf and Talyn82 (please not that only the enhanced version of Skyrim Witcher Experience is compatible).    

- While we're talking about "Skyrim Witcher Experience Enhanced", there is also a dedicated compatibility patch in the optional section. The patch replaces duplicates, adjusts other items to correspond with what Witchery is doing, adds new death items to some monsters which in turn also unlocks Nekker, Drowner, Rotfiend and Wraith decoctions for you to brew and integrates the monsters into a few leveled lists so that you have even more chances to get those ingredients.


- Now back to oils. Do not despair if your favourite creature's mod is not listed as supported. The oil system is "smart" and uses a combination of keywords and formlists to determine oil effectiveness. It is quite probable that creatures from other mods will fall into the appropriate category. A few tips for dealing with creatures from unsupported mods: new vampire races will likely not be weak to the Vampire Oil but to the Necrophage Oil instead (which is quite reasonable substitute), new insectoid creatures will likely not be weak to the Insectoid Oil but to the Beast Oil instead (which too shouldn't be all that much immersion breaking). You can also use the Witcher Senses power (granted by the Triall of the Grasses perk) to discover oils affective against the target. 


- This mod will clash with anything that touches alchemy perk tree or vanilla alchemy perks. However, it should work just fine if you load it AFTER all of those mods. For example, if you use Ordinator, SkyRe, PerMa or whatever, just make sure W_Witchery.esp is below them in your load order and there shouldn't be any noteworthy trouble.


- Whenever this mod checks if there is a fireplace nearby, it should recognize the campfire from Chesko's "Campfire - Complete Camping System".    

 
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V. Perk Tree

a) Vanilla Branch
The Witchery skill replaces the Alchemy skill but all the vanilla perks remain there - technically speaking, it doesn't replace the Alchemy skill, it just renames it. All vanilla perks with the exception of Alchemist stay the same effectwise. Some minor changes have been made to conditions and requirements to make space in the perk tree for the new branches. Alchemist was nerfed for better game balance - it now gives 10/20/30/40/50 bonuses instead of 20/40/60/80/100 bonuses. Vanilla alchemy is busted and overpowered as it is and now with Witchery there are new ways to improve the skills and benefit from the new perks. The vanilla branch also includes two new additions.   

Witchers' Oils (Poisoner, 40)
Poisons applied to steel and silver weapons last longer. This effect scales with your witchery skill.

Witcher's Potions (Physician, 60)
Received damage is reduced by 10% as long as you are affected by beneficial effects of a potion.


b) Witcher Alchemy Branch
Witcher alchemy branch allows you to brew witcher potions, oils, decoctions and mutagens, meditate, or clear your body of toxicity and magic effects.

Trial of the Grasses (Alchemist, 20/40/60/80)
Mutations give you a 25%/50%/75%/100% resistance to diseases, the ability to clear your body of toxicity and dispel magic effects by resting or meditating, and the Witcher Senses power that lets you check target's weaknesses.
Note: Your toxicity is reduced and effects dispelled automatically. You don't need to do anything for it nor can you prevent it.

Brewing (Trial of the Grasses, 35)
You can brew witcher potions and oils while there is an alchemy lab nearby. Alternatively, you can choose to let the potions brew while you rest. (Grants the Witcher Alchemy power.)

Note: Use the Witcher Alchemy power when you are close to an alchemy lab to access the witcher alchemy crafting menu. If you have the Meditation perk, you can also use the power while close to a campfire (if you have Chesko's Campfire installed, its campfire should be automatically recognized). If there is no alchemy lab or fireplace around, a message box will pop out giving you the option to brew the potions next time you go to sleep.

Replenishment (Brewing, 60)
You can keep the leftovers of your witcher potions and replenish them later with White Gull to create a duplicate of a potion in your inventory.

Note: You must a potion in your inventory for its replenishment recipe to appear - the potion is not consumed, though. Decoctions and oils cannot be replenished.

Decoctions (Brewing, 70)
In addition to standard witcher potions, you can now brew rare decoctions that provide powerful, long-lasting effects.

Mutagenology (Decoctions, 100)
You can now brew mutagens. Each mutagent gives you an additional perk point.


Meditation (Trial of the Grasses, 35)
As long as there is a fireplace nearby, you can meditate - and brew potions, detoxify your body or access additional features in the meantime. (Grants the Witcher Meditation power.)

Note: You can only meditate near a fireplace. You can light up campfires that are not burning. If you have the Brewing perk, the Meditation power gives you the option to brew potions. If you have the On the Path perk, the Mediation power gives you the option to build a roadsign at your current location.

On the Path (Mediatation, 70/80/90/100)
You can build roadsigns while meditating that allow you to travel between one another. Once placed they cannot be moved! You have 2/3/4/5 roadsigns to use.

Note: Since you can only meditate near campfire, this is where you can build roadsigns. If you have the Campfire mod, you can build a roadsign basically anywhere where you can build a campfire. Build at your own risk - use your brain and do not place them where they might break the game (unless you want to)!

c) Witcher Signs Branch
Sign branch is a simple straightforward branch that allows you to learn the witcher magic. Each Sign has 3 versions: Basic, Expert and Master. You get them by investing perk points into the various ranks of the Sign perks. The enhanced versions of Signs have stronger base base effects (and in some cases new extra effects) at the cost of having an increased casting cost. You can still use the simple versions if you want to, though.

Magical Vigor (Alchemist, 20/50/80)
The magnitude of your witcher Signs now scales with the Witchery skill and their casting cost is reduced by 10%/20%/30%.

Witcher Sign: Aard (Magical Vigor, 30/60/90)
Aard Sign releases raw power that pushes aside anything - or anyone - who stands in your path./
Aard Sign releases raw power that pushes aside anything - or anyone - who stands in your path and deals impact damage./
Aard Sign releases raw power that pushes aside anything - or anyone - who stands in your path with an unrelenting force and deals impact damage.

Witcher Sign: Axii (Magical Vigor, 30/60/90)
Axii Sign can calm down creatures and people./
Axii Sign can calm down creatures and people, or force them to flee. Having Axii equipped also makes it slightly easier to intimidate others./
Axii Sign can calm down creatures and people, force them to flee, or even frenzy them. Having Axii equipped also makes it much easier to intimidate others.

Witcher Sign: Igni (Magical Vigor, 30/60/90)
Igni Sign produces a gout of fire that does fire damage./
Igni Sign produces a gout of fire that does fire damage. The flames may slightly stagger the target./
Igni Sign produces a gout of fire that does fire damage. The flames may slightly stagger the target and ignore the target's resistance to fire.

Witcher Sign: Quen (Magical Vigor, 30/60/90)
Quen Sign creates a protective shield that temporarily fortifies your armor rating./
Quen Sign creates a protective shield that temporarily fortifies your armor rating and resistance to magic./
Quen Sign creates a protective shield that temporarily fortifies your armor rating and resistance to magic, and reflects a portion of taken damage back at the attacker.

Witcher Sign: Yrden (Magical Vigor, 30/60/90)
Yrden Sign creates a trap on a nearby surface. When enemies come near, it explodes to damage their health and reduce their armor rating by a quarter of the damage dealt./
Yrden Sign creates a trap on a nearby surface. When enemies come near, it now explodes to damage their health and reduce their armor rating by a half of the damage dealt. Traps can be placed farther away./
Yrden Sign creates a trap on a nearby surface. When enemies come near, it now explodes to damage their health and reduce their armor rating by the same amount as the damage dealt. Traps can be placed much farther away.


d) Witcher Combat Branch
Combat branch mostly provides perks that improve the performance of silver and steel weapons. Vanilla Skyrim mostly treats iron and steel weapons as a sort of placeholders that you only use until you find something fancier. Now you can take a few perks and they will actually be quite useful against certain opponents. Do note that if another mod adds steel or silver weapons to your game that are on par with like Daedric weapons in terms of damage, they will be pretty overpowered with a few Witchery perks so be careful!

Witcher Gear (Alchemist, 15/75)
You can craft swords that are governed by the Witchery skill. / You can craft swords that are governed by the Witchery skill and may have the properties of both steel and silver materials.


Adrenaline (Witcher Gear, 40)
Hitting enemies in melee combat increases your adrenaline! As its level rises, you deal and receive progressively more damage. Sleeping or meditating resets adrenaline.

Note: Adrenaline increases everytime you hit someone in melee combat. Once you have aquired enough, you will be notified that your adrenaline level has changed. Current adrenaline effect, if any, is visible in the Active Effects menu. Your adrenaline resets upon sleeping or meditating. (In a sense, it is a hybrid of Wicher 3's and Fallout 4's adrenaline systems.) There are 5 levels of adrenaline. Each level increases the damage you deal by 10%, each level after the first increases the damage you take by 15%. In other words, as adrenaline increases and you are consumed by the battle frenzy, you become reckless and take more damage than you deal so keep an eye on your adrenaline. The adrenaline levels of "damage dealt"/"damage taken" modifiers are thus as follows: level 1: 10%/0%, level 2: 20%/15%, level 3: 30%/30%, level 4: 40%/45%, level 5: 50%/60%. In addition to those effects, your current adrenaline value may be used by some decoctions to calculate their effect.  

Parrying (Witcher Gear, 25/45/65)
While bearing no shield, blocking with your sword or greatsword is 30%/60%/100% more effective and you have a 30%/60%/100% chance to deflect incoming projectiles with your blade.

Steel Sword (Witcher Gear, 25/45/65)
Your iron and steel weapons deal 30%/60%/100% more damage to people and regular animals.

Silver Sword (Witcher Gear, 25/45/65)
Your silver weapons deal 30%/60%/100% more damage to the undead, ghosts, werewolves and monsters from other planes.

Griffin School Techniques (Steel Sword OR Silver Sword, 60)
While wearing at least one piece of light armor, at least one piece of heavy armor and no shield, the magnitude of your witcher Signs is increased by 25% and damage from falls is halved.

Bear School Techniques (Steel Sword, 60)
While wearing at least 3 pieces of heavy armor and no shield, power attack damage for your steel and silver weapons is increased by 35%.

Cat School Techniques (Silver Sword, 60)
While wearing at least 3 pieces of light armor and no shield, critical hit damage for your steel and silver weapons is increased by 35% and critical hit chance by 15%.

The Rose (Bear School Techniques OR Griffin School Techniques, 75)
You hate non-humans. Your iron and steel weapons have their chance to stagger your opponent increased by 25% when used against High Elves, Dark Elves, Wood Elves, Orcs, Argonians or Khajiits. You cannot take The Squirrel perk.

The Squirrel (Cat School Techniques OR Griffin School Techniques, 75)
You hate humans. Your iron and steel weapons ignore damage resistance when used against Nords, Imperials, Bretons or Redguards. You cannot take The Rose perk.


A Witcher's Code (The Rose OR The Squirrel, 90)
The code of a certain witcher doesn't approve of killing dragons. You deal 50% less damage to dragons but your steel and silver weapons do 25% more damage to all other enemies.


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VI. Known Issues

- Unknown issues... :-D V3 added a lot of new stuff and while I tried very hard to test it all, it is quite possible that I missed something or that some intertwining effects or conditions may not work properly. If you have a feeling something is not right, just let me know.

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VII. Credits

- LorSakyamuni - The Witcher 3 Mega Resource Pack.  
- Oaristys - Modder's Resource Pack, Modder's Resource Pack - The Witcher Extension, The Witcher 3 Weaponry.
- The meshes and textures converted from the Witcher games are owned and copyrighted by CD Projekt
- Andrzej Sapkowski - for creating The Witcher.
- Bethesda Game Studios - for some of the best games we play.