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Tx12001

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tx12001

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A Small overhaul of Requiem's magic system to prevent being overpowered at higher levels.

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REQUIEM MAGICKA REBALANCED




Requiem is a great mod with many interesting features however despite all of this it suffers from a large problem where magic scaling is concerned hereby removing all challenge from the game, seeing as Requiem's original purpose was to provide a hardcore roleplaying experience this "magic scaling" does seem to go against it.

So I present to you Requiem Magicka Rebalanced, this simple modification alters the fundamental, Advanced, Sophisticated, Superior and Masterly perks in all 5 schools of magic to promote less "Overpowered" Magic builds.

The mod does this by replacing the default Requiem perk effects with a more simple method, initially each spell would scale via your Destruction, Alteration, Conjuration, Restoration or Illusion skill which would result in even the weakest spells dealing around 80+ damage per second with the strongest spells dealing nearly 2000+ damage per second at higher levels, I decided to change this, now instead each perk will increase the potency of value modifying spells such as Lightning Ray by 25% while at the same time increasing the magnitude of duration effects such as those found on summoning spells by 50%.

Several Spells have also been altered and given cast times as some of them seemed somewhat too powerful to be cast in such a manner


The Transcendence Spells I & II names have been name swapped for consistency with other Requiem Spells
Arcane Vortex now has a 3 second Charge time and has had cost of spell reduced slightly
Lightning Ray now has a 1 second Charge time and has cost of spell reduced slightly
Firestike now has a 4.5 second Charge time and has had cost of spell reduced slightly 
Transmute Corpus now has a 4.5 second Charge time
Telekinetic Execution now has a 3 second Charge time
Teleport Vitals now has a 2 second Charge time