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KG no more too powerful for skyrim v3
2018.05.01
by killgore
v3 changes :
thanks MikotoMononoke for it's feedback
fixed guardian circle and circle of protection cost
calm and mayhem spell cost and casting animations weren't working right due to weird charge time values in dawnguard and original skyrim
NOVICE
fury 12
raise zombie 12
APPRENTICE
calm 26
fear 26
reanimate corpse 26
turn lesser undead 26
ADEPT
banish daedra 42
frenzy 42
frenzy rune 252 (last and only rune spell)
repel lesser undead 42
revenant 42
turn undead 42
EXPERT
circle of protection 60
command daedra 252 (last command spell)
dread zombie 252 (last reanimate creature spell)
expel daedra 252 (last banish spell)
pacify 60
repel undead 252 (last repel spell)
rout 60
TURN GREATER undead 60
MASTER
bane of the undead 252
guardian circle 252
dead thrall 252
harmony 252 (last calm spell)
hysteria 252 (last fear spell)
mayhem 252 (last frenzy spell)
OTHERS
ritual stone 252
STAVES
generic use the same level as the player spells
staff of ruunvald 26
staff of tandil 60
staff of halldir's 42
POISONS fear and frenzy
weak 12
normal 26
potent 42
virulent 60
deadly 252
SCROLLS
generic ones same as spells
mind control spider 252
WEAPONS
bolar oathblade 26 (no change to the weapon, only the spell it uses)
dawnbreaker 252 (no change to the weapon, only the spell it uses)
banish 42-60-252
fear 6-12-26-42-60-252
turn undead 6-12-26-42-60-252
CRAFTED ENCHANTS
fear banish turn base 126 (only way to not make worse enchants than you find, if it's too op for you just don't enchant items with it)