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---------- 2.00 ----------
Remade the mod, for better compatibility with Unofficial Skyrim SE Patch.
General
Max physical resistance 80% -> 85%
**Armour cap has moved from 567 to around 608.
Difficulty
Novice Damage NPC take x2.00 -> 2.00 Damage Player takes x0.50 -> x0.50
Apprentice Damage NPC take x1.50 -> 1.50 Damage Player takes x0.75 -> x1.00
Adept Damage NPC take x1.00 -> 1.00 Damage Player takes x1.00 -> x1.50
Expert Damage NPC take x0.75 -> 0.80 Damage Player takes x1.50 -> x2.00
Master Damage NPC take x0.50 -> 0.60 Damage Player takes x2.00 -> x2.50
Legendary Damage NPC take x0.25 -> 0.40 Damage Player takes x3.00 -> x3.25
Leveling
Alchemy
Skill Use Mult 0.75 -> 1.00
**Alchemy will level up faster.
Block
Skill Use Mult 8.1 -> 8.2
**Block will level up faster.
Enchanting
Skill Use Mult 900 -> 750
Skill Improve Offset 170 -> 200
**Enchanting will level up slower.
Heavy Armour
Skill Use Mult 3.8 -> 4.2
**Heavy Armour will level up faster.
Light Armour
Skill Use Mult 4.0 -> 4.2
**Light Armour will level up faster.
Sneak
Skill Use Mult 11.25 -> 10.4
**Sneak will level up slower.
Speechcraft
Skill Use Mult 0.36 -> 0.44
**Speechcraft will level up faster.
Races
High Elves
High eleves now have 25% resistance to shock damage as racial ability.
High Elves are born with 50 -> 30 extra magicka.
SHOUTS
Battle Fury
Mid Cooldown 20 -> 15
Vur Cooldown 30 -> 20
Shaan Cooldown 40 -> 25
Become Ehtereal
Feim Cooldown 20 -> 20
Zii Cooldown 30 -> 25
Gron Cooldown 40 -> 30
Bend Will
Gol Cooldown 10 -> 10
Hah Cooldown 90 -> 60
Dov Cooldown 120 -> 180
Call Dragon
Od Cooldown 5 -> 5
Ah Cooldown 5 -> 5
Viing Cooldown 300 -> 150
Call of Valor
Hun Cooldown 180 -> 100
Kaal Cooldown 180 -> 100
Zoor Cooldown 180 -> 100
Disarm
Zun Cooldown 30 -> 10
Haal Cooldown 35 -> 20
Viik Cooldown 40 -> 30
Drain Vitality
Gaan Cooldown 30 -> 25
Lah Cooldown 60 -> 45
Haas Cooldown 90 -> 65
Elemental fury
Su Cooldown 30 -> 20 Duration 15s -> 60s
Grah Cooldown 40 -> 25 Duration 15s -> 60s
Dun Cooldown 50 -> 30 Duration 15s -> 60s
Fire Breath
Yol Cooldown 30 -> 30 DPS 50 -> 50 Duration 1s -> 2s
Toor Cooldown 50 -> 40 DPS 70 -> 75 Duration 1s -> 2s
Shul Cooldown 100 -> 60 DPS 90 -> 100 Duration 1s -> 2s
Frost Breath
Fo Cooldown 30 -> 30 DPS 10 -> 20 Slow 50% -> 40% Duration 5s -> 7s
Krah Cooldown 50 -> 40 DPS 14 -> 28 Slow 50% -> 50% Duration 5s -> 7s
Diin Cooldown 100 -> 60 DPS 18 -> 36 Slow 50% -> 60% Duration 5s -> 7s
Ice Form
Iiz Cooldown 60 -> 40 Duration 15s -> 15s
Slen Cooldown 90 -> 60 Duration 30s -> 30s
Nus Cooldown 120 -> 80 Duration 60s -> 45s
Kyne's Peace
Kaan Cooldown 40 -> 30
Drem Cooldown 50 -> 35
Ov Cooldown 60 -> 40
Marked for Death
Krii Cooldown 20 -> 10
Lun Cooldown 30 -> 15
Aus Cooldown 40 -> 20
Storm Call
Strun Cooldown 300 -> 250
Bah Cooldown 480 -> 350
Qo Cooldown 600 -> 450
Summon Durnehviir
Dur Cooldown 5 -> 5
Neh Cooldown 5 -> 5
Viir Cooldown 300 -> 150
Unrelenting Force
Fus Cooldown 15 -> 10 Damage 2 -> 10 Black book bonus damage 8 -> 10
Ro Cooldown 20 -> 15 Damage 5 -> 20 Black book bonus damage 20 -> 30
Dah Cooldown 45 -> 25 Damage 10 -> 40 Black book bonus damage 40 -> 60
Whirlwind Sprint
Wuld Cooldown 20 -> 12
Nah Cooldown 25 -> 15
Kest Cooldown 35 -> 18
Ability
Ethernal Spirit
While Ethereal, you recover health 25% -> 150% faster.
Fire Within
Fire Breath shout deals 25% -> 50% more damage.
Diseases
Ataxia
Lockpick and Pickpocket reduction 25% -> 50%
Bone break fever
Stamina reduction 25 -> 50
Brain rot
Magicka reduction 25 -> 50
Sanguinare Vampiris
Health reduction 25 -> 50
Perks
Alteration
Atronach
Alteration skill requirement 100 -> 90
Added description for Atronach perk active effect.
Archery
Critical Shot
30: Proc chance 10% -> 6%. Critical damage x1 -> x40
60: Proc chance from 15% to 8%. Critical damage x1.25 -> x60
90: Proc chance from 20% to 10%. Critical damage x1.875 -> x90
Block
Elemental protection: When blocking, resistance to fire, frost and shock 50% -> 35%
One-Handed
Bladesman
30: Proc chance 10% -> 6%. Critical damage x1 -> x40
60: Proc chance from 15% to 8%. Critical damage x1.25 -> x60
90: Proc chance from 20% to 10%. Critical damage x1.875 -> x90
Critical Charge
Critical hit chance 100% -> 15%
Dual Flurry
30: Attack Speed Mult 1.20 -> 1.20
50: Attack Speed Mult 1.35 -> 1.35
**For example, ebony sword has 6 base critical damage.
Sneak
Assassin's blade: Dagger sneak damage 15x -> 12x
Two-Handed
Deep Wounds
30: Proc chance 10% -> 6%. Critical damage x1 -> x40
60: Proc chance from 15% to 8%. Critical damage x1.25 -> x60
90: Proc chance from 20% to 10%. Critical damage x1.875 -> x90
GreatCritical Charge
Critical hit chance 100% -> 20%
Warmaster
25% paralyse and two-handed weapons swing 15% faster
Actor(NPC)
Aela the Huntress
Added perks: Powershot Overdraw60 Ranger Bullseye AgileDefender00
Courier:
Now in full Nightingale outfit and with an Ebony dagger. Just to make him look cool. He's a badass, he always finds you.
Level 1 -> 5
Farkas
Added perks: Barbarian60 Juggernaut80 ChampionsStance DevastatingBlow
Galmar
Min level 10 -> 25. Max level 30 -> 50.
Added Barbarian 3/5 perk.
Golldir
Max level 30 -> 40
Hadvar
Now wears heavy imperial armour, no helmet, for better benefit from skills.
Added Armsman 3/5 perk.
Housecarls
Rayya (Falkreath)
Armsman60 Bladesman60 FightingStance SavageStrike DualFlurry30
Valdimar (Hjaalmarch)
MagicResistance70
Gregor (Pale)
Armsman20 ShieldWall20 Juggernaut20 BlockRunner Conditioning
Argis the Bulwark (Markarth)
Juggernaut40 ShieldWall20 ElementalProtection Conditioning DisarmingBash
Iona (Riften)
Armsman40 Overdraw20 CriticalShot30 SavageStrike Bladesman30
Jordis the Sword-Maiden (Solitude)
Armsman60 FightingStance SavageStrike Bladesman60 BlockRunner
Lydia (Whiterun)
Armsman40 Juggernaut00 BlockRunner Conditioning Bladesman60 SavageStrike
Calder (Windhelm)
Juggernaut40 ShieldWall00 Conditioning TowerOfStrength ReflectBlows BlockRunner
Commander Maro
Min level 10 -> 20. Max level 30 -> 40
Ralof
Now has Iron Greatsword instead of 2x Iron War Axe, for better benefit from skills.
Added Barbarian 3/5 perk.
Rikke
Min level 10 -> 25. Max level 30 -> 50.
Added Armsman 3/5 perk.
General Tullius
Min level 10 -> 25. Max level 50 -> 60. Level mult 1.2 -> 1
Added Armsman 4/5 perk.
Ulfric
Min level 10 -> 25. Max level 50 -> 60. Level mult 1.2 -> 1
Added Armsman 4/5 perk.
Vilkas
Added perks: Barbarian60 Juggernaut40 ChampionsStance DeepWounds30 DevastatingBlow
Afflicted, Alik'r, Bandits, Dawnguard, Draugr, Forsworn, Reavers and Vampires slightly reworked.
From constant level, they will level up 9 levels at 0.75 player level multiplier. For example Bandit Outlaws were level 5, now they will go up to level 14.
**Bandit bosses will be reworked at some point, there's a lot of stuff on them to do.
Bear
Warn radius 2500 -> 2000
Warn/Attack radius 2000 -> 1500
Attack radius 1500 -> 1000
Hunter
Min level 5 -> 5. Max level 15 -> 25
Orc Hunter
Level 1 -> Leveling from 1 to 20 @ 0.5 Player level multiplier.
Sabre Cat
Attack radius 1500 -> 1000
Soldier
Imperial: Level mult 0.25 -> 0.75
Stormcloak shares level.
Siege archers both sides now level from 3 to 40.
Imperials were set 3 to 0 (infinite), and Stormcloaks from 3 to 20.
Wolf
Level 2 -> 5 (means more HP)
Warn/Attack radius 2000 -> 1200
Attack radius 1500 -> 800
Ice Wolf
Level 6 -> 8
Aggression: Very aggressive -> Aggressive
Added aggro radius behaviour.
Warn/Attack radius 1500
Attack radius 1000
Standing Stones
Apprentice Stone (garbage stone)
Magicka regeneration bonus 100% -> 200%
Atronach Stone (B.R.O.K.E.N. S.T.O.N.E.)
Spell absorbtion 50% -> 25%
Damage magicka regeneration 50% -> 25%
Lady Stone (garbage stone)
Health and Stamina regeneration bonus 25% -> 50%
Armour
Amulets reworked
Amulet of Akatosh: Magicka regeneration 25% removed. New enchantment 10% absorb spells.
Amulet of Arkay: Fortify health 10 -> 25. Added 15% resist fire.
Amulet of Dibella: Added Fortify illusion 10%.
Amulet of Julianos: Fortify magicka 10 -> 25. Added 15% resist shock.
Amulet of Kynareth: Fortify stamina 10 -> 25. Added 15% resist frost.
Amulet of Mara: Fortify restoration 10% -> 15%. Added 5% resist magic.
Amulet of Stendarr: Fortify block 10% -> 15%. Added 50% resist disease.
Amulet of Talos: Added 50% resist disease.
Amulet of Zenithar: Added 30 carry weight.
Saarthal amulet: All spells cost 3% -> 10% less.
Arch-Mage
Arch-Mage's Boots: Resist Shock removed. All spells cost 10% less. Value 25 -> 250.
Arch-Mage's Robes: All spells cost 25% less to cast. Magicka regenerates 50% faster.
Arch-Mage's Robes Hooded: All spells cost 35% less to cast. Magicka regenerates 50% faster.
Auriel
Auriel's Shield: rating 32 -> 34
Chitin
Chitin Heavy Armor: rating 40 -> 39
Chitin Light Armor: rating 30 -> 29
Daedric
Daedric Armor: rating 49 -> 47
Dark Brotherhood
Ancient Shrouded Armor: rating 33 -> 32
Ancient Shrouded Boots: rating 12 -> 11
Ancient Shrouded Gloves: rating 12 -> 11
Ancient Shrouded Cowl: rating 15 -> 14
Shrouded Armor: rating 29 -> 28
Dragon Priest Masks:
Konahrik: Has additional enchantment, 30% fortify shouts.
Morokei: rating 5 -> 10
Dragonbone
Dragonplate Armor: rating 46 -> 45
Dragonscale:
Dragonscale Armor: rating 41 -> 40
Draugr
Ahzidal's Armor of Retribution: rating 40 -> 39
Ebony
Ebony Armor: rating 43 -> 42
Ebony Mail: rating 45 -> 44, weight 28 -> 30
Elven
Elven Armor: rating 29 -> 28, weight 4 -> 5
Elven Boots: rating 8 -> 7, weight 1 -> 1.5
Elven Gauntlets: rating 8 -> 7, weight 1 -> 1.5
Elven Helmet: rating 13 -> 12, weight 1 -> 1.5, value 110 -> 100
Elven Light Armor: rating 26 -> 24, value 125 -> 150
Elven Light Boots: rating 7 -> 6, value 25 -> 30
Elven Light Gauntlets: rating 7 -> 6, value 25 -> 30
Elven Light Helmet: rating 12 -> 10, value 60 -> 65
Falmer
Falmer Heavy armor: rating 43 -> 42
General Tulius
Penitus Oculatus Armor: rating 23 -> 24
General Tullius Armor: rating 31 -> 33
Glass
Glass Armor: rating 38 -> 37
Iron
Iron Armor: rating 25 -> 26
Banded Iron Armor: rating 28 -> 29
Imperial
Imperial Armor: rating 25 -> 28
Light Imperial Armor: rating 23 -> 24
Studded Imperial Armor: rating 23 -> 24
Nordic
Nordic Carved Armor: rating 43 -> 42
Rings
Silver-Blood Family Ring
Fortify smithing 15% -> 20%
**Just selected a higher level fortify smithing enchantment
Savior's Hide
Savior's Hide: rating 26 -> 28, enchantment changed
Sons of Talos
Stormcloak Officer Armor: rating 27 -> 29, weight 8 -> 9
Stormcloak Officer Boots: rating 7 -> 8
Stormcloak Officer Bracers: rating 7 -> 8
Stormcloak Officer Helmet: rating 12 -> 13, weight 2 -> 3
Spellbreaker
Spellbreaker: rating 38 -> 36
Now benefits from Daedric smithing perk rather than Dwarven.
Stalhrim
Stalhrim Heavy Armor: rating 46 -> 45
Stalhrim Light Armor: rating 39 -> 38
Deathbrand Armor: rating 39 -> 38
Steel
Steel Armor: rating 31 -> 32
Stormcloak
Stormcloak Cuirass: rating 21 -> 24
Guard's Armor (ALL holds): rating 23 -> 25, weight 6 -> 8
Guard's Shield (ALL holds): rating 17 -> 18
Wolf
Wolf Armor: rating 31 -> 34, weight 20 -> 23
Wolf Boots: rating 12 -> 13, weight 4 -> 5
Wolf Gauntlets: rating 12 -> 13, weight 4 -> 5
Wolf Helmet: rating 17 -> 18, weight 4 -> 5
Weapons
ALL BOWS AND CROSSBOWS +1 damage.
Auriel
Aurel's Bow: damage 14 -> 15
Blade of Woe
Blade of Woe: damage 12 -> 11
Dawnbreaker
Dawnbreaker: damage 12 -> 13
Draugr
Ghostblade: damage 8 -> 10
Falmer
Falmer Bow: damage 13 -> 12
Falmer Supple Bow: damage 16 -> 15
Falmer Sword: damage 10 -> 9
Honed Falmer Sword: damage 12 -> 11
Falmer War Axe: damage 11 -> 10
Honed Falmer War Axe: damage 13 -> 12
Imperial
Imperial Sword: damage 8 -> 9
Keening
Keening: damage 8 -> 9
Vampire
Harkon's Sword: damage 8 -> 11
Enchantments (ENCHANTING SYSTEM BROKEN)
**Some of these changes will make some unique items quite valuable. No gamebreaking changes.
**Magnitude means base power of the enchantment, which is further increased by enchanting skill, perks, potions and unique effects like the one from a Black Book.
**Magnitude only affects your own enchantments.
Old
Fortify Alchemy
Can't put enchantment on Ring
Magnitude 8 -> 6.4
Fortify Alteration:
Can't put enchantment on Neclace
Fortify Archery
Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35%
**This is only for gear you find across the world.
**Does not effect unique items unless those items share common enchantments.
Magnitude 13 -> 10.25
Can't put enchantment on Necklace
Fortify Block
Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35%
Magnitude 13 -> 10.25
Can't put enchantment on Necklace
Fortify Carry Weight
Can't put enchantment on Necklace, Ring
Can put enchantment on Body
Magnitude 15 -> 16
Fortify Conjuration
Can't put enchantment on Necklace
Fortify Destruction
Can't put enchantment on Necklace
Fortify Heal Rate
Magnitude 10 -> 13
Fortify Illusion
Can't put enchantment on Necklace
Fortify Magicka Rate
Magnitude 20 -> 32
Fortify One-Handed
Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35%
Magnitude 13 -> 10.25
Can't put enchantment on Necklace
Fortify Restoration
Can't put enchantment on Necklace
Fortify Smithing
Can't put enchantment on Body
Magnitude 8 -> 6.4
Fortify Sneak
Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35%
Magnitude 13 -> 10.25
Can't put enchantment on Hands
Fortify Two-Handed
Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35%
Magnitude 13 -> 10.25
Can't put enchantment on Necklace
Fortify Unarmed
Can't put enchantment on Ring
Resist Disease
Can't put enchantment on Ring, Shield
Can put enchantment on Head
Magnitude 15 -> 32 (100% achievable without alchemy)
Resist Fire
Magnitude 15 -> 13
Resist Frost
Magnitude 15 -> 13
Resist Poison
Can't put enchantment on Ring, Shield
Can put enchantment on Head
Magnitude 15 -> 16 (50% achievable without alchemy)
Resist Shock
Magnitude 15 -> 13
Fortify Stamina Rate
Magnitude 10 -> 13
Ghostblade
Extra damage ignoring armour 3 -> 15
Konahrik's Privilege
Added 30% Shout cooldown reduction. Description in effects says 20%, will fix that later.
Savior's Hide
Resist magic 15% -> 20%
New
Absorb spells
Absorb % of the incomming spells.
Can be learned.
**Some pieces of gear with this enchantment will be added soon.
Base magnitude is 8 (same as resist magic).
Can be only put on Body.
---------- 2.01 ----------
General
Max physical resistance 85% -> 80%
**Back to original.
Difficulty
Novice Damage NPC take x2.00 -> 2.00 Damage Player takes x0.50 -> x0.50
Apprentice Damage NPC take x1.50 -> 1.50 Damage Player takes x1.00 -> x0.75
Adept Damage NPC take x1.00 -> 1.00 Damage Player takes x1.50 -> x1.00
Expert Damage NPC take x0.80 -> 0.75 Damage Player takes x2.00 -> x1.50
Master Damage NPC take x0.60 -> 0.50 Damage Player takes x2.50 -> x2.00
Legendary Damage NPC take x0.40 -> 0.50 Damage Player takes x3.25 -> x3.00
**Back to original except player damage output in legendary. Don't worry. There were so many nerfs you won't really feel like dealing too much damage, especially in late game.
Leveling
Illusion
Skill Use Mult 4.60 -> 4.40
Restoration
Skill Use Mult 2.00 -> 2.20
Actor
Ralof
Now has Steel Greatsword instead of Iron Greatsword.
Galmar
Now has Steel Battleaxe instead of Iron Battleaxe.
Warlocks (all evil mages)
Added leveling system same as to bandits etc.
Housecarls
Valdimar (Hjaalmarch)
MagicResistance70 -> MagicResistance60
**Matching new perk system
Alchemy
Effects of potions and ingredients
Fortify Smithing
**Weapons and armor can be improved % more
Premade potions
Potion 20 -> 10
Draught 30 -> 15
Philter 40 -> 20
Elixir 50 -> 25
Player made potions
All ingredients smithing magnitude reduced by 50%, making 50% less effective potions.
Armour
Amulets
Amulet of Akatosh: Absorb spells 10%.
Amulet of Arkay: Fortify health 25 -> 15. Resist fire 15%
Amulet of Dibella:
Amulet of Julianos: Fortify magicka 25 -> 15. Resist shock 15%
Amulet of Kynareth: Fortify stamina 25 -> 15. Resist frost 15%
Amulet of Mara:
Amulet of Stendarr:
Amulet of Talos: Removed 50% resist disease. Fortify shouts 20% -> 25%
Amulet of Zenithar: Carry weight 30 -> 20
All religious amulets value adjusted to be balanced. Enchantment bonus value auto calculated -> constant 200 (180 + 20 from amulet itself)
Saarthal amulet: All spells cost 10% -> 5% less
Arch-Mage
Arch-Mage's Robes: All spells cost 20% less to cast. Magicka regenerates 50% faster (Reduced by 5%)
Arch-Mage's Robes Hooded: All spells cost 30% less to cast. Magicka regenerates 50% faster (Reduced by 5%)
Daedric
Armor: value 3200 -> 2800
Boots: value 625 -> 550
Gauntlets: value 625 -> 550
Helmet: value 1600 -> 1400
Shield: value 1600 -> 1400
Dragon Priest Masks:
Konahrik: Fortify shouts 30% -> 25%
Dragonplate
Armor: value 2125 -> 2000
Boots: value 425 -> 400
Gauntlets: value 425 -> 400
Helmet: value 1050 -> 1000
Shield: value 1050 -> 1000
Dragonscale
Armor: value ->
Boots: value ->
Gauntlets: value ->
Helmet: value ->
Shield: value ->
Ebony
Armor: value 1500 -> 1200
Boots: value 275 -> 250
Gauntlets: value 275 -> 250
Helmet: value 750 -> 600
Shield: value 750 -> 600
Orcish
Armor: value 1000 -> 900
Helmet: value 500 -> 450
Shield: value 500 -> 450
Rings
Gold ring: value 75 -> 60
New
Harkon's Armor
Duplicate of Vampire Royal Armor with new enchantment.
Absorb 20% spells.
Can be disenchanted.
**You can obtain this after you've finished the Dawnguard questline, from Harkon's remains.
Default outfits:
Courier
Back in default outfit, with Steel dagger added.
Harkon (DLC1HarkonOutfit)
Removed Vampire Royal Armor
Added Harkon's Armor
Enchantments
Absorb spells
Magnitude 8 -> 6.4
Fortify Barter
Can't put enchantment on Body
Magnitude 8 -> 6.4
Fortify Carry Weight
Magnitude 16 -> 12.8
Resist Fire
Magnitude 13 -> 16
Resist Frost
Magnitude 13 -> 16
Fortify Heal Rate
Magnitude 13 -> 10.25
Fortify Health
Magnitude 20 -> 16
Fortify Lockpicking
Magnitude 13 -> 12.8
Fortify Magicka
Magnitude 20 -> 16
Fortify One-Handed
Can't put enchantment on feet
Fortify Pickpocket
Magnitude 13 -> 12.8
Resist Shock
Magnitude 13 -> 16
Fortify Stamina
Magnitude 20 -> 16
Fortify Stamina Rate
Magnitude 13 -> 10.25
Fortify Two-Handed
Can't put enchantment on feet
Resist Disease
Can't put enchantment on Ring, Shield
Can put enchantment on Head
Magnitude 32 -> 16
New
Waterwalking
**New formlist
**Copy of Ahzidal's boots, but enchantment is only waterwalking.
**Can be looted from Ahzidal's corpse and disenchanted to learn effect.
Misc
Firewood weight 5 -> 2
Perk
Alteration
Atronach
Now has 2 perk points instead of 1.
First 30% spell absorb that requires 90 and second 50% spell absorb that requires 100 alteration.
Magic Resistance
Now has 2 perk points instead of 3.
First 15% resist that requires 30 and second 30% resist that requires 60 alteration.
**If you already have 3 perks in Magic resistance on you character, you will need to either refresh your alteration into legendary or restore perks for dragon soul where you fought Miraak.
**Just read the Black book that takes you there. Otherwise it will work fine, you don't need to start game all over.
Archery
Critical shot
30: Critical damage x40 -> x20
60: Critical damage x60 -> x30
90: Critical damage x90 -> x45
One-handed
Bladesman
30: Critical damage x40 -> x20
60: Critical damage x60 -> x30
90: Critical damage x90 -> x45
Smithing
Arcane Blacksmith
Required skill 60 -> 50
One-handed
Deep wounds
30: Critical damage x40 -> x20
60: Critical damage x60 -> x30
90: Critical damage x90 -> x45
Shout
Battle Fury
Mid Duration 60s -> 20s
Vur Duration 120s -> 30s
Shaan Duration 180s -> 40s
Call Dragon
Od Cooldown 5 -> 5
Ah Cooldown 5 -> 5
Viing Cooldown 150 -> 300
Cyclone
Ven Cooldown 30 -> 20
Gaar Cooldown 45 -> 30
Nos Cooldown 60 -> 40
Disarm
Zun Cooldown 10 -> 30 Disarms enemies up to level 12 -> 20
Hall Cooldown 20 -> 35 Disarms enemies up to level 20 -> 35
Viik Cooldown 30 -> 40 Disarms enemies up to level 30 -> 50
Dismay
Faas Cooldown 40 -> 30 Enemy max level 7 -> 20 Duration 30s -> 10s
Ru Cooldown 45 -> 40 Enemy max level 15 -> 30 Duration 30s -> 10s
Maar Cooldown 50 -> 50 Enemy max level 24 -> 40 Duration 30s -> 10s
Drain Vitality
Gaan Cooldown 25 -> 20 Duration 30s -> 15s Drain per second 5 -> 20
Lah Cooldown 45 -> 40 Duration 30s -> 15s Drain per second 5 -> 20
Haas Cooldown 65 -> 60 Duration 30s -> 15s Drain per second 5 -> 20
Elemental fury
Su Duration 60s -> 8s
Grah Duration 60s -> 10s
Dun Duration 60s -> 12s
Slow Time
Tiid Cooldown 30 -> 40
Klo Cooldown 45 -> 60
Ul Cooldown 60 -> 80
Summon Durnehviir
Dur Cooldown 5 -> 5
Neh Cooldown 5 -> 5
Viir Cooldown 150 -> 300
Unrelenting Force
Fus Cooldown 10 -> 10
Ro Cooldown 15 -> 15
Dah Cooldown 25 -> 30
Weapon
All bows and crossbows -1 damage. Reverted back to original.
**Falmer bows have damage reduced by 1, same as swords and axes.
Creating bows at forges more difficult. Bows require some firewood and some leather strips.
Akaviri
Sword: value 300 -> 250
**Blades sword
Daedric
Battleaxe: value 2750 -> 2250
Bow: value 2500 -> 2050
Dagger: value 500 -> 410
Greatsword: value 2500 -> 2050
Mace: value 1750 -> 1425
Sword: value 1250 -> 1025
War axe: value 1500 -> 1225
Warhammer: value 4000 -> 3000
Dragonbone
Battleaxe: value 3000 -> 2100
Bow: value 2725 -> 1910
Dagger: value 600 -> 420
Greatsword: value 2725 -> 1910
Mace: value 2000 -> 1400
Sword: value 1500 -> 1050
War axe: value 1700 -> 1190
Warhammer: value 4275 -> 2900
Dwarven
Bow: value 270 -> 250
Elven
Battleaxe: value 520 -> 475
Bow: value 470 -> 430
Dagger: value 95 -> 90
Greatsword: value 470 -> 430
Mace: value 330 -> 310
Sword: value 235 -> 220
War axe: value 280 -> 260
Warhammer: value 565 -> 515
Ebony
Battleaxe: value 1585 -> 1325
Bow: value 1440 -> 1200
Dagger: value 290 -> 255
Greatsword: value 1440 -> 1200
Mace: value 1000 -> 825
Sword: value 720 -> 610
War axe: value 865 -> 720
Warhammer: value 1725 -> 1475
---------- 2.02 ----------
Ability
Diseases
Ataxia
Lockpick and Pickpocket reduction 50% -> 25%
Bone break fever
Stamina reduction 50 -> 25
Brain rot
Magicka reduction 50 -> 25
Sanguinare Vampiris
Health reduction 50 -> 25
**All back to original
Actor
Dark Brotherhood Initiate
Initiate 1
No longer marked essential (????????)
Min level 10 -> 20
Max level 100 -> 80
Initiate 2
No longer marked essential
Added unique mark, which is already present on Initiate 1.
Min level 10 -> 20
Max level 100 -> 80
Alchemy
Fortify Smithing
**Weapons and armor can be improved % more
Premade potions
Duration 30 -> 60
Paralysis
Base cost 500 -> 400
**Created potions will have lesser value and increase alchemy skill slightly slower
**This reduces exploit of planting ingredients and raising alchemy skill ridiculously fast
Armour
Circlets or crowns can now be equiped with hooded robes, but not helmets or hats.
Amulets
Amulet of Dibella: Removed Fortify illusion 10%. Added 30% resist poison.
Arch-Mage
Arch-Mage's Robes Hooded:
All spells cost 25% less to cast. Magicka regenerates 50% faster (Reduced by 5%)
Robes
Any hooded robes can be combined with circlets or crowns, but not helmets or hats.
Necklaces
All necklaces that fortify One-handed and Two-handed inverted into rings, to match the enchanting system.
**JewelryNecklaceSilver -> JewelryRingSilver for Two-handed
**JewelryNecklaceGold -> JewelryRingGold for One-handed
**Value 250 -> 100 to match rings
Enchantments
Fortify Lockpicking
Base magnitude 12.8 -> 10.25
All premade enchantments reduced by 5%
Can't put enchantment on Head
Fortify Pickpocket
Base magnitude 12.8 -> 10.25
All premade enchantments reduced by 5%
Can't put enchantment on Boots
Resist Fire
Can put enchantment on Body
Resist Frost
Can put enchantment on Body
Resist Magic
Can put enchantment on Body
Resist Shock
Can put enchantment on Body
Fixed Waterwalking enchantment for SkyUI (was always showing in active bar).
Perks
Alteration
Atronach
Atronach 90: Absorb chance reduced 30% -> 25%
Atronach 100: Absorb chance reduced 50% -> 40%
Sneak
Assassin's blade
Updated description
Standing Stones
Lord Stone:
Bonus armour 50 -> 80
Bonus magic resistance 25% -> 20%
---------- 2.03 ----------
Cleaned in SSE Edit
Actor
Cultist
Cultists leveling added, same as bandits and other hostiles.
Dragon priest
Dragon priests leveling added, same as bandits and other hostiles.
Dragons
Dragons leveling added, same as bandits and other hostiles.
Thalmor
Thalmor soldiers from A New Source of Stalhrim quest
Leather armor replaced with Elven to match the regular Thalmor set
Thalmor soldiers and wizards leveling added, same as bandits and other hostiles.
Armour
Jester's Clothes
Fortify barter and One-handed 12% -> 15%
**Bit more forgiving if you should decide to spare Cicero
Nightingale
Armor
Boots
Gloves
Lockpicking 15%/20%/25% -> 25%/30%/35%
One-handed 15%/20%/25% -> 25%/30%/35%
Helmet
Illusion 12%/15%/17% -> 15%/17%/20%
Enchantment
Fortify Alteration
Magnitude 8.00 -> 6.40
Fortify Conjuration
Magnitude 8.00 -> 6.40
Fortify Destruction
Magnitude 8.00 -> 6.40
Fortify Health
All premade leveled enchantments changed accordingly to the list.
1: 20 -> 10
2: 30 -> 16
3: 40 -> 22
4: 50 -> 28
5: 60 -> 34
6: 70 -> 40
Magnitude 16 -> 10.25
Fortify Illusion
Magnitude 8.00 -> 6.40
Fortify Magicka
See Fortify Health ^
Fortify Restoration
Magnitude 8.00 -> 6.40
Fortify Sneak
All premade leveled enchantments changed accordingly to the list.
1: 10% -> 12%
2: 15% -> 15%
3: 20% -> 17%
4: 25% -> 20%
5: 30% -> 22%
6: 35% -> 25%
Magnitude 10.25 -> 6.40
Fortify Stamina
See Fortify Health ^
Staff enchantments
Calm
Max level 8 -> 16
Charm
Max level 25 -> 35
Fear
Duration 60s -> 30s
Max level 8 -> 12
Frenzy
Duration 60s -> 30s
Max level 8 -> 16
Fury
Duration 60(30) -> 30(15)
Max level 4(6) -> 8(12)
Mass Calm
Max level 12 -> 24
Mayhem
Duration 60 -> 30
Max level 25 -> 35
Repel undead
Duration 30 -> 15
Max level 4/8 -> 6/12
Rout
Duration 30 -> 15
Max level 12 -> 18
Turn undead
Duration 30s -> 15s
Max level 4/8/12 -> 6/12/18
Weapon enchantments
Banish
Base cost 9 -> 8
Fear
Duration 30s -> 10s
Turn Undead
Duration 30s -> 10s
Red Eagle Max level 13 -> 20
General
Leveling
Lockpicking
Skill Use Mult 45.00 -> 50.00
**Lockpicking will level up faster.
Pickpocket
Skill Use Mult 8.10 -> 7.50
**Pickpocket will level up slower.
Perks
Block
Elemental protection: Updated description.
---------- 2.04 ----------
Ability
Black Book - The Sallow Regent
**Located in Perks in Creation Kit
Seeker of Might
No longer gives 10% improved smithing
Seeker of Sorcery
No longer gives 10% stronger enchantments
Seeker of Shadows
No longer gives 10% stronger potions and poisons
Actor
Bandits
Bandit Bosses leveling added.
**Was skipped earlier
Giants
Giants leveling added.
Spriggans
Spriggans leveling added.
Pit wolf
Updated to match other wolves
Alchemy
The White Phial
Effect 1: Fortify Magicka 20 -> 50
Effect 2: Fortify One-handed 50% duration 60s -> 120s
Effect 3: Fortify Sneak 20% -> 30%
Effect 4: Fortify Stamina 20 -> 50
Effect 5: Resist magic 20% -> 30%
Effect 6: Restore health 100 -> 300
Armour
Amulets
Gauldur Amulet and fragments reworked
Gauldur Amulet
Health, Stamina and Magicka are increased by 30 points. Conjuration spells cost 30% less to cast.
Gauldur Amulet fragment Health
Health is increased by 100. Drains 5 Health points per second from the wearer. Conjuration spells cost 10% less.
Gauldur Amulet fragment Magicka
Magicka is increased by 100. Drains 5 Magicka points per second from the wearer. Conjuration spells cost 10% less.
Gauldur Amulet fragment Stamina
Stamina is increased by 100. Drains 5 Stamina points per second from the wearer. Conjuration spells cost 10% less.
Ebony Mail
Poison damage per second 10 -> 12
Enchantment
Fortify Alteration Robes
Magnitude 5.00 -> 5.12
Regenerate Magicka 10% -> 50%
Fortify Conjuration Robes
Magnitude 5.00 -> 5.12
Regenerate Magicka 10% -> 50%
Fortify Destruction Robes
Magnitude 5.00 -> 5.12
Regenerate Magicka 10% -> 50%
Fortify Illusion Robes
Magnitude 5.00 -> 5.12
Regenerate Magicka 10% -> 50%
Fortify Restoration Robes
Magnitude 5.00 -> 5.12
Regenerate Magicka 10% -> 50%
Resist Fire
Can't put enchantment on body
Can't put enchantment on ring
Resist Frost
Can't put enchantment on body
Can't put enchantment on ring
Resist Magic
Can't put enchantment on body
Resist Shock
Can't put enchantment on body
Can't put enchantment on ring
Staff enchantment
Reanimate corpse
Max level 6 -> 12
New enchantment
Fortify Movement Speed
Magnitude 6.4
Premade enchantments with 10%, 12%, 15%, 17% and 20%. Proper boots added to leveled lists and container. Rare item.
SHOUTS
Fire Breath
Yol Cooldown 30 DPS 50 -> 75 Duration 2s
Toor Cooldown 40 DPS 75 -> 110 Duration 2s
Shul Cooldown 60 DPS 100 -> 150 Duration 2s
Spells
**Some spell costs will increase as a result of auto-calculation.
Conjuration
Reanimate dead body
Novice Max level 6 -> 7
Apprentice Max level 13 -> 15
Adept Max level 21 -> 24
Expert Max level 30 -> 34
Master Max level 40 -> 45
Vampire Raise Dead
Novice Max level 8 -> 9
Apprentice Max level 16 -> 18
Adept Max level 24 -> 27
Expert Max level 30 -> 34
Master Max level 36 -> 41
Restoration
Bane of the Undead
Master Max level 30 -> 35
Circle of Protection
Expert Max level 20 -> 23
Guardian Circle
Master Max level 35 -> 39
Repel Undead
Adept Max level 8 -> 12
Expert Max level 16 -> 20
Turn Undead
Apprentice Max level 6 -> 8
Adept Max level 13 -> 16
Expert Max level 21 -> 25
Standing Stones
Ritual Stone
Max level 25 -> 30
Weapons
Dawnbreaker
Turn Undead Explosion
Max level 30 -> 35
Duration 30s -> 10s
Dwarven
Bow: value 250 -> 270
**Default
Ghostblade
Updated description (15 bonus damage instead of 3)
Damage 8 -> 10 (Was changed earlier but was not written in changelog)
The Longhammer
Damage 21 -> 20
**Now slightly weaker than regular Orcish warhammer, for it's reduced weight and increased swing speed.
Volendrung
Now has unlimited charges
**(Enchantment 3000 -> 0, autocalc -> 0)
Value 450 -> 2000
---------- 2.05 ----------
Actor
Guards and soldiers (Imperial and Sons of Talos templates for all guards/soldiers)
Added perks
Agile defender 60
Juggernaut 40
**They will resist little more damage
Alchemy
Paralysis
Base cost 400 -> 300
**Originally 500
Armour
Rings
The Bond of Matrimony
The wedding ring is now equipped on the left hand so you can always wear it regardless of your other ring.
**Being married now has one solid permanent benefit. It's the only left handed ring now.
Silver-Blood Family Ring
Enchantment 04 -> 06
**Now uses the best premade Fortify Smithing enchantment.
Armor of the Old Gods
Armor, Boots, Gauntlets, Helmet now use 03 enchantments instead of 02
**Just better versions of premade enchantments
**For most enchantments there are 6 premade versions and 1 base enchantment, which is used to calculate your own enchantments, and is learned when you disenchant an item.
**For example, there are gauntlets with 10, 15, 20, 25, 30 and 35% fortify something. You disenchant them and the base enchantment is 10.25%. With your skill, perks and potions you buff that number further.
**Grand souls give 100% enchantment power, greater, common, lesser and petty souls give less power.
Enchantment
Absorb spells
Now uses separate Magic effect rather than the one from Atronach perk. Enchanted items will now gain additional value.
Added several enchanted pieces to formlists, so there is a slight chance that you come by one.
**Steel, Steel Plate, Ebony
Fortify Block
Magnitude 10.25 -> 6.4
Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25
Fortify Lockpicking
Magnitude 10.25 -> 6.4
Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25
Fortify Marksman
Magnitude 10.25 -> 5.12
Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 7, 10, 12, 15, 17, 20
Fortify One-handed
Magnitude 10.25 -> 6.4
Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25
Fortify Pickpocket
Magnitude 10.25 -> 6.4
Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25
Fortify Smithing
Magnitude 6.4 -> 5.12
Premade enchantments (%): 12, 15, 17, 20, 22, 25 -> 7, 10, 12, 15, 17, 20
Fortify Two-handed
Magnitude 10.25 -> 6.4
Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25
Fortify (magic school) & magicka regen aka Robes enchantment
Can no longer be put on cuirass, but only on robes or clothes
** Warriors are less dependable on enchanting.
Movement type
NPC_Default_MT
Walk
Forward 80.10 -> 88.10
**NPC will walk around a little faster
Perks
Archery
Critical shot
Critical damage x20 -> x12
Critical damage x30 -> x24
Critical damage x45 -> x36
Overdraw
Damage per perk point:
20% -> 25%
40% -> 50%
60% -> 75%
80% -> 100%
100% -> 125%
Skill requirement per perk point:
0 -> 0
20 -> 25
40 -> 45
60 -> 65
80 -> 85
One-handed
Armsman
Damage per perk point:
20% -> 25%
40% -> 50%
60% -> 75%
80% -> 100%
100% -> 125%
Skill requirement per perk point:
0 -> 0
20 -> 25
40 -> 45
60 -> 65
80 -> 85
Bladesman
Critical damage x20 -> x10
Critical damage x30 -> x20
Critical damage x45 -> x30
Sneak
Stealth
% increase per perk point
20 -> 10
25 -> 17
30 -> 25
35 -> 32
40 -> 40
Two-handed
Barbarian
Damage per perk point:
20% -> 25%
40% -> 50%
60% -> 80%
80% -> 110%
100% -> 140%
Skill requirement per perk point:
0 -> 0
20 -> 25
40 -> 45
60 -> 65
80 -> 85
Deep wounds
Critical damage x20 -> x12
Critical damage x30 -> x24
Critical damage x45 -> x36
Weapon
Auriel's Bow
Damage 14 -> 15
Nordic Bow
Added Firewood to recipe
Stalhrim Bow
Added Firewood to recipe