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0NorthernWinds

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0NorthernWinds

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About this mod

Adds the ability to buy passive buffs and abilities to your character with gold. Once purchased and learned from the appropriate spell tome, these abilities will always be applied to your character under "Magic Effects". Designed primarily as a way to make gold more useful to your character.

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xbox port available here thanks to Snipey360

Overview:
I've always found at a certain point in my playthroughs, gold begins to lose its value as you run out of things to buy. The goal of this mod is to add another use for gold in the form of the ability to buy passive buffs that will permanently be applied to your character. This mod adds two Khajit mages to the game - Za'bar and Tashima - who travel with the caravans selling rare Tomes of Arcane Knowledge. Learning a spell from one of these tomes will grant your character a permanent buff/ability that will be listed under your "Magic Effects." I was inspired by the mod, Books of Wisdom, but rather than finding the books as loot as you explore, with this mod you spend your hard-earned gold to obtain them. The values of the tomes are set between 3,000-4,000, which I feel is fair for a permanent ability, and this is essentially a gold sink mod after all.

So what abilities do the tomes grant? I have listed them all below. There are some here for every type of build. All of the abilities from this mod will stack with vanilla perks/abilities with a couple caveats noted below.

Spell Tomes:
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  • Arcane Knowledge of Botany - Created potions and poisons are 15% stronger.

  • Arcane Knowledge of Souls - Items are enchanted 15% stronger.

  • Arcane Knowledge of the Forge - Weapons and armor are improved 15% better.

  • Arcane Knowledge of War - Attacks with all weapons now do 15% more damage.

  • Arcane Knowledge of Summoning - You can have one more conjured or re-animated summon.

  • Arcane Knowledge of Shifting - Alteration spells last 15% longer.

  • Arcane Knowledge of the Elements - Destruction spells do 15% more damage.

  • Arcane Knowledge of the Mind - Illusion spells work on opponents 8 levels higher.

  • Arcane Knowledge of Life - Restoration spells are 15% stronger.

  • Arcane Knowledge of Casting - Casting cost of all spells is reduced 15%.

  • Arcane Knowledge of Avoidance - 10% chance to avoid all damage from a melee attack.

  • Arcane Knowledge of Fletching - Your arrows cause bleeding damage.

  • Arcane Knowledge of Misdirection - Pickpocket success is 15% better.

  • Arcane Knowledge of Shadows - You are 15% harder to detect while sneaking.

  • Arcane Knowledge of Slaughter - A sweeping attack with any melee weapon now hits all targets in range.

  • Arcane Knowledge of Absorbtion - 15% chance of spell absorbtion.

  • Arcane Knowledge of Flamebreak - 15% fire resistance.

  • Arcane Knowledge of Frostbreak - 15% frost resistance.

  • Arcane Knowledge of Grounding - 15% shock resistance.

  • Arcane Knowledge of Protection - 15% magic resistance.

  • Arcane Knowledge of Antivenom - 15% poison resistance.

  • Arcane Knowledge of Revenge - Reflect 10% of all melee damage back to the attacker.

  • Arcane Knowledge of the Voice - Shout cooldown time is reduced 10%.

  • Arcane Knowledge of Poison - Poisons applied to weapons last two more hits. * (check notes below)

  • Arcane Knowledge of Striking - Critical hit chance increased 15%. Critical hits now do double damage. * (check notes below)


Where do I find the tomes?

Sold by the Khajit mage merchants, Tashima and Za'bar. Tashima travels with Ma'dran's caravan and Za'bar travels with Ahkari's caravan. If the leader of either of those caravans is killed, they will move to Ri'saad's caravan. I created separate merchants for maximum compatibility. No conflicts with other mod's container edits.

How much do the tomes cost?

The values are set at either 3,000 or 4,000. Final price will be determined by your speech skill and other mods you use that affect bartering prices, like Trade and Barter. So they can end up being pricey but that was the point. I wanted to give another use for gold that incentivizes continuing to loot dungeons well into the late game. Also these perks/abilities are permanent, so I feel the values are fair.

Compatibility

I haven't edited any vanilla perks, any levelled lists, or any vanilla merchant containers. So it should be pretty compatible. The two merchants follow the Khajit caravans, so any mod that effects those will probably also effect my merchants.

Recommended Mods

If you're into gold sink mods that give you ways to spend gold to improve your character, this mod synergizes well with Buy Stats and Perks.

Stacking Notes

1. If you want my ability Arcane Knowledge of Poison to stack with the vanilla Concentrated Poison perk, you need to LEARN MINE FIRST. This is because of the way the Concentrated Poison perk is set up in the CK. It uses a set value, rather than add to value, which doesn't make sense to me but that's how it is. I didn't want to touch the vanilla perks in any way, so learn mine first to get them working together. If you get the Concentrated Poison perk first, it will lock in your poison hits at 2 even after using my tome.

2. If you combine my Arcane Knowledge of Striking tome with the vanilla Bladesman or Critical Shot perks, it will lock in your critical hit chance at whatever the vanilla perk says it is (ie 15% for the second rank of Bladesman). Again, this is the way the perk is set up in the CK. However, the extra critical damage DOES stack together. So you may still find them useful to use together.

Those are the only two abilities in the mod that have minor issues stacking with vanilla perks.