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Surge101ex

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About this mod

Introduces a new custom perk tree that enhances Atronach summons. ESL-flagged.

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  • Mandarin
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Overview

Atromancy can be defined as a branch of Conjuration magic dedicated to summoning Elemental Daedra, known as Atronachs. Using the Custom Skills Framework, this mod adds a custom perk tree that features 15 new perks, which provide various benefits depending on the type of Atronach (Flame, Frost, Storm) that has been summoned. You can unlock these perks by spending regular perk points.

This perk tree also has its own leveling system. There are two ways to increase your Atromancy level:

1. Every time you summon an Atronach, there is a chance that your Atromancy skill level will increase. The stronger the Atronach you summon, the more likely you are to level up. So for example, summoning a Frost Atronach would yield a greater chance of raising your Atromancy level than summoning a Flame Atronach. 
2. Whenever your conjured Atronach defeats an enemy in combat, there is a chance that your Atromancy level will increase.

The lesser power required to access the perk tree can be obtained by reading its respective spell tome. This tome can be acquired by crafting it at the Atronach Forge. Refer to the Atronach Forge section for the recipe. You can also access the perk tree if you are using Custom Skills Menu - A Custom Skills Framework Unified Menu. However, in order to start increasing your Atromancy level, you MUST first read the spell tome and learn the lesser power as this tome also grants the ability to level up the Atromancy skill.

Perks 

Atromancy "Bend the elements to your will, shaping them into corporeal avatars of destruction that lay waste to your enemies."
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Elemental Conservation (30/60): Atronachs cost 25/50% less magicka to summon.
Elemental Affinity (40/70): While you command a conjured Atronach, your resistance to that Atronach's element is increased by 25/50% and spells of that element are 25/50% more powerful.
Elemental Veil (50): While you command a conjured Atronach, you gain an elemental cloak that matches the Atronach's element during combat.
Elemental Synergy (50): While you have a Fire, Frost, or Shock spell equipped, your conjured Atronachs of the matching element last four times as long.
Elemental Wrath (60): While you command a conjured Atronach, spells of that Atronach's element gain these effects. Fire: Fiery explosion on impact. Frost: Icicles form underneath enemies that reduce movement speed by 50%. Shock: Blinding flash of light on impact that stuns enemies.
Elemental Infusion (60): While you command a conjured Atronach, both you and the Atronach gain these effects. Flame: The ground beneath you constantly catches fire. Frost: Armor rating increases by 200 points and enemies that attack you may become frozen. Storm: Discharge lightning when enemies come near you.
Elemental Legion (60): While you command a conjured Flame, Frost, or Storm Atronach, you may also summon up to two additional Atronachs that are of a different element (Flame, Frost, or Storm only) than the Atronach currently under your control.
Elemental Legion (90): While you command conjured Atronachs, you may summon as many additional Atronachs as possible that are of a different element than the Atronachs currently under your control. (Requires Atronach Add-ons)
Elemental Overload (70): While you command a conjured Atronach with an elemental spell equipped, casting spells may cause these effects. Fire: Enemies ignite and may flee in fear. Frost: Freezing blizzard erupts around you. Shock: Shoots a magnetic orb that pulls in nearby enemies on impact. Your Atronach's attacks also have a chance to cause these effects.
Elemental Bond (70): Your deep connection to Atronachs grants you the Atronach Bond spell, which allows you to transfer your soul into your conjured Atronachs and take control of it temporarily.

Atronach BondTransfer your soul into your conjured Atronach and take control of it for 30 seconds. While in control of the Atronach, its spell and melee damage is increased by 50%. It will automatically attack any enemies on sight. When the Atronach takes damage, you suffer part of the damage as well. If the controlled Atronach is slain, your corresponding elemental spell damage and resistance are reduced by 50%, and you cannot summon another Atronach of that type for 300 seconds.

Elemental Guardian (70): Upon entering combat, if you do not already control a conjured Atronach, a Flame, Frost, or Storm Atronach is summoned to assist you.
Elemental Monarch (80): Your mastery of Atromancy lets you summon powerful Ancient Atronachs. Gain the Conjure Ancient Flame Atronach spell, and at Atromancy skill level 90 and 100, gain the Conjure Ancient Frost Atronach and Conjure Ancient Storm Atronach spells, respectively.

Conjure Ancient Flame Atronach - Summons an Ancient Flame Atronach for 60 seconds wherever the caster is pointing. It can release waves of fire that have a chance to summon Fire Wyrms that will aid it in combat. While the Ancient Flame Atronach is summoned, your fire spells cost 50% less magicka to cast.
Conjure Ancient Frost Atronach - Summons an Ancient Frost Atronach for 60 seconds wherever the caster is pointing. It can unleash explosions of frost that reduce frost resistance by 50% for 10 seconds. While the Ancient Frost Atronach is summoned, your frost spells cost 50% less magicka to cast.
Conjure Ancient Storm Atronach - Summons an Ancient Storm Atronach for 60 seconds wherever the caster is pointing. It can shoot lightning that chains to nearby enemies and has a chance to paralyze them for 5 seconds. While the Ancient Storm Atronach is summoned, your shock spells cost 50% less magicka to cast.

Elemental Dominion (80): Atronachs cannot resist your command. Unbound Atronachs regard you as an ally, while those summoned by enemies are compelled to betray their masters and fight at your side instead.
Elemental Attunement (90): While you have a Fire, Frost, or Shock spell equipped, your conjured Atronachs are empowered. Having a matching element equipped restores 20 points of health per second, while equipping a mismatched element grants them immunity to that element instead.
Elemental Union (100): Your unrivaled supremacy over Atronachs grants you the forbidden Atronach Fusion spell, which allows you to merge your conjured Flame, Frost, and Storm Atronachs into a single, ultimate entity: the Elemental Triad.

Atronach Fusion* - Merge your conjured Flame, Frost, and Storm Atronachs into a single powerful Elemental Triad. Casting the spell again will defuse the Elemental Triad, returning it to its original elemental forms.
*You can cast this spell on Ancient Atronachs to create an even more powerful Ancient Elemental Triad.



Elemental Cataclysm (100): Gain the Atronach Gate power. Once per day, you can channel ancient forces with this power to tear open a rift to Oblivion for 60 seconds, consuming all your magicka in the process and unleashing an endless horde of Unbound Atronachs.


Atronach Forge

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Atromancy Spell Tome - 1 x Fire Salt, 1 x Frost Salt, 1 x Void Salt, 1 x Ruined Book, 1 x Nirnroot, 1 x Daedra Heart
Staff of the Atronachs* - 1 x Fire Salt, 1 x Frost Salt, 1 x Void Salt, 1 x Malachite Ore or Refined Malachite, 1 x Broom, 1 x Greater, Grand, or Black Soul Gem
*Randomly summons a Flame, Frost, or Storm Atronach for 60 seconds.



Atronach Add-ons

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Molten-Iron Atronach Add-on
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Requirement: Mihail's Molten-Iron Atronach

With this add-on installed, Molten-Iron Atronachs are affected by the following perks: Elemental Conservation, Elemental Affinity (Fire), Elemental Veil, Elemental Synergy, Elemental Wrath (Fire), Elemental Infusion (Fire), Elemental Legion, Elemental Overload (Fire), Elemental Bond, Elemental Dominion, Elemental Attunement




Air Atronach Add-on
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Requirements: Mihail's Air Atronach, Air Atronachs SSE, Elemental Destruction Magic Redux, Natura, Abyssal Wind Magic

With this add-on installed, Air and Wind Atronachs are affected by the following perks: Elemental Conservation, Elemental Affinity, Elemental VeilElemental Synergy, Elemental Wrath, Elemental Infusion, Elemental Legion, Elemental Overload, Elemental Bond, Elemental Dominion, Elemental Attunement

Elemental Affinity (40/70): While you command a conjured Air or Wind Atronach, your movement speed is increased by 25/50% and Wind spells are 25/50% more powerful.
Elemental Veil (50): While you command a conjured Air or Wind Atronach, you gain a whirlwind cloak during combat.
Elemental Synergy (50): While you have a Wind spell equipped, your conjured Air and Wind Atronachs last four times as long.
Elemental Wrath (60): While you command a conjured Air or Wind Atronach, Wind spells cause a blast of air on impact that can send enemies flying.
Elemental Infusion (60): While you command a conjured Air or Wind Atronach, you become as light as air. Whenever you jump, a gust of wind propels you into the air and knocks away nearby enemies. You slowly drift back down like a feather afterwards.
Elemental Overload (70): While you command a conjured Air or Wind Atronach with a Wind spell equipped, casting spells may spawn tornados that will send enemies flying. Your Atronach's attacks also have a chance to spawn tornados.
Elemental Bond (70): Transfer your soul into your conjured Air and Wind Atronachs and take control of it for 30 seconds. While in control of the Atronach, its spell and melee damage is increased by 50%. It will automatically attack any enemies on sight. When the Atronach takes damage, you suffer part of the damage as well. If the controlled Atronach is slain, your Wind spell damage and movement speed are reduced by 50%, and you cannot summon another Air or Wind Atronach for 300 seconds.
Elemental Attunement (90): While you have a Wind spell equipped, your conjured Air and Wind Atronachs are empowered. Having a Wind spell equipped restores 20 points of health per second, while equipping a Fire, Frost, or Shock spell grants them immunity to that element instead.



Coral & Water Atronach Add-on
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Requirements: Mihail's Coral Atronach, Water AtronachElemental Destruction Magic ReduxNatura

With this add-on installed, Coral and Water Atronachs are affected by the following perks: Elemental ConservationElemental AffinityElemental VeilElemental SynergyElemental WrathElemental InfusionElemental LegionElemental OverloadElemental BondElemental DominionElemental Attunement

Elemental Affinity (40/70): While you command a conjured Coral or Water Atronach, your magicka regeneration rate is increased by 25/50% and Water spells are 25/50% more powerful.
Elemental Veil (50): While you command a conjured Coral or Water Atronach, you gain a water cloak during combat.
Elemental Synergy (50): While you have a Water spell equipped, your conjured Coral and Water Atronachs last four times as long.
Elemental Wrath (60): While you command a conjured Coral or Water Atronach, Water spells cause an explosion of water on impact that soaks enemies, which reduces their shock and frost resistance by 25% but increases their fire resistance by 25% for 10 seconds.
Elemental Infusion (60): While you command a conjured Coral or Water Atronach, both you and the Atronach constantly leak puddles of water during combat that restores 20 points of magicka per second to you and any allies that touch it.
Elemental Overload (70): While you command a conjured Coral or Water Atronach with a Water spell equipped, casting spells may spawn geysers that will violently erupt every few seconds and damage nearby enemies. Your Atronach's attacks also have a chance to spawn geysers.
Elemental Bond (70): Transfer your soul into your conjured Coral and Water Atronachs and take control of it for 30 seconds. While in control of the Atronach, its spell and melee damage is increased by 50%. It will automatically attack any enemies on sight. When the Atronach takes damage, you suffer part of the damage as well. If the controlled Atronach is slain, your Water spell damage and magicka regeneration rate are reduced by 50%, and you cannot summon another Coral or Water Atronach for 300 seconds.
Elemental Attunement (90): While you have a Water spell equipped, your conjured Coral and Water Atronachs are empowered. Having a Water spell equipped restores 20 points of health per second, while equipping a Fire, Frost, or Shock spell grants them immunity to that element instead.







FAQ

Q: Is this mod compatible with ______________?

A: Probably. I designed this mod with compatibility in mind. No direct edits were made to vanilla records.

Q: ESL-flagged?

A: Yes.

Credits

Mihail - Elemental Triad
Meh321 Custom Skills Framework
MaskedRPGFan - FormList Manipulator