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Champion of The Daedra
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Version16
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ZixXixCix ModsUploaded by
harmlessinsanityVirus scan
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I just decided to update the mod description to state: "Requires: Dawnguard and Dragonborn". I had omitted that information for too long, Nexus visitors deserve to be told in advance about these requirements. I should have written that into the description a long time ago. I'm sorry about that.
I am trying to make a brand new load order now that this mod is complete, and this will be posted once I've done a level 1-80 playthrough so that I can help other players have some viable recommendations of mods that I think are most symbiotic to Champion of The Daedra.
I have some ideas that I came up with before taking a break from Skyrim (for a new mod called 'Hexcraft'), that I didn't start on implementing; and I'm also making note of new ideas based on things I feel are missing from Skyrim that I would like to add, to further create a free roaming RPG experience that maximizes replayability, after you've gone through the main & side quests several times but still want more from this special game.
25th July 2020
-=Class Based Rewards Improvements=-
There was a bug that was causing perks to be removed when you unequip a reward item, in that it should not remove the perk if you have earned that perk in the usual way. Now there is a condition which will only add the perk if you do not already have it. This protects you from having perks you earned taken away from you on unequip.
Secondly, the various reward weapons and armors (Mage Ring and Paladin Shield) now have tweaked spells which are not directly vanilla, so that they do not affect any vanilla spells you learn within a playthrough.
Assassin's Invisibility, Mage's Blizzard (does not damage you when cast), Mage's Fire Storm, Mage's Lightning Storm, Crystalskin (Mage and Spellsword variants), Conjure Arcane Atronach (costs 0 magicka), Mage's Grand Healing, Paladin's Close Wounds, Spellsword's Flame Cloak, Spellsword's Frost Cloak, Spellsword's Lightning Cloak, Resilient Ward only cost 50 Magicka, because you have already earned the ability to use these spells by collecting the fragments to acquire them. In the case of concentration based spells, they cost more than 50 magicka as it depends on how long you are casting for.
-=Mara's Protection=-
This is a spell that you can obtain with 3000 Feral Fragments (obtained by killing Velothi Cultists on Shattersky Island, among many other ways) at any Feral Workbench (there are two at the Dicethrower Ship, locate it via the 'Mysterious Ferryman' fast travel point, then use the toy model ship on his boat to travel to Froda Dais Island, alternatively just use the spelltome provided when you start a new playthrough with this mod installed (Dwarven Teleporter).
You can use Mara's Protection to fortify the health of any target npc (but not dwarven constructs or the undead). The fortification amount increases with your level in Restoration. It will cost you 10 health per npc you protect, reducing your total health just once per npc. This means the amount of npcs you can protect is only limited by how much health you have. This represents self-sacrifice, which is why Mara will allow the friend to be protected.
-=Enhanced Racial Powers=-
Vanilla Skyrim allowed us to use racial powers once a day in game time. There are mods available that attempt to change this by making them Lesser Powers, usable as many times as you like.
I've decided to make them usable once every hour. There is a cooldown which must expire before you can re-use them.
Also, their potency in general has been tweaked, for example Dark Elves' Ancestor's Wrath does double the amount of damage it used to. Instead of lasting for 1 minute, these powers last for 3 minutes.
Some of the racial powers are not only tweaked, but developed.
Bretons - Enhanced Dragonskin
Increased Shock Resistance by 100%. Absorb 100% of the magicka from hostile spells for 3 minutes.
Wood Elves - Nature's Call (Summon a Dryad, which is a type of half-Spriggan)
Command Animal (same as before)
Argonians - Histskin Waterbreathing
Since Argonians can already breathe underwater, this buff will actually instead enhance their armor rating, like magic armor spells. It also allows walking on water.
Khajiits - Whisper Fang Technique
Your unarmed fighting will be faster and more powerful, and your claws will scratch causing a slight bleed effect. Can switch to a defensive stance.
Khajiits an also select a skill to gain xp from when consuming raw salmon.
Imperials - Summon a Treasure Goblin
Once a day, Imperials can summon a Treasure Goblin, which will last for 30 seconds. If you manage to kill it, you will get a random amount of septims. Also the goblin's health is randomized, so you will never know if it will be a better result or worse result than the day before.
Imperials still have Voice of The Emporer (mass calm unleveled aoe), which can be cast once an hour and lasts 3 minutes.
Orcs - Orsinium Warrior Form
In addition to Berserker Rage, Orcs get a buff which is activated by wearing any 3 types of orcish armor, excluding shields. This buff will boost your resistance to both Physical & Magic damage, and enhance your ability to use Two-handed weapons, faster movement speed and swing speed (an Orcish Warhammer is provided as part of the buff.)
High Elves - Enhanced Highborn
Regenerate magicka faster for 180 seconds. Your levels in Alteration, Conjuration, Destruction, Illusion, Restoration, Enchanting, Alchemy combine towards your maximum Magicka during Enhanced Highborn.
Dark Elves will have 100% resistance to fire during their Enhanced Racial Power (in addition to the Enhanced Ancestor's Wrath effect)
Nords will have 100% resistance to Frost during their Enhanced Racial Power (in addition to the Enhanced Battle Cry effect)
Bretons will have 100% resistance to Shock during their Enhanced Racial Power (in addition to the Enhanced Dragonskin effect)
Redguards will have 100% resistance to Poison during their Enhanced Racial Power (in addition to the Enhanced Adrenaline Rush effect)
If you want to see some examples of these new features, please visit the ZXCMods Twitter. https://twitter.com/ZixXixCixMods
Load order:
-[ESM] Champion of The Daedra - Molag Bal vs Hircine
-[ESM] Champion of The Daedra (ADD-ON)
-[Optional] Champion of The Daedra - Dark Brotherhood Hardcore
-[ESP] Champion of The Daedra - Add-on 2 (v14)
I had to google it to figure out where it came from since I am re-building my load order but this site might be helpful to you.
https://www.fandomspot.com/skyrim-female-armor-mods/
Also like...is the main file including all of the optional plugins? I linked here from the Jyggalag Greymarch standalone mod: is that mod included with this mod now? Should I download these other separate add-ons in the old files section, such as Desolation of Auriel?
i don't remember EFF being a requirement when betatesting. i think its used to workaround a minor vanilla limitation or something. that being said, since EFF is prety much self-contained, if you install it it should be compatible with every mod list imaginable. i personaly like to use EFF to unstuck vanilla folower and mod follower (serana and rigmor come to mind)
thank you for your interest.
Thanks for your interest in the mod!
https://sf.my.games/en skyforge.fandom.com/wiki/Skyforge_Wiki
It's so similar to what I had as a blueprint for an RPG I have wanted to make before I started working on Champion of The Daedra.
Thanks in advance.
Bec3ta
EDIT: I've found the small boat on the boat my bad.