About this mod
Some actually interesting enchantments added to the game.
- Requirements
- Permissions and credits
This mod replaces vanilla weapon enchantments with an entirely new and significantly more interesting collection. It also adds a few slingshot-exclusive enchantments.
In addition, this mod optionally replaces the generic vanilla "Forged" text in weapon tooltips with actual configurable gemstone sockets.
Melee Weapon Enchantments
- Haymaker: Unchanged from vanilla.
- Blasting: Absorbs and stores the damage from enemy hits (before mitigation). The next special move releases twice the accumulated damage as an explosion.
- Carving: Attacks on-hit reduce enemy defense by 1 point (continuing below zero). Armored enemies (i.e., Armored Bugs and shelled Rock Crabs) lose their armor when their defense is reduced to zero.
- Cleaving: Attacks on-hit spread 60% - 20% (based on distance) of the damage to other enemies around the target.
- Mammonite: Attacks that would leave an enemy below 10% max health immediately execute the enemy, converting the remaining health into gold. Each consecutive takedown increases this threshold by 1%, resetting when you take damage.*
- Shocking: Moving and attacking generates energy, up to 100 stacks. At maximum stacks, the next attack causes a powerful electric discharge which deals heavy damage in a large area.
- Piercing: Replaces the defensive parry special move with a stabbing lunge attack. Sword only.
- Sunburst: Deal 50% more damage to shadow and undead monsters. Weapon swings create a mid-range sunlight projectile which blinds enemies upon collision. Prevents Mummies from resurrecting.
- Vampiric: Enemy takedowns recover some health proportional to the enemy's max health. Excess healing is converted into a shield for up to 20% of the player's max health, which slowly decays after not dealing or taking damage for 15s.
- Wabbajack: Causes unpredictable effects.**
* Hard caps at 1000 HP. To prevent cheesing boss monsters from expansion mods, this is implemented as a percentage chance per hit, with the chance being near-zero close to the 1000 HP hard cap and near 100% for regular monsters.*
** Example effects: execute or fully-heal the enemy; apply a random debuff; grow or shrink the enemy; split the enemy in two; transform enemy into a random animal; transform the enemy into a random amount of cheese.*
Slingshot Enchantments
- Shocking: Moving and shooting generates energy, up to 100 stacks. At maximum stacks, the next shot carries an electric charge, which discharges dealing heavy area damage when it hits an enemy.
- Chilling: Progressively chills enemies on hit for 2 seconds, freezing after stacking 3 times.
- Quincy: Attacks fire an energy projectile if no ammo is equipped. The projectile is stronger at lower health. Only works when enemies are nearby.*
- Reverberant: Summons two "echoes" of the fired projectile, that auto-aim at the nearest enemy after a short delay. Only works when enemies are nearby.**
* Quincy projectiles have no knockback. Damage increase by 50% below 2/3 max health, and again to by 100% when below 1/3 (the projectile will change color to reflect this). If Walk Of Life is installed and the player has the Rascal profession, Quincy projectiles can be fired even if a different ammo is equipped in the second ammo slot. If the player also has the Desperado profession, the Quincy projectile's size will be increased proportionally by overcharge instead of its velocity and knockback.*
** Echo projectiles inherit 60% of the main projectile's damage.
UNINSTALLING
Before uninstalling this mod, you must remove all enchantments from your existing weapons and save the game. Failure to do so may brick your save file.
Credits & Special Thanks
- Bethesda Game Studios for Skyrim
- Gravity for Ragnarok Online
- Riot Games for League Of Legends
- Tite Kubo for Bleach