▲ 43 r/EnaiRim

Futhark update in 1.5 weeks; any requests?

Confirmed so far:

Mannaz

  • Update AMS synergies (Shamanic Trance/Dream Journey) to work with Audugan
  • Ancestral Protector being 1/day is annoying
  • Warstomp clumsy to use and weakened by delay
  • Warstomp potentially underpowered beyond that
  • Unlimited Rage cheese
  • Shehai x porn mods
  • Harrier visual noise

Freyr

  • Dead Noon needs to scale
  • Roadside Rest underpowered
  • Imperial basic stones underpowered
  • Bulging Pockets too situational
  • Purr outside race pie/Khajiit pie much stronger in Audugan than in Freyr
  • Coyote/Ibex/Black Obelisk underpowered
  • People have opinions about Jinniya of the Lamp

Audugan

  • AMS refund conditions are misaligned
  • Unconquered and Aurora Storm overlap
  • City of Bronze too strong
  • Distant Oasis too strong
reddit.com
u/Enai_Siaion — 10 days ago

FYI: I hear you that Enairim is too hard to balance for mod lists, and am looking to displace Ordinator

Enairim is very rare on Wabbajack because it's imbalanced, specifically Ordinator. Most of the other mods are in a good place, but Ordinator is problematic, and the recent balance patch has not been adopted by most modlists.

Ordinator is 11 years old by this point and quite outdated. I'm looking to deprecate it and replace it with Althing, which will be out by end of year and will be a lot more sensible.

reddit.com
u/Enai_Siaion — 26 days ago

Althing - Alchemy tree proposal

Requires Cassandra

Althing might be standalone after all. Too many integrations and a V++ vision that cannot be implemented into Ordinator without upsetting everyone.

Scaling

  • Crafted potions and poisons: +0.5% effectiveness per level
  • Weapon poisons last for: +1 hit per 10 levels
  • Elemental Oil damage: +2% per level
  • Explosives damage [Cassandra req]: +2% per level

Basic

  • 0 - Alchemy Mastery (2) - Crafted potions and poisons are 25/50% stronger.
  • 60 - Purity - All negative effects are removed from created potions, and all positive effects are removed from created poisons.

Farming

  • 30 - Experimenter - Eating an ingredient reveals all effects.
  • 70 - Green Thumb - Gather twice as many ingredients from most sources.

Benefits

  • 20 - Enhanced - When under the effects of a beneficial potion or ingredient, regenerate 2% of your Magicka and Stamina per second.
  • 40 - Painkillers (2) - When under the effects of a beneficial potion or ingredient, heal 5/10 points per second.

Poisons

  • 30 - Lasting Poison (2) - Poisons applied to weapons last an additional 5/10 hits.
  • 50 - Alkahest - Critical strikes against targets affected by alchemical poisons deal 25% more critical damage.

Efficiency

  • 50 - Lab Skeever - After using an alchemy lab, beneficial potions you drink last 10 times longer. This effect diminishes over the course of 30 seconds.
  • 70 - Double Toil and Trouble - Create twice as many potions or poisons.

Bomberinos [Cassandra]

  • 30 - Alchemist's Cookbook - Create twice as many explosives.
  • 50 - Refined Explosives - Explosives affect a 50% wider area around the character.
  • 60 - Refined Incendiaries - Thermite and Flash Powder effects last twice as long.
  • 80 - Sorcerer - Shock Explosives and Nitroglycerin no longer detonate when you get staggered.
  • 90 - Kaboom! - Detonating an explosive of any kind will detonate all other explosives that character is carrying, except you.
  • 100 - Biological Shield - Daedra Core no longer deals damage to you while carrying it.

Pets [Fury]

  • 40 - Growth Hormones - Tamed animals get an additional 150 points of Health when Well Fed.
  • 70 - Trench Animals - Tamed animals carrying explosives will not be affected when the explosives detonate.
  • 100 - Cauldron Born - Giving your tamed animals poisons has the opposite effect.

Healpots [Cassandra]

  • 20 - Physician (3) - Potions that restore Health, Magicka or Stamina last for an additional 5/10/15 seconds.
  • 90 - Quick Medicine - Potions that restore Health, Magicka or Stamina work twice as fast.

Witchmaster

  • 80 - Witchmaster - When consuming a beneficial potion or ingredient, 50% chance to receive one of 40 powerful side effects.
  • 90 - Chymical Wedding - Witchmaster side effects have 50% chance to cause side effects themselves.

Incontinence

  • 40 - Elemental Oils - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to twice your Alchemy skill level.
  • 60 - Enhanced Elemental Oils - You may choose a second Elemental Oil power. In addition to "Fire Oil", "Frost Oil" and "Shock Oil", you may also choose "Calming Oil", "Frenzy Oil", "Paralysis Oil" or "Hallowed Oil".
  • 90 - Walking Disaster - In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds.

Ingredients

  • 40 - Blaze It (2) - Herbal alchemy ingredients are 4/8 times as powerful due to a more efficient means of consumption.
  • 90 - Symbiosis - Periodically generate random herbal alchemy ingredients in your inventory.
reddit.com
u/Enai_Siaion — 1 month ago

Althing - Alchemy tree proposal

Requires Cassandra

Althing might be standalone after all. Too many integrations and a V++ vision that cannot be implemented into Ordinator without upsetting everyone.

Scaling

  • Crafted potions and poisons: +0.5% effectiveness per level
  • Weapon poisons last for: +1 hit per 10 levels
  • Elemental Oil damage: +2% per level
  • Explosives damage [Cassandra req]: +2% per level

Basic

  • 0 - Alchemy Mastery (2) - Crafted potions and poisons are 25/50% stronger.
  • 60 - Purity - All negative effects are removed from created potions, and all positive effects are removed from created poisons.

Farming

  • 30 - Experimenter - Eating an ingredient reveals all effects.
  • 70 - Green Thumb - Gather twice as many ingredients from most sources.

Benefits

  • 20 - Enhanced - When under the effects of a beneficial potion or ingredient, regenerate 2% of your Magicka and Stamina per second.
  • 40 - Painkillers (2) - When under the effects of a beneficial potion or ingredient, heal 5/10 points per second.

Poisons

  • 30 - Lasting Poison (2) - Poisons applied to weapons last an additional 5/10 hits.
  • 50 - Alkahest - Critical strikes against targets affected by alchemical poisons deal 25% more critical damage.

Efficiency

  • 50 - Lab Skeever - After using an alchemy lab, beneficial potions you drink last 10 times longer. This effect diminishes over the course of 30 seconds.
  • 70 - Double Toil and Trouble - Create twice as many potions or poisons.

Bomberinos [Cassandra]

  • 30 - Alchemist's Cookbook - Create twice as many explosives.
  • 50 - Refined Explosives - Explosives affect a 50% wider area around the character.
  • 60 - Refined Incendiaries - Thermite and Flash Powder effects last twice as long.
  • 80 - Sorcerer - Shock Explosives and Nitroglycerin no longer detonate when you get staggered.
  • 90 - Kaboom! - Detonating an explosive of any kind will detonate all other explosives that character is carrying, except you.
  • 100 - Biological Shield - Daedra Core no longer deals damage to you while carrying it.

Pets [Fury]

  • 40 - Growth Hormones - Tamed animals get an additional 150 points of Health when Well Fed.
  • 70 - Trench Animals - Tamed animals carrying explosives will not be affected when the explosives detonate.
  • 100 - Cauldron Born - Giving your tamed animals poisons has the opposite effect.

Healpots [Cassandra]

  • 20 - Physician (3) - Potions that restore Health, Magicka or Stamina last for an additional 5/10/15 seconds.
  • 90 - Quick Medicine - Potions that restore Health, Magicka or Stamina work twice as fast.

Witchmaster

  • 80 - Witchmaster - When consuming a beneficial potion or ingredient, 50% chance to receive one of 40 powerful side effects.
  • 90 - Chymical Wedding - Witchmaster side effects have 50% chance to cause side effects themselves.

Incontinence

  • 40 - Elemental Oils - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to twice your Alchemy skill level.
  • 60 - Enhanced Elemental Oils - You may choose a second Elemental Oil power. In addition to "Fire Oil", "Frost Oil" and "Shock Oil", you may also choose "Calming Oil", "Frenzy Oil", "Paralysis Oil" or "Hallowed Oil".
  • 90 - Walking Disaster - In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds.

Ingredients

  • 40 - Blaze It (2) - Herbal alchemy ingredients are 4/8 times as powerful due to a more efficient means of consumption.
  • 90 - Symbiosis - Periodically generate random herbal alchemy ingredients in your inventory.
reddit.com
u/Enai_Siaion — 1 month ago

Ord10 (Althing) progress update: The new Conjuration tree!

Here is the new Conjuration tree in the upcoming Ordinator 10 (Althing) update.

Althing will not be released as a separate mod to prevent confusion and reduce clutter; like Summermyst 4 (Anoana), it will be a major update of the original mod, overhauling all trees with 11 years of game design progress.

See here for how the tree currently looks.

The update will be released after Cassandra - Alchemy of Skyrim, which is scheduled for late July, but before EOY 2026.

People seem to be ok with Odin being a requirement. 😌

This one is only partially implemented as it's a lot of junk to account for.

Conjuration:

Open for opinions!

Skill bonuses:

  • Conjuration mana cost -0.4% per level
  • Conjuration spell duration +0.4% per level
  • Bound weapon damage +0.4% per level
  • Can dual cast Conjuration spells for 2.5x cost and 2.5x magnitude.
  • Total attainable duration: 1.4 x 1.3 in robes = 1.82, vs vanilla 1.5

General:

  • 0 - Conjuration Mastery (2) - Cast Conjuration spells for 20/40% less Magicka.
  • 20 - Conjuration Dual Casting - Dual cast Conjuration spells are three times as powerful.
  • 30 - Tower Summoner (2) - Able to summon Daedra and other non-undead minions three times farther away/at any distance.
  • 50 - Circle Summoner - Summoned Daedra and other non-undead minions last three times as long.

Spam:

  • 60 - Legion Commander (2) - You can summon or reanimate 1/2 additional minions.

Daedra:

  • 30 - Warlock (3) - Conjured Daedra get 50/100/150 extra Health and 100/200/300 extra Magicka.
  • 40 - Foolish Mortals (2) - Conjured Daedra get 500 points of armor for 20 seconds after being summoned.
  • 50 - From Hell's Heart - Activate a conjured Daedra to temporarily exile it for 10 seconds. When it returns, a fiery explosion deals up to 200 damage to nearby targets.
  • 60 - Maelstrom - While you charge or concentrate on a spell, your conjured Daedra within 30 feet gain 30% extra attack damage.
  • 80 - Unleash Hell - Conjured Daedra gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed).
  • 100 - Avenged Sevenfold - When your conjured Daedra is destroyed, the killer gets a Daedric disease that inflicts 7 damage per second for 77 seconds to targets without this perk.

Odin dependent:

  • 70 - Elemental Potency - Daedric conjurations now call Potent Daedra that are higher level and more powerful.

Daedra destruction synergy:

  • 50 - Pact Magic - Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet.

Elemental synergy:

  • 90 - Elemental Conflux: While near an atronach, gain a 20% bonus to matching elemental spells and effects, and 50 matching elemental damage to bound weapons.

Spirits:

  • 30 - Shaman (3) - Conjured non-Daedra get 50/100/150 extra Health and 25/50/75% magic resistance.
  • 40 - Feral Spirit - Conjured non-Daedra move 100% faster for 20 seconds after being summoned.
  • 60 - Vision Quest - Activate a conjured non-Daedra to temporarily exile it for 10 seconds. When it returns, you and nearby allies recover 5 points of Health, Magicka and Stamina per level of the conjured creature.
  • 90 - Into The Wyld

Reanimate:

  • 30 - Necromancer (3) - Reanimated minions get 50/100/150 extra Health and deal 20/35/50% extra attack damage.
  • 40 - Ravenous Dead - Reanimated minions deal 200% extra attack damage for 20 seconds after being reanimated.
  • 50 - Embalming (2) - Reanimated minions recover 5/10 points of Health and Magicka per second.
  • 60 - Corpse Gas - Reanimated minions that are destroyed by fire damage within 30 seconds after being reanimated will explode, dealing up to 300 points of fire damage to targets without this perk. You deal five times as much fire damage to your reanimated undead.
  • 70 - Zombie Chargers - Reanimated minions move 50% faster.
  • 80 - Feed the Monster - Able to feed Human Flesh to summoned or reanimated creatures, healing them and increasing Health, Magicka and Stamina by 200 points for 10 minutes. This effect stacks.
  • 100 - Necromaster - Grants finer control over creatures reanimated with powerful reanimation spells (Dread Zombie, Dead Thrall). Able to manipulate their inventory and equip items (if they are humanoid) and they emit a glow when slain that can be seen through walls.

Bound:

  • 20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons, which deal more damage.
  • 30 - Oblivion Binding - Bound weapons cast Soul Trap for 5 seconds, destroy summoned entities, and deal 100 extra damage to non-summoned Daedra.
  • 40 - Phantasmal Binding - Bound weapons ignore armor.
  • 50 - Void Burn - Bound weapons drain 30 points of Magicka and Stamina per second for 5 seconds. When both are depleted, inflicts 30 points of magic damage per second instead.
  • 60 - Hollow Binding - Bound weapons reduce magic resistance by 30% for 5 seconds.
  • 70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
  • 90 - Discordia

Bound/Reanimate crossover:

  • 80 - Brand of the Necromancer - Brand a corpse by striking it with a bound weapon or by delivering the killing blow with a bound weapon attack. Grants 25% attack damage and 100 points of Health when the branded corpse is reanimated or resurrected.

Skellingtons:

  • 20 - Bone Collector - Find 11 types of bones on humanoid corpses. Use the Combine Bones power to create a Skeleton with a base duration of 10 minutes and stats based on your base Magicka. Skeletons do not count against your summon limit. Enemies can only temporarily defeat them, not destroy them.
  • 30 - Dead Tide (3) - Create 1/2/3 additional Skeletons.
  • 40 - Reap and Sow (2) - You loot 60/100% more bones from corpses and recover 50% more/all bones when you destroy a created Skeleton.
  • 50 - Barrow Lord - You may give commands to all Skeletons within 150 feet at once, instead of one at a time. Also grants the "Make Way for Your Lord!" power.
  • 60 - Skeleton Mages (2) - Able to create Skeleton Mages (Fire, Frost, Shock/, Poison, Drain Armor, Stagger). /You may choose their element at the time of creation.
  • 70 - Engraved Bones (2) - Skeletons last twice/three times as long.
  • 80 - Rise Again - Downed conjured Skeletons regenerate twice as fast.
  • 100 - Puppet Master - Your created Skeletons take 25% less damage when you are blocking, deal 25% more attack damage when you are attacking, and their spells are 25% more powerful when you are casting a spell.

Other spells:

  • 40 - Grand Conjurer (2) - Can reanimate, banish or command targets up to 15 levels higher/of any level.

Misc:

  • 40 - Rat King - When entering combat, creates 3 undead Skeevers under your control. Their corpses can be raised, but they dissipate when combat ends. Use the "Merciful King" power to temporarily prevent this ability from activating.
reddit.com
u/Enai_Siaion — 1 month ago

Ord10 (Althing) progress update: The new Destruction tree!

Here is the new Destro tree in the upcoming Ordinator 10 (Althing) update.

Althing will not be released as a separate mod to prevent confusion and reduce clutter; like Summermyst 4 (Anoana), it will be a major update of the original mod, overhauling all trees with 11 years of game design progress.

See here for how the tree currently looks.

The update will be released after Cassandra - Alchemy of Skyrim, which is scheduled for late July, but before EOY 2026.

I'm on the fence whether to make Odin a requirement. It would make things much easier to implement (eg. daedra) but hi there Simonrim discord 👋

Destro:

Open for opinions!

Skill bonuses:

  • Destro mana cost -0.4% per level
  • Destro spell magnitude +0.4% per level
  • Can dual cast Destro spells for 2.5x cost and 2.5x magnitude.
  • Total attainable magnitude: 1.4 x 1.3 in robes = 1.82, vs vanilla 1.5

General:

  • 0 - Destro Mastery (2) - Cast Destro spells for 20/40% less Magicka.
  • 20 - Destro Dual Casting - Dual cast Destro spells are three times as powerful.
  • 50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful.

Fire:

  • 20 - Scarring Burns (2) - Fire spells inflict 25% weakness to fire for 5/10 seconds.
  • 30 - Smolder - Fire spells deal an additional 25% of their damage over 10 seconds.
  • 50 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 10 points of damage per second for 3 seconds on contact.
  • 60 - Pyromancer Ascension - Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 25% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle.
  • 70 - Scorched Earth - Fire spells burn corpses to ash if they are not fire resistant, creating a pyre that burns for 30 seconds. The burning ground deals 25 damage per second for 5 seconds on contact.
  • 90 - Outburst - When you fall below 75 points of Health, a fiery explosion deals 25 damage per second for 4 seconds to nearby enemies. This effect has a 180 second cooldown.
  • 100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for an additional 100 damage, launching them into the air and inflicting 25% weakness to magic for 8 seconds. This effect has a 45 second cooldown.

Frost:

  • 20 - Frostfall (2) - Frost spells reduce the attack damage of their targets by 30% for 5/10 seconds.
  • 30 - Endless Winter - Frost spells slow targets for an additional 5 seconds.
  • 50 - Shatter - Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, inflicting 25% weakness to frost for 10 seconds. This effect stacks.
  • 60 - Iced Earth - Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of damage per second to Health and Stamina for 4 seconds on contact. Frost spells and effects are 50% more powerful against affected targets.
  • 70 - Hypothermia - Frost spells paralyze living targets below 25% Health if they are not frost resistant.
  • 90 - Winter's Majesty - Radiate freezing cold, inflicting 25% weakness to frost. This penalty is applied on top of Shatter.
  • 100 - Glacial Prison - Frost spells immobilize targets in a block of ice for 6 seconds, inflicting 25% weakness to magic. This effect has a 120 second cooldown, but killing a victim affected by Glacial Prison or Hypothermia immediately ends the cooldown.

Ltng:

  • 20 - Short Circuit (2) - Shock spells drain twice/three times as much Magicka.
  • 30 - Jacob's Ladder - Shock spells have 5% chance to deal an additional 100% of their damage as pure damage. Each time this effect fails to trigger, the chance increases by 5% and the damage goes up by 10%.
  • 50 - Crackling Sphere - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
  • 60 - Nova Charge - Dual casting 6 shock spells in combat triggers a shock nova that deals 150 points of shock damage to nearby enemies and staggers them. This can only occur once per battle.
  • 70 - Electroconvulsions - Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
  • 90 - Stormblast - Accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 damage to Health and Magicka.
  • 100 - Reverse Polarity - Hitting a target affected by Crackling Sphere with a shock spell slams the target to the ground, launching nearby targets into the air and inflicting 25% weakness to magic for 10 seconds. This effect has a 60 second cooldown.

Mag:

  • 30 - Crimson Tears - Destro Absorb spells linger for an additional 2 seconds.

Misc:

  • 40 - Hethoth's Disjunction - Enemies affected by a Destruction cloak get 25% weakness to that element.
  • 70 - War of the Elements - Deal 50% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Crackling Sphere, Electroconvulsions or Hypothermia.
  • 80 - Elemental Barrier - Destruction walls and cloaks deal 25% more damage, and the damage persists for 5 seconds.
  • 90 - Elemental Shield - Destruction cloaks grant 50% resistance to their element.

Util:

  • 40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell, unless the target is massive.

Roons:

  • 40 - Runecaster - Can place runes 150 feet farther away.
  • 70 - Lingering Runes - Destruction runes no longer deal instant damage, but inflict a stacking 10 second elemental burn that deals 15% damage per second.
reddit.com
u/Enai_Siaion — 2 months ago

Ord10 progress update: the new Restoration tree!

Here is the new Restoration tree in the upcoming Ordinator 10 (Althing) update.

Althing will not be released as a separate mod to prevent confusion and reduce clutter; like Summermyst 4 (Anoana), it will be a major update of the original mod, overhauling all trees with 11 years of game design progress.

See here for how the tree currently looks.

The update will be released after Cassandra - Alchemy of Skyrim, which is scheduled for late July, but before EOY 2026.

I'm on the fence whether to make Odin a requirement. It would make things much easier to implement (eg. daedra) but would bother those who believe only other people can do that. 🤔

Restoration:

Open for opinions!

Skill bonuses:

  • Restoration mana cost -0.4% per level
  • Restoration spell magnitude +0.4% per level
  • Can dual cast Restoration spells for 2.5x cost and 2.5x magnitude.
  • Total attainable magnitude: 1.4 x 1.4 x 1.3 x 1.25 = 319% vs low health undead, 182% otherwise. Note that Vengeance will affect Restoration spells and effects on self if you are undead. Also note that, unless specifically nerfed, enchantments are Restoration effects, so there's your Necromage.

General:

  • 0 - Restoration Mastery (2) - Cast Restoration spells for 20/40% less Magicka.
  • 20 - Restoration Dual Casting - Dual cast Restoration spells are three times as powerful.
  • 30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 15% more powerful. Each spirit tutor grants one blessing.
  • 30 - Mercy - Restoration spells are up to 40% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
  • 50 - Vengeance - Your attacks and Restoration spells and effects are 25% more effective if the recipient is undead.

Heals:

  • 40 - Respite - Healing spells also restore Stamina equal to their power.
  • 50 - Afterglow - Healing spells linger, healing an additional 100% of their heal amount over 20 seconds, except concentration spells.
  • 70 - Enflamed: The recipient of a healing spell radiates light that deals 15 sun damage per second to nearby enemies for 5 seconds or while concentrating.
  • 90 - Under my Wings - Dual casting a healing spell on yourself also casts it on nearby living or undead allies within 20 feet, except concentration spells.
  • 100 - Perfect Recovery - Healing spells also cure diseases and remove poisons.

Mana:

  • 20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.

Turning:

  • 30 - Banishing Fire - Turn Undead spells inflict sun damage per second equal to half their magnitude, and reduce armor equal to five times their magnitude.
  • 70 - Trumpet Blast - Turn Undead spells disintegrate undead below 30% Health.

Wards:

  • 30 - Intuitive Ward (2) - Wards cost 50% less/no Magicka to maintain.
  • 50 - Crystal Wound (2) - Wards radiate energy that harms enemies at close range, inflicting 5/10 magic damage and draining 10/20 points of Magicka per second.
  • 60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
  • 70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward).
  • 80 - Mage Ward - Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.

Sun:

  • 40 - Sun's Judgment (2) - Sun spells and perks harm the living at 25/50% effectiveness.
  • 80 - Laid Bare - Sun spells dispel all magical effects from targets and destroy their summoned creatures. Dispelling Warrior's Flame in this way causes a detonation that inflicts 150 unresistable damage in a small area around the target.

Poison:

  • 40 - Corrupting Poison (2) - Poison spells and perks still inflict 25/50% of their damage if the target is immune to poison.
  • 70 - Plague Doctor - Nearby enemies get 50% weakness to poison. This can break some immunities.
  • 90 - Slow Death - Poison spells last twice as long.

False light:

  • 40 - Harm (3) - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 25/50/75% of the heal amount.
  • 80 - Venom Chalice - Allows the perks Guardian, Lifekeeper, Sacred Flame and Under my Wings to affect enemies, activating Harm.

Blessings:

  • 50 - Pilgrim - Shrine blessings you receive are 1% stronger per level of Restoration.
  • 90 - Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.

Warrior's Flame:

  • 50 - Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 15 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
  • 60 - Ashes to Ashes - Targets cursed by Warrior's Flame take 15 points of sun damage per second.
  • 70 - Sacred Flame - Targets blessed by Warrior's Flame are healed 15 points per second.
  • 80 - Crusader's Flame - When Warrior's Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration.
  • 90 - Eternal Flame - Warrior's Flame lasts twice as long.

Wheel of Life:

  • 60 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle.
  • 90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.

Heal aura:

  • 20 - Guardian (3) - Radiate a 20 foot aura of protection, healing nearby living allies 2/4/6 points per second.
  • 60 - Lifekeeper - Guardian saves those who fall below 30% Health, healing them 250 points. This effect has a 30 second cooldown per target.

Misc:

  • 90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds.
reddit.com
u/Enai_Siaion — 2 months ago

Looking for opinions for Althing: Heavy/Light Armor, Block, Archery

I'd like to crowdsource some questions to steer development:

  • What do you think should be the purpose of blocking? In vanilla, it just reduces damage while preventing you from attacking back, so there is a good chance blocking actually puts you behind. Timed blocking and retaliation effects can change this equation, but timed blocking seems to go down the road of invulnerability, which makes block skill and shield level useless.
  • What is the preferred location for unarmed perks? Vanilla puts the one in heavy armor, Ordinator moves it to light and allows you to get XP without actually wearing the armor but people don't seem to recognise that you can do that. Steelfeathers' new perk overhaul moves it back to heavy armor. Adamant has a separate perk tree for it, which is a compatibility nightmare if you don't have the level of clout Simon does. None of it seems ideal.
  • What would one expect from an archery tree beyond shooting arrows harder?

Thanks ❤️

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u/Enai_Siaion — 2 months ago

It only took 2 years: https://www.nexusmods.com/skyrimspecialedition/mods/169621

The third Futhark mod after Mannaz and Freyr, now for racial All-Maker Stones.

Audugan changes the way AMS work so you can get them back more easily, but to compensate, you can't dump all 6 into the same boss fight.

Each race has their own collection of All-Maker Stones that tie into their racial abilities from Mannaz.

(Console versions following once this stabilises.)

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u/Enai_Siaion — 4 months ago