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<--Weapons-->
- Absorb Armor: Absorbs
- Absorb Critical Chance: Absorbs
- Absorb Speed: Absorbs
- Beaconbound: Deals
- Bountiful Hunt: Animals are
- Clumsy:
- Command Daedra: Takes control of summoned Daedra of level
- Counterspell: If the target is casting a spell,
- Disease Damage: Causes
- Dispel:
- Drain Armor: Reduces armor rating by
- Drain Skills: Reduces all skills by
- Enfeeble: Reduces a target's attack damage by
- Exemplar: Boosts the wielder's skill levels to match those of the target for
- Fire Blast: Causes a fiery explosion for
- Fire Damage Lingering: Burns the target for
- Fratricide: Deals
- Frost Blast: Causes a freezing explosion for
- Frost Damage Piercing: Target takes
- Heal: Heals the target
- Hidden Serpent: Victims take
- Illusory Burden: Temporarily reduces a target's Health by
- Jagged: Deals
- Killstreak: Deals
- Leprosy: Reduces the target's skill levels to match those of the wielder for
- Overbearing: Deals
- Phantom Strike:
- Piercing: Deals
- Poison Blast: Causes a poison explosion for
- Poison Damage: Causes
- Power Surge:
- Pushback:
- Quicken Shouts: Reduces shout cooldown by
- Resonance: Deals
- Riposte: If the target is attacking, staggers
- Shock Blast: Causes a shock explosion for
- Shock Damage Percentage: Target takes
- Slay Living: Kills living target with
- Sound: Creates a distracting noise that makes spellcasting
- Steal Weapons:
- Storm Surge:
- Stunted Vitals: Prevents regeneration for
- Sunlight: Scorches undead for
- Throw:
- Wailing:
- Warrior Rend: Enemies with more Stamina take magic damage equal to
- Wizard Rend: Enemies with more Magicka take magic damage equal to
<--Armor-->
- Aedric Blessing: ???? :)
- Alchemy Mastery: Alchemy effects last twice as long.
- Battle Momentum: Attacking with a weapon restores Stamina equal to
- Berserker: Power attacks cost half Stamina below half Health.
- Blink Step: Teleport up to
- Block Disarm:
- Brawn over Brains: Weapons do
- Bulwark: While blocking, increases armor rating by
- Cheat Death: You take half damage from attacks at
- Circle of Protection:
- Cull the Herd: Attacks deal
- Cure Disease:
- Deep Breath:
- Defy Magic: Reduces incoming fire, frost and shock damage by one third when resistance is zero.
- Double Healing: Healing spells and effects are twice as effective.
- Double Runes: Can place twice as many runes.
- Double Turning: Doubles the magnitude and duration of Turn Undead spells.
- Empower Destruction: Destruction spells are
- Empower Illusion: Illusion spells are
- Empower Restoration: Restoration spells are
- Enchanter's Touch: Disenchanted items are not destroyed if their enchantment has a magnitude of
- Enchantment Mastery: Halves the charge cost of weapon enchantments.
- Evermyst: Non-damaging weapon enchantments last four times as long.
- Explorer: Periodically reveals map markers within
- Extend Alteration: Alteration spells last
- Extend Conjuration: Conjurations spells last
- Fence: Can sell stolen items to any merchant.
- First Blood: When entering combat, you deal
- Fool's Gold: Grants
- Fortify Attributes: Increases your Health, Stamina and Magicka by
- Fortify Combat Speed: In combat, gradually increases movement speed by up to
- Fortify Long Range: Bows deal
- Fortify Mounted Combat: While mounted, weapons do
- Fortify Power Attacks: Power attacks deal
- Fortify Sneak Attacks: Sneak attacks deal
- Fortify Swim Speed: Increases swim speed by
- Gladiator's Glory: Grants
- Hardening Armor: In combat, increases armor rating by
- Healing Cloak: Heals the target
- Increased Experience: All skills increase
- Intuitive Magic: Novice spells are free to cast.
- King of the Lost: Calls an immortal ghost of ages past to your side to fight for you.
- Light: Creates a zone of light.
- Link Health and Magicka: Adds
- Link Health and Stamina: Adds
- Link Magicka and Stamina: Adds
- Lucky Health: <5>% chance per second to restore
- Lucky Magicka: <5>% chance per second to restore
- Lucky Stamina: <5>% chance per second to restore
- Mage Ward: While dual casting a spell, protects against spells for up to
- Marathon: When out of combat, gradually increases movement speed by up to
- Negate Magic: Grants immunity to incoming fire, frost and shock damage when resistance is <150>% or higher.
- Nova: When you fall below <15>% Health, casts a force wave that tosses enemies (
- Optimize Attributes: Temporarily transfers
- Perception: See item names and values at a distance.
- Phantoms of the Wild: Automatically calls a spectral wolf to your side to fight for you (
- Philosopher's Stone: Generates
- Power Addict: When casting a spell, drains Health equal to
- Powerbond: Increases the Health of friendly summoned creatures within
- Protection from Basic Spells: Halves fire, frost and shock damage taken from Novice and Apprentice spells.
- Rebuke:
- Resist Basic Weapons: Reduces damage taken from weapons made out of basic materials by
- Rising Magicka: When entering combat, Magicka is fully depleted, then regenerates
- Scroll Mastery: Scrolls are twice as effective.
- Sequester Magicka: Stores
- Shalidor's Shield: Casting a spell increases armor rating by
- Silvermyst: Weapon enchantments that deal non-elemental damage are twice as powerful.
- Smoke and Mirrors: When casting a spell,
- Sorcerous Health: Casting a spell restores Health equal to
- Sorcerous Stamina: Casting a spell restores Stamina equal to
- Soul Charge: Periodically fills your biggest empty soul gem (
- Spell Eater: Health: When struck by a hostile spell, restores Health equal to
- Spell Eater: Magicka: When struck by a hostile spell, restores Magicka equal to
- Spell Eater: Stamina: When struck by a hostile spell, restores Stamina equal to
- Spurs: All mounts move <30>% faster.
- Steadfast Magic: Immune to stagger while dual casting a spell.
- Tremor: Jump in combat to stagger nearby enemies (
<--Changes to vanilla enchantments-->
General
- Armor enchantments are no longer erroneously buffed by Restoration elixirs (incl. Saarthal Amulet).
- Weapon enchantments are properly animated.
Absorb Magicka
- Fixed incorrect name ("Drain Magicka").
- Disenchanting Drainspell Bow no longer grants a duplicate Absorb Magicka enchantment.
Absorb Stamina
- Disenchanting Drainheart Sword no longer grants a duplicate Absorb Stamina enchantment.
Articulation
- No longer erroneously keyworded as a fortify sneak effect.
Fortify [Magic school]
- These enchantments are now capped at 75% cost reduction (can be turned off in the MCM).
Fortify Shouts
- Now locked at 20% (due to the way the enchantment works, the number does not change when the magnitude does. Since the magnitude is not supposed to scale unless something goes wrong, making it not scale is not a nerf but will ensure the number is correct).
Fortify Unarmed Damage
- No longer erroneously considered an Alteration effect.
- Has been given a different magiceffect, because the original was used by Werewolf claws and various NPC creatures. This keeps the enchantment safe from other mods.
Frost Damage
- The slow now kicks in (and wears off) when it should and not just when the target performs a different animation, making it much more effective. To compensate, the slow no longer scales with enchantment power and no longer stacks with itself. The same fix has been propagated to frost spell slows and slowing elixirs.
Resist Magic
- Disenchanting Shield of Solitude no longer grants a duplicate Resist Magic enchantment.
Stamina Damage
- No longer erroneously considered a fire attack.
<--Changes to special vanilla enchantments-->
Briarheart Geis
- Fixed a condition bug that made this enchantment not work against any targets.
- Magicka cost is no longer 0.
- The enchantment now counts as non-elemental damage.
- Changed damage type to untyped (see Huntsman's Prowess).
! The Briarheart Geis (the weapon) cannot be found in the vanilla game due to an oversight, but mods such as Cutting Room Floor restore it to the game.
Huntsman's Prowess
- The enchantment now counts as non-elemental damage.
- Changed damage type to untyped (it was affected by armor rating, which was an oversight because it treats it as a resistance, meaning the enchantment deals 0 damage against targets with 100 or more armor).
Keening's Sting
- Now has a realistic charge cost instead of 1.
- The weapon Keening was fixed so it has an actual charge level instead of 0, which caused the enchantment to stop working after one hit and then not allow recharging.
Notched Pickaxe
- The Smithing skill bonus now works.
- The Smithing skill bonus is no longer affected by Alteration elixirs.
Shadowthrive, Shadowsight, Shadowstrike, Shadowstrength
- Linwe's armor pieces can be disenchanted, but the enchantments could not be applied to any items. This has been fixed so they can now be applied to custom items of the same type as the original.
Silent Moons Enchant
- Fixed a bug that made this enchantment do no damage.
- Now deals +50% damage under a clear sky.
! Its odd damage type (keyword = fire damage, resistance = magic resist) is left untouched since it might be on purpose.