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v1.3.01:

- Fixed error in BAIN wizard

v1.3:

SkyRe-Main:

Added perks:
- Lore: Foreign Armor (Wayfarer)
Unlocks secondary effects for Falmer, Bonemold, Chitin, Morag Tong, Nordic
and Stalhrim armor.

Modified perks:
- Blood Magic: Now won't take 25% of your maximum health when casting
a spell, but will instead start at 25% of the spell's base Magicka cost
as damage
- Blood Sacrifice: Nerfed to only provide 2% less BM damage
- Blood Wound: Nerfed to only provide 2% less BM damage
- Quick Reflexes: Now extends timer to 0.5/0.6 seconds
- Rising Wings: Nerfed rank 2
- Harmonize: Included draugr material

Modified spells:
- Brainmelt Syndrome: Now makes each spell cost an additional 50 Magicka
(old implementation didn't work).
- All reanimation spells: They will only grant Conjuration experience if
caster and zombie are in the same cell
- All "conjure atronach" spells: Greatly increased skill experience gain

Removed spells:
- Mirror Magic
- Inverse Mirror Magic
Didn't work.


- Improved timed blocking reaction time (kudos to tktk1). It now works very differently; you'll
likely need to do
stopquest xxxSkyReMainQuest
startquest xxxSkyReMainQuest
before it starts working, maybe save/reload.

- Included Rikke's Longbow, Legate Longbow, NIghtingale Longbow and Mehrune's Longbow from Recurve Longbows 4.4
Rikke's Longbow is carried by ... Sanchez, the Legate Longbow appears on
Imperials, and Mehrune's Longbow is carried by a certain collector, and
the Nightingale Longbow is carried by a former Nightingale
- Reduced timed blocking base tolerance to 0.4 seconds
- Added "cooldown" to timed blocking - you can not just spam the block button
- Changed description of Solonor
- Reduced aggression on skeletons via script (kudos to Jjiinx)
- Modified Rahgot's effect to not work on dragons
- Added proper explosion to "Arcane Archery - Great Fireball"
- Altered descriptioin of "Minddweller"
- Made unarmed weapons greedy
- Turned a few spells into Daedric cows
- Changed how "Phase Shift" and "Combat Shift" work - they no longer mess with summons.
Also altered visuals.
- Buffed effect on "Helm of Yngol"
- Altered visual effects on "Arcane Archery - Thunderstrike"
- Altered visual effects on "Arcane Archery - Winter's Breath"

- Fixed equip slot for "Arcane Archery" abilities
- Fixed "Bound Shortbow" description
- Fixed issue where harvesting a corpse would still add actors to te related faction
- Fixed issue where you couldn't toggle off "Arcane Archery - Great Fireball"
- Fixed legacy script that prevented the Dragonrend Longbow from working in SkyRe
- Fixed "Monkey's Trickery"'s restrictions of stealing only one weapon per target persisting through
respawns
- Fixed "Fear", "Fury" and "Calm"'s restrictions of only one application per target persisting through
respawns
- Fixed Eastern Dwemer Longbow
- Fixed issue where "Enchanted Quiver" rank 1 would boost Arcane Archery spell cost
- Fixed equip slot inconsistencies on "Dragonflesh"
- Fixed perks from 1.2 not being respec'd
- Fixed issue where you could multiply dwemer automatoi by picking them up
fast enough
- Fixed issue where "Curse of Infestation" could jump on its own spiders
- Fixed "Curse of Infestation" spell tome text
- Fixed the block debuff on "Enhance Weapon - Entangle"
- Fixed "Enhance Weapon - Elemental Maelstrom"
- Fixed "Knockout", hopefully
- Fixed mis-linked effects on "Rising Wings"
- Fixed casting animation on "Clad in Shadows"
- Fixed description on all "plague" spells. They work in 25 feet range.
- Fixed two possible script errors on player-made traps
- Fixed Backlash rank 3's "next perk"
- Fixed Ironflesh description
- Fixed issue where Ironflesh's secondary effect would stack with itself
- Fixed issue where "Mark Of Decay" would work on dead stuff

- Fixed block material on blade of sacrifice


- Fixed block material on Nightingale Blade
- Fixed detection sound level on Nightingale Shortbow
- Fixed block material on daedric hatchet
- Fixed bash impact set on daedric longbow
- Fixed draw and sheathe sound on silver dagger
- Fixed attack fail, draw and sheathe sound on daedric nodachi
- Fixed attack fail, draw and sheathe sound on iron nodachi
- Fixed attack fail, draw and sheathe sound on silver nodachi
- Fixed attack fail, draw and sheathe sound on steel nodachi
- Fixed attack fail, draw and sheathe sound on daedric bastard sword
- Fixed attack fail, draw and sheathe sound on eastern dwemer bastard sword
- Fixed attack fail, draw and sheathe sound on ebony bastard sword
- Fixed attack fail, draw and sheathe sound on orcish bastard sword
- Fixed attack fail, draw and sheathe sound on silver bastard sword
- Fixed attack fail, draw and sheathe sound on steel bastard sword
- Fixed impact data set and bash impact data set on falmer longbow
- Fixed attack fail sound on Solonor
- Fixed anti-undead effect on Silver Battleaxe
- Fixed crit damage on Mehrune's Razor
- Fixed impact data set, bash impact data set, block material, equip sound
and unequip sound on fork
- Fixed block material and crit damage on Volendrung
- Fixed crit damage and attack fail sound on Wuuthrad
- Fixed missing keyword on Iron Longbow
- Fixed equip sound, unequip sound and detection sound level on Blade of Sacrifice
- Fixed equip type, equio sound, unequip sound, and detection soudn level on Shiv
- Fixed equip type amd crit damage on Rockplinter
- Fixed crit damage on dragon priest dagger
- Fixed equip and unequip sound on blade of woe (Astrid and player version)
- Fixed attack fail sound, block material, crit damage and detectio sound level of nettlebane
- Fixed equip and unequip sound of bloodthorn
- Fixed attack fail sound on Auriel's Bow
- Fixed crit damage on bow of the hunt
- Fixed block material, bash impact data set, impact data set, equip sound
and unequip sound on fork
- Fixed attack fail sound on nordic longbow
- Fixed crit damage on chillrend
- Fixed flags on follower hunting bow
- Fixed crit damage and detection sound level of Keening
- Fixed crit damage, impact data set, attack fail sound, equip sound and unequip sound
on executioner's axe
- Fixed default race on helm of yngol
- Fixed BOD2 data on Gauntlets of the Old Gods
- Fixed BOD2 data on Boots of the Old Gods
- Fixed BOD2 data on Tumblerbane Gloves
- Fixed keywords on all linwe gear
- Fixed keywords block bash impact data set and block material on dawguard shield
- Fixed Miraak's boots to behave like clothing
- Fixed Miraak's Gloves to behave like clothing


SkyRe-Races:

- Modified "Histskin" (again)
Was very annoying to use. So it's now the exact opposite - a passive ability. I still miss the
original RaRe fast, one-button Histskin mode switch....

What it does now:

While Health is at 75% or lower, Health regeneration is boosted by 50%.
While Health is at 50% or lower, Health regeneration is boosted by 75%.
While Health is at 25% or lower, Health regeneration is boosted by 100%.

Stamina and Magicka regeneration behave the same.

- Modified "Channel Magicka"
It works differently and is displayed in the active effects now

- Fixed invalid conditions on "Survival Instinct"

SkyRe-Enemy Scaling:

- Removed the perks I copied over from SkyRe-Main and distributed. Use ASIS instead.

SkyRe-Survivalism:

- Fixed issue where respec perk list was outdated (same as main module)
- Adjusted to work with new Wayfarer perk

v1.2:

SkyRe-Main:

- Did a deep merge with Grantiz's "Recurve Longbows" and its addons for Dawnguard and Dragonborn.
From now on, all vanilla bows are shortbows, and all of Grantiz's bows are longbows. That means
bow types are no longer limited by material. Yay!


Added perks:
- Arcane Archery (Enchanting)
Grants you three toggleable abilities; only one may be active at any time. Each of these
abilities causes you to automatically cast a spell whenever firing an arrow that is fully
drawn back - as long as your magicka is above 50%. The spells cast are "Winter's Breath"
(20 frost damage to health and stamina, 3 second slow), "Great Fireball" (30 fire damage)
or "Thunderstrike" (20 damage to health and stamina, chain-lightning). They do scale in damage
with everything that boosts destruction spell damage, trigger spell sneak and work with
"Elemental Ram". They do not gain secondary effects from other perks. They level "Enchanting".
All spells consume 30 magicka per cast. Their cost is only affected by "Enchanted Quiver".
- Enchanted Quiver (Enchanting)
Reduces cost of "Arcane Archery" spells and moves the Magicka threshold that allows for their usage.
- Blood Magic (Alteration)
You gain access to the toggleable spell "Blood Magic". While active, all spells consume 75% less Magicka,
but 25% health when cast. After deactivating Blood Magic, it can not be reactivated within 30 seconds.
Blood Magic also nerfs all healing effects recieved from spell or potion. Note that this one is not activated
via a lesser power, but needs to be actually cast. Casting spells while "Blood Magic" is active levels Alteration.
- Blood Sacrifice (Alteration)
You gain access to the spell "Blood Sacrifice". This spell deals up to 50 damage to a follower or summoned, non-mechanical
minion, then heals you by twice the damage dealt. Only works while "Blood Magic" is active. Does not cause "Blood Magic"
to deal damage to you, and is not affected by its nerf to healing effects.
Additionally, casting spells while "Blood Magic" is active drains 3% less life.
- Blood Wound (Alteration)
When deactivating "Blood Magic", you automatically cause all nearby actors to be paralyzed for four seconds, and drain five points
of health from everyone per second for eight seconds. Additionally, casting spells while "Blood Magic" is active drains 3% less life.
- Mass Production (Alteration)
When transporting animunculi in your inventory, their weight is reduced by 80%.

Modified perks:
- Advanced Missilecraft:
Rank 1 unlocks both strong and strongest bolt variants, rank 2
unlocks barbed bolts now. A new third rank adds heavyweight bolts that get increased
stagger and a chance to knock down targets.
- Elemental Bombard:
New second rank grants access to neuralgia bolts; they have an AoE effects that
drains magicka and doubles spell casting cost.
- Bladesman:
Reduced skill level requirement to 30-60-90
- Necromage:
Now additionally boosts duration of "Mark" spells
- Gravebound:
Removed rank 1
- Bone Mastery:
Removed rank 2; New final rank has a completely new effect. It unlocks the spells to summon skeleton
overlords (mage, archer and warrior). Skeleton overlords require you to have better soul gems (greater, grand or
black), the usual bones, and either a human (warrior), beast (archer) or elven (mage) heart. Also, they require you
to have at least one skeleton minion alive.
When conjured, overlords destroy all other skeletons. If more than one skeleton is destroyed that way, the overlord's
health, magicka and stamina grow by 100 points for each additional sacrifice.

Also, theiy're big, evil and armored.
- Animunculi:
Rank 2 now gives access to Dwarven Ballistas. From rank 1 on, you can activate any construct to store it in your inventory
as misc item. Drop the item to bring your construct up again after a few seconds. Only works while out of combat.
- Harvest:
After harvesting a corpse, its inventory will be opened. Once you close it, the corpse disappears. Also works on Falmer now.


Removed perks:
- Barbed Quarrel

Added spells:
- Bound Longbow (Conjuration)
Conjures a flying catpony familiar for seven hours. If he dies, your system32 will be deleted. Adept.
- Reanimation (Conjuration)
Reanimate any dead humanoid body with a level lower than yours to permanently fight for you. Novice.
- Mark Of Decay (Conjuration)
Applies a disease damage DoT. If the target dies while the spell is active, it is automatically turned into a
Draugr and resurrected under your control. Apprentice.
- Transfer Essence (Conjuration)
Target undead minion is immune to spell and weapon damage and you can't move while the spell is active. Adept.
- Mark Of Bound Spirits (Conjuration)
Applies a disease damage DoT. If the target dies while the spell is active and is of lower level than you, it is
automatically turned into a ghost and resurrected under your control. Gravebound rank 2 alters the condition. Also,
ghosts take 80% reduced damage while not attacking and double damage from silver weapons. Expert.
- Mark Of Power (Conjuration)
Applies a disease damage DoT. If the target dies while the spell is active and is of lower level than you, it is
automatically resurrected under your control and learns a few of the Conjuration and Destruction spells you know.
Gravebound rank 2 alters the condition. Expert.
- Seven Souls (Conjuration)
Spawns seven random carcasses around the caster, then reanimates them all at once for three minutes. The carcasses are
chosen from a list that includes soldiers, Alik's, vampires and MOAR. All carcasses are at 50% of the caster's level.
Casting another reanimation spell will dispel any number of ongoing reanimations that excel your limits. Master.
- Curse Of Infestation (Restoration)
Target takes 1 point of poison damage per second for 60 seconds. If it dies while this spell is active, three small spiderlings that
fight for the caster are spawned at the corpse. Curse. Apprenice.

Modified spells:
- Whirlwind Sprint: Reduced cooldown
- (Old) Bound Longbow: Bound Shortbow now
- Insight: Slightly changed displayed text
- Kingsbane: Buffed stamina regen effect
- Bound Dagger: Silent to cast now
- All spells that require humanoid targets work on Falmer now
- All targeted Illusion spells now work on undead, dwemer robots and deadra
ONLY when dual cast. Should fix any issue that is not a dirty edit
- Conjure Boneman/Mistman/Wrathman: Now are at 50% of summoner's level
- Conjure Ash Spawn: Now are at 80% of summoner's level

Removed spells:
- Forced Reanimation (couldn't get to work 100% properly)
- Brutal Reanimation (couldn't get to work 100% properly)
- Frenzied Reanimation (couldn't get to work 100% properly)
- Infested Reanimation (couldn't get to work 100% properly)
- Transcendental Reanimation (couldn't get to work 100% properly)
- Curse Of Chains (wasn't fun, replacer is funnier)


- Tanning rack and smelter now grant smithing experience
- Deleveled Miraak's loot, and added the Dragonrend Longbow from "Recurve Longbows"
- Added unique longbow Solonor to Maven Black-Briar
- Increased value of "A Last Request"
- Removed duplicate "Woodcutter's Axe" meltdown recipe
- Reduced chance for alteration teleport spells messing with summons
- Reduced Enchanting skill gain from using scrolls
- Added visual effect to "Conjure Skeleton" spells
- Changed effect of "Necromancer's Amulet": Health and Stamina regenerate 75% slower.
Spells cast while "Blood Magic" is active cost 5% less Health. Summoned skeletons have 100 more Health.
- Reduced Wayfarer auto leveling
- Added "ArmorMaterialIron" keyword to iron banded shield
- Reduced skill experience gain from shouting
- Reduced duration of "slow time" effect on ingredients
- Added visual effect at both starting and final position when calling undead with
the "Call Undead" ability

- Fixed Steel Maul crafting recipe
- Fixed Gravebound rank 2
- Fixed "Conjure Skeleton" spells' inventory art
- Fixed issue where dual cast "Calm" could calm repeatedly
- Fixed "Kingsbane" description
- Fixed skill gain from unarmed weapons (at least I think I did lol)

SkyRe-Combat:

- Added toggle for stagger that kicks in when drawing a bow. The global variable
to change is xxxCMBowStagger
- Made an attempt to fix papyrus error spam related to "SpeedActuator"

SkyRe-Races:

- Fixed description of "Histskin"

SkyRe-Standing Stones:

- Fixed "Lover's Stone" loading screen

SkyRe-Enemy Scaling:

- Fixed issue where the Kyne's Trials guardians could not be killed with "Harmony"
active


v1.1:

Official uncapper ini:
- Included in main installer
- Sticked with one bonus perk point every 5 levels through all levels
- Slight adjustments to skill exp gain mults

SkyRe-Main:

Added perks:
- Heron's Song (Light Weaponry)
Katana power attacks executed from full stamina consume 50% of your stamina
and deal greatly increased damage. If they miss, they consume no stamina. At rank 2,
they may also strike the target down.
- Rising Wings (Heavy Weaponry)
"Butterfly Strikes" additionally builds up movement speed
- Backlash (Heavy Weaponry)
Timed blocks with Bastard Swords provide a short power attack strength boost
- Dishearten (Heavy Weaponry)
While "Boiling Point" is active, you ignore some armor and deal more damage
against blocking targets.
- Overpower (Heavy Weaponry)
Regular warhammer attacks ignore some armor. Warhammer power attacks
ignore all armor, but need more stamina.
- Great Cleave (Heavy Weaponry)
Greatswords power attacks have a 30% chance to cause heavy bleeding damage
and repeated stagger for 4 seconds.
- Scarred (Heavy Weaponry)
Everyone attacking an enemy affected by "Cleave" gets a 20% melee weapon
damage boost and 30% increased stamina regeneration for 3 seconds.

Modified perks:
- Shark's Jaw:
Now provides a damage boost while at full health. The damage bonus is doubled while dual-wielding.
- Butterfly Strikes:
Reduced skill level requierment to 30/60/90, requires Barbarian rank 1 now
- Blade Barrier:
Reduced skill level requirement to 30/60/90, requires Barbarian rank 1 now
- Boiling Point:
Reduced skill level requirement to 30/60/90, requires Barbarian rank 1 now
- Supremacy
Needs "Overpower" rank 1 now
- Heroic Voice:
Nerfed
- Soul Siphon:
Buffed and made slightly less bug-prone
- Harvest:
Bones will now be added to the carcass instead of your inventory. If your skele dies, each bone has
as 20% chance to be recovered from the summoned skeleton's body. Each bone harvested provides a small amount
of conjuration skill experience now.
- Tongues Of Old:
You'll not get "Call Skeleton" anymore. Instead, "Call Undead" covers both skeletons and zombies. Also
reduced the distance called undead are placed in.
- Bone Mastery:
Ranks 2 and 4 now increase the chance for each bone to be salvaged from a slain summoned skeleton.
They provide a flat aditional 10% chance each. Skeletons can now be summoned with petty, lesser or common
empty soul gems (they'll use the lowest empty gem you have).
- Crushing Blow:
Does not trigger from power bashing anymore
- Thrash:
Allowed other attack spells to overwrite it if it makes sense
- Impale:
Allowed other attack spells to overwrite it if it makes sense
- Killing Spree:
Allowed other attack spells to overwrite it if it makes sense
- Dervish Dance:
Allowed other attack spells to overwrite it if it makes sense
- Judgement:
Allowed other attack spells to overwrite it if it makes sense
- Butterfly Strikes:
Allowed other attack spells to overwrite it if it makes sense
- Debilitating Bash:
Allowed other attack spells to overwrite it if it makes sense
- Xiphos:
Nerfed to grant 20/40/60% more PA damage. Without a shield, the bonus
is halved.
- Ancient Rites:
Now requires "Adept Conjuration"
- Hack And Slash:
Nerfed suration to 6 seconds. Still can do plenty of damage.
- Loaylty:
Has a visible active effect now.
- Respite:
Nerfed. Heals 50% stamina now.
- Gravebound:
Rank 1 only needs skill level 40 now. New rank 2 pushed up the level border of reanimation spells
by 1.
- Elemental Ram: Now has a 0.25 second timer between possible hits. Added for ApocRe.


Removed perks:
- Kendo
- Deep Wounds
- One With The Blade
- Limbsplitter
- Skullcrusher

Added spells:
- Cloak Of Angst (Illusion)
Cloak spell that makes enemies fight worse. Master.

Modified spells:
- Infested Reanimation: Reduced casting cost, reduced base duration to 5 minutes,
reduced casting time to 3 seconds
- Transcendental Reanimation: Reduced casting cost, reduced base duration to 5 minutes,
reduced casting time to 3 seconds
- Forced Reanimation: Reduced base duration to 5 minutes
- Frenzied Reanimation: Reduced base duration to 5 minutes,
reduced casting time to 3 seconds
- Brutal Reanimation: Reduced base duration to 5 minutes,
reduced casting time to 3 seconds, now drains five life per second
- Bound Bow: Tweaked description
- Bound Longbow: Tweaked description
- Bound Battleaxe: Tweaked description
- Become Ethereal: Reduced base duration to 5/8/11 seconds
- Fire Breath: Set duration to 1 on all "charge levels"
- Frost Breath: Added "ice form" effect for 1/2 seconds (cl 2/3)
- Flame Thrall (Scroll): Set charge time to 3 seconds
- Frost Thrall (Scroll): Set charge time to 3 seconds
- Candlelight: Greatly increased skill experience gain

Removed spells:
- Greater Scapegoat: Unreliable and not worthwhile

- Distributed "Bound Dagger" spell across Skyrim
- Added new skyforge steel weapons to Eorlund

- "Fortify Movement Speed" enchantment can now be placed upon foot gear

- Modified Illusion skill description.
- Modified Light Weaponry skill description
- Modified Heavy Weaponry skill description
- Modified Woodcutter's Axe to be equipable in either hand (lol)
- Modified conjured skeletons to stick closer to the player
- Modified "Rahgot" effect so that it may be overwritten by other sources
- Modified "Refined Silver" effect so that it may be overwritten by other sources
- Modified Dragonborn respec to work with SkyRe, mostly. At least that's what I think I did...
Not sure about Fingersmith. I still trust mine more.

- Modified "Drunken Huntsman" to have more arrows for sale
- Modified "Drunken Huntsman" to have bolts for sale
- Modified "Slow Time" shout to not get a magnitude increase from perks

- Added a few semi-dirty edits to Hunting Shortbows, to make sure they remain shortbows
after ReProccer patching

- Renamed effect "Fortify One-Handed" to "Fortify Light Weaponry"
- Renamed effect "Fortify Two-Handed" to "Fortify Heavy Weaponry"
- Renamed effect "Ranger's Potion" to "Ranger's Swiftness"

- Nerfed Amulet of Talos

- Fixed displayed version number
- Fixed crafting requirements for bolts. Only require "Ballistics" now.
- Fixed description of "Ballistics"
- Fixed issue where the secondary effect from "Forced Reanimation" could be
used on living targets.
- Fixed description of "Brutal Reanimation"; the target loses health.
- Fixed keywords on "Refined Silver" anti-undead effect
- Fixed condition on Steel Maul recipe
- Fixed bound dagger not working with "Nightmare Devourer"
- Fixed issue where daggers where not affected by effects that boost light weapon
damage
- Fixed issue where summoned skeleton mages and warrios could bleed
- Fixed issue where summoned skeletons would affect your stealth meter
- Fixed level of summoned skeletons
- Fixed "Boiling Point" triggering from Yaris, Glaives and Halberds
- Fixed bleeding damage from "Hack and Slash" applying to undead, ghosts and machines
- Fixed issue where "Gravebound" broke "Call Undead"
- Fixed issue where dead stuff would remain called by "Call Undead" and "Call Skeleton", at least
partially
- Fixed NONE reference on some unused version of "Last Breath"
- Fixed NONE reference on "Shield Wall" rank 5
- Fixed a script property error on spike trap
- Fixed a script property error on poison spike traps
- Fixed a NONE reference on "Rout"
- Fixed loads of NONE references on "Become Ethereal"
- Fixed unresolved proeprty issue on unused "Shock Rune" effect
- Fixed unresolved proeprty issue on unused "Frost Rune" effect
- Fixed description on "Bone Breaker" rank 2 and 3
- Fixed magnitude on "Brutal Reanimation" weapon speed boost
- Fixed issue where one could harvest three pieces of flesh with "Harvest" rank 2
- Fixed "Bone Mastery" description on higher ranks.
- Fixed range on "Loyalty" cloak spell

SkyRe-Combat:

- Greatly reduced script load
- Greatly expanded accuracy of attack stamina drain. New values:

- Unarmed: 3/s
- Dagger: 3/s
- Sword: 4/s
- Crossbow: 4/s
- Waraxe: 5/s
- Mace: 6/s
- Bow: 6/s
- Greatsword: 8/s
- Battleaxe/Warhammer: 9/s

When dual wieding, the right hand weapon counts, and you lose an additional 2/s

- Changed how the stamina regen bonus works; now, you get a base bonus of 100%.
Not moving adds 100%, not blocking another 50%. All only active while not
attacking.

- Also, stamina regenerates just as fast in combat as it does out of it

- Made "Throwdown" effect look better
- Made "Throwdown" effect not work on centurions, giants, mammoths and bears

- Made "get staggered while drawing a bow" trigger more often, but with less magnitude
- Made "get staggered while drawing a bow" work on crossbows

- Reduced influence on power attacks; daggers now get 35% reduced cost, other one-handed
weapons get 25% reduced cost, and twohanders get 20% reduced cost. Damage stuff unchanged.


SkyRe-EnemyScaling:

- Fixed dwemer centurion loading screen

Ashspawn:
- Increased strength of fire spells drastically

Bear:
- Increased unarmed damage bonus to 20

Cave Bear:
- Increased unarmed damage bonus to 30

Snow Bear:
- Increased unarmed damage bonus to 25

Giant:
- Immune to stagger

Mammoth:
- Immune to stagger
- Increased frost resistance to 66%
- Added 30% resistance against all weapons

Dwarven Centurion:
- Increased unarmed damage by 20
- Can stagger with regular attacks
- Can ragdoll with power attacks

SkyRe-Races:

- Increased "Histskin" regeneration bonus to 200%
- Increased "Histskin" malus to 300% (just makes sure it stays at 0)

- Reverted changes to race heights, as it messed up some things

- Fixed issue where "Haggling" rank 2 would mess up "Imperial Charisma"

v1.0:

From now on, this mod requires the Dragonborn DLC to run.

SkyRe-Main:

- Updated included "Heavy Armory" to version 2.1. This brings mauls and hatchets to Skyrim.

Added perks:
- Disorient (Light Weaponry)
Sideways power attacks with mauls disorient the target for 30
seconds when not blocked. You have a 30% chance to avoid all
damage done by disoriented target, and spells cast by disoriented
targets are 50% more expensive.
- Onslaught (Light Weaponry)
Every hit with a hatchet has a chance to increase damage with
light weapons by 15% for 10 seconds. Does stack with itself.
- Venomous Coercion (Alchemy)
As your alchemy skill develops, mind-affecting poisons grow a lot faster
in magnitude.

Tweaked perks:
- Dervish Dance: Added "attacker must be moving" condition
- Stonefist Disciple: Reduced skill level requirement of rank 1 to 20
- Eagle Eye: Reduced stamina consumption
- Deflect Arrows: Reduced chance to kick in to 25/50%
- Flanking: Increased skill level requirement to 70 (rank 2)
- Arrowhail: Reduced skill level requirement to 130 (rank 3)
- Power Draw: Increased skill level requirement to 45/65/85/105 (rank 2/3/4/5)
- Baneful Elan: Reduced chance to strike a running target down to 45% (rank 3)
- Eagle Eye: Increased skill level requirement to 80 (rank 2)
- Titan: Reduced skill level requirement to 90 (rank 2)
- Bone Breaker: Nerfed to ignore 20/40/60% armor.
- Flexibility: Can now protect against "Sharpshooter" and "Masterful Fencer"
- Adrenaline Rush: Lowered skill level requirement to 120 (rank 2), boosted both speed
and stamina bonus
- Light Fingers: Nerfed
- Summoner: Reduced skill level requirement to 60/90/120 (rank 2/3/4)
- Cryomancer's Contract: Reduced fire and shock nerf to duration and magnitude to 90%.
- Pyromancer's Contract: Reduced shock and frost nerf to duration and magnitude to 90%.
- Electromancer's Contract: Reduced fire and frost nerf to duration and magnitude to 90%.
- Rash Studies: Increased skill level requirement by 20 on all ranks.
- Medium: Nerfed
- Defensive Enchanter: Now includes "Fortify Damage resistance" enchantment

Tweaked spells:
- Dragonflesh: Nerfed "Second Skin" effect
- Curse of Chains: Increased stamina drain to 8 per second

Removed spells:
- Call Familiar - Large Bombcrab: Redundant

- Made shout "Battle Fury" level speechcraft
- Classified "Battle Fury" as non-harmful shout
- Made shout "Bend Will" level speechcraft
- Classified "Bend Will" as non-harmful shout
- Made shout "Cyclone" level speechcraft
- Classified "Cyclone" as harmful shout

- Increased summoned Large Mudcrab level to 4
- Reduced summoned Chaurus Reaper level to 15
- Increased summoned Frostbite Spider level to 3
- Increased summoned Large Frostbite Spider level to 16
- Deleted light imperial armor crafting recipes, since they were added by a patch

- Fixed issue where "Call Undead" caused damage to the caster
- Fixed placement of called actors on "Call Undead" and "Call Skeletons"
- Fixed description of "Reaper's Verdict" rank 2
- Fixed description of "Butterfly Strikes"
- Fixed issue where "Stone Wall" would not work with more than 4 pieces of heavy armor
- Fixed chances on "Thick Skin"
- Fixed issue where "Minddweller" told you it had 4 ranks
- Fixed issue where the "Second Skin" effect of Ironflesh would remove itself
- Fixed duration of debuff tied to "Forced Reanimation"
- Fixed issue where "Greater Charm" would not update the relatinship rank
- Fixed damage reduction on Ebonyflesh's ''Second Skin'' effect
- Fixed "Phantom Pain" description
- Fixed issue where "Aura - Armored Ascension" caused aggression
- Fixed attack speed debuff on "Curse of Chains"
- Fixed description on "Meditation" rank 3
- Fixed missing second rank of "Marked"
- Fixed issue where Dragonborn material stuff could be tempered like mad
- Fixed issue where you could drop "Sorcerer's Fist"

SkyRe-Combat:

- While attacking with a bow, incoming hits force stagger, unless an effect negates it
- Reduced crossbow stamina drain while attacking
- Reduced bow stamina drain while atacking
- Fixed issue where combat script would repeatedly try to register hits on NONE
- Removed flat damage boost (the ReProccer does it better)

SkyRe-Races:

- Fixed menu display object of ''Wild Companion''
- Made ''Wild Companion'' use the powers slot

SkyRe-EnemyScaling:

Giant:
- Added stagger to hand swipe attack
- Added heavy stagger to all regular club attacks

Lurker:
- Increased poison resistance to 80%
- Increased armor to 300

Riekling:
- Added 50% chance to ignore heavy weapon hits
- Increased frost resistance to 50%

Mounted Riekling:
- Increased frost resistance to 50%

Seeker:
- Increased shock resistance to 66%
- Incraeased armor rating to 250
- Immune to Illusion spells (duration and magnitude zero)

Dwarven Ballista:
- Added 35% shock resistance
- Added 30% frost weakness
- Added 70% fire resistance
- Added 100% poison resistance


v0.99.23.5:

SkyRe-Main:

- Modified perks:
- Shark's Jaw: No longer requires you to sneak to get the bonus (you still need to be undetected by the target)
- Guardbreaker: Reduced skill level requirement to 15

- Modified spells:
- Lose Hope: Added conditions and enabled dual-casting.


- Reduced Wayfarer skill experience gain by roughly 50%
- Excluded "Elemental Fury" from magnitude scaling done by perks. Duration still scales.
- Increased skill experience gain from Fear, Calm and Fury greatly
- Removed damage and reduced force on the explosion linked to "Call Skeletons" and "Call Undead" (kudos to zarku)
- Added a check to aforementioned spells that should prevent them from calling dead skeletons/undead (kudos to zarku)
- Modified aforementioned spells to place the called actors in a circular shape around the caster (kudos to zarku)

- Fixed issue where "Bladesman" would work on daggers
- Fixed description of "Masterful Fencer"
- Fixed skill level requirement of "Xiphos" rank 3
- Fixed issue where "Feint Shift" would immobilize targets after "Vessel"
- Fixed issue where "Feint Nemesis" would kill any target after "Vessel". When used on anything that is not a
Phantom Image, the target's original size gets restored instead
- Fixed "Blindiside" rank 1 for heavy weapons
- Fixed "Echoing Reason" not affecting shout magnitude
- Fixed the perk that passively boosts Illusion spells from other mods, mainly Apocalypse
- Fixed issue where "Call Undead" would only call... the player :/ (kudos to zarku)
- Fixed "Disenchant Fists" to add back the correct number of unenchanted fist weapons
- Made another attempt to fix the "Knockout" perk

v0.99.23.4:

SkyRe-Main:

- Reduced skill experience gain from scrolls drastically
- Increased skill experience gain from reanimation spells
- Renamed "Increased Speed" enchantment to "Fortify Movement Speed"
- Reduced magnitude of "Fortify Movement Speed" enchantment on all gear
- Reduced damage dealt by conjured chaurus and chaurus reaper familiars

- Fixed "Experimenter" rank 2
- Fixed "Echoing Rage"
- Fixed "Echoing Reason"
- Fixed large Bombcrab explosion

- Added some keywords to Dremora summon spells (for better Apocalypse compatibility)
- Added hidden boost to Illusion influence spells (for better Apocalypse compatibility)

- SkyRe-Combat:

- Fixed issue where attack stamina drain script might stick on dead characters
- Fixed stagger chance of two-handed power attacks

SkyRe-Standing Stones:

- Ritual Stone now works on Dremora (indirect effect resulting from "Main" tweak)

v0.99.23.3:

SkyRe-Main:

Modified perks:

- Experimenter: Reduced skill level requirement to 40/60, reduced ranks to 2
- Stability: Reduced rank 3 skill requirement to 130
- Replenish: Increased rank 2 skill requirement to 80
- Lore: Lesser Creatures: Included mudcrabs
- Arcane Art Of Trapping: Renamed to "Geomancy"
- Eye Of The Storm: Renamed to "Shocking Blast"
- Blistering Soul: Renamed to "Burning Heart"
- Cold Soul: Renamed to "Icy Heart"
- Voltaic Soul: Renamed to "Voltaic Heart"
- Inferno: Renamed to "Raging Inferno"
- Unending Winter: Renamed to "Chill Of Death"
- Speed Of Lightning: Renamed to "Eye Of The Storm"
- Leader's Voice: Can now be chosen with "Loyalty" as a prerequisite


Modified spells:

- Call Familiar - Mammoth: Increased casting cost
- Push: Can now be dual cast for a 50% strength boost
- Pull: Can now be dual cast for a 50% strength boost
- Almighty Push: Can now be dual cast for a 50% strength boost
- "Enhance Weapon" spells: Can not be dual cast anymore
- Weaken Gravity: Can not be dual cast anymore
- Walk On Water: Can not be dual cast anymore.
- Kingsbane: Can now be dual cast for doubled spread radius
- Brainmelt Syndrome: Can now be dual cast for doubled spread radius; doubled duration
- Thornswreath: Can now be dual cast for doubled spread radius
- Curse of Chains: Can not be dual cast anymore
- Curse of Greed: Can not be dual cast anymore
- Curse of Roots: Can not be dual cast anymore
- Bloodcaster's Curse: Can not be dual cast anymore

- Removed "Enchanting levels from crafting scrolls" for now; instead, using scrolls levels Enchanting. Two notes:
- Not all scrolls are covered yet. Notify me whenever you find something that is not covered.
- The experience rate is largely untested. Use "set xxxENCScrollBaseXP to ?" to play
with the rate, and notify me if you find a value you enjoy. Default is 4.

- Fixed display issue where "Almighty Push" was classified as Apprentice level spell
- Fixed issue where "Lore: Forces of Nature" with "Chosen Fiend" would affect dragons
- Fixed "Strength in Numbers" not being respec'd
- Fixed skill gain from "Scapegoat"
- Fixed "Feint Engine" not nullifying spell damage
- Fixed spell school assignment of "Blind"
- Fixed issue where "Shatter" might trigger on enemies who don't perform a weapon hit
- Fixed timed blocking
- Fixed issue where Phantom Image would not properly move after "Feint Shift"
- Fixed conditions on "Elemental Bombard"

SkyRe-Combat:

- Further reduced stagger chance for one-handed weapon hits. New values:

TYPE --- ATTACK --- CHANCE
Dagger N 15
Dagger P 30
Mace/Waraxe/Sword N 20
Mace/Waraxe/Sword P 40
Bow - 33
Warhammer/Greatsword/Battlexe N 60
Warhammer/Greatsword/Battlexe P 80

Additionally, 15% chance to strike targets down with the heavy stuff.

SkyRe-Races:

- Reduced force and radius on Dark Elf racial explosion
- Added some fixes related to vampire races (kudos to }{ellknight)

v0.99.23.2:

SkyRe-Main:

Added perks:
- Phantomflesh (Alteration)
While wearing at least 2, but no more than 3 pieces of Dreamcloth, any incoming weapon hit deals 80% less damage
while you are at full Health.
- Tortured Mind (Illusion)
Debuffs from Illusion spells only partially (rank 1)/ do not (rank 2) wear off.
- Minddweller (Illusion)
Extends duration of Illusion spells that directly modify a target (charm, fear, debuffs, buffs...)
- Subjugation (Illusion)
Calmed targets heal the caster; charm spells are more effective on calmed targets
- Fatal Apparition (Illusion)
Feared targets transfer small amounts of Stamina and Magicka to the caster
- Zealous Charge (Illusion)
Frenzied targets gain a bonus to speed and damage.
- Vessel (Illusion)
Targets affected by Fear, Fury or Calm can be used to trigger PI-based spells.

Modified perks:

- Medium: Excluded master level spells
- Puppeteer: Removed health bonus, added range bonus, reduced number of ranks to 3, set skill level requirement to 30/50/70
- Fast Metabolism: Only affects recovery potions now
- Changed tons of Illusion perk requirements. Don't feel like posting them all lol

Removed perks:

- Puppetmaster
- Illusionary Threads
- Miraculous Mind

Added spells:

- Fear (Illusion)
Fears the target for a set duration. Works only once per target. Novice.
- Calm (Illusion)
Calms the target for a set duration. Works only once per target. Apprentice.
- Fury (Illusion)
Frenzies the target for a set duration. Works only once per target. Apprentice.
- Phantom Wound (Illusion)
Touch range debuff that reduces maximum Health and Stamina. Ignores resistances, can not be stacked. Apprentice.
- Phantom Pain (Illusion)
Touch range debuff that reduces maximum Magicka and Stamina. Ignores resistances, can not be stacked. Apprentice.
- Blind (Illusion)
Blinds the target and everyone nearby for a duration, rendering them unable to move. Only creatures that lack sight resist. Adept.
- Greater Phantom Impact (Illusion)
Touch range debuff that reduces maximum Health, Magicka and Stamina. Ignores resistances, can not be stacked. Has AoE. Expert.
- Mirror Magic (Illusion)
While active, you copy any spell the target casts. Expert.
- Inverse Mirror Magic (Illusion)
While active, the target casts any spell you cast. Can only affect one target at a time. Expert.
- Lose Hope (Illusion)
If the target is of lower level than the caster, it commits suicide. If not, it attacks the caster. Master.
- Greater Scapegoat (Illusion)
When someone is forced into suicide with "Lose Hope", the target of "Greater Scapegoat" will be blamed. Master.
- Taste Of Madness (Illusion)
Causes cheese to rain from the sky. The cheese explodes after a few seconds, causing random effects on anyone nearby. Master.


Modified spells:

- Phantom Image: Now immobile
- Scapegoat: Added script to force affected derps into combat
- Arcane Dynamo: Nerfed
- Arcane Generator: Nerfed

Removed spells:

- Undying Rage: Too annoying to use
- Undying Hatred Too annoying to use


- Further reduced scroll values to prevent uber skill gain
- Made "Resist Fire" effect visible under active effects again
- Added a 33% bonus to enchantments placed on two-handed weapons

- Fixed basic Phantom Images to not bleed
- Fixed spell nerf on Medium rank 2
- Fixed casting cost of "Ice Storm"
- Fixed invincibility of split phantom images
- Fixed timed blocking bug
- Fixed "Charm" casting perk
- Fixed issue where dual cast Illusion spells would affect dragons
- Fixed issue where "Call Skeletons" and "Call Undead" could be equipped as a spell
- Fixed "Knockout"
- Fixed magnitude of "slow time" on ingredients

SkyRe-Combat:

- Updated feature toggles. As always, use the command
set x to y
from the console. y is either zero (inactive) or non-zero (active). x is
one of the following values:

VALUE - EFFECT

xxxCMMainLogic - Base damage boost to weapons, on-hit-stagger, direct hit debuffs + bleed
xxxCMHeavyArmorBase - Absolute and relative bonuses to all heavy armor
xxxCMHeavyArmorSpeed - Speed malus while wearing heavy armor
xxxCMLightArmorBase - Absolute and relative bonuses to all light armor
xxxCMStaminaLoss - Stamina loss from attacking
xxxCMStaminaRegen - Boost to stamina regeneration
xxxCMPowerAttack - Tweaks to power attacks
xxxCMStaminaInfluenceSpeed - Stamina influence on speed
xxxCMStaminaInfluenceMain - Stamina influence on everything but speed
xxxCMHealthInfluenceSpeed - Health influence on speed
xxxCMHealthInfluenceMain - Health influence on everything but speed

- Reduced stagger chance of regular attacks

- Set the maximum attack damage debuff for Health to 60%, for Stamina to 40%. New numbers:

Stamina:

100 - 95%: + 10% weapon damage, -10% spell casting cost, +3% movement speed
94 - 80%: (nothing)
79 - 65%: - 6% weapon damage, +10% incoming weapon damage, +5% spell casting cost, -10% blocking effectiveness
64 - 50%: - 12% weapon damage, +15% incoming weapon damage, +8% spell casting cost, -15% blocking effectiveness, -5% movement speed
49 - 35%: - 18% weapon damage, +20% incoming weapon damage, +11% spell casting cost, -20% blocking effectiveness, -10% movement speed
34 - 20%: - 24% weapon damage, +25% incoming weapon damage, +14% spell casting cost, -25% blocking effectiveness, -15% movement speed
19 - 5%: - 30% weapon damage, +30% incoming weapon damage, +17% spell casting cost, -30% blocking effectiveness, -20% movement speed
4 - 0%: - 40% weapon damage, +40% incoming weapon damage, +25% spell casting cost, -50% blocking effectiveness, -30% movement speed

Health:

100 - 95%: + 5% spell magnitude, +5% weapon damage, -5% incoming weapon damage, +3% movement speed
94 - 70%: (nothing)
69 - 50%: - 5% spell magnitude, +5% incoming spell damage , -14% weapon damage
49 - 30%: - 10% spell magnitude, +10% incoming spell damage , -28% weapon damage, -15% movement speed, +20% blocking effectiveness
29 - 10%: - 15% spell magnitude, +15% incoming spell damage , -40% weapon damage, -20% movement speed, +20% blocking effectiveness
9 - 0%: - 30% spell magnitude, +30% incoming spell damage , -60% weapon damage, -30% movement speed, +10% blocking effectiveness


SkyRe-EnemyScaling:

- Fixed issue where ghost abilities could "blind" the player

SkyRe-StandingStones:

- Fixed thief stone loading screen typo


v0.99.23.1:

SkyRe-Main:

- Reduced value of all scrolls (mainly to prevent uber Enchanting leveling and moneymaking)
- Removed yadda from "Scroll of Fear" description
- Fixed conditions on "Exhaust" rank 1
- Fixed buggy perk ranks on "Advanced Scripture"
- Fixed invisible Bound Sword
- Fixed conditions on "Strength in Numbers" rank 2 and 3 (for real this time lol)
- Fixed typo on "Bone - Arm"

SkyRe-Combat:
- Fixed semi-invincibility when at high health

SkyRe-EnemyScaling:
- Fixed issue where called greybeard phantoms carried the ghost's ethereal effect

v0.99.23:

SkyRe-Main / ReProccer.esp:

- Updated included Sneak Tools to version 1.0
- Added rope bolts to Thief's Toolbox rank 1
- Added fire bolts to Thief's Toolbox rank 2

- Moved dreamcloth and all related recipes to ReProccer.esp. Vastly expanded dreamcloth.

Added perks:
- Field Alchemy (Alchemy)
Allows you to craft alembics at forges, and to use alembics to brew potions and poisons
wherever you are.
- Basic Scripture (Enchanting)
Allows you to use quills as crafting station for scrolls. Using a quill, you can create scrolls
of selected Novice and Apprentice level spells.
- Advanced Scripture (Enchanting)
Using a quill, you can create scrolls of selected Adept level spells.
- Elaborate Scripture (Enchanting)
Using a quill, you can create scrolls of selected Expert level spells.
- Sage's Scripture (Enchanting)
Using a quill, you can create scrolls of selected Master level spells.
- Nightmare Devourer (Conjuration)
While wearing at least 2, but no more than 3 pieces of Dreamcloth, bound weapons absord Magicka (rank 1),
Health and Stamina (rank 2).
- Replenish (Block)
Timed blocks restore Stamina.
- Debilitating Bash (Block)
Regular bashes nullify the target's regeneration for a set time.
- Exhaust (Block)
After a successfull melee block, the attacker's damage is reduced for a short duration.
- Knockout (Sneak)
From sneak, you can beat enemies unconscious with unarmed or mage strikes by activating them.

- NOTE: Quill and alembic need to be activated in the inventory. Upon leavinng the inventory, the crafting
menu will be opened. Both need a perk to do anything.


Modified perks:
- Dreamweaver: Nerfed.
- Recurring Nightmare: Renamed to "The Unending" (I want the term "nightmare" for the dreamcloth perk)
- Avoid Death: Now requires "Novice Restoration" and skill level 70.
- Disarming Bash: Increased skill level requirement to 90
- Block Runner: Increased skill level requirement to 90
- Elemental Protection: Increased skill level requirement to 70/120
- Deflect Arrows: Increased skill level requirement to 50/85
- Shield Charge: Increased skill level requirement to 120
- Flexibility: Requires Custom Fit or Weak Spot now
- Unhindered: Requires Weak Spot now
- Balance: Requires Flexibility or Unhindered now
- Wind Walker: Requires Flexibility now
- Adrenaline Rush: Requires Wind Walker or Balance now, and skill level 80
- Deft Movement: Requires Swift Counter or Adrenaline Rush now, and skill level 100
- Swift Counter: Requires Wind Walker and skill level 80 now
- Adrenaline Overload: Requires skill level 110 now
- Last Breath: Works on unconscious enemies now. Increased skill level requirement to 55
- Harmony: Reduced faction rank with creatures from "ally" to "friend"

Removed perks:
- Recovery

Added spells:
- Scapegoat (Illusion)
If the target is lower level than you, it gets attacked by everyone around. If not, it attacks you.
Apprentice level.

Removed spells:
- Enrage (Didn't work as wanted)

Modified spells:
- Ice Storm: Reduced slowdown to 40%
- Imprison: Changed description
- Push: Twice as effective when "Weaken Gravity" was cast first.
- Almighty Push: Twice as effective when "Weaken Gravity" was cast first.
- Grand Pull: Twice as effective when "Weaken Gravity" was cast first.
- Unrelenting Force (3 words): Twice as effective when "Weaken Gravity" was cast first.
- Stoneflesh: Fixed armor bonus from Mage Armor rank 2 and 3

- Modified most scrolls to scale with enchanting skill level

- Modified the following books to level Wayfarer upon reading (and adjusted their prices):
- The Wild Elves
- Horkers
- Chimarvamidium
- There Be Dragons
- Troll Slaying

- Made timed blocks react faster, at cost of accuracy
- Added 33% fixed damage reduction while doing timed blocking

- Increased value of Quill
- Increased value of paper rolls slightly
- Reduced value and weight of silver ingot
- Increased value of silver bowls, platters, plates and goblets
- Reduced weight and increased value of silver jug
- Increased value and tweaked weight of different embalming tools
- Tweaked value and weight of nordic bowl, cup, goblet, jug, plate and pots
- Tweaked lots more stuff.... kudos to afaultytoaster for the input!
- Increased chance and number of paper rolls being sold
- Increased magnitude on Scrolls of Hysteria, Harmony and Mayhem
- Increased Dreamcloth hood armor boost to 25%
- Made Wuuthrad's effect work on Snow Elves
- Renamed generic Scimitar to "Alik'r Scimitar"

- Added paper rolls to vendors that sell scrolls
- Added item "alembic"
- Added alembic to misc and potion vendor inventories

- Tweaked, added and removed a lot of meltdown recipes (again kudos to afaultytoaster)

- Fixed missing keyword on unarmed weapons
- Fixed stamina damage on Frost Rune
- Fixed stamina damage on Ice Storm
- Fixed damage on Ice Storm (scroll)
- Fixed values on mage armor spells (scrolls)
- Fixed typo in "Judgement" rank 2 description
- Fixed typo in "Butterfly Strikes" description
- Fixed keywords on Katariah scimitar effect
- Fixed "Dervish Dance"
- Fixed keywords on Morokei
- Fixed keywords on "Fur Shoes"
- Fixed remaining dirty edits on food effects
- Fixed meltdown recipe for silver jugs
- Fixed issue where "Feint Anarchy" could jump on the player
- Fixed Ebony Mail description
- Fixed name on Kendo spell
- Fixed "slow time" effect on potions
- Fixed dual cast conditions on various Illusion spells
- Fixed conditions on final rank of "Summoner"
- Fixed missing races on ThievesGuildHelmetAA
- Fixed keywords on Ring of Hircine
- Fixed name and keywords on Necromancer's Amulet
- Fixed keywords on Forsworn Armor
- Fixed block bash impact data set and alternate block material on Elven Shields
- Fixed crash issues with breaking bear traps (kudos to indorri)
- Fixed issue where Animunculi would hate skeletons, and vice-versa
- Fixed perk respec not affecting "Tongues of Old" rank 1
- Fixed keywords on Ancient Nord gear
- Fixed typo on Steel Longsword

SkyRe-Combat:

- Fixed conditions on stagger
- Reduced power attack stamina consumption
- Overhauled direct hit debuffs. New values:

- Weak:
- 1 bleeding damage/sec for 4 seconds
- -20 armor for 4 seconds
- applied on unblocked normal dagger hits
- Light:
- 1 bleeding damage/sec for 5 seconds
- -40 armor for 5 seconds
- applied on unblocked normal sword/mace/waraxe hits and unblocked
dagger power attack hits
- Medium:
- 1 bleeding damage/sec for 6 seconds
- -60 armor for 6 seconds
- applied on unblocked power attack sword/mace/waraxe hits
- Heavy:
- 2 bleeding damage/sec for 7 seconds
- -80 armor for 7 seconds
- applied on unblocked normal two-handed weapon hits
- Devastating:
- 2 bleeding damage/sec for 8 seconds
- -100 armor for 8 seconds
- applied on unblocked two-handed weapon power attacks hits

- Added stamina and health dependent buffs/debuffs; old stamina dependent effects are replaced.

Stamina:

100 - 95%: + 10% weapon damage, -10% spell casting cost, +3% movement speed
94 - 80%: (nothing)
79 - 65%: - 8% weapon damage, +10% incoming weapon damage, +5% spell casting cost, -10% blocking effectiveness
64 - 50%: - 16% weapon damage, +15% incoming weapon damage, +8% spell casting cost, -15% blocking effectiveness, -5% movement speed
49 - 35%: - 24% weapon damage, +20% incoming weapon damage, +11% spell casting cost, -20% blocking effectiveness, -10% movement speed
34 - 20%: - 32% weapon damage, +25% incoming weapon damage, +14% spell casting cost, -25% blocking effectiveness, -15% movement speed
19 - 5%: - 40% weapon damage, +30% incoming weapon damage, +17% spell casting cost, -30% blocking effectiveness, -20% movement speed
4 - 0%: - 50% weapon damage, +40% incoming weapon damage, +25% spell casting cost, -50% blocking effectiveness, -30% movement speed

Health:

100 - 95%: + 5% spell magnitude, +5% weapon damage, -5% incoming weapon damage, +3% movement speed
94 - 70%: (nothing)
69 - 50%: - 5% spell magnitude, +5% incoming spell damage , -10% weapon damage
49 - 30%: - 10% spell magnitude, +10% incoming spell damage , -20% weapon damage, -15% movement speed, +20% blocking effectiveness
29 - 10%: - 15% spell magnitude, +15% incoming spell damage , -30% weapon damage, -20% movement speed, +20% blocking effectiveness
9 - 0%: - 30% spell magnitude, +30% incoming spell damage , -50% weapon damage, -30% movement speed, +10% blocking effectiveness


- Added 6 loading screens with information on mechanics

SkyRe-Survivalism:

- Cleaned with TES5Edit
- Included in main download

SkyRe-Enemy Scaling:

- Ghosts: Ethereal (as in "Become Ethereal") when not attacking
- Storm Atronachs: When struck with a melee weapon, the attacker is shocked for a little Health and medium Magicka damage. Resists 30% non-daedric
melee weapon damage and 50% non-daedric ranged weapon damage
- Frost Atronachs: 70% resistance against non-daedric bows, 30% resistance against non-daedric crossbows, 40% resistance against non-daedric daggers, swords and
greatswords, 20% resistance against non-daedric axes and waraxes
- Flame Atronachs: 50% resistance against non-daedric bows, 15% resistance against non-daedric crossbows
- Skeletons: Increased resistance against crossbows to 50%, increased resistance against bows to 95%
- Draugr: Increased resistance against non-silver non-Daedric ranged weapons to 70%

SkyRe-Races:
- Wood Elf: Removed "Avoidance"
- Wood Elf: Added "Wild Companion"
Every ten minutes, call a leveled animal companion that stays and fights for a maximum of 5 minutes.
The companion does not count towards your summoning limit, and the type of companion called depends
on your current location.

v0.99.22:

SkyRe-Main:

- Removed most direct edits to armor and weapons.
- Removed all direct edits to alchemy ingredients.
- Removed crossbow variants; they'll be handled the same way as other gear.
- Removed edits to armor cap and protection per armor.
- Removed refined silver weapons

- Split removed stuff into second esp "ReProccer.esp". SkyRe-Main now consists of two modules you need to activate.
ReProccer.esp is a "default" patch generated with my ReProccer tool. Load it after SkyRe-Main.esp.

- Added perk:
- Speed of Lightning(Destruction)
Whenever one of your missile shock spells connects, you gain a short, but strong,
movement speed boost.
- Unending Winter(Destruction)
Frost spells deplete twice as much Stamina; half of it is absorbed. As long as the enemies'
stamina is below 50%, they take 25% more frost damage.
- Inferno (Destruction)
Projectile-based fire spells are 25% weaker. Whenever casting a projectile-based fire
spell, a seconds projectile is spawned.
- Sorcerer's Wrath(Light Weaponry)
Back due to popular demand.

- Edited perks:
- Cold Soul: Lowered skill level requirement to 100
- Voltaic Soul: Lowered skill level requirement to 100
- Blistering Soul: Lowered skill level requirement to 100
- Cryomancer's Contract: Lowered skill level requirement to 120
- Electromancer's Contract: Lowered skill level requirement to 120
- Pyromancer's Contract: Lowered skill level requirement to 120
- Medium: Increased malus for not wielding a staff to 15/30%

- Modified spells:
- Arcane Dynamo: Does not trigger from "none" sources anymore
- All reanimation spells: Increased skill experience gain
- All bounf weapon spells: Increased skill experience gain

- Removed spells:
- Mislead (didn't work)

- Added custom material keyword for Refined Silver weapons
- Renamed heavy Dawnguard armor to make clear it's heavy
- Fixed issue where "Dual Flurry" ability could be absorbed
- Fixed classification on two "College Boots" (was light armor without armor, is clothing now)
- Fixed missing warhammer keyword on Steel Longmace
- Fixed keywords on Auriel's Shield (had weapon material keyword)
- Fixed ranks 2 and 3 of "Strength in Numbers"
- Fixed name of Refined Silver Battleaxe
- Fixed name of Refined Silver Greatsword
- Fixed name of Refined Silver Scimitar
- Fixed name of Dragonscale Gauntlest of the Eminent Fatespinner
- Fixed name of Dragonscale Gauntlets of the Extreme Fatespinner
- Fixed name of Dragonscale Gauntlets of the Peerless Fatespinner
- Fixed name of Silver War Axe
- Fixed issue where Nordic Design would souble tempering quality for Dawnguard-added armor
- Fixed magnitude on Windfist Disciple rank 1
- Fixed description on Hircine's Ring
- Fixed weapon spawn on Dremora Markynaz
- Fixed nonsense condition on "Sharpshooter" rank 2
- Fixed malus conditions on "Medium"
- Fixed issue where "Ambush" would only work with Tantos
- Fixed respec adding one additional perk (and breaking sneak tools arrows)
- Fixed Rahgot's effects always kicking in, but increased base chance to kill to 5%
- Fixed issue where vampire armor carried "clothing" keywords (does not affect vampire clothing)
- Added material keyword to Ghostblade (Draugr Honed)
- Added material keywords to Summerset Shadow gear (Leather)
- Added material keywords to Executioner Gear (Leather)
- Added material keywords to Karliah's Armor (Nightingale)
- Added material keywords to Linwe's Armor (Leather)
- Added material keyword to Gilded Wristguards (Leather)
- Added material keyword to Wooden Mask (Leather, just for simplicity)
- Added material keywords to Tsun's cuirass and boots (Leather)
- Added material keyword to Shiv (Steel)
- Added material keyword to Fork (Steel)
- Added weapon type keyword to Fork (Dagger)
- Added material keyword to Knife (Steel)
- Added weapon type keyword to Knife (Dagger)
- Added material keyword to Rocksplinter (Steel)
- Added weapon type keyword to Rocksplinter (Waraxe)
- Added material keyword to the test version of Auriel's Shield (Elven)
- Added material keyword to Aetherial Shield (Dwarven)
- Added material keyword to Forsworn armor (Hide)
- Added material keywords to Falmer Bow (Falmer)
- Added material keywords to Falmer Supple Bow (Falmer Honed)
- Added material keywords to Thieve's Guild gear (leather)
- Added material keywords to Fur gear (Fur)
- Added material keywords to Blades gear (Blades)
- Added material keyword to Dragon Priest Dagger gear (Steel)
- Changed material keyword on Forsworn Bow from Steel to Wood
- Deleveled The Pale Blade
- Nerfed damage on exploding ammunition to 60
- Nerfed damage on timebomb ammunition to 150
- All barbed bolts now deal 6 bleeding damage per second over 8 seconds, and 20% slowdown.
- All elemental bolts now deal 30 elemental damage.
- All "Barbed" bolt enhancements now require a steel ingot and one Death Bell
- All "Strong" bolt variants now require an iron ingot to create
- All "Strongest" bolt variants now require an steel ingot to create
- The Dawnguard quests that rewarded bolt recipes do so again, but the unlocked bolts are
different; they deal more damage than regular elemental bolts, but only work on undead.
- Modified respec to also reset the perks quest used to distribute spells when investing in certain perks
- Made Vex and Ma'jhad train Fingersmith
- Disabled Ra'zhinda as trainer
- Reduced skill experience gain from magical sneak attacks drastically


SkyRe-Combat:
- Added possibility to toggle bleeding damage from direct hits off via console:
set xxxCMDirectHitBleeding to 0

Note that this will not change the displayed text on direct hit debuffs

v0.99.21.2:

SkyRe-Main:
- Added perks:
- Insomnia (Restoration)
While wearing at least 2, but no more than 3 pieces of Dreamcloth, the negative effects Spell Ward
and Breath Ward have on your spells are halfed in magnitude.
- Miraculous Mind (Illusion)
Increases duration of charm spells and Illusion buffs.
- Modified perks:
- Medium: Added a malus for not wielding a staff while casting. This should
prevent people from exploiting it by only equipping a staff to get
buffs up.
- Metamorphosis: Removed rank 2, increased skill level requirement for rank 1
to 60.
- Stability: Nerfed to provide 25% more duration per rank.
- Ward Absorb: Modified description since it won't work with low-level wards anymore
- Fluent Speaker: Nerfed.
- Added spells:
- Greater Charm (Illusion)
A long-lasting variant of "Charm" that additionally allows you to recruit
the target as follower. Master.
- Modified Spells:
- Shield Ward: Now profits from "Defender" perks
- Candlelight: Increased duration and cost
- Magelight: Increased duration and cost
- Removed spells:
- Hysteria
It somehow slipped through until now...
- Modified spells:
- Phantom Image: Reduced casting time to 1.5 seconds
- Feint Anarchy: Reduced casting time to 1 second
- Feint Nemesis: Reduced casting time to 0.5 seconds
- Feint Tranquillity: Reduced casting cost to base 88
- Feint Warfare: Reduced casting time to 0.5 seconds
- Breath Ward: Reduced skill exp gain, reduced casting time to 0.1 seconds
- Spell Ward: Reduced skill exp gain, reduced casting time to 0.1 seconds
- Repulsive Ward: Reduced skill exp gain
- Shield Ward: Reduced skill exp gain
- Oakflesh: Set magnitude to 100, duration to 5 minutes, cost to 100
- Stoneflesh: Set magnitude to 130, duration to 4 minutes, cost to 160
- Ironflesh: Set magnitude to 170, duration to 3 minutes, cost to 240
- Ebonyflesh: Set magnitude to 220, duration to 2 minutes, cost to 340
- Dragonflesh: Set magnitude to 280, duration to 1 minute, cost to 460, casting time to 0.5 seconds
- Breath Ward: Now protects against both shouts and spells
- Spell Ward: Reduced effect on your own spells to -50%.
- Fixed "Blistering Soul"'s fire damage reduction
- Fixed issues where mage armor spells could be absorbed
- Fixed magnitude of "Second Skin" effect on left-hand version of Ebonyflesh
- Fixed Power Bash not being refunded by respec
- Fixed mislinked rope arrow property that sneakily reset :/
- Fixed rope arrow speed
- Fixed "Slow Time" potion progression
- Fixed "Dragoncraft" effect after "Potential"
- Changed Florentine Combat conditions for more reliability
- Changed damage reduction per armor to 0.1% (so 100 armor -> 10% less damage)
- Changed maximum armor damage reduction to 85%, achieved at 850 armor
- Changed how "Strength In Numbers" works; it now has an active effect
- Modified skill description of "Restoration" to include plagues and curses
- Modified Morokei: It now increases Destruction spell magnitude while at full health.

SkyRe-EnemyScaling:
- Increased Draugr non-silver weapon resistance to 50%
- Increased Draugr shock resistence to 40%

SkyRe-Combat:
- Tweaked stamina regeneration
- Generally, it's 50% faster than vanilla
- While standing still and blocking, that bonus grows to 75%
- While standing still and not blocking, it grows to 100%
- Can be turned off with "set xxxCMStaminaRegen to 0"
- Increased maximum percentage of blockable damage with weapons to 70%
- Increased maximum percentage of blockable damage with shields to 95%

SkyRe-StandingStones:
- Made Lady Stone effect visible again

v0.99.21.1:

SkyRe-Main:
- Fixed issue where "Windfist Disciple" and "Stonefist Disciple" were not mutually exclusive
- Fixed issue where "Crushing Blow" required Heavy Weaponry skill
- Fixed typo on "Windfist Disciple" rank 5
- Fixed requirements on "Marked" rank 1
- Fixed issue where "Trades of War" would unlock spells instead
- Fixed bug where "Recurring Nightmare" could be used on living targets (lol)
- Fixed bug where storing an essence with "Recurring Nightmare" could summon Dwemer (lol)
- Modified "Fortify One-Handed" effects to affect daggers
- Made picking locks significantly harder
- Doubled lockpicking bonus gained from perks
Still, locks are harder, even with full perk investment.
- Added weight to lockpicks (0.1) and increased their value (10)

SkyRe-Combat:
- Increased stagger chance for most unblocked non-dagger attacks

v0.99.21:

SkyRe-Main:
- Added perks:
- Recurring Nightmare (Conjuration)
Activate a dead humanoid's body to store its essence. Use a new spell to turn any
humanoid carcass into the stored body, to reanimate your favourite zombie
over and over again.
- Stonefist Disciple (Light Weaponry)
Flat damage boost for unarmed attacks. Mutually exclusive with "Windfist Disciple".
- Crushing Blow (Light Weaponry)
Unarmed power attacks might knock the target down.
- Moving Mountains (Light Weaponry)
Unarmed damage bonus against foes who are either big or heavily armored while your stamina
is above 50%.
- Removed perks:
- Tempered Arcana
- Style: Snake's Fang
- Style: Sorcerer's Wrath
- Modified perks:
- Guardbreaker: Reduced skill level requirement to 20, moved down to be
the base of the unarmed sub-tree, slightly boosted effect.
- Windfist Disciple: Removed damage boost, mutually exclusive with new perk
Stonefist Disciple, nerfed speed boost.
- Monkey's Trickery: Now requires "Windfist Disciple". Skill requirement
lowered to 50.
- Latent Power: Now only active while Health is above 50%, and requires
Monkey's Trickery.
- Elemental Protection: Nerfed.
- Bladesman: Now works with daggers.
- Added spells:
- Spell Ward (Restoration)
A ward that weakens incoming and outgoing spells drastically while up.
Does not affect shouts. Charges fast (0.2 sec). Novice.
- Breath Ward (Restoration)
A ward that weakens incoming shouts and outgoing spells drastically
while up. Charges fast (0.2 sec). Apprentice.
- Shield Ward (Restoration)
A ward that increases armor while up. Charges instantly and can perform
timed blocks. Adept.
- Fortress Ward (Restoration)
A ward that absorbs a lot of spell damage and reduces incoming weapon damage
drastically. Needs to charge up. Expert.
- Repulsive Ward (Restoration)
A ward that provides armor and strikes any melee attacker to the ground.
Whenever someone is struck down, it consumes a set percentage of Magicka.
Needs to charge up. Master.
- Removed spells:
- Greater Ward
- Steadfast Ward
- Lesser Ward (can still be obtained from Tolfdir when training)
- Modified spells:
- Darkness: Removed hit event
- Mislead: Removed projectile noise
- Chastise: Added visible "projectile" to make aiming easier
- Brutal Reanimation: Now works on Draugr
- Forced Reanimation: Now works on Draugr, increased speed penalty to 40%, increased incoming
damage penalty to 30%.
- Transcendental Reanimation: Now works on Draugr
- Infested Reanimation: Now works on Draugr
- Frenzied Reanimation: Now works on Draugr
- Fear: Modified description to make clear it's just a basic spell that gets
no perk support.
- Fixed bug where main script would not dynamically add the perks
necessary for Fingersmith leveling with picking locks
In case it still bugs out, the perk is just called "Fingersmith"
right now; easier to remember than "xxxpf"
- Fixed description of "Awareness"
- Fixed perk respec ignoring Tempered Arcana
- Fixed armor value of "Studded Armor"
- Fixed the uber lethal Rahgot
- Fixed missing tempering recipe for Silver Broadsword
- Fixed damage of Dragonbone Battleaxe
- Fixed damage of Dragonbone Greatsword
- Fixed armor value for the Helm of Yngol. For the record - it's officially a steel plate helmet.
- Fixed description of "Brutal Reanimation"
- Fixed issue where the effect of "Dark Souls" could be applied to non-dead
targets.
- Fixed missing damage malus on "Forced Reanimation"
- Fixed missing meltdown recipes for Orcish Bastard Sword
- Fixed missing meltdown recipes for Ebony Bastard Sword
- Removed invisible explosion from Konahrik
- All "quality leather" armor recipes (craft,temper,meltdown) now require "Leathercraft"
- Made timed blocking react faster

SkyRe-Combat:
- Made bleeding damage not apply to undead/mechanical targets
- Increased Devastating Direct Hit debuff duration to 8 seconds
- Reduced bleeding damage on Devastating Direct Hit to 3 per tick

SkyRe-Races:
- Added (DLC?) attacks; kudos to }{ellknight
- Tweaked IMS on Channel Magicka; it now has increased brightness/saturation
while active.

SkyRe-Standing Stones:
- Fixed typo on Atronach Stone description
- Fixed issue where Atronach Atone ability might be absorbed

v0.99.20.1:

SkyRe-Main:

- Applied armor changes to the following armor pieces and sets, since they were missing in 0.99.20:

- All guard armor
- Nightingale armor
- Thieve's Guild armor
- Guidlmaster's Armor
- Stormcloak armor
- Stormcloak Officer's armor
- Imperial armor
- Studded Imperial armor
- Light Imperial armor
- Vampire armor
- Royal Vampire armor
- Armor of the Old Gods
- Dark Brotherhood armor
- Ancient Dark Brotherhood armor
- Ebony Mail
- Shield of Ysgramor
- Auriel's Shield
- Keeper's Shield

- Fixed keywords on Forsworn cuirass, gauntlets and helmet

- Buffed enchantments on all pieces of the "Armor of the Old Gods"

v0.99.20:

- Packed more docs with precise and up-to-date information on missiles and armor values
- Packed compatibility patch guide in main download

- Cleaned all plugins with TES5Edit 3.0.23. Yay!

SkyRe-Main:
- Added perks:
- Strength In Numbers (Speechcraft)
As long as you have a follower, your skills level faster and all damage is
increased slightly.
- Loyalty (Speechcraft)
The damage bonus from "Strength In Numbers" is applied to followers as well.
- Trades Of War (Speechcraft)
Better buying/selling prices with blacksmiths. Blachsmiths stock additional high-quality
ores and ingots.
- Potential (Light Armor)
Doubles strength of material-based bonuses for light material armor (see modified perks).
- Modified perks:
- Sharpshooter: The damage boost now applies to crossbows as well.
- Poisoner: It now has three ranks, with each one adding 20% poison strength.
- Concentrated Poison: Nerfed to provide 2,3,4 additional hits
- Juggernaut: Nerfed to provide 15% more armor per rank (see armor changes below)
- Agile Defender": Limited to 5 ranks (see armor changes below)
- Blacksmith: Limited to 5 ranks
- Principles Of Smithing: Protects against bow and crossbow while in full steel armor.
- Dwarven Rigging: Protects against Falmer and constructs while in full dwarven armor.
- Orcish Creed: Boosts strength of orcish weapons while in full orcish armor.
- Red Mountain's Calling: Provides Magic resistance while in full Ebony armor.
- Daedric Study: Ignore some armor and increases Daedra summoning duration while in
full daedric armor.
- Leathercraft: Protects against fire and frost in full leather armor.
- Elven Discipline: Reduces spell casting cost in full elven armor (any combination of normal, light and gilded).
- Nordic Design: Faster health and stamina regeneration while in full scaled or steel plate armor.
- Glass Theorem: Chance to absorb spells in full glass armor.
- Dragoncraft: Increased movement speed, fire and frost damage wile in full dragonplate or dragonscale armor.
- Armsman: Reduced ranks to 5.
- Barbarian: Reduced ranks to 5, and boosted magnitude per rank to 20%.
- Beacon of Light: Reduced skill level requirement of rank 2 to 150.
- Merchant: Reduced skill level requirement to 45.
- Persuasion: Reduced skill level requirement to 25.
- Intimidation: Reduced skill level requirement to 25.
- Adrenaline Overload: Reduced skill level requirement to 120.
- Takedown: Reduced skill level requirements on rank 2 (100) and 3 (125)
- Medium: Adjusted description.
- Tempered Arcana: Fixed description and nerfed values to -15% (rank 1) and -25% (rank 2)
- Latent Power: Nerfed to provide 3% Health-to-Damage per rank
- Tongues Of Old: New first rank provides powers to call skeletons and zombies back to you, second
rank is old first rank and requires 60 conjuration
- Fixed requirements on Steel Crossbow recipe
- Fixed description of "Fortify Illusion" effect
- Fixed description of "Steady Hand" (it works with crossbows)
- Fixed descriptions of all aura spells
- Fixed display issues on all aura spells
- Fixed typo in description of "Soul Consumer"
- Fixed typo in description of "Brutal Reanimation"
- Fixed issue where random creatures would reflect damage (instead of getting unarmed damage)
- Fixed "Flexibility" not applying to crossbow armor reduction
- Fixed class of conjured skeleton archer
- Fixed issue where "Stability" rank 3 would apply to all spells
- Fixed missing material keyword on fur boots
- Fixed missing heavy shield keyword on Dawnguard Shield
- Fixed missing light shield keyword on Dawnguard Rune Shield
- Fixed "Mobility" rank 2
- Fixed Rahgot
- Fixed "Monolith" triggering on projectile-based attacks
- Fixed "Advanced Feather" casting perk
- Fixed name of potion that grants 100 perk points
- Fixed respec function to include Harmony factions
- Fixed requirements of "Tradecraft"
- Fixed "Leathercraft" not bein refunded by the respec
- Fixed issue where "Gatherer" would not allow you to activate animals
- Fixed issue where "Ambush" would not work with certain vanilla and all mod-added daggers
- Fixed keywords on "Sanguine Rose" summon spell
- Fixed wild edit on orc and khajiit racials
- Increased scripted skill gain from reanimation spells
- Removed debug message that appears if you didn't update SkyRe
- Reduced ore needed to craft ingots from 4 to 3
- Reduced charcoal needed to craft steel ingots from 2 to 1
- Reduced strength of spell "Push"
- Reduced Wayfarer leveling speed by ~15%
- Nerfed racial bonus damage to unarmed attacks (unarmed weapon only) to 2% of max stamina (beast)
and 1% of max stamina (non-beast). Still strong, since it stacks with everything.
- Renamed "Tapered Battlestaff" to "Tapered Iron Battlestaff"
- Added crossbows to blacksmiths' inventories
- Added bolts to blacksmiths' inventories
- Added missing recipes for explosive and timebomb dragonbone arrows
- Buffed Nettlebane's damage and added a strong "Drain Magicka" enchantment
- Tempering Nettlebane requires Arcane Artisan and Spriggan Sap as material now
- Reworked enchantment for the Rueful Axe; it now restores 50% stamina when killing someone,
with unlimited charge. Also increased value.

- Reworked armor values according to the following table:

Formula for each piece: Material_Base x Multiplier (rounded up if necessary)

Example armor value for leather helmet: 19 * 1.5 = 28.5 = ~29

Multiplier:

Helmet: 1.5
Gauntlets: 1
Boots: 1
Cuirass: 3
Shield: 1.5

Material_Base:

Hide/Fur: 15
Forsworn: 17
Leather: 19
Elven Light: 21
Elven: 23
Dawnguard (Light): 24
Elven Gilded: 25
Scaled: 27
Quality Leather: 29
Glass: 31
Dragonscale: 35

Iron: 20
Banded Iron: 23
Steel: 26
Dawnguard (heavy): 28
Falmer: 29
Dwarven: 32
Steel Plate: 33
Falmer Hardened: 35
Blades: 36
Orcish: 38
Falmer Heavy: 39
Dragonplate: 41
Ebony: 44
Daedric: 50

This should make sure that progressively better armor actually feels better, and it makes
body pieces considerably more protective than gauntlets & co.
Remember: 10 armor -> 1% damage reduction in SkyRe. So it takes higher values to actually
make a difference.

- Reworked missile values according to the following table:

Arrows
======

Material Damage Speed Gravity

Ancient Nord 7 5100 0.3
Iron 9 5200 0.29
Steel 11 5100 0.3
Falmer 12 5100 0.31
Dwarven 13 5000 0.32
Orcish 15 4850 0.33
Ebony 18 4700 0.35
Daedric 21 4550 0.37

Forsworn 10 5600 0.28
Elven 11 5700 0.27
Glass 13 5900 0.25
Dragon 15 6100 0.23

Bound 15 6000 0.15
__________________________________________________________

Bolts
=====

Material Damage Speed Gravity

Steel 12 6500 0.2
Steel - Strong 17 6350 0.22
Steel - Strongest 22 6200 0.25

Dwarven 14 6400 0.22
Dwarven - Strong 20 6250 0.25
Dwarven - Strongest 26 6100 0.27

__________________________________________________________

Modifier
========

(if a modifier is not mentioned, it has no special effects on stats)

Modifier Effect

Rope Speed -200 Gravity + 0.04
Explosive Speed -100 Gravity + 0.02
Timebomb Speed -100 Gravity + 0.02
Barbed Speed -50 Gravity + 0.01

SkyRe-Combat:
- Fixed issue where some direct hit debuffs could be spell absorbed
- Removed flat passive armor value boost (since values from main module make them obsolete)
- Nerfed flat passice damage reduction from heavy armor to max(8, 2*(number of pieces))
- Decreased two-handed weapon chance to send enemy flying with a power attack to 11%
- Increased two-handed weapon chance to stagger with a power attack to 70%
- Increased mace/sword/waraxe chance to stagger with a power attack to 50%
- Increased mace/sword/waraxe chance to stagger with a normal attack to 25%
- Removed sneak Malus on searching targets (doesn't fit in this module)
- Reworked direct hit debuffs:
- Weak:
- 1 bleeding damage/sec for 5 seconds
- -50 armor for 5 seconds
- -15% magic resistance for 5 seconds
- applied on unblocked normal dagger hits
- Light:
- 2 bleeding damage/sec for 5 seconds
- -80 armor for 5 seconds
- -25% magic resistance for 5 seconds
- applied on unblocked normal sword/mace/waraxe hits and unblocked
dagger power attack hits
- Medium:
- 2 bleeding damage/sec for 6 seconds
- -120 armor for 6 seconds
- -30% magic resistance for 6 seconds
- applied on unblocked power attack sword/mace/waraxe hits
- Heavy:
- 3 bleeding damage/sec for 7 seconds
- -160 armor for 7 seconds
- -35% magic resistance for 7 seconds
- applied on unblocked normal two-handed weapon hits
- Devastating:
- 3 bleeding damage/sec for 8 seconds
- -220 armor for 8 seconds
- -45% magic resistance for 8 seconds
- applied on unblocked two-handed weapon power attacks hits

SkyRe-EnemyScaling:
- Reduced skeleton carry weight from 9999 to 200
- Removed conflict with new Falmer leveled lists from Dawnguard

SkyRe-Races:
- Nerfed "Wild Hunt" to provide a 25% damage boost.
- Modified "Wild Hunt" to not work with crossbows while SkyRe-Main is active.

v0.99.19.3:

SkyRe-Main:
- Fixed absence of "Leathercraft"

SkyRe-Combat:
- Fixed issue where one couldn't turn off the speed malus from heavy armor

SkyRe-Races:
- Fixed issue where Redguard vampires would get back vanilla powers

v0.99.19.2:

SkyRe-Main:
- Added perks:
- Blacksmith (Smithing)
New base perk that holds the combined effects of "Armorer" and "Weaponsmith"
- Leathercraft (Smithing)
unlocks leather gear for smithing and tempering. Yeah, it needs a perk now.
- Removed perks:
- Armorer
- Weaponsmith
- Fixed cost reduction on "contract" perks
- Fixed display issue on update message
- Fixed issue where target's of Enrage would come for the caster, even if the
level check succeeds
- Fixed issue where "Limbsplitter" would not work with Dragonbone Weapons
- Fixed issue where "Decoy" would paralyze the player
- Fixed "fortiy illusion" effects that would increase cost
- Fixed "Grand Facade" requirements
- Fixed "Imperial Broadsword of Fatigue"'s name
- Fixed issue where respec would not work correctly if you have more than 255 perks. Now, you'll get
a "Potion of 100 perks" per hundred perk points refunded. Use these after spending enough perk
points to get below 155.
- Replaced new "Elemental Fury" bug with old one
- Deleveled Nightingale armor, all pieces
- Reduced heavy Dawnguard armor rating to the level of steel
- Reduced light Dawnguard armor rating to a level between leather and elven
- Reduced duration of Blood Price bleeding by 25%
- Reduced ranks of "Benefactor" by 1
- Nerfed "Benefactor" to provide 20% magnitude per rank
- Made damage dealt by Blood Price depend on the target's armor
- Replaced "Fortify Attack Speed" potions with "Ranger" potions (+ranged damage and movement speed)
- Replaced "Fortify Unarmed" enchantment with "Damage Reflection". It can be applied to cuirasses, amulets
and gauntlets now.
- Removed projectile from "Mislead"
- Reverted "Insight" back to be "target actor" based, without projectile

v0.99.19.1:

SkyRe-Main:
- Fixed reduced Magicka from auras not dispeling properly
- Fixed description of "Curse of Greed"
- Fixed issue where "Curse of Greed" could trigger repeatedly
- Fixed small issue with the list of perks for the included respec
- Fixed description and enchantment on "The Gauldur Amulet"
- Fixed perks quest not allowing repeated stages
- Fixed "Thornswreath"
- Fixed issue where characters from 0.99.19 would not level Fingersmith
by picking locks. Fix should work for existing chars, and give
a message at game start if it was successfull.

- Increased the range of all plagues to 25 feet
- Reduced "Veil of Illusion" casting time

- Removed "Open Locks" spells for now, since they seem to clash with
Fingersmith

SkyRe-Races:
- Fixed display issue for "Feline Athletics"

SkyRe-EnemyScaling:
- Replaced shock resistance on dwarven automatoi with shock resistance
- Scaled frost weakness according to automatoi type
Spider: 30%
Sphere: 45%
Centurion: 60%
- Boosted health for skeletons (+60) and black skeletons (+100)

v0.99.19:

SkyRe-Main:
- Updated integrated Heavy Armory to version 1.3
Shortspears for everyone! Yay!
Long, fast, worse against armor than yaris.
- Added perks:
- Hunting Grounds (Wayfarer)
Can craft bear traps (rank 1) and spikes (rank 2)
Spikes hit multiple times without interruption, but can not be collected
after placing them (just removed)
- Silent Hunt (Wayfarer)
Boosts physical damage done by all traps
- Legcutter (Wayfarer)
Physical trap damage ignores armor
- Poison Burst (Alchemy)
Can craft venom flasks at cooking pots. Venom flasks are used to enhance bear traps
with venomous explosives that poison everyone nearby when triggered.
One flask can enhance up to two traps. Detonating traps are destroyed.
When collecting a poisoned trap after placing, the poison vanishes.
Poison damage starts at 5+ 10*(1 + alchemy*0.01), and is applied
ten times.
Also unlocks paralysis flasks that turn bear traps into paralysis traps.
Paralysis detonations won't destroy the trap, but the poison does vanish
upon re-collection, just like poison traps.
- Arcane Burst (Enchanting)
Can enhance bear traps with elemental explosions. Explosion
damage is 100*(1 + enchanting*0.01). Can be collected regularly after placing,
but are destroyed once triggered.
- Pierce (Light Weaponry)
Shortspears deal additional damage against bleeding targets
- Troubled Dreams (Destruction)
While wearing 2-3 pieces of dreamcloth, increases cloak range and slightly
reduces spell cost.
- Removed perks:
- Carnivore
- Herbivore
- Omnivore
... in wise preparation for changes to come ;) Food mods are compatible again.

- Added spells and spell tomes:
- Clad In Shadows (Illusion)
Hides your identity so that crimes commited while under the spell's effect are not
attributed to your character, IF you are not seen casting AND you are not seen within
a few seconds after the spell wears off. Master level.
- Mislead (Illusion)
Creates a sound at the target location that distracts enemies. Novice level.

- Renamed "Hack and Slash" to "Blood Price", and made it work with shortspears. Blood Price is a
lot stronger than before, but only works if the enemy doesn't block.
- "Analysis" rank 2 now shows elemental reistances in addition to level and distance
- Modified prerequisites for "Awareness"
- Modified "Awareness"; it now allows you to collect traps
- Modified "Advanced Explosives"; it now allows you to also enhance bear traps
Base damage 120, AoE, doesn't scale, unresisted. Detonating traps are destroyed.
- Moved "Masquerade" and "Grand Facade" from Sneak to Speechcraft
- Brought back "Echoing Rage" and "Echoing Reason" to Speechcraft
- Slightly reduced prerequisites for "Fluent Speaker" rank 1
- Slightly increased prerequisites for "Fluent Speaker" rank 3
- Reduced prerequisites for "Violent Voice" and "Heroic Voice"
- Increased requirements for "Assassinate"
- Slightly increased requirements for "Ambush"
- Slightly nerfed "Mobility"
- Nerfed "Alchemist"
- Nerfed "Overdraw"
Only affects enemies, since the player can't use it anymore. Necessary to keep stuff playable
with generally higher bow damage
- Quality pelts can now be turned into quality leather and quality leather strips, which in turn
can be used to craft quality leather armor. Quality leather armor requires more ingredients to craft,
is better and lighter than leather armor, and is easier to temper with less material cost and better
results.
- Aura spells now reduce maximum Magicka while active, depending on the spell's rank.
- "Insight" is now projectile based
- "Enrage" is back to being projectile-based
- Extended "Soul Stealer" soul trap duration to 5 minutes
- Modified hidden respec to be better; it now includes perk-granted spells and
global variables.
- Added "Potion of Respec". When updating SkyRe, you'll get one for free.
- Nerfed familiar damage by 70%, reduced physical damage taken by 40%, added 25% weakness to destruction magic
- Increased bow/crossbow damage; damage gain is roughly 50% for longbows, 30% for crossbows, less for shortbows
- Greatly increase casting cost for "Call Familiar - Hunting Pack" and "Call Familiar - Tundra's Hunting Pack"
- Reduced weight of Dragonbone Shortbow
- Added missing tempering recipe for Keening
- Removed recipes for Draugr Club, Mace, Honed Mace, Warhammer and Honed Warhammer
- Removed debug stuff from "Undying Rage" and "Undying Hatred"
- Modified cloak spell descriptions to display the range
- Set dual cast cost to 2.0, and magnitude to 2.2
- Fixed missing skill experience gain on conjuration spells by adding scripted leveling
- Fixed issue where Weaken Gravity would wear off too fast, hopefully
- Fixed "damage stamina" effects being classified as fire damage
- Fixed description of "Rattles" and "Witbane"
- Fixed loading screen text for Pickpocket and Lockpicking loading screens
- Fixed error in Arrowhail scripts
- Fixed a property assignment in identity hiding cowl script that messed everything up
- Fixed duration and skill gain on "Call Familiar - Tundra's Hunting Pack"
- Fixed casting perk of "Shadow's Embrace"
- Fixed dawnguard shouts not leveling speechcraft and not being classified for perks
- Fixed issue where "Enhance Weapon - Sharpen" was assigned to a wrong leveled list
- Fixed issue that allowed for duplicate "Enrage" spells on a character
- Fixed droppable phantom image weapon
- Fixed "Staff of the Flame Atronach"
- Fixed issue where you could soul trap targets affected by "Soul Consumer"
- Fixed racial boost to unarmed damage
- Fixed requirements of "Blistering Soul"
- Fixed Khajiit jumping bonus
- Fixed issue where dual flurry rank 2 would add its bonus up
- Fixed damage of Iron Greatsword, Steel Greatsword, Steel Mace
- Fixed description of "Juggernaut" and "Agile Defender" to reflect it works on base values
- Fixed bug where "Assassinate" would work with swords and Tantos
- Fixed issue where one instance of "Enrage" would not work at all

- Tweaked artifacts (some stuff is in 0.99.18.5 already, but mentioned again for completeness).
"Nothing" means that an artifact is unchanged, apart from the following non-pecific tweaks:
- ALL DAEDRIC artifacts that are not staffs: Infinite charge
- EVERYTHING, if applicable: Added material keywords that fit (Volendrung -> dwarven, etc)
- EVERYTHING: Deleveled, if applicable

- Aetherial Staff: Nothing
- Auriel's Longbow: Infinite charge, classified as "Longbow"
- Chillrend: Nothing
- Dawnbreaker: Classified as "Longsword", doubled strength of fire enchantment,
doubled chance for "Meridia's Retribution"
- Dawnguard Rune Axe: Nothing
- Dawnguard Rune Hammer: Nothing
- Ebony Blade: Classified as "Nodachi"
- Harkon's Sword: Classified as "Katana"
- Keening: Infinite charge, increased value, greatly buffed "Mortal Wound". After the related
quest is done, buffs Stamina by 25 and movement speed by 10%.
- Mace of Molag Bal: Deals 30 damage to Magicka and Stamina, while absorbing half
as much. Soul trap unchanged.
- Mehrunes Razor: Increased chance for instant kill to 2%, slightly increased attack speed
- Nightingale Blade: Classified as "Ebony Broadsword"
- Nightingale Bow: Nothing
- Sanguine Rose: Nothing
- Skull of Corruption: Fixed damage for both powered and unpowered version,
powered version absorbs health now
- Staff of Magnus: Fixed effect
- Volendrung: Added 20% chance for 3 second paralysis
- Wabbajack: Nothing
- Wuuthrad: Boosted bonus damage to elves to 50%, and included vampire variants
- Tsun's Battle Axe: Lol, it's unplayable and unobtainable.
- Briarheart Geis: Boosted bonus damage to Nords to 15

- Hevnoraak: Immune to disease and poison, <50>% resistant to stagger, <15>% damage reflected.
- Konahrik: When struck, has a <15>% chance to heal wearer and damage nearby enemies, and a
<5>% chance to summon a powerful Dragon Priest defender.
- Krosis: 15% bow/crossbow damage, 15% faster movement
- Morokei: Magicka regenerates <50>% faster. While below 50% Health, Destruction
spells are <25>% stronger. While below 10% Health, Destruction spells are twice as strong.
removed armor rating, doesn't count as armor anymore.
- Nahkriin: Nothing
- Otar: Improved armor rating to 28
- Rahgot: Increases Stamina by <25>. Grants a <2>% chance to instantly kill a target
with any two-handed weapon.
- Vokun: Nothing
- Volsung: Light armor protects <15>% better, + 30 carry weight and can breathe underwater.
- Wooden Mask: Nothing

- Aetherial Crown: Nothing
- Aetherial Shield: Nothing
- Archmage's Boots: renamed to "Archmage's Boots", 10% resistance against all elements, poison and disease
- Archmage's Robe: Increased effect magnitudes to 20%
- Auriel's Shield Nothing
- Dawnguard Rune Shield: Nothing
- Ebony Mail: 70% fire resistance, 20% magic resistance
- The Gauldur Amulet: Increased stat boost to 50, added 25% regen boost for all stats
- Locket of Saint Jiub: Increased armor rating to 25
- Masque of Clavicus Vile: Boosted Magicka regen to 25%, and works with all "Masquerade" factions.
- Necromancer Amulet: Only 25 Magicka, no cost reduction, removes negative effects from all
reanimation spells.
- Ring of Hircine: Grants 250 armor and 30 magic resistance while in werewolf form
- Ring of Namira: Added 25% damage reflection
- Savior's Hide: 25% resist magic, 75% resist disease and poison
- Shield of Ysgramor: Incoming elven attacks are 25% weaker. Ignore 50% armor against elven enemies.
- Spellbreaker: Reduced armor value to 26, greatly buffed strength of ward effect
- Targe of the Blooded: Bash deals 4 damage/second for 20 seconds and debuffs movement speed
by 20% for 20 seconds. Damage counts for "Pierce" perk.

- Azura's Star: Nothing
- The Black Star: Nothing
- Oghma Infinum: Nothing
- Skeleton Key: Nothing
- The White Phial: Nothing



SkyRe-Combat:
- Tweaked blocking to affect stamina better (didn't work in 0.99.18.5)
- Tweaked weapon blocking to be more effective

SkyRe-EnemyScaling:
- Nerfed free damage boosts for high level enemies
Explanation: High level enemies got simple multipliers to damage, up to 250%.
I nerfed these multipliers to more forgiving levels. Brings enemies and the player closer
to one another.
- Modified Bandit Chief's to level higher
- Fixed issue where a few high-level Falmer were stuck with low levels

v0.99.18.5:

SkyRe-Main:
- Fixed "Gravebound"
- Fixed attack speed bug (for good?)
- Fixed "Fatespinner" enchant on pre-enchanted gear
- Modified position of "Butterfly Strikes" in the perk tree (necessary for attack speed nonsense)
- Buffed Butterfly Strikes
- Changed what "Kendo" does; it now boosts attack power for a short duration (also attack speed nonsense)
- Nerfed "Curse of Greed"; it now requires an absorption of 60% of the target's life to kill it
- Removed buggy attack speed boost from Nightingale Gloves, replaced with blocking boost

SkyRe-Combat:
- Removed stamina influence on attack speed (guess why I did that)
- Slightly nerfed stamina influence on block efficiency
- Tweaked blocking to mostly consume stamina (thanks to Wienecke01 for the input)

SkyRe-EnemyScaling:
- Added 15% sword weakness to Chaurus
- Added 5% chance for + 150% sword damage to Chaurus
- Added 15% resistance to mace and warhammer to Chaurus
- Expanded Draugr material weakness to Silver and Daedric
- Buffed Draugr material weakness to 30%. Buffed material resistance to 30%.
- Allowed dwarven automatoi some level scaling.
- Made dwarven centurions level up to 100, at faster speed than the player
- Removed dwarfen frost immunity, instead added 30% frost weakness, according to
in-game book

v0.99.18.4:

SkyRe-Main:
- Removed perk "Naturalization" from Wayfarer
Not because I suddenly started hating it, but the exclusion list caused many
hidden issues, especially regarding attack speed. This should fix Storm Call,
Butterfly Strikes, Kendo, and others.
- Fixed issue where the initial damage from Adhesive Explosives could not be resisted
- Fixed casting speed of countless spells, which the CK messed up for no reason
- Fixed duration of "Potion - Night Vision II"
- Fixed issue where potions of night vision would not wear off
- Fixed skill experience gain on phantom image
- Fixed weird bug on Myrmidon ranks 2 and 3
- Fixed issue where "Medium" would boost enchantment strength
- Changed how "Enrage" works, for more stability (it's now "target actor"-based, so no more missile)

- Secretly added a respec function. It can be triggered by searching for the "SkyRe Main Quest", and setting its
stage to 20. Experimental, and needs SKSE. Also untested.

SkyRe-Combat:
- Fixed issue where the direct hit debuff would also make you more "susceptible" to your own spells

skyRe-Races:
- Fixed Redguard movement speed issue during sandstorm charge, hopefully

SkyRe-EnemyScaling:
- Replaced paralysis on Frostbite Spider with strong "slow" effect, since paralysis bugs out
- Nerfed Wizards

v0.99.18.3:

- Fixed issue where NMM would display the wrong mod name

SkyRe-Main:
- Fixed conditions on Mobility rank 2
- Fixed summon prisoner atronach bug
- Fixed issue where "Fury" could still be obtained by High Elves; they'll now get "Enrage" instead
- Fixed issue where Khajiit jumping bonus might "wear off"
- Fixed an issue in the rope arrow script
- Fixed an issue in the fire arrow script
- Fixed multiple issues in the water arrow script
- Fixed typo in Sharpshooter rank 1 description
- Fixed recipe of Refined Silver Nodachi
- Reduced attack speed of pickaxe
- Changed the way attack speed is handled, in order to possibly fix the omnipresent attack speed bug.
Old chars likely need the console to bring back correct attack speed after the update.
- Reduced casting time for all atronach summon spells to 1 second
- Reduced casting time for "Forced Reanimation" to 2 seconds
- Slightly increased Magicka cost of "Forced Reanimation"
- Modified FOrsworn meltdown recipes for weapons to create iron ingots
- Added missing meltdown recipes for Silver Battlestaff, Refined Silver Battlestaff, Silver Shortsword,
Refined Silver shortsword
- Added missing tempering recipe for Refined Silver Broadsword
- Modified leveled lists for bow and crossbow distribution; bandits now prefer bow and arrow, instead of going 50/50.
Soldiers still prefer crossbows.
- Modified leveled lists to not allow for high-quality weapons to be collected from early Stormcloak soldiers in Helgen
- Modified sound of "Phantom Image" spell
- Increased spell magnitude gain from "contract" perks by 10%

SkyRe-Combat:
- Fixed duration on the "medium direct hit" debuff

SkyRe-EnemyScaling:
- Reduced paralysis duration from large frostbite spiders to 4 seconds (was 6)

SkyRe-Races:
- Slightly tweaked Ancestor's Fury script for additional stability

SkyRe-StandingStones:
- Fixed description on Apprentice Stone's effect
- Fixed loading screen related to the Apprentice Stone
- Fixed description on Steed Stone's effect
- Fixed loading screen related to the Steed Stone

v0.99.18.2:

SkyRe-Main:
- Added perks:
"Arcane Art Of Trapping" (Destruction)
Increases number of placeable runes. Also a test for me whether a certain type
of perk is doable. ;)
"Ranger's Trick" (Marksmanship)
Bash attacks with shortbows might disarm the opponent.
- Removed "Mongoose", since it's redundant with Mobility
- Unarmed weapon does not reduce poison dose count to 0 anymore
- "Concentrated Poison" does not work with Unarmed
- "Snake's Fang" unlocks "Concentrated Poison" for Unarmed
- Split Mobility's effect across two ranks
- Fixed issue where food secondary effects would stack
- Fixed issue where enemy flame cloak had twice as much range as the player's
- Fixed issue where "Fury" could still be bought
- Fixed dirty edit on "Player"
- Greatly reduced skill gain from reanimation spells
- Reverted "careful Studies" back to reducing spell cost
- Increased damage of Auriel's Bow
- Increased projectile speed on Feint Warfare, Feint Anarchy and Feint Nemesis
- Made Auriel's Bow enchant not consume charge
- Replaced spell cost reduction from "soul" perks with increased magnitude
- Reduced spell casting time for many spells, especially shock spells. New table:

SPELL - DAMAGE - COST(~) - CASTING TIME - AoE?

Flames - 10/s - 20/s - 0 - n
Firebolt - 35 - 70 - 0.75 - n
Fireball - 35 - 140 - 0.75 - y
Incinerate - 35 - 100 - 0.25 - n
Sizzling Touch - 45 - 55 - 0.5 - n
Fire Rune - 40 - 100 - 4 - y
Flame Cloak - 10/s - 250 - 2 - y
Wall of Fire - 40/s - 110 - 0 - y
Firestorm - 100/65/35 - 400 - 3 - y


Frostbite - 7/s - 20/s - 0 - n
Ice Spike - 27 - 70 - 0.75 - n
Ice Storm - 27 - 140 - 0.75 - y
Icy Spear - 27+(2/s x 27s) - 140 - 1.0 - n
Chilling Touch - 31 - 55 - 0.5 - n
Frost Rune - 30 - 100 - 4 - y
Frost Cloak - 7/s - 250 - 2 - y
Wall of Frost - 30/s - 110 - 0 - y
Blizzard - 15/s x 15s - 400 - 3 - y


Sparks - 7/s - 20/s - 0 - n
Lightning Bolt - 27 - 70 - 0.4 - n
Chain Lightning - 27 - 140 - 0.4 - y
Thunderbolt - 27 (double Magicka damage) - 100 - 0.4 - n
Sizzling Touch - 31 - 55 - 0.3 - n
Shock Rune - 30 - 100 - 3 - y
Shock Cloak - 7/s - 250 - 1 - y
Wall of Storm - 30/s - 110 - 0 - y
Lightning Storm - 27/s - 80/s - 2 - n


SkyRe-Races:
- Added race check to "Ancestor's Fury"
- Fixed "Claws" issue with non-standard Stamina values

SkyRe-EnemyScaling:
- Reduced Frostbite Spider paralyze chance to 35%

v0.99.18.1:

SkyRe-Main:
- Fixed extreme skill gain from new Reanimation spells
- Fixed issue where new reanimation spells would work on harvested corpses
- Fixed issue where "Weaken Gravity" was stackable, hopefully
- Fixed issue where Shift-spells would set skeletons ablaze, hopefully
- Fixed missing conditions on "Contract"-perks
- Fixed issue where the effect of "Enhance Weapon - Fire" was not considered a Destruction effect
- Fixed issue where the effect of "Enhance Weapon - Frost" was not considered a Destruction effect
- Fixed issue where the effect of "Enhance Weapon - Shock" was not considered a Destruction effect
- Fixed issue where the effect of "Enhance Weapon - Shock" would still only deal half Magicka damage
- Fixed issue where generic shock damage enchantments would still deal half Magicka damage only
- Fixed hidden spell description for "Darkness"
- Fixed issue where "Weaken Gravity" would not reset the jump height on death
- Fixed rune casting time
- Increased skill gain from summoning skeletons

SkyRe-EnemyScaling:
- Fixed missing abilities on Skeever and Venomfang Skeever
- Fixed issue where you would not regenerate from Frostbite Spider paralysis
- Fixed duration of Large Frostbite Spider's paralysis
- Fixed issue with Health not properly displaying
- Set Mudcrab Health boost to 70 (all Mudcrabs)
- Set Wolf Health boost to 50 (all wolves)

v0.99.18:

- NOTE: SKSE is now required for this mod, even if you don't use the uncapper!

- Included jonwd7's Brawl Bugs Patch
- Updated incorporated sneak tools to version 0.61 beta

SkyRe-Main:
- Added perks:
- Cold Soul (Destruction)
Frost spells are 15% cheaper and incoming frost spells are 15% weaker. Only one "soul"
perk may be chosen.
- Blistering Soul (Destruction)
Fire spells are 15% cheaper and incoming fire spells are 15% weaker. Only one "soul"
perk may be chosen.
- Voltaic Soul (Destruction)
Shock spells are 15% cheaper and incoming shock spells are 15% weaker. Only one "soul"
perk may be chosen.
- Pyromancer's Contract (Destruction)
Fire spells you cast are 25% stronger and 15% cheaper. Your fire resistance grows by 50%.
You can not cast ice or shock spells anymore, are 25% weaker to those elements and can
not summon Atronachs associated with these elements.
- Cryomancer's Contract (Destruction)
Frost spells you cast are 25% stronger and 15% cheaper. Your frost resistance grows by 50%.
You can not cast fire or shock spells anymore, are 25% weaker to those elements and can
not summon Atronachs associated with these elements.
- Electromancer's Contract (Destruction)
Shock spells you cast are 25% stronger and 15% cheaper. Your shock resistance grows by 50%.
You can not cast ice or fire spells anymore, are 25% weaker to those elements and can
not summon Atronachs associated with these elements.
- Analysis (Illusion)
"Insight" additionally shows the distance between target and caster. On rank 2, it shows the
exact level difference.
- Puppeteer (Illusion)
Increases health and summoning time for Phantom Images.
- Charade (Illusion)
When killed, a Phantom Image spawns a smaller Split Image. The Split Image does not count towards
your summon limit.
- Decoy (Illusion)
When struck, a Phantom Image might paralyze the attacker for one second.
- Retaliating Echoes (Illusion)
When killed, a Split Image damages the killer's health by 5%.
- Illusionary Threads (Illusion)
Increases summoning distance for Phantom Images.
- Puppetmaster (Illusion)
Increases summon limit for Phantom Images.
- Clockwork Dreams (Illusion)
While wearing 1-3 pieces of Dreamcloth, casting Illusion spells randomly spawns additional
Phantom Images.
- Amnesia (Illusion)
"Mind Prison" even works on enemies that would be immune to Illusion spells otherwise.
- Mobility (Marksmanship)
You move faster with a drawn SHORTbow. When sheathing the bow after an attack, you might
get a short speed boost.

Removed perks:
- Magic Resistance
- Atronach
- Aspect of Terror
- False Peace
- Hypnotic Gaze
- Rage
- Zealot's Fury
- Terror

- Added spells and spell tomes:
- Venom Spray (Destruction) *
Deals damage and debuffs melee attack damage. Concentration type. Novice Level.
- Poison Cloak (Destruction) *
Poison cloak spell. Yay! Expert level.
- Venomous Cracks (Destruction) *
Deals damage depending on the targets' distance from the caster. Additionally
releases venomous gas that deals DoT.
Master level.
- Curse Of Roots (Restoration)
While active, each hit might turn the target into a tree permanently.
Curse spell. Master level.
- Aura - Soul Consumer (Restoration)
While active, killing an actor within the aura's range heals the killer's
health, magicka and stamina by 20%. Affected actors can't be soul trapped.
Expert level.
- Arcane Dynamo (Alteration)
For 2 minutes, each blocked incoming melee hit restores 20% of your maximum Magicka. Apprentice Level.
- Arcane Generator (Alteration)
For 2 minutes, each incoming hit restores 15% of your maximum Magicka. Adept level.
- Weaken Gravity (Alteration)
For one minute, jump height is increased by 300%.
- Enhance Weapon - Sunlight Blade (Alteration)
Weapon deals 12 sun damage, twice as much to undead. Adept level. Created by shadow_paladin.
- Great Pull (Alteration)
Pulls a target within 50 feet range towards the caster. You need to wait 60 seconds until "push" or "pull"
spells are usable again. Adept level.
- Combat Shift (Alteration)
Teleports and rotates the caster by 180 degrees. Less range than "Phase Shift". Adept level.
- Forced Reanimation (Conjuration)
Reanimate ANY humanoid body to fight for you. The reanimated creature is 25% slower, deals 25% less weapon damage
and is 25% weaker to fire than the living counterpart. Novice level.
- Brutal Reanimation (Conjuration)
Reanimate a humanoid body to fight for you whose level is lower than yours. The reanimated creature
attacks 25% slower, but takes 25% less weapon damage than the living counterpart, and regenerates 2 Health per
second. Apprentice level.
- Frenzied Reanimation (Conjuration)
Reanimate a humanoid body to fight for you whose level is lower than yours. The reanimated creature
attacks 10% faster and deals 25% more weapon damage, but takes 25% more weapon and spell damage than
the living counterpart. Adept level.
- Infested Reanimation (Conjuration)
Reanimate a humanoid body to fight for you whose level is lower than yours. The reanimated creature
deals 25% less damage with weapons and has 25% weaker spells than the living counterpart, but heals all
nearby undead creatures for 5 points of health per second. Expert level.
- Transcendental Reanimation (Conjuration)
Reanimate a humanoid body to fight for you whose level is lower than yours. The reanimated creature
takes 50% more weapon damage, but is 25% resistant to magic and has 25% stronger spells than the living
counterpart. Master level.
- Undying Rage (Illusion)
For 30 seconds, the target creature or humanoid will battle anyone affected by "Undying Hatred". Expert level.
- Undying Hatred (Illusion)
For 30 seconds, the target creature or humanoid will battle anyone affected by "Undying Rage". Expert level.
- Feint Nemesis (Illusion)
When cast at a phantom image, it grows in size rapidly and fears everyone nearby for 10 seconds. It dies afterwards.
Adept level.
- Feint Warfare (Illusion)
When cast at a phantom image, the image appears to cast a high-level Destruction spell,
drawing aggression and attention of nearby beings. Apprentice level.
- Feint Tranquillity (Illusion)
When cast at a phantom image, the one killing the image is calmed for 10 minutes. The killer can not be calmed again.
Apprentice level.
- Feint Anarchy (Illusion)
When cast at a phantom image, the one killing the image is frenzied permanently, attacks 50% harder and moves
25% faster. If it gets killed, the spell jumps on the killer. Anyone affected by this spell is immune to all other
Illusion spells. Master level.
- Feint Shift (Illusion)
When cast at a phantom image, you swap positions with it. Apprentice level.
- Veil Of Illusion (Illusion)
Summons a phantom image right next to the caster, and turns the caster silent and invisible for 6 seconds. Expert level.
- Feint Split (Illusion)
Split a phantom image to into two new Split Images. The second one does not count towards your summon limit
and has less health than a regular phantom image. Expert level.
- Insight (Illusion)
Gives information about the difference between caster's and target's level. Only works on humanoids. Novice level.
- Silent Step (Illusion)
Essentially "Muffle", but concentration-type. Apprentice level.
- Enrage (Illusion)
If the target is of lower level than the caster, it gets frenzied. If not, it attacks
the caster. Apprentice Level.
- Charm (Illusion)
If the target is of lower level than the caster, it fights for you temporarily. After being charmed, the target becomes immune to any other
Illusion spells. Expert level.
- Shadow's Embrace (Illusion)
Concentration-invisibility. Expert level.
- Mind Prison (Illusion)
While active, the target can't move. Concentration spell. Adept level.
- Darkness (Illusion)
Blinds the target for a set duration. Adept level.
- Feint Engine (Illusion)
While active, the target Phantom Image is immune to damage. Concentration spell. Adept level.

* Due to issues not yet on leveled lists

- Removed spells and spell tomes:
- Bane of the Undeand
- Raise Zombie
- Reanimate Corpse
- Revenant
- Raise Dread Zombie
- Death Thrall
- Forceful Push
- Calm
- Muffle
- Fury
- Frenzy
- Pacify
- Rout
- Resonance
- Battle of Wits

- Renamed "Mirror Me" to "Phantom Image". Made Phantom Images resist 75% spell damage and 50% weapon damage.
- Renamed "Careful Studies" to "Rash Studies", and changed its effect. It now increases damage AND casting cost
- Changed effects of Novice...Master Destruction: Now boost magnitude by 25% and reduce casting cost by 25%.
- Removed Destruction spell magnitude scaling with skill. The creation kit's minimum values (1% per skill level)
are too high to allow for proper balance
- Rebalanced destruction spell values

All values are base values (no skill/perks)

SPELL - DAMAGE - COST(~) - CASTING TIME - AoE?

Flames - 10/s - 20/s - 0 - n
Firebolt - 35 - 70 - 2 - n
Fireball - 35 - 140 - 2 - y
Incinerate - 35 - 100 - 1 - n
Sizzling Touch - 45 - 55 - 1.5 - n
Fire Rune - 40 - 100 - 4 - y
Flame Cloak - 10/s - 250 - 3 - y
Wall of Fire - 40/s - 110 - 0 - y
Firestorm - 100/65/35 - 400 - 3 - y

Best raw damage for Magicka, fastest missile charge time with Incinerate, can
strike targets down and debuff armor with perks.

Frostbite - 7/s - 20/s - 0 - n
Ice Spike - 27 - 70 - 2 - n
Ice Storm - 27 - 140 - 2 - y
Icy Spear - 27+(2/s x 27s) - 140 - 3 - n
Chilling Touch - 31 - 55 - 1.5 - n
Frost Rune - 30 - 100 - 4 - y
Frost Cloak - 7/s - 250 - 3 - y
Wall of Frost - 30/s - 110 - 0 - y
Blizzard - 15/s x 15s - 400 - 3 - y

Less raw Health damage, but full stamina damage on top. Also base 30% movement speed debuff
on all spells. Can paralyze for a short duration with perks.

Sparks - 7/s - 20/s - 0 - n
Lightning Bolt - 27 - 70 - 2 - n
Chain Lightning - 27 - 140 - 2 - y
Thunderbolt - 27 (double Magicka damage) - 100 - 2 - n
Sizzling Touch - 31 - 55 - 1.5 - n
Shock Rune - 30 - 100 - 4 - y
Shock Cloak - 7/s - 250 - 3 - y
Wall of Storm - 30/s - 110 - 0 - y
Lightning Storm - 27/s - 80/s - 3 - n

Less raw Health damage, but now deals FULL Magicka damage on top (double that for Thunderbolt).
Perks offer a small chance for a critical, disintegrating hit and a critical hit that depletes
a lot of Magicka. Also fastest projectile speed.

Venom Spray - 10/s - 20/s - 0 - n
Poison Cloak - 10/s - 250 - 3 - y
Venomous Cracks - (depends on distance) - 500 - 3 - y

Same damage as fire, same cost, but only the novice spell works instantly, the rest over time. Perks
mainly boost poison duration. Poison spells debuff melee damage of any target.
AGAIN; NOT YET ON LISTS DUE TO ISSUES


- Nerfed initial spell sneak damage multiplier to 1.75
- Nerfed "Arcane Assassin" to only increase the spell sneak multiplier to 2.5
- Nerfed "Touch of Calamity" to only increase the touch spell sneak multiplier to 3.5
- Increased timed blocking tolerance to 0.5 seconds. Apparently 0.4 is too low for Papyrus to work properly.
- Made NPCs use Ammo for crossbows
- Nerfed hilarious speed and damage of Woodcutter's Axe
- Modified Elemental Ram to only have three stages with 10% reduced resistance each
- Modified summoned skeleton archer AI to prefer ranged weapons more
- Modified summoned skeleton mage AI to prefer magic more and avoid melee combat
- Modified all "Reanimation" spells to be "target actor" (no projectile). Necessary for stable working.
- Reduced skill gain for Wayfarer
- Added funky keywords to more concentration type spells to improve compatibility with Apocalypse
- Increased skill experience gain for "Conjure Flame Atronach"
- Separated "Unarmed" weapon to be 2 separate one-handed weapons instead
- Added "armor levels while being worn"-effect
- Made Auriel's Bow a longbow, and renamed it to "Auriel's Longbow"
- Added steel material keyword to "Shield of Ysgramor"
- Added tempering recipe to "Shield Of Ysgramor"
- Modified spell descriptions of "Conjure Dremora Valkynaz" and "Conjure Dremora Markynaz"
- Added keywords to most familiars; should make ASIS more compatible
- Made "Resist Magic"-effect visible again, due to people loving clutteres inventories
- Overhauled Destruction skill tree layout
- Modified "Warp" perk description
- Modified "Incite" to require Apprentice Illusion
- Modified perk description of "Bone Breaker"
- Modified perk description of "Flexibility"
- Added missing second rank to "Silent Warmonger"
- Modified Thief's Toolbox; rank 1 unlocks rope arrows now, rank 2 adds fire, water and oil arrows.
- Modified Necromage to not affect the player (-> vampirism exploit)
- Modified Illusion Dual Casting to not increase magnitude; instead, it makes spells work on daedra, undead
and constructs
- Modified description and effect of Critical Charge, since unarmed attacks apparently have no sprinting
power attack animation lol
- Modified descriptions of all Daedra branch conjuration perks, to describe exactly what they do
- Modified "Gatherer" to dynamically add the new items to animals
- Tweaked a few perk descriptions in the smithing tree.
- Slightly nerfed "Fortify Illusion" enchant
- Made Illusion potions reduce cost (since magnitude does not exist anymore)
- Made Fatespinner enchantment reduce illusion cost, for the same reason
- Replaced "Guidance" potions with "Night Vision" potions
- Added 5 loading screens that give information about mechanics and perks
- Reduced value of a few food items
- Added lightsource, noisemaker, fire, water and oil bolts
- Reduced "Daedric Fury" requirement to 150
- Fixed issue where "Icy Spike" would advance "Elemental Ram" by 2 stages
- Fixed "Fiery Touch" working with Elemental Ram
- Fixed requirements of "Summoner" rank 4
- Fixed damage of Dragonbone weapons
- Fixed issue where the damage part of Barbed bolts wouldn't work
- Fixed typo on Eastern Dwemer Longsword
- Fixed typo on Tapered Battlestaff
- Fixed requirements on "Traveler" rank 3
- Fixed casting perk of "Cleansing"
- Fixed crafting recipe requirements for all timebomb bolts
- Fixed issue where lockpicking skill books would boost Wayfarer. They now boost Fingersmith.
- Fixed issue where the Medi Spider's aura would not heal machines, hopefully
- Fixed issue with Phase Shift
- Fixed Dragonflesh being equipped in both hands
- Fixed both recipes for "Silenced Steel Arbalest"
- Fixed issue where skeleton's wouldn't engage in battle, hopefully
- Fixed issue where the summoned Dremora Kynmarcher had a fixed level, and also corrected his name
- Fixed Dremora Markynaz spawning without bows
- Fixed issue with bear and snow bear spirit guide
- Fixed names and disenchatability of various armor pieces
- Fixed issue where Flame Cloak and Frost Cloak would hit non-hostile actors
- Fixed issues with incorporated sneak tools
- Fixed name and damage of Refined Silver Broadsword
- Fixed some conditions on Necromage rank 3's spell duration
- Fixed issue where "Limbsplitter" and "Hack and Slash" would not work with silver weapons
- Fixed keywords on "Resist Magic" enchantment
- Fixed material keywords on wooden battlestaff, wooden club, hunting shortbow (normal and follower) and
wooden longbow

SkyRe-EnemyScaling:
- Removed rank 2 and 3 of Deadly Bash
- Nerfed spellcasters by removing "Careful Studies"
- Added "lore-friendly resistance" to many enemies:

- Frostbite Spider: - Increased poison duration, 50% chance to paralyze (duration grows with spider size) with spit attack
- Linked Large Frostbite Spider to correct ability
- Increased health by 50/100/200 (normal/large/giant)
- Increased melee damage for Giant Frostbite Spider
- Added 80% poison resistance to all spiders
- Increased frost resistance by 10%/20% for large/giant variant
- Added fire weakness (15%/20%/30%)

- Troll: - Doubled health regen bonus
- Reduced fire weakness to 30%
- Added 20% resistance to frost and shock
- Added 10 unarmed damage
- Increased health by 100
- Added 20% weakness to swords, greatswords and bows
- Added 25% resistance to maces and warhammers
- Added 50% resistance to disease and poison

- Frost Troll: - Added health regen bonus (yeah, it had none lol), 50% stronger than regular troll
- Added 20 unarmed damage
- Increased frost resistance to 50%
- Increased health by 100
- Added 20% weakness to swords, greatswords and bows
- Added 25% resistance to maces and warhammers
- Added 70% resistance to disease and poison

- Udefrykte: - Same as Frost Troll, AND...
- Levels with player, instead of fixed level 22, up to level 60

- Giant: - Increased magic resistance to 50%
- Added small combat health regen boost (0.3)
- Added 15% resistance to fire and frost
- Increased health by 250
- Added 60% resistance against daggers
- Added 30% resistance against other one-handed weapons

- Chaurus: - Doubled strength of poison, both bite and spit
- Both bite and spit also deplete magicka and stamina; half as much as health
- Increased armor by 50
- Increased Health by 60
- Added 25% weakness to daggers

- Added 5% chance for 500% dagger weakness on hit
- Chaurus Reaper: - Doubled strength of poison, both bite and spit
- Both bite and spit also deplete magicka and stamina; half as much as health
- Increased armor by 150
- Increased Health by 120
- Added 25% weakness to daggers
- Added 5% chance for 500% dagger weakness on hit

- Chaurus Hunter: - Increased movement speed by 25%
- Increased health by 150

- Frozen Chaurus: - Doubled strength of poison, both bite and spit
- Both bite and spit also deplete magicka and stamina; half as much as health
- Increased armor by 250
- Added 25% weakness to daggers
- Added 5% chance for 500% dagger weakness on hit

- Wolf: - Added 25% resistance to fire and frost
- Increased Health by 40
- Increased damage by 15
- Can cause 5 bleeding damage per second for 5 seconds with power attacks (30% chance)

- Ice Wolf: - Increased Health by 60
- Increased damage by 15
- Added 15% fire weakness

- Dwarven Spider: - Removed generic "resist magic" effect
- Added 30% resistance to fire
- Added 30% resistance to sword, dagger, bow and greatsword *
- Added 15% resistance to waraxe and battleaxe *
- Added 350 armor *
- Added 30% weakness to shock

- Dwarven Sphere: - Removed generic "resist magic" effect
- Added 40% resistance to fire
- Added 30% resistance to sword, dagger, bow and greatsword *
- Added 15% resistance to waraxe and battleaxe *
- Added 200 armor *
- Added 40% weakness to shock

- Dwarven Centurion: - Removed generic "resist magic" effect
- Added 100% resistance to disease
- Added 70% resistance to fire
- Added 50% weakness to shock
- Added 30% resistance to sword, dagger, bow and greatsword *
- Added 15% resistance to waraxe and battleaxe *
- Added 500 armor *


- Sabre Cat: - Can cause 5 bleeding damage per second for 10 seconds with any non-power attack (30% chance)
- Added 25% resistance to fire and frost
- Increased Health by 40
- Added 50% weakness to fire

- Snowy Sabre Cat: - Can cause 7 bleeding damage per second for 10 seconds with any attack (30% chance)
- Increased Health by 80
- Added 50% weakness to poison
- Added 20% weakness to fire

- Snow Bear: - Added 25% fire weakness
- Increased Health by 100
- Added 25% poison resistance
- Increased damage by 15

- Cave Bear: - Added 25% resistance to poison, frost and fire
- Increased damage by 15
- Increased Health by 100

- Bear: - Added 25% resistance to poison and frost
- Increased damage by 10
- Increased Health by 60

- Spriggan (all types): - Added 30% weakness to waraxes and battleaxes
- Added 30% resistance against all other weapons
- Increased health by 50
- Added 15% weakness to frost


- Horker: - Increased frost resistance to 100%
- Added 25% fire resistance
- Increased damage by 20
- Increased health by 100
- Added 10% resistance to maces and warhammers

- Skeever: - Increased Health by 30
- Increased movement Speed by 10%
- Added 100% disease resistance
- Added 75% poison resistance
- Added 20% weakness to maces and warhammers

- Venomfang Skeever: - Increased Health by 60
- Increased movement speed by 15%
- Added 100% resistance to disease and poison
- Added 15% resistance to fire, frost and shock
- Added 20% weakness to maces and warhammers

- Hagraven: - Added 100 armor
- Increased health by 100
- Added 60% resistance to fire
- Added 20% weakness to frost, shock and poison

- Ice Wraith: - Increased fire weakness to 50%
- Increased Health by 100
- Added 50% poison resistance

- Skeleton: - Added 50% weakness to mace and warhammer
- Added 50% resistance to dagger, sword and greatsword
- Added 80% resistance to bows
- Added 25% resistance to crossbows (requires main module)
- Added 50% resistance to fire and shock

- Skeleton Priest: - Added 50% weakness to mace and warhammer
- Added 50% resistance to dagger, sword and greatsword
- Added 80% resistance to bows
- Added 25% resistance to crossbows (requires main module)
- Added 50% resistance to fire and shock
- Added 100% resistance to poison and disease
- Added 25% resistance to frost

- Mudcrab: - Added 20% resistance to sword, dagger, greatsword and bow
- Added 10%/20%/30% chance to ignore weapon damage (normal/large/giant)
- Increased damage by 10/15 (large/giant)
- Added 100/200/300 armor (normal/large/giant)
- Added 30% resistance to fire
- Added 15% weakness to shock
- Added health regen (0.2/0.4/0.6) (normal/large/giant)
- Increased health by 30/70/120 (normal/large/giant)

- Draugr: - Carry Rattles and Bone Break Fever
- Increased frost resistance by 10%
- Added 20% fire weakness
- Added 20% shock resistance
- Added 20% weakness to silver weapons
- Added 20% resistance to non-silver weapons


* OLD, already in 0.99.17.3, just mentioned to let people know

- Added 8 loading screens that give information about the new creature stats

SkyRe-StandingStones:
- Fixed Serpent Stone perk not applying

SkyRe-Combat:
- Tweaked stamina drain script for more stability
- Removed "armor levels while being worn"-effect
- Went back to cloak-based distribution, since it's more reliable, faster and now without bugs,
thanks to jonwd7's work
- Added flat damge reduction to heavy armor. For now, a simple -3 per piece, up to -12 for 4 or more armor
pieces. If it's worthwhile, I'l make it material dependent in the future. Note that it works on top
of any other damage reduction.
- Slightly increased stagger chance with one-handed weapons

SkyRe-Races:
- Modified "Avoidance" to not work with crossbows
- Modified "Feline Athletics" to increase jump height by 50%
- Renamed "Alik'r Training" to "Desert Training"
- Removed radial blur effect from "Channel Magicka"

v0.99.16.2:

- Brought the "no Dawnguard" version to the level of 0.99.17.3

v0.99.17.3:

SkyRe-Main:
- Swapped a few keywords around to remove master dependency of combat module
- Removed a debug message from "Mirror Me"
- Added "Advanced Missilecraft" rank 2 requirement to many enhanced bolts
- Fixed "Coup De Grace"
- Fixed "Endeavor"
- Made a last attempt to fix "Style: Snake's Fang"

SkyRe-Combat:
- Fixed issue where dagger power attacks would cost no stamina
- Fixed issue where just wearing a crossbow depletes stamina
- Independent again! Yay!
- Modified crossbow attack damage to not be modified by remaining stamina

v0.99.17.2:

SkyRe-Main:
- Added spell:
- Mirror Me (Illusion)
Creates a copy of the caster, clad in robes. The copy deals low damage and
will not follow you around, but will attack enemies nearby. Apprentice Level.
- Fixed tooltip on most elemental bolts
- Fixed display name of "Bolt - Strong Steel - Barbed"
- Fixed recipes on all Dwarven barbed bolts
- Fixed absence of "Advanced Missilecraft" rank 2
- Fixed a recipe for Dwarven metal ingots
- Fixed typo on Fingersmith skill tree description
- Fixed missing recover flag on barbed bolt effects
- Fixed stats on Ebony Blade
- Modified Marksmanship skill description to reflect that crossbows are covered
- Made barbed bolt speed debuff non-stackable to prevent madness
- Dramatically reduced explosion radius on Barbed Bolts
SkyRe-Combat:
- Rebalanced power attacks for the player
- Two-handed weapons deal 50% more power attack damage, as long as you have 10% Stamina or more
- Sword, Axe and Mace deal 25% more power attack damage, as long as you have 10% Stamina or more
- Two-handed weapons consume 20% less stamina when power attacking
- Sword, Axe, Mace consume 35% less stamina when power attacking
- Daggers consume 55% less stamina when power attacking
- Added back missing master dependency on SkyRe-Main
SkyRe-Races:
- Reduced brightness and increased contrast on Khajiit night eye

v0.99.17.1:

SkyRe-Main:
- Fixed issue where you couldn't craft steel crossbows and bolts with the perks only
- Fixed damage of Dragonbone Arrows
- Fixed name of "Elven Gauntlets of the Eminent Fatespinner"
- Fixed condition on Rune Master, rank 2
- Fixed "Monolith", for real this time :p
- Fixed missing "recover" flag on Myrmidon rank 1
- Fixed barbed bolts, hopefully
- Tweaked Dragonbone Arrows to follow the naming convention
- Did the same for Sunhallowed and Bloodcursed Arrows
- Tweaked Auriels Bow and Zephyr, and made Zephyr a longbow
- Tweaked Harkon's Sword to be a Katana
- Tweaked creatable dwarven animunculi faction for less havoc
- Removed one rank of "Summoner", max effect is still the same
- Added weird keywords to Chastise for better compatibility with Apocalypse's Contingency spells
- Increased speed boost on "lightweight crossbows"

SkyRe-Combat:
- Went back to scripted distribution, due to strange issues with cloak spell distribution
- Made scripted distribution faster

v0.99.17:

- Added Dawnguard as master, and split off a "No Dawnguard" fork. New
versions require Dawnguard
- Dropped SkyRe_Lighting, since I fell in love with Climates of Tamriel

SkyRe_Main:

- Added new perks:
-Ballistics (Marksmanship)
Allows you to craft and temper any crossbow and bolt you have the respective smithing material perk
for.
-Advanced Missilecraft (Marksmanship)
Allows you to re-forge bolts into progressively stronger versions.
-Barbed Missiles (Marksmanship)
Allows you to re-forge bolts into Barbed variants that deal bleeding damage and slow the
target down.
-Recurve (Marksmanship)
Can re-forge crossbows into variants that deal more damage. Only one crossbow enhancements is possible.
-Arbalest (Marksmanship)
can re-forge crossbows into a slow variant that deals double damage against blocking target. Only one
crossbow enhancement is possible.
-Lighweight Construction (Marksmanship)
Can re-forge crossbows to be lighter and faster. Only one crossbow enhancements is possible.
-Silencer (Marksmanship)
Can re-forge crossbows for more sneak damage. Only one crossbow enhancements is possible.
-Engineer (Marksmanship)
Can enhance crossbows twice.
-Elemental Bombard (Enchanting)
Allows you to re-forge bolts, adding elemental explosions. Works on "advanced missiles", but
not combined with "Barbed Missiles"
- Removed "Curare"
- Modified "Fuse" and "Advanced Explosives" to work with bolts
- Modifed "Sharpshooter" to not work with crossbows
- Reduced combat detection distance
- Reduced Wayfarer skill gain for "Tracking"
- Fixed lockpicking experience gain
- Fixed "Summon Dremora Valkynaz"
- Fixed "Mongoose"
- Fixed missing Falmer Shortsword mesh
- Fixed all circlet meltdown recipes to use the smelter HERP DERP
- Fixed meltdown recipes for Gold and Ruby Circlet
- Fixed typo on "Hunting Shortbow of Draining"
- Fixed conditions on "Sharpshooter" rank 3
- Fixed "Deadly Touch" base enchantment
- Fixed requirements of "Weak Spot" rank 3
- Fixed damage of "Dwarven Longmace"
- Fixed "Sorcerer's Fist" (if it still bugs out, I'll remove it. And kill myself lol)
- Fixed requirements on "Rune Master" rank 3
- Fixed typo on "Call Familiar - Bombcrab"'s spell tome
- Fixed typo on "Forceful Push" and its spell tome
- Fixed keywords on one type of Dreamcloth Boots
- Tweaked leveled lists for no more high-level weapons on cheap enemies
- Made summonable skeletons unaggressive
- Made summonable dwarven constructs unaggressive
- Eliminated all uses of "onUpdate()" in scripts, due to the function causing issues. Thanks to Chesko for notifying me!
- Removed ranks 2 and 3 of "Deadly Bash"
- Removed "Curare"
- Increased speed and range for Glaives and Yaris
- Modified name of the generic crossbow to reflect its material
- Modified "Focus" to enhance the "ignore armor" effect on crossbows
- Made all crossbows ignore 50% armor, and tweaked their stats
- Modified shortbow perks and "Coup De Grace" to not work with crossbows
- Increased skill level requirement on Arrowhail rank 2
- Reduced skill level requirement on Coup De Grace, rank 2 and 3
- Increased speed and reduced gravity influence on all bolts
- Added missing meltdown recipe for Iron Shield
- Added missing meltdown recipe for Steel Bastard Sword
- Added recipe for "Bone Hawk Ring"
- Crafting "Bone Hawk Amulet" requires "Treasurecraft" now
- Made crossbows craftable at all forges
- Boosted strength of all elemental bolts; 25 base damage for steel bolts, 35 for
dwarven bolts
- Renamed all bolts for better sorting
- Removed old arrow recipes
- Lowered requirements of "Golden Touch"
- Distributed crossbows; soldiers and bandits use them.
- Modified slow effect on frost spells to not be stackable
- Adjusted Dragonbone weapon loading screen
- Added second crossbow loading screen
- Added recipe for scaled horn armor
- Modified "Prism" enchant to only work on incoming damage spells

SkyRe_Combat:
- Made distribution script faster and more reliable
- Simplified stamina loss on attack; it's only dependent on attack speed now. Since big weapons are slow,
the effect is the same - it's just less script-heavy
- Eliminated all uses of "onUpdate()", due to the function causing issues. Thanks to Chesko for notifying me!
- Modified passive armor effects to not protect from crossbows mostly; heavy armor users can deflect a maximum of 30%
damage, light armor user can deflect 15% damage

SkyRe_Races:
- Fixed Dawnguard face morph bug, hopefully


v0.99.16.1:

SkyRe_Main:
- Fixed issue where opening doors would randomly level Fingersmith
- Fixed issue where you could deconstruct dead skeletons
- Fixed keywords on "Steel Longmace"
- Fixed "Arrowhail", hopefully
- Slightly tweaked summoned skeleton warrior's AI
- Removed Membrane Shader from "Arrowhail" effect
- Reduced rate at which Findersmith levels from picking locks
- Reduced Wayfarer leveling rate
- Modified "Power Draw" message to only display if it's used by the player
- Modified both "Matching Set" perks to work with more than four pieces of armor
- Hid the effect of "Magic Resistance"
SkyRE_StandingStones:
- Fixed display issue on the Lady Stone
- Nerfed effect on Steed Stone
- Nerfed effect on Lover's Stone, and equalized values
- Nerfed effect on Apprentice Stone
SkyRe_Races:
- Modified Breton racials to be castable faster, cost no health and Stamina upon casting, and consume Health and Stamina
continuously over time. Reduced duration to one minute.

v0.99.16:

SkyRe_Main:
- Did a deep merge with PrivateEye's Heavy Armory, thus adding roughly 50 spears, glaives, halberds, clubs and more.
Spears are renamed to "Yari", "Quarterstaves" are "Longmaces".
- While using Yaris, all enemy armor protects 50% better
- Added perks:
Grand Facade (Sneak)
Allows you to craft two types of identity-hiding cowls at the tanning rack. While worn, any crime does not count
towards your characters bounty; this is part of Borgut1337's "Sneak Tools". Also, cowls work towards all
"Masquerade" factions.
Judgement (Heavy Weaponry)
Hitting an enemy while he attacks you forces him to the ground for a few seconds. Halberds only. Initially only works
when hitting enemies during power attacks.
Execution (Heavy Weaponry)
Standing power attacks against enemies affected by "Judgement" deal more damage.
Heart Seeker (Heavy Weaponry)
Unblocked Yari attacks deal direct health damage.
Impale (Heavy Weaponry)
Sprinting Yari power attacks and power attacks directed at the enemy's side or back deal heavy bleeding damage.
Thrash (Heavy Weaponry)
Longmace attacks deplete the target's stamina and slow down it's attacks.
Collapse (Heavy Weaponry)
Longmace attacks additionally reduce the target's ability to block
Reaper's Gambit (Heavy Weaponry)
Glaive power attacks deal less damage and cost considerably less stamina.
Reaper's Verdict (Heavy Weaponry)
Unblocked Glaive power attacks grant a stackable damage boost over a medium duration.
Killing Spree (Light Weaponry)
When killing someone while wielding a club, you get a short, stackable damage and attack speed boost.
- Fixed rank 3 of "Immunization"
- Fixed and nerfed "Quick Reflexes"
- Fixed "Monolith"
- Fixed skill gain from "Bound Broadsword"
- Fixed scripting issues related to incomplete sneak tools integration
- Fixed issue where "Dragonflesh" would always apply the "Mage Armor" bonus
- Fixed names of a few battlestaffs
- Fixed price of "Quality Wolf Pelt"
- Fixed material assignment of Refined Silver Longsword
- Fixed material assignment of Daedric Shortsword
- Fixed issue where timed blocks would stagger archers
- Fixed issue where "Green Thumb" and the spirit huide effect for elks would not stack
- Fixed "Elven Boots of Eminent Stamina"
- Fixed name of "Fatespinner" enchantment
- Fixed names and disenchantability on many pieces of "Fatespinner" gear
- Fixed "Ravage Health" poisons
- Did some cleaning to kill Papyrus errors
- Modified "Lore: Lesser Creatures" to include deer, elks, foxes and rabbits
- Reduced initial timed blocking time span to 0.4 seconds
- Reduced skill experience gain from shouting
- Reduced skill experience gain for Wayfarer
- Removed nonsense Blade Barrier debug message
- Reworked skeleton AI for less havok and chaos
- Tweaked leveled lists for better weapon distribution
- Made unarmed weapon add itself back to the player if dropped
- Modified picking locks to level Fingersmith; Kudos to LukeH for finding the solution!
- Made NPCs use arrows
- Made sabers behave like scimitars, including perks
- Added missing fourth rank of "Immunization"
- Added missing Iron Longsword
- Added missing Elven Longsword
- Added possibility to deconstruct skeletons with "Tongues of Old" to get the soul gem and bones back
- Made "Headsman's Axe" a Halberd, and renamed it to "Headsman's Halberd"
SkyRE_Combat:
- Fixed random nonsense in the distribution script
- Made enemies use potions faster
SkyRe_Races:
- Fixed issue with "Histskin Health Mode"
- Fixed issue with "Channel Magicka" and high Magicka values
- Fixed description of "Feline Athletics"


v0.99.15.2:

- SkyRe_Main: Fixed requirements on "Nose For Coin", really ;)
- SkyRe_Main: Fixed requirements on "Treasure Hunter" rank 3
- SkyRe_Main: Fixed requirements on "Carnivore"
- SkyRe_Main: Fixed requirements on "Herbivore"
- SkyRe_Main: Fixed requirements on "Shatter"
- SkyRe_Main: Fixed requirements on "Dispel"
- SkyRe_Main: Fixed "Elemental Fury"
- SkyRe_Main: Fixed conditions on "Power Draw" rank 2
- SkyRe_Main: Fixed wayfarer skill gain on "Tracker"
- SkyRe_Main: Fixed Wayfarer skill gain on "Awareness"
- SkyRe_Main: Fixed nonsense skeleton spells being added randomly
- SkyRe_Main: Fixed issue where the unarmed weapon was not given upon game start
- SkyRe_Main: Fixed issue where skeletons would attack one another, hopefully
- SkyRe_Main: Added bashtags {{BASH: Relev, Delev}}
- SkyRe_Main: Removed second rank of "Impact"
- SkyRe_Main: Boosted impact rank 1 to 25% chance
- SkyRe_Main: Renamed "Kenjutsu" to "Shark's Jaw" (last rename, I promise)
- SkyRe_Main: Added movement speed boost to "Shark's Jaw"
- SkyRe_Main: Hid effect of "One With The Blade"
- SkyRe_Races: Fixed bonus alchemy for Wood Elves
- SkyRe_Races: Fixed "Histskin", finally
- SkyRe_Combat: Hid the stamina bonus while standing still
- SkyRe_Combat: Boosted the player's power attack strength by 25%

v0.99.15.1:

- SkyRe_Main: Fixed bug where "Naturalization" would not influence enchantment strenght
- SkyRe_Main: Fixed "Adrenaline Rush" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Adrenaline Overload" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Battle Of Wits" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Butterfly Strikes" to work properly with "Naturalization"
- SkyRe_Main: Fixed "warmaster" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Dual Flurry" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Guardbreaker" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Kendo" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Ninjato" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Baneful Elan" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Mongoose" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Myrmidon" to work properly with "Naturalization"
- SkyRe_Main: Fixed "One With The Blade" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Windfists" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Carnivore" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Herbivore" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Immunization" to work properly with "Naturalization"
- SkyRe_Main: Fixed "Traveller" to work properly with "Naturalization"
- SkyRe_Main: Fixed requirements of Golden Touch
- SkyRe_Main: Modified shouts to not be influenced by "Naturalization"
- SkyRe_Main: Greatly reduced experience gain for "Wayfarer"
- SkyRe_Main: Increased skill level requirement for "Omnivore" rank 1
- SkyRe_Main: Renamed "Golden Touch" back to "Nose For Coin"
- SkyRe_Main: Renamed "Hoplite" to "Xiphos"
- SkyRe_Main: Renamed "Ninjato" to "Kenjutsu"
- SkyRe_Races: Fixed racial abilities to work with "Naturalization" properly
- SkyRe_Races: Modified "Terminate Histskin" to work script-based
- SkyRe_Combat: Added back missing init script and renamed it

v0.99.15:

- Dropped SkyRe-Vampirism for the time being

- SkyRe_Main: Did a deep merge with Borgut1337's "Sneak Tools"
- SkyRe_Main: Brought back "Fingersmith"
- SkyRe_Main: Replaced "Lockpicking" with new skill tree, "Wayfarer"
- Levels by traveling Skyrim, disarming traps, using "Gatherer" on animals
- Added perks:
Traveller (Wayfarer)
You become resistant to frost and move faster in the wilds
Lore: Lesser Creatures (Wayfarer)
You accumulate knowledge about wolves, skeever and slaughterfish.
Lore: Predators (Wayfarer)
You accumulate knowledge about ice wraiths, sabre cats and spriggan.
Lore: Forces of Nature (Wayfarer)
You accumulate knowledge about bears and trolls.
Lore: Cave Dwellers (Wayfarer)
You accumulate knowledge about spiders and chaurus.
Lore: Great Landstriders (Wayfarer)
You accumulate knowledge about giants and mammoths.
Lore: Dragons (Wayfarer)
You accumulate knowledge about dragons.
Lore: Humanoids (Wayfarer)
You accumulate knowledge about all elves (including falmer), human and beast races.
Harmony (Wayfarer)
All creatures you have knowledge about are no longer hostile towards you. Does not work on humanoids and dragons.
Chosen Fiend (Wayfarer)
All creatures you have knowledge about deal less damage to you and take increased damage from you.
Gatherer (Wayfarer)
You can gather additional pelts from animals, and have a chance to gather quality pelts who fetch a high price
Immunization (Wayfarer)
Grants resistance against poison and diseases
Naturalization (Wayfarer)
Weakens all incoming and outgoing magic, including enchantments
Herbivore (Wayfarer)
All vegetables protect against physical damage. Can not choose this and Carnivore.
Carnivore (Wayfarer)
All meat increases physical damage. Can not choose this and Herbivore.
Omnivore (Wayfarer)
Can choose both Herbivore and Carnivore. All food heals better and food effects last longer.
Awareness (Wayfarer)
Activate bear traps to disarm them.
Tracker
You can detect all nearby creatures whose lore you know
Shatter (Block)
Timed blocks may destroy the attacker's weapon. Only works with heavy shields.
Dispel (Block)
Timed blocks greatly reduce incoming spell damage. only works with light shields.

- SkyRe_Main: Removed "Snakeblood" from alchemy, moved "Green Thumb" to Survivalism
- SkyRe_Main: Removed "Echoing Rage" and "Echoing Reason" from Speechcraft
- SkyRe_Main: Added a random sneak attack damage boost to "Sharpshooter"
- SkyRe_Main: "Last Breath" now uses Borgut's perk to instantly kill the target.
- SkyRe_Main: "Assassinate" now uses Borgut's perk to slit the throat at will
- SkyRe_Main: Added second rank to "Thief's Toolbox" which unlocks Borgut's rope arrows
- SkyRe_Main: Greatly streamlined code for timed blocking and related perks
- SkyRe_Main: "Wayfarer" skill level increases food efficiency (1% per skill level).
- SkyRe_Main: Replaced "Fortify Attack Speed" enchant with new enchantment, "Fatespinner"
Boosts power of illusion spells and gives a chance to avoid damage. The second part has a fixed scale.
Can be disenchanted and put on gloves.
- SkyRe_Main: Boosted "Tumblerbane Gloves" (armor, enchantment power, value)
- SkyRe_Main: Renamed old perk "Traveller" to "Warp"
- SkyRe_Main: Significantly changed layout of "Alchemy" tree
- SkyRe_Main: Boosted strength of "Arrowhail"
- SkyRe_Main: Increased magicka cost of "Lightning Storm"
- SkyRe_Main: Increased prices of all pelts
- SkyRe_Main: Rearranged "Deflect Arrows" and "Quick Reflexes"
- SkyRe_Main: Modified "Masterful Fencer" to work with shields
- SkyRe_Main: Modified conjured skeletons to not disappear after dying anymore
- SkyRe_Main: Did the same for dwarven automatoi
- SkyRe_Main: Modified conjured skeleton archer AI for more aggression
- SkyRe_Main: Uncapped number of skeletons for now; you still need 5 perk points to unlock skeleton mages though
- SkyRe_Main: Did the same for automatoi, and removed "Machninate", as it serves no purpose anymore
- SkyRe_Main: Modified "Swift Counter" to also require being dresse in Light Armor
- SkyRe_Main: Hopefully fixed the well-known "Nothing applies at start-up" nonsense that leads to bad attack
speed and missing unarmed weapons
- SkyRe_Main: Reduced max ranks on "Baneful Elan" to 3, and boosted it
- SkyRe_Main: Reduced max ranks on "Tempered Arcana" to 2, and boosted it
- SkyRe_Main: Added missing Syforge Steel shortsword tempering recipe
- SkyRe_Main: Modified "Style: Monkey's Trickery" to only work on valid enemies
- SkyRe_Main: Greatly boosted stamina drain on "Curse of Chains"
- SkyRe_Main: Modified "damage health" effect from alchemy to not stack
- SkyRe_Main: Modified reanimation spells to not work on enemies you harvested bones from
- SkyRe_Main: Modified curse spells to not be spammable on dead enemies anymore
- SkyRe_Main: Added back fifth rank of Keene's Lance
- SkyRe_Main: Added third rank of "Point Blank"
- SkyRe_Main: Fixed and modified values on Keene's Lance
- SkyRe_Main: Fixed values on "Point Blank"
- SkyRe_Main: Fixed bug where "Light Weaponry" would not increase damage from the unarmed weapon
- SkyRe_Main: Fixed bug where "Power Draw" applied to all bows
- SkyRe_Main: Fixed issue where skeleton summons would interfere with other summons
- SkyRe_Main: Fixed bug with "Marked for Death"
- SkyRe_Main: Fixed bug with "Sorcerer's Wrath"
- SkyRe_Main: Fixed bug with "Florentine Combat"
- SkyRe_Main: Fixed requirements on "Fast Metabolism"
- SkyRe_Main: Fixed glass scimitar crash issue, hopefully
- SkyRe_Main: Fixed issue with "Baneful Elan"
- SkyRe_Main: Fixed wrong flame atronach scaling
- SkyRe_Main: Fixed typo in "Curse Of Chains"'s description
- SkyRe_Main: Fixed bug where "Tempered Arcana" would gimp Illusion
- SkyRe_Main: Fixed bug where Battle of Wits would not leave you as a guilty killer.
- SkyRe_Main: Fixed bug where Battle Of Wits spell tome would not appear on Faralda
- SkyRe_Main: Fixed bug where you could steal invisible weapons with Monkey's Dance
- SkyRe_Main: Fixed misclassification of "Stormcloak Officer Boots"
- SkyRe_Main: Fixed conditions of "Warmaster"
- SkyRe_Main: Fixed last rank of "Weaponsmith"
- SkyRe_Main: Fixed bug where "Imprison" and "Freedom" were not being added to the vendor chest
- SkyRe_Main: Fixed various jewelry meltdown recipes
- SkyRe_Combat: While standing still, stamina regenerates 60% faster now
- SkyRe_Combat: When stamina reaches zero, it'll take twice as long before it starts regenerating
- SkyRe_Combat: Added visual effects to direct hit debuffs
- SkyRe_Combat: Increased naximum blocking efficiency
- SkyRe_Combat: Modified armor skills to only auto-level while moving
- SkyRe_Combat: Boosted passive boost to heavy armor rating
- SkyRe_Combat: Added small passive boost to light armor rating
- SkyRe_EnemyScaling: Overhauled stats for enemy mages. They're still deadly, but closer to glass cannons than before.
- SkyRe_Lighting: Removed day lighting modifications
- SkyRe_Races: Fixed mounted combat issues
- SkyRe_Races: Removed "Defensive Stance" from Redguards due to 1.6 messing it up
- SkyRe_Races: Added new racial ability ro Redguards, "Sandstorm Charge"
For 15 seconds, time is slowed down by 25% and movement speed is increased by 15%. Usable every 2 minutes.
- SkyRe_Races: Split "Histskin" into four abilities: Health, Magicka and Stamina mode, and a dispel ability.
- SkyRe_StandingStones: Fixed issue where the Ritual Stone would affect all forms of magic
- SkyRe_Plugin_BetterBows: Fixed stats for various bows, especially longbows
- SkyRe_Plugin_NicoroshiCreations: Made "Bow Of The Drow" a longbow

v0.99.14.2:

- SkyRe_Main: Killed "Hidden Potential" for good
- SkyRe_Main: Fixed description of "Extra Effect" rank 2
- SkyRe_Main: Fixed issue with "soul trap" not working
- SkyRe_Main: Made sneaking with spells easier

v0.99.14.1:

- SkyRe_Main: Fixed Restoration spell scaling to not affect enchantments & alchemy
- SkyRe_Main: Fixed speed of Blade of Woe (for both you and Astrid)
- SkyRe_Main: Fixed condition on meltdown recipe for Fur Gauntlets
- SkyRe_Main: Modified unarmed weapon to be collectable
- SkyRe_Main: Modified unarmed weapon to not be disarmable
- SkyRe_Main: Removed "Spell Tome - Colossus Form", as the spell bugged out
- SkyRe_Main: Removed "Catalyst" from "Alchemy"
- SkyRe_Main: Reduced "Ancient Rites" to three ranks
- SkyRe_Main: Reduced "Armorer" to seven ranks
- SkyRe_Main: Reduced "Weaponsmith" to seven ranks
- SkyRe_Main: Shortnened a few perk descriptions
- SkyRe_Main: Reduced skill level requirements on most ranks of "Agile Defender"
- SkyRe_Main: Reduced skill level requirements on most ranks of "Armsman"
- SkyRe_Main: Removed perk "Safeguard" from Heavy Armor due to being sh*t, moved "Stalwart Defense" in its place
- SkyRe_Main: Renamed "Bound Bow" to "Bound Longbow"
- SkyRe_Main: Removed "Hidden Potential" from Enchanting
- SkyRe_Main: Modified "Extra Effect" to need three ranks before allowing for full strength enchantments
- SkyRe_Vampirism: Modified "Tainted Blood" to only disable healing spells

v0.99.14:

- Combined all files into one installer
- Removed encounter zones from SkyRe-Enemies, and moved into new plug-in, "SkyRe-EncounterZones"
- Removed AI from SkyRe_Enemies, and moved into new plug-in, "SkyRe-EnemyAI"
- Renamed "SkyRe-Enemies" to "SkyRe-EnemyScaling"
- Added compatibility patch for InsanitySorrow's Dragon Katana
- Added compatibility patch for InsanitySorrow's Celtic Katana

- SkyRe_Main: Did a deep merge with PrivateEye's "Shortswords for Skyrim"

- SkyRe-Main: Modified "Gravebound" to also make undead permanent, and raised the skill requirements.
- SkyRe_Main: Removed "Fighting Stance" and "Paralyzing Strike" from Light Weaponry
- SkyRe_Main: Repositioned "Florentine Combat", "Savage Strike" and "Critical Charge"
- SkyRe_Main: Reduced skill level requirements of a few perks
- SkyRe_Main: Nerfed "Dual Savagery"
- SkyRe_Main: Renamed "Savage Strike" to "Strong Grip", and changed its effect. It now reduces power attack stamina consumption and unlocks kill moves.
- SkyRe_Main: Added perks:
- Windfist Disciple (Light Weaponry)
Speed and damage boost for unarmed attacks
- Style: Monkey's Trickery (Light Weaponry)
Unarmed attacks can steal the enemy's shield and weapon. Only one "Style" may be chosen.
- Style: Snake's Fang (Light Weaponry)
You can poison the unarmed weapon, and poisons last for twice as many hits with it. Only one "Style" may be chosen.
- Style: Sorcerer's Wrath
You can enchant your fists and disenchant them at will. Enchantments on fists are 30% stronger. Only one "Style" may be chosen.
- Elemental Flurry (Light Weaponry)
While dual wielding, elemental enchantments on weapons are stronger.
- Savage Storm (Light Weaponry)
Standing dual-wielding power attacks deal AoE-damage.
- Florentine Grandmaster
Enhances time frame for "Florentine Combat"
- Hoplite
With shield and shortsword, you deal more power attack damage against staggered enemies
- Fast Metabolism
Positive potions have doubled magnitude and halved duration
- SkyRe_Main: Added spells and spell tomes:
- Aura - Thorn's Embrace (Restoration)
Finally, an aura that reflects damage! Expert level.
- SkyRe_Main: Modified "unarmed weapon" to not be poisonable (without "Snake's Fang")
- SkyRe_Main:
- SkyRe_Main: Fixed a bug with "Elven Discipline"
- SkyRe_Main: Fixed a bug with "Glass Theorem"
- SkyRe_Main: Fixed a bug where "Curse of Greed"'s explosion would trigger multiple times and damage the target
- SkyRe_Main: Fixed a bug where the spell tome for "Curse of Greed" teaches the wrong spell
- SkyRe_Main: Fixed bad condition on "Augmented Flames" rank 3
- SkyRe_Main: Fixed bad condition on "Augmented Frost" rank 3
- SkyRe_Main: Fixed bug where "Aura - Oversoul's Protection" would suddenly turn into "Upcoming Tempest"
- SkyRe_Main: Fixed names on a few ingots
- SkyRe_Main: Fixed nonsense condition on "One with the Blade" rank 3, and modified it to not be absorbable
- SkyRe_Main: Fixed description on "Nahkriin"
- SkyRe_Main: Fixed description on "Krosis" and nerfed it
- SkyRe_Main: Fixed description on "Archmage's Robes"
- SkyRe_Main: Fixed a few dirty edits on "Pickpocket" perks
- SkyRe_Main: Fixed name of all bears' spirit guide effects
- SkyRe_Main: Fixed missing ranks on "Masterful Fencer"
- SkyRe_Main: Fixed display issue on "unarmed enchantment"
- SkyRe_Main: Fixed missing passive perk on summonable skeletons
- SkyRe_Main: Fixed "Staff of Thunderbolt"
- SkyRe_Main: Fixed "Staff of Magnus" to do what it says
- SkyRe_Main: Modified dreamcloth gear to display the armor boost it comes with
- SkyRe_Main: Modified "Spirit Guide" to not disintegrate creatures once they die, and changed its description
- SkyRe_Main: Removed spell school assignment from "Blessing of Talos"
- SkyRe_Main: Restored old values for damage scaling on destruction spells
- SkyRe_Main: Increased continuous skill gain from animunculi
- SkyRe_Main: Slightly reduced bartering prices
- SkyRe_Main: Tweaked values on most bows
- SkyRe_Main: Renamed the archmage's boots to....... "Archmage's Boots"
- SkyRe_Main: Modified all reanimation spells to last for 10 minutes only before "Gravebound", due to zoning nonsense
- SkyRe_Main: Added sounds to spell sneak attacks, depending on spell element
- SkyRe_Main: Renamed "Make Disappear" to "Conceal"
- SkyRe_Main: Modified leather meltdown recipes to produce leather strips only
- SkyRe_Main: Modified "Imprison" to send the target to Oblivion instead of Aetherius :p
- SkyRe_Main: Increased duration of "Chastise"'s effect
- SkyRe_Main: Halfed casting time for "plague" type spells
- SkyRe_Main: Buffed "Sream of Life", and slightly increased its cost
- SkyRe_Main: Re-enabled "Masquerade - Thalmor" for non-High Elves
- SkyRe_Combat: Fixed a small bug in the distribution script
- SkyRe_Combat: Reduced stagger chance for most weapons, especially one-handed ones
- SkyRe_Combat: Modified stagger to not work on Mammoths and Dragons
- SkyRe_Combat: Slightly increased enemy power attack chance
- SkyRe_Combat: Lowered power attack stamina consumption
- SkyRe_Combat: Added an ability that slowly levels your armor skills while you wear armor
- SkyRe_Vampirism: Fixed Krosis and its description.
- SkyRe_Vampirism: Fixed bug where wards are still unusable (kudos to konrad for finding it)
- SkyRe_Races: Modified "Last Stand" to also negate all incoming spells
- SkyRe_Races: Tweaked image space modified on "Channel Magicka"
- SkyRe_Races: Fixed "Last Stand" not resetting
- SkyRe_Races: Tweaked description of "Channel Magicka"
- SkyRe_Enemies: Completely revamped bandits; they're on "equal grounds" with you now
- SkyRe_Plugin_NordicHunterLightArmor: Nerfed armor values

v0.99.13.1:

- Fixed info.xml
- Fixed install script for SkyRe_Plugin_BowofIorveth_1.2.esp

- SkyRe_Main: Fixed name of "Ingot - Iron"
- SkyRe_Main: Fixed unarmed weapon to not be disenchantable
- SkyRe_Main: Fixed prices of "Restore Health/Magicka/Stamina" potions
- SkyRe_Main: Fixed prices of "Damage Health/Magicka/Stamina" poisons
- SkyRe_Main: Removed memrane shader from aura effects
- SkyRe_Races: Fixed bad condition on "Defensive Stance"
- SkyRe_Races: Modified "Ancestor's Fury" to not trigger if you're dead (lol)
- SkyRe_Races: Removed optical effects from "Last Stand" trigger spell

v0.99.13:

- Added compatibility patch for Wicked_Jester's Bow of Iorveth

- SkyRe_Main: Fixed display issue and casting time on "Call Familiar - Mammoth"
- SkyRe_Main: Fixed issue with "Enhance Weapon - Leeching Spikes"
- SkyRe_Main: Fixed "Elemental Fury"
- SkyRe_Main: Fixed unarmed weapon to not be enchantable
- SkyRe_Main: Fixed typo on "Daedric Longsword"
- SkyRe_Main: Fixed "Prominent Flanker"
- SkyRe_Main: Fixed Mongoose to work with shortbows, as advertised
- SkyRe_Main: Lowered prices of salt and wheat
- SkyRe_Main: Removed bow blur
- SkyRe_Main: Expanded "Focus" to five ranks; each adds a little damage and attack speed
- SkyRe_Main: Modified mining to level smithing
- SkyRe_Main: Modified dagger meltdown recipes to require twice as many daggers
- SkyRe_Main: Added missing meltdown recipe for Dragon Priest Dagger
- SkyRe_Main: Modified weight of all ores and ingots; most stuff is heavier now
- SkyRe_Main: Modified recipes for ingots; they require more ore now
- SkyRe_Main: Modified prices of all ingots; they're considerably more expensive now
- SkyRe_Main: Modified firewood meltdown recipe to not require the "Meltdown perk"
- SkyRe_Main: Modified "animunculi" spells to slowly level Alteration while active
- SkyRe_Main: Reduced lootable arrows, depending on their rank
- SkyRe_Main: Removed second rank of "Deep Infusion", and increased the skill requirements of rank 1
- SkyRe_Main: Created new effect shaders for "Aura - Armored Ascension" and "Aura - Oversoul's Protection"
- SkyRe_Main: Added armor and a natural resistance to sharp weapons to summonable Dwarven constructs
- SkyRe_Races: Nerfed "Protective Scales", and fixed a display issue related to it
- SkyRe_Races: Fixed description of "Defensive Stance"
- SkyRe_Races: Gave Argonians back their "Resist Disease" ability, due to popular demand, and because it makes sense ;)
- SkyRe_Races: Modified "Defensive Stance": The "slow time" effect will wear off when below 10% stamina
- SkyRe_Races: Added new racial "Last Stand" to Nords
For 7 seconds, you take no damage and your health does not regenerate. After that, you lose all your
stamina. Usable once after resting.
- SkyRe_Enemies: Added armor and a natural resistance to sharp weapons to Dwarven constructs
- SkyRe_Enemies: Nerfed leveling speed of Falmer
- SkyRe_Enemies: Nerfed bow damage done by high level bandits
- SkyRe_Vampirism: Fixed bug with "Sinister Strength"/"Promise Of Power"
- SkyRe_Vampirism: Fixed bug where Vey, Ma'jhad and Razhinda would still train vampirism
- SkyRe_vampirism: Fixed "can't feed" bug
- SkyRe_vampirism: Modified the Restoration nerf to not affect wards
- SkyRe_Vampirism: Reverted magnitude of "Sinister Strength"/"Promise of Power" back to 1%/vampirism skill level
- SkyRe_Vampirism: Recreated "Infest", as it suddenly stopped working (random madness)
- SkyRe_Lighting: Removed modifications on clear days
- SkyRe_Lighting: Increased radius for torches and light spells
- SkyRe_Combat: Slightly increased bow stamina consumption while attacking
- SkyRe_Combat: Fixed missing stamina dependent attack/block efficiency
- SkyRe_Combat: Greatly increased the influence of armor on incoming damage
Heavy:
1 piece -> 12% chance to reduce incoming arrow damage by 85% / incoming dagger/sword/greatsword damage by 30%
2 pieces -> 25% chance to reduce incoming arrow damage by 85% / incoming dagger/sword/greatsword damage by 30%
3 pieces -> 51% chance to reduce incoming arrow damage by 85% / incoming dagger/sword/greatsword damage by 30%
4+ pieces -> 83% chance to reduce incoming arrow damage by 85% / incoming dagger/sword/greatsword damage by 30%
Light:
1 piece -> 11% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15%
2 pieces -> 23% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15%
3 pieces -> 44% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15%
4+ pieces -> 75% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15%
- SkyRe_Plugin_DreadKnightWeaponSet: Fixed meltdown recipes
- SkyRe_Plugin_NordicHunterLightArmor: Fixed meltdown recipes

v0.99.12.1:

- SkyRe_Main: Fixed missing tempering recipe for "Refined Silver Greatsword"
- SkyRe_Main: Fixed bug where refined silver longsword was not usable
- SkyRe_Main: Fixed bad condition on "Augmented Shock" rank 3
- SkyRe_Main: Fixed bug in init quest
- SkyRe_Vampirism: Recompiled "Feed" script
- SkyRe_Combat: Reduced penalty on sneak attacks when enemy is searching to 25%


v0.99.12:

- Fixed installer to only install the starsign texture when using the vampirism module
- Fixed installer to include the Daggercraft compatibility patch
- Added compatibility patch for frankdema's Nordic Hunter Light Armor
- Added compatibility patch for jojjy's Dread Knight Weapon Set

- SkyRe_Vampirism: Fixed misassigned factions that prevented fingersmith training
- SkyRe_Vampirism: Fixed "Child of Night"
- SkyRe_Vampirism: Fixed Lockpicking skill books to increase Fingersmith instead
- SkyRe_Vampirism: Modified vampire script to add "Vampire's Sight", in case your custom race won't do it
- SkyRe_Vampirism: Made "immortal Blood" teach vampirism
- SkyRe_Main: Removed auto-leveling from reanimation spells (weird behavior when combined with vanilla bug)
- SkyRe_Main: Fixed "Extra Pockets" to work for vampires
- SkyRe_Main: Fixed absence of init quest
- SkyRe_Main: Named the skill boosts perk "xxxSB". You can search and remove it via console if you want.
- SkyRe_Main: Modified "Masquerade-Thalmor" to work only for high elves
- SkyRe_Main: Modified conditions for spell sneak to be less error prone
- SkyRe_Main: Lowered sneak experience gain from spell sneak attacks
- SkyRe_Main: Fixed casting time of "Thunderbolt"
- SkyRe_Main: Fixed "Enhance Weapon - Sharpen"
- SkyRe_Main: Fixed bug where "Colossus Form" could be recast for madness, hopefully
- SkyRe_Main: Reduced leveling speed for Alchemy and Sneak
- SkyRe_Main: Made Ebony Blade a nodachi
- SkyRe_Main: Fixed lockpicking skill books to actually increase lockpicking
- SkyRe_Enemies: Deleted all direct NPC changes, just to rebuild them (file corruption)
- SkyRe_Enemies: Buffed hunters
- SkyRe_Enemies: Altered enemy level equation; they're between 2/3x and 4/3x now, roughly (x is the vanilla level).
High level enemies break this rule of thumb.
- SkyRe_Enemies: Distributed even more perks than in the last version
- SkyRe_Enemies: Added new high level enemies "Falmer Doombinder" and "Falmer Shadowbringer"
- SkyRe_Enemies: Added more spells to casters

v0.99.11:

- Created scripted NMM installer
- Created new module for vampire/fingersmith changes: SkyRe_Vampirism

- SkyRe_Main: Added the following spells and spell tomes:
- Resonance
Takes 50% of your health and deals it as damage to the target. If the target dies by this effect,
you gain the health back. Adept level Destruction.
- Battle of Wits
Deals 10 damage to the target for each spell the caster knows. If the target does not die by this
effect, the caster takes half as much damage. Master level Destruction.
- SkyRe_Main: Fixed typo on "Curse of Chains" description
- SkyRe_Main: Fixed typo on "Brainmelt Syndrome"
- SkyRe_Main: Fixed area effect on "Sizzling Touch" (?)
- SkyRe_Main: Fixed tempering modifier on "Orcish Smithing Lore"
- SkyRe_Main: Fixed curses to not jump on the player anymore
- SkyRe_Main: Fixed missing keyword on Daedric Nodachi
- SkyRe_Main: Fixed some vanilla property issue on the cannibalism script
- SkyRe_Main: Fixed display issue on "Prism" enchant
- SkyRe_Main: Fixed mis-linked Prism enchant on high level gear
- SkyRe_Main: Gave "Ring of Pure Mixtures" a 15% fortify alchemy enchant
Value it; it's the only source of "fortify alchemy" in the game
- SkyRe_Main: Did the same with "Muiri's Ring"
- SkyRe_Main: Gave "Silver-Blood Ring" a 10% "fortify smithing" enchantment, and made it non-disenchantable
- SkyRe_Main: Did the same for "The Forgemaster's Fingers"
Again, these items are the only source for those effects.
- SkyRe_Main: Made "Ring of Pure Mixtures" non-disenchantable
- SkyRe_Main: Nerfed destruction damage scaling with skill
- SkyRe_Main: Slightly buffed damage on touch spells
- SkyRe_Main: Reduced cost on touch spells
- SkyRe_Main: Modified descriptions on "restore health/magicka/stamina" potions
- SkyRe_Main: Removed all "turn undead", "repel undead" and reanimation-type staffs from loot lists
They still exist in certain locations... collect them if you want. ;)
- SkyRe_Main: Modified names of "Summon Skeleton" spells
- SkyRe_Main: Reduced skill experience gain from aura spells by 80%
- SkyRe_Main: Modified "Child Of Night"'s effect to not be hidden
- SkyRe_Main: Reduced vampirism experience gain from contracting and progressing the disease
- SkyRe_Main: Modified bow image space modifier
- SkyRe_Combat: Nerfed passive damage boost; now 12 points
- SkyRe_Combat: Buffed passive boost to heavy armor rating; now 9 points
- SkyRe_Combat: "Real" unarmed combat does not level Light Weaponry anymore (gives performance, main script 30% shorter)
- SkyRe_Combat: Fixed throwdown to only happen on heavy weapon power attacks, 10% chance.
- SkyRe_Races: Fixed non-resetting imperial orders
- SkyRe_Races: Modified "Channel Magicka" to not be switchable on/off if you have magic drawn. You can only switch once
you have sheathed your magic.
- SkyRe_Lighting: Reduced brightness during clear days
- SkyRe_Lighting: Reduced saturation during cloudy nights
- SkyRe_Lighting: Slightly increased tint during cloudy nights
- SkyRe_Lighting: Slightly increased tint during non-nighty fog
- SkyRe_Lighting: Greatly increased tint during nighty fog
- SkyRe_Lighting: Slightly decreased brightness during fog
- SkyRe_Vampirism: Adjusted training texts on Silda and Vipir the Fleet
- SkyRe_Vampirism: Made Vex and Ma'jhad train Fingersmith
- SkyRe_Vampirism: Removed perk "Blasphemy" from Vampirism
- SkyRe_Vampirism: Fixed issue where "Frost Blood Circle" leveled Restoration
- SkyRe_Vampirism: "Frost Blood Circle" does not work with "Auramancer" anymore
- SkyRe_Plugin_JaySuSSwords: Made "Khajiit Saber" a Scimitar"
- SkyRe_Plugin_JaySuSSwords: Made "Scimitar" a Scimitar
- SkyRe_Plugin_JaySuSSwords: Made "Akavirii Battlesaber" a Nodachi
- SkyRe_Plugin_JaySuSSwords: Renamed "Akavirii Battlesaber" to "Akavirii Nodachi"
- SkyRe_Plugin_JaySuSSwords: Made "Akavirii Saber" a Katana
- SkyRe_Plugin_JaySuSSwords: Renamed "Akavirii Saber" to "Akavirii Katana"
- SkyRe_Plugin_JaySuSSwords: Fixed all meltdown recipes

v0.99.10:

- SkyRe_Main. Added the following perks:
- Florentine Combat (Light Weaponry)
If you attack just as an enemy attack comes in, you take no damage. Only works
while dual wielding.
- SkyRe_Main: Added the following spells and spell tomes:
- Imprison
- Freedom
"Imprison" sends any target to a prison plane of Aetherius, where it will die within three days.
Only one actor can be imprisoned at any time.
"Freedom" frees the actor trapped by "Imprison". Unlike the original spell from BG, you do not
need to be close to the location of imprisonment. Master level Alteration.
- SkyRe_Main: Modified all "reanimation" spells to automatically level Conjuration as long as they're active
- SkyRe_Main: Modified "Dual Flurry" to decrease attack damage
- SkyRe_Main: Modified "Champion's Stance", "Critical Charge" and "Savage Strike" to work with "unarmed weapon" attacks
- SkyRe_Main: Adjusted prices of most gear with "Fortify Weapon Speed/Fortify Damage resistance" enchantments
- SkyRe_Main: Fixed Storm Atronach spells to not be absorbable
- SkyRe_Main: Fixed "Phase Shift"
- SkyRe_Main: Fixed mis-linked Dual Flurry rank 2
- SkyRe_Main: Fixed area effect on "Guardbreaker" (where did that come from?)
- SkyRe_Main: Fixed keywords on one "Dreamcloth Boots" variant
- SkyRe_Main: Fixed description on "Dreamweaver" rank 2
- SkyRe_Main: Fixed typo on "Thornswreath" description
- SkyRe_Main: Removed visual effect from "Guardbreaker"
- SkyRe_Main: Removed description from "Dreamcloth" gear.
- SkyRe_Main: Removed "fortify magic skill" rings from lists.
They still appear on certain locations. Consider them "lesser artifacts". ;)
- SkyRe_Main: Modified Executioner Armor to only be craftable by male characters
- SkyRe_Main: Modified "Weaving Mill"'s description
- SkyRe_Main: Modified "Icy Spike" to deal less damage initially, but decent DoT afterwards.
- SkyRe_Main: Smoothened out prices that correspond to alchemy effects
- SkyRe_Main: Halfed chance for the secondary effect on "Augmented Frost" to trigger
People that already have the perk need to adjust a global variable.
Open console, then type: set xxxPerkAugmentedFrost to x
"x" is your rank in Augmented Frost.
- SkyRe_Enemies: Fixed some random base actor duplicate FID madness
- SkyRe_Enemies: Increased max level of Afflicted to 50
- SkyRe_Enemies: Fixed max level of misslie Alik'r
- SkyRe_Enemies: Fixed max level on two Forsworn Briarheart variants
- SkyRe_Enemies: Increased max level of Penitus Oculatus Agents
- SkyRe_Enemies: Increased max level of Thalmor and reduced their leveling speed
- SkyRe_Enemies: Modified level borders of high-level vampires
- SkyRe_Combat: Fixed issue where speed would not update instantly (kudos to argvminusone !)
- SkyRe_Races: Nerfed Breton magic resistance (15% now)

v0.99.9:

- SkyRe_Main: Added spells and spell tomes
- Thornswreath
A new plague that has a chance to auto-stagger the target. Expert
level Restoration.
- Chastise
- Cleansing
- Purgatory
"Chastise" deals very minor damage to health and negates the target's regeneration.
Concentration spell.
"Cleansing" can only be used while the target is affected by
"Chastise", and only works on undead. if the target has less than 30% HP, it dies.
If not, it takes 20% health damage.
"Purgatory" works similar to "Cleansing", but has a base threshold of 50%, takes 30%
of the undead's life if the strong effect doesn't trigger, and causes an explosion if it does
trigger. The explosion causes massive damage.
Vampires can't use these spells.
- Spirit Guide
Reanimate most things that have a white soul. You gain a bonus based on the creature's race.
If it dies, you lose a percentage of your health.
- Bloodcaster's Curse
- Curse Of Chains
- Curse Of Greed
Curses may jump to a nearby target when the old one dies.
Bloodcasters Curse: For 60 seconds, the target loses 15% health whenever it casts a spell.
Curse of Chains: 1 Stamina damage per second, 15% slower attacks
Curse of Greed: Absorbs 10% points of life per second from random nearby target. Once at least 200
points have been absorbed, the target explodes and dies.
- SkyRe_Main: Added new perk to Restoration, "Breaching Darkness"
Makes the strongest effects on "Chastise"-based spells trigger earlier.
- SkyRe_Main: Added new perk to Restoration, "Patron"
"Spirit Guide" is permanent.
- SkyRe_Main: Added new perk to Restoration, "Beacon of Light"
Creatures revived by "Spirit Guide" gain some weapon resistance and a lot
magic resistance
- SkyRe_Main: Added new perk to Restoration, "Marked"
Increases jump radius and jump chance for curse spells
- SkyRe-Main: Added new perk to Vampirism, "Blasphemy"
Allows vampires to use "Chastise" and the related spells
- SkyRe_Main: Added new perk to Sneak, "Deadly Whispers"
Shouts are silent to others.
- SkyRe_Main: Modified a few info texts to speak true about SkyRe's mechanics
- SkyRe_Main: Removed "Deconstruct" option from skeletons due to CK bug
- SkyRe_Main: Removed "Repel Undead", "Repel Greater Undead", "Turn Undead", "Turn Lesser Undead" and "Turn Greater Undead" from all lists
- SkyRe_Main: Modified Lute quest at the Bard's college to not increase Vampirism
- SkyRe_Main: Fixed missing Dremora Kynmarcher on "Summon Dremora Kynmarcher"
- SkyRe_Main: Slightly lowered skill level requirements for "Sinister Strength" and "Promise of Power"
- SkyRe_Main: Fixed "hurr no constructs and atronachs summoned at the same time" nonsense
- SkyRe_Main: Did the same for skeletons
- SkyRe_Main: Fixed missing skeleton archer
- SkyRe_Main: Fixed misnamed "Resist Magic" potions
- SkyRe_Main: Fixed misnamed "Resist Shock" potion
- SkyRe_Main: Fixed numbers on "Kingsbane", and slightly buffed it
- SkyRe_Main: Fixed issue where vampires could regenerate well in the sunlight
- SkyRe_Main: Fixed requirements on "Point Blank" rank 2
- SkyRe_Main: Slightly modified "Ancient Rites" description to make clear that it doesn't work with constructs
- SkyRe_Main: Slightly modified descriptions of "Deep Wounds" and "One with the Blade" to make clear
that it does work with all two-handed swords
- SkyRe_Main: Increased arrow damage by 5 points
- SkyRe_Main: Fixed names on all magical bows
- SkyRe_Main: Fixed names on all magical broadswords
- SkyRe_Main: Removed shield wall rank 6-10 due to being unneeded
- SkyRe_Main: Reduced weigth (-> draw speed) of all shortbows
- SkyRe_Main: Fixed missing "Dark Souls" effect
- SkyRe_Main: Fixed some random "Unarmed" nonsense
- SkyRe_Main: Made bow damage scale better with skill level
- SkyRe_Main: Lowered chance of good loot
- SkyRe_Main: Modified "Quiet Casting" to not work with shouts
- SkyRe_Main: Renamed "Deadly Aim" to "Sharpshooter"
- SkyRe_Races: Fixed typo on "Night eye"
- SkyRe_Enemies: Fixed some dirty edits
- SkyRe_Enemies: Fixed some random CK madness crap
- SkyRe_Combat: Fixed a wrong keyword assignment that caused maces to send you flying. Found by moldyviolinist!
- SkyRe_Combat: Slightly nerfed force on effect that strikes targets down on two-handed power attacks

v0.99.8.7:

- SkyRe_Enemies: Fixed missing base actors on World Event thieves
- SkyRe_Enemies: Fixed buggy perk behavior
- SkyRe_Main: Fixed possible bug where enemies that use "Dual Flurry" attack like snails
- SkyRe_Main: Replaced "Slow Time" effect on ingredients (unfixable)
- SkyRe_Main: Fixed Thief Stone to not level vampirism faster
- SkyRe_Main: Fixed classification of "Call Familiar - Large Bombcrab"
- SkyRe_Main: Added new perk "Child of Night" to Vampirism
Between 6 pm and 8 am, carry weight is increased and fall damage reduced
- SkyRe_Main: Added new perk "The Taste of Fear" to Vampirism
Fear spells deal damage to affected NPCs and animals
- SkyRe_Main: Considerably changed layout on Vampirism skill tree
- SkyRe_Main: Renamed perk "Tainted" to "Switcheroo"
- SkyRe_Main: Added ability "Tainted Blood" to the vampire player
This ability reduces the magnitude of Restoration spells to zero. Does not affect
auras, curses and plagues.
- SkyRe_Main: Fixed Level of summonable flame atronach.
- SkyRe_Main: Fixed the last missing flame atronach (hopefully)
- SkyRe_Main: Fixed well-hidden bug where unarmed attacks ignored armor
- SkyRe_Main: Added a base stagger of 0.5 to unarmed attacks
- SkyRe_Main: Fixed description on "Dreamweaver" rank 2
- SkyRe_Main: Replaced bow auto stagger with an image space modifer
- SkyRe_Main: Fixed description of Enchanting.
- SkyRe_Main: Fixed spell tome name of "Enhance Weapon - Frost"
- SkyRe_Main: Fixed "Harvest", hopefully
- SkyRe_Main: Removed perk "Recovery" from Restoration
- SkyRe_Main: Increased rate at which Restoration spell magnitude scales with skill
- SkyRe_Main: Added perk "Carrier" to Restoration
Plagues spread within an increased radius
- SkyRe_Main: Added perk "Plaguelord" to Restoration
Plagues spread faster
- SkyRe_Main: Added spells and spell tomes:
- Kingsbane
Target loses stamina and doesn't regenerate stamina
- Brainmelt Syndrome
Target has to pay thrice as much Magicka to cast spells
These spells are plagues. They spread between the initial target and other targets nearby.
They only ignore the caster, so be careful when using them.
- SkyRe_Main: Modified Dremora spells to consume either a Human Heart or 75% of your maximum life upon casting
- SkyRe_Main: Fixed missing Dremora Markynaz and Dremora Valkynaz
- SkyRe_Main: Modified Dremora spells to not be targetable; instead, the Dremora spawn next to you
- SkyRe_Main: Cut "Focus" down to three ranks
- SkyRe_Main: Renamed the vanilla human skulls to "Old Human Skull"



v0.99.8.6:

- SkyRe_Main: Fixed missing actor on "Summon Flame Atronach"
- SkyRe_Main: Fixed missing "Spiteful Flame Atronach"
- SkyRe_Main: Fixed missing "Wrathful Flame Atronach"
- SkyRe_Main: Fixed missing "Furious Frost Atronach"
- SkyRe_Main: Fixed missing "Furious Storm Atronach"
- SkyRe_Main: Fixed effect names on atronach spells
- SkyRe_Main: Fixed keywords on storm and frost atronach spells
- SkyRe_Main: Fixed missing base actors on all frost atronachs
- SkyRe_Main: Fixed "Aura - Armored Ascension" to only reduce incoming destruction spell magnitude
- SkyRe_Main: Modifed vampire cure quest to work again (untested)
- SkyRe_Main: Scaled down summonable centurions by 15%
- SkyRe_Main: Fixed slow time potions
- SkyRe_Races: Fixed typo on "Claws"
- SkyRe_Races: Streamlined script on "Tactician"
- SkyRe_Races: Nerfed "Defensive Stance" slowdown to 15%, and increased damage malus to 85%. Also
fixed display issue.
- SkyRe_Races: Nerfed "Feline Athletics" speed boost to 20%.
- SkyRe_Races: Modifed "Survival Instinct" to work properly with the main module
- SkyRe_Races: Modifed spell magnitude nerf on "Defensive Stance" to only affect spells with school assignments


v0.99.8.5:

- SkyRe_Enemies: Fixed missing template bug on bandits
- SkyRe_Enemies: Fixed max level of thiefs (100)
- SkyRe_Main: Fixed uber vampirism skill gain
- SkyRe_Main: Fixed timed blocking

v0.99.8.4:

- Made stuff modular. SkyRe has the following modules:
SkyRe_Main - Perks, spells, modifications to vanilla items, Wot3E integration, Leveled lists,
crafting and timed blocking
SkyRe_Lighting - Lighting changes
SkyRe_Races - Racial abilities
Skyre_Combat - Damage modifier, attack stagger, direct hit debuffs, and armor
influence on various actions
SkyRe_Enemies - Enemy scaling, enemy perk distribution, enemy AI, encounter zone levels
SkyRe_StandingStones - Standing Stones

Note: SkyRe_Main does not provide the attack damage boost to weapons atomatically, but you can
enable it with "set xxxCMAttackDamageGlobal to 1". SkyRe_Combat has it turned on by default. You
can even stack the two effects if you want.
- SkyRe_Races: Changed Lockpicking bonus for Wood Elves to One Handed, and for Khajiit to Light Armor
- SkyRe_Races: Changed Breton racials to require resting between two uses
- SkyRe_Combat: Brought back dynamic distribution script
- SkyRe_Combat: Fixed CK-based bug on the stamina drain script
- SkyRe_Races: Optimized Channel Magicka Script, and fixed related CK bug
- SkyRe_Races: Fixed CK performance bug on Survival Instinct
- SkyRe_Main: Added unarmed "weapon" to allow for better unarmed perks without scripts
Not perfect, but can be hotkeyed, and works without scripting
- SkyRe_Main: Modified "Latent Power" to work with the changes
- SkyRe_Main: Secretly added a stamina based damage bonus to unarmed damage (beast: 10% of stamina, non-beast: 5%). This basically
replaces the old racial abilities, and aims to make unarmed combat worthwhile. Needs unarmed "weapon".
- SkyRe_Main: Made unarmed damage scale with Light Weaponry skill (really ;) ), at the same speed as regular weapons.
- SkyRe_Main: Modified "Armsman" to go with the changes
- SkyRe_Main: Modified "Guardbreaker" to go with the changes
- SkyRe_Races: Modified "Claws" on Argonians and Khajiit to work without the unarmed "weapon" as well as with the unarmed weapon.
Without it, the unarmed boost is capped at 30 (300 or more stamina).
- SkyRe_Main: Fixed base enchantment for "Prism" enchant
- SkyRe_Main: Fixed base enchantment for "Deadly Touch" enchant
- SkyRe_Main: Fixed misassigned "Prism" enchant on a ring
- SkyRe_Main: Added missing silver effect to silver longsword
- SkyRe_Main: Removed duplicate recipes for silver broadsword and refined silver broadsword
- SkyRe_Main: Fixed Point Blank perk progression
- SkyRe_Main: Modified a few skill level requirements
- SkyRe_Main: Modified conditions to allow unmodified bows to take the "shortbow branch".
Bows added by other mods will ALWAYS be considered shortbows, unless I mod them to be otherwise.
- SkyRe_Main: Fixed conditions on "Coup de Grace"
- SkyRe_Main: Increased damage gap between shortbows and longbows, in favor of longbows
- SkyRe_Main: Removed perk "Ranger's Trick"
Complicated to get to work, and probably haxx.
- SkyRe_Main: Modified perk tree description of "Marksmanship"
- SkyRe_Main: Modified vampirism tweaks to not change vanilla scripts anymore
- SkyRe_Main: Fixed recipe for lockpicks
- SkyRe_Races: Changes Argonian lockpicking bonus to alchemy
- Removed custom uncapper.ini; people shall adjust it to their liking


v0.99.8.3:

- Decreased auto bow stagger interval
- Reduced stamina consumption of bow attacks
- Fixed bug where off-hand attacks didn't consume stamina
- Removed stamina consumption during killmoves
- Modified "Derwish Dance" to work with the aforementioned change
- Fixed a few missing property assignments on combat script
- Reverted a few "optimization" changes due to Skyrim being a buggy piece of poop :/
- Removed magicka enchant from Executioner's Hood (lol)
- Cleaned up deleted references
- Removed Tanto sneak malus for being buggy
- Fixed damage on steel mace
- Fixed "Concentrated Poison" and "Curare" not stacking
- Fixed decription, conditions and uber buggy damage on "Coup De Grace"
- Included switches for multiple elements of combat. You can toggle them on/off via console, by
typing "set x to y", where x is the variable and y the new value.
Valid values:
x: xxxCMBowStagger
xxxCMStaminaAttackBlock
xxxCMStaminaLoss
xxxCMStaminaSpeed
xxxCMArmor

y: 1, anything else

Explanation:
x: xxxCMBowStagger - Auto-stagger on bows. Deactivation makes "Focus" obsolete and you a cheater :p
xxxCMStaminaAttackBlock - Stamina influence on attack damage and block efficiency
xxxCMStaminaLoss - Stamina loss while attacking
xxxCMStaminaSpeed - Stamina influence on attack and movement speed, and initial 15% slower attack speed
xxxCMArmor - Armor penalties for sneaking and lockpicking, heavy armor slowdown, passive chance to reduce incoming arrow damage

y: "1" turns something on, anything else turns it off. Per default, it's all on.

v0.99.8.2:

- Fixed name of "Echoing Reason"
- Fixed dropped Redguard racials
- Fixed Redguard description
- Fixed conditions on "Muffled Movement"
- Fixed conditions on "Silen Warmonger"
- Fixed conditions on "Weaving Mill"

v0.99.8.1:

- Fixed conditions on "Weak Spot"
- Fixed conditions on "Flexibility"
- Fixed conditions on "Unhindered"
- Modded Light Armor layout to be more compact
- Fixed missing scripts
- Added most script sources
- Added {{BASH: Delev, Relev}} tag to description

v0.99.8:
- Removed all old perks from Marksmanship, except for "Eagle Eye" and "Steady Hand"
- Added perk "Focus" to Marksmanship
The new base perk. Reduces the rate at which your "hand shakes" while wielding a bow.
- Added perk "Arrowhail" to Marksmanship
Consecutive hits with shortbows against single targets deal additional damage that grows with each hit.
- Added perk "Curare" to Marksmanship
Poisons applied to Bows last for additional hits
- Added perk "Point Blank" to Marksmanship
Additional shortbow damage against enemies in close range
- Added perk "Ranger's Trick" to Marksmanship
Bash attacks with shortbows have a chance to disarm the enemy
- Added perk "Mongoose" to Marksmanship
Bash attacks with shortbows speed you up for three seconds
- Added perk "Flanking" to Marksmanship
Bonus damage with shortbows when attacking the enemies side or back (>90 degrees OR <-90 degrees)
- Added perk "Coup de Grace" to Marksmanship
Bonus damage with all bows if the enemy drops below a certain health threshold
- Added perk "Power Draw" to Marksmanship
Drawing a longbow longer than necessary gives a damage boost, based on duration
- Added perk "Keene's Lance" to Marksmanship
Bonus damage with longbows against faraway enemies
- Added perk "Baneful Elan" to Marksmanship
Longbow attacks against moving targets have an increased chance to stagger, longbow attacks
against sprinting targets have a chance to strike the target down
- Added perk "Prey" to Marksmanship
Bonus damage with longbows when hitting right in the target's back (40 degrees)
- Added perk "Takedown" to Marksmanship
Bonus critical damage against staggered enemies.
- Added perk "Butterfly Strikes" to Heavy weaponry
Consecutive Nodachi hits build up your attack speed.
- Added perk "Blade Barrier" to Heavy Weaponry
Timed blocks with Bastard Swords reduce incoming damage to zero
and damage the attacker.
- Added perk "Masterful Fencer" to Light Weaponry
Timed blocks with Longswords reduce incomg damage to zero. Attacks with Longswords against
blocking enemies deal no damage. Attacks against non-blocking enemies ignore armor by
a growing rate. Only active while having one hand either empty or spell-wielding.
- Added perk "Kendo" to Light Weaponry
While wielding a katana, a timed block causes a short speed boost
- Added perk "Dervish Dance" to Light Weaponry
Increases chance to stagger with Scimitars, and grants a chance to strike
the target to the ground
- Added perk "Hornet's Sting" to Light Weaponry
When attacking an enemy's side or back, bonus damage with Tantos
- Added perk "Ninjato" to Light Weaponry
Wakizashi sneak attacks give a flat damage boost for a medium duration. The bonus is doubled
when dual wielding Wakizashis.
- Added perk "Adhesive Explosives" to Alchemy
Allows you to create "Adhesive Explosives" at the cooking pot from Ale, Deathbell,
Fire Salts and Dwarven Oil. The result behaves like a poison that lasts for ten seconds initially.
Once that timer is over, the target explodes. If the target is not in combat, it dies instantly. Else,
it takes 25% health damage if not a dragon, or 10% health damage if a dragon.
The explosion damages anyone nearby, including the player.
- Added perk "Solid Cage" to Heavy Armor
Reduces damage from shock spells and blade-based weapons
- Removed "Fists of Steel" from Heavy Armor
Goofy perk was goofy
- Added perk "Flexibility" to Light Armor
While dressed in all Light Armor, your armor value can not be ignored by stuff like "Bone Breaker"
- Added perk "Weak Spot" to Light Armor
Increases damage against all enemies that only wear light armor (at least one piece of light armor, no heavy armor)
- Added perk "Traveller" to Alteration
Increases the range of "Phase Shift"
- Added perk "Treasurecraft" to Smithing
New prerequisite to create anything that revolves around gold and silver,
or to melt it down. That includes silver weapons.
- Added perk "Meltdown" to Smithing
Enables the recipes mentioned below. Recipes will only pop up at the smelter/tanning rack if you have the required ingredients and perks.
- Added perk "Deep Silver" to Smithing
Allows you to upgrade regular silver weapons to refined silver weapons, and to temper refined silver weapons
- Added perk "Weaving Mill" to Smithing
Create dreamcloth clothing at the tanning rack. Dreamcloth stuff boosts other armor pieces when worn.
- Added perk "Dreamweaver" to Enchanting
Enchantments are stronger on clothing created with "Weaving Mill"
- Added perk "Intruder" to Sneak
Harder to detect while trespassing. Not spectacular, but an alternative for those that want to avoid
"Light Feet".
- Added perk "Silent Warmonger" to Sneak
Stronger sneak attacks against targets currently in combat.
- Removed perk "Custom Fit" from Light Armor
- Added perk "Balance" to Light Armor
Reduced power attack stamina consumption in full light armor
- Added perk "Adrenaline Rush" to Light Armor
Gives a speed and stamina boost on incoming power attacks, if you're not blocking.
- Added perk "Adrenaline Overload" to Light Armor
After Adrenaline Rush wears off, you deal double damage for two seconds
- Removed perk "Bribery" from Speechcraft
- Added perk "Fluent Speaker" to Speechcraft
Lowers shout recovery time
- Added perk "Echoing Rage" to Speehcraft
Magnitude of harmful shouts scale with speechcraft
- Added perk "Echoing Reason" to Speechcraft
Magnitude and/or duration of non-harmful shouts scale with speechcraft
- Added spells and spell tomes:
- Phase Shift
Teleportation. Adept level Alteration.
- Modified perk tree layout and text on "Light Armor"
- Moved "Medium" back to Alteration
- Fixed "Enhance Weapon - Shock"
- Fixed conditions on "Masquerade - Bandit"
- Fixed conditions on "Deft MOvement" rank 1
- Fixed bug where "Elemental Ram" could be resisted with fire resist
- Reduced damage on "Enhance Weapon - Poison", but drastically increased its duration
- Reduced timer on "Infest" to five minutes
- Modified how "Infest" works, for more reliability
- Removed passive boosts to Dragons, in order to fix compatibility with Diversified Dragons
- Nerfed stamina influence on movement speed
- Modified weapon sneak attacks to deal only 66% damage against enemies that search for you
- Modified the "Illusion" skill to modify spell duration instead of cost
- Modified the "Restoration" skill to modify spell magnitude instead of cost
- Added meltdown recipes for all craftable vanilla weapons and armor
One-handed weapons and most small armor pieces net one ingot, two-handed weapons,
shields and cuirasses net two ingots. Recipes only show up if you have the
respective smithing perk, "Meltdown" and the item to melt down in your inventory.
Daedric gear nets additional Ebony, compared to Ebony gear.
- Added meltdown recipes for many non-craftable weapons and armor
Draugr gear is old and rusty; thus, it nets less steel than other steel-based weapons. Forsworn weapons
also net steel, but their gear nets leather. Falmer stuff gives Chaurus Chitin, and so on...
- Added meltdown recipes for jewelry
Since rings and necklaces are small, you'll need a decent number to recover gold or
silver. You can also recover the gems instead, but not both.
- Added meltdown recipes for clutter
Same rules as for weapon/armor meltdown.Various random stuff can be used to create metal ingots and
charcoal.
- Added recipes for "Headsman's Axe", "Imperial Officer's Helmet", light imperial gear, the long bow, all circlets, Executioner Gear and lockpicks.
- Added missing recipes for Forsworn and Falmer Timebomb arrows
- Modifed Executioner gear to be classified as Light Armor, modded its stats to match leather gear and made it playable
- Fixed tempering recipe for Nord Hero Bow
- Modified daedric dagger recipe to require two ebony ingots
- Modifed existing meltdown recipes (dwarven scrap, charcoal) to also play by the enw meltdown rules
- Modified "Ambush" effects to not stack with itself
- Modified "Ambush" rank 2 to last four seconds
- Modified "Ambush" to not work with Tantos
- Modified "Bladesman" to work with Tantos
- Modified sneak attack multiplier on Tantos - lower than daggers, higher than swords
- Fixed conditions on "Bladesman" rank 1
- MOdified how the unarmed bonus on "Armsman" works; should cause no more issues
- Fixed name of "Fortify Fingersmith" enchantment
- Fixed missing material keywords on Falmer bows
- Modfied battle logic to rely on less scripting for better performance
- Renamed "Copper and Moonstone Circlet" to "Moonstone and Sapphire Circlet"
- Renamed "Copper and Onyx Circlet" to "Copper and Emerald Circlet"
- Increased value of all circlets, according to the materials they are made of
- Added possibility to deconstruct raised skeletons via a new dialogue option
- Fixed bug with Orcish Timebomb arrows being craftable too soon
- Renamed all vanilla swords to "Broadsword", and added custom keyword
- Renamed all third era swords to "Longsword", and added custom keyword
- Modified damage, reach and attack speed for all Wakizashis, and added custom keyword
- Modified damage, reach and attack speed for all Tantos, and added custom keyword
- Modified damage, reach and attack speed for all Katanas, and added custom keyword
- ... actually, overhauled stats on pretty much all weapons.
- Made "Blades Sword" a katana, gameplay wise, and renamed it to "Blades Katana"
- Made "Bolar's Oathblade" and "Dragonbane" katanas, gameplay wise
- Added missing silver weapon bonus damage on all Wot3E weapons, and fixed a few material assignments
- Modded tempering recipe for iron katana
- Added missing material assignment to Blade of Sacrifice (steel)
- Modified name on "Perfect Silver" weapons; "Refined Silver" now.
- Added refined versions of all silver weapons that lacked them
- Renamed all "Third Era" swords to "Longsword", vanilla swords to "Broadswords", and Longswords to "Bastard Sword"
- Icreased values of all goods that can be gathered with "Harvest"
- Modified visuals on "Elemental Ram"
- Added enhanced effect against undead to refined silver weapons
- Added new keywords to bows, to distinct between short and long bows
- Long bows have a higher chance to stagger and deal a more dangerous debuff upon direct hit than short bows
- Bows will passively stagger you while aiming. This effect can be overcome with the new "Focus" perk.
- Added missing second rank of "Tower of Strength"
- Modified "Tower of Strength" to require being fully clad in Heavy Armor
- Changed almost all perk descriptions and perk names of "Heavy Armor" perks (You know who gets the Kudos I guess ;)).
- Nerfed effects on "Sinister Strength" and "Promise of Power"
- Modified Imperial racials to work with vampire followers
- Modified vampire spells to scale with vampirism skill level
- Fixed messed up requirements on "Careful Studies" rank 5
- Removed the "Lockpicking" label and the wrong skill bar from the lockpicking screen
- Fixed display issue on "Endeavor"
- Nerfed values on "Endeavor"
- Nerfed arrow damage
- Greatly enhanced duration of bleeding effect on all ranks of "Hack and Slash" to make it worthwhile.
- Reduced speechcraft experience gain from shouting
- Modded layout on Alchemy perk tree for aesthetics
- Modifed the "Enhance Weapon - Poison" spell to scale with Alchemy
- Made the follower crap bow playable (and removable)
- Buffed "Fortify Damage Resistance" enchantment
- Modified "Muffled Movement" to have 2 ranks
- Replaced attack speed enchantment on Necklaces with "Prism" enchant (armor + spell protection). Disenchantable. The magic damage reduction
is fixed, but works on top of magic resist.
- Replaced attack speed enchantment on Rings with "Deadly Touch" enchant (damage + armor ignore). Disenchantable. The armor negation is fixed.
- Modified steel ingot recipe to require charcoal and iron

- Eastern Dwemer weapons can not be found anymore; instead, you can find a new book,
"A Last Request", which teaches you how to forge them.
- Modified light material arrows to profit from higher speed and reduced gravity,
depending on material
- Modified shortbows to draw faster and longbows to draw slower

- Modifed Hunter's Sight to last longer

v0.99.7:

- Added new perk to Restoration, "Ward Deflect"
Allows wards to partially negate incoming arrow damage (15/25/35%).
- Added new perk to Vampirism, "Inner Circle"
Unlocks the aura spell "Frost Blood Circle"; it drains 2 health per second
from all hostile, non-mechanical enemies nearby while active. Works with all aura perks.
- Added new perk to Alteration, "Deep Infusion"
Buffs duration of weapon enhancing spells.
- Added new perk to Alteration, "Repair Unit"
Instead of normal "Dwarven Spiders", you create "Dwarven Medi Spiders".
These are more durable and have an aura that heals all machines nearby.
- Added spell and spell tomes:
- Enhance Weapon - Sharpen
Ignore 25% armor.
- Enhance Weapon - Leeching Spikes
Absorb 2 points of health/magicka/stamina per second for 3 seconds
- Enhance Weapon - Fire
15 base fire damage, burn
- Enhance Weapon - Frost
15 base frost damage, health and stamina
- Enhance Weapon - Shock
15 base shock damage, half as much magicka
- Enhance Weapon - Venom
5 poison damage per second for 10 seconds
- Enhance Weapon - Sickness
25% reduced melee weapon damage
- Enhance Weapon - Elemental Maelstrom
25% weaker to spells, 25% worse spell magnitude
- Enhance Weapon - Entangle
15% slower attack speed, 30% worse blocking

These spells are for spell blades and enchant the currently equipped
weapon, if it's not already enchanted. These spells can not be equipped
if you don't have an unenchanted weapon in the other hand.
Novice through Expert level Alteration.
- Modified "fortify destruction" enchant on robes to grant a damage boost
- Reduced sneak detection distance considerably
- Fixed bug where positive auras would stagger the target
- Fixed "Defensive Stance" description
- Fixed voice of Dremora Markynaz
- Fixed "Machinate"
- Fixed condition on "Masquerade - Stormcloak"
- Fixed effect names on "Masquerade"
- Fixed issue of "Masquerade" effects not disappearing
- Fixed "Masquerade" with custom factions.
- Added hostility to "Masquerade".
- Buffed summonable dwarven spiders
- Reduced melee auto aim
- Tweaked bow auto aim
- Modified "Colossus Form" to not stack with itself
- Modified skill description on "Sneak", "Alteration" and "Two-Handed"
- Modified "Animunculi" rank 1 to allow for one construct in addition to all other summons
- Nerfed "Regeneration" rank 1
- Modified "Assassinate" to have only 2 ranks
- Changed "Sneak" tree layout; "Masquerade" is the new top perk.
- Added additional ranks to "Regeneration"

v0.99.6.3:

- Added new perk to Light Armor, "Swift Counter"
Well-timed blocks with light shields reduce incoming damage to
zero.
- Fixed typo on Steed Stone loading screen
- Fixed typo on "Protective Scales" description
- Fixed mysterious bug that caused certain people to get insane unarmed damage,
and probably turned them peaceful.
- Fixed effect on Ritual Stone
- Nerfed "Matching Set" for light armor
- Lowered skill level requirement on "Matching Set" for Light Armor
- Changed perk tree layout of "Light Armor"
- Added recipe for "Imperial Light Shield"


v0.99.6.2:

- Fixed typo on "Daedric Study"
- Fixed typo on "Red Mountain's Calling"
- Fixed display issue on "Conjure Dremora Kynmarcher"
- Fixed calculation bugs on "Elemental Enchanter", "Corpus Enchanter", "Defensive Enchanter" and "Insightful Enchanter"
- Buffed the aforementioned perks
- Added additional levels to "Hidden Potential"
- Added negative component to "Extra Effect"
- Removed the enchanting power gain from skill level (HIGHLY experimental, hope it doesn't mess up ;) )
- Slightly lowered cost of "touch" spells
- Modified auras to very slightly level Restoration while active
- Fixed effect name on "Tundra's Hunting Pack"
- Fixed effect descriptions on "Call Familiar - Hunting Pack" and "Call Familiar - Tundra's Hunting Pack"
- Fixed unarmed damage bonus on "Armsman"
On old chars, remove the "Armsman Unarmed" spell via console, if
it's still there. Then, use "player.setav unarmeddamage xxx", where x is
4 + (5 * ranks in Armsman). So, with three ranks, type
player.setav unarmeddamage 19
Future ranks of Armsman update the displayed damage correctly.
- Fixed NoLighting esp

v0.99.6.1:

- Fixed display issue on "Conjure Dremora Kynmarcher" spell
- Fixed display issue on "Conjure Dremora Kynmarcher" spell tome
- Fixed display issue on "Conjure Familiar - Tundra's Hunting Pack" spell
- Fixed the "pack" conjuration spells, hopefully
- Fixed the absence of "Life and Death" rank 2
- Fixed casting perk assignment on all "Centurion" spells
- Fixed casting perk assignment on "Create Dwarven Spider"
- Fixed casting perk assignment on "Create Dwarven Sphere"
- Fixed display issue on "Colossus Form"
- Fixed display issue on "Ebonyflesh"
- Fixed recipe of "Create Dwarven Spider"
- Fixed display issue on all "Open Lock" spells
- Fixed display issue on Master level Dremora spells
- Removed the bow's ability to strike targets down
- Reduced base radius on auras to 20 feet.
- Reduced Stamina of Dremora Kynmarcher
- Modified Dremora Markynaz to only use daedric bows

v0.99.6:

- Added perk "Metamorphosis" to Alteration
Greatly increases duration for armor spells.
- Added perk "Animunculi" to Alteration
Allows you to create Dwemer constructs (Spider, Sphere, three different Centurions) with spells.
Those servants are permanent and require a lot of ingredients.
- Added perk "Machinate" to Alteration
Increases the number of constructs you can control.
- Added perk "Ambush" to Sneak
Slows time after dagger sneak attacks.
- Added perk "Monolith" to Heavy Armor
Unblocked incoming attacks might stagger the attacker.
- Added perk "Impenetrable" to Heavy Armor
Gives a chance to ignore incoming arrow damage, based on the number of
heavy armor pieces you wear. Chance grows nonlinear (3% - 25%).
- Added perk "Auramancer" to Restoration
Increases radius of all aura spells.
- Added perk "Life and Death" to Restoration
On rank 1, it allows the damage on harmful auras to increse with Restoration. On rank 2,
the damage also scales with Destruction skill level.
- Fixed the never disappearing "Promise of Power" and "Sinister Strength"
- Added spell and spell tome "Aura - Armored Ascension"
10% more melee damage and 10% melee damage resistance for all non-hostile creatures in
a 50 feet radius.
- Added spell and spell tome "Aura - Oversoul's Protection"
10% less damage from spells and arrows for all non-hostile creatures in a 50 feet radius.
- Added spell and spell tome "Aura - Grand Blaze"
- Added spell and spell tome "Aura - Cryomancer's Sight"
- Added spell and spell tome "Aura - Upcoming Tempest"
4 fire/frost/shock damage per second and 10% more fire/frost/shock damage against all hostile actors in a
50 feet radius.
- Added spell and spell tome "Call Familiar - Hunting Pack"
- Added spell and spell tome "Call Familiar - Tundra's Hunting Pack"
Allows you to summone one additional wolf/ice wolf, and summons up to three wolves/ice wolves at once.
- Added longer casting time to Daedra summoning spells
Fire and Frost atronachs are at 2 seconds, the Storm atronachs needs 3 seconds, and all
Dremora need 4 seconds.
- Replaced "Quick Reflexes"
- Nerfed values on all ranks of "Overdraw", "Armsman" an "Barbarian"
- Reduced base time interval for timed blocking to 0.5 seconds.
- Fixed "Summon Dremora Markynaz" spell tome
- Fixed skill level requirements on the two master level Dremora spells and mammoth familiar
- Fixed name of "Spell tome - Forcefull Push"
- Fixed requirements on "Daedric Potency"
- Fixed cost display issues on countless spells
- Fixed cost of "Call Familiar - Ice Wolf"
- Fixed display issue on "Open Advanced Locks"
- Fixed display issue on "Spell Tome - Call Familiar - Snow Bear"
- Fixed unarmed damage bonus on "Armsman"
On old chars, you MIGHT need to add a new passive spell manually.
In the console, type "help "Armsman Unarmed"". You'll get an ID.
Then type "player.addspell IDYouJustGot". The bonus should pop up
when checked by "player.getavinfo unarmeddamage".
- Fixed "Latent Power" and "Claws"
These bonuses are NOT displayed when executing the above command.-
- Reduced radius of "Berserker Rage" explosion
- Slightly modified cost on many other spells
- Slightly nerfed stats on Dremora Lord
- Renamed "Dremora Lord" to "Dremora Kynmarcher"
- Modified skeleton spells to require empty soul gems
- Added "Chain Lightning" and "Thunderbolt" to summonable Dremora Valkynaz
- Tweaked stat growth on Dremora Valkynaz
- Tweaked stats and inventory of Dremora Markynaz
- Fixed name of "Furious Dremora Markynaz"
- Replaced occurences of old "Thrall" spells in the Master Conjuration quest
- Added flames to "Fiery Touch"
- Fixed "Thalmor" effect on Masquerade
- Added keywords to arrows for a less cluttered smithing menu
- Modified requirements on "Touch of Calamity"
- Restored default lock pick behaviour
- Fixed typo on the Argonian loading screen
- Nerfed values on "Defensive Enchanter", "Corpus Enchanter", "Elementl Enchanter" and "Insightful Enchanter"
- Armor passively protects from arrows, based on the number of pieces you wear.
You have a passive chance to half incoming arrow damage. This chance grows non-linear (5% - 75%). Think of it
as an archer's chance to hit an unprotected part of your body. Mixing light and heavy armor nets worse results
than sticking to either (but 2 heavy + 2 light is still better than 2 heavy or 2 light alone).
- Renamed "Two-Handed" to "Heavy Weaponry"
- Renamed "Marksman" to "Marksmanship"
- Renamed almost all smithing perks, and changed their descriptions for flavor (Thanks to RileyWulf again!)
- Renamed Mod and all Plugins to "SkyRe"

v0.99.5.2:

- Fixed casting time on "Feather" and "Advanced Feather" (for good now)
- Fixed values on "Slow Time" potions
- Fixed "Second Skin" effects to not be stackable
- Fixed casting time on "Stream of Life" and "Healing"
- Fixed display issue on "Healing"
- Fixed name of "Nose For Coin"
- Modified bonus on "Second Skin" for Ebonyflesh to 20% fire resist / 15% melee damage resist
- Fixed multi-summon bug on "Conjure Storm Atronach"
- Removed buggy sound from "Survival Instinct"
- Changed base sneak damage multiplier for two-handed weapons to 2.0
- Modified "Blindside"; It increases the sneak attack mult for two-handers by 0.5 per rank now
- Modified "Assassinate" to only work with daggers
- Modified "Defensive Stance"; it now consumes 5 stamina upon activation, and then 4 more stamina per second for each second
it has been active.
- Changed "Harvest" to require you to sneak

v0.99.5.1:

- Reverted "Thunderbolt" projectile back to normal.
- Fixed display issue on "Stream of life"
- Modified casting time on "Stream of Life" to be 2 seconds
- Slightly increased Magicka cost of "Stream of Life"
- Fixed display issue on "Cure Disease"
- Modified casting time on "Cure Disease" to be 2 seconds
- Fixed small display issue on "Masquerade" effect
- Adjusted casting time on all "push" spells
0.5, 1.0, 1.5 seconds, depending on strength
- Fixed misassigned projectile on "Shock Rune"
- Removed "Detonation" (failed to fix it)
- Reduced HP of most familiars (not including Novice level)
- Fixed casting time of "Feather" spells
- Fixed description on "Treasure Hunter" rank 1
- Fixed description on "Locksmith"
- "Fixed" description on "Fortify Attack Speed" enchantment
- Fixed Tongues of Old
- Fixed conditions on "Conjure Frost Atronach"
- Modified Flame Atronachs to have less HP, less Restoration (lol), but higher Destruction
- Modified "Harvest" to not work on raised dead anymore
- Added animation that makes sense to all "reanimate" spells
- Added animation that makes sense to "World Of Ice"
- Changed "Feather" and "Advanced Feather" menu icon
- Disallowed disenchanting of "Fortify Attack Speed" gear (necessary, due to game handling enchantments buggy)
- Added proper duration to touch spells, in an attempt to make effects display nicely

v0.99.5:

- Modified description on "Fortify Attack Speed" enchantment
- Fixed a few instances where "Fortify Attack Speed" was still called "Fortify Lockpicking"
- Fixed requirements on "Corpus Enchanter" rank 1
- Fixed typo in Argonian race description
- Nerfed base magnitude of "Dragonflesh" to 120
- Added new perk to Alteration, "Second Skin"
Unlocks new passive abilities on Mage Armor spells. Check the spells' descriptions
for what the effects do.
- Added new perk to Alteration, "Tempered Arcana"
Reduces spell cost, magnitude and duration for all spells, except Conjuration and Illusion. Only active while at least one hand does not carry a spell.
- Added new perk to Destruction, "Elemental Ram"
Each hit with a missile-type destruction spell applies a debuff, weakening the target's magic resistance by 5%. These
debuffs last three seconds and build up, if another hit comes in during that time frame. The max stackable debuff is 25%.
If that highest debuff is active, each new hit just resets the timer. If no new hit is landed during the three seconds, the
built up debuff vanishes.
- Added spell and spell tome "Feather"
- Added spell and spell tome "Advanced Feather"
Boost max carry weight by 50/150. Apprentice/Expert level Alteration.
- Modified existing Mage Armor spells to work with "Second Skin"
- Added recipe for charcoal (4 charcoal require one firewood, smelter)
- Fixed effect name on "Dragonflesh"
- Fixed description on "Defensive Stance"
- Fixed names on "Fortify Fingersmith" potions
- Fixed typo on Lady Stone loading screen
- Fixed display issue on "Defensive Stance"
- Fixed name of "Arrow - Ancient Nord Noisemaker"
- Fixed bug where you could harvest a single corpse multiple times if you're fast
- Fixed the absence of "Forceful Frost Atronach"
- Fixed the absence of "Wrathful Frost Atronach"
- Fixed spell school and skill usage mult on "Cure Disease"
- Fixed and readjusted level range on most summonable dremora
- Boosted damage reduction on "Defensive Stance" by 10% (player)
- Boosted base value of Magicka regen enchantment on enchantments with two components to 25%
- Boosted damage on Novice level destruction spells by 1
- Boosted slow effect on Frostbite
- Added secondary effects to various NPC spells that lacked them
- Modified levels of Atronachs; they level with you from the beginning, but start at half your level; each perk improves their
leveling speed by 10%, until they level at the same speed as you.
- Modified "Assassinate" to be a three rank perk that only works with melee weapons and unarmed
- Modified "Deadly Aim"; each rank grants a 20% chance to completely ignore the target's armor
- Modified "Call Familiar - Chaurus" and "Call Familiar - Large Frostbite Spider" to have higher mana cost
- Modified "Thunderbolt" to pierce through targets
- Modified flame atronach base class to drastically increase the Atronach's destruction value
- Modified all members of the skeleton race to take 50% less damage from sharp weapons, but 50% more damage from non-sharp weapons (mace, warhammer, battlestaff)
- Modified summonable skeletons to have greater health, magicka and stamina, depending on type
- Modified "Defensive Stance" to drain 3% stamina per active second
- Modified descriptions on bound weapons spells to contain the weapon's base damage (passive boost factored in)
- Modified descriptions on all Daedra Summoning perks to contain some more dtailed information.
- Modified all arrows (speed and gravity). More gravity, less speed, in search for the perfect balance.
- Fixed display issues on "Call Familiar - Chaurus" and "Call Familiar - Large Frostbite Spider"
- Reduced Magicka cost on "Call Familiar - Wolf"
- Nerfed values on all ranks of "Rune Mastery"
- Nerfed bombcrab explosion damage
- Nerfed damage on Icy Spear, Thunderbolt and Incinerate (20% - 30%)
- Nerfed damage on Chain Lightning, Ice Storm and Fireball (10% - 20%)
- Modified "Detonation"; it now allows runes to send targets flying (not enabled per default anymore)
- Reworked descriptions on all Fingersmith perks, and renamed most of them. All for the atmosphere. (Kudos goes to RileyWulf, who did most of the work)

v0.99.4:

- Modified rune spell explosions to send the targets flying (including the player, so keep your distance)
- Adjusted charge time of Destruction spells to spell rank; bascially, they start at 0 (Novice) and grow
by 0.5 per rank, up until Expert. Master level spells still are at 3 seconds. "Wall" spells are unchanged.
"Rune" spells are fixed at 4 seconds, to prevent mid-combat spam.
- Modified rune spells to create less noise (they're still not completely silent though).
- Increased skill experience gain for Destruction
- Modified the "Fortify Destruction" enchantment to increase damage instead of reducing cost.
- Added spell "Colossus Form"
- Added spell tome "Colossus Form"
- Enhances size, damage resistance, and damage at the cost of speed. Alteration, expert level
- Fixed bug where "Sinister Strength" and "Promise of Power" weren't removed properly after a day
- Doubled damage increase from silver weapons on "Unnatural Skin"
- Fixed values on "Unnatural Skin" rank 5
- Modified "Deep Freeze"
It does not carry paralysis anymore; instead, it provides 10% damage and a 10% stronger slow effect for frost spells
per rank. Three ranks now.
- Modified "Disintegrate"
It does not destroy anything below 30% health anymore; instead, it provides 10% damage per rank and unlocks a new effect.
This effect has a 20% chance to drain massive amounts of Magicka on a successfull hit, based on spell damage. Ranks two
and three make the drain last longer. Also renamed to "Eye of the Storm".
- Modified "Intense Flames"
It does not cause fear anymore; instead, it reduces the target's armor value for 5 seconds, based on the spell's strength.
Each rank also adds 10% fire damage. Ranks 2 and 3 add five seconds of duration for the secondary effect.
- Modified "slow" effect on ice spells. It's generally lower and based on the spell (Vanilla: 50%, now: 25-40%), but duration is either
unchanged or increased (Vanilla: 3-5 seconds, now: 5 seconds). After "Deep Freeze", it's all around more powerful than before.
- Set Magicka regen multiplier during combat to 0.5
- Reduced base Magicka regen on all playable races by 50%.
- Reduced base Health regen on all playable races by 4/7.
- Stamina now takes three seconds longer before it starts to regenerate once completely depleted.
- Modified weapon attack speed.
You start at 85% of vanilla and scale down by up to 20%, based on Stamina.
- Nerfed damage increase on all "Augmented XY" perks (10% per rank)
- Fixed "World of Ice", hopefully
- Fixed values on "Frost Blood Prison"
- Fixed epic semicolon fail on "Harvest"
- Fixed values on "Augmented Shock" rank 1
- Fixed the absense of "Augmented Shock"'s effect on "Thunderbolt"
- Adjusted "Careful Studies", "Augmented Flames" and "Augmented Shock" to boost the new secondary effects
- Improved custom race support (requires script re-initialization via clean save, I suppose)
- Modified "Last Breath" to work on paralyzed targets
- Did a lot of internal cleaning up to cleanse the mod of DUPLICATE-NPCs
- Switched positions of "Quiet Casting" and "Arcane Assassin" in the sneak tree
- Replaced the race descriptions on the creation screen with better versions (mjharper's work again)
- Did the same to racial power related loading screens (guess who did most of the work ^^)
- Nerfed "slow time" effects on "Defensive Stance" (15% now)
- Replaced "Fortify Lockpicking" on potions with attack speed modifiers
- Fixed broken values on some old "Fortify Lockpicking" gear


v0.99.3:

- Fixed "push"-spell cooldown (really ;))
- Fixed misassignment of "Sizzling Touch" to Novice Destruction
- Fixed descriptions on all reanimate spells
- Fixed reanimate spells to work on people only, as they should in TO
- Fixed "Gravebound" (really ;))
- Fixed unarmed damage multiplier during sneak attacks still sitting at 2
- Fixed cost of "Ice Storm"
- Fixed requirements on "Extra Pockets"
- Fixed picking locks becoming easier with vampirism skill growth; now uses proper "Fingersmith" skill
- Replaced the generic descriptions for disease effects with more atmospheric ones (kudos to mjharper)
- Did the same for standing stone loading screens and prompts (kudos to mjharper again)
- Removed "Fortify Lockpicking" effects from everywhere, replaced by "Fortify Fingersmith" when appropriate.
- Replaced "Fortify Lockpicking" effects on gear with an attack speed enchantment
- Renamed all items accordingly
- Adjusted item prices accordingly
- Modified "Ancestor's Fury" to not trigger while you are essential (-> during brawls)


v0.99.2:

- Modified former "Lockpicking" skill books to level "Fingersmith" instead
- Modified the Thief Stone to not boost "Vampirism" anymore
- Removed sound from "Channel Magicka"
- Destruction skill level does not reduce cost anymore; just increases damage.
- Added spell "Fiery Touch"
- Added spell "Chilling Touch"
- Added spell "Sizzling Touch"
Some spells that attempt to bring back close-combat magic from Oblivion. In comparison to missile spells,
these spells are stronger, cheaper and more silently, but suffer from longer casting time and the short
range. Work with "Intense Flames" and it's brethren, but not with Impact. Apprentice level Destruction.
- Added spell tome "Fiery Touch"
- Added spell tome "Chilling Touch"
- Added spell tome "Sizzling Touch"
Get them wherever spell tomes appear.
- Added "Arrow - Iron Noisemaker"
- Added "Arrow - Steel Noisemaker"
- Added "Arrow - Falmer Noisemaker"
- Added "Arrow - Forsworn Noisemaker"
- Added "Arrow - Ancient Nord Noisemaker"
- Added "Arrow - Iron Lightsource"
- Added "Arrow - Steel Lightsource"
- Added "Arrow - Falmer Lightsource"
- Added "Arrow - Forsworn Lightsource"
- Added "Arrow - Ancient Nord Lightsource"
Utility arrows that either use the "Throw Voice"-effect to irritate enemies or emit light. Only used
with "Thief's Toolbox" and creatable at forges. 5 Lightsource arrows require 15 regular arrows, 3
Torchbug Torax and 2 Leather Strips. 5 Noisemaker arrows require 15 regular arrows, 2 empty petty soul gems.
and 3 bone meal.
- Modified "reanimate"-type spells to not provoke annoying comments anymore, hopefully
- Fixed "Gravebound"
- Revamped Sneak:
- Enemies search for you way longer during all phases of detection
- Doubled initial dagger sneak damage multiplier to x6
- Increased initial two-handed sneak damage multiplier to x3
- Increased initial unarmed sneak damage multiplier to x6
- Reduced enemy detection view cone
- Increased sneak exp gain from bow sneak attacks
- Equipment weight has greater influence on sneaking success
- Light has greater influence on sneaking success
- Movement has greater influence on sneaking success
- Sound has a slightly reduced influence on sneaking success, but can't be reduced as easily, due to perk changes
- Crime report distance has been greatly reduced
- Revamped "Sneak" perk tree:
- Removed "Silence" and "Shadow Warrior"
- Changed "Backstab"; it increases all melee weapons' and the unarmed sneak attack multiplier by 1 per rank (3 ranks). Renamed to "Blinside".
- Added "Masquerade": This perk will fool others regarding your faction if you wear another faction's armor (Stormcloak, Imperial, Thalmor, Bandit, Forsworn for now) (HIGHLY EXPERIMENTAL)
- Added "Assassinate": Ignore the target's armor with sneak attacks
- Added "Last Breath": Increases the sneak damage against sleeping targets tenfold, for an insta-kill.
- Added "Thief's Toolbox": Gives the possibility to create utility (light source, noise etc.) arrows at forges, by enhancing existing arrows (Iron, Steel, Falmer, Forsworn, Ancient Nord).
- Added "Touch of Calamity": Additional sneak attack damage from touch spells

- Added hostility to "push" spells
- Added cooldown to "push" spells
- Halved range of "push" spells
- Added keywords to Stormcloak, Thalmor and Imperial armor (for Infiltration perk)
- Slightly modified names of Stormcloak gear to signal that it's in fact Stormcloak stuff
- Modified the way magical sneak works internally. Should be more stable now.
- Fixed absence of the "Furious Flame Atronach"
- Restored script fragments on regular vampire feeding and infest feeding, and everywhere else


v0.99.1:

- Fixed bug where Ancestor's Wrath turned you invincible
- Slightly nerfed passive damage boost on all weapons
- Reduced stamina consumption of bow attacks
- Slightly raised influence of stamina on attack damage
- Increased magnitude of "slow" effects of small antlers
- Fixed description on "ravage health" alchemy effect
- Added new perk "Harvest" to Conjuration
Allows you to get bones, flesh and hearts from corpses. Each rank increases the chance of obtaining items, as
well as the maximum number of flesh you can collect. Also, items obtained depend on the target's race. Three ranks.
- Added new perk "Bone Mastery" to Conjuration
Use the bones you harvested and filled petty soul gems to create skeletons. Each rank either adds a new skeleton
(warrior, archer, mage) or raises the max number of skeletons you can have. Skeleton summon limits are calculated
seperately from other summons; that means they can be summoned in addition to anything else, but don't profit
from "Ancient Rites" or "Twin Blood Summoning". Five ranks.
- Added new perk to Conjuration, "Tongues of Old"
Allows you to manipulated a summoned skeleton's and a reanimated corpse's inventory. Note that
skeletons don't equip armor (but they will use new weapons if you remove the old ones and enter combat).
- Added Misc items "Bone - Leg", "Bone - Arm", "Bone - Foot", "Bone - Hand", "Bone - Skull", "Bone - Ribcage"
- Added ingredients "Elven Heart", "Beast Heart", "Elven Flesh", "Beast Flesh"
- Slightly modified description of the "Claws" racial bility
- Added "Claws" racial ability to Argonians
- Changed what "Guardbreaker" does
- Lowered skill level requirements on "Latent Power" rank 1
- Lowere effect of "Latent Power" rank 1
- Added additional ranks to "Latent Power"
- Fixed requirements on "Summoner" rank 1
- Modified description of "Ancient Rites"
- Fixed the absence of a bombcrab on "Summon Familiar - Large Bombcrab"

v0.99:
- Vex, Majad and Razhinda do teach Fingersmith now.
- Adjusted prompt for Fingersmith training
- Changed Khajiit race bonus from "Vampirism" to "Light Armor"
- Changed Wood Elf race bonus from "Vampirism" to "Light Weaponry"
- Slightly modified layout of "Enchanting" perk tree to be more compact
- Modified layout of "Vampirism" perk tree to be less ugly
- Modified the way "Feline Athletics" works internally; works better with the fixed speed.
- Added falling damage reduction to "Feline Athletics"
- Added new racial ability to Bretons, "Twin Blood Eruption"
Has similar mechanics as "Twin Blood Summoning", but triples spell magnitude
and halves spell cost while active. Shares it's cooldown with TBS.
- Modified TBS and TBE to negate the Breton's magicka resistance while active.
- Modifed Werewolves
- Added a new hidden ability; this ability ties damage to remaining health as follows:
Health Damage dealt
> 90% 200%
81% - 90% 180%
71% - 80% 160%
61% - 70% 140%
51% - 60% 120%
50% 100%
41% - 49% 90%
31% - 40% 80%
21% - 30% 70%
11% - 20% 60%
< 10% 50%

- Boosted unarmed damage bonus. The new values are as follows:
Level 10 an below: 10
Level 15 an below: 20
Level 20 an below: 30
Level 25 an below: 40
Level 30 an below: 50
Level 35 an below: 60
Level 40 an below: 70
Level 45 an below: 80
Level 50 an above: 100
- Fixed conditions on vampire feeding
- Changed "Infest" button label
- Fixed displayed description on vampire passive resistances
- Fixed absence of "Vampiric Guile"
- Fixed ability requirements on "Myrmidon" rank 3
- Fixed "Frost Blood Prison" and "World of Ice"
- Modified the vampire's regeneration malus to be visible
- Modified the way "Infest" works internally; should be more stable now.
- Modified timer on "Infest": Becoming a vampire takes 2 real-life hours for a NPC now.
- You can not feed on infested targets anymore
- Fixed requirements on "Purity"
- Fixed charge time on "Firestorm" and "Blizzard", hopefully
- Modified sneak experience gain from spell sneak; it scales with your sneak skill level now.
- "Volkihar Lore" rank 2 and 3 correctly increase the max use count for "Frost Blood Prison" now
- Re-added stamina dependant damage and blocking malus, as well as passive damage boost (went missing somehow lol)
- Slightly nerfed Heavy Armor influence on movement speed


v0.99 beta:
- Bombcrabs should die more reliably now
- Fixed display issue on "Gravebound"
- Fixed display issue on "Medium"
- Fixed requirements on "Duelist" rank 1
- Changed the way stamina reduction on blocked attacks work (to optimize scripts)
- Fixed silver weapon keywords on Wot3E-weapons
- Lockpicking doesn't level anything anymore
- Renamed "Golden Touch" to "Nose for Coin", and incorporated it into the "Pickpocket"-tree
- Incorporated "Treasure Hunter" into the "Pickpocket"-tree
- Modified "Light Fingers" to also modify the sweet spot when picking locks
- Incorporated "Locksmith" into the "Pickpocket"-tree
- Modifed "Locksmith" to also allow you to pick locks unnoticed.
- Modified "Keymaster" to generate keys when picking locks
- Renamed "Pickpocket" to "Fingersmith", and adjusted description accordingly.
- Renamed "Lockpicking" to "Vampirism". This tree hosts vampire perks.
- The player will not be attacked by NPCs as a vampire anymore (exception: Vigil of Stendarr)
- Upon becoming a vampire, vampires and vampire thralls will not attack you anymore
- Removed all "Thrall" scrolls and all "Reanimation"-type scrolls from the game.
- Enabled auto aim correction for arrows again (in the CK); included ini-tweaks to remove it
This is an attempt to fix the "arrows don't hit at huge distances"-problem some are reporting
- Fixed Silent Moons Enchantment; instead of doing fire damage, it increased weapon speed lol
- Removed loads of spell school assignments from enchantments, they only caused issues and fail
- Removed "Poison Resist" from vampires
- Hopefully fixed patch 1.5 smithing madness
- Added spell "Push"
- Added spell "Forceful Push"
- Added spell "Allmighty Push"
- Added spellbook "Push"
- Added spellbook "Forceful Push"
- Added spellbook "Allmighty Push"
They do exactly what you'd think they do. Single target, short distance, need
to be aimed at an actor directly, and very potent. Alteration school, Novice/
Apprentice/Expert level. Consider them "beta" for now.
- Removed a few mysterious copy-NPCs. No idea where they came from. Hopefully they'll stay where they are.
- Modified combat script to not calculate stamina loss anymore. Replaced by magic effect that does the same thing. Performance.
- Nerfed stamina influence on attack damage.



v0.98.7:
- Slightly modified layout of "Enchanting" perk tree
- Also increased all dragon's stamina (it was extremely low)
- Modified some descriptions on potions, to allow for even better sorting
- Modified some descriptions on potions effects, to avoid misconceptions
- Fixed magical sneak
- From now on, you are able to sneak attack with spells from the beginning for double damage
- Arcane Assassin now increases the spell sneak damage multiplier to 3
- Added spell "Call Familiar - Medium Bombcrab"
- Added spell "Call Familiar - Large Bombcrab"
- Added spellbook "Call Familiar - Medium Bombcrab"
- Added spellbook "Call Familiar - Large Bombcrab"
Bombcrabs are fast, red crabs that have 90% resistance to any damage.
Not that they need it; they explode once hit, and die. Be sure not to be
too close when the magic happens. Bigger bombcrab - bigger explosion.
Adept and expert level conjuration.
- Nerfed "Feline Athletics" speed boost to 25%
- Modified the boni on "Feline Athletics" to be additive, rather than multiplicative
- Modified heavy armor speed malus to be processed within the speed script
- Slightly nerfed the force on direct heavy weapon stagger
- Increased duration and potency on all "Direct Hit Debuffs"
- Increased duration and potency on all "Staggering Hit Debuffs"
- Introduced Dynamic Blocking in combat
Basically, if you start blocking just as the attack comes in, you stagger
and debuff the attacker. The time frame is 0.75 seconds per default.
The perk that allows you to perform well timed blocking is called xxxCombatModificationsDynamicBlockingAbility
- Modified dragon health boost. All dragons get flat 250 + 100 for every five levels up to level 50.
- Modified "Quick Reflexes"; it now has two ranks and increases the time frame for timed blocks by 0.25 seconds per rank
- Modfied "Blocking" perk tree layout
- Reduced stamina consumption on both ranks of "Eagle Eye" substantially
- Reduced weight of gold
- Reduced skill level requirements on all levels of "Aspect of Fear", "Hypnotic Gaze" and "Rage"
- Adjusted price and name of "Slow Time" alchemy effect
- Fixed speed on Ebony Dagger (1.0 -> 1.3)

v0.98.6:
- Did some internal cleanup
- Did a "deep merge" with "Weapons of the third Era"
- This mod _requires_ the WOTTE resources now
- WOTTE weapons are craftable and temperable, under the given smithing rules
- WOTTE weapons appear on enemies and traders (blacksmiths)
- Modified "Limb Splitter" and "Boiling Point" to not work with Battlestaves
- Modified Potions and Poisons
- All potions and poisons work over time (except for "Cure Disease" and "ultimate" potions); potions usually work over four seconds, poisons over three seconds
- To compensate that, most stuff has been slightly buffed in total magnitude
- "Lingering" poisons have been buffed more than just slightly, and work a lot longer than regular poisons
- "Fear" and "Fury" poisons got some love as well
- Weapon skill related potions have been nerfed (they're still good)
- Also adjusted prices on potions when appropriate
- Added stamina regen and magicka regen to Skooma
- And while I was at it, I also renamed everything to minimize inventory clutter
- Modified alchemy ingredients
Basically, I modded everything to work over time, I buffed values of underused effects
(such as "poison resist"), I adjusted ingredient values and weight on some, not all,
ingredients. Also, some ingredients are considerably better with certain effects than others.
- All ward spells are 25% stronger
- Added hit shader to Twin Blood Summoning
- Fixed "Critical Charge" for swords, "Great Critical Charge" for Greatswords and Valdr's Lucky Dagger
- Added a more potent Frostbite Venom; dropped by Giant Frostbite Spiders
- Restored all ranks of "Barbarian"
- Another attempt to fix the Tower Stone
- Fixed never-ending cooldown on imperial orders; use the following command to fix it if you're already locked
set xxxRacialImperialOrderRunning to 0
- Changed Hit FX on Attack Order
- Slightly modified displayed string on TBS
- Added new perks "Endeavor" and "Pillar of Strength"
These perks work with battlestaffs. "Endeavor" increases attack damage when enemies get low
on health, "Pillar of Strength" turns all regular attacks into AoE-attacks.



v0.98.5
- Fixed "Channel Magicka" madness, hopefully
- Modified how "Arcane Assassin" works internally; should be more stable now
- Fixed values on high level "Armsman" ranks
- Modified boost to dragons; instead of "50%" (that turned out to be 250), they now get a fixed boost of 1000 health
- Modified the way "Wild Hunt" works internally; should be less error provoking now.
- Slightly raised the rate at which Light Weaponry, Two-Handed and Marksman grow
- Strengthened the connection between Light Weaponry and unarmed damage (each skill point adds 0.25 damage)
- Fixed typo on "Ancestor's Fury"
- Fixed all Standing Stone descriptions
- Modified malus on the steed stone (50% weakness to fire)
- Modified Ritual Stone due to being buggy.
It now triples duration of summons, at the cost of 25% spell magnitude for other spells.
- Modified load screen texts
- Modified "Overdraw" to only give 15% more damage per level
- Modified "Elemental Fury" to give 10/20/30% attack speed and to work with all weapons (excluding unarmed)
- Removed racial "Imperial Leadership"
- Added new racials "Attack Order" and "Guard Order" to Imperials
These are lesser powers that affect followers. "Attack Order" increases overall speed, damage dealt and
damage received. "Guard Order" reduces both damage dealt and damage received. Both last five minutes. Orders
have a 10 minute cooldown.
- Moved "Medium" to Enchanting; it branches off "Soul Squeezer" now
- Weakened shockwave on "Berserker Rage"
- Overhauled combat yet again, hopefully it runs more reliable and stable now.
- Recompiled scripts related to "Open Lock" spells

v0.98.4
- Fixed conditions on "Careful Studies" Rank 1
- Fixed "Dual Flurry", finally
- Also fixed "Myrmidon" and "One with the Blade" (same error as DF)
- Modified Large Mudcrab Familiar to be more aggressive
- Removed stamina-dependent attack speed, instead went with a basic negative modifier
Not my choice, causes bugs
- Modified "Armsman" to empower unarmed attacks as well
- changed requirements on "Myrmidon"
Requires one rank in either "Bone Breaker", "Hack and Slash"
or "Bladesman" now.
- Added new perk "Guardbreaker"
When your unarmed attacks are blocked, your Stamina takes half as much damage, and the blocker's
stamina takes twice as much damage
- Added new perk "Latent Power"
Adds 10% of your health to unarmed damage
- Modified layout accordingly
- Modified description on "Catalyst"
- Modified battle script to work with "Defensive STance" and "Berserker Rage"
- Raised skill gain for unarmed attacks
- Modified flat damage boost on daggers to 12 points and unarmed attacks to 13 points
- Modified "Berserker Rage"
Upon activation, it consumes 25% health now, and while active, it weakens potions
by 75%. Also, it reduces incoming damage by 25%, including magical damage. It is not a greater
power anymore and can be used multiple times per day, but requires you to sleep at least
one hour between uses.It also reduces incoming direct health damage by 50%. Also
has a nice little explosion now.
- Modified Dark Elf race description
- Modified Ancestor's Fury description
- Added new racial ability to Bosmer, "Wood Lore"
Bosmer can enhance any arrow with disruptive magic.
The explosion caused by these arrows paralyses any target for
one second and reduces damage with one-handed and two-handed
weapons by 30% for 10 seconds.
To craft 5 enhanced arrows of any type, one needs 15 arrows
of that type, two empty petty soul gems and three spider eggs.
Forge, "Misc" category.
- Modified race description accordingly
- Removed direct health damage from everywhere except "Heart Seeker"
- Reworked battles based on the lack of direct health damage

v0.98.3
- Fixed duration on Ancestor's Fury summons
- Fixed speed malus while dual wielding, hopefully
- Modified "Overdraw" and Bow combat
Bows now have a base 25% chance to deal 20% direct health damage.
Overdraw nets 10% raw damage and a 10% increased chance to deal direct health damage,
up to a maximum chance of 75%.
- Modified "Heart Seeker"accordingly.
- Modified "Claws" ability
Instead of fixed 12 damage, it now adds stamina*0.1 damage
- Added new racial ability to Khajiit, "Survival Instinct"
Once your health drops below 25%, your movement speed and attack speed
increases massively. Triggers once per day.
- Modified race description accordingly
- Added sound to Channel Magicka
- Modified Dragons
- Dragons regenerate health faster (0.7 -> 1.0)
- Dragons have 50% more health
- Dragons have armor
- Dragons have a 30% chance to halve incoming bow damage
- Dragons deal 25% more melee damage
- All Draugr are 50% resistant to direct health damage now
- Increased rating of heavy armor by 7 points across the board
Heavy armor should be considerable more protective than light armor, and this
was necessary, due to the "less protection per armor point"-change
- Heavy Armor slows you down 5% per piece, up to a maximum of 20%
- Added new racial ability to Imperials, "Tactician"
Whenever you successfully block a melee attack, you drain the
attacker's stamina by 10%
- Modified race description accordingly
- Unarmed damage scales with One-Handed now (1% more damage per skill level)
- Unarmed damage increased by 7 (flat bonus)
- Unarmed combat levels One-Handed
Blocked regular attacks net the least skill exp, unblocked power attacks the most
- Renamed "One-Handed" to "Light Weaponry"

v0.98.2
- Fixed the material keyword on Nahkriin (was Daedric, is Ebony now)
- Fixed requirements on Rune Master, rank 3
- Fixed requirements on Duelist
- Modified keyword checks on "Armorer" and "Weaponsmith"; should attract less bugs now.
- Modified the way "Boiling Point" works internally; should attract less bugs now.
- Modified the way "Imperial Charisma" works internally; should attract less bugs now.
- Slightly modified the way "Channel Magicka" works internally. Should fix a small display issue.
- Slightly modified shader on "Channel Magicka"
- Tweaked stamina depletion during battle
- Modified direct health damage to be half as strong against giants
- Modified humanoid AI
- Enemies attack more often
- Enemies block more often
- Enemies get a lot more aggressive when ganging up on someone
- Enemies are a lot better at bashing while you power attack
- Enemies attack more often while you're staggered
- Tweaked direct health damage to be slightly stronger
- Introduced new Marksman perk, "Heart Seeker"
Two ranks, increases direct health damage dealt by bows by 50%/100%
- Modifed "Ancestor's Wrath"
It does not cast the Flame Cloak anymore; instead, it boosts fire damage by 25% and
gives a 15% chance to avoid incoming non-magical damage.
- Added new racial to Dark Elves, "Ancestor's Fury"
Once per day, when your health drops below 30%, this perk causes a huge (non-hostile)
explosion, then summons two angry dark elven ancestors that fight for you for 60 seconds.
One is a warrior focused on one-handed weapons, the other one is a dual-wielder who has
quite a few spells (but prefers to use dual wield). Both level with you up to level 200,
have perks and are pretty dangerous.
- When attacked while not wearing a chestpiece of armor, there's a 50% chance to recieve double damage
- Altered equation for unarmed damage; it's x + (max stamina * 0.1) now.

v0.98.1
- nerfed flat damage boosts to all weapons, the new values are:
- Dagger: 7
- Mace/Axe/Sword: 10
- Bow: 20
- Two-Handed Weapons: 25
- removed flat boni from bound weapons
- modifed the stamina-related slowdown to affect both weapons when dual-wielding
- removed damage boost from attacking when stamina is full
- modifed minimum levels for encounter zones heavily
- modified combat orbit
- set days to respawn vendor to six
- significantly improved Haggling from rank two onwards


v0.98
- Fixed typo in description of "Channel Magicka"
- Fixed the Tower Stone and the open lock spells
- Modifed Open Lock spells to only level Alteration when a lock is actually unlocked
- Fixed Redguard racial for good, hopefully
- Slightly nerfed values on "Protective Scales" to provide 25% protection
- Modified Shader on "Channel Magicka"
- Modified description on the Lady Stone
- Modified the way "Warrior Heart" works internally. Should attract less bugs now.
- Modified Endure to work with direct health damage
- Modified the levelling speed of "Pickpocket", should be lower now
- Modified weight of Gold (it's at 0.01 now, so 100 septims have a weight of 1)
- Modified values on "Treasure Hunter" and the special loot chance
- Reverted torches back to normal
- Modified race height; basically went with Morrowind's values for some more variety
- Modified the influence of heavy armor on Sneak
Basically, wearing one or two heavy armor pieces reduces your sneak skill by 50%,
wearing three or more reduces it by 70%
- Modified the influence of gauntlets on Pickpocketing
While wearing gauntlets, pickpocket chance is reduced by 75%
- Modified melee and bow combat
- Modified armor to be less effective (- 1/6), you'll need better armor to reach the cap.
- Considerably reduced reach for melee and bash attacks (141 -> 100).
- Blocking an attack costs stamina, depending on weapon type. Big weapon -> High stamina cost.
- Being blocked costs stamina as well, depending on weapon type. Big weapon -> High stamina cost. Not for Bows ofcourse.
- Attacking costs stamina (if the hit connects), depending on the weapon type. Big weapon -> High stamina cost.
- Damage dealt is depending on the percentage of your remaining stamina:
At full stamina, you deal 125% damage. That means, a well-timed first hit matters, and avoiding is better than blocking.
Between 99% and 51% stamina, you deal regular damage.
Between 50% and 26% stamina, your damage is reduced by 25%.
Between 25% and 1% stamina, your damage is reduced by 40%.
While your stamina is fully depleted, your damage is reduced by 55%
- Blocking effectiveness is depending on your remaining stamina:
Between 100% and 51% stamina, you block with full efficiency.
Between 50% and 26% stamina, you block 25% worse.
Between 25% and 1% stamina, your block 50% worse.
While your stamina is fully depleted, you block 70% worse.
- Attack speed has been modifed, and is depending on your remaining stamina
Between 100% and 76% stamina, you attack at 80% the speed of vanilla Skyrim.
Between 75% and 51% stamina, you attack at 65% the speed of vanilla Skyrim.
Between 50% and 26% stamina, you attack at 50% the speed of vanilla Skyrim.
Between 25% and 0% stamina, you attack at 35% the speed of vanilla Skyrim.
- All weapons get a considerable flat damage boost:
- Unarmed: No flat boost, but tied to maximum stamina now. Unarmed damage = 0.25 * max stamina
- Dagger: 20
- Mace/Sword/Waraxe: 30
- Greatsword/Battleaxe/Warhammer: 45
- Bow: 40
- Getting hit without blocking might cause stagger (20% chance for normal attacks, 40% for power attacks)
- Getting hit by a two-handed melee weapon with a power attack while not blocking might strike the target to the ground (30%)
- Being staggered by a weapon reduces armor and magic resistance by 50 / 25% for two seconds.
- Striking a target down applies the stagger effects, as well as 50% reduced Stamina, Magicka and Health regeneration for five seconds.
- Each unblocked hit with a weapon or unarmed reduces the target's max health by a fixed percentage.
Unarmed: 5%
Unarmed Power Attack: 10%
One-Handed Weapons: 10%
One-Handed Weapons Power Attack: 15%
Two-Handed Weapons: 15%
Two-handed Weapons Power Attack: 20%
Bows: 10%
This makes sure that no enemy survives 25365 unblocked swings of a warhammer, and that you can't survive
standing in a bunch of bandits for too long, no matter the difficulty or level. Weapons are dangerous.
Dragons only take 1/4 of direct health damage.



v0.97.1
- Modified Argonian race description to fit the changes (derp)
- Fixed bug on "Barbarian"
- Fixed display issue on the "Augmented XY"-perks

v0.97
- Fixed typo in Bosmer racial description
- Modified "Twin Blood Summoning" to not work with undead anymore
- Modified "Twin Blood Summoning" to provide an additive bonus (not that anyone will notice)
- Modified "Defensive Stance" to also reduce magical damage you deal
- Fixed the "Defensive Stance" bug that reduced all incoming damage to 0.25 (lol)
- Fixed "Matching Set" for heavy armor (didn't include ebony and blades armor, and gave only 20%)
- Fixed "Matching Set" for light armor (only gave 20%)
- Shortened description on "Ancestor's Wrath"
- Fixed display issues caused by enemy Dunmer using Ancestor's Wrath
- Modified standing stones:
- Warrior Stone: Unchanged
- Thief Stone: Unchanged
- Mage Stone: Unchanged
- Apprentice Stone: Gives 100% magicka regen boost and 50 magicka, but -50% magic resist.
- Serpent Stone: Gives a 50% bonus to sneak attacks, but 20% malus on all attacks if target is alerted.
- Lord Stone: Gives 25% magic resist, increases damage from non-magical attacks by 25%.
- Atronach Stone: Gives 150 magicka, spell absorb unchanged, almost negates magicka regen (-95%).
- Lady Stone: Boosts stamina and health regen by 50%, reduces magicka regen by 50%.
- Steed Stone: Carry weight increased by 150 and 25% frost resistance, but 15% slower movement and 25% fire weakness.
- Lover's Stone: Doubles melee damage dealt, triples melee damage received
- Tower Stone: Effect has unlimited uses now.
- Shadow Stone: 25% boost to pickpocket chance, 25% higher buying prices
- Ritual Stone: Can summon one more creature, and summons last 50% longer. All other spells are 25% less effective, and health regeneration is negated.
- Modifed values on "Augmented XY"-perks (max 6% for augmented frost/fire, max 3% for shock)
- Fixed bug where enemies were able to set the player's "Augmented XY"-secondary effect chance
- Modded "Augmented XY" secondary effects to not work against the player anymore
- Fixed bug where everyone is able to get Imperial Leadership
- Added spell "Open Beginner Locks"
- Added spell "Open Advanced Locks"
- Added spell "Open All Locks"
- Added spellbook "Open Beginner Locks"
- Added spellbook "Open Advanced Locks"
- Added spellbook "Open All Locks"
"Open Beginner Locks" allows you to open all Apprentice or lower level locks for 30 seconds,
"Open Advanced Locks" does the same for locks up to expert level, and "Open All Locks"
works on master level locks as well. Alteration school, apprentice/adept/expert level.
Cast spell, then activate a lock, the choose "unlock".
- Added spell "Walk on Water"
- Added spellbook "Walk on Water"
Gues what it does. Apprentice level Alteration. Note that water is still not a hard surface,
but you'll sink in very slowly when running.
- Added spell "Stream of Life"
- Added spellbook "Stream of Life"
A stronger version of "Healing". Adept level Restoration.
- Added spell "Cure Disease"
- Added spellbook "Cure Disease"
Does exactly what you'd guess. Adept level Restoration.
- Significantly boosted power of all diseases
- Did a few "under the hood" changes to streamline scripts
- Tweaked values on Timebomb and Explosive Arrows
- Modified the explosion on Explosive Arrows to always strike targets down
- Removed "Shadowscale Heritage" from Argonians, since it was exploitable
- Added new racial lesser power to Argonians, "Histskin"
It carries the same name, but works very differently. It's a toggleable lesser power
that works with four "states".
State 0: Inactive
State 1: Doubles health regen, negates Stamina and magicka regen
State 2: Doubles stamina regen, negates health and magicka regen
State 1: Doubles magicka regen, negates Stamina and health regen
It's "RP-neutral", unlike "Shadowscal Heritage" and very versatile.


v0.96
- Heavily modified "Ancestor's Wrath" racial ability
It now triggers automatically, once you get hit and drop below
50% health, and is not limited to one use per day. In addition to the
flame cloak spell, it also adds 50% additional strength to fire-based
spells. The flame cloak effect starts at a damage of 5 per second,
but grows by 3 every 10 levels, up to a maximum of 17 (before bonuses are
calculated in, including it's own).
- Modified race description to fit the changes.
- Removed "Regenerate Magicka" racial ability from High Elves
- Added new racial ability "Channel Magicka" to High Elves
A toggleable lesser power. Basically, it increases the magnitude and
cost of all spells cast by x%, where x is the ratio between you
current magicka and max magicka; That means, any spell cast from full
magicka costs twice as much and is twice as strong.
- Modified race description to fit the changes
- Removed "Dragonhide" racial abilities from Bretons
- Added new racial power to Bretons, "Twin Blood Summoning"
Actually a spell, not a power. It can be cast once per day only,
takes ten seconds and both hands to cast and will take no magicka,
but 90% of your health and stamina upon completion. Once you've
pulled it off, you can summon as many creatures as you want for
two minutes.
- Removed "War Cry" racial abilitiy from Nords
- Added new racial ability to Nords, "Warrior Heart"
Your damage output increases as your health
decreases.If you are at x% health, the damage
boost is roughly (100-x)%.
- Modified "Feline Athletics" to grant a 30% boost in speed.
- modified Image Space Modifier on "Defensive Stance"
- Slightly reduced brightness on torches

v0.95
- Renamed "Advanced Armor" to "Advanced Smithing"
- Renamed "Dragon Armor" to "Dragon Smiting"
Looks better with Jaysus Swords, and other
recipe mods, enabled.
- Renamed arrows
"Arrow - XXX" instead of "XXX Arrow"
- Added recipe for "Arrow - Nord Hero"
Different from other arrow recipes, this one
requires three steel ingots and 25 "Arrow - Ancient Nord"
for 25 items created.
- Added "Explosive" and "Timebomb" arrows
"Explosive" arrows detonate on impact (with a non-elemental
explosion), "Timebomb" arrows need to be fired right into
a non-living surface, where they stay for 5 seconds, and then
detonate with a massive explosion.
All regular arrows can be enhanced with explosives and timebombs
at the forge.
- Added recipes for "Explosive" and "Timebomb" arrows
To enhance any arrow XXX with explosives, one needs 15 arrows,
three fire salts and ale (creates five explosive arrows).
To enhance any arrow XXX with timebombs, one needs 15 arrows,
three fire salts, ale and an empty lesser soul gem
(creates five timebomb arrows).
- Added perk "Fuse" to Alchemy
Needed to craft "Explosive" arrows
- Added perk "Advanced Explosives" to Alchemy
Needed to craft "Timebomb" arrows
- Fixed requirements on "Snakeblood"
- Fixed display issue on "Hidden Potential"
- Added new racial ability to Argonians, "Shadowscale Heritage"
Argonians can become invisible for 10 seconds at will, as
long as they're not wearing any heavy armor and are not
currently in battle. Lesser power.
- Removed "Resist Disease" racial ability from Argonians
- Modified race description to fit the changes
- Added new racial ability to Redguards, "Defensive Stance"
A toggleable lesser power. While active, slows time by
25%, reduces incoming damage by 25% and reduces
damage you deal by 75%. Use it often to control the
flow of battle.
- Removed "Adrenaline Rush" racial ability from Redguards
- Modifies race description to fit the changes



v0.94
- Tweaked lighting (again)
Affects brightness and tint. Stuff looks a lot better now imo.
- Modified recipe for Iron Ingot
Requires two Iron Ore now
- Added new recipes for arrows
25 arrows require two ingots of the respective metal, three
fire wood and either two hawk feathers or hagraven feathers.
Daedric arrows require one Daedra Heart and one Ebony Ingot.
instead of "two ingots".
- Nerfed Elemental Fury
Bonus is now 15%/30%/45% attack speed (instead of max 70%)
- Added new racial for Imperials: Imperial Charisma
25% better buying/selling prices
- Added new racial for Imperials: Imperial Leadership
Followers are 50% faster, deals 50% more damage and take
25% less damage.
- Removed old racial abilities from Imperials
- Modified race descriptions to fit the new abilities.
- Disabled auto aim support for all arrows
- Enabled "Pins limbs"-critical effect on all arrows.
Not sure if it does anything. Let's find out.
- Upon hireing a follower, automatically gets disabled/enabled
... to level up with you
- Mystic bound weapons are weaker initially...
- ... but I modded "Mystic Binding" to let their strength
grow with you (1% per skill level in Conjuration). Thus, they're
viable later on, and less overpowered early on.

v0.93
- Added more perks to enemies.
- Bandits: Multiple ranks of "Barbarian","Armsman" and "Overdraw", and
also up to six ranks of "Agile Defender". Mages get Destruction Spell
Scaling.
- Draugr: Basically the same as Bandits. No armor perks, but
Defender.
- Falmer: Destruction spell scaling and up to three ranks of Juggernaut.
- Forsworn: Destruction spell scaling and up to four ranks of "Agile Defender".
Truth be told, they already have heaps of perks, and are dangerous f*****s.
- Imperials/Stormcloaks: Defender, Armsman, Barbarian, Overdraw, and Agile Defender.
- Thalmor: Armsman, Agile Defender, Mystic Binding, Careful Studies
- Vampires: Destruction spell scaling. They wear no armor, have a few perks, and are
strong already.
- All types of mages: Destruction spell scaling and multiple ranks of "Careful Studies".
Like vampires, they are already dangerous.
- Witches/Hags: Destruction spell scaling and multiple ranks of "Careful Studies".
Not that they are impressive, but they don't offer much space for improvement,
since their numbers are rather limited.
- Assassins: Armsman, Barbarian, Dual Flurry, Agile Defender
- Thiefs: Armsman, Dual Flurry, Agile Defender
- Fixed bug with Redguards suffering from perma-paralysis
- Deleveled vendors

v0.92
- Fixed display bug on "Careful Studies"
- Removed "Resist Poison" racial ability from Redguards
- Added new racial Stamina boost to Redguards (Alik'r Training)
- Modified Redguard race description to fit the new ability.
- Added fortify smithing racial ability to Orcs (Orcish Smithing Lore)
- Khajiit Night Eye is now permanent and toggleable, kinda
- Added new racial ability to Khajiit, "Feline Athletics"
20% faster movement
- Added new racial ability to Wood Elves, "Wild Hunt"
50% additional bow damage against non-humanoids
[perk name: xxxRacialBosmerWildHunt]
- Added new racial ability to Wood Elves, "Avoidance"
50% chance to ignore arrow damage while wielding a bow
[perk name: xxxRacialBosmerAvoidance]
- Removed old racial abilities from Wood Elves
- Modified Wood Elve race description to fit the new abilities.
- Added new racial ability to Argonians, "Protective Scales"
30% damage reduction against daggers, swords, waraxes,
greatswords and battleaxes
[perk name: xxxRacialArgonianProtectiveScales]
- Removed "Histskin" racial ability from Argonians
- Modified Argonian race description to fit the new abilities.
- Fixed prices on "Mentalist"-potions
- Fixed casting cost on Augmented Frost's "Paralyze"-effect
- Tweaked values on "Concentrated Poison"
2/4/8 hits at skill level 50/80/140
- Modified special loot level multipliers
Loot is generally better
- Modified bartering
Stuff is more expensive, and loot sells for less
- Packed Scripts in bsa

v0.91
- Modified the way "Armorer" and "Weaponsmith" work internally
To allow for the JaySus' swords plugin
- Modified "Matching Set" (heavy and light) to work properly with
the new keywords from 0.9
... and also to allow the plugin to function properly

v0.9
- Modified description for the "damage reduction" enchantment
- renamed Ingots, Ores and Dragon Claws
- Daedric weapons now require Daedra Hearts to temper
Ebony is just too easy to come by
- Smithing is redone, finally!
Weapons and armor can not be tempered anymore, unless the respective
perk has been unlocked (if someone who never heard of a certain
material tried to temper it, he'd probably mess it up). Dragon Armor
requires Glass Smithing now. Daedric Smithing requires skill level
100 now.
- Reduced requirements for Arcane Blacksmith to 50 smithing.
- Introduced new perks "Armorer" and "Weaponsmith"
These are necessary to improve tempering, and also prerquisites
for Arcane Blacksmith.
- Old Smithing perks do not improve tempering anymore.
- Nord Hero and Skyforge Steel weapons/armor require at least Steel Smithing
to be cafted/improved.
- Fixed some missing conditions on high Barbarian ranks
Kudos to CloudR for finding.
- Modified some more weapons and armor:
- Savior's Hide is now Leather type armor
- Blade of Sacrifice is Steel type, and behaves accordingly
- Mace of Molag Baal deals slighty more damage
- Jagged Crown behaves like Dragonplate stuff
- Draugr Gear has it's own keyword
- Draugr gauntlets behave like steel stuff when determining Fists of Steel damage
- Draugr gear behaves like steel when determining whether it can be tempered or
not; Honed Draugr weapons require two steel ingots to temper.
- Falmer Gear has it's own keyword
- Falmer gear behaves like steel when determining whether it can be tempered or not.
- Blades gear has it's own keyword
- Fur gear has it's own keyword
- Included recipes for Fur gear
- Nerfed Muffle-spell
Only removes 50% of armor noise now.
- Fixed countless magical item names
Still displayed as if they gave a smithing or alchemy boost.
- Removed projectile effect on Augmenzed Frost's paralyze
Caused an issue for a user. Better safe than sorry.



v0.83
- Destruction spell damage levels with skill (100 skill -> + 100% damage)
I implemented it as hidden perk. On a new char, it'll be added
from the beginning. On old chars, you might have to do the following
steps:
1. Open console with ~
2. help "destruction spell scaling"
3. In the output, there should be an ID like 0020109 (just an example)
4. player.addperk xxx (xxx is the ID from step 3)
- Added the destruction scaling perk to all Atronachs
- Removed damage boni from Novice ... Master Destruction. Destruction is fine now imo.
- Modified enemy leveling, just humanoids and Falmer (for now?)
Basically, vanilla enemies had a fixed level, no matter when you encounter them.
I changed that by the following rules:
- Enemies of level x now vary between 1/2x and 3/2x, for
example: Level 10(vanilla) -> Level 5 - Level 15 (modded)
- high level enemies and boss level enemies scale up
to level 100 (partially done before, should now be
completed)
- enemies at vanilla level 1 scale between 1 and 3.
- Stormcloaks and Imperials used to be at 1/4 the player level, now they're
at 1/2 the player level.
- Thieves and random Assassins have a new max level of 100, and level at
the same speed as the player.
- Soul Trap should not be spammable on dead bodies anymore
- Introduced new Illusion spell "Make Disappear"
Invisibility on others. Easier sneak with followers. Expert level.
- Modified some weapon data.
Volendrung: Lore-wise, it's dwarven, so it's officially of
dwarven material now.
Rueful Axe: Steel material now.
Woodcutter's Axe: Iron Material now.
Dragon Priest Dagger: Now Steel material (was none)
Ebony Blade: Increased damage, ebony material, behaves like
a proper Greatsword.
Blade of Woe (both Astrid's and yours): Fixed weapon material
from Steel to Daedric.
Wuuthrad: Now Steel material (was none)
Mace of Molag Baal: Now Daedric material (was none)
Dawnbreaker: Now Daedric material (was none)
Mehrunes Razor: Now Daedric material (was none)
- Modified some armor data.
Spellbreaker: Nerfed armor value (still high). Officially
made of dwarfen material now.
- Modified tempering recipes according to the aforementioned changes.
- Increased speed of all arrows by 75% and their max travel distance
to twice its original value. Includes arrows fired by Dwarven Animunculi.
More realistic. Use included ini-lines for the best experience.
Similar to Graxster's Faster Arrows, which is awesome.
- Tweaked impact force of all arrows. Includes arrows fired by Dwarven Animunculi.
Not sure what this does, but it sure has some use. ;)
- Reworked Light
I chose a similar approach as "Realistic Lightning without post-processing"
by Plutoman101 and 747823, but worked with different values.
Basically, nights and interior are darker, days are brighter, ambient
lightning is almost removed. Go get some torches.
- Changed the way Magical Sneak works internally
Basically, it does a less error-prone check now.
- Attached a spell school to Augmented Frost's secondary effect
Apparently caused an issue for an user, so did it just in case.
- Drastically reduced speech exp gain from Aura Whisper
Thanks to BlackChoasRaven for reporting
- Modified Sneak perk tree layout.
- Modified Stealth. It grants 10% reduced detection chance per rank now.


v0.82
- Fixed bug where enemy Shouts level speechcraft
- Fixed some missing stuff in the Conjuration Leveled Lists
- Fixed the last Follower issues, hopefully.
- increased alteration requirements for Stability rank 3 to 150
- "Aspect of Terror" renamed to "Aspect of Fear"
- removed perks "Animage" and "Kindred Mage"
- added perks "Terror", "False Peace" and "Zealot's Fury"
"Terror" weakens enemies' Magic Resistance while under
the effect of fear-spells.
"False Peace" weakens enemies' Defense when hit by
a calm-spell.
"Zealot's Fury" increases enemies' damage while under
the effect of rage-spells.
- Changed magnitude of master level illusion spells to 40.
With investment in all relevant perks, they should
allow you to influence all enemies.
- Changed the boni on "Aspect of Fear", "Hypnotic Gaze" and "Rage"
to be multiplicatice, rather than linear, and added additional
ranks to each one.
- added perk "Incite"
This perk strengthens the positive buffs on Illusion spells,
such as the "Fortify One-Handed" on Call to Arms


v0.8
- Shouting now levels Speechcraft
General rule: More words->more Speechcraft gain. Some
shouts have a fixed speech gain (for example "Throw Voice").
Shouts that require aiming, like Frost or Fire Breath,
need to connect. High-end shouts, like Call Storm,
grant more speechcraft experience as well.
- nerfed Impact further - two ranks, granting a maximum of
25% stagger chance.
- Limited "Careful Studies" to 5 ranks and slightly raised
required Destruction skill level. Also fixed a condition.
- Fixed a few instances of Intense Flames, Disintegrate and
Deep Freeze not triggering sooner.
- Limited the "Augmented XY"-skills to three ranks with a
maximum damage increase of 50%. Added secondary effects.
- Augmented Flames: Can strike targets down
- Augmented Shock: Small chance to disintegrate
- Augmented Frost: Can paralyze targets briefly.
- Limited "Detonation" to three ranks with a maximum damage
increase of 50%.
- added sneak attack possibility to Chain Lightning (was missing)
- added sneak attack possibility to Blizzard (was missing, not sure if works)
- doubled Blizzards duration to make it worth while
- reverted all "under the hood"-changes that messed with playerfollowercount
should restore some compatibility
- Destruction levels slightly faster
- Added second rank to "Tower of Strength"
- Added second rank to "Deft Movement"
- Introduced new perk: Endure
While wearing all heavy armor, this perk reduces incoming
power attack damage by 50%.
- fixed typo on "Myrmidon"
- fixed conditions for "Ancient Rites"
- renamed to "T3nd0s Overhaul"

v0.71
- introduced new perk "Arcane Assassin"
This perk allows you to sneak attack with spells. Needed
quite some scripting to get it to work. :) Sneak attacks
with spells deal double damage. When sneak attacking
with a concentration-type spell ("Flames" etc.), only
the first hit that connects should be a sneak hit.
- lowered Sneak requirement for "Quiet Casting" to 40
- Removed typo from "Leader's voice"
- slightly buffed "Fire Storm"
- slightly modified changelog to avoid confusion

v0.70
- introduced the new perks "Violent Voice", "Heroic Voice" and "Leader's Voice"
heavily inspired by mcw22's "Better Shouting Through Speech"
-> http://skyrim.nexusmods.com/downloads/file.php?id=5452

Finally, some better use for speech.
"Violent Voice" strengthens harmful shouts.
"Heroic Voice" increases the duration and effect of non-harmful shouts.
"Leader's Voice" strengthens shouts that summon companions.

- increased the maximum number of placeable runes to 3
- beefed up Fire Breath and Frost Breath
- increased cooldown time on a few shouts that would've become
sickly strong with the relevant speech skills (and are
already strong without them)
- removed "Allure" from Speech. It was crap.
- renamed "Speech" to "Speechcraft" and modded its description for consistency
- fixed "Deflect Arrows" for good.
It's now a two-rank perk. Rank one grants a 30% chance to ignore incoming
arrow damage while blocking, rank 2 increases that chance to 60%.
- modified some respawn times
Vendors will need 4 days (used to be 2) to refill their stock, cells, respawn
within 5 days (used to be 10), and cleared cells need 15 days
(used to be 30).
- modified "Unhindered" and "Conditioning"
"Unhindered" reduces armor weight by 50% for one perk point,
"Conditioning" reduces armor weight by 25/50% for one/two
perk points and is accessible slightly faster.
- modified enemy level multipliers on the different difficulties.
Slightly raised them all over the place.
- fixed a few "GetActorValue"-calls that caused display issues.
- modded rank 3 "Meditation" to double health regen
- modded Dragonhide
It's a 150-armor granting spell that profits from "Mage Armor".
For consistency, renamed it to "Dragonflesh", and made
it castable faster and with one hand.

v0.61
- added additional ranks to "Stability"
- added additional ranks to "Impact"
- modded "Impact" to be based on chance

v0.6

- Initial release (0.6 because it's stable and somewhat far in development)