About this mod
The Gods are in silence. The world of Skyrim is dying. Everything is dying. With the arrival of the dragons, a terrible Curse came into the world. The population is suffering. Animals are dead inside. Plants are decaying. There is no salvation...
This mod is a complete overhaul of Skyrim.
- Requirements
- Permissions and credits
- Changelogs
- Donations
You have to start a NEW GAME to the changes take effect and load the mod on the bottom of your load order. This mod is a complete overhaul of Skyrim.
Here the main changes:
The Curses:
Curse of Life: This curse disables natural Health regeneration (all races).Curse of The Mind: You receive 25% more magic damage when your Magicka is below 20% (Argonian, Khajiit, Nord, Orc, Redguard, Wood elf).
Curse of The Body: You receive 25% more physical damage when your Stamina is below 20% (Breton, Dark elf, High elf, Imperial).
Curse of The Darkness: some creatures and animals become lethal beasts during the night.
Curse of The Blood: You suffer more penalties if you are Injured (Argonian).
Curse of Envy: You receive -25 Magicka and your Magicka regenerates slower (Breton).
Curse of Gluttony: You lose Health if you eat or drink something that has a plant, vegetable or a fruit and doesn't have meat as an ingredient (Wood elf, Werewolf).
Curse of Greed: You do less damage and receive less XP when you have less than 2500 gold in your inventory (Khajiit).
Curse of The Past: You receive more damage from undeads (Dark elf).
Curse of Pride: You receive less XP if your Health, Magicka or Stamina is below 50% (High elf).
Curse of War: Your Magicka and Stamina regenerate slower when you are in combat (Imperial).
Curse Of Weakness: You are less resistant to diseases (Redguard).
Curse of Wrath: Your Magicka and Stamina regenerate slower when you are not in combat (Nord, Orc).
Curse of The Dead: Your buy and sell prices are 25% worse (Vampire).
The Races:
Argonian:
Argonian Bonus Exp: The Lockpicking skill grows 10% faster. The Restoration, Alteration, Light Armor, Sneak and Pickpocket skills grow 5% faster.
Health: 100 Magicka: 100 Stamina: 150 Carry Weight: 100
Stamina Regen: 1.5 Magicka Regen: 1.5
Breton:
Breton Bonus Exp: The Conjuration skill grows 10% faster. The Alchemy, Illusion, Restoration, Alteration and Speech skills grow 5% faster.
Health: 100 Magicka: 150 Stamina: 100 Carry Weight: 100
Stamina Regen: 1 Magicka Regen: 2
Dark Elf:
Dark Elf Bonus Exp: The Destruction skill grows 10% faster. The Alchemy, Illusion, Alteration, Light Armor and Sneak skills grow 5% faster.
Health: 100 Magicka: 125 Stamina: 125 Carry Weight: 100
Stamina Regen: 1.5 Magicka Regen: 1.5
High Elf:
High Elf Bonus Exp: The Illusion skill grows 10% faster. The Conjuration, Destruction, Restoration, Alteration and Enchanting skills grow 5% faster.
Health: 100 Magicka: 150 Stamina: 100 Carry Weight: 100
Stamina Regen: 1 Magicka Regen: 2
Imperial:
Imperial Bonus Exp: The Restoration skill grows 10% faster. The Destruction, Enchanting, Heavy Armor, Block and One-Handed skills grow 5% faster. Your buy and sell prices are 5% better.
Health: 100 Magicka: 125 Stamina: 125 Carry Weight: 125
Stamina Regen: 1.5 Magicka Regen: 1.5
Khajiit:
Khajiit Bonus Exp: The Sneak skill grows 10% faster. The Alchemy, One-Handed, Archery, Lockpicking and Pickpocket skills grow 5% faster.
Health: 100 Magicka: 100 Stamina: 150 Carry Weight: 100
Stamina Regen: 2 Magicka Regen: 1
Nord:
Nord Bonus Exp: The Two-Handed skill grows 10% faster. The Smithing, Block, One-Handed, Light Armor and Speech skills grow 5% faster.
Health: 150 Magicka: 50 Stamina: 150 Carry Weight: 125
Stamina Regen: 2 Magicka Regen: 1
Orc:
Orc Bonus Exp: The Heavy Armor skill grows 10% faster. The Enchanting, Smithing, Block, Two-Handed and One-Handed skills grow 5% faster.
Health: 150 Magicka: 50 Stamina: 150 Carry Weight: 125
Stamina Regen: 2 Magicka Regen: 1
Redguard:
Redguard Bonus Exp: The One-Handed skill grows 10% faster. The Destruction, Alteration, Smithing, Block and Archery skills grow 5% faster.
Health: 125 Magicka: 75 Stamina: 150 Carry Weight: 125
Stamina Regen: 2 Magicka Regen: 1
Wood Elf:
Wood Elf Bonus Exp: The Archery skill grows 10% faster. The Alchemy, Light Armor, Sneak, Lockpicking and Pickpocket skills grow 5% faster.
Health: 100 Magicka: 100 Stamina: 150 Carry Weight: 100
Stamina Regen: 2 Magicka Regen: 1
Vampire: Vampires don’t have the Curse of The Life, so they regenerate Health when not on sunlight. They don't suffer the Hungry, Thirsty and Injury systems (when you eat or drink, you don’t receive any of the food/drink effects). Because of The Curse, they need to eat and drink if they are a Wood elf; suffer from injury if they are a Argonian and suffer from common diseases if they are a Redguard. When transformed, they receive extra armor and unarmed damage. They have the Curse of The Dead.
Werewolf: Werewolves enter on a frenzy state when they are Injured (bonus move speed and physical damage). The Hungry and Thirsty effects are removed for 30 minutes when they feed from their enemies. Because of The Curse, they suffer from common diseases if they are a Redguard. When transformed, they receive extra armor and unarmed damage. They have the Curse of The Gluttony.
New systems:
Fatigue: Each piece of light armor gives you -5 Stamina; -10 for each heavy armor. Spells cost +10% Magicka if you use light armor; +20% for heavy. Actions like attack and swim cost Stamina. You do -50% physical damage if your Stamina is below 10%.
Stamina: +5/+2 carry weight per level. Represents the character's ability to resist physical fatigue and damage. For every 100 points you have in Stamina you gain +5% resistance to physical attacks (max +25%).
Magicka: +5 per level. Represents the character's ability to overcome his difficulties, manipulate spells and special abilities and resist mental fatigue. For every 100 points you have in Magicka you gain +5% magic resistance (max +25%).
Health: +5 per level. Represents the character's ability to resist diseases and poison. For every 100 points you have in Health you gain +5% resistance to poison and diseases (max +25%).
Injury: When you become Injured (Health below 25%), you will do less damage, move slow and regen less Stamina and Magicka.
Survival – Hungry: You receive -50% Stamina regen and -50 Magicka. Your Warrior skills increases 50% slower. You can only have one food effect active.
Survival – Thirsty: You receive -50% Magicka regen and -50 Stamina. Your Mage and Thief skills increases 50% slower. You can only have one drink effect active.
Survival – Rest bonus: You gain +25% Stamina and Magicka regen and +5 Carry weight if you are rested (+50%/+10 if you are well rested).
Food/drink: new recipes. Soups, stews and juices require water (you can find in some enemies, barrels or merchants). Animals can drop Animal fat (you can convert into cooking oil to cook meat) and Animal blood (can be used by vampires and some recipes).
Armor: light armor is weak against fire; heavy armor is weak against shock. Both provides little resistance against cold. You move slower in combat if you use armor (more with heavy). To reach the armor cap, you need 800 armor rating, so if you want to know the % of physical damage resistance, divide your armor by 10 (650 armor=65% physical resistance, for example).
Stagger/Poise system: normal attacks with melee weapons have a chance to stagger the target: dagger stagger less, warhammers are the best. The Armor has a chance to negate the effect based on its material: fur protects less, daedric is the best. Undead, dragons, giants and dwarven are immune to stagger. Big creatures have extra poise.
Weather – Snow: penalty to Stamina regen (frost resistance will help against it) and move speed. Bows do less damage. More frost damage; less fire damage.
Weather – Rain: bows do even less damage. More shock and frost damage; less fire damage.
You can craft a survival set that will help you against snow and rain effects. You can craft a cloth version and a light armor version. Besides that, you can craft 3 kitchen tools: a fork, a spoon and a tankard. If you have a fork on your inventory, you will gain a little bonus when you eat prepared meals; if you have a spoon, you will gain a little bonus when you eat soups and you will gain a bonus when you drink something while having a tankard. You can craft all the items at the smithing forge (misc category).
Difficulties: based on a risk -> reward system: Novice: you and the enemy do the same damage (1:1) / Apprentice to Expert: you and the enemy do 25% more damage / Master: you and the enemy do 50% more damage / Legendary: you and the enemy do 100% more damage.
Level: some skills require more XP to level up (from 25% to 75% more). For balance, some require less (smithing, for example). All skills start at 5 + race bonuses.
Combat: a large number of changes. Enemies will block more and try to stagger if you hold your block. Some will try to flank you or cancel your attacks. The range of melee attacks was changed (so no more “phantom” hits): because of that, you can “dodge” an attack by moving away from it. The combat is fast, tactical and brutal (even more on legendary, but for both sides).
Nerfs/fixes: as expected, a lot of things were nerfed for a better balance and experience. I made some fixes too (for example, now frost abilities will slow down the target).
Disciple of the Gods: you gain +10% Experienceand +5% better prices if you have the blessing and equip the amulet of the same God.
Heathfire Houses – your safe haven: these houses are special: the altar of the Gods that you can find there will cure your diseases (the normal ones doesn’t) and the bonus will last for 24hs instead of 8; any food or ingredient that you plant will not be touched by The Curse.
Loot: overhaul of the loot system. You will find less gold, magic items should start appearing at lvl 10. Reduced carry weight. New loot for enemies. Because of the Curse, you can find ingredients and meat that are rotten. Lockpicking is hard, without perks is very difficult to pick the high level ones.
Economy: unbalanced and insane (it's intentional). With perks, things become much better (yes, useless perks of vanilla now are important). Carriage, potions, mercenaries, horses, houses etc are expensive.
Balance: almost all enchantments were balanced/nerfed. On vanilla, one item was stronger than some points on the perks. Now your build is more important and the items will help you become more stronger. Diseases have double penalty and normal shrines don't cure. Tanning rack, hearthfire workbenches and smelter give xp to smithing; cooking to alchemy & herbalism.
New enemies: black/brown spiders (small, giant and queen variants); special spiders like man-killer and man-eater; cub and alpha animals; giant skeleton; titan (more powerful giant); unique monsters like Raigan, Frostwrath, Dark terror, etc (some of them you can summon with the Hunter specialization); new faction: The Berserkers. They can be foundat lvl 25+. They are more powerful than bandits and have one of the Specializations. They can drop better loot, including one of the Lost Book of Arts. Examples: the Avenger, a powerful two handed Barbarian and the Frost Avenger, an enemy that gave himself to The Curse to receive the power of ice.
Crafting: you need the basic smithing to starting crafting. You don't need to have, for example, dwarven to have ebony: you have to have the basic and then when you have the required smithing level, you can take the ebony..or daedric..etc. This change was made because a lot of perks are now important, so you can save some points. If you invest in smithing, you can create equipment with less materials and craft 2 equipment per craft with the specializations. Archer ammo + smithing perk necessary to craft arrows (for example, archer ammo + elven smithing to craft elven arrows).
The Dragons:
When you kill a dragon, you can find powerful resources that will help you on your journey. Dragon Meat provides various bonus (can satisfy hunger and thirst for 2 hours). You can use Dragon Blood to craft the powerful Dragon Runes or equipments.
True Power: after you absorb the Dragon Soul, you will awaken your True Power: for every 10 Dragon Souls you have, you gain +10% Stamina and Magicka regen (max +100%) and +2% Fire, Frost and Shock resistance (max +20%). When you have 100 or more Dragon souls, you do +25% damage and receive -25% damage from dragons.
The Rebirth: when you have at least 250 Dragon Souls, you become an Avatar of the Gods. You can use the power Divine Form: once a day, you receive +500 Health, Magicka and Stamina and +50% Frost, Fire and Shock resistance for 5 minutes.
Dragon Rune: provides various bonus depending how many Runes you have on your inventory. The max number of runes you can have for each type is 5 (1 for the Dragon Rune of Knowledge and Loyalty). It only affects the Dragonborn.
- Dragon Rune of Strength: +10 carry weight for each rune you have (max+50).
- Dragon Rune of Health: +10 Health for each rune you have (max +50).
- Dragon Rune of Magicka: +10 Magicka for each rune you have (max +50).
- Dragon Rune of Stamina: +10 Stamina for each rune you have (max +50).
- Dragon Rune of Shock: +5% shock resistance for each rune you have (max+25).
- Dragon Rune of Fire: +5% fire resistance for each rune you have (max+25).
- Dragon Rune of Ice: +5% frost resistance for each rune you have (max+25).
- Dragon Rune of Endurance: +20 armor for each rune you have (max +100).
- Dragon Rune of Speed: +2% move speed for each rune you have (max +10).
- Dragon Rune of Willpower: +5% magic resistance for each rune you have (max+25).
- Dragon Rune of Knowledge: All skills increase 25% faster.
- Dragon Rune of Loyalty: give this rune to a NPC and he will gain+100Health, Magicka, Stamina and Carry Weight
- Cursed Dragon Rune: this rune will arouse envy and anger againstthose who possess it as if all the evil generated by The Curse were directed at one person. If you keep this Rune onyour inventory, some enemies will do more damage. Allskills increase 25% faster. You can’t craft this rune...
- Dragon Rune of Agility: +5% bow damage (max +25)
- Dragon Rune of Precision: +2% critical chance (max +10)
- Dragon Rune of Power: +2% critical chance (max +10)
- Dragon Rune of Might: +5% melee damage (max +25)
- DragonRune of Charisma: +10% better prices (max 1 rune)
Dragonforged Equipment: you can use the Dragon Blood to create uniquerings, amulets and potions. To craft the item, you need to have the perk
Dragonforged Smithing for the rings/amulets and the Dragonforged Alchemy for the potions(you can craft the potions on a cooking place).
- Dragonforged Ring of Stamina: +50 Stamina.
- Dragonforged Ring of Air: +50% Stamina regen.
- Dragonforged Ring of Wind: +50 Stamina and +50% Stamina regen.
- Dragonforged Ring of Magicka: +50 Magicka.
- Dragonforged Ring of Mind: +50% Magicka regen.
- Dragonforged Ring of Water: +50 Magicka and +50% Magicka regen.
- Dragonforged Ring of Health: +50 Health.
- Dragonforged Ring of Life: +50% Health regen.
- Dragonforged Ring of Earth: +50 Health and +50% Health regen.
- Dragonforged Ring of the Champion: +50 Health, Magicka and Stamina.
- Dragonforged Necklace of Fire: +50% fire resistance
- Dragonforged Necklace of Frost: +50% frost resistance
- Dragonforged Necklace of Shock: +50% shock resistance
- Dragonforged Necklace of Poison: +50% poison resistance
- Dragonforged Necklace of Disease: +50% disease resistance
- Dragonforged Necklace of Magic: +25% magic resistance
- Dragonforged Potion of Ultimate Healing: restore all Health.
- Dragonforged Potion of Ultimate Magicka: restore all Magicka.
- Dragonforged Potion of Ultimate Stamina: restore all Stamina.
- Dragonforged Potion of Ultimate Well-being: restore all Health, Magicka and Stamina.
- Dragon Elixir of Health: +100 Health for 1 hour.
- Dragon Elixir of Stamina: +100 Stamina for 1 hour.
- Dragon Elixir of Magicka: +100 Magicka for 1 hour.
- Dragon Elixir of Fire: +50% Fire resistance for 1 hour.
- Dragon Elixir of Frost: +50% Frost resistance for 1 hour.
- Dragon Elixir of Shock: +50% Shock resistance for 1 hour.
- Dragon Elixir of Blood: Health regenerates 500% faster for 1 hour.
- Dragon Elixir of the Hero: +25% damage against dragons for 1 hour.
- Dragon Elixir of Knowledge: +25% XP for 1 hour.
- DragonElixir of Strength: +50 Carry Weight for 1 hour.
Dragonforged Weapons – The Elemental Weapons: Dragonforged weapons don’t use charges when you attack. You can craft thepowerful version of all non unique weapons (more than 270 weapons; fire, frost, shock or chaos enchantment). You can’t upgrade/remove the enchantment of a Dragonforged
weapon. The Dragonforged weapons bring hope to the world, since its creation requires the blood of the dragons: you give confidence to your allies and
terror to your enemies. You gain the skill Presence: + 10% better prices with merchants and common enemies do 10% less damage.
Dragonforged Armors: you can craft Dragonforged armors. This time you can craft the Dragonforged Armor of the Elements: +25% resistance to all elements. You can find an armor for each main material (iron, leather, steel, etc).
You can use the power of Dragon blood to craft 3 new sets: the Bear set, the Sabre cat set and the Predator set. You will need Dragon blood to awaken the true power of the armor, Masterwork pelts/hides and Animal blood to prove that you are a Hunter (requires the Dragonforged smithing perk). You can craft all the sets at the tanning rack.
Bear set: uses the stormcloak officer armor model.
Armor: +25 Health. Receive -10% damage from animals.
Helmet: you gain the power Roar of the Bear: once a day,targets flee for 10 sec.
Gloves: Power attacks with two handed weapons do +10%damage.
Boots: +25 Stamina and +10 Carry weight.
Sabre cat set: uses the forsworn armor model.
Armor: you have a 10% chance of avoiding all damage frommelee attacks.
Helmet: +25 Stamina.
Gloves: +15 unarmed damage and +5% critical chance withone handed weapons.
Boots: +5% move speed.
Predator set: uses the fur armor model.
Armor: +25 Stamina. Receive -10% damage from animals.
Helmet: you gain the lesser power Detect Animal.
Gloves: +10% damage against animals.
Boots: you are 10% harder to detect when sneaking.
The Lost Books of Arts: these powerful books can be found on the world andare rare. You can learn new arts or a skill of one the Specializations.
- The Lost Book of Battle: you learn the lesser power Prepare for Battle: +75%Stamina and Magicka regen for 30 sec.
- The Lost Book of War: you learn the lesser power Prepare for War: +150%Stamina and Magicka regen for 30 sec.
- The Lost of Book The Warrior: you learn the lesser power Strength: +10%physical damage and +25 Stamina for 30 sec.
- The Lost of Book The Gladiator: you learn the lesser power Might: +25% physicaldamage and +50 Stamina for 30 sec.
- The Lost of Book The Mage: you learn the lesser power Concentration: +10%spell damage and +25 Magicka for 30 sec.
- The Lost of Book The Master Mage: you learn the lesser power Extreme Concentration:+25% spell damage and +50 Magicka for 30 sec.
- The Lost Book of Darkness: you learn the power Shadow Cloak: once a day, thedarkness protects you from the sun for 10 min, but you receive penalties when interacting with citizens.
- The Lost Book of the Night: your learn the lesser power Night Eye, so you haveimproved night vision.
- The Lost Book of the Hunter: 6 types: you can summon Man-Eater, Frostwrath, DarkTerror, Raigan, Lion of the Mountains or Hellfire.
- The Lost Book of the Favored Enemy: 10 types: +5% damage against dwarven, dragons, animals, undead,daedra, creatures, giants, trolls, ghosts or people.
- The Lost Book of Protection:you learn the lesser power Shield: +200 armorfor 30 sec
- The Lost Book of the Paladin: you learn the Divine Light: heals everyone closeto the caster
The Perks:
Overhaul of all perks. A lot of new perks. The most noticeable is the Smithing: now you only need the Basic smithing as a requirement for the other perks (and the appropriate skill level). The level 100 perks are called Specializations. These perks are powerful and provide various bonus/new abilities. You can get 1 Specialization per skill tree.
Alchemy & Herbalism specs:
Nature Warrior Specialization: You are the protector of the nature. You receive the lesser power Nature Cure (regen health, magicka and stamina) and can craft the Ring of The Protector (gives various bonus) and the Staff of Nature (can summon Garauk, the great tree).
Snake Warrior Specialization: You are the master of the poison. You are 100% resistant to poison, gain +25 Stamina and receive two lesser powers: Poisonous Spit and Poison Cloak.
Savage Beast Specialization: You have an inner beast. When you eat raw meat (not rotten), you gain +10% move speed, +25% physical damage, regenerate Health and receive no damage from animals for 30 min (doesn't stack), but your buy and sell prices are 75% worst.
Cursed Beast Specialization: You are dead inside. When you eat raw rotten meat, you do +25% physical damage and regenerate Health, but your buy and sell prices are 75% worst.
Alteration specs:
Time Mage Specialization: You are the master of the time. You gain +50 Magicka and the lesser power Slow Time.
Ghost Mage Specialization: You are the master of the space manipulation and many say that your body isn't in this world. You can absorb 30% of the magicka of any spells that hit you and have 15% chance of avoiding all damage from a melee attack.
Magician Specialization: You are a master of Alteration spells. Allalteration spells cost -25% magicka and gain +25% duration.
Sorcerer Specialization: You have Magicka running through your veins. Yougain the lesser power Focus (all spells don't consume Magicka for a period of
time).
Archery specs:
Sniper Specialization: You never miss. You gain +10% critical chance,+50% critical damage and can zoom in your view even more with no Stamina cost.
Elite Archer Specialization: You are the best archer. You gain +50 Stamina, +10% bonus damage with bows and crossbows and the lesser power Focus (attacks with bow don't consume Stamina for a period of time).
Witchhunter Specialization: You are a legend. You gain +50 Magicka and do+10% damage against undead, daedra, necromancers and magical creatures. Bound bows and Destruction Spells do +10% damage.
Hunter Specialization: You are the best hunter. You are 10% harder todetect and do +25% damage against animals. You receive the lesser power Animal
Friend (can summon powerful animal companions for 1 hour).
Dragon Hunter Specialization: You were born to hunt the dragons. You do +50%damage against dragons, but -50% to other enemies.
Block specs:
Elementalist Specialization: You have the elements in you body. You receive +25% resistance to fire, frost and shock, but receive a penalty of -50% in
Armor.
Warrior of Light Specialization: You are guided by the light. You do +25% damagewith the Dawnbreaker sword and receive -25% damage when using the Spellbreakershield, but do -50% damage with other attacks and receive +50% damage if you are not using the Spellbreaker.
Paladin Specialization: You are the warrior of the gods. You receive +10%armor, +50 Health, maces do +10% damage and you gain the lesser power Divine Light (heals everyone nearby).
Shield Master Specialization: A shield in your control is deadly as a weapon.You receive +50 Stamina the lesser power Shield of War (reflect damage while blocking and can throw the enemies).
Stone Warrior Specialization: You are a walking fortress. You gain +25% armorand +100 Health, but receive a penalty of -10% move speed and -50 Stamina.
Conjuration specs:
Death Lord Specialization: You control the dead. You gain the lesser powers Summon Fire/Frost/Shock Skeleton Mage. While one of them is active, you receive -25% damage. You can have two reanimated zombies.
Necromancer Specialization: You don't fear death. You gain +50 Magicka andcan have four reanimated zombies.
SummonerSpecialization: You are a master of Conjuration spells. Youcan have three atronachs or reanimated zombies.
Destruction specs:
Master Mage Specialization: You are a master of Destruction spells. You gain +100 Magicka and all destruction spells cost -25% magicka.
Cryomancer Specialization: You are the master of Frost magic. Your frost spells are 25% more powerful and you gain +25% Frost resistance and +50 Stamina.
Electromancer Specialization: You are the master of Shock magic. Your shock spells are 25% more powerful and you gain +25% Shock resistance and +50 Magicka.
Pyromancer Specialization: You are the master of Fire magic. Your fire spells are 25% more powerful and you gain +25% Fire resistance and +50 Health.
Spellsword Specialization: You are always ready for war. You do +10% damage with one handed weapons and your Destruction spells are 10% more powerful.
Sun Mage Specialization: The sun is life. During a clean weather day (6 AM to 19 PM), your fire spells are 50% more powerful and you gain +50% Fire resistance, but suffer penalties on the other elements with half of the values.
Thunder Mage Specialization: Lightning strikes twice in the same place. When is raining, your shock spells are 50% more powerful and you gain +50% Shock resistance, but suffer penalties on the other elements with half of the values.
Winter Mage Specialization: The winter has come. When is snowing, your frost spells are 50% more powerful and you gain +50% Frost resistance, but suffer penalties on the other elements with half of the values.
Wizard Specialization: You have perfect control of your spells. Your Destruction spells do +10% damage and cost 10% less when you have a staff equipped.
Enchanting specs:
Soul Gem Specialization: You are the master of the soul gem manipulation.You can combine soul gems to create better ones (smithing forge).
Enchanter Specialization: You are the master of enchantments. You can put two enchantments on the same item.
Dragon Rune Specialization: You know everything about the powerful DragonRunes. You can craft the Runes with less materials.
Heavy Armor specs:
Titan Specialization: You are a Titan and your body is like stone. Yougain +100 Health and Carry Weight and melee attacks of enemies cause -25%
damage, but you suffer a penalty of -25% in move speed and -100 in Stamina and Magicka.
Destroyer Specialization: You are the master of the destruction and no onecan stop you. You gain +50 Stamina and the lesser power War Machine (sprinting knocks down most targets) while wearing all Heavy Armor: head, chest, hands, feet.
Colossus Specialization: You are the master of the defense. You gain thelesser power Unbreakable (immune to damage, but only do 10% damage) while
wearing all Heavy Armor: head, chest, hands, feet.
Illusion specs:
Mind Master Specialization: No one can escape from your illusions. Illusionspells work on undead, daedra and automatons.
Moon Illusionist Specialization: You and the moons are one. While the moons are out(from 9 PM to 5 AM), your illusion spells are 25% more powerful.
Nightblade Specialization: Your pain will be the confirmation that I am not an illusion. One handed weapons do +10% damage, you are 10% harder to detect when sneaking and illusion spells have 25% more duration.
Illusionist Specialization: You are a master of Illusion spells. You gain +50 Magicka and all illusion spells cost -25% magicka.
Light Armor specs:
Wind Duelist Specialization: You are the master of the evasion. You gain +25Stamina and the lesser power Wind Form (immune to damage) and have 20% chance of avoiding all damage from a melee attack while wearing only Light Armor: chest, hands, feet.
Acrobat Specialization: You are the master of the agility. You gain +100 Stamina, +10% move speed, +50% Stamina regen rate and only receive 25% of fall damage while wearing only Light Armor: chest, hands, feet.
Berserker Specialization: You have the fury of the gods. You gain +25 Stamina, +50 Health and a penalty of -25% armor, but when your Health is below
50%, you do +25% physical damage.
Glass Warrior Specialization: You have the weakness and strength of the glass.You receive -50% magic damage and +50% physical damage while wearing a complete set of glass armor.
Lockpicking specs:
Infiltrator Specialization: You are the master of the invasions. Yourlockpicks never break, you are 25% harder to detect and 10% faster when
sneaking.
Treasure Hunter Specialization: You are the master of the luck and know how topick up everything valuable. You can find more gold in chests, have 50% greater chance of finding special treasure and gain +50 Carry Weight.
One handed specs:
War Duelist Specialization: You are the master of the speed. You gain thelesser power Accelerate (insane attack speed) and +10% bonus damage if you are dual wielding.
Desert Warrior Specialization: You are the most skilled warrior. You gain +25 Stamina,+25% Stamina regen, +10% bonus damage with a scimitar and +10% armor with the Desert Warrior set (helmet, chest, feet; you can craft the set). The bonus is doubled if you are a Redguard.
Spider Warrior Specialization: You fight like a spider. You gain +50 Stamina and Poison resistance and your attacks poison the targets with more than 50% Health.
Swordsman Specialization: You are the master of the swords. When you use aone handed sword on the right hand and nothing on the other, you gain +25% better block, physical damage and the lesser power Battle stance (attacks don't consume Stamina).
The Mist Walker Specialization: You gain+50 Stamina, +10% move speed, +25% frost resistance and don't suffer the negative effects when is snowing.
Wind Dancer Specialization: You fight with grace and mastery. When using noarmor, you gain +50 Stamina, +10% move speed, +25% bonus damage with one handed weapons and have 50% chance of avoiding all damage from a melee attack.
Dragon Knight Specialization: You were born to hunt the dragons. You do +50%damage against dragons, but -50% to other enemies.
Pickpocket specs:
Master Thief Specialization: You are the master of pickpocketing. You canpickpocket equipped weapons and equipped items and gain +50 Carry Weight.
Arcane Trickster Specialization: You are the master of traps and tricks. Calm,Fear, Frenzy and Invisibility spells have +25% duration. Rune spells do +25% damage. Casting one of these spells while sneaking cost 10% less.
Restoration specs:
Stendarr’s Vigil Specialization: Stendarr was always with you, even with TheCurse. You gain +50 Health,+10% damage with maces and warhammers and your restoration spells are 10% more powerful.
Cleric Specialization:You are the master of life. Your restoration spellsare 25% more powerful and require 25% less Magicka.
Crusader Specialization: The time has come to purge the evil of the world.You gain +50 Health and Stamina and do +25% damage against undead and daedra.
Dark Lord Specialization: You betrayed everybody for power. You gain thelesser power Cursed Form (for 1 min, all destruction spells do +25% damage, but all your other attacks do no damage; you lose Health every second). Your Restoration spells are 25% weaker.
Avatar of Fire: You are the god of fire. You gain the lesser power Avatar Form (for 1minute, your fire spells do +25% damage and you gain +50% resistance to fire, but all your other attacks will do no damage).
Avatar of Ice: You are the god of ice. You gain the lesser power Avatar Form (for 1minute, your frost spells do +25% damage and you gain +50% resistance to frost, but all your other attacks will do no damage).
Avatar of Thunder: You are the god of thunder. You gain the lesserpower Avatar Form (for 1 minute, your shock spells do +25% damage and you gain
+50% resistance to shock, but all your other attacks will do no damage).
Smithing specs:
Basic Specialization: You are the master of the Iron/Leather/Hide smithing. You create two armors and weapons at forges per craft. You need to
have all ranks of Basic smithing.
Elven Specialization: You are the master of the Elven smithing. You create two Elven armors and weapons at forges per craft. You need to have all
ranks of Elven smithing.
Advanced Specialization: You are the master of the Advanced armor craft.You create two armors at forges per craft. You need to have all ranks of
Advanced smithing.
Glass Specialization: You are the master of the Glass smithing. You create two Glass armors and weapons at forges per craft. You need to have all
ranks of Glass smithing.
Dragon Specialization: You are the master of the Dragon smithing. You create two Dragon armors and weapons at forges per craft. You need to have all
ranks of Dragon smithing.
Steel Smithing Specialization: You are the master of the Steel smithing. You create two Steel armors and weapons at forges per craft. You need to have all ranks of Steel smithing.
Dwarven Specialization: You are the master of the Dwarven smithing. You create two Dwarven armors and weapons at forges per craft. You need to have all ranks of Dwarven smithing.
Orcish Specialization: You are the master of the Orcish smithing. You create two Orcish armors and weapons at forges per craft. You need to have all
ranks of Orcish smithing.
Ebony Specialization: You are the master of the Ebony smithing. You create two Ebony armors and weapons at forges per craft. You need to have all
ranks of Ebony smithing.
Daedric Specialization: You are the master of the Daedric smithing. You create two Daedric armors and weapons at forges per craft. You need to have all ranks of Daedric smithing.
Sneak specs:
Blood Assassin Specialization: You are the master of the assassinations and yourdagger can cut anything. You do 50% more damage with daggers if the target has less than 100 armor rating. Attacks with daggers cause extra bleeding damage on all targets.
Shadow Assassin Specialization: You are the master of shadow. You receive twolesser powers: Embrace the Darkness (invisibility) and Shadow Form (bonus to sneak and are surrounded by darkness while sneaking).
Stalker Specialization: Nobody can escape from you. When the enemy hasless than 25% health, you do 25% more damage with daggers, bows or crossbows and gain +25% move speed. You gain the lesser power Vision of Death (can detect enemies nearby).
Speech specs:
Leader Merchant Specialization: You are the master of persuasion. You gain thelesser power Sweet Voice that can calm nearby people and your buy and sell prices are 50% better.
Thu'um Master Specialization: You are the master of the Voice. The time betweenshouts is reduced by 50%.
Bard Specialization: Your voice inspire everyone to fight. You gain+50 Magicka and the lesser power Drum of War (allies gain bonuses; more if you
have a drum; if you are a member of the Bards College, they regen stamina and magicka 2x faster).
Two-handed specs:
Bear Warrior Specialization: You fight like a bear. You gain +50 Health and your normal attacks do -25% damage, but all your power attacks do +25% damage.
Giant Slayer Specialization: You have the ability to slain a giant and drink their blood to become more powerful. You do +25% damage against giants and can drink their blood to receive some advantages, but also some penalties.
Death Knight Specialization: You are the master of death, but you paid the price for it. You gain the lesser power Aura of Death (absorb Health of the enemies) and +25% frost resistance, but you receive -50% fire resistance.
Terror Knight Specialization: Your attacks destroy everything, specially the moral of your enemies. You gain +50 Health and Stamina and the lesser power Scream of Terror (targets will flee, take +25% damage and -75% move speed during the effect).
Avenger Specialization: You know the pain, the enemies even more. You do +10% damage for every 10% missing Health. You don't suffer the Injured status.
Dragon Killer Specialization: You were born to hunt the dragons. You do +50% damage against dragons, but -50% to other enemies.
Tempest Specialization: Even you have a limit. You gain the lesser power Whirlwind (your attacks with two-handed weapons are 50% faster), but gain a penalty of -100 Stamina.
Weather (optional file):
The mod changes how the weather affects the world in my mod “The Curse”, transforming it into a hardcore survival experience. Now The Curse is affecting not only the living. Load this mod AFTER "The Curse". Main changes:
Snow: depending on your conditions (health, frost resistance, well fed / well hydrated and if you are using survival set), you will receive the Frostbite status (gives a penalty from -5 to -100 Health) and lose Stamina over time. So beware: the weather can kill you! It has 4 main effects:
1- if you don’t have any of the survival tools (set, alcohol, tea, dragon meat; the worst condition from -25 to -75 health)
2- if you don’t use the set, but have a support effect active (alcohol, tea, dragon meat; hard condition from -10 to -40 health)
3- if you only have the set (normal condition from -5 to -20 health)
4- if you have the set and the support (best condition: no penalties). If you have this condition you will gain the effect Survivalist: you gain +10% XP.
Rain: depending on your conditions (health, disease resistance), when it is raining, you have a chance (from 10% to 75%) to lose Magicka. People call it “The Dark Rain”.
Sun: depending on your conditions (health, well hydrated), during a clear day (6 AM to 7 PM), you have a chance (from 10% to 75%) to lose Stamina. The more Stamina you have, less Stamina you lose.
New drink recipes: now you can make ice cold drinks to help when you are suffering from the sun effects (needs the Ice stone; has better effects than normal drinks (even more for ice cold snowberries juice)). 5 new drink recipes: now you can make tea to help against snow effects.
Alcohol: now you can drink alcohol to help against snow effects.
New status – Drunk: depending on your conditions (health, poison resistance and well fed status) you can become Drunk for 30 minutes. While on this status, you receive a penalty of -25% experience and -50% Stamina/Magicka regen.
Changes: to balance, i increased the drop of Ice stone; some merchants can sell the Ice stone and the new drinks. Because the menu has a lot of recipes, you will only see them if you have the ice stone.
Vampires: because they don’t receive the bonuses from food and drinks, they will have an extra challenge against the Sun effects (so, nothing new to them :D).
- new Specialization (alchemy & herbalism) –the Drunk: I am *burp* the best. When you are drunk, you do -10% damage (-20% with bows), but have 15% chance of avoiding all damage from a melee attack and gain +10% better pickpocket and buy/sell prices.
- new Specialization (speech) – the Pirate: Wealth,fame, luck, fun and gold are all you care about. And gold. You gain +10% better pickpocket, lockpicking, buy/sell prices and damage with scimitars (the double if you are drunk).
- new Specialization (alchemy & herbalism) – the Afflicted: You are cursed. When you have a disease, you receive -25% damage from undeads, but your buy/sell prices are 50% worse. When it is raining, you gain +50 Health. You do +5% damage for every 5 contracted diseases (max +25).
Werewolf (optional file):
The Beast: the more you live as a werewolf, more closeto become a beast you are (thanks to @Jesric for the help (GetPCMiscStat)). This
mod changes the Werewolf race in my mod “The Curse”. Load this mod AFTER
"The Curse". Here the main changes:
- after 10 days as a werewolf, you gain +5% movespeed and do +10% damage.
- after 20 days, you can use the lesser powerPredator's Vision (detect life).
- after 25days, you gain +5% move speed and receive -25% damage from animals.
- after 30 days, you do +25% damage against targetswith less than 25% Health and suffer -25% fall damage.
- after 35 days, you gain +50% Stamina regen. Whenyou have full Health, you move 10% faster and do +10% damage.
- after 40 days, you can use the power Command WildAnimal (once a day, make an animal an ally for 5 minutes).
- after 45 days, you can use the power SummonSpirit Wolf (once a day, you an summon a spirit wolf for 1 hour).
- after 50 days, your body will start to recoverfaster than normal: you gain +25% Health regen (this disables the Curse of
Life).
After 60 days, you will become a human beast. Whilein the form of a werewolf or human, you cause +25% damage, gain +10% frost
resistance, better sneak and critical chance and +25 Carry weight, Stamina and
Health, but silver weapons cause more damage to you (even in human form), you receive
a penalty of -75% Magicka regen, prices are 50% worse, lockpicking 50% harder and
if you use armor, you lose 50% armor rating.
- after 75 days, your body will start to recover evenmore faster than normal: you gain full health and ignore 75% damage when you
are transforming into a werewolf.
- after 90 days, you gain +25% XP and your Staminaregen 25% faster while the moons are out (from 9 PM to 5 AM)
- after 100 days you can use the power Wild Hunt(once a day, you can summon a werewolf for 1 hour).
If you cure the lycanthropy or become a vampire,you will lose all the powers and bonuses: the penalties will remain forever.
- new Specialization (heavy armor) - the SilverWarrior: You have an arsenal to fight against Werewolves. Silver weapons do
+25% damage, you can craft a powerful silver armor and poisons using werewolf blood.
- more enemies can spawn with silver weapons.
- increased spawn of werewolves in forest.