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Sable17

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Sable17

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All Oil types currently:
Animus I (Has variants for different enemies): A specialized oil that causes ## damage against (Animal, Beastfolk, Creature, Daedra, Dragon, Human, Mer, Undead) with every strike. Applies to a weapon and wears off after ten strikes.
Animus II: The above, plus:
- Animal: Has a chance to make the animal rabid and frenzied.
- Beastfolk: Has a chance to drain the target of all stamina.
- Creature: Has a chance to absorb health from the creature.
- Daedra: Has a chance to banish summoned daedra.
- Dragon: Has a chance to prevent dragons from flying.
- Human: Has a chance to disarm the target.
- Mer: Has a chance to drain the target of all magicka.
- Undead: Has a chance to cause undead to run in fear.
Adrenaline: An oil that pulses with power. Once it is poured on the tongue, your reflexes are greatly enhanced. Time slows for <dur> seconds.
Berserking: An oil that hums with potency. Once it is poured on the tongue, it sends you into a rage. You take half damage and do double damage for <dur> seconds.
Caustic I: A corrosive oil that eats away at body tissue. Causes ## poison damage with every strike. Applies to a weapon and wears off after ten strikes.
Caustic II: The above, plus: Target is weaker to poison.
Chaos I: A viscous oil of the elements. Causes Fire, Frost, and Shock damage with every strike. Applies to a weapon and wears off after ten strikes.
Chaos II: The above, plus: Has a change to leave the target burned, frozen, or electrocuted.
Cleanse I: A soothing, cleansing oil to be applied directly to the skin. Cures all diseases.
Cleanse II: The above, plus: Resist all diseases for 5 minutes.
Controlled Strength: A balmy oil to be applied directly to the arms and hands. Muscles are strengthened and steadied. Smithing is ##% more effective for 5 minutes.
Cure I: A cooling, curative oil to be applied directly to the skin. Cures all poisons.
Cure II: The above, plus: Resist all poison for 5 minutes.
Detect Life: A cool, thin oil to be smeared over the eyes. Reveals the body heat of nearby living creatures for 60 seconds.
Dragonic I: A skin/armor coating oil that forms a solid barrier. Armor rating is increased by 100 points for 5 minutes.
Dragonic II: A skin/armor coating oil that forms a solid barrier. Armor rating is increased by 200 points for 5 minutes.
Explosive Fire: An explosive oil to be coated on your weapon or shield. When you next bash the ground, the oil will splatter and form a circle of Fire that will explode on contact. Does not overwrite any currently applied weapon Oils. Limit 1.
Explosive Frost: An explosive oil to be coated on your weapon or shield. When you next bash the ground, the oil will splatter and form a circle of Frost that will explode on contact. Does not overwrite any currently applied weapon Oils. Limit 1.
Explosive Shock: An explosive oil to be coated on your weapon or shield. When you next bash the ground, the oil will splatter and form a circle of Shock that will explode on contact. Does not overwrite any currently applied weapon Oils. Limit 1.
Fear I: A quick acting oil that floods the mind, causing horrific hallucinations. Targets up to level ## will run in fear for ## seconds. Applies to a weapon and wears off after ten strikes.
Fear II: The above, plus: Demoralizes the target, preventing Stamina regeneration.
Fierce Grip: A warm oil to be applied directly to the arms. Grip strength is enhanced. Two-handed weapons do ##% more damage for 5 minutes.
Fire I: A fiery oil. Causes ## fire damage with every strike. Applies to a weapon and wears off after ten strikes.
Fire II: The above, plus: Has a chance to set target on fire.
Frenzy I: An oil that boils the blood, inducing fits of rage. Targets up to level ## will attack anything nearby for ## seconds. Applies to a weapon and wears off after ten strikes.
Frenzy II: The above, plus: Target is left exhausted and slowed.
Frost I: An icey oil. Causes ## frost damage to health and thrice that to stamina with every strike. Applies to a weapon and wears off after ten strikes.
Frost II: The above, plus: Has a chance to freeze the target's muscles.
Health I: A restorative oil to be applied to the skin. Restores ## Health every second for ## seconds.
Health II: The above, plus: Health is fortified by ## for ## seconds.
Invisibility: A thick, shimmery oil to be applied directy to the skin and armor. Blends you into your environment for ## seconds.
Lethargic: A thick oil that assaults the targets muscles. Target moves at 50% speed for ## seconds. Applies to a weapon and wears off after ten strikes.
Night Vision: A warm, thin oil to be smeared over the eyes. Night vision is improved for ## seconds.
Paralysis: A vicious oil that aggresively attacks the muscular system. Targets are paralyzed for ## seconds. Applies to a weapon and wears off after ten strikes.
Purify: A powerful, revivifying oil to be applied directly to the skin. Cures all poison and diseases, and you resist all poisons and diseases for 5 minutes.
Resist Fire I: A skin/armor coating oil that forms a fire barrier. Resist ##% of fire damage for 5 minutes.
Resist Fire II: The above, plus: Immune to fire damage for # seconds.
Resist Frost I: A skin/armor coating oil that forms a frost barrier. Resist ##% of frost damage for 5 minutes.
Resist Frost II: The above, plus: Immune to frost damage for # seconds.
Resist Shock I: A skin/armor coating oil that forms a shock barrier. Resist ##% of shock damage for 5 minutes.
Resist Shock II: The above, plus: Immune to shock damage for # seconds.
Resist Magic I: A skin/armor coating oil that forms a magic barrier. Resist ##% of magic damage for 5 minutes.
Resist Magic II: The above, plus: Immune to magic damage for # seconds.
Sanguine I: A vile oil that prevents blood from clotting. Causes the living to hemorrhage for ## over ## seconds. Applies to a weapon and wears off after ten strikes.
Sanguine II: The above, plus: Target's blood flows faster dealing additional damage over time.
Sapping I: A stinging oil that assaults the blood and nerves. Drains the target's Magicka & Stamina by ## points per second for ## seconds. Applies to a weapon and wears off after ten strikes.
Sapping II: The above, plus: Reduces target's Magicka and Stamina regen by 100% for 30 seconds.
Shock I: An electric oil. Causes ## shock damage to health and thrice that to magicka with every strike. Applies to a weapon and wears off after ten strikes.
Shock II: The above, plus: Has a chance to electrocute the target, staggering them.
Solidity: A thick oil to be applied directly to the skin. Muscles and bone become as hard as diamond. You take no falling damage for ## seconds.
Stamina I: A muscle warming oil to be applied directly to the skin. Restores ## Stamina every second for ## seconds.
Stamina II: The above, plus: Stamina is fortified by ## for ## seconds.
Steady Arm: A warm oil to be applied directly to the arms. Muscles are stabilized. Bows do ##% more damage for 5 minutes.
Strength I: A muscle numbling oil to be applied directly to the skin. Carrying capacity increases by 50 for ## seconds.
Strength II: A muscle numbling oil to be applied directly to the skin. Carrying capacity increases by 100 for ## seconds.
Strong Arm: A warm oil to be applied directly to the arms. Muscles are hardened. Blocking absorbs ##% more damage for 5 minutes.
Swift Arm: A warm oil to be applied directly to the arms. Muscles are strengthened. One-handed weapons do ##% more damage for 5 minutes.
Vigor I: An invigorating, restorative oil to be applied to wounds. Restores ## Health and <mag> Stamina every second for ## seconds.
Vigor II: The above, plus: Health and Stamina regenerate ##% faster for 5 minutes.
Waterbreathing: A bubbly, light oil to be spread over the mouth. Can breathe underwater for ## seconds.
Waterwalking: A dense oil to be applied to the soles of boots. Allows you to walk on the surface of water for ## seconds.