Summermyst adds over 100 new enchantments to the game and the overhauls existing enchantments. The new enchantments are integrated seamlessly into the vanilla item system.
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Armor - Fortify Shout Rate: Value is now correct (was 100x too small).
Armor - Fortify Shout Rate: Now reduces ShoutRecoveryMult instead of increasing it. (In vanilla, increasing the value reduces shout cooldowns, but apparently not when a mod does it. Bethesda may have hardcoded this to the vanilla archetypes.)
Version 4.0.2
Fix shock themed orcish battleaxes not spawning.
Fix incorrect flags on the fire themed nordic mace loot list.
Fix autogenerated levels for some types of nordic sword.
Fix autogenerated levels for Imprison enchantments in ebony and stalhrim weapon loot lists.
Fix autogenerated levels for Fortify Power Attacks enchantments in steel gauntlet loot lists.
Weapon - Lingering Fire: Rescale from 1-6 to 2-6 damage per second (some people have enchantment magnitude reduction, causing an 1 to roll over to 0).
Armor - Night Eye: No longer has an effect on NPCs.
Version 4.0.1
IF YOU ARE UPGRADING FROM 3.x, READ THE 4.0.0BETA CHANGELOG AS WELL. 4.x INCLUDES A VERY LARGE NUMBER OF CHANGES, SOME OF WHICH ARE NOT BACKWARDS COMPATIBLE.
Armor - Death Shroud: Fix broken visuals if player dies to the Health drain.
Armor - Magnet: No longer pulls dragons, giants or trolls.
Weapon - Drain Armor: Now has its definitive actor value.
Weapon - Drain Attack Damage: Now has its definitive actor value.
Weapon - Mania: Fix incorrect calculation that resulted in fractional damage or healing being applied.
Weapon - Weakness to [Element]: Fix resistance reduction being permanent and unremovable. (Use player.modav fireresist [amount] to fix yourself/followers.)
Amulet of Talos: Fix regression where shout cooldown was again listed as 0% instead of 20%.
Fix autogenerated levels for Banish enchantments in daedric loot lists.
Fix autogenerated entries for Killstreak enchantments in the Orcish Battleaxe loot list.
Fix autogenerated entries for Ancient Nord weapons appearing in Nordic weapon loot lists.
Fix autogenerated incorrect level for Nordic Dagger of Illusory Burden.
Version 4.0.0BETA
THIS UPDATE IS NOT FULLY BACKWARDS COMPATIBLE. UPGRADE DURING A PLAYTHROUGH AT YOUR OWN RISK.
Goal 1: Move many enchantments to injected records, enabling reuse in other mods such as the upcoming alchemy overhaul.
Goal 2: Remove "bloat" or redundant enchantments so useful enchantments are more likely to drop.
Goal 3: Standardise and integrate the enchantments into the other Enairim mods for consistency.
Goal 4: Improve balance by reducing multiplicative potential from things like Amplify Destruction.
Many scripts are updated to expose the actor value they scale with, for easier updates in case of overlap with other mods.
Improve description on many magic effects.
Rename some enchantments for consistency.
Armor: Add Fortify Critical Strikes.
Armor: Add Spikes.
Armor: Add Vengeance.
Armor: Remove Clockspinning. (You keep it if you already have it.)
Armor: Remove Defender.
Armor: Remove Force. (You keep it if you already have it.)
Armor - Fortify [Combat Skill]: Reduce base value from 12% -> 8% and reduce values accordingly. (These are super OP in vanilla and clearly the best choice.)
Armor - Fortify Bashing: Now applies to shields instead of rings.
Armor - Fortify Lockpicking: Reduce base value from 12% -> 8%.
Armor - Fortify Pickpocket: Reduce base value from 12% -> 8%.
Armor - Fortify Power Attacks: Now works; Now applies to gloves and boots instead of virtually everything; Increase base value from 5% -> 15%; Add cap at 75% cost reduction.
Armor - Fortify Shout Rate: Now appears on some random enchanted necklaces and can be disenchanted; Now lists the actual percentage reduction.
Armor - Fortify Sneak: Reduce base value from 12% -> 8%; Standardise description.
Armor - Horsemanship: Fix issue where it was using the same AV as Shalidor's Shield causing them to function as both if you had both equipped; Crafted version is no longer much stronger than the regular version; Add cap at 75% damage reduction.
Armor - Imminent Victory: Increase minimum level to find items; Reduce base value from 10% -> 5% and scale others equally.
Armor - King of the Lost: Increase stats from 40-150 -> 50-300.
Armor - Quake: Increase minimum level to find items.
Armor - Reactive Barrier: Can now be enchanted on helms instead of armor pieces; Reduce excessive power level of some variants; Add cap at 75% damage reduction.
Armor - Regenerate [Attribute]: Improve base value from 10% -> 15%.
Armor - Resist Magic: Reduce base value from 8% -> 5% and rescale levelled versions.
Armor - Siphon [Attribute]: No longer spawns by default on necklaces and rings; Increase minimum level to find items.
Armor - Siphon Health: Now applies to boots.
Armor - Soul Harvest: Increase minimum level to find items.
Armor - Windfall: Increase minimum level to find items.
The following armor perks were injected for compatibility with upcoming alchemy overhaul Anoana: Fortify Bashing, Fortify Critical Strikes, Fortify Potions, Fortify Power Attacks, Fortify Shout Power, Imminent Victory, Increased Experience, Shalidor's Shield, Unbreakable.
Weapon: Add Bleed Damage.
Weapon: Add Blind.
Weapon: Add Frenzy.
Weapon: Add Goldstrike.
Weapon: Add Invisibility.
Weapon: Add Launch.
Weapon: Add Mania.
Weapon: Add Primal.
Weapon: Add Radius.
Weapon: Add Roulette.
Weapon: Add Slay Living.
Weapon: Add Weakness to Fire.
Weapon: Add Weakness to Frost.
Weapon: Add Weakness to Poison.
Weapon: Add Weakness to Shock.
Weapon: Remove Absorb Armor.
Weapon: Remove Absorb Speed.
Weapon: Remove Beaconbound. (This had a much bigger radius than people thought it did, but the optics were so bad that nobody got to that point.)
Weapon: Remove Berserking.
Weapon: Remove Dim Vision.
Weapon: Remove Disease Damage.
Weapon: Remove Drain Magic Resist.
Weapon: Remove Frost Damage Piercing. (This functionality is now covered by Weakness to Frost.)
Weapon: Remove Might.
Weapon: Remove Momentum.
Weapon: Remove Poison Damage Cumulative. (Now built into Poison Damage.)
Weapon: Remove Resonance.
Weapon: Remove Shock Damage Wild. (This functionality is now covered by Roulette.)
Weapon: Remove Skyhook.
Weapon: Remove Threshold Death.
Weapon: Remove Threshold Throw.
Weapon: Remove Threshold Wail.
Weapon: While a (small) majority voted for Elemental AoE instead of Elemental Hazards, I realised an AoE can't be flagged to ignore line of sight when it's an enchantment instead of a spell, and even enemies will block line of sight, so non-spell AoEs are niche. I'm keeping them as hazards for now.
Weapon: Rename Halt Regeneration -> Disable Regeneration.
Weapon - Banish: Now uses the fuzzy level cap mechanic from Odin (instead of just not working above the level cap, now has a chance to fail based on the difference).
Weapon - Battle Hunger: Reduce base value for enchanting from 5 -> 4 points; Increase minimum level to find items (making other enchantments that may be more desirable in the early game more likely to show up at lower levels without getting crowded out by a lot of new enchantments).
Weapon - Chaos Damage: No longer erroneously deals double Stamina damage; Now deals full Magicka damage instead of half.
Weapon - Command Daedra: Now uses the fuzzy level cap mechanic from Odin; Increase minimum level to find items.
Weapon - Death's Door: Reduce base value for enchanting from 6% -> 5%; Improve early ranks of loot version to make it more useful at low levels; Increase minimum level to find items.
Weapon - Discharge: Increase minimum level to find items.
Weapon - Drain Armor: Implement workaround for the Skyrim bug where enchantments are temporarily removed on striking.
Weapon - Drain Damage: Now drains a % of damage like the Corrosion spells from Odin instead of a flat amount; Increase duration from 5 -> 10 seconds.
Weapon - Fear: Now uses the fuzzy level cap mechanic from Odin.
Weapon - Fire Hazard: Reduce damage from 5 -> 4.
Weapon - Frost Damage: No longer erroneously deals double Stamina damage; Frost slow no longer scales with enchantment power if Scrambled Bugs is used (which would cause it to go over 100% and stop working).
Weapon - Frost Hazard: Reduce damage from 5 -> 4.
Weapon - Illusory Burden: Now specifies its chance value; Now uses an injected keyword for synergies.
Weapon - Imprisonment: Now specifies its chance value; Now uses an injected keyword to prevent overlap with Tharn's Prison in an upcoming Apocalypse update; Reduce duration of higher level enchantments from 15 -> 12 seconds.
Weapon - Insult: Now correctly does magic damage instead of untyped damage.
Weapon - Killstreak: Reduce damage multiplier from x5 -> x4; Increase minimum level to find items.
Weapon - Lingering Fire: Burn damage no longer stacks. (Note: due to enchantments being moved around, you will need to learn this again, as the original enchantment was changed to Weakness to Fire.)
Weapon - Paralyze: Now specifies its chance value.
Weapon - Poison Damage: Add injected keyword for Futhark integration; Now stacks (damage reduced accordingly).
Weapon - Rolling Thunder: Reduce base value for enchanting from 20% -> 15%.
Weapon - Shock Damage: Now deals full Magicka damage instead of half.
Weapon - Shock Hazard: Reduce damage from 5 -> 4.
Weapon - Skyhook: Increase duration from 2 -> 3 seconds; Now uses an injected keyword for synergies (hold on while I update the other mods with an immobilise effect); Increase minimum level to find items.
Weapon - Sound: No longer erroneously says it has a "chance" to work; Now uses an injected keyword for synergies; Increase minimum level to find items.
Weapon - Stormbringer: Instead of applying an effect based on some equipped shouts, now has a 5% chance to cast your equipped shout on striking.
Weapon - Sun Damage: Add injected keyword for integration with Futhark as well as Simonrim mods such as Pilgrim.
Version 3.07SSE
There's no pleasing some people. After months of complaints that there are fewer enchantments and none of the "fun" enchantments from Wintermyst, I added them, and the same community (you know who you are) moved on to complaining that I "ruined" the mod with "overpowered" enchantments (read: those "fun" enchantments). Anyway, they're gone now.
Armors
- Added Jester.
- Removed Hardening Skin.
- Death's Shield: now detects the presence of Fortitude, Undying Love or Arkay's Intervention and disables itself if so. (This requires functionality to be added to Sacrosanct and Andromeda as well. Coming soon.)
- Force: necklace of Force no longer spawns with Spirit of Life instead, so Force can now be obtained.
Version 3.05SSE
Armor
- Removed Growing Health/Magicka/Stamina enchantments. (These were the worst game design I've done since "% chance per second to kick out an opposing player".)
- Added Force.
- Added Grit.
- Added Mark and Recall.
- Added Spirit of Life.
- Siphon: Reduced magnitude from 2.5-12.5 per second -> 2-10 per second.
- Influence: Reduced magnitude (level cap) from 100 -> 10-50 based on character level.
Weapons
- Insult: Increased base magnitude from 10 -> 12.
Version 3.04SSE
There has been some feedback that Summermyst is worse than Wintermyst because it has "less enchantments" and especially less powerful enchantments. This update should bring parity with Wintermyst.
Weapons
- Fixed Ebony Greatsword/Mace of the Broken Crown being in each other's formlist.
- Fixed several EDIDs.
Misc
- Renamed cheat chests to "Summermyst Cheat Chest" to make them easier to spawn with the console.
Version 3.00SSE
This update includes a major patch by jinncrazey who went through the entire mod to find and fix isuses and add WAFR-TrueWeapons compatibility. Thanks jinncrazey! <3
General
- Forwarded all WAFR-TrueWeapons changes. (jinncrazey)
- Renamed all item EDIDs for easier readability. (jinncrazey)
Weapons
- Added missing Orcish War Axe with the enchantments Berserking02 (Executioner's), Berserking03 (of Rage), DiseaseDamage02 (of Bubbling), DiseaseDamage03 (of Festering), PoisonDamage02 (of Venom), PoisonDamage03 (of Blight) and PoisonDamageCumulative03 (of Infection). (jinncrazey)
- Fixed the cost of Elven Bow with the enchantments FrostHazard04 (of Freezing Blasts) and FrostDamagePiercing04 (of Hail). (jinncrazey)
- Moved Ebony Dagger of the Broken Crown from an EbonyBow Litem into the corresponding EbonyDagger Litem. (jinncrazey)
- Fixed LItemDraugr02Weapon2HMagic Litem having no items added to it at all. (jinncrazey)
Armor
- Added Cushioned enchantment.
- Fixed enchanted Daedric items being missing altogether.
- Fixed enchanted Stalhrim Light items being missing altogether.
- Fixed enchanted Studded Imperial items not showing up.
- Fixed enchanted Light Imperial items not showing up.
- The following cloak effects are now disabled when the wearer is out of combat:
--- Drain Magic Resist
--- Influence: Calm
--- Influence: Fear
--- Influence: Fury
--- Death Shroud
--- Siphon Health
--- Siphon Magicka
--- Siphon Stamina
- The following cloak effects no longer count as an act of hostility:
--- Drain Magic Resist
--- Death Shroud
--- Siphon Health
--- Siphon Magicka
--- Siphon Stamina
(Certain NPCs pass the IsHostile check even though they aren't hostile, causing them to be affected by things like Flame Cloak in vanilla. This seems to be a bug in Skyrim, but it is a problem for enchantments with a much bigger radius. Note that the IsInCombat check is itself not entirely reliable after a long playthrough, but it is the only option.)
- Redistributed Light, Night Eye and Perception helmets so that they are never in the same Litem. This increases fairness in drops by eliminating some excessively large Litems. Added Light, Night Eye and Perception helmets to item types missing them. (jinncrazey)
- Redistributed Rollback and Spurs so that they and Cushioned are never in the same Litem. This increases fairness in drops by eliminating some excessively large Litems. Added Rollback and Spurs to the following item types:
- Clockspinning: items (Necklace of Seconds, Necklace of Days) now use the correct version of the enchantment.
- Deep Breath: shout cooldown reset now reduces shout cooldown to 2 -> 3 seconds to sync up with the shout cooldown resets in Ordinator and Thunderchild. (Not retroactive.) This has limited impact on gameplay due to animation delays.
- Fortify Total Armor: Ring of the Zodiac now uses the correct enchantment. (jinncrazey)
- Soul Harvest: now correctly works on living non-humanoids/animals such as Falmer.
Version 2.01SSE
Misc
- Fixed bug that caused mana costs for all schools to be excessively low with some amount of cost reduction.
Version 2.00SSE
When updating, you may want to type help "Unified Ab" into the console, which gets you its ID (xx18EA06, first two hex numbers depend on load order), then player.removespell [its ID], close the console and wait a second, then player.addspell [its ID]. If you don't do this, Clockspinning and Reactive Barrier won't work.
Note on compatibility patches: patches that modify the levelled lists and haven't been updated for 2.00 may result in some new items not showing up. Nothing will break.
Armor
- Removed Fortify Mounted Combat.
- Removed Fortify Weapon Enchants. (Fortify [School] already does this.)
- Added Area Drain Magic Resist.
- Added Clockspinning: Faster.
- Added Clockspinning: Slower.
- Added Fortify Bashing.
- Added Horsemanship.
- Added Intuitive Magic.
- Added Negate Magic.
- Added Reactive Barrier. (This world needed another counter to elemental damage.)
- Added Reclaim Magicka.
- Added Ritual Protection.
- Added Rollback. (A replacement for Wintermyst's Blink Step.)
- Amplify [School]: updated description to indicate that they affect effects as well as spells.
- Area Restore Health: now correctly heals targets below max Health, instead of targets above max Health.
- Cheat Death: updated description to indicate that it only affects attack damage.
- Death Shroud: now displays a warning message upon reaching 75% of the kill threshold if the target is the player; improved description.
- Fortify [School] updated description to indicate that they affect enchantments as well as spells.
- King of the Lost: reduced base attack damage from 1*OneHanded -> 0.5*OneHanded.
- Nova: improved description.
- Soul Harvest: improved description.
- Windfall: reduced proc chance from 5% (actually 3.75%) -> 3%; no longer activates if another mod gives you the AV but you don't have the item equipped.
- Necklace of the Zodiac: now correctly grants +20% total armor instead of +20 points of armor.
Weapons
- Removed Raider.
- Added Death's Door.
- Lingering Fire: reduced magnitude at higher enchantment levels; reduced base magnitude from 3.25 -> 3.
Misc
- The global/MCM setting SUM_Ench_Global_DisableCaps is now SUM_Ench_Global_EnableCaps (not retroactive). This means the caps on Fortify Alchemy/Smithing and Fortify [School] are now disabled by default.
Version 1.09SSE
Weapons
- Threshold Death: no longer works on protected targets.
Armor
- Death Shroud: no longer works on protected targets.
Version 1.08SSE
- Alarm: now scales correctly.
Version 1.07SSE
Armor
- Deep Breath: reduced base value from 6 -> 5.
- Fortify Weapon Enchants: reduced base value from 8 -> 6.
- Undeleted the vanilla Fortify School & Magicka Regen enchantments. They are still not available on any items, but if you had them, now you'll keep them.
Version 1.06SSE
Weapons
- Fire Damage Lingering: reduced base value from 4 per second -> 3.25 per second.
- Skyhook: will now persist through death (fixing a race condition on killing blows that could make its effect permanent).
- Threshold Death: now respects DisintegrationMainImmunityList.
Armor
- Alarm: changed sound effect.
- Deep Breath: no longer works only in combat.
- Death Shroud: now respects DisintegrationMainImmunityList; reduced multipliers from 1/3 (NPC) and 1/6 (PC) -> 1/4 (NPC) and 1/8 (PC).
- Soul Harvest: no longer incorrectly allows you to accumulate more than 1000 points.
Vanilla enchantments
- Fixed fortify cap no longer working.
- Fortify Heavy Armor: now works correctly.
- Fortify Light Armor: now works correctly.
Misc
- Forwarded these changes from WAFR:
--- Carried over a very large number of stat changes.
--- Fixed the names of Hooded Robes, Stalhrim Heavy, Ancient Nord Honed, Ancient Nord Battleaxe and Nordic items.
--- Included several missing items in Chitin, Nordic and Stalhrim levelled lists.
Version 1.05SSE
Weapons
- Killstreak: fixed buff description.
Armor
- Fortify Potions: fixed typo.
- Soul Harvest: no longer causes the corpse to disintegrate; reduced cloak duration from 60 -> 20 seconds.
Vanilla enchantments
- Fixed several instances of missing inventory models.
- Fortify Alteration: carried over USSEP changes.
- Fortify Persuasion: fixed typo in description.
- Fortify Restoration: carried over USSEP changes.
Vanilla unique item enchantments
- Briarheart Geis: now has an inventory picture; carried over unnecessary and non-functional USSEP change to ensure people won't report this as a bug.
- Drainspell Bow: carried over USSEP changes (setting charge cost to 1).
- Notched Pickaxe: fixed enchantment, fixed inventory model.
Shaders
- EnchRedFXShader: carried over USSEP changes.
Formlists:
- SublistEnchArmorDwarvenGauntlets03: carried over USSEP changes.
- CWFinaleFactionLeaderSwordList: carried over USSEP changes.
- SublistEnchArmorDragonscaleCuirass04: carried over USSEP changes.
- LItemEnchDaedricAnyWeapon, LItemEnchDaedricAnyArmor: replaced contents with sublists due to Litems being truncated at some number of entries.
- LItemEnchRingSkillMagic: carried over USSEP changes.
- LItemEnchRingSkillStealth: carried over USSEP changes.
- LootEnchNecromancerRobes25: carried over USSEP changes.
- LootEnchWarlockRobes25: carried over USSEP changes.
- LItemEnchCircletAll, LItemEnchCircletAll25, LitemEnchCircletAll75: carried over USSEP changes.
- LootEnchWarlockRobes25: carried over USSEP changes.
Version 1.04SSE
Armor
- Defender: now states it affects "attack" damage.
- Death Shroud: reduced effectiveness multiplier to 1/3 against NPCs and 1/6 against the player; no longer causes hit reaction spam; added magic effect description.
- Recharge Weapons: updated description.
Misc
- Added bash tags.
Version 1.03SSE
Armor
- Death Shroud: no longer applies to essential actors.
- Soul Harvest: no longer applies to essential actors.
- Windfall: increased cooldown from 6 -> 10 seconds. (Not retroactive.)
Weapons
- Clumsy: duration no longer erroneously unaffected by enchanting bonuses.
- Drain Attack Damage -> Drain Damage: now subtracts a flat amount from the target's melee weapon damage (before perks).
- Illusory Burden: scaling now works.
- Imprisonment: scaling now works.
- Might -> Power Attack Damage: scaling now works.
- Shifting Earth: scaling now works.
- Skyhook: scaling now works.
- Sound: description now updates when scaling.
- Threshold Death: no longer applies to essential actors.
Version 1.02SSE
Armor
- Removed Bound [Weapon] from levelled lists due to issues. (Since many people are making compatibility patches right now, I don't want to upset the apple cart by adding new items. This enchantment caused issues though.)
Weapon
- Killstreak: reduced effectiveness.
Version 1.01SSE
Weapons
- Renamed "of Hooking" to "of Hooks".
- Changed the description of Threshold Death, Threshold Throw, Threshold Wail.
Armor
- Gladiator's Glory: now cheers for you when you perform a killmove.
- Soul Harvest: the damage of Soul Burst now scales with your Soul Harvest items instead of level (250 +5/point of Soul Harvest).
Misc
- Changed conditions to prevent users of other mods that increase unused actor values from activating certain enchantments (most visible in the form of corpses turning into ghostly remains due to Soul Harvest). If this is not applied to your save, use the console to remove and add the "Unified Ab" spell.
109 new enchantments (65 armor enchantments, 44 weapon enchantments).
The new enchantments are integrated into the game and can be bought and looted from enemies.
The new enchantments can be disenchanted and applied to player enchanted items.
Many new visual assets to make the new enchantments stand out while still blending into the vanilla game.
Enemies also spawn with them and use them against you.
Many improvements to vanilla enchantments.
Full list of enchantments
The values displayed in this list are the most powerful version of the enchantment found as random loot. Enchanted items can be stronger depending on skill level, perks and soul gems used.
Weapons
Any level
Bleed Damage: Living targets bleed for 8 points of damage per second for 15 seconds. (Doesn't stack.)
Blind: Sneaking is much more effective against the target for 30 seconds.
Disable Regeneration: Prevents Magicka and Stamina regeneration for 30 seconds.
Drain Armor: Reduces armor by 300 points for 10 seconds.
Fear: Living targets flee from combat for 30 seconds. Chance to fail on targets above level 20.
Fire Damage: Burns the target for 30 points. Targets on fire take extra damage.
Frenzy: Living targets attack randomly for 30 seconds. Chance to fail on targets above level 18.
Frost Damage: Target takes 30 points of frost damage to Health and Stamina.
Magicka Damage: Does 60 points of Magicka damage.
Poison Damage: Inflicts a stacking poison that deals 6 points of damage for 10 seconds.
Shock Damage: Target takes 30 points of shock damage to Health and Magicka.
Slay Living: Kills a living target with 25% or less remaining Health.
Soul Trap: If target dies within 20 seconds, fills a soul gem.
Stamina Damage: Does 60 points of Stamina damage.
Sun Damage: Scorches undead for 50 points of damage.
Turn Undead: Undead flee for 30 seconds. Chance to fail on targets above level 40.
Weakness to Fire: Target is 50% weaker to fire for 10 seconds.
Weakness to Frost: Target is 50% weaker to frost for 10 seconds.
Weakness to Shock: Target is 50% weaker to shock for 10 seconds.
Low level and above
Absorb Health: Absorbs 25 points of Health.
Absorb Magicka: Absorbs 30 points of Health.
Absorb Stamina: Absorbs 30 points of Health.
Balefire: Deals 8 magic damage for 5 seconds or until detonated by a power attack.
Clumsy: Targets attempting a power attack within 12 seconds fail and get staggered.
Counterspell:50% chance to interrupt the target's spell, draining 25% Magicka.
Discharge: Drains 1000 points of charge from the target's equipped weapons.
Drain Damage: Target loses 30% attack damage for 10 seconds.
Drain Skills: Reduces all skills by 50 points for 15 seconds.
Illusory Burden: Illusory weight temporarily reduces current Health by 25% for 25 seconds.
Karma:30% chance to reduce the target's Health percentage to yours (if yours is lower).
Killstreak: Deals 25 magic damage, multiplied by 4 on the next hit after this kills a target.
Launch: Telekinetic force launches a target with 30% or less remaining Health.
Lingering Fire: Target burns for 6 points per second until combat ends. (Doesn't stack.)
Radius: Releases a shockwave that deals 20 magic damage in a large area.
Roulette:10% chance to deal 300 magic damage.
Medium level and above
Battle Hunger: Target is consumed by anger, taking 12 magic damage for 10 seconds or until it attacks or casts a spell.
Chaos Damage:50% chance each to deal 30 fire, frost or shock damage.
Death's Door: Reduces targets with 35% or less remaining Health to 1 point of Health.
Fire Hazard: Ignites the ground underneath the target, dealing 12 damage for 2 seconds.
Frost Hazard: Freezes the ground underneath the target, dealing 12 damage for 2 seconds.
Goldstrike: Raw energy deals 90 magic damage in a small area. Consumes a large amount of charge.
Invisibility:25% chance to gain invisibility after striking.
Mania:20% chance to randomly change the target's Health.
Primal:4% chance to activate a random All-Maker Stone power after striking.
Rolling Thunder: If the target dies within 5 seconds, 50% chance to refresh your shout cooldown.
Shifting Earth: If the target is staggered, 60% chance to summon a spike of rock that flips the target into the air.
Shock Hazard: Electrifies the ground underneath the target, dealing 12 damage for 2 seconds.
Skyhook:25% chance to lift the target's feet off the ground, immobilizing it for 8 seconds.
Sound: Creates a distracting noise that interrupts spellcasting for 20 seconds.
Stormbringer: Deals 20 shock damage as magic with a 5% chance to cast your current shout.
Weakness to Poison: Target is 50% weaker to poison for 10 seconds.
High level and above
Banish: Summoned daedra are sent back to Oblivion. Chance to fail on targets above level 36.
Command Daedra: Summoned daedra are put under your control. Chance to fail on targets above level 50.
Heal: Heals the target 100 points.
Hidden Serpent: If the target leaves combat within 120 seconds, halves its remaining Health.
Imprisonment:25% chance to trap a person in a summoned cage for 12 seconds.
Insult: Deals 30 magic damage. Temporarily changes the target's name.
Paralyze:25% chance to paralyze the target for 6 seconds.
Power Surge:6% chance on striking to release your currently selected power.
Steal Weapons:20% chance to steal a humanoid target's equipped weapons.
Only found on specific items
Fiery Soul Trap: If target dies within 5 seconds, fills a soul gem. Burns the target for 8 points. Targets on fire take extra damage.
Leak Stamina: Target loses 50% Stamina regeneration to each ally within X feet for X seconds.
Silent Moons: While the moons are out, burns the target for 20 points of magic damage.
Armors
Any level
Fear: Enemy creatures and people within 20 feet have a chance to flee from combat.
Fortify Alchemy: Created potions are 25% more powerful.
Fortify Alteration: Alteration spells and enchantments cost 25% less.
Fortify Archery: Bows do 25% more damage.
Fortify Bashing: Bashing deals 30% more damage.
Fortify Block: Block 25% more damage with your shield.
Fortify Carry Weight: Carrying capacity increased by 50 points.
Fortify Conjuration: Conjuration spells and enchantments cost 25% less.
Fortify Destruction: Destruction spells and enchantments cost 25% less.
Fortify Health: Increases Health by 70 points.
Fortify Heavy Armor: Heavy armor grants 25% more armor.
Fortify Illusion: Illusion spells and enchantments cost 25% less.
Fortify Light Armor: Light armor grants 25% more armor.
Fortify Lockpicking: Lockpicking is 25% easier.
Fortify Magicka: Increases Magicka by 70 points.
Fortify One-Handed: One-handed attacks do 25% more damage.
Fortify Pickpocket: Pickpocket chances are 25% higher.
Fortify Potions: Increaes the duration of alchemical potions by X%.
Fortify Restoration: Restoration spells and enchantments cost 25% less.
Fortify Smithing: Weapons and armor can be improved 25% better.
Fortify Sneak: You are 25% harder to detect while sneaking.
Fortify Speed: You move 20% faster.
Fortify Stamina: Increases Stamina by 70 points.
Fortify Two-Handed: Two-handed attacks do 25% more damage.
Increased Experience: Gain 10% more experience.
Magic Find:20% chance to loot an additional magic item from people you kill.
Philosopher's Stone: Generates 40 gold per hour.
Recharge Weapons: Recharges weapons X points per second, up to the charge level the weapon had when it was equipped.
Resist Fire: Grants 70% resistance to fire.
Resist Frost: Grants 70% resistance to frost.
Resist Magic: Grants 70% resistance to all magic.
Resist Shock: Grants 70% resistance to shock.
Spikes: Blocking an attack deals 30 bleed damage to the attacker.
Stability:35% chance to avoid stagger from power attacks and bashes.
Unbreakable: Take 25% less damage from power attacks and bashes.
Low level and above
Calm: Enemy creatures and people within 30 feet have a chance to refuse to fight.
Fortify Critical Strikes: Critical strikes deal X% more damage.
Horsemanship: Take 30% less attack damage and deal 30% more attack damage while riding a mount.
Imminent Victory: Take up to 25% less damage from enemy attacks the further their Health falls below 50%.
Muffle: Wearer is muffled and moves silently.
Night Eye: Brightens vision, allowing the user to see in the dark.
Perception: See item names and values at a distance.
Quake: When you block an attack, 20% chance to stagger nearby enemies.
Reactive Barrier: Being struck by a fire, frost or shock spell or effect reduces damage from that element by X% for 5 seconds.
Rollback: With weapons or spells drawn, jump to return to your location 4 seconds earlier.
Shalidor's Shield: Take 30% less attack damage while casting a spell.
Soul Harvest: Gains 40 soul energy when a living foe dies, granting the Soul Burst power at 1000 soul energy.
Windfall:3% chance per second to restore 150 points of Health, Magicka and Stamina.
Medium level and above
Area Drain Magic Resist: Reduces the magic resistance of enemies within 15 feet by 25%.
Area Fortify Minions: Friendly conjured creatures within 50 feet get 25% attack damage and 100 Health.
Cheat Death: Take 25% less damage from attacks when your Health falls below 25%.
Deep Breath:25% chance to reduce the cooldown of your shouts to 3 seconds.
Fortify Power Attacks: Power attacks cost 20% less.
Fury: Enemy creatures and people within 40 feet have a chance to attack anything nearby.
King of the Lost: An immortal ghost fights for you, it has 300 points of Health and Stamina.
Deadly Reach: Touch and location target spells can be cast at any distance.
Fool's Gold: Grants 25000 gold, but slays you if you can't pay it back upon unequipping.
Fortify Armor: Your armor rating is increased by 20%.
Fortify Shout Power: Shouts are 20% more effective.
Fortify Shout Rate: Time between shouts is reduced by 10%.
Fortify Speech: Prices are 25% better.
Generate Armor: Grants an enchanted armor piece at random intervals.
Generate Soul Gems: Grants a filled soul gem at random intervals.
Generate Weapons: Grants an enchanted weapon at random intervals.
Jester: Causes attack damage to fluctuate between one fifth and five times damage.
Light: Creates a zone of light.
Link Health/Magicka: Increases Health by one fourth of base Magicka and Magicka by one fourth of base Health.
Link Health/Stamina: Increases Health by one fourth of base Stamina and Stamina by one fourth of base Health.
Link Magicka/Stamina: Increases Magicka by one fourth of base Stamina and Stamina by one fourth of base Magicka.
Mark and Recall: Equip to create a magical mark at your location. Unequip to teleport back to the mark.
Negate Magic: Having 150% or more resistance to an element grants immunity.
Resist Disease: Grants 70% resistance to disease.
Resist Poison: Grants 70% resistance to poison.
Soul Fusion: Deals damage equal to Magicka to nearby targets when equipped and to you when unequipped.
Triptych: Attributes: If you have a Fortify Health, Fortify Magicka and Fortify Stamina enchantment, increases Health, Magicka and Stamina by 50 points.
Triptych: Resistances: If you have a Resist Fire, Resist Frost and Resist Shock enchantment, grants 25% resistance to fire, frost and shock.
Only found on specific items
Fortify Unarmed: Unarmed strikes do 10 additional damage.
Improvements to vanilla enchantments
Summermyst includes several improvements and bugfixes to vanilla enchantments. Here is a short list:
The "Restoration Loop" has been fixed: Fortify Restoration no longer buffs enchantments.
Descriptions and names have been fixed where necessary.
Inventory images have been fixed.
Weapon enchantments are now properly animated.
Names and descriptions have been standardised to match the rest of the game.
Disenchanting Drainspell Bow no longer grants a duplicate Absorb Magicka enchantment.
Disenchanting Drainheart Sword no longer grants a duplicate Absorb Stamina enchantment.
Disenchanting Shield of Solitude no longer grants a duplicate Resist Magic enchantment.
Articulation no longer raises your skill level, but is a percentage bonus to speechcraft effectiveness as per the description.
Articulation is no longer erroneously keyworded as a Fortify Sneak effect.
Fear missing keywords fixed to correctly identify this as a mind affecting fear effect.
Fear no longer erroneously has Turn Undead visuals.
The spell school and regeneration combo enchantments for robes (Fortify School & Magicka Regen) have been removed from the game; disenchanting a robe now yields the regular Fortify School enchantment, which is more effective because enchantments with more than one effect do not scale as intended.
Fortify [Light/Heavy] Armor now increases the armor rating of equipped armor pieces instead of giving skill levels, bringing this enchantment in line with every other Fortify [Skill] enchantment.
Fortify One-Handed now correctly affects daggers.
Fortify Unarmed Damage is no longer erroneously considered an Alteration effect.
Fortify Unarmed Damage now uses a different magic effect because the original was used by Werewolf claws and various NPC creatures. This keeps the enchantment safe from other mods.
Frost Damage slow now kicks in (and wears off) when it should and not just when the target performs a different animation, making it much more effective. To compensate, the slow no longer scales with enchantment power and no longer stacks with itself. The same fix has been propagated to frost spell slows and slowing elixirs.
Resist Magic is no longer affected by alchemy bonuses instead of enchanting bonuses.
Stamina Damage is no longer erroneously considered a fire attack.
...
The following improvements were made to preset enchantments:
Briarheart Geis: Fixed a condition bug that made this enchantment not work against any targets; Magicka cost is no longer 0; The enchantment now counts as non-elemental damage; Changed damage type to untyped.
Huntsman's Prowess The enchantment now counts as non-elemental damage; Changed damage type to untyped (it was set to a broken version of physical damage that treats armor as resistance, meaning the enchantment deals 0 damage against targets with 100 or more armor).
Keening's Sting: Now has a realistic charge cost instead of 1; The weapon Keening was fixed so it has an actual charge level instead of 0, which caused the enchantment to stop working after one hit and then not allow recharging.
Notched Pickaxe: The Smithing skill bonus now works; The Smithing skill bonus is no longer affected by Alteration elixirs.
Shadowthrive, Shadowsight, Shadowstrike, Shadowstrength: Enchantments can now be applied to custom items.
Silent Moons Enchant: Now actually works.
An optional patch is available on the download page to revert Fortify Skill enchantments to their old powerful self and bring back the Restoration Loop.
Can I upgrade from Summermyst 3.x to 4.x: Possibly. The mods are very different under the hood due to necessary reworks to support an alchemy overhaul and integrate with Futhark. In many cases an upgrade will be possible, but you should unequip all items first and keep a backup.
Does this mod need a reproccer or patcher: No. While Wintermyst had a reproccer, 95% of those who used it didn't need it but were confused and thought they did, and the results were not very good anyway.
Some enchantments are much stronger than listed/An immortal Wraith King appears at my side even with no relevant items equipped: Summermyst repurposes a large number of unused actor values (AVs) to implement scaling enchantments: many enchantments modify an unused AV, which is then read by a hidden perk or script. If some of these unused AVs are also used by another mod in your load order, Summermyst will accordingly grant you their effects. This is a compatibility conflict and you may want to not use the affected enchantments or uninstall one or the other mod. The Readme contains a list of all unused actor values.
Does this mod replace the spell cost reduction enchantments with spell effectiveness enchantments: Summermyst includes both spell cost reduction enchantments ("Fortify <School>") and spell effectiveness enchantments ("Amplify <School>").
Some armor enchantments do not work for followers or other NPCs: This is unfortunately inevitable, but also applies to the vanilla game where almost none of the Fortify <Skill> enchantments work for NPCs. Any armor enchantment that does not increase an actor value (such as "speed" or "health") or affect targets within a radius of the wearer will not work when worn by NPCs, but almost all weapon enchantments will work when wielded by NPCs. Other enchantment overhauls as well as the vanilla game have the same issue.
Everyone resists my weapon enchantment: As in the vanilla game (Paralyze enchantment), chance or condition based enchantments such as Steal Weapons will display a resist message if the dice roll or condition is not met. This is not a bug.