Skyrim removal of enchantments from unique items. Minecraft: item enchanting

  • 15.12.2019

25.06.2018

In the future, it is planned to enhance the "White Flacon", the remaining artifacts of the Daedra and some unique things.

Update
-Plugins are divided into folders.
-Rework of enchantments of Daedric artifacts.
- Alteration of Saartal's Amulet.
-Fixed the disappearance of the head for all masks when putting them on.
-Removed the reduction in health and stamina for the "Amulet of the Necromancer".
-The summoned Dremora lord of the Wokun mask now depends on your level.
-Small fixes.

Rebalance Artefact.esp
This mod makes Daedric artifacts more unique, the main task is to make them more powerful without leaving LORA.
While only some of the artifacts have been touched, there are no others yet certain decisions to gain.

Requirements: Skyrim

Mace of Molag Bal
Absorbs 10% of an enemy's power for 45 sec.
Absorbs 25 pts. of magic.
If the enemy dies within 3s, fills the soul gem
(If sharpened to legendary level, it is almost twice as weak as Daedric, which made it just a dust collector in the museum. early games series mace absorbed the strength of the enemy, and made you stronger by weakening the enemy. Now, when you hit an enemy, his damage decreases by 10%, and yours increases, the more enemies hit, the higher your damage)

Mehrunes' razor
Instant kill chance 1.2%
Each hit destroys armor by 2%.
(After 120 sec, the armor will regenerate)

Savior's Skin
Increases magic resistance by 60%.
(Also increased defense level to 43)

Ebony Blade
Absorbs the essence of life from your enemies and casts silence with a 25% chance. Forged in the blood of betrayal
(The duration of the silence depends on the number of your betrayals)

Ax of Sorrow
It is especially deadly against werewolves, animals and bestial races.
(Fits perfectly into the description by lore)

Volendrung
Absorption of 50 units. reserve of strength.
Knocks down stunned opponents.
(In previous games there was paralysis on impact, but I wanted to slightly diversify the enchantment, leaving the general idea)

Rebalance Dragon Priest Mask.esp
Initially, the masks of dragon priests, although in lore they gave unprecedented strength. The main goal here was to make them useful depending on the situation.

Requirements: Skyrim, Dragonborn.
Optional: Choose the regular version or the version for mods that remove the hood from the masks or make them more open. Which is in the optional folder.

Krosis mask
Lockpicking, Archery and Alchemy skills increased by 20%.
When you are not moving, in stealth mode, you are invisible.
(If you interacted with the object or attacked during invisibility, the spell will disappear and in order for it to work again, you need to get up and sit down again.)

Wolsung mask
Prices are 20% more profitable, the carrying capacity is increased by 20, the wearer can breathe underwater and finds more gold.

Nakrin mask
+50 to magic, spells of destruction and restoration consume 20% less magic. The less health you have, the more mana and stamina you have.

Hevnorak's Mask
Immunity to diseases and poisons.
Water is the source of your strength, immersed in it, the regeneration of characteristics increases by 10 times.
(In fact, it was one of the most useless things, so at least in places it can come in handy)

Otar mask
In battle, tongues of ice, flame and lightning envelop you, causing damage to others. When blocked, they disappear and resistance to fire, cold and electricity increases by 30%.

Morokea mask
Magic restores 100% faster, the time between shouts is reduced by 20%, with low health by 50%.
(Most likely I will redo its strengthening if I come up with something more sensible that I can implement.)

Ragoth Mask
Increases your stamina by 150 points, When you are attacked, time may slow down.
(By default, the mask had an enchantment identical to ordinary enchanted items, +70 stamina, unfair)

Waukun's Mask
Spells of the schools of witchcraft, illusion, changes increased by 20%. You can summon Lord Dremore forever while wearing the helmet.
(The power of the Dremora Lord depends on your level)

Rebalance Amulet.esp
Makes unique amulets more powerful.

Requirements: Skyrim, Dragonborn.

Amulet of Goldur
Your health, magic and stamina are increased by 30 points. You can avoid the attack or turn it against the enemy, as well as reflect the spell.
(A powerful artifact according to LOR for which three sons killed their father, but in fact ... Parts of Goldur's amulet are also strengthened, a reinforcement is broken between them. Spell reflection works only in battle)

Amulet of the Necromancer
+50 to magic, witchcraft spells consume 25% less magic. Health and stamina regeneration is 75% worse. Additional summoning of a familiar or raising a dead.
(Now at least it has become useful for necromancers, note that the negative effect "Health and stamina -25" has been added)

Amulet Keene
Shooting is increased by 25%, damage to animals is reduced by 50%. Summons a Spriggan forever while wearing the amulet.
(Now a worthy reward for the quest "Kin's Sacred Trials", Spriggan disappears if an animal attacks)

Amulet of Saartal
Spells consume 5% less magic.
When you take damage, your spells are 25% less likely to be interrupted.

Amulets of the Nine Deities
Amulet of Talos is not changed. Now when wearing an amulet of any of the gods and receiving its blessing, the power of the amulet and the blessing are doubled
(You can put on an amulet, even after receiving a blessing, the enhancement will work, the enhancement will subside if you remove the amulet or the blessing ends.

Installation:
Remove all things before upgrading
Place the required files in the Data folder
If you are using mods that remove the hood from the masks or make them more open, delete their esp files and use "Rebalance Dragon Priest Open Mask.esp".

Deleting
Disable the plugin, after removing all affected items.

I think many people know a mod in which the author reworked the enchantments of many unique items Skyrim. But, unfortunately, the author has not been involved in mod for a long time, and besides, he made many small (and not so) jambs. Therefore, I decided to rework and supplement this mod, correcting all the jambs if possible. I hope the author will not be offended, I would ask permission, but he has not been seen for a long time, and I do not know how to contact him.

DETAILS:
To make everything clear and clear, I will provide a description of the original mod for each item, and then the changes that I made.

Rebalancing Artifacts:
This mod makes artifacts more unique, the main task is to make them more powerful without leaving Lore.
While only some of the artifacts have been touched upon, there are no definite enhancement solutions for the rest.
Requirements: Skyrim, Dawnguard, Dragonborn
My changes (general):
- Included fixes from neoff.patch and (neither one nor the other is required !!!)for all items affected by the mod, in particular, the possibility of enhanced sharpening in the presence of the corresponding perk in the blacksmith, and some others.
- Also improved the description when viewing in the inventory, now everything corresponds to the actual enchantments.
- In addition, now all artifacts do NOT require recharging with soul gems.
- Added missing upgrade recipes for the following items: Wootrad, Ysgramor's Shield, Mephala's Ebony Blade, Cleaver.
- For items that by default do not have a unique model (on this moment this Dragon scourge and Gust), the path to the model has been changed, so that those who wish can replace them with unique ones without having to dig into ESP. The models lie along the way and have names that can be easily distinguished. Model Replacement Instructions:
1. Find the model you want to replace the original with. The folder can contain two models, one with a prefix like "1stperson" or "1st", the other without it.
2. Take the one with "1stperson", rename it to the name that corresponds to the model of the desired weapon in the folder Data \\ meshes \\ Rebalance Artefact, throw in there with a replacement.
3. It should be remembered that if your new model has its own textures (folder "textures"), they also need to be dropped into the folder "Data". If you only want to install the textures needed by the new model, see how to define them.

Mace of Molag Bal
Absorbs 10% of an enemy's strength for 45 sec.
Absorbs 25 pts. of magic.
If the enemy dies within 3s, fills the soul gem
(If you sharpen the mace to the legendary level, it is almost two times weaker than the Daedric, which made it only a dust collector in the museum. In the early games of the series, the mace absorbed the enemy's strength, and made you stronger, weakening it. Now, when you hit the enemy, its damage is reduced by 10%, and yours increases, the more enemies hit the higher your damage)
My changes:
- Removed the absorption of 25 units from enchantment. magic, instead there is now a 7% chance to drain the target's entire power reserve or all magic.
- Added a visual effect to Power Absorption so that you can see which opponents are under its influence.
- Dwemer gears now ignore the Power Drain effect, as it worked incorrectly on them.
- To avoid some misunderstanding, the Power Absorption effect only works on hostile targets.

Mehrunes' razor
Instant kill chance 1.2%
Each hit destroys armor by 2%.
(After 120 sec, the armor will regenerate)
My changes:
- The effect of destruction of armor was removed because it did not work.
- Now the Razor increases its effectiveness if you are in a critical condition: when your health is below 50%, it deals 25% more damage and has a 30% chance of pushing with medium strength on any blow (the enemy loses balance) health below 35% - deals 50% more damage and has a 50% chance of a stronger push; below 20% - deals 75% more damage and has a 70% chance of the most powerful push, which will stun the enemy, even if he is blocking.

Savior's Skin
Increases magic resistance by 60%.
(Also increased the defense level to 43)
My changes:
- Returned 50% resistance to poisons, reduced magic resistance to 30% (in the original game it was 15%).
- Added new effect: if the carrier is a werewolf, then at night there is a 5% chance to instantly hit the target with a bow shot.

Ebony Blade
Absorbs the essence of life of your enemies and casts Silence with a 25% chance (target cannot cast spells). Forged in the blood of betrayal
(The duration of the silence depends on the number of your betrayals)
My changes:
- Reworked the enchantment in accordance with the fix in the neoff. patch.
- Renamed "Ebony Blade" to "Ebony Blade of Mephala", I like it better.
- Added a visual effect to Silence, thanks to which you will now know exactly when this effect is applied to the enemy.
- There is also an optional version of the mod, where I reworked the enchantment in such a way that the Blade no longer requires killing friends to improve. With any number of kills (or no kills at all), it will absorb 30 units. health and Silence for 5 sec.

Ax of Sorrow
It is especially deadly against werewolves, animals and bestial races.
(Fits perfectly into the description by lore)
My changes:
- Added additional damage to verbers.
- Increased speed, now it is the same as that of other axes.
- Since version 1.4 instead of additional damage 75 pts. inflicts 30% more of its own on the above opponents the current
Note: if you play as an Argonian or Khajiit, then when you equip the Ax of Sorrow, its damage will be shown in the inventory, taking into account the bonus. To see the actual current damage, simply remove the Ax of Sorrow and then exit and go into your inventory.

Volendrung
Absorption of 50 units. reserve of strength.
Knocks down stunned opponents.
(In previous games, there was paralysis on impact, but I wanted to slightly diversify the enchantment, leaving the general idea behind)
My changes:
- Changed the conditions for triggering knockdown - now it also works on NOT stunned opponents, but with a chance (40% - for humanoids, because they block, 30% - for the rest), only with power attacks, while it will not work if the enemy blocked.
- Now knockdown does NOT work on companions.
- Removed hiss during knockdown.
- Reduced speed (for some reason, it was higher than that of conventional hammers, which is strange, given the size and weight; now the speed is slightly lower than that of standard hammers), but the probability of stunning has been increased.
- Power absorption now only works if the enemy has less than half health.

Auriel's Bow
Sun damage tripled (all - 30 units, undead - 90 units), also now does not require reloading.

The Light of Dawn
Now it deals damage not with fire, but with sunlight (all - 20 units, undead - 50 units), also now does not require reloading.

Scientist's Diadem
- Removed armor class, now it is 100% hoop.
- All spells consume 7% less magic (originally 5%).
- If you have less than half your health, there is a 30% chance to cast a spell without spending magic.
Note: if it works on a concentration spell, the magic will not be consumed until you stop casting it, but it will not recover either.

Mirac's Sword
- The radius of action was increased, because it had an animation of lengthening during strikes, but in reality the radius of action was like a regular sword. Now you can attack opponents from a distance, not letting them near you.
- Also, the enchantment of absorption of the reserve of strength has been replaced with poison damage in the amount of 10 units. in sec. for 10 seconds, and while the enemy is poisoned, he moves more slowly.
- No longer requires reloading.
- Modified all variants of the Mirak Sword. I leveled all the options in the characteristics, towards the strongest option (the system of leveled items has not been corrected to me since I learned about it).
Note: "Lengthening" only works if the sword is equipped in right hand, and if you equip the Mirak Sword in the right hand, then any weapon in the left hand will also have an increase in range. There is nothing I can do about it.

Staff of Magnus
- Absorbs 30 units of magic and 20 units of health per second.
- Drains 20% of the target's magical abilities for 60 seconds. What it means: your spells for 60 seconds will be 20% stronger (if the damage / duration is not fixed) and will consume 20% less magic. The effect will add up if you act in turn on several opponents.
- Does not consume any charges.

Ghost blade
If the target has less than half health, there is a 50% chance to ignore the opponent's block (80% more damage will be done, which will overlap the block's defense) or to break through it with a regular (NOT power) blow.

Wabbajack
Simply removed the consumption of charges.

Ysgramor's Shield
Outside the block, health and stamina regenerate 50% faster. If the enemy is an elf, then you take 20% less damage from his attacks, and if the Nord - 20% more.

Wootrad
Deals 30% more damage to Elves and 30% less damage to Nords.
The damage bonus now works on vampire elves, as well as DLC falmers and orcs (who are also elves).
Note: if you play as an elf or a nord, then when you equip Wootrad, your inventory will show its damage, taking into account the increase / decrease depending on your race. To see the actual current damage, simply remove the Wootrad and then remove and hover over it again.

Chopper
Absorbs 50 pts. health, stamina and magic, but seriously weakens the wearer's powers while in the hands.
What does this mean - while the Cleaver is in your hands (that is, when you removed it from its scabbard), your health, stamina and magic are reduced by 50 units. and recover 70% slower, and your speed is reduced by 30%.
Note: If, after sheathing / removing the Cleaver, your speed has not returned to its previous value, just start the sprint and the speed will return to normal.
Some lyrics (just my fantasy)

It is not known where the Slasher was for these 200 years, and what happened to him, but his spell has undergone metamorphosis - it is no longer deadly to hold it in your hands without the Ghost Guard. Nevertheless, this is still very dangerous - the general tone of the wearer is greatly reduced, which makes him much more vulnerable, but this is more than compensated for by drawing out a huge amount of energy of any type from any enemy and then transferring it to the owner. One can only guess about the reasons for this change ...


Rose Sanguine
Summons a random Daedra for 180 seconds.
Daedra List: Any Atronach, Dremora Warrior (Warhammer and Bow), Dremora Mage, Seeker, Lurker.
The Daedra summoned by the Rose depend on your level - from 10 to 50 (basically only health increases, only the Dremora warrior's damage grows due to increased skills), and do more damage than the base originals.
Lurker and Dremora Warrior, due to their greatest strength, are called twice less often than the rest.
At the expense of charges - in this case, I decided to make an exception. The charges are still consumed, but their volume has been increased by 10 times.

Spell Breaker
When blocked, creates a charm that protects against almost any spell. Your weapon deals 50% more damage if the target casts spells during the strike (during charging and the casting itself).

Amulet of Goldur
Your health, magic and stamina are increased by 50 points. There is a 20% chance to avoid weapon or spell damage.
The idea is not mine, but taken from the Unique Enchantments amulets module, and slightly changed.

Blade of Sorrow
In battle, there is a 25% chance to ignore the enemy's armor, outside of battle, armor is always ignored. There is some chance to disarm the enemy with a power attack.

Bladscal Blade
With a power attack, it releases a wave of energy that deals damage, which depends on your two-handed weapon skill (below skill level 25 - 30 units, from 25 to 49 - 60 units, from 50 to 74 - 90 units, from 75th to 99th - 120 units, at 100th and above (yes, with some mods you can pump further) - 150 units).
Also, energy waves now have a 30% chance of stunning the enemy.
Spends 2.5 times more forces on power attacks than in the original (the blade is fed by the forces of the owner to create an energy wave).

White Vial
- Option "I want to be stronger in battle": stamina increases by 50 units, blocking skill increases by 30, lasts 300 s.
- Option "I want to do more damage in battle": any weapon deals 30% more damage, lasts 180 s.
- Option "I want to develop my magic skills": magic increases by 50 units, magic regeneration increases by 75%, lasts 300 s.
- Option "I would like to receive healing power": restores 300 units. health, increases health regeneration by 50% for 45 s.
- Option "I want to hide better in the shadows": stealth is increased by 30, any weapon, except daggers, deals more damage with stealth attacks. Lasts 180 s.
Explanation: to basic the multiplier of stealth attacks is added 1. That is, for example, one-handed weapons by default do X3 damage, under the potion it will be X4. After the purchase of the Stab in the Back perk, the damage will be X6, under the potion X8, because in the perk the damage is multiplied by 2 times, and the game, apparently, first adds 1 to the base multiplier X3, and only then multiplies it by 2. With bows, the situation is is similar.
- Option "I want to better resist magic": the more you are wounded, the lower the damage from elemental spells, lasts 180 s.
Explanation: while your health is above half, you take 25% less damage from elemental spells, if below half, then 50% less damage, and if it falls below 25%, then 75% less damage.

Gust
- Flat blows knock enemies down with a 50% chance, but only if you have more than half your stamina.
- Knockback power reduced.
- Removed green glow and hiss when triggered by knockback.
- Removed permanent stunning of opponents with any blows.
- Hit speed slightly increased.
- The path to the model has been changed ( see "general changes" above).

Dragon Scourge
- Deals 30% more damage to dragons. If the dragon has less than half its health left, then there is a 5% chance to finish it off with one hit.
- Leveled options are leveled in characteristics.
- The path to the model has been changed ( see "general changes" above).


Rebalancing of the Dragon Priests' masks:
The enchantments of the masks of the dragon priests are not particularly powerful, although by lore they gave unprecedented power. The main goal here was to make them useful depending on the situation.
Requirements: Skyrim, Dragonborn.
My changes (general):
- Fixed all found jambs, reworked some enchantments. In addition, I created versions of the mod for and (by the last patch was in original fashion, but there were shoals and flaws in the Open Dragon Priest Masks itself).
- In addition, I made versions of the mod, where all masks are heavy armor, light armor or clothes, this is for the original game and Improved Closefaced Helmets. In the version for Open Dragon Priest Masks, all masks are clothing, since they occupy a separate slot and can be worn with any helmets / hoods, and if they have an armor class, they can interrupt the work of armor perks for good equipment and a full set. In addition, in the version for Open Dragon Priest Masks, masks will not be displayed on Argonians, however enchantments will still work.
- Also, all variants of the mod include masks from Dragonborn, except for the Mirak mask. Enchantments are NOT affected, but now they can be both heavy and light armor or clothing. In addition, in the version for Open Dragon Priest Masks they now also occupy a separate slot and have the same models as the rest of the masks in Open Dragon Priest Masks. There are all 3 options (normal, more closed, and more closed for the Khajiit), the masks have their own texture, which matches the originals in color. On dragon priests, they are now displayed as the original masks, but with their own texture (otherwise I could not do).

Krosis mask
Hacking, Archery, and Alchemy skills increased by 20%.
When you are not moving, in stealth mode, you are invisible.
(If you interacted with the object or attacked during invisibility, the spell will disappear and in order for it to work again, you need to get up and sit down again.)
My changes: replaced the increase in alchemy with an increase in stealth, also corrected the description of effects to be correctly displayed in active effects.
Note: I don't know, intentionally or accidentally, but the author made it so that invisibility is removed only if you run, and if you walk, it does not disappear. I left it as it is, I like it so much.

Wolsung mask
Prices are 20% more profitable, the carrying capacity is increased by 20, the wearer can breathe underwater and finds more gold.
My changes: increased the increase in carrying capacity to 50, the effect "you find more gold" was replaced by an increase in eloquence by 20, since I was not sure if this effect worked at all, and its benefit was questionable.

Nakrin mask
+50 to magic, spells of destruction and restoration consume 20% less magic. The less health you have, the more magic and stamina you have.
My changes: no changes, everything works fine.

Hevnorak's Mask
Immunity to diseases and poisons.
Water is the source of your strength, immersed in it, the regeneration of characteristics increases by 10 times.
(In fact, it was one of the most useless things, so at least in places it can come in handy)
My changes: the author accidentally instead of "increasing the regeneration of magic" put "increase magic". Corrected.

Otar mask
In battle, tongues of ice, flame and lightning envelop you, causing damage to others. When blocked, they disappear and resistance to fire, cold and electricity increases by 30%.
My changes: increased the damage of the cloak, now it deals a total of 21 damage. in sec. Replaced the effects of resistance to fire, cold and electricity for resistance to magic, for me one effect better than three... Corrected the description of effects for correct display in active effects.

Morokey mask
Magic recovers 100% faster, the time between shouts is reduced by 20%, with low health by 50%.
(Most likely I will redo its strengthening if I come up with something worthwhile that I can implement.)
My changes: the author in the enchantment did everything right, but did not take into account that in the original this mask uses a different enchantment, which is why the edits he made were not used. Corrected.

Ragoth Mask
Increases stamina by 150 points. When you are attacked, time may slow down.
(By default, the mask had an enchantment identical to normal enchanted items, +70 stamina, unfair)
My changes: the author did almost everything right, confused something a little, because of which the effect of slowing down time during attacks did not work. Corrected. Corrected the description of effects for correct display in active effects.

Waukun's Mask
Spells of the schools of witchcraft, illusion, changes increased by 20%. You can summon Lord Dremore forever while wearing the helmet.
(The power of the Dremora Lord depends on your level)
My changes: For some reason, the author added a condition due to which the enhancement of spellcasting skills, illusion and changes did not work when the character was moving. Corrected. Corrected the description of effects for correct display in active effects.


I don't want to fix the rebalance of amulets, I don't use it.

DOWNLOAD ORDER:
If there are mods affecting enchantments / characteristics of the same items as this one in the mod, this mod should be below them in the download list.

INSTALLATION:
1. If you are wearing any items of clothing affected by this mod, go to the game, take them off, save. The same should be done if you had the Unique Enchantments mod installed and before uninstalling the mod.
Attention!!! From version 1.4 and above, you also need to remove the weapon affected by the mod in your inventory!
2. If you want to install the Artifact Rebalance, select one of the two versions in the "Artifact Rebalance" folder, and set the data folder to the Skyrim root folder.
3. If you want to install the Rebalance of the Dragon Priests masks, then: select one of the folders ("For original models", "For mod" or "For mod") in accordance with your mods.
4. If in point 3 you have chosen one of the first two options - choose what kind of armor the masks should be - heavy, light or clothing.
5. If in point 3 you selected the version for "For the Open Dragon Priest Masks mod", then select the option in accordance with which version of the Open Dragon Priest Masks mod you have installed, and install the data folder in the Skyrim root folder with replacing the files when request.
Note: this version of the mod will replace orig. esp of the Open Dragon Priest Masks mod, if you already have it installed and activated in the launcher, re-activation is not required. If you have installed the masks module from - disable and uninstall it.
Note: if you want to change the version for Open Dragon Priest Masks to another (for original meshes or for Improved Closefaced Helmets), then you will need to delete all version files for Open Dragon Priest Masks.
6. Activate the installed esp in the launcher.
7. Play!

UPDATE :
It is necessary to remove the equipped items of clothing (from version 1.4 and above, also weapons), affected by the mod, remain, then install a new version with a replacement.

Changelog of previous versions:

1.5
Added Cutter (see description).
Added Rose Sanguine (see description).
Added Spell Breaker (see description).
Added Amulet of Goldur (see description).
Added Blade of Sorrow (see description).
Volendrung: reduced speed (for some reason it was higher than that of conventional hammers, which is strange given the size and weight; now the speed is slightly lower than that of standard hammers), but the chance of stunning has been increased. Power absorption now only works if the enemy has less than half health. Knockdown chance increased from 30% to 40%, but now will not work if the opponent is blocking.
Mehrunes' razor has been redesigned (see description).
Circlet of the Scientist: Added a new effect - if you have less than half your health, you have a 30% chance to cast a spell without spending magic.

1.4
Added Shield of Ysgramor (see description).
Added Wootrad (see description).
Added Wabbajack (just removed the consumption of charges).
Changed the poisoning visual effect of the Mirak Sword - now the same as when poisoning with the Mirak's Staff.
Changed the enchantment of the Ax of Sorrow: it used to do additional 75 units damage to werewolves, animals and beast rats, but now he will deal them 30% more of his the current damage, taking into account skills, perks and armor enchantments.
The enchantment of the Ghost Blade has been reworked (see description).
Dwemer Mechanisms now ignore the Power Absorption effect of Molag Bal's Mace, as it worked incorrectly on them.
Added missing upgrade recipes for the following items: Wootrad, Shield of Ysgramor, Mephala's Ebony Blade, Cleaver.

1.3
Added Staff of Magnus (see description).
Added Ghost Blade (see description).
Changed the enchantment of the Mace of Molag Bal: now, in addition to Absorb Power and Capture Souls, there is a 7% chance to drain the target's entire reserve of strength or all magic. Added a power absorption visual effect so that you can see which enemies are affected by it.

1.2
Added Sword of Mirak (see description). Thanks to Octavius \u200b\u200bShalidol for the idea!
Changed the trigger conditions for knocking down at Volendrang - now it also works on NOT dazed opponents, but with a 30% chance only with power attacks.

1.1
Added Scientist Circlet (see description).
Added a visual effect to Silence, thanks to which you will now know exactly when this effect is applied to the enemy.


If you want to rework an item, and you have an idea how to improve it - do not hesitate, speak up. If I like the idea and its implementation is in my power, I will. If you don’t like it, or I will not be able to implement it, I will inform you about it.

Distribution is prohibited due to the fact that I used the resources of someone else's mod.

What's new in version 1.6 ()

  • Added Bloodskal Blade (see description). Thanks to Kir The Seeker for the idea!
  • Added White Vial (see description).
  • Added Gust of Wind (see description). Thanks to Kir The Seeker for the idea!
  • Added Dragon Scourge (see description). Thanks to Octavius \u200b\u200bShalidol for the idea!
  • Volendrang: Knockdown chance is now 40% for humanoid races, and 30% for other races. This was done because the 40% chance led to too frequent procs on opponents who, in principle, do not block, and the 30% chance is too small in the fight against opponents who block. Now knockdown does NOT work on companions. Removed hiss during knockdown.
  • Mace of Molag Bal: Now, to avoid some misunderstandings, the "Power Absorb" effect only works on hostile targets.
  • Amulet of Goldur: Attribute increase increased from 30 to 50 units.
  • Skin of the Savior: Added a new effect: if the wearer is a werewolf, then at night there is a 5% chance to instantly hit the target with a bow shot.
Version:5.5
Transfer:

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At the same time, we'll see how much my work is worth ... Thank you!

If I collect the lost amount, I will do the following for you:
- I will translate a huge 3-gig mod The Hall of Memories- Reencounters in Moonshadow, in which you have to get into the Moon's shadow (Oblivion's plan of the Daedric princess Azura) - a dazzlingly beautiful and bright world, decorated with flowers, waterfalls and majestic trees, a silver city shrouded in mist haze. They say that colors flow there like water, and when it rains, the air is filled with aromas of incense. At the service of Azura are the younger Daedra - the winged twilight, the daughters of Azura and several others. You will also face aspects of Tamriel's greatest heroes: Vestige, Cyrus the Restless, Apprentice Josian Kaid, Tunnel Rat Master, Hero of Dawnstar, Soul of Conflict, Phantom Champion, Hero of Daggerfall, Nerevarine, Champion of Cyrodiil and the coming aspect - Dovahkiin. Remember, these are not the heroes themselves or their souls - these are their images living in the imagination of the inhabitants of Nirn, and therefore they will be much more powerful than their real prototypes.
“Too pretty,” Zenas breathed, stunned, finding himself in the next world. “I'm half blind. I see flowers and waterfalls, majestic trees and a silver city, but all this is shrouded in a misty haze. Colors flow here like water. It is raining now and the air is filled with incense. Without a doubt, this is the Moon Shadow, the abode of Azura. "
- I will combine the corresponding mods into a single compilation "Mihail Monsters and Animals": Drakian Hydra, Draugr Patrols, Dwarven Colossus, Fiendish Keepers, Giant Wasps, Gravelords, Harvesters, Mammoth Expansion, Minotaurs, Peacocks, Sewer Rats, The Mudcrab Merchant.
- I will combine the corresponding mods into a single compilation "Mihail Immersive Add-ons": House Dres pt.1- Underhanded Slavery, Suthay-Pahmar Alliance Camp- Skooma Routes pt.1, The Giant Kingdom- Elements of Skyrim pt.1.
- I will combine all the settlements of Artkhmoor into a single compilation (Ayvarsted, Helarchen Creek Village, Dragon Bridge, Shore Stone, Kartwasten, Solyund's Lair, Keen Grove, Whistling Mine, Black Brod).
- I will combine all mods from dwemer156 into a single compilation "Ancient Skyrim Cities" - Morthal, Winterhold, Dawnstar, Windhelm lighthouse and Auriel's sanctuary (when the author finishes them).

Description:
The mod allows in the Skyrim SE game to remove the enchantment from almost any object that cannot be disassembled on the pentagram of souls.

Update: 5.5 (SE)
- Full adaptation of the mod for skyrim games SE and linked into a single plugin (only one .esp file). Delete the mod files from the previous version if you installed earlier.

More details:
The modification makes it possible to remove the enchantment from unique items, such as Daedric artifacts, masks of dragon priests and all other items with unique enchantments, even from the simple Dawnguard weapon. You have the opportunity to use all these unique enchantments to create your own unique equipment. In the game, all these artifacts were almost useless at high levels, and by removing the enchantments from them and having the proper enchanting skill, you can apply several such enchantments to your equipment and get the look and power of the required artifacts.

Requirements:
- Skyrim SE of any version

Compatibility:
- Any mod that does the same is incompatible.
- Any mod that changes the enchantments of unique items, Daedric artifacts and masks of dragon priests is incompatible (,). If you still want to use one, first remove all enchantments, and then connect the mod to change them.

Installation:
Extract the mod's Artifact Disenchanting.esp file to the Data folder, activate the plugin in the download list.



Welcome to Enchanting Awakened!

The mod is a complete reimagining of the enchanting system in Skyrim, in an attempt to make it more impressive, balanced and better suited to the gaming universe.

Tired of the fact that enchanting is not a very useful skill and does not in any way encourage the player to level it up again? Tired of making another thousand enchanted daggers for leveling, the sale of which will significantly shake the economic component of your game progress? Have you tried other mods that change enchantments but haven't liked any of them? Then welcome, stranger, here is your refuge.

A short list of features

  • Choose a path to follow among three enchantment styles - Ether, Chaos or Life - each of the paths assumes a unique style and is designed to increase the replayability of the game and the interest of re-leveling enchantment with different characters. Each of the three styles has its own unique bonuses.
  • Gain enchanter experience while catching souls, unlock special "essence" perks that add exciting new possibilities to catching souls. Soul Trap will now become a fundamental element of enchantment, as described in the Skyrim universe. Progressing through the perk tree is now necessary to create more powerful enchantments, capture large souls, and increase the number of charges of enchanted weapons.
  • The mechanics of enchantment have been completely redesigned: the cost of crafted items has been reduced, the effects and power of enchantments have been reworked, the magical effects of enchantments are now scaled independently of each other - some of them (for example, the effects of recovery and increased carry weight) will grow much faster and reach more powerful values , than in original game.
  • Immerse yourself in the Skyrim you love - all the main aspects of enchantment have been carefully designed to deepen and expand the gaming experience, while avoiding too serious changes that could spoil the experience.
  • Enjoy extensive optional features that allow you to customize the strength of all enchantments to your liking and for your character, as well as a special character development control system that will continue to operate even if the skill level exceeds 100 (for those players who use mods like Skyrim Community Uncapper) ...
  • Compatible with SkyRe, Requiem, SPERG, ACE and many other mods!

Enchanting Awakened - Perk Tree

(notes: bonuses from individual perks are multiplied by each other).

Three main schools of enchantment

Use the incredible power of the stars to learn the secrets of boundless energy and release magical powers. The elusive ether is your guide, the invisible connections of the energies of essences and souls are your domain. Manipulate light, darkness, sound and reality itself, frightening enemies with invisible and unimaginable powers.

- School enchantments -

Unique *:

  • Absorb health
  • Muting footsteps

Rest:

  • Exile
  • Electric damage
  • Magic Damage
  • Absorb magic
  • Skill Upgrade: Illusions
  • Skill Upgrade: Sorcery
  • Skill Upgrade: Shooting
  • Magic Resist
  • Resistance to electricity
  • Solitude respite **
  • Increase magic
  • Regeneration of magic
  • Skill Upgrade: Stealth
  • Skill upgrade: hacking

* Requires the "Ethereal Wanderer" perk.

** Enchant on the shield of Solitude.

Harness the forces of Chaos in your wanderings to warp souls, unleashing unimaginable power. You prefer destruction to everything else, and you will do everything to bring the whole world to its knees. Steal, poison and deceive enemies, and crush them with a powerful and furious stream of fire that is beyond the reach of other enchanters.

- School enchantments -

Unique *:

  • Absorption of stamina
  • Increased movement speed

Rest:

  • Fear
  • Fire damage
  • Chaotic Damage
  • Quiet moons
  • Fire Soul Trap
  • Skill Upgrade: Destruction
  • Skill Upgrade: One-Handed Weapon
  • Skill Upgrade: Two-Handed Weapon
  • Skill Upgrade: Light Armor
  • Skill Upgrade: Pickpocketing
  • Skill Upgrade: Speech
  • Skill Upgrade: Alchemy
  • Increased melee damage

* Requires the "Master of Chaos" perk.

Achieve perfect balance between your body and spirit, becoming an impregnable fortress that stores the energy of the soul. Strengthen yourself and restore the true purity of the world with your mighty will, achieve complete harmony in your body, and condemn all who spread vices and evil in this world.

- School enchantments -

Unique *:

  • Paralysis
  • Water breathing

Rest:

  • Scare away undead
  • Cold damage
  • Damage to the stamina
  • Hunter Mastery
  • Serrated Pickaxe
  • Skill Upgrade: Recovery
  • Skill Upgrade: Change
  • Skill Upgrade: Blacksmithing
  • Cold resistance
  • Disease resistance
  • Poison Resistance
  • Increased weight tolerance
  • Health regeneration
  • Stamina regeneration
  • Skill Upgrade: Blocking
  • Skill Upgrade: Heavy Armor

* Requires the "Guardian of Life" perk.

Essence perks

Soul Capture is deeply woven into the enchanting history in Skyrim, and the essence perks from Enchanting Awakened are intended to increase the importance of soul capture in the enchanting system as a whole. Each Essence Perk is a unique interweaving of two schools of enchantment, profoundly influencing the way in which characters of different playstyles capture souls.

Will you follow the path of Chaos, recklessly capturing many souls and hastily converting them into various enchantments, caring little about using the souls themselves most effectively?

Will you choose the path of Life respected by all, completely avoiding the capture of human souls and with special care capturing the souls of animals as a tribute to your respect for the forces of nature?

Or would you choose the path of Ether, absorbing as much of the soul's energy as possible, proud that you can command them, and not worrying too much about the methods used to enslave the victims?

Entity exchange

Life | Chaos

You gain extra Essence on Soul Capture, which will allow you to fill larger Soul Gems - but there is a risk of failure. Fatal strikes against creatures now reload your weapon. As the skill of enchanting increases, the benefits increase and the risks decrease.

Enchanting skill A chance to be patient
failure
Chance to seize
add. essence
35 6,40% 3%
40 6,00% 7%
60 4,50% 16%
80 3,20% 24%
100 2,10% 33%
120 1,20% 42%
140 0,80% 50%
160 0,80% 59%
180 0,80% 67%

Received weapon charge \u003d enchant skill * 0.12 (i.e. 12% with skill 100).

Entity management

Ether | A life

You are now able to masterfully manipulate the energy of souls. Soul stones return 2/3 more charge to the weapon, recharging it more efficiently. You have learned how to absorb long-acting abilities and resist damage from enchanted weapons.

Possible absorbed abilities

(each is valid for 1-7 game days)

  • The power of a feather
  • Increases carry weight and movement speed.

  • Dissonance
  • Reduces daze, chance of absorbing spells, health regeneration.

  • Fracture Essence
  • Reduces the cost of attacks and spells, accelerates the regeneration of magic and stamina.

  • Understanding the essence
  • All skills grow faster.

  • Battle cry
  • The time between Shouts has been reduced.

  • Beach of Souls

If the soul gem is filled before the ability has been absorbed completely, then it will be weaker.

Resistances: basic is 30%, 45% with enchant skill 75, 60% with enchant skill 100+.

Essence Retribution

Chaos | Ether

You have learned the dark art of capturing human souls. Deadly blows to people steal a small portion of the soul, reloading your weapon. When capturing a soul, there is a chance to absorb excess energy, receiving short but powerful magical effects.

Possible magical effects

(each lasts 1-3 minutes)

  • Distant future
  • Time slows down twice.
  • Flash of rage
  • Increases movement and attack speed.
  • Essence balance
  • Magic and stamina regenerate five times faster.
  • The beat of life
  • Triple health regeneration, life detection.
  • Scaly skin
  • Reflection 50% damage, health regeneration.
  • Protection stage
  • Increased health, reduced by 20% damage taken.
  • Bulwark of essence
  • Daze Resistance, Spell Absorption, Health Regeneration.
  • Soul destroyer
  • All opponents you attack are sentenced to death.

This perk is REQUIRED to capture human souls.

Received weapon charge \u003d 0.035 * enchanting skill (i.e. 3.5% with skill 100).

Chance to get a useful effect \u003d (enchantment skill - 25) / 40 (i.e. 1.9% with skill 100). The smaller the soul size of the creature, the lower this chance.

What else do you need to know about fashion?

Extended list of features and fixes:
  • All previously acquired perks in the enchanting skill will be automatically reset after installing the mod, perk points will be returned to your character (applicable to the original game, SPERG, SkyRe and Requiem).
  • Magic boost and regeneration speed effects completely reworked, the bonus scales according to your enchant skill value. This will allow you to get much higher rates at later levels. Unfortunately, the exact percentage values \u200b\u200bcannot be displayed in the description of things, but you can see them in the active magic effects tab, or you can activate the display of the corresponding notification with the description of the effect in the settings.
  • Replaced Trade Enhancement Enchant with Speech Enhancement... Instead of simply raising prices on sale, the new enchantment affects everything related to eloquence - prices, persuasion and intimidation.
  • Added a new enchantment - speed increase... It increases movement speed by about 30-70%, depending on the enchanting skill. This additional enchantment was added in order to balance the school of Chaos relative to the other two, and I was also unable to choose which of the enchantments to make exclusive to the school of Chaos. I plan to add one or two more unique enchantments in future versions (and this will be the Aether school).
  • Completely rewritten soul capture script, integrated into the mod: Now, with the exception of Star of Azura, soul gems will not fill with smaller souls. Black soul stones and Azura's Black Star will only capture human souls. In addition, now your companions will also be able to capture souls - just give them soul stones and weapons with the appropriate effect.
  • Optional module for adjusting the range of soul stones, which is highly recommended to be activated... In MSM, a function is available that changes the assortment of soul stones from merchants; when activated, filled soul stones will be found on sale 80% less often.
  • Most enchanting effects now scale independently of each otherinstead of just tripling the effects like in the original game. Some effects amplify more slowly, others faster and have a higher maximum threshold. This should keep all enchantments valuable even at high levels.
  • Some enchantments have been reduced in power... This is done to prevent imbalance and eliminate too strong in-game indulgences, such as the ability to reduce the cost of casting spells to zero (now with the default settings, this is impossible), or using the "alchemy-enchant-blacksmithing" cycle to obtain super-powerful items.
  • Enchanted weapons have fewer charges at the start. This reflects your enchanting skill and will make you take a more responsible approach to capturing souls. The chosen specialization will affect how many charges you can endow weapons in the future. Followers of Chaos will find that they drain the charge the fastest, but they have the widest range of offensive effects. Skillful enchanters will be able to infuse weapons with a large charge.
  • You will not be able to use enchanted items until you get the corresponding perks. Weapon enchantments simply will not affect enemies, armor enchantments will only affect you for a few seconds. You can get access to almost all enchantments by investing three points in the initial Soul Formation perk (see next subsection).
  • Fixed enchantment Silent moons... It didn't do damage in the original game (an unofficial patch fixes it in the same way).
  • Summoned weapons now have the correct Soul Trap visuals and after you receive the Soul Thief perk. Now the visual effect really looks like a soul grab.
  • A directional visual effect has been added to the Soul Trap spell, now you can see his flight (also fixed in an unofficial patch).
  • Additional experience in enchanting can be obtained by removing enchanting from weapons. In the original game, learning enchanting with weapons gives less experience than with armor, but due to balance changes in Enchanting Awakened, weapons are now slightly more expensive. To compensate for this, I slightly increased the experience gained. Keep in mind that when the enchantment is removed, the experience bar will not move, this is due to the peculiarity of the game interface. If you are not satisfied with this function, you can disable it in the MSM menu.
Access to enchantments:

Now, in order to learn or use most enchantments, certain perks are required. Without these perks, enchantments on weapons will not affect enemies, and enchantments on armor will disappear immediately. However, you can access most of the enchantments by investing three points in the school's first perk, Soul Formation. The remaining six enchantments are unique and are available only to specialists in one of the three enchantment schools - two for each school. Below is a table, thanks to which you can find out all the enchantments that open with each rank of the Soul Formation perk.

Perk Notes:

With this mod it is impossible to specialize in more than one enchantment school! However, the first three ranks of each school's starting perks are available to everyone, regardless of specialization. Thus, you can simultaneously get the perks "Seeker of Ether", "Adherent of Chaos", "Follower of Life" - each up to three ranks, at any time.

Further progress in the perk branch is available only in the direction of the chosen specialization.

Compatibility, installation and removal

- Incompatibilities -

Every effort has been made by me to ensure that Enchanting Awakened only affects enchanting and soul trapping items. However, EA is reworking these aspects completely, so it will conflict with all similar mods. Please note that the archive contains many compatibility patches with all major global plugins, in the future I plan to replenish the range of these patches.

- Known bugs -

All bugs have been fixed. Get ready to play hassle-free!

- Installation -

IMPORTANT: before installing, exit the battle and make sure that the character is not equipped with a soul capture spell.

- Removal -

IMPORTANT! As with all other mods, the main recommendation applies to EA - it is not recommended to delete the mod, and then continue the game with the same character. However, if you still want to remove Enchanting Awakened, then follow the next steps:

  1. Go to any interior that does not have soul pentagrams or soul stones. For example, in some store that does not sell magic goods.
  2. Remove ALL enchanted items and weapons from the character. You can leave them in the inventory, just make sure that they are not on the hero.
  3. Go to the MSM menu and start the deletion procedure (if you play without the MSM menu, then do console command StartQuest EAUninstall).
  4. Wait at least one minute of real time after deleting. Save, close the game, uninstall the mod.
  5. After removing the mod, load the save created in the previous paragraph and save again.
  6. - A stunning and surprisingly underrated rebalancing of stealth skills. Enchanting Awakened contains a compatibility patch for this mod.

    Acknowledgments

    s7o, hypno, B1gBad, CDM_, JustinOther, heilghast, Diegog5

    Enjoy playing with Enchanting Awakened!

Magic is common in Skyrim. The most skilled professionals can invest it in things, giving them additional features. This is the essence of enchantment. Anyone can learn it as a production skill, but best results the magicians will show.

What can be enchanted in Skyrim?

The overlay of magical improvements is available for various types of equipment: armor, clothing, jewelry, weapons. The first three offer the wearer a “passive” effect that matches his own characteristics. The properties of enchanted weapons are mainly aimed at the enemy, for example, they do more damage, weaken, and so on. Any attack weakens the enchanting effect, depending on how powerful the enchantment was applied. Subsequently, soul stones will be needed to add wasted charges (just select a weapon in your inventory and press the additional action button). The preferred effects to be applied to the item must be examined first. Their strength will directly depend on the level and abilities of the caster hero. In addition, you will need special items and devices for the ritual:

  • a pentagram of souls installed in any available home;
  • a stone of souls filled with the energy of destroyed beings;
  • An “empty” item that has not yet been enchanted.

How to improve the enchanting skill in Skyrim?

By default, some races in the game have a basic enchantment bonus (+5 for Orcs, Imperials and Altmer). To learn a certain desired type of enchantment, you first need to get the item on which they are applied, and then disassemble it in a pentagram. The item will be destroyed, but your character will receive a new skill for free use. Some items (for example, rare artifacts) cannot be disassembled. In the future, in order to increase the strength of the imposed effect, you need to increase the level of the enchanter. You will find useful bonuses to the skill in some books and from teachers (in particular from Turrian and Hamal). Further increase in skill will occur during such actions:

  • learning / enchanting and recharging;
  • filling the maximum number of soul stones;
  • using the item "Black Star" (obtained by the quest).

The superimposed effects can interact with other properties of items and the personal characteristics of the character. Co-op enchanting has a ratio specific to each effect type, which can be found in the summary tables. With the help of enchanting, it is convenient not only to improve items for personal use, but also to sell them for the sake of enrichment. Each next enchanted item will be cheaper (simulation of supply and demand for goods). Most of Enchant bugs have been fixed in the Unofficial Skyrim Patch, so it's highly recommended to install it.

Welcome to Enchanting Awakened!

The mod is a complete reimagining of the enchanting system in Skyrim, in an attempt to make it more impressive, balanced and better suited to the gaming universe.

Tired of the fact that enchanting is not a very useful skill and does not in any way encourage the player to level it up again? Tired of making another thousand enchanted daggers for leveling, the sale of which will significantly shake the economic component of your game progress? Have you tried other mods that change enchantments but haven't liked any of them? Then welcome, stranger, here is your refuge.

A short list of features

  • Choose a path to follow among three enchantment styles - Ether, Chaos or Life - each of the paths assumes a unique style and is designed to increase the replayability of the game and the interest of re-leveling enchantment with different characters. Each of the three styles has its own unique bonuses.
  • Gain enchanter experience while catching souls, unlock special "essence" perks that add exciting new possibilities to catching souls. Soul Trap will now become a fundamental element of enchantment, as described in the Skyrim universe. Progressing through the perk tree is now necessary to create more powerful enchantments, capture large souls, and increase the number of charges of enchanted weapons.
  • The mechanics of enchantment have been completely redesigned: the cost of crafted items has been reduced, the effects and power of enchantments have been reworked, the magical effects of enchantments are now scaled independently of each other - some of them (for example, the effects of recovery and increased carry weight) will grow much faster and reach more powerful values than in the original game.
  • Immerse yourself in the Skyrim you love - all the main aspects of enchantment have been carefully designed to deepen and expand the gaming experience, while avoiding too serious changes that could spoil the experience.
  • Enjoy extensive optional features that allow you to customize the strength of all enchantments to your liking and for your character, as well as a special character development control system that will continue to operate even if the skill level exceeds 100 (for those players who use mods like Skyrim Community Uncapper) ...
  • Compatible with SkyRe, Requiem, SPERG, ACE and many other mods!

Enchanting Awakened - Perk Tree

(notes: bonuses from individual perks are multiplied by each other).

Three main schools of enchantment

Use the incredible power of the stars to learn the secrets of boundless energy and release magical powers. The elusive ether is your guide, the invisible connections of the energies of essences and souls are your domain. Manipulate light, darkness, sound and reality itself, frightening enemies with invisible and unimaginable powers.

- School enchantments -

Unique *:

  • Absorb health
  • Muting footsteps

Rest:

  • Exile
  • Electric damage
  • Magic Damage
  • Absorb magic
  • Skill Upgrade: Illusions
  • Skill Upgrade: Sorcery
  • Skill Upgrade: Shooting
  • Magic Resist
  • Resistance to electricity
  • Solitude respite **
  • Increase magic
  • Regeneration of magic
  • Skill Upgrade: Stealth
  • Skill upgrade: hacking

* Requires the "Ethereal Wanderer" perk.

** Enchant on the shield of Solitude.

Harness the forces of Chaos in your wanderings to warp souls, unleashing unimaginable power. You prefer destruction to everything else, and you will do everything to bring the whole world to its knees. Steal, poison and deceive enemies, and crush them with a powerful and furious stream of fire that is beyond the reach of other enchanters.

- School enchantments -

Unique *:

  • Absorption of stamina
  • Increased movement speed

Rest:

  • Fear
  • Fire damage
  • Chaotic Damage
  • Quiet moons
  • Fire Soul Trap
  • Skill Upgrade: Destruction
  • Skill Upgrade: One-Handed Weapon
  • Skill Upgrade: Two-Handed Weapon
  • Skill Upgrade: Light Armor
  • Skill Upgrade: Pickpocketing
  • Skill Upgrade: Speech
  • Skill Upgrade: Alchemy
  • Increased melee damage

* Requires the "Master of Chaos" perk.

Achieve perfect balance between your body and spirit, becoming an impregnable fortress that stores the energy of the soul. Strengthen yourself and restore the true purity of the world with your mighty will, achieve complete harmony in your body, and condemn all who spread vices and evil in this world.

- School enchantments -

Unique *:

  • Paralysis
  • Water breathing

Rest:

  • Scare away undead
  • Cold damage
  • Damage to the stamina
  • Hunter Mastery
  • Serrated Pickaxe
  • Skill Upgrade: Recovery
  • Skill Upgrade: Change
  • Skill Upgrade: Blacksmithing
  • Cold resistance
  • Disease resistance
  • Poison Resistance
  • Increased weight tolerance
  • Health regeneration
  • Stamina regeneration
  • Skill Upgrade: Blocking
  • Skill Upgrade: Heavy Armor

* Requires the "Guardian of Life" perk.

Essence perks

Soul Capture is deeply woven into the enchanting history in Skyrim, and the essence perks from Enchanting Awakened are intended to increase the importance of soul capture in the enchanting system as a whole. Each Essence Perk is a unique interweaving of two schools of enchantment, profoundly influencing the way in which characters of different playstyles capture souls.

Will you follow the path of Chaos, recklessly capturing many souls and hastily converting them into various enchantments, caring little about using the souls themselves most effectively?

Will you choose the path of Life respected by all, completely avoiding the capture of human souls and with special care capturing the souls of animals as a tribute to your respect for the forces of nature?

Or would you choose the path of Ether, absorbing as much of the soul's energy as possible, proud that you can command them, and not worrying too much about the methods used to enslave the victims?

Entity exchange

Life | Chaos

You gain extra Essence on Soul Capture, which will allow you to fill larger Soul Gems - but there is a risk of failure. Fatal strikes against creatures now reload your weapon. As the skill of enchanting increases, the benefits increase and the risks decrease.

Enchanting skill A chance to be patient
failure
Chance to seize
add. essence
35 6,40% 3%
40 6,00% 7%
60 4,50% 16%
80 3,20% 24%
100 2,10% 33%
120 1,20% 42%
140 0,80% 50%
160 0,80% 59%
180 0,80% 67%

Received weapon charge \u003d enchant skill * 0.12 (i.e. 12% with skill 100).

Entity management

Ether | A life

You are now able to masterfully manipulate the energy of souls. Soul stones return 2/3 more charge to the weapon, recharging it more efficiently. You have learned how to absorb long-acting abilities and resist damage from enchanted weapons.

Possible absorbed abilities

(each is valid for 1-7 game days)

  • The power of a feather
  • Increases carry weight and movement speed.

  • Dissonance
  • Reduces daze, chance of absorbing spells, health regeneration.

  • Fracture Essence
  • Reduces the cost of attacks and spells, accelerates the regeneration of magic and stamina.

  • Understanding the essence
  • All skills grow faster.

  • Battle cry
  • The time between Shouts has been reduced.

  • Beach of Souls

If the soul gem is filled before the ability has been absorbed completely, then it will be weaker.

Resistances: basic is 30%, 45% with enchant skill 75, 60% with enchant skill 100+.

Essence Retribution

Chaos | Ether

You have learned the dark art of capturing human souls. Deadly blows to people steal a small portion of the soul, reloading your weapon. When capturing a soul, there is a chance to absorb excess energy, receiving short but powerful magical effects.

Possible magical effects

(each lasts 1-3 minutes)

  • Distant future
  • Time slows down twice.
  • Flash of rage
  • Increases movement and attack speed.
  • Essence balance
  • Magic and stamina regenerate five times faster.
  • The beat of life
  • Triple health regeneration, life detection.
  • Scaly skin
  • Reflection 50% damage, health regeneration.
  • Protection stage
  • Increased health, reduced by 20% damage taken.
  • Bulwark of essence
  • Daze Resistance, Spell Absorption, Health Regeneration.
  • Soul destroyer
  • All opponents you attack are sentenced to death.

This perk is REQUIRED to capture human souls.

Received weapon charge \u003d 0.035 * enchanting skill (i.e. 3.5% with skill 100).

Chance to get a useful effect \u003d (enchantment skill - 25) / 40 (i.e. 1.9% with skill 100). The smaller the soul size of the creature, the lower this chance.

What else do you need to know about fashion?

Extended list of features and fixes:
  • All previously acquired perks in the enchanting skill will be automatically reset after installing the mod, perk points will be returned to your character (applicable to the original game, SPERG, SkyRe and Requiem).
  • Magic boost and regeneration speed effects completely reworked, the bonus scales according to your enchant skill value. This will allow you to get much higher rates at later levels. Unfortunately, the exact percentage values \u200b\u200bcannot be displayed in the description of things, but you can see them in the active magic effects tab, or you can activate the display of the corresponding notification with the description of the effect in the settings.
  • Replaced Trade Enhancement Enchant with Speech Enhancement... Instead of simply raising prices on sale, the new enchantment affects everything related to eloquence - prices, persuasion and intimidation.
  • Added a new enchantment - speed increase... It increases movement speed by about 30-70%, depending on the enchanting skill. This additional enchantment was added in order to balance the school of Chaos relative to the other two, and I was also unable to choose which of the enchantments to make exclusive to the school of Chaos. I plan to add one or two more unique enchantments in future versions (and this will be the Aether school).
  • Completely rewritten soul capture script, integrated into the mod: Now, with the exception of Star of Azura, soul gems will not fill with smaller souls. Black soul stones and Azura's Black Star will only capture human souls. In addition, now your companions will also be able to capture souls - just give them soul stones and weapons with the appropriate effect.
  • Optional module for adjusting the range of soul stones, which is highly recommended to be activated... In MSM, a function is available that changes the assortment of soul stones from merchants; when activated, filled soul stones will be found on sale 80% less often.
  • Most enchanting effects now scale independently of each otherinstead of just tripling the effects like in the original game. Some effects amplify more slowly, others faster and have a higher maximum threshold. This should keep all enchantments valuable even at high levels.
  • Some enchantments have been reduced in power... This is done to prevent imbalance and eliminate too strong in-game indulgences, such as the ability to reduce the cost of casting spells to zero (now with the default settings, this is impossible), or using the "alchemy-enchant-blacksmithing" cycle to obtain super-powerful items.
  • Enchanted weapons have fewer charges at the start. This reflects your enchanting skill and will make you take a more responsible approach to capturing souls. The chosen specialization will affect how many charges you can endow weapons in the future. Followers of Chaos will find that they drain the charge the fastest, but they have the widest range of offensive effects. Skillful enchanters will be able to infuse weapons with a large charge.
  • You will not be able to use enchanted items until you get the corresponding perks. Weapon enchantments simply will not affect enemies, armor enchantments will only affect you for a few seconds. You can get access to almost all enchantments by investing three points in the initial Soul Formation perk (see next subsection).
  • Fixed enchantment Silent moons... It didn't do damage in the original game (an unofficial patch fixes it in the same way).
  • Summoned weapons now have the correct Soul Trap visuals and after you receive the Soul Thief perk. Now the visual effect really looks like a soul grab.
  • A directional visual effect has been added to the Soul Trap spell, now you can see his flight (also fixed in an unofficial patch).
  • Additional experience in enchanting can be obtained by removing enchanting from weapons. In the original game, learning enchanting with weapons gives less experience than with armor, but due to balance changes in Enchanting Awakened, weapons are now slightly more expensive. To compensate for this, I slightly increased the experience gained. Keep in mind that when the enchantment is removed, the experience bar will not move, this is due to the peculiarity of the game interface. If you are not satisfied with this function, you can disable it in the MSM menu.
Access to enchantments:

Now, in order to learn or use most enchantments, certain perks are required. Without these perks, enchantments on weapons will not affect enemies, and enchantments on armor will disappear immediately. However, you can access most of the enchantments by investing three points in the school's first perk, Soul Formation. The remaining six enchantments are unique and are available only to specialists in one of the three enchantment schools - two for each school. Below is a table, thanks to which you can find out all the enchantments that open with each rank of the Soul Formation perk.

Perk Notes:

With this mod it is impossible to specialize in more than one enchantment school! However, the first three ranks of each school's starting perks are available to everyone, regardless of specialization. Thus, you can simultaneously get the perks "Seeker of Ether", "Adherent of Chaos", "Follower of Life" - each up to three ranks, at any time.

Further progress in the perk branch is available only in the direction of the chosen specialization.

Compatibility, installation and removal

- Incompatibilities -

Every effort has been made by me to ensure that Enchanting Awakened only affects enchanting and soul trapping items. However, EA is reworking these aspects completely, so it will conflict with all similar mods. Please note that the archive contains many compatibility patches with all major global plugins, in the future I plan to replenish the range of these patches.

- Known bugs -

All bugs have been fixed. Get ready to play hassle-free!

- Installation -

IMPORTANT: before installing, exit the battle and make sure that the character is not equipped with a soul capture spell.

- Removal -

IMPORTANT! As with all other mods, the main recommendation applies to EA - it is not recommended to delete the mod, and then continue the game with the same character. However, if you still want to remove Enchanting Awakened, then follow the next steps:

  1. Go to any interior that does not have soul pentagrams or soul stones. For example, in some store that does not sell magic goods.
  2. Remove ALL enchanted items and weapons from the character. You can leave them in the inventory, just make sure that they are not on the hero.
  3. Go to the MSM menu and start the deletion procedure (if you are playing without the MSM menu, then run the console command StartQuest EAUninstall).
  4. Wait at least one minute of real time after deleting. Save, close the game, uninstall the mod.
  5. After removing the mod, load the save created in the previous paragraph and save again.
  6. - A stunning and surprisingly underrated rebalancing of stealth skills. Enchanting Awakened contains a compatibility patch for this mod.

    Acknowledgments

    s7o, hypno, B1gBad, CDM_, JustinOther, heilghast, Diegog5

    Enjoy playing with Enchanting Awakened!

In the future, it is planned to enhance the "White Flacon", the remaining artifacts of the Daedra and some unique things.

Update
-Plugins are divided into folders.
-Rework of enchantments of Daedric artifacts.
- Alteration of Saartal's Amulet.
-Fixed the disappearance of the head for all masks when putting them on.
-Removed the reduction in health and stamina for the "Amulet of the Necromancer".
-The summoned Dremora lord of the Wokun mask now depends on your level.
-Small fixes.

Rebalance Artefact.esp
This mod makes Daedric artifacts more unique, the main task is to make them more powerful without leaving LORA.
While only some of the artifacts have been touched upon, there are no definite enhancement solutions for the rest.

Requirements: Skyrim

Mace of Molag Bal
Absorbs 10% of an enemy's power for 45 sec.
Absorbs 25 pts. of magic.
If the enemy dies within 3s, fills the soul gem
(If you sharpen the mace to the legendary level, it is almost two times weaker than the Daedric one, which made it only a dust collector in the museum. In the early games of the series, the mace absorbed the enemy's strength, and made you stronger, weakening the enemy. Now, when you hit the enemy, its damage is reduced by 10%, and yours increases, the more enemies hit the higher your damage)

Mehrunes' razor
Instant kill chance 1.2%
Each hit destroys armor by 2%.
(After 120 sec, the armor will regenerate)

Savior's Skin
Increases magic resistance by 60%.
(Also increased defense level to 43)

Ebony Blade
Absorbs the essence of life from your enemies and casts silence with a 25% chance. Forged in the blood of betrayal
(The duration of the silence depends on the number of your betrayals)

Ax of Sorrow
It is especially deadly against werewolves, animals and bestial races.
(Fits perfectly into the description by lore)

Volendrung
Absorption of 50 units. reserve of strength.
Knocks down stunned opponents.
(In previous games there was paralysis on impact, but I wanted to slightly diversify the enchantment, leaving the general idea)

Rebalance Dragon Priest Mask.esp
Initially, the masks of dragon priests, although in lore they gave unprecedented strength. The main goal here was to make them useful depending on the situation.

Requirements: Skyrim, Dragonborn.
Optional: Choose the regular version or the version for mods that remove the hood from the masks or make them more open. Which is in the optional folder.

Krosis mask
Lockpicking, Archery and Alchemy skills increased by 20%.
When you are not moving, in stealth mode, you are invisible.
(If you interacted with the object or attacked during invisibility, the spell will disappear and in order for it to work again, you need to get up and sit down again.)

Wolsung mask
Prices are 20% more profitable, the carrying capacity is increased by 20, the wearer can breathe underwater and finds more gold.

Nakrin mask
+50 to magic, spells of destruction and restoration consume 20% less magic. The less health you have, the more mana and stamina you have.

Hevnorak's Mask
Immunity to diseases and poisons.
Water is the source of your strength, immersed in it, the regeneration of characteristics increases by 10 times.
(In fact, it was one of the most useless things, so at least in places it can come in handy)

Otar mask
In battle, tongues of ice, flame and lightning envelop you, causing damage to others. When blocked, they disappear and resistance to fire, cold and electricity increases by 30%.

Morokea mask
Magic restores 100% faster, the time between shouts is reduced by 20%, with low health by 50%.
(Most likely I will redo its strengthening if I come up with something more sensible that I can implement.)

Ragoth Mask
Increases your stamina by 150 points, When you are attacked, time may slow down.
(By default, the mask had an enchantment identical to ordinary enchanted items, +70 stamina, unfair)

Waukun's Mask
Spells of the schools of witchcraft, illusion, changes increased by 20%. You can summon Lord Dremore forever while wearing the helmet.
(The power of the Dremora Lord depends on your level)

Rebalance Amulet.esp
Makes unique amulets more powerful.

Requirements: Skyrim, Dragonborn.

Amulet of Goldur
Your health, magic and stamina are increased by 30 points. You can avoid the attack or turn it against the enemy, as well as reflect the spell.
(A powerful artifact according to LOR for which three sons killed their father, but in fact ... Parts of Goldur's amulet are also strengthened, a reinforcement is broken between them. Spell reflection works only in battle)

Amulet of the Necromancer
+50 to magic, witchcraft spells consume 25% less magic. Health and stamina regeneration is 75% worse. Additional summoning of a familiar or raising a dead.
(Now at least it has become useful for necromancers, note that the negative effect "Health and stamina -25" has been added)

Amulet Keene
Shooting is increased by 25%, damage to animals is reduced by 50%. Summons a Spriggan forever while wearing the amulet.
(Now a worthy reward for the quest "Kin's Sacred Trials", Spriggan disappears if an animal attacks)

Amulet of Saartal
Spells consume 5% less magic.
When you take damage, your spells are 25% less likely to be interrupted.

Amulets of the Nine Deities
Amulet of Talos is not changed. Now when wearing an amulet of any of the gods and receiving its blessing, the power of the amulet and the blessing are doubled
(You can put on an amulet, even after receiving a blessing, the enhancement will work, the enhancement will subside if you remove the amulet or the blessing ends.

Installation:
Remove all things before upgrading
Place the required files in the Data folder
If you are using mods that remove the hood from the masks or make them more open, delete their esp files and use "Rebalance Dragon Priest Open Mask.esp".

Deleting
Disable the plugin, after removing all affected items.


Version:5.5
Transfer:

IMPORTANT:
I recently lost a significant amount of money. If you like the mods that I post, you can support me:
- Account with Sberbank: 40817810356003227754
- Yandex wallet: 410011993475062
At the same time, we'll see how much my work is worth ... Thank you!

If I collect the lost amount, I will do the following for you:
- I will translate a huge 3-gig mod The Hall of Memories- Reencounters in Moonshadow, in which you have to get into the Moon's shadow (Oblivion's plan of the Daedric princess Azura) - a dazzlingly beautiful and bright world, decorated with flowers, waterfalls and majestic trees, a silver city shrouded in mist haze. They say that colors flow there like water, and when it rains, the air is filled with aromas of incense. At the service of Azura are the younger Daedra - the winged twilight, the daughters of Azura and several others. You will also face aspects of Tamriel's greatest heroes: Vestige, Cyrus the Restless, Apprentice Josian Kaid, Tunnel Rat Master, Hero of Dawnstar, Soul of Conflict, Phantom Champion, Hero of Daggerfall, Nerevarine, Champion of Cyrodiil and the coming aspect - Dovahkiin. Remember, these are not the heroes themselves or their souls - these are their images living in the imagination of the inhabitants of Nirn, and therefore they will be much more powerful than their real prototypes.
“Too pretty,” Zenas breathed, stunned, finding himself in the next world. “I'm half blind. I see flowers and waterfalls, majestic trees and a silver city, but all this is shrouded in a misty haze. Colors flow here like water. It is raining now and the air is filled with incense. Without a doubt, this is the Moon Shadow, the abode of Azura. "
- I will combine the corresponding mods into a single compilation "Mihail Monsters and Animals": Drakian Hydra, Draugr Patrols, Dwarven Colossus, Fiendish Keepers, Giant Wasps, Gravelords, Harvesters, Mammoth Expansion, Minotaurs, Peacocks, Sewer Rats, The Mudcrab Merchant.
- I will combine the corresponding mods into a single compilation "Mihail Immersive Add-ons": House Dres pt.1- Underhanded Slavery, Suthay-Pahmar Alliance Camp- Skooma Routes pt.1, The Giant Kingdom- Elements of Skyrim pt.1.
- I will combine all the settlements of Artkhmoor into a single compilation (Ayvarsted, Helarchen Creek Village, Dragon Bridge, Shore Stone, Kartwasten, Solyund's Lair, Keen Grove, Whistling Mine, Black Brod).
- I will combine all mods from dwemer156 into a single compilation "Ancient Skyrim Cities" - Morthal, Winterhold, Dawnstar, Windhelm lighthouse and Auriel's sanctuary (when the author finishes them).

Description:
The mod allows in the Skyrim SE game to remove the enchantment from almost any object that cannot be disassembled on the pentagram of souls.

Update: 5.5 (SE)
- Full adaptation of the mod for the Skyrim SE game and combined into a single plugin (only one .esp file). Delete the mod files from the previous version if you installed earlier.

More details:
The modification makes it possible to remove the enchantment from unique items, such as Daedric artifacts, masks of dragon priests and all other items with unique enchantments, even from the simple Dawnguard weapon. You have the opportunity to use all these unique enchantments to create your own unique equipment. In the game, all these artifacts were almost useless at high levels, and by removing the enchantments from them and having the proper enchanting skill, you can apply several such enchantments to your equipment and get the look and power of the required artifacts.

Requirements:
- Skyrim SE of any version

Compatibility:
- Any mod that does the same is incompatible.
- Any mod that changes the enchantments of unique items, Daedric artifacts and masks of dragon priests is incompatible (,). If you still want to use one, first remove all enchantments, and then connect the mod to change them.

Installation:
Extract the mod's Artifact Disenchanting.esp file to the Data folder, activate the plugin in the download list.



In order to endow any item with new unique properties, Minecraft players resort to enchanting. This is a very important and interesting addition added by the developers to the main game. The enchantment mod in Minecraft allows you to cast spells on such useful things as weapons, armor or tools, increasing their strength and durability. We will tell you about how to master the skills of magic in today's article.

Enchanting in Minecraft

This process can seem complicated, especially if the player encounters it for the first time and tries to figure it out on their own. Therefore, we suggest that you familiarize yourself with our tips in order to spend a minimum amount of time and effort on learning the art of enchantment.

Spells are cast in a completely random way, however, with a little experience and pumping a skill, you can easily open several powerful methods. The enchanting table is the main item with which you can create magic. You can learn how to build it in the next chapter.

Preparation for enchantment: building a table

To build this important item, you need to acquire one book, two diamonds and four obsidian ingots.

  • The book is made from one piece of leather and three sheets of paper. Another way is to destroy the bookshelves in the NPC libraries.
  • For diamonds it is best to go to the diamond ore deposits, armed with an iron pickaxe (preferably two). It is worth remembering that this is one of the rarest ores in Minecraft, so you can find it only deep underground. Sometimes diamonds can fall from random chests, so you need to look both ways.
  • To get obsidian you will have to craft diamond pick... To find ore, you do not have to go to the lower levels, it is enough to dig up to the lava and fill it with water.

Having received all the necessary items, you can craft an enchantment table. To receive you need to best effect from future witchcraft, it is recommended to furnish the table with bookshelves. This is done in order to increase the level of items that will be enchanted. The process of casting spells is accompanied by beautiful animation: nearby bookshelves release magical runes that carry a special energy. It is noteworthy that the enchantment book (in Minecraft this is the name of the book that is placed on the magic table) always turns towards the player.

A little tip: to access absolutely any spells, we recommend building three tables at once and arranging them in a certain order - one should be placed between the bookshelves, the second should be placed next to them, and the last should be placed somewhere to the side.

Secrets of bookshelves

We have already mentioned that to get the most powerful spells, you need to furnish the table with books. A total of fifteen shelves are required. They should be located two blocks from the table, the level may be the same or slightly above the base. Only the correct placement will activate the runic animation that we talked about above.

Details to look out for:

  • Bookshelf action can be blocked by snow or torches. It is worth considering this feature when it comes to low level.
  • To create a shelf, you need three books and six blocks of wood. All material is placed in the workbench slots.

Thirty level

The strongest enchantment in Minecraft only works at level thirty. You can gain experience by killing hostile mobs, mining ore, smelting metal and cooking food. If there is no time to wait until another monster attacks you, and you really want to pump, then you should try the following:

  • You can summon a hostile mod yourself - a spawner is used for this.
  • You can gain points for pumping by breeding and killing pets. Chickens are the best option - they eat simple seeds and don't have a lot of health.
  • Having received a special potion that gives the character fire resistance, you can go to the Lower World. This location also provides a lot of room for fast leveling.

An interesting detail of enchantment in Minecraft: a powerful spell takes three levels away from the character. The easiest way is to jump right up to level thirty, then spend only 168 experience points. If you cast at the thirty-third level, then the number of lost points will increase to 216, which is not very profitable.

Enchanting instructions

First you need to put this or that item on the center of the table. Due to the element of randomness, some items have a much better chance of gaining high enchantment levels. This can include gold leather armor and wooden tools.

The next step is to add lapis lazuli. After the release of Minecraft version 1.8, the use of this mineral became necessary for every spell. Lapis lazuli can be found underground and is more common than diamonds.

Move your mouse cursor over the item.

Complete the enchanting by choosing one of the options offered on the screen. Each item has three different upgrades.

To improve the received enchanted item, you can use an anvil. In order to build it, you need iron in the form of three blocks and four ingots. With the help of an anvil, you can not only improve objects, but also combine them with each other. Before that, you should make sure that their charms are compatible.

Enchanted items will be very useful when exploring the Nether.

If you do not want to lose experience points with each spell, you should contact the village priest. You will have to pay for enchanted items with emeralds.

Enchanting commands in Minecraft cannot be the same. If you combine "Defense 1" with "Defense 2", then the result is only "Defense 2", since its level is much higher. When you combine "Defense 2" and "Defense 3" you get "Defense 3", and so on.

Only one damage spell can be cast on a sword. Armor cannot have multiple enchantments at the same time as "Protection". There is also a restriction for tools: it is forbidden to simultaneously use "Silk Touch" and "Luck".