Inari's Skills Tweaks v0.9b by Inari ~~~~~~~~~~~~~~~~> Requirements & Technical issues Morrowind, Tribunal, Bloodmoon. Morrowind Code Patch with "Swift Casting" activated. This mod tries to avoid conflicts as much as possible, not creating anything else than scripts and spells. However, it changes a couple GMSTs, so make sure there are no mods loaded after IST which change/contaminate GMSTs. It is advised to have some mod which delays the spawning of Tribunal's assassins, in case you start a new game. They are way too deadly with that mod. ~~~~~~~~~~~~~~~~> Why? Morrowind's fights are, in my opinion, lacking dynamism and reactivity. This mod tries to rework skills and some values in order to have more intense and technical fights. ~~~~~~~~~~~~~~~~> How? Inari's Skills Tweaks tries to reconsider skills and statistics into the game system : *Perks : - Reaching a given level in a skill gives you a special perk. For example, all weapons skills give you a passive Fortify Attack 30pts when above 20, and when using that type of weapon. The perks list is available below. - Perks that allow you to turn an item into an other, or to summon any, won't have their whole effects written in the spells list, because of the game system. However, their names will be explicit enough. - Combat Stance perk which is obtained at lvl 70 of weapons skills is stackable. You'll get twice the effects if you've got two weapons skills at 70+. *Statistics : - Fatigue has a different behaviour. You don't loose it anymore when running, but you loose more when fighting. Being exhausted has a much worse effect than before, meaning that players require a more careful use of their Fatigue bar. Also, there are many perks that allows you to drain your own Fatigue to raise your effectivness. - As a counterpart for new skills, Health is 5 times less efficient, meaning that any health loss is 5 times greater, forcing you to use a more technical approach during fights. ~~~~~~~~~~~~~~~~> Tips - The game difficulty should increase from a little harder to much harder depending on your class. However, there's still nothing impossible if you change the way you play, relying for example on the potions and scrolls you never used to consider before. - Enemies who bare a native reflect effect are especially deadly since they know send back to you 5 times the damages of your spell. Try to use spells which you'd resist to (Poison for Argonians, Frost for Nords, etc), or add to your spell some "100% resist element/1 sec" on cast. - Every character should try to be more versatile, making use of at least one kind of magic and one kind of weapon, to counter various foes' behaviour. Also, every character should be able to attack from a distance, since close range combat can be deadly for an unprepared character. ~~~~~~~~~~~~~~~~> Perks *Acrobatics 20 : Grants a natural Feather ability 40 : Grants the Troll Blood ability, which gives a natural Health and Fatigue regeneration 70 : Allows you to use Winds Rider, which increases your jumping abilities at the extent of your own Fatigue 100 : Learns Word of Equilibrium, which allows you to levitate *Alchemy 20 : Allows you to turn Bargain potions into Standard counterparts 40 : Allows you to turn Cheap potions into Quality counterparts 70 : Allows you to turn Standard potions into Exclusive counterparts 100 : Learns Word of Nature, negating magic, then poisoning targeted foes *Alteration 20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka 40 : Grants the ability to drain Alteration and Magicka from nearby foes 70 : Grants the Magic Denial ability, allowing you to use your Fatigue to become more resilient to magic attacks 100 : Learns Word of Chaos, which knocks down nearby foes *Armorer 20 : Allows you to turn an Iron weapon into a Silver counterpart 40 : Grants the Armorer's Knowledge, giving you Accuracy, Dodge and Armor bonuses. 70 : Allows you to turn an Ebony weapon into a Daedric counterpart 100 : Learns Word of Stone, heavily slowing and blinding Enemies *Athletics 20 : Allows you to use Forced Rest, restoring Fatigue while making you immobilized 40 : Grants the Wind Move ability, making you harder to hit while not fighting 70 : Allows you to use Quick Step, dramatically increasing your Speed while slowly draining your Fatigue 100 : Learns Word of Light, absorbing surrounding Enemies Speed *Axe 20 : Makes your hits land much more while using an Axe 40 : Allows you to use Mages Hunter's Strike, reducing nearby foes magic potential 70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon 100 : Learns Word of Claws, which greatly decreases targeted foes' ability to combat *Block 20 : Grants the Fortress ability, increasing your armor rating while your Health is low, if a shield is equipped. 40 : Grants the Spell Eating ability, letting you absorb Enemies' spells Magicka when a shield is equipped. 70 : Grants the Spell Denying ability, letting you reflect Enemies' spells when a shield is equipped. 100 : Learns Word of Protection, dramatically raising your resistance to magic and elements for a short duration *Blunt Weapon 20 : Makes your hits land much more while using a Blunt Weapon 40 : Allows you to use Mages Hunter's Strike, reducing nearby foes magic potential 70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon 100 : Learns Word of Silence, which allows you to shutdown magic users *Conjuration 20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka 40 : Grants the ability to drain Conjuration and Magicka from nearby foes 70 : Grants the Guardian Spirit ability, automatically draining Fatigue to restore your Health if low 100 : Learns Word of Control, which allows you to get control over a targeted foe *Destruction 20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka 40 : Grants the ability to drain Destruction and Magicka from nearby foes 70 : Grants the Troll Skin ability, allowing you to regenerate your Health when taking fire damage 100 : Learns Word of Elements, which unleashes a powerful elemental blast *Enchant 20 : Allows you to create a soul which fills a Common Soulgem, at the extent of your own Magicka and Fatigue 40 : Grants the Savior ability, increasing your Magicka reserve 70 : Allows you to ccreate a soul which fills a Grand Soulgem, at the extent of your own Magicka and Fatigue 100 : Learns Word of Knowledge, which grants extra Magicka and Magicka regeneration *Hand-to-Hand 20 : Makes your hits land much more while using no weapon 40 : Allows you to use Earthquake while fighting, greatly damaging nearby foes' Fatigue at the price of your own 70 : Allows you to use Punch of Doom while fighting, knocking down a touched foe at the extent of your own Fatigue 100 : Learns Word of Power, which damages targeted foes Health and Magicka *Heavy Armor 20 : Makes you more resilient to magic attacks while wearing Heavy Armor 40 : When you receive damage, your Strength increases for a short duration 70 : Grants you an innate 30% damage reduction when you're wearing Heavy Armor 100 : Learns Word of Dust, which greatly damages targeted foes' equipment *Illusion 20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka 40 : Grants the ability to drain Illusion and Magicka from nearby foes 70 : Grants the Injured Shadow ability, making you harder to see as your Health gets low 100 : Learns Word of Ice, which freezes foes while slowly damaging them with shards of ice *Light Armor 20 : Makes you more resilient to Paralysis while wearing Light Armor 40 : When you receive damage, your Speed increases for a short duration 70 : Grants you an innate 30% damage reduction when you're wearing Light Armor 100 : Learns Word of the Scout, unleashing a blinding poison to targeted foes *Long Blade 20 : Makes your hits land much more while using a Long Blade 40 : Allows you to use Knights Hunter's Blow, reducing nearby foes combat efficiency 70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon 100 : Learns Word of Cries, which deeply annoys magic casters for a short period *Marksman 20 : Makes your hits land much more while using a Ranged Weapon 40 : Grants the Sniper ability, making you unable to move, while increasing the damage you deliver 70 : Allows you to summon Daedric Arrows at the price of your own Fatigue 100 : Learns Word of the Winds, granting yourself a strong elemental defense *Medium Armor 20 : Makes you more resilient to elements while wearing Medium Armor 40 : When you receive damage, your Agility increases for a short duration 70 : Grants you an innate 30% damage reduction when you're wearing Medium Armor 100 : Learns Word of Fear, which demoralize targeted foes *Mercantile 20 : Allows you to use "Friendly Talk", which allows you to raise your Disposition towards people by touching them 40 : Allows you to use "No Small Talk", negating magic from yourself and surrounding foes 70 : Allows you to summon Mark & Recall Potions at the extent of your own Fatigue 100 : Learns Word of the Noble, calming targeted foes *Mysticism 20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka 40 : Grants the ability to drain Mysticism and Magicka from nearby foes 70 : Grants the Body to Mind ability, draining your own Health to quickly restore your Magicka 100 : Learns Word of Wisdom, allowing you to reflect spells back to their casters during a short moment *Restoration 20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka 40 : Grants the ability to drain Restoration and Magicka from nearby foes 70 : Grants the Blind Heal ability, allowing you to quickly regenerate your own Health while getting blinded 100 : Learns Word of the Wild, allowing you to recover a great amount of Health and Magicka *Security 20 : Allows you to summon Apprentice's Lockpicks at the extent of your own Fatigue 40 : Allows you to use Trap's Eater, making you absorb Magicka from trap's spell instead of taking damage 70 : Allows you to summon Grandmaster's Picks at the extent of your own Fatigue 100 : Learns Word of Safety, increasing your armor rating *Short Blade 20 : Makes your hits land much more while using a Short Blade 40 : Allows you to use Knights Hunter's Blow, reducing nearby foes combat efficiency 70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon 100 : Learns Word of Scars, slowly absorbing targeted foes' Health and souls *Sneak 20 : Allows you to benefit from a Chameleon effect while slowly draining Fatigue 40 : Grants you the Light Eye ability, which makes you benefit from a Feather and Night-Eye effect while undetected 70 : Grants the Assassination ability, which makes your hits way more deadly while undetected 100 : Learns Word of Shadows, which allows you to get invisible *Spear 20 : Makes your hits land much more while using a Spear 40 : Allows you to use Knights Hunter's Blow, reducing nearby foes combat efficiency 70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon 100 : Learns Word of Thunder, which delivers a powerful lightning forward *Speechcraft 20 : Allows you to use Peace, to calm surrouding aggressive beings at the extent of your own Fatigue 40 : Allows you to use Demoralize, to make surrounding foes escape at the extent of your own Fatigue 70 : Allows you to use Lord Speech, to command a foe at the extent of your own Fatigue 100 : Learns Word of the Lord, which absorbs targeted foes Intelligence and Willpower *Unarmored 20 : Grants the Swift Move ability, making you harder to hit while wearing no armor at all 40 : Grants the Body Freedom ability, giving you a natural Magicka regeneration while wearing no armor at all 70 : Grants you an innate 30% damage reduction when you're wearing no armor at all 100 : Learns Word of Ether, negating magic from Enemies and draining their Magicka ~~~~~~~~~~~~~~~~>