---------- 2.00 ---------- Remade the mod, for better compatibility with Unofficial Skyrim SE Patch. General Max physical resistance 80% -> 85% **Armour cap has moved from 567 to around 608. Difficulty Novice Damage NPC take x2.00 -> 2.00 Damage Player takes x0.50 -> x0.50 Apprentice Damage NPC take x1.50 -> 1.50 Damage Player takes x0.75 -> x1.00 Adept Damage NPC take x1.00 -> 1.00 Damage Player takes x1.00 -> x1.50 Expert Damage NPC take x0.75 -> 0.80 Damage Player takes x1.50 -> x2.00 Master Damage NPC take x0.50 -> 0.60 Damage Player takes x2.00 -> x2.50 Legendary Damage NPC take x0.25 -> 0.40 Damage Player takes x3.00 -> x3.25 Leveling Alchemy Skill Use Mult 0.75 -> 1.00 **Alchemy will level up faster. Block Skill Use Mult 8.1 -> 8.2 **Block will level up faster. Enchanting Skill Use Mult 900 -> 750 Skill Improve Offset 170 -> 200 **Enchanting will level up slower. Heavy Armour Skill Use Mult 3.8 -> 4.2 **Heavy Armour will level up faster. Light Armour Skill Use Mult 4.0 -> 4.2 **Light Armour will level up faster. Sneak Skill Use Mult 11.25 -> 10.4 **Sneak will level up slower. Speechcraft Skill Use Mult 0.36 -> 0.44 **Speechcraft will level up faster. Races High Elves High eleves now have 25% resistance to shock damage as racial ability. High Elves are born with 50 -> 30 extra magicka. SHOUTS Battle Fury Mid Cooldown 20 -> 15 Vur Cooldown 30 -> 20 Shaan Cooldown 40 -> 25 Become Ehtereal Feim Cooldown 20 -> 20 Zii Cooldown 30 -> 25 Gron Cooldown 40 -> 30 Bend Will Gol Cooldown 10 -> 10 Hah Cooldown 90 -> 60 Dov Cooldown 120 -> 180 Call Dragon Od Cooldown 5 -> 5 Ah Cooldown 5 -> 5 Viing Cooldown 300 -> 150 Call of Valor Hun Cooldown 180 -> 100 Kaal Cooldown 180 -> 100 Zoor Cooldown 180 -> 100 Disarm Zun Cooldown 30 -> 10 Haal Cooldown 35 -> 20 Viik Cooldown 40 -> 30 Drain Vitality Gaan Cooldown 30 -> 25 Lah Cooldown 60 -> 45 Haas Cooldown 90 -> 65 Elemental fury Su Cooldown 30 -> 20 Duration 15s -> 60s Grah Cooldown 40 -> 25 Duration 15s -> 60s Dun Cooldown 50 -> 30 Duration 15s -> 60s Fire Breath Yol Cooldown 30 -> 30 DPS 50 -> 50 Duration 1s -> 2s Toor Cooldown 50 -> 40 DPS 70 -> 75 Duration 1s -> 2s Shul Cooldown 100 -> 60 DPS 90 -> 100 Duration 1s -> 2s Frost Breath Fo Cooldown 30 -> 30 DPS 10 -> 20 Slow 50% -> 40% Duration 5s -> 7s Krah Cooldown 50 -> 40 DPS 14 -> 28 Slow 50% -> 50% Duration 5s -> 7s Diin Cooldown 100 -> 60 DPS 18 -> 36 Slow 50% -> 60% Duration 5s -> 7s Ice Form Iiz Cooldown 60 -> 40 Duration 15s -> 15s Slen Cooldown 90 -> 60 Duration 30s -> 30s Nus Cooldown 120 -> 80 Duration 60s -> 45s Kyne's Peace Kaan Cooldown 40 -> 30 Drem Cooldown 50 -> 35 Ov Cooldown 60 -> 40 Marked for Death Krii Cooldown 20 -> 10 Lun Cooldown 30 -> 15 Aus Cooldown 40 -> 20 Storm Call Strun Cooldown 300 -> 250 Bah Cooldown 480 -> 350 Qo Cooldown 600 -> 450 Summon Durnehviir Dur Cooldown 5 -> 5 Neh Cooldown 5 -> 5 Viir Cooldown 300 -> 150 Unrelenting Force Fus Cooldown 15 -> 10 Damage 2 -> 10 Black book bonus damage 8 -> 10 Ro Cooldown 20 -> 15 Damage 5 -> 20 Black book bonus damage 20 -> 30 Dah Cooldown 45 -> 25 Damage 10 -> 40 Black book bonus damage 40 -> 60 Whirlwind Sprint Wuld Cooldown 20 -> 12 Nah Cooldown 25 -> 15 Kest Cooldown 35 -> 18 Ability Ethernal Spirit While Ethereal, you recover health 25% -> 150% faster. Fire Within Fire Breath shout deals 25% -> 50% more damage. Diseases Ataxia Lockpick and Pickpocket reduction 25% -> 50% Bone break fever Stamina reduction 25 -> 50 Brain rot Magicka reduction 25 -> 50 Sanguinare Vampiris Health reduction 25 -> 50 Perks Alteration Atronach Alteration skill requirement 100 -> 90 Added description for Atronach perk active effect. Archery Critical Shot 30: Proc chance 10% -> 6%. Critical damage x1 -> x40 60: Proc chance from 15% to 8%. Critical damage x1.25 -> x60 90: Proc chance from 20% to 10%. Critical damage x1.875 -> x90 Block Elemental protection: When blocking, resistance to fire, frost and shock 50% -> 35% One-Handed Bladesman 30: Proc chance 10% -> 6%. Critical damage x1 -> x40 60: Proc chance from 15% to 8%. Critical damage x1.25 -> x60 90: Proc chance from 20% to 10%. Critical damage x1.875 -> x90 Critical Charge Critical hit chance 100% -> 15% Dual Flurry 30: Attack Speed Mult 1.20 -> 1.20 50: Attack Speed Mult 1.35 -> 1.35 **For example, ebony sword has 6 base critical damage. Sneak Assassin's blade: Dagger sneak damage 15x -> 12x Two-Handed Deep Wounds 30: Proc chance 10% -> 6%. Critical damage x1 -> x40 60: Proc chance from 15% to 8%. Critical damage x1.25 -> x60 90: Proc chance from 20% to 10%. Critical damage x1.875 -> x90 GreatCritical Charge Critical hit chance 100% -> 20% Warmaster 25% paralyse and two-handed weapons swing 15% faster Actor(NPC) Aela the Huntress Added perks: Powershot Overdraw60 Ranger Bullseye AgileDefender00 Courier: Now in full Nightingale outfit and with an Ebony dagger. Just to make him look cool. He's a badass, he always finds you. Level 1 -> 5 Farkas Added perks: Barbarian60 Juggernaut80 ChampionsStance DevastatingBlow Galmar Min level 10 -> 25. Max level 30 -> 50. Added Barbarian 3/5 perk. Golldir Max level 30 -> 40 Hadvar Now wears heavy imperial armour, no helmet, for better benefit from skills. Added Armsman 3/5 perk. Housecarls Rayya (Falkreath) Armsman60 Bladesman60 FightingStance SavageStrike DualFlurry30 Valdimar (Hjaalmarch) MagicResistance70 Gregor (Pale) Armsman20 ShieldWall20 Juggernaut20 BlockRunner Conditioning Argis the Bulwark (Markarth) Juggernaut40 ShieldWall20 ElementalProtection Conditioning DisarmingBash Iona (Riften) Armsman40 Overdraw20 CriticalShot30 SavageStrike Bladesman30 Jordis the Sword-Maiden (Solitude) Armsman60 FightingStance SavageStrike Bladesman60 BlockRunner Lydia (Whiterun) Armsman40 Juggernaut00 BlockRunner Conditioning Bladesman60 SavageStrike Calder (Windhelm) Juggernaut40 ShieldWall00 Conditioning TowerOfStrength ReflectBlows BlockRunner Commander Maro Min level 10 -> 20. Max level 30 -> 40 Ralof Now has Iron Greatsword instead of 2x Iron War Axe, for better benefit from skills. Added Barbarian 3/5 perk. Rikke Min level 10 -> 25. Max level 30 -> 50. Added Armsman 3/5 perk. General Tullius Min level 10 -> 25. Max level 50 -> 60. Level mult 1.2 -> 1 Added Armsman 4/5 perk. Ulfric Min level 10 -> 25. Max level 50 -> 60. Level mult 1.2 -> 1 Added Armsman 4/5 perk. Vilkas Added perks: Barbarian60 Juggernaut40 ChampionsStance DeepWounds30 DevastatingBlow Afflicted, Alik'r, Bandits, Dawnguard, Draugr, Forsworn, Reavers and Vampires slightly reworked. From constant level, they will level up 9 levels at 0.75 player level multiplier. For example Bandit Outlaws were level 5, now they will go up to level 14. **Bandit bosses will be reworked at some point, there's a lot of stuff on them to do. Bear Warn radius 2500 -> 2000 Warn/Attack radius 2000 -> 1500 Attack radius 1500 -> 1000 Hunter Min level 5 -> 5. Max level 15 -> 25 Orc Hunter Level 1 -> Leveling from 1 to 20 @ 0.5 Player level multiplier. Sabre Cat Attack radius 1500 -> 1000 Soldier Imperial: Level mult 0.25 -> 0.75 Stormcloak shares level. Siege archers both sides now level from 3 to 40. Imperials were set 3 to 0 (infinite), and Stormcloaks from 3 to 20. Wolf Level 2 -> 5 (means more HP) Warn/Attack radius 2000 -> 1200 Attack radius 1500 -> 800 Ice Wolf Level 6 -> 8 Aggression: Very aggressive -> Aggressive Added aggro radius behaviour. Warn/Attack radius 1500 Attack radius 1000 Standing Stones Apprentice Stone (garbage stone) Magicka regeneration bonus 100% -> 200% Atronach Stone (B.R.O.K.E.N. S.T.O.N.E.) Spell absorbtion 50% -> 25% Damage magicka regeneration 50% -> 25% Lady Stone (garbage stone) Health and Stamina regeneration bonus 25% -> 50% Armour Amulets reworked Amulet of Akatosh: Magicka regeneration 25% removed. New enchantment 10% absorb spells. Amulet of Arkay: Fortify health 10 -> 25. Added 15% resist fire. Amulet of Dibella: Added Fortify illusion 10%. Amulet of Julianos: Fortify magicka 10 -> 25. Added 15% resist shock. Amulet of Kynareth: Fortify stamina 10 -> 25. Added 15% resist frost. Amulet of Mara: Fortify restoration 10% -> 15%. Added 5% resist magic. Amulet of Stendarr: Fortify block 10% -> 15%. Added 50% resist disease. Amulet of Talos: Added 50% resist disease. Amulet of Zenithar: Added 30 carry weight. Saarthal amulet: All spells cost 3% -> 10% less. Arch-Mage Arch-Mage's Boots: Resist Shock removed. All spells cost 10% less. Value 25 -> 250. Arch-Mage's Robes: All spells cost 25% less to cast. Magicka regenerates 50% faster. Arch-Mage's Robes Hooded: All spells cost 35% less to cast. Magicka regenerates 50% faster. Auriel Auriel's Shield: rating 32 -> 34 Chitin Chitin Heavy Armor: rating 40 -> 39 Chitin Light Armor: rating 30 -> 29 Daedric Daedric Armor: rating 49 -> 47 Dark Brotherhood Ancient Shrouded Armor: rating 33 -> 32 Ancient Shrouded Boots: rating 12 -> 11 Ancient Shrouded Gloves: rating 12 -> 11 Ancient Shrouded Cowl: rating 15 -> 14 Shrouded Armor: rating 29 -> 28 Dragon Priest Masks: Konahrik: Has additional enchantment, 30% fortify shouts. Morokei: rating 5 -> 10 Dragonbone Dragonplate Armor: rating 46 -> 45 Dragonscale: Dragonscale Armor: rating 41 -> 40 Draugr Ahzidal's Armor of Retribution: rating 40 -> 39 Ebony Ebony Armor: rating 43 -> 42 Ebony Mail: rating 45 -> 44, weight 28 -> 30 Elven Elven Armor: rating 29 -> 28, weight 4 -> 5 Elven Boots: rating 8 -> 7, weight 1 -> 1.5 Elven Gauntlets: rating 8 -> 7, weight 1 -> 1.5 Elven Helmet: rating 13 -> 12, weight 1 -> 1.5, value 110 -> 100 Elven Light Armor: rating 26 -> 24, value 125 -> 150 Elven Light Boots: rating 7 -> 6, value 25 -> 30 Elven Light Gauntlets: rating 7 -> 6, value 25 -> 30 Elven Light Helmet: rating 12 -> 10, value 60 -> 65 Falmer Falmer Heavy armor: rating 43 -> 42 General Tulius Penitus Oculatus Armor: rating 23 -> 24 General Tullius Armor: rating 31 -> 33 Glass Glass Armor: rating 38 -> 37 Iron Iron Armor: rating 25 -> 26 Banded Iron Armor: rating 28 -> 29 Imperial Imperial Armor: rating 25 -> 28 Light Imperial Armor: rating 23 -> 24 Studded Imperial Armor: rating 23 -> 24 Nordic Nordic Carved Armor: rating 43 -> 42 Rings Silver-Blood Family Ring Fortify smithing 15% -> 20% **Just selected a higher level fortify smithing enchantment Savior's Hide Savior's Hide: rating 26 -> 28, enchantment changed Sons of Talos Stormcloak Officer Armor: rating 27 -> 29, weight 8 -> 9 Stormcloak Officer Boots: rating 7 -> 8 Stormcloak Officer Bracers: rating 7 -> 8 Stormcloak Officer Helmet: rating 12 -> 13, weight 2 -> 3 Spellbreaker Spellbreaker: rating 38 -> 36 Now benefits from Daedric smithing perk rather than Dwarven. Stalhrim Stalhrim Heavy Armor: rating 46 -> 45 Stalhrim Light Armor: rating 39 -> 38 Deathbrand Armor: rating 39 -> 38 Steel Steel Armor: rating 31 -> 32 Stormcloak Stormcloak Cuirass: rating 21 -> 24 Guard's Armor (ALL holds): rating 23 -> 25, weight 6 -> 8 Guard's Shield (ALL holds): rating 17 -> 18 Wolf Wolf Armor: rating 31 -> 34, weight 20 -> 23 Wolf Boots: rating 12 -> 13, weight 4 -> 5 Wolf Gauntlets: rating 12 -> 13, weight 4 -> 5 Wolf Helmet: rating 17 -> 18, weight 4 -> 5 Weapons ALL BOWS AND CROSSBOWS +1 damage. Auriel Aurel's Bow: damage 14 -> 15 Blade of Woe Blade of Woe: damage 12 -> 11 Dawnbreaker Dawnbreaker: damage 12 -> 13 Draugr Ghostblade: damage 8 -> 10 Falmer Falmer Bow: damage 13 -> 12 Falmer Supple Bow: damage 16 -> 15 Falmer Sword: damage 10 -> 9 Honed Falmer Sword: damage 12 -> 11 Falmer War Axe: damage 11 -> 10 Honed Falmer War Axe: damage 13 -> 12 Imperial Imperial Sword: damage 8 -> 9 Keening Keening: damage 8 -> 9 Vampire Harkon's Sword: damage 8 -> 11 Enchantments (ENCHANTING SYSTEM BROKEN) **Some of these changes will make some unique items quite valuable. No gamebreaking changes. **Magnitude means base power of the enchantment, which is further increased by enchanting skill, perks, potions and unique effects like the one from a Black Book. **Magnitude only affects your own enchantments. Old Fortify Alchemy Can't put enchantment on Ring Magnitude 8 -> 6.4 Fortify Alteration: Can't put enchantment on Neclace Fortify Archery Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35% **This is only for gear you find across the world. **Does not effect unique items unless those items share common enchantments. Magnitude 13 -> 10.25 Can't put enchantment on Necklace Fortify Block Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35% Magnitude 13 -> 10.25 Can't put enchantment on Necklace Fortify Carry Weight Can't put enchantment on Necklace, Ring Can put enchantment on Body Magnitude 15 -> 16 Fortify Conjuration Can't put enchantment on Necklace Fortify Destruction Can't put enchantment on Necklace Fortify Heal Rate Magnitude 10 -> 13 Fortify Illusion Can't put enchantment on Necklace Fortify Magicka Rate Magnitude 20 -> 32 Fortify One-Handed Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35% Magnitude 13 -> 10.25 Can't put enchantment on Necklace Fortify Restoration Can't put enchantment on Necklace Fortify Smithing Can't put enchantment on Body Magnitude 8 -> 6.4 Fortify Sneak Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35% Magnitude 13 -> 10.25 Can't put enchantment on Hands Fortify Two-Handed Premade enchantments reduced by 5%. Worst 15% -> 10%. Best 40% -> 35% Magnitude 13 -> 10.25 Can't put enchantment on Necklace Fortify Unarmed Can't put enchantment on Ring Resist Disease Can't put enchantment on Ring, Shield Can put enchantment on Head Magnitude 15 -> 32 (100% achievable without alchemy) Resist Fire Magnitude 15 -> 13 Resist Frost Magnitude 15 -> 13 Resist Poison Can't put enchantment on Ring, Shield Can put enchantment on Head Magnitude 15 -> 16 (50% achievable without alchemy) Resist Shock Magnitude 15 -> 13 Fortify Stamina Rate Magnitude 10 -> 13 Ghostblade Extra damage ignoring armour 3 -> 15 Konahrik's Privilege Added 30% Shout cooldown reduction. Description in effects says 20%, will fix that later. Savior's Hide Resist magic 15% -> 20% New Absorb spells Absorb % of the incomming spells. Can be learned. **Some pieces of gear with this enchantment will be added soon. Base magnitude is 8 (same as resist magic). Can be only put on Body. ---------- 2.01 ---------- General Max physical resistance 85% -> 80% **Back to original. Difficulty Novice Damage NPC take x2.00 -> 2.00 Damage Player takes x0.50 -> x0.50 Apprentice Damage NPC take x1.50 -> 1.50 Damage Player takes x1.00 -> x0.75 Adept Damage NPC take x1.00 -> 1.00 Damage Player takes x1.50 -> x1.00 Expert Damage NPC take x0.80 -> 0.75 Damage Player takes x2.00 -> x1.50 Master Damage NPC take x0.60 -> 0.50 Damage Player takes x2.50 -> x2.00 Legendary Damage NPC take x0.40 -> 0.50 Damage Player takes x3.25 -> x3.00 **Back to original except player damage output in legendary. Don't worry. There were so many nerfs you won't really feel like dealing too much damage, especially in late game. Leveling Illusion Skill Use Mult 4.60 -> 4.40 Restoration Skill Use Mult 2.00 -> 2.20 Actor Ralof Now has Steel Greatsword instead of Iron Greatsword. Galmar Now has Steel Battleaxe instead of Iron Battleaxe. Warlocks (all evil mages) Added leveling system same as to bandits etc. Housecarls Valdimar (Hjaalmarch) MagicResistance70 -> MagicResistance60 **Matching new perk system Alchemy Effects of potions and ingredients Fortify Smithing **Weapons and armor can be improved % more Premade potions Potion 20 -> 10 Draught 30 -> 15 Philter 40 -> 20 Elixir 50 -> 25 Player made potions All ingredients smithing magnitude reduced by 50%, making 50% less effective potions. Armour Amulets Amulet of Akatosh: Absorb spells 10%. Amulet of Arkay: Fortify health 25 -> 15. Resist fire 15% Amulet of Dibella: Amulet of Julianos: Fortify magicka 25 -> 15. Resist shock 15% Amulet of Kynareth: Fortify stamina 25 -> 15. Resist frost 15% Amulet of Mara: Amulet of Stendarr: Amulet of Talos: Removed 50% resist disease. Fortify shouts 20% -> 25% Amulet of Zenithar: Carry weight 30 -> 20 All religious amulets value adjusted to be balanced. Enchantment bonus value auto calculated -> constant 200 (180 + 20 from amulet itself) Saarthal amulet: All spells cost 10% -> 5% less Arch-Mage Arch-Mage's Robes: All spells cost 20% less to cast. Magicka regenerates 50% faster (Reduced by 5%) Arch-Mage's Robes Hooded: All spells cost 30% less to cast. Magicka regenerates 50% faster (Reduced by 5%) Daedric Armor: value 3200 -> 2800 Boots: value 625 -> 550 Gauntlets: value 625 -> 550 Helmet: value 1600 -> 1400 Shield: value 1600 -> 1400 Dragon Priest Masks: Konahrik: Fortify shouts 30% -> 25% Dragonplate Armor: value 2125 -> 2000 Boots: value 425 -> 400 Gauntlets: value 425 -> 400 Helmet: value 1050 -> 1000 Shield: value 1050 -> 1000 Dragonscale Armor: value -> Boots: value -> Gauntlets: value -> Helmet: value -> Shield: value -> Ebony Armor: value 1500 -> 1200 Boots: value 275 -> 250 Gauntlets: value 275 -> 250 Helmet: value 750 -> 600 Shield: value 750 -> 600 Orcish Armor: value 1000 -> 900 Helmet: value 500 -> 450 Shield: value 500 -> 450 Rings Gold ring: value 75 -> 60 New Harkon's Armor Duplicate of Vampire Royal Armor with new enchantment. Absorb 20% spells. Can be disenchanted. **You can obtain this after you've finished the Dawnguard questline, from Harkon's remains. Default outfits: Courier Back in default outfit, with Steel dagger added. Harkon (DLC1HarkonOutfit) Removed Vampire Royal Armor Added Harkon's Armor Enchantments Absorb spells Magnitude 8 -> 6.4 Fortify Barter Can't put enchantment on Body Magnitude 8 -> 6.4 Fortify Carry Weight Magnitude 16 -> 12.8 Resist Fire Magnitude 13 -> 16 Resist Frost Magnitude 13 -> 16 Fortify Heal Rate Magnitude 13 -> 10.25 Fortify Health Magnitude 20 -> 16 Fortify Lockpicking Magnitude 13 -> 12.8 Fortify Magicka Magnitude 20 -> 16 Fortify One-Handed Can't put enchantment on feet Fortify Pickpocket Magnitude 13 -> 12.8 Resist Shock Magnitude 13 -> 16 Fortify Stamina Magnitude 20 -> 16 Fortify Stamina Rate Magnitude 13 -> 10.25 Fortify Two-Handed Can't put enchantment on feet Resist Disease Can't put enchantment on Ring, Shield Can put enchantment on Head Magnitude 32 -> 16 New Waterwalking **New formlist **Copy of Ahzidal's boots, but enchantment is only waterwalking. **Can be looted from Ahzidal's corpse and disenchanted to learn effect. Misc Firewood weight 5 -> 2 Perk Alteration Atronach Now has 2 perk points instead of 1. First 30% spell absorb that requires 90 and second 50% spell absorb that requires 100 alteration. Magic Resistance Now has 2 perk points instead of 3. First 15% resist that requires 30 and second 30% resist that requires 60 alteration. **If you already have 3 perks in Magic resistance on you character, you will need to either refresh your alteration into legendary or restore perks for dragon soul where you fought Miraak. **Just read the Black book that takes you there. Otherwise it will work fine, you don't need to start game all over. Archery Critical shot 30: Critical damage x40 -> x20 60: Critical damage x60 -> x30 90: Critical damage x90 -> x45 One-handed Bladesman 30: Critical damage x40 -> x20 60: Critical damage x60 -> x30 90: Critical damage x90 -> x45 Smithing Arcane Blacksmith Required skill 60 -> 50 One-handed Deep wounds 30: Critical damage x40 -> x20 60: Critical damage x60 -> x30 90: Critical damage x90 -> x45 Shout Battle Fury Mid Duration 60s -> 20s Vur Duration 120s -> 30s Shaan Duration 180s -> 40s Call Dragon Od Cooldown 5 -> 5 Ah Cooldown 5 -> 5 Viing Cooldown 150 -> 300 Cyclone Ven Cooldown 30 -> 20 Gaar Cooldown 45 -> 30 Nos Cooldown 60 -> 40 Disarm Zun Cooldown 10 -> 30 Disarms enemies up to level 12 -> 20 Hall Cooldown 20 -> 35 Disarms enemies up to level 20 -> 35 Viik Cooldown 30 -> 40 Disarms enemies up to level 30 -> 50 Dismay Faas Cooldown 40 -> 30 Enemy max level 7 -> 20 Duration 30s -> 10s Ru Cooldown 45 -> 40 Enemy max level 15 -> 30 Duration 30s -> 10s Maar Cooldown 50 -> 50 Enemy max level 24 -> 40 Duration 30s -> 10s Drain Vitality Gaan Cooldown 25 -> 20 Duration 30s -> 15s Drain per second 5 -> 20 Lah Cooldown 45 -> 40 Duration 30s -> 15s Drain per second 5 -> 20 Haas Cooldown 65 -> 60 Duration 30s -> 15s Drain per second 5 -> 20 Elemental fury Su Duration 60s -> 8s Grah Duration 60s -> 10s Dun Duration 60s -> 12s Slow Time Tiid Cooldown 30 -> 40 Klo Cooldown 45 -> 60 Ul Cooldown 60 -> 80 Summon Durnehviir Dur Cooldown 5 -> 5 Neh Cooldown 5 -> 5 Viir Cooldown 150 -> 300 Unrelenting Force Fus Cooldown 10 -> 10 Ro Cooldown 15 -> 15 Dah Cooldown 25 -> 30 Weapon All bows and crossbows -1 damage. Reverted back to original. **Falmer bows have damage reduced by 1, same as swords and axes. Creating bows at forges more difficult. Bows require some firewood and some leather strips. Akaviri Sword: value 300 -> 250 **Blades sword Daedric Battleaxe: value 2750 -> 2250 Bow: value 2500 -> 2050 Dagger: value 500 -> 410 Greatsword: value 2500 -> 2050 Mace: value 1750 -> 1425 Sword: value 1250 -> 1025 War axe: value 1500 -> 1225 Warhammer: value 4000 -> 3000 Dragonbone Battleaxe: value 3000 -> 2100 Bow: value 2725 -> 1910 Dagger: value 600 -> 420 Greatsword: value 2725 -> 1910 Mace: value 2000 -> 1400 Sword: value 1500 -> 1050 War axe: value 1700 -> 1190 Warhammer: value 4275 -> 2900 Dwarven Bow: value 270 -> 250 Elven Battleaxe: value 520 -> 475 Bow: value 470 -> 430 Dagger: value 95 -> 90 Greatsword: value 470 -> 430 Mace: value 330 -> 310 Sword: value 235 -> 220 War axe: value 280 -> 260 Warhammer: value 565 -> 515 Ebony Battleaxe: value 1585 -> 1325 Bow: value 1440 -> 1200 Dagger: value 290 -> 255 Greatsword: value 1440 -> 1200 Mace: value 1000 -> 825 Sword: value 720 -> 610 War axe: value 865 -> 720 Warhammer: value 1725 -> 1475 ---------- 2.02 ---------- Ability Diseases Ataxia Lockpick and Pickpocket reduction 50% -> 25% Bone break fever Stamina reduction 50 -> 25 Brain rot Magicka reduction 50 -> 25 Sanguinare Vampiris Health reduction 50 -> 25 **All back to original Actor Dark Brotherhood Initiate Initiate 1 No longer marked essential (????????) Min level 10 -> 20 Max level 100 -> 80 Initiate 2 No longer marked essential Added unique mark, which is already present on Initiate 1. Min level 10 -> 20 Max level 100 -> 80 Alchemy Fortify Smithing **Weapons and armor can be improved % more Premade potions Duration 30 -> 60 Paralysis Base cost 500 -> 400 **Created potions will have lesser value and increase alchemy skill slightly slower **This reduces exploit of planting ingredients and raising alchemy skill ridiculously fast Armour Circlets or crowns can now be equiped with hooded robes, but not helmets or hats. Amulets Amulet of Dibella: Removed Fortify illusion 10%. Added 30% resist poison. Arch-Mage Arch-Mage's Robes Hooded: All spells cost 25% less to cast. Magicka regenerates 50% faster (Reduced by 5%) Robes Any hooded robes can be combined with circlets or crowns, but not helmets or hats. Necklaces All necklaces that fortify One-handed and Two-handed inverted into rings, to match the enchanting system. **JewelryNecklaceSilver -> JewelryRingSilver for Two-handed **JewelryNecklaceGold -> JewelryRingGold for One-handed **Value 250 -> 100 to match rings Enchantments Fortify Lockpicking Base magnitude 12.8 -> 10.25 All premade enchantments reduced by 5% Can't put enchantment on Head Fortify Pickpocket Base magnitude 12.8 -> 10.25 All premade enchantments reduced by 5% Can't put enchantment on Boots Resist Fire Can put enchantment on Body Resist Frost Can put enchantment on Body Resist Magic Can put enchantment on Body Resist Shock Can put enchantment on Body Fixed Waterwalking enchantment for SkyUI (was always showing in active bar). Perks Alteration Atronach Atronach 90: Absorb chance reduced 30% -> 25% Atronach 100: Absorb chance reduced 50% -> 40% Sneak Assassin's blade Updated description Standing Stones Lord Stone: Bonus armour 50 -> 80 Bonus magic resistance 25% -> 20% ---------- 2.03 ---------- Cleaned in SSE Edit Actor Cultist Cultists leveling added, same as bandits and other hostiles. Dragon priest Dragon priests leveling added, same as bandits and other hostiles. Dragons Dragons leveling added, same as bandits and other hostiles. Thalmor Thalmor soldiers from A New Source of Stalhrim quest Leather armor replaced with Elven to match the regular Thalmor set Thalmor soldiers and wizards leveling added, same as bandits and other hostiles. Armour Jester's Clothes Fortify barter and One-handed 12% -> 15% **Bit more forgiving if you should decide to spare Cicero Nightingale Armor Boots Gloves Lockpicking 15%/20%/25% -> 25%/30%/35% One-handed 15%/20%/25% -> 25%/30%/35% Helmet Illusion 12%/15%/17% -> 15%/17%/20% Enchantment Fortify Alteration Magnitude 8.00 -> 6.40 Fortify Conjuration Magnitude 8.00 -> 6.40 Fortify Destruction Magnitude 8.00 -> 6.40 Fortify Health All premade leveled enchantments changed accordingly to the list. 1: 20 -> 10 2: 30 -> 16 3: 40 -> 22 4: 50 -> 28 5: 60 -> 34 6: 70 -> 40 Magnitude 16 -> 10.25 Fortify Illusion Magnitude 8.00 -> 6.40 Fortify Magicka See Fortify Health ^ Fortify Restoration Magnitude 8.00 -> 6.40 Fortify Sneak All premade leveled enchantments changed accordingly to the list. 1: 10% -> 12% 2: 15% -> 15% 3: 20% -> 17% 4: 25% -> 20% 5: 30% -> 22% 6: 35% -> 25% Magnitude 10.25 -> 6.40 Fortify Stamina See Fortify Health ^ Staff enchantments Calm Max level 8 -> 16 Charm Max level 25 -> 35 Fear Duration 60s -> 30s Max level 8 -> 12 Frenzy Duration 60s -> 30s Max level 8 -> 16 Fury Duration 60(30) -> 30(15) Max level 4(6) -> 8(12) Mass Calm Max level 12 -> 24 Mayhem Duration 60 -> 30 Max level 25 -> 35 Repel undead Duration 30 -> 15 Max level 4/8 -> 6/12 Rout Duration 30 -> 15 Max level 12 -> 18 Turn undead Duration 30s -> 15s Max level 4/8/12 -> 6/12/18 Weapon enchantments Banish Base cost 9 -> 8 Fear Duration 30s -> 10s Turn Undead Duration 30s -> 10s Red Eagle Max level 13 -> 20 General Leveling Lockpicking Skill Use Mult 45.00 -> 50.00 **Lockpicking will level up faster. Pickpocket Skill Use Mult 8.10 -> 7.50 **Pickpocket will level up slower. Perks Block Elemental protection: Updated description. ---------- 2.04 ---------- Ability Black Book - The Sallow Regent **Located in Perks in Creation Kit Seeker of Might No longer gives 10% improved smithing Seeker of Sorcery No longer gives 10% stronger enchantments Seeker of Shadows No longer gives 10% stronger potions and poisons Actor Bandits Bandit Bosses leveling added. **Was skipped earlier Giants Giants leveling added. Spriggans Spriggans leveling added. Pit wolf Updated to match other wolves Alchemy The White Phial Effect 1: Fortify Magicka 20 -> 50 Effect 2: Fortify One-handed 50% duration 60s -> 120s Effect 3: Fortify Sneak 20% -> 30% Effect 4: Fortify Stamina 20 -> 50 Effect 5: Resist magic 20% -> 30% Effect 6: Restore health 100 -> 300 Armour Amulets Gauldur Amulet and fragments reworked Gauldur Amulet Health, Stamina and Magicka are increased by 30 points. Conjuration spells cost 30% less to cast. Gauldur Amulet fragment Health Health is increased by 100. Drains 5 Health points per second from the wearer. Conjuration spells cost 10% less. Gauldur Amulet fragment Magicka Magicka is increased by 100. Drains 5 Magicka points per second from the wearer. Conjuration spells cost 10% less. Gauldur Amulet fragment Stamina Stamina is increased by 100. Drains 5 Stamina points per second from the wearer. Conjuration spells cost 10% less. Ebony Mail Poison damage per second 10 -> 12 Enchantment Fortify Alteration Robes Magnitude 5.00 -> 5.12 Regenerate Magicka 10% -> 50% Fortify Conjuration Robes Magnitude 5.00 -> 5.12 Regenerate Magicka 10% -> 50% Fortify Destruction Robes Magnitude 5.00 -> 5.12 Regenerate Magicka 10% -> 50% Fortify Illusion Robes Magnitude 5.00 -> 5.12 Regenerate Magicka 10% -> 50% Fortify Restoration Robes Magnitude 5.00 -> 5.12 Regenerate Magicka 10% -> 50% Resist Fire Can't put enchantment on body Can't put enchantment on ring Resist Frost Can't put enchantment on body Can't put enchantment on ring Resist Magic Can't put enchantment on body Resist Shock Can't put enchantment on body Can't put enchantment on ring Staff enchantment Reanimate corpse Max level 6 -> 12 New enchantment Fortify Movement Speed Magnitude 6.4 Premade enchantments with 10%, 12%, 15%, 17% and 20%. Proper boots added to leveled lists and container. Rare item. SHOUTS Fire Breath Yol Cooldown 30 DPS 50 -> 75 Duration 2s Toor Cooldown 40 DPS 75 -> 110 Duration 2s Shul Cooldown 60 DPS 100 -> 150 Duration 2s Spells **Some spell costs will increase as a result of auto-calculation. Conjuration Reanimate dead body Novice Max level 6 -> 7 Apprentice Max level 13 -> 15 Adept Max level 21 -> 24 Expert Max level 30 -> 34 Master Max level 40 -> 45 Vampire Raise Dead Novice Max level 8 -> 9 Apprentice Max level 16 -> 18 Adept Max level 24 -> 27 Expert Max level 30 -> 34 Master Max level 36 -> 41 Restoration Bane of the Undead Master Max level 30 -> 35 Circle of Protection Expert Max level 20 -> 23 Guardian Circle Master Max level 35 -> 39 Repel Undead Adept Max level 8 -> 12 Expert Max level 16 -> 20 Turn Undead Apprentice Max level 6 -> 8 Adept Max level 13 -> 16 Expert Max level 21 -> 25 Standing Stones Ritual Stone Max level 25 -> 30 Weapons Dawnbreaker Turn Undead Explosion Max level 30 -> 35 Duration 30s -> 10s Dwarven Bow: value 250 -> 270 **Default Ghostblade Updated description (15 bonus damage instead of 3) Damage 8 -> 10 (Was changed earlier but was not written in changelog) The Longhammer Damage 21 -> 20 **Now slightly weaker than regular Orcish warhammer, for it's reduced weight and increased swing speed. Volendrung Now has unlimited charges **(Enchantment 3000 -> 0, autocalc -> 0) Value 450 -> 2000 ---------- 2.05 ---------- Actor Guards and soldiers (Imperial and Sons of Talos templates for all guards/soldiers) Added perks Agile defender 60 Juggernaut 40 **They will resist little more damage Alchemy Paralysis Base cost 400 -> 300 **Originally 500 Armour Rings The Bond of Matrimony The wedding ring is now equipped on the left hand so you can always wear it regardless of your other ring. **Being married now has one solid permanent benefit. It's the only left handed ring now. Silver-Blood Family Ring Enchantment 04 -> 06 **Now uses the best premade Fortify Smithing enchantment. Armor of the Old Gods Armor, Boots, Gauntlets, Helmet now use 03 enchantments instead of 02 **Just better versions of premade enchantments **For most enchantments there are 6 premade versions and 1 base enchantment, which is used to calculate your own enchantments, and is learned when you disenchant an item. **For example, there are gauntlets with 10, 15, 20, 25, 30 and 35% fortify something. You disenchant them and the base enchantment is 10.25%. With your skill, perks and potions you buff that number further. **Grand souls give 100% enchantment power, greater, common, lesser and petty souls give less power. Enchantment Absorb spells Now uses separate Magic effect rather than the one from Atronach perk. Enchanted items will now gain additional value. Added several enchanted pieces to formlists, so there is a slight chance that you come by one. **Steel, Steel Plate, Ebony Fortify Block Magnitude 10.25 -> 6.4 Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25 Fortify Lockpicking Magnitude 10.25 -> 6.4 Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25 Fortify Marksman Magnitude 10.25 -> 5.12 Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 7, 10, 12, 15, 17, 20 Fortify One-handed Magnitude 10.25 -> 6.4 Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25 Fortify Pickpocket Magnitude 10.25 -> 6.4 Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25 Fortify Smithing Magnitude 6.4 -> 5.12 Premade enchantments (%): 12, 15, 17, 20, 22, 25 -> 7, 10, 12, 15, 17, 20 Fortify Two-handed Magnitude 10.25 -> 6.4 Premade enchantments (%): 10, 15, 20, 25, 30, 35 -> 12, 15, 17, 20, 22, 25 Fortify (magic school) & magicka regen aka Robes enchantment Can no longer be put on cuirass, but only on robes or clothes ** Warriors are less dependable on enchanting. Movement type NPC_Default_MT Walk Forward 80.10 -> 88.10 **NPC will walk around a little faster Perks Archery Critical shot Critical damage x20 -> x12 Critical damage x30 -> x24 Critical damage x45 -> x36 Overdraw Damage per perk point: 20% -> 25% 40% -> 50% 60% -> 75% 80% -> 100% 100% -> 125% Skill requirement per perk point: 0 -> 0 20 -> 25 40 -> 45 60 -> 65 80 -> 85 One-handed Armsman Damage per perk point: 20% -> 25% 40% -> 50% 60% -> 75% 80% -> 100% 100% -> 125% Skill requirement per perk point: 0 -> 0 20 -> 25 40 -> 45 60 -> 65 80 -> 85 Bladesman Critical damage x20 -> x10 Critical damage x30 -> x20 Critical damage x45 -> x30 Sneak Stealth % increase per perk point 20 -> 10 25 -> 17 30 -> 25 35 -> 32 40 -> 40 Two-handed Barbarian Damage per perk point: 20% -> 25% 40% -> 50% 60% -> 80% 80% -> 110% 100% -> 140% Skill requirement per perk point: 0 -> 0 20 -> 25 40 -> 45 60 -> 65 80 -> 85 Deep wounds Critical damage x20 -> x12 Critical damage x30 -> x24 Critical damage x45 -> x36 Weapon Auriel's Bow Damage 14 -> 15 Nordic Bow Added Firewood to recipe Stalhrim Bow Added Firewood to recipe