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Path of Sorcery - Magic Perk Overhaul (WIP)


steelfeathers

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I've updated the listings for the Alteration and Conjuration trees. Conjuration is just about done; Alteration is well under way.

 

I will also be updating the Illusion and Restoration trees in the future. Instead of having Novice, Apprentice, Adept, Expert, and Master perks, I'm going to have the following format for all schools:

 

  • Starting perk at level 0 that dynamically increases spell magnitude or duration based on skill level. (Second rank at level 35 gives a bigger boost). This will take the place of the novice perk in each school.
  • Second "main branch" perk at level 25 that dynamically decreases casting cost for all spells in that school except master spells, up to a certain maximum reduction. Second rank at level 50 increases the reduction cap.
  • Master-level 100 perk that reduces the cost of master-level spells, plus gives an additional special bonus for each school.

 

These changes will allow spells to gradually become more powerful in an immersive way. This will also eliminate the tendency to think "I need to get to level 50 so I can get the Adept perk and actually be able to cast this super-expensive spell".

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Will it be compatible with mods like Balanced Magic and Better Wards?

Balanced Magic: Not compatible with the parts that edit perks. Path of Sorcery will need to be loaded after it.

Better Wards: Again, not compatible with the change to perks. Although it looks like this one only edits the Ward Absorb perk, so if you want that change then load Better Wards after Path of Sorcery.

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I'm using your lost grimoire mod, and i really like it (despite bugs on some spells). I can't wait to see your perk overhaul mod!

 

I really like what you've created for now, i feel like it's more balanced than the Ordinator mod that just came out (too...many...perks...and the synergies make you OP so fast).

 

Also you asked for ideas, so here you go!

For the destruction tree (which you didn't complete yet?), i'd like to see restrictions/specialisation at a cost (meaning you don't fill your tree) :

-monomaniac (2 ranks) : each elemetal spell decreases cost of same element spells by X% for X seconds and increases the cost of other elements by X% for the same duration. Maybe tweak the magnitude rather than the cost, and set caps.

ex: raise 3/5% efficiency per cast (cap 30%) with doubled decrease on other elements (don't reset when changing elements, instead create one effect per element).

-disciple/master of the elements : each elemental spell decreases efficiency of the same element by 20% (cap 100, duh), and boosts other elements by 10% (cap 50) for X seconds/until other element cast. rank 2 (don't know if it's possible with the ck) : if you cast 3 different elements in less than 10 seconds, the first spell of the third element gets X% bonus efficiency.

- i like this one contradiction, because i always felt like i didn't need to choose anything to wreck people. Specialisation is great but comes at a cost, and now you can even specialise in versatility.

 

 

-Trap master : runes and walls are more damaging and slow ennemies. when a rune/wall is triggered, you gain X%/2X% efficiency on your next direct damaging spell. direct damage spells cost X%/2X% more to cast.

-Path of destruction : Runes and walls get decreased power. Direct damaging spells create a damaging AoE which deals DoT (based on destruction level)

- prepare your fights and unleash a devastating burst, or get to know your foes during the heat of the battle!

 

 

-Berserker cloak : your cloak spells get doubled efficiency and decreased duration, and you take 30% damage from it.

-Scaled cloak : your cloak spells deal less damage, but have improved range and boost your elemental resistance by X%

-i guess you can pick both there, but well. might be dangerous. is dangerous. costs more perks too.

 

 

-Filled to the brim : Increase cost of spells by X% and efficiency of spells by 2X per magicka% over 75/50%

-Wit's End : Decrease spells efficiency by X% and spell cost by 2X% per magicka% under 25/50%

- opposite styles but can work together.

 

 

I hope you can get your overhaul online soon, it looks great!

Edited by Plowbat
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  • 2 weeks later...

Just finished overhauling Conjuration a few minutes ago. I'm working on Alteration right now - unfortunately, because vanilla has so few types of Alteration spells, it's really hard to think up perks to enhance Alteration...I'm wondering whether to add a perk that gives you a cool new Alteration spell, because I have all sorts of wicked ideas for perks for a chrono mage. :D

 

I'll probably put up a progress post sometime soon. I've added a lot of new stuff, including one giant branch to the Restoration tree that focuses on aedra/daedra worship.

 

(I've also fixed a few vanilla bugs, which are EXTREMELY aggravating)

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Updated perk info for Conjuration and Restoration:

 

(I don't have photoshop on my new computer yet, so I'll have to wait before adding screenshots)

 

Conjuration

  • Student: Conjuration (0/35) > All Conjuration spells last 0.5/0.75% longer per Conjuration level. All Conjuration spells consume less magicka per Conjuration level. Cost reduction caps at 50/70%.
  • Conjuration Dual Casting (20) > Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.
  • Acolyte (20) > Bones can be harvested from humanoid corpses while sneaking; the dead can be reanimated 3 times before turning to ash.
  • Necromancy (30) > Raised or summoned undead have doubled duration; duration is increased by another 50% for fresh corpses.
  • Feel No Pain (40) > Reanimated undead gain 100 armor and 25% magic resistance.
  • Plague Carrier (50) > Reanimated undead will cause disease damage to opponents within melee range; when killed, vicious vermin spawn from the undead corpse, as long as it has not turned to ash.
  • The Relentless (60) > Reanimated undead deal 50% more damage in combat and move and attack 15% faster.
  • Dark Souls (70) > Reanimated undead have their health increased by 2 per your Conjuration level and can be raised an infinite number of times.
  • King Of Worms (100) > You can have two summoned or reanimated undead. At night, you can have up to 3 undead servants. (Cannot have both King Of Worms and Oblivion Walker)
  • Bonecraft (25/45) > Can assemble skeletons/more powerful skeletons from harvested bones and filled soul gems. *Second rank enables creation of a ridable skeletal horse
  • Ossuary (40) > Harvesting bones from a corpse results in more usable bones. Deconstructing a skeleton returns more bones, with a chance to return a filled soul gem.
  • Ancient Tongues (50) > Created skeletons can be given simple commands and called to your location.
  • Crypt Lore (55/70) > Created skeletons can be given Fire Salts, Frost Salts, or Void Salts/for a second time. Doing so increases their magicka pool by 100/by a further 100 and grants them access to a powerful/devastating spell of that type.
  • Lord Of Bones (90) > Can create powerful skeletal dragons from collected bones.
  • Summoner (30/70) > Can summon Atronachs, Daedra, and Familiars twice/three times as far away. When your health is low, Atronachs, Daedra, and Familiars require 70/90% less magicka to summon but have 50/70% duration.
  • Gatekeeper (35/60) > Activate a friendly summoned daedra, atronach, or familiar to send it back to Oblivion, regaining 50/100 magicka. *Second ranks allows any daedra, friendly or hostile, summoned or not, to be banished
  • Atromancy (40) > While active, summoned atronachs increase your fire, frost, or shock resistance by 15% and boost the power of your fire, frost, or shock spells by 15%.
  • Witch's Familiar (50) > Grants the spell "Chose Familiar". Your chosen atronach, daedra, or familiar will have 2x duration, and while active it will boost the power of your spells by 15% and your magicka regeneration rate by 50%.
  • Gift Of The Master (70) > Can give 10% of your maximum health and magicka to a friendly summoned daedra, atronach, or familiar, boosting its health and magicka by 10x the amount sacrificed. The borrowed health and magicka is returned when it dies.
  • Elemental Potency (80) > Conjured Atronachs are more powerful.
  • Oblivion Walker (100) > You can have two daedra, atronachs, or familiars. A Witch's Familiar does not count towards your summoning limit, but only 1 can be active at a time. (Cannot have both Oblivion Walker and King Of Worms)
  • Mystic Weapon (20) > Bound weapons do more damage.
  • Soul Stealer (30) > Bound weapons cast Soul Trap on targets.
  • Thirsty Blade (35/50/70) > Bound weapons absorb 10 magicka/and stamina/and health on every hit.
  • Oblivion Binding (50) > Bound weapons will banish summoned creatures and turn raised ones.
  • Ghost Dance (60/80) > While you have a bound weapon equipped, you have a 15/30% chance to turn ethereal for 2/3 seconds while an opponent is power attacking.
  • Arcane Strike (70) > Power attacks with bound weapons send out a wave of arcane energy that damages nearby foes and causes them to stagger.
  • Army of Ghosts (90) > Those you kill with a bound weapon return to Nirn as ghostly specters for 30 seconds to attack your foes.

Restoration

  • Student: Restoration (0/35) > All Restoration spells are 0.5/0.75% stronger per Restoration level. All Restoration spells consume less magicka per Restoration level. Cost reduction caps at 50/70%.
  • Restoration Dual Casting (20) > Dual casting a Restoration spell overcharges the effects into an even more powerful version.
  • Respite (35) > Healing spells also restore Stamina.
  • Invigorate (55) > When at full health, healing spells boost maximum health by 40 for 60 seconds.
  • Regeneration (20) > Healing spells randomly restore between 0 and 50 additional health.
  • Healer (40/60) > Healing spells grant healing-over-time for 4/10 seconds.
  • Urgency (70) > Healing spells restore 50% more if the target is below 15% health; healing spells restore 100% more if the target is below 5% health.
  • Life Link (30/50) > Healing spells create a Life Link between you and the target for 15/30 seconds. When the target takes damage, 15/7 stamina per second is drained from you to restore 10 health per second to the target.
  • Blessing (30) > Healing spells boost magic resistance by 10% for 10 seconds. During that time, the target is immune to disease and takes half damage from poison.
  • Aura Of Light (40/60) > Allies within 25/50 feet heal 5/7 points of health per second.
  • Bolster The Ranks (55) > Those affected by Aura of Light deal 10% more damage.
  • Strength In Numbers (65) > Regain 2% of your maximum magicka and stamina per second for every person affected by Aura Of Light. Stacks up to 10 times.
  • Saving Grace (75) > Those affected by Aura Of Light have a 10% chance to survive a fatal blow, regaining 100 health. 60 second cool-down.
  • Miracle (90) > Saving Grace has a 90% chance of saving those affected by Blessing, restoring 200 health. 60 second cool-down.
  • Patron God (25/55) > Praying at a shrine grants you the divine's favor for 3/7 in-game days, magnifying the blessing from the shrine by 25/50%. Can only have 1 patron at a time. Patronage can be lost by acting against the divine's teachings.
  • Favored Child (35/70) > While you have the favor of your chosen patron, you are gifted with an incredible power that can be used once/three times a day.
  • Words And Deeds (60) > Can leave an offering at your patron's shrine to increase the power of Favored Child.
  • Guardian (50/75) > Once/three times a day, if you have a divine's favor, an ethereal guardian will appear at your side.
  • Dark Supplicant (80) > Can have a Daedric Prince as a patron. Choosing a daedra alienates the divines, and they will refuse to grant you their favor for 3 days after your current patronage ends.
  • Divine Avenger (30/50) > Your weapon strikes cause undead to burn with holy fire, taking 3/7 sun damage per second for 5/12 seconds.
  • Fear The Dawn (45/65) > Fire, sun, and turning spells are 30/50% more powerful against undead
  • Dust To Dust (80) > Undead below 50% health turn to ash when hit by a fire, sun, or turn spell.
  • Recovery (30/50) > Magicka regenerates 70/100% faster with less than 25% magicka remaining, 40/60% faster with less than 50%, and 20/30% faster with less than 100%.
  • Avoid Death (90) > Once a day, heals 250 points automatically if you fall below 10% health.
  • Mage Ward (40/60/80) > Wards are 2/2.5/3x stronger and cost 20/35/50% less magicka to cast if not wearing any armor.
  • Ward Absorb (60) > Wards recharge your magicka by 75% of the cost of incoming spells.

Fixes and Tweaks

  • -All fixes from USKP have been carried over
  • -Atronachs now level with you, to a certain extent. This means that they will be useful for longer. Potent atronachs have Adept-level spells.
  • -Rebalanced exp gain for a few spells - conjuring atronachs, casting Courage, etc will now actually level the associated skill, and Bound Sword won't provide an instant level-up.
  • -Non-NPC zombies will now follow you through load doors.
  • -All zombies will now retain their renaimation abilities (including the Dark Souls bonus) through reloads.
  • -Dead Thrall now works on most things, like it always should have.
  • -The Necromancer's Amulet has been improved, and is now worth doing a quest for.
Edited by steelfeathers
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