Jump to content

Shadowing93

Members
  • Posts

    3
  • Joined

  • Last visited

Everything posted by Shadowing93

  1. Having gotten to the end game, I've noticed you can reach level 12 pretty early on and then simply gain wasted experience. If possible, I would like to see it contribute towards a level up like normal, but instead of leveling, you simply gain another feat. Ideally this wouldn't increase your total level either, still displaying your character as level 12. It should always be the same amount of experience, not more per number of feats or anything. That way you could pick up 2 or 3, based on the amount of side activities you do.
  2. Can I just point out that the Dwarves in the Elder Scrolls are nothing like the Tolken ones? I'm not saying that the weapon idea is bad, only that you might not know much in the ways of Skyrim's Dwarves. They weren't even similar in appearance to Tolkin's Dwarves. TES [The Elder Scrolls] Dwarves were tall, reportedly as tall as High Elves, because they themselves were elves. They were good with machines, and were masters of magic, and were fairly peaceful and all were intellectuals. They shared the unique ability to communicate telepathically, allowing them to be the most advanced race in the lore ever known. The only real similarity to Tolkin Dwarves is their affinity for the underground. Again, I'm not trying to bash on your idea, or even call it flawed, I just thought you should know that the names are the only real similarity to the Dwarves you mention. Just something to keep in mind.
  3. The Enchanting School is a little lacking, although most anything involving magic in Skyrim was quite underwhelming. I propose a mod that helps to balance the Enchanting school in a way that is beneficial to all play styles. Water Walking - Doesn't Level-upNight Vision - Radius increases with skillDetect - Radius increases with skillDetect Life - Causes the same effect as the Detect Life spell.Found most commonly of the detect enchantments, and found at lower levels.Detect Undead - Shows the Undead, but not the non-animated, unlike the spell.Found less commonly, and only past level 20.Detect Aura - Shows all animated creatures including Dwarven Automatons.Found least commonly, past level 30.Replace "Fortify [school of Magic]" With "Fortify [school of Magic] & Regen Magic"Alter "Fortify X & Regen" to act as it should (Goes up to 25% for each with all perks) & can be applied to Head, Body, Necklace, & Ring.Fortify Spells - Decreases the cost of all spells, but only up to 15%, and does not provide a Regen Boost.Amplify [school of Magic]Destruction - Increased PowerAlteration - Increased DurationRestoration - Increased Power (Vampire's Bane and the like increase in power)Illusion - Increased Level CapConjuration - Increased DurationPoison DamageExtra DamageDragonsDaedraNOT HumansUndeadWerewolvesAbsorb elementAbsorb Fire - % of Fire damage is absorbed as Magicka/Take extra damage from Frost.Absorb Frost - % of Frost damage is absorbed as Magicka/Take extra damage from Fire.Abate Shock - % of Shock damage to Magicka is negated.Feather - Reduces fall damage and sprint costQuite Casting - Does the same as the perkAllows for sneaky characters to use other forms of magic without devoting time to the Illusion tree. There is also a potential for adding a Enchanting master quest. It would require removing Sergius Turrianus from the College of Winterhold, and completely replace him with someone new. Luckily he has few lines, and isn't involved in any quests other than his radiant ones. An enchanting master quest would entail something along the lines of finding some ancient tomb of knowledge that imbues the reader with some insight yet unknown to men. Likely hidden in a Dwarven ruin of some sorts. The reward for this venture could differ, but ultimately it needs to be related to enchanting. An obvious reward would be an additional enchantment. Though, such a reward would need to be offset by either a very difficult quest or a steep cost.
×
×
  • Create New...