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Looking for suggestions for new enchantments.


ElementalParadox

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here are a few ideas. the suffixes are what can go behind the name of weapons and the percentage the

(what i deemed) adequate chance. i think some may require extensive coding and/or may not be possible given the game system..but then thou were looking for suggestions so here you go lol

 

critical

enchant limit- gauntlet, ring (also left ring if have mod)

enchant power limit - 20% on each piece, max is 40% (or 60% if all three) (when made by character with

 

100 Enchanting and potion of fortify enchanting created by fortify alchemy armor set if possible)

or can be adjusted so that gaunlet is 20/100, next piece adds another 20% as in 16/80, and 12.8/64

suffixes

"of critical damage" lowest level 1%

"of accurate strike" the next 2%

"of critical strike" 4%

"of surgical strike" 8%

"of killing blow" 16%

 

Attack speed

enchant limit - gaunlet, ring

power limit - 25% on each piece, max 50% (or 75% for two rings)

same rule as gauntlet

suffixes

"of light hands" lowest 2%

"of swift strikes" 5%

"of wind" 10%

"of flurry" 15%

"of fury" 20%

 

Stagger (making enemies stagger even without power attacks)

enchant limit - gauntlet

power limit - 10% (wouldn't want to OP this)

suffixes

"of heavy swing" 2%

"of mighty swing" 4%

"of giant might" 6%

"of dragon's wrath" 8%

 

Poison (reduces enemy response time - normally when PC gets poisoned the vision gets blurred, disabling

 

player vision and thereby the ability to respond quickly because they cannot see. enemies should get

 

that too)

enchant limit - weapons

power limit - 20%

suffixes

"of poison" 5%

"of frostbite" 10%

"of chaurus" 15%

 

Greed (acts like the racial power of the imperials, but a little weaker. cant write exact stats for this

 

since i don't know how much the chance is)

 

Gluttony (increases the amount of health and/or stamina restored by food and/or drinks; for RND or

 

similar mods. works kinda like fortify restoration i guess i think you could refer to the mod Better

 

Magic to reference codes)

enchant limit - armor, necklace

power limit- 100% (since the best food, steamed mudcrab only heals 12(or was it 24)hp, a 100% would

 

still put it below most potions but still make it usable for its lower weight and such)

suffixes

"of hunger" 25%

"of feast" 50%

"of gluttony" 75%

 

Fortify Movement speed

enchant limit - boots

power limit - 50%

suffixes

"of deft feet" 10%

"of swift feet" 20%

"of agility" 30%

"of whirlwind" 40%

 

Ignore Armor

enchant limit - weapons

power limit - 25% (or 50% if it can be coded so that when using the enhanced dwarven crossbow, it works

 

with the original 50% to cap at 75%; in other words, EDC 50%+ 50% of the remaining 50 chances=75%)

suffixes

"of cleaving" 5% (or 10% if the coding with the EDC is possible)

"of armor breaking" 10% (or 20%)

"of armor cleaving" 15% (30%)

"of decapitation" 20% (40%)

 

Tracking (kinda like aura whisper or detect life)

enchant limit -weapons (will work best with bows)

effect - enemy hit by the weapon will appear like they do when you use aura whisper or detect life + the

 

other enemies in ther vicinity. should help when sneaking and trying to determine how many is nearby

 

Soul siphoning

enchant limit - weapons

effect - alduin could eat souls and become powerful. why not you? kinda like soul trap, but briefly

 

(5~10 seconds maybe) increases health, magicka, stamina, or slightly recharges them (if possible) could

 

use same soultrap effect

power limit - increase stats by 30 (and then let it stack or if cannot just bump it up) or heal 50%

suffixes

"of soul drain" inc stats 5 or heal 10%

"of soul siphon" 10 stats or 20%

"of soul devouring" 15 stats or 30%

"of alduin's gluttony" 20 statrs or 40%

 

 

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