Since I decided I would put together a thread earlier that detailed an alternate game mode for MTG that I had been working on, I thought I would post the details of a Skyrim Mod I was writing called "The Journey Ahead". This is something I didn't quite finish, but wanted to share, as I have a taste for game design but no knowledge of execution and none of the tools to create what I write. I like showing these kinds of things to people, and wanted to do that here today.
-A little bit about the mod-
For the longest time, I always disliked the fact that clothing items were pretty much useless and that Soul Gems were quite narrow in their ability. I always liked the idea of the old Eastern tales of warrior monks going on a journey that you could tell a story about. Because of my frustrations and fascinations, I decided to write a mod that overhauls six of the perks in the game, assigning these replaced perk trees with animals/creatures that are respected in Eastern mythology.
The six creatures are the Rabbit, the Monkey, the Snake, the Turtle, the Tiger, and the Dragon. Originally, I had only written perks for the Rabbit, the Snake and the Turtle. These three creatures alone would serve as representatives of each stat that you can improve in Skyrim, the Rabbit's quickness representative of Stamina, the Snake's cunning and manipulative nature representative of Magicka, the Turtle's hardy sturdiness representative of Health. I thought long and hard on expanding this and was able to find solution in the introduction of the remaining three creatures, Dragon, Tiger and Monkey.
The idea was simple: Become One with these animal signs, making your way through the world as a traveling Monk. More than anything, I liked the idea of imposing a brutal challenge: Penalize the player for using armor and weapons. Monks have no need for weapons or armor, and I wanted to make using them next to impossible by writing debuffs that become active when you equip any weapons or armor. On top of that, the perk trees I decided to overhaul were the Smithing, Light Armor, Heavy Armor, One Handed Weapons, Two Handed Weapons, and Archery perk trees.
I wanted to do many things with this mod. To name a few of these, for example, some of the perks written benefit incredibly from focusing on skills like Illusion Magic. Another example, I wanted to write perks that could be unlocked at every 5 levels instead of every 10 levels. The range of perks available here will astound, and while this is a work in progress, it is my dream to one day have this produced.
Below is the text I have saved away. It is quite detailed, and if you have an interest in Skyrim, this just might captivate your fascinations.
Weapons and armor act differently when equipped.
Helmets make the screen go black. Chest Armor weighs three times your maximum carry weight. Gauntlets decrease your attack speed by 1000%. Boots decrease your movement speed by 1000%. Weapons deal 1 damage and are unequipped when dealing damage.
================================================================= First Perk - "The Journey Ahead" -Plan A Version- (Rank information subject to change)
Possible perk tree text:
"Every level up gained grants 10 Stamina instantly. For every 10 points of Stamina you have, deal 1 bonus point of Unarmed damage when you deal Unarmed damage. You now have access to throwing weapons."
Perk Specifics:
Every character level up grants 10 Stamina instantly. One handed weapons can be thrown, with a 10% chance to disarm an enemy character with a weapon throw if the weapon connects, and for every 10 points of Stamina you have, deal an additional 1 point of Unarmed damage.
Rank 2 - Increase the chance of a disarm to 20%. A successful disarm deals 3 points of bleeding damage for 5 seconds. (Spirit Level 20 required) Rank 3 - Increase the chance of a disarm to 30%. A successful disarm deals 4 points of bleeding damage for 6 seconds. (Spirit Level 40 required) Rank 4 - Increase the chance of a disarm to 40%. A successful disarm deals 5 points of bleeding damage for 7 seconds. (Spirit Level 60 required) Rank 5 - Increase the chance of a disarm to 50%. A successful disarm deals 6 points of bleeding damage for 8 seconds, and successfully casts Fear on that character. (Spirit Level 80 required)
(The weight of the weapon is multiplied by two, taking that many points out of your stamina. A fixed 50% chance of a Critical hit will be applied to every throw.) ================================================================= First Perk - "The Journey Ahead" -Plan B Version-
-The Rabbit- "Weapons and armor act differently when equipped. Every character level up grants 10 Stamina instantly, and for every 10 points of Stamina you have, deal an additional 1 point of Unarmed damage." -The Snake- "Weapons and armor act differently when equipped. Every character level up grants 10 Magicka instantly. Items you steal when crouched and unseen are not marked as stolen." -The Turtle- "Weapons and armor act differently when equipped. Every character level up grants 10 Health instantly, and for every 20 points of Health you have, Restoration and Alteration spells cost 1% less." -The Monkey "Weapons and armor act differently when equipped. Items you sell cost the buyer 1% more per level in Illusion magic, and hostile characters suffer a 0.5% Critical Hit Chance penalty per level in Conjuration magic." -The Tiger "Weapons and armor act differently when equipped. Intimidation Speech Checks are always successful, and Attack Speed is increased by 5% for 1.5 seconds every time you deal Unarmed damage to a hostile character."
================================================================= Level 15 - "Focus" -Plan A Version- (Rank information subject to change)
"Arrows are 'caught' when blocking ranged attackers in front of you, dealing 0 damage at the cost of 20% Stamina, reducing the cost by 1% for every 100 Stamina you have."
Enemy arrows are automatically deflected when blocking. Costs 20% of your Stamina. For every 100 points of Stamina you have, the 20% cost is reduced by 1%. (Archers not in view of the player cannot be blocked in this manner.)
"Rank 2: Absorb damage from hostile spells when blocking spells in front of you, dealing 0 damage at the cost of Magicka, returning Health and Stamina at random."
Rank 2 (Unlocks at Level 20 in the Spirit skill) - Destruction spells cast by hostile characters are automatically absorbed when blocking, randomly restoring Health and/or Stamina based on the level of magic absorbed. (Mages not in view of the player cannot be blocked in this manner.) Magicka costs per spell absorption listed below (Subject to change):
Novice level Destruction spells cost 10% of your total (not current) Magicka, and restore 10 Health and/or 10 Stamina. Apprentice level Destruction spells cost 15% of your total (not current) Magicka, and restore 15 Health and/or 15 Stamina. Adept level Destruction spells cost 20% of your total (not current) Magicka, and restore 20 Health and/or 20 Stamina. Expert level Destruction spells cost 25% of your total (not current) Magicka, and restore 25 Health and/or 25 Stamina. Master level Destruction spells cost 30% of your total (not current) Magicka, and restore 30 Health and/or 30 Stamina.
If you don't have enough Magicka for the purpose of spell absorption, your Magicka bar is drained completely, and you take damage to your Health equal to 20% of your current maximum Health.
(Plan B assigns Rank 1 ("Focused Deflection") to the Tiger and Rank 2 ("Shifter's Veil") to the Monkey. Blocking when unarmed needs to be written. Thinking the best way to achieve unarmed blocking is to use a different animation and a different fight mechanic, like swapping out the weapon equip function with something else (?) ================================================================= Level 20 - "Of Three, Only One" -Plan A Version- "The Rabbit" - Sprinting costs 50% less Stamina. Your Health Regen is increased by 20%. "The Snake" - Unarmed Power Attacks are 10% faster and cost 25% less Stamina. Your Magicka Regen. is increased by 25%. "The Turtle" - A third of the damage you receive is taken from your Stamina. Your Stamina Regen. is increased by 25%. (If there isn't enough Stamina, drain the bar completely and whatever wasn't absorbed by your Stamina bar is dealt back to your Health) ================================================================= Level 20 -Plan B Additions-
-The Monkey- "Ignore 20% of a character's armor rating when dealing damage. For every half pound of food you're carrying (rounded to the nearest .5 pounds), increase your attack speed and movement speed by 0.1%" -The Dragon- "Destruction spells that deal fire damage cost 60% less. Magicka Regen. is increased by 1% for every 60 points of Stamina you have." -The Tiger- "You can now wear Heavy Armor gloves/gauntlets without penalty. Half of your gloves/gauntlet's armor rating (rounded up) is dealt in damage when dealing unarmed damage to hostile characters. For every 30 points of Stamina you have, gain 1% increased chance to stagger on hit when taking damage." ================================================================= Level 25 - "Untapped Potential" -Plan A Version- (Rank information subject to change)
15% chance of finding a Soul Gem on a slain enemy. Visiting an Arcane Enchanter will allow the user to designate a unique/different use/effect for each Soul Gem. (Only Soul Gems found on slain enemy characters can be treated in this manner at an Arcane Enchanter, as to avoid coding issues and complications with variants of Azura's Star.)
Putting an additional perk point into altering Soul Gems at an Arcane Enchanter requires your Enchanting Level to be a certain level in place of having Spirit at a certain level. Rank 2 - Enchanting Level 35 required, granting a 5% chance to finding a Soul Gem on slain enemy characters. Rank 3 - Enchanting Level 70 required, granting a 5% chance to finding a Soul Gem on slain enemy characters.
Rank 4 of this perk grants access to Black Soul Gems found on Human characters, and is unlocked as a perk at Level 80 in the Spirit Tree.
Soul Gems found on enemies are based on the kind of soul of the slain character (For example, Petty Soul Gems can be found on Skeevers.)
(Plan B will have this perk assigned to one or more skill trees. Not sure yet. Leaning on the Snake, but thinking on including the Turtle and the Rabbit.) ================================================================= Level 30 - "Force of Will" -Plan A Version- "Veteran's Jog" - You can now sprint while overencumbered. Sprinting when overencumbered costs 10% additional stamina. "Astute Striker" - Your normal unarmed attacks deal 20% more damage, and Power Attacks deal 10% more damage. "Hard of Hurting" - Take 15% less damage from enemy Power Attacks, 10% less damage from normal melee attacks, and 5% less damage from ranged attacks. ================================================================= Level 30 - "Force of Will" -Plan B Version-
-Veteran's Jog- (Tiger) -Astute Striker- (Snake) -Hard of Hurting- (Turtle)
-Favorable Tactics- (Rabbit) "Gain movement speed when running from hostile characters while your health is low, and temporarily increase Health and Stamina Regen when you escape death."
-Power in Numbers- (Dragon) "Double the strength of all Enchanted items currently equipped."
-Heartfelt Compensation- (Monkey) "Every critical hit on an enemy adds 1 food item to your inventory, and food items give extra health and varied effects." ================================================================= Level 35 - "Spirit of the Mountain" -Plan A Version-
Every 5 points of Stamina you have raises your Armor Rating and Magic Resistance by 1 point. The armor and magic resistance you gain from this perk scales with your total maximum Stamina.
(Plan B assigns this perk to the Turtle.) ================================================================= Level 40 - "Like the Wind" -Plan A Version- (Rank information subject to change) Rank 1 - Stamina Regen. is increased by 20%. Increase your Movement Speed by 5%. Items that weigh two pounds or more now weigh a pound less.
Rank 2 - Your Stamina Regen. is increased by 35% (from 20%). Increase your Movement Speed by 10% (from 5%) and your Attack Speed by 5%. (Level 50 required.)
Rank 3 - Your Stamina Regen. is increased by 50% (from 35%). Increase your Movement Speed by 20% (from 10%) and your Attack Speed by 10% (from 5%). (Level 60 Spirit required.)
(Plan B currently assigns all of this perk to the Rabbit.) ================================================================= Level 45 - "Mettle Method" -Plan A Version- "Lucky Rabbit's Foot" - 25% chance to take no damage from melee attacks. (If you take no damage from a hostile attack,) your next attack staggers that hostile character, and your critical hit chance against that character is increased by 25% for 2 seconds. "Viper's Pinch" - Pressure point attacks from Stealth. (When in Stealth, initiating a Pickpocket attempt opens a dialog box, giving the player the option to to pickpocket, disable/cripple the target's shield/weapon arm, or putting characters to sleep.) "Mirrored Shell" - Enemies take 25% of the damage they deal to you, but your movement speed is decreased by 7-10% when taking damage. ================================================================= Level 45 - "Mettle Method" -Plan B Version- -Lucky Rabbit's Foot- (Rabbit) -Viper's Pinch- (Snake) -Mirrored Shell- (Turtle)
-High Ground- (Monkey) "Throwing weapons ignore an amount of armor on hit." (Subject to change.) -Falling Ash- (Dragon) "Fall damage is reduced by a large amount, and Fire damage deals critical hit damage." -Weighted Training- (Tiger) "Carrying so much weight for long periods of time increases experience gain. You can now mine ore with your bare hands." ================================================================= Level 50 - "Heightened Senses" -Plan A Version-
Enemies are now louder when inside a building, and you can now see magic runes and traps much easier.
(Plan B currently assigns this perk to the Rabbit.) ================================================================= 5. Level 5X - "Disposable Claws" "You can now make lockpicks with 1 iron ingot and 1 steel ingot. Lockpicking experience gain now gives experience to Smithing, and lockpicks you make have a strength level based on your Smithing level."
(Currently a Plan B perk for the Tiger.) ================================================================= Level 55 - "Drunkard's Path" -Plan A Version- "Fleeting Madness" - Drinking 3 bottles of alcohol triples your Movement Speed and Stamina Regen, but reduces your damage by 90% and increases your screen brightness by 33% for 30 seconds. "Hothead Hooch" - Drinking 3 bottles of alcohol triples your Melee Damage and your character's voice volume level, randomly casting a shout you have unlocked, but reduces your Stamina Regen. by 90% and Armor Rating by 60% for 30 seconds. "Stone Spirits" - Drinking 3 bottles of alcohol triples your Armor Rating, doubles your Stamina Regeneration, but reduces your Attack Speed by 90% and screen brightness by 33% for 30 seconds.
(Plan B assigns all of this perk to the Monkey.) ================================================================= Level 60 - "Iron Strikes" -Plan A Version-
Power attacks have a bonus 50% chance of ignoring shield blocks and parries, and throwing weapons now have a 25% chance to stagger enemies. (Subject to change) ================================================================= Level 60 - "Iron ______" -Plan B Version-
-Iron Thump- (Rabbit) "You can now wear Heavy Armor boots without penalty. While wearing Heavy Armor boots, Movement Speed is decreased by 15% but jumping into a character applies a knockdown effect that lasts 3 seconds." (Prefer not to have guards approach the player when knocking down friendly characters except for when it's a guard.) -Iron Grasp- (Snake) "Damage dealt from stealth has a bonus chance on hit to paralyze."
-Iron Will- (Turtle) "Increase Armor Rating by up to 60% when below 40% health."
-Iron Strikes- (Monkey) -Iron Fists- (Tiger) "Your gloves/gauntlet's now deal all of their Armor Rating as bonus damage when dealing unarmed damage to hostile characters. Based on your Smithing level, you now have a chance to destroy weapons and armor every time you deal damage with an Unarmed Power Attack." ================================================================= Level 65 - "Overreaction" -Plan A Version-
"Mad Dash" - Gain 25% increased Movement Speed while sprinting. Enemies are feared for 2 seconds when you sprint towards them for the first time. "Adrenaline Rush" - Gain 30% increased Attack Speed and 15% Health Regen. for 1 second the first time you attack an enemy. Your first attack against that enemy is unblockable. "Spirit Guard" - Gain 30% increased Health Regen. and 60 Armor Rating for 2 seconds the first time you take damage from an enemy.
Plan B swaps out "Adrenaline Rush" for the following perk:
-First Impressions- (Snake) "Deal bonus damage to a character based on that character's weaknesses the second time you damage them." ================================================================= Level 70 - "Inner Strength" -Plan A Version-
Every 5 points of Stamina you have raises your Health and Magicka by 1 point. The Health and Magicka you gain from this perk scales with your total maximum Stamina.
(Plan B assigns this perk to the Tiger.) ================================================================= Level 75 - "Self Realization" -Plan A Version-
"Burst Fire" - You can now use your Racial Power once every hour. Every use of your Racial Power will instantly refresh your ability to shout. While a shout or power is active, you deal 40% more damage with Unarmed Attacks and 40% more damage with throwing weapons. (Subject to change) "Ascension" - Gain Access to Empowered Shouts. (All Empowered Dragon Shout effects can be found in the document "Perks Expanded".) "Thundering Presence" - After you Shout or use your Racial Power: Gain 10% Movement Speed, 20% Armor Rating, 10-50% Shout Cooldown Reduction (based on the shout), and 20% chance to stagger on hit for 20 seconds.
10% CDR for 0-20 second shouts 20% CDR for 21-50 second shouts 30% CDR for 51-90 second shouts 40% CDR for 91-140 second shouts 50% CDR for 140+ second shouts ================================================================= Level 75 - "Self Realization" -Plan B Version-
-Magic Diet- (Rabbit) "Add 2 carrots to your inventory every hour. Carrots give extra health and temporary bonuses to various stats and skills." -Drooling Venom- (Snake) "Deal X Poison Damage on hit that's staggered over Y seconds. X is equal to 15% of your Destruction Magic skill level, with Y being equal to 15% of your Sneak skill level." -Tricks of the Trade- (Tiger) "Attacks against hostile characters deal bonus damage based on their armor quality, and you take less damage based on their weapon quality." ================================================================= Level 80 - "Taste for Torture" -Plan A Version-
Critical hits on an enemy cause continual bleed damage. You now have a 20% chance to find Black Soul Gems on Humans. (All Black Soul Gem effects are listed at the bottom of this document.)
Bleed damage character level table (subject to change):
Levels 0-10: 1 bleed damage per second Levels 11-20: 3 bleed damage per second Levels 21-30: 5 bleed damage per second Levels 31-40: 7 bleed damage per second Levels 40+: 9 bleed damage per second
(Plan B assigns this perk to the Dragon.) ================================================================= Level 85 - "Deity Vibe" -Plan A Version-
"Lightning Treads" - Sprinting casts Wall of Lightning/Storms at your feet. The spell only damages hostile characters, and deals 60 lightning damage per second. (Needs work) "No Lollygagging" - You can now challenge any Town Guard to a Brawl, and will not gain a bounty because of the Brawl. The loser of the brawl pays 100 gold to the winner. "Godflesh" - Whenever you become poisoned or diseased, based on the affliction, your abilities change accordingly for a brief time in place of receiving negative effects. (This counts as 100% Disease and Poison Immunity. This perk will make it impossible to become a Werewolf or Vampire. This perk does not disable any of your current Werewolf or Vampire abilities, and does not ruin your ability to progress further in Werewolf or Vampire skill trees that you already have access to.) ================================================================= Level 85 - "Deity Vibe" -Plan B Version-
-Lightning Treads- (Rabbit) "Movement Speed is increased by 15%. Sprinting casts Wall of Storms at your feet that only damages hostile characters, dealing damage based on the Armor Rating of your boots, multiplied by three."
-Charming- (Snake) "While you have a flute in your inventory, you can brawl friendly characters (including Town Guards) without receiving a bounty and make money every win. Breaking into buildings successfully (picking the lock on the door) while in stealth grants invisibility for 300 seconds."
-Godflesh- (Turtle)
-Street Gambling: Shell and Pebble- (Monkey) "Temporarily deal more and more damage every time you take damage from an enemy that isn't a critical hit."
(I have other gambling perks in mind for the Monkey, but need to tinker some still. Might just leave it at Shell and Pebble.)
-Burning Scars- (Dragon) "Deal bleeding damage every time you critically strike. Affected characters also take fire damage while they bleed."
-Angered State- (Tiger) "Taking damage increases your Unarmed damage temporarily." ================================================================= Level 90 - "Enlightened" -Plan A Version-
"Rabbit's Flow"- While your carry weight is 100 pounds or less, Health and Magicka Regeneration is increased by 25%. Movement Speed and Attack Speed is increased by 25%. All hostile characters suffer a 50% Critical Hit Chance penalty. "Serpent's Flash" - While sprinting, you may initiate a power attack against an enemy that is 10 feet away from you. When initiated, your Movement Speed is increased by a great amount for 2 seconds, and your current power attack will either deal critical damage or stagger. (Characters that are 10 or more levels below you have a chance of instantly dying from the power attack or becoming paralyzed from the stagger. Subject to change.) "Tortoise Fortress" - Increase your Armor Rating by 200 points. Attacks made against you deliver 50% of the total damage back to the attacker. ================================================================= Level 90 - "Enlightened" -Plan B Version-
-Rabbit's Flow- (Rabbit) -Serpent's Flash- (Snake) -Tortoise Fortress- (Turtle) -Nimbus Striding- (Monkey) "Increase your jump height based on your total Magicka and current unused Magicka. This ability uses Magicka when jumping and hitting the ground." -Scalemail- (Dragon) "Your Magic Resistance is increased by 10% of your total Magicka. Your jump height is increased by 25% when jumping against obstructions." -Pounce- (Tiger) "Increase your movement speed when jumping towards a hostile character. That character is feared and your next attack staggers." ================================================================= Level 95 - "Four Petal Lotus Strike" -Plan A Version-
Normal unarmed attacks have a 25% chance of disarming a hostile character, a 25% chance of staggering, a 25% chance of inflicting 5-15 bleed damage that lasts for 3 seconds, and a 25% chance of paralyzing the hostile character. Any number of these attack chances can trigger on hit.
(Plan B assigns this perk to the Snake.) ================================================================= Level 100 - "Other-Worldly" -Plan A Version-
"Wind Form" - Increase your Attack Speed 150% while standing still. Every normal Unarmed attack you make against a hostile character deals 10 points of damage staggered over five seconds that can stack and ignore 25% armor rating. "Fire Storm" - Fireball is cast whenever you deal Unarmed damage, and Incinerate is cast instead of Fireball whenever you deal damage with an Unarmed Power Attack. These spells do not cost Magicka and deal no damage to you. "Titan's Blessing" - Power attacks now launch characters backward several feet. Hostile characters that perform a shield bash against you are staggered instead. ================================================================= Level 100 - "Other-Worldly" -Plan B Version-
-Wind Form- (Rabbit)
-Hydra's Wrath- (Snake) "The first time you are dealt damage by a hostile character, deal X damage to that target six times the first time you deal damage to that target (each of these six instances of damage are different types of damage, all listed below). X is 10% of the total damage you received, multiplied by three."
(The first damage type deals Fire damage equal to 10% of the damage received. The second damage type deals Poison damage equal to 10% of the damage received. The third damage type deals Frost damage equal to 10% of the damage received. The fourth damage type deals Lightning damage equal to 10% of the damage received. The fifth damage type deals Bleeding damage equal to 10% of the damage received staggered over 1 second. The sixth damage type drains health from the target equal to 10% of the damage received, restoring health to you.)
-Titan's Blessing- (Turtle)
-Confusing Combustion Conundrum- (Monkey) "Damage you deal from Stealth with Throwing Weapons and Spells apply random Wabbajack effects. Unarmed Power Attacks deal 13 Bleeding damage staggered over 1.3 seconds. Normal Unarmed Attacks deal 33 points of random Elemental Damage (Fire, Frost, or Shock) on hit." (W.I.P.)
-Fire Storm- (Dragon)
-Savage Greeting- (Tiger) "Sprinting towards hostile characters that are at full health costs 50% less Stamina. Your first Unarmed Power Attack against a hostile character deals a bonus 1 point of damage for every 3% of health that target hostile character has remaining and a bonus 1 point of bleeding damage staggered over 1 second for every 5 points of bonus damage dealt." (W.I.P.) ================================================================= Level 100 - "Mark of the ______" ================================================================= -Mark of the Swift: Lightning Strike- (Rabbit) After eating a carrot, Sprinting Unarmed Power Attack damage dealt to hostile characters reduces the affected character's Stamina to 0 for 60 seconds. This damage also deals Critical Hit damage, staggers higher level characters and paralyzes lower level characters for 6 seconds."
(Combat bonuses gained from eating a carrot lasts 1 second for every level in Alchemy you have. Active Effects should refer to this effect as "Magic Diet".)
-Mark of the Deceiver: Burning Brain- (Snake) "While you have a flute in your inventory, hostile characters within 30 feet of you that are a lower level than you are Feared for 3 seconds, becoming Frenzied after the effects of Fear wear off. Lower level characters deal 1 point of bonus Fire damage to other characters for every level in Speech you have."
-Mark of the Guard: Crumbling Ivory- (Turtle) "The Ebony Warrior is summoned to your aid once a day when a hostile character brings your health to 100 points or less. The Ebony Warrior has 6 health for every level in Alteration Magic you have and lasts 1 second for every level in Enchanting you have."
-Mark of the Trickster: Clone Magic- (Monkey) "Taking fatal damage restores you to full health, raises your Sneak skill to 600 and makes you invisible for 30 seconds. For the next six minutes, your Magicka Regen. is reduced by 90%. The cost of this ability is 150% of your total maximum Magicka, with the cost being reduced by 1% for every level in Illusion Magic you have. If you do not have enough Magicka for this ability, taking fatal damage is not prevented."
-Mark of the Six: Flame of Legend- (Dragon) "Fire Cloak is always active, has a range of 60 feet, and deals 60 damage per second to hostile characters. Characters damaged by the Fire Cloak are also Frenzied, and have their Magicka, Health, and Stamina Regen. reduced by 60%."
-Mark of the Hunter: Of Stripes and Notches- (Tiger) "For every 10 characters you've killed, increase your Armor Rating and Magicka by 1 point."
***Due to certain races gaining a passive Unarmed damage bonus, all races will be gaining an accompanying passive when picking the first perk "The Journey Ahead". Argonian - "Stormscale: Deal 30+x Lightning Damage when successfully dealing damage with a power attack, where X is 3 multiplied by the total number of effects currently active." Breton - "Guardian's Ward: Restore Health and Stamina equal to 60% of the damage dealt by hostile spells. Health and Stamina restored this way is staggered over 3 seconds after spell damage is received." Dark Elf - "Cold Heart: Your next attack against a character deals 10+x Frost damage when a hostile character deals fire or frost damage to you. X is equal to half your total Destruction skill level, rounded up." High Elf - "Endless Hunger: For every 30 points of Magicka you have, increase your Critical Hit damage and Health Regen. by 1%." Imperial - "Valuable Life: The value of different Jewelery items when worn give bonuses to your Health, Magicka, and Stamina." Silver Circlets give 1 point of Magicka/Mana per 20 gold.Gold Circlets give 2 points of Magicka/Mana per 25 gold. Silver Necklaces give 1 point of Stamina per 20 gold. Gold Necklaces give 2 points of Stamina per 25 gold. Silver Rings give 1 point of Health per 20 gold. Gold Rings give 2 points of Health per 25 gold. (The gold per point requirement comes from the value of the Jewelery item, not from how much you can sell the item for at that time.) Khajiit - "Enhanced Claws: Every 10 points of melee damage you deal also deal 1 point of bleed damage that staggers over 1 second. This can stack up to 3 times." Nord - "Fire Spirit: Your next attack against a character deals 10+x Fire damage when a hostile character deals fire or frost damage to you. X is equal to half your total Smithing skill level, rounded up." Orc - "Stone Fists: 3% chance to stagger on hit when damaging hostile characters with unarmed attacks." Redguard - "Lotus' Grace: 3% chance to poison hostile characters on hit. The poison deals 3 damage over 2 seconds." Wood Elf - "Martial Flight: Throwing weapons deal X bonus damage on hit, where X is 3 multiplied by your character's level." (Subject to change)
Level 25 - "Untapped Potential" 15% chance of finding a Soul Gem on a slain enemy. Visiting an Arcane Enchanter will allow the user to designate a unique/different use/effect for each Soul Gem.(Only Soul Gems found on slain enemy characters can be treated in this manner at an Arcane Enchanter, as to avoid coding issues and complications with variants of Azura's Star.) Putting an additional perk point into altering Soul Gems at an Arcane Enchanter requires your Enchanting Level to be a certain level in place of having Spirit at a certain level. Rank 2 - Enchanting Level 35 required, granting a 5% chance to finding a Soul Gem on slain enemy characters. Rank 3 - Enchanting Level 70 required, granting a 5% chance to finding a Soul Gem on slain enemy characters. Rank 4 of this perk grants access to Black Soul Gems found on Human characters, and is unlocked as a perk at Level 80 in the Spirit Tree.
Soul Gems found on enemies are based on the kind of soul of the slain character (For example, Petty Soul Gems can be found on Skeevers.)
Petty Soul Gem Effects:
Rank 1 "Shard of Hope": Restore 30 Health "Breton's Grace": 15% Magic Resistance (90 seconds) "Silver Tongue": Haggle for 15% Better Prices (90 seconds)
Rank 2 "Shard of Protection": Restore 30 Health, and gain 30% Magic Resistance for 90 seconds. "Merchant's Charm": Haggle for 30% better prices for 120 seconds. "Spare Coin": Add a Gold Ring, a Gold Necklace, and 100 gold to your inventory.
Rank 3 "Shard of Wellness": Restore 30 Health, 30 Stamina, and 30 Magicka. "Chance Find": Add a random Gold Ring and a random Gold Necklace to your inventory. Haggle for 45% better prices for 120 seconds. "Fight Night": For every Critical Hit you land on an enemy, add 50 gold to your inventory. This effect lasts 50 seconds.
Lesser Soul Gem Effects:
Rank 1 "Shard of Renewal": Restore 60 Health "Breton's Smirk": 20% Magic Resistance (90 seconds) "Magic Touch": Items enchanted are 15% stronger (90 seconds)
Rank 2 "Shard of Remedy": Restore 60 Health, and gain 20% Magic Resistance for 90 seconds. "Mystery Sensation": Items Enchanted are 25% stronger for 90 seconds. Advance 1 level in a random skill that doesn't belong to the Warrior Guardian Sign. "Recycling": Gain access to a Rank 3 Petty Soul Gem of your choice.
Rank 3 "Shard of Haste": Restore 50 Health and 50 Stamina. Carrying capacity increases by 50 for 500 seconds. "Curious Clinking": Add 2 randomly chosen Rank 3 Petty Soul Gems. (Any effects listed on the Rank 3 Petty Soul Gem list become available at random from this effect, adding 2 Soul Gems with effects/uses designated to them immediately.) "Fumbling Advance": Hostile characters have a 5% chance of dropping their weapon when walking towards you for 20 seconds.
Common Soul Gem Effects:
Rank 1 "Shard of Vigor": Restore 90 Health "Breton Biscuit": Resist 25% of Magic for 90 seconds. "Novice Thief": Lockpicking and Pickpocket is 30% easier for 90 seconds.
Rank 2 "Shard of Love": Restore 90 Health, and gain 30% Magic Resistance for 90 seconds. "Skilled Thief": Lockpicking and Pickpocket is 30% easier for 90 seconds. Add a Potion of Extended Invisibility to your inventory. "Triple Threat": The next three weapons you throw deal 15 Fire, 15 Frost, and 15 Lightning Damage on hit. (Subject to change)
Rank 3 "Shard of Care": Restore 60 Health. For 30 seconds, all damage dealt to you is 100% restored 0.5 seconds after receiving damage. "Angry Hobbyist": The next four weapons you throw deal 20 Poison, 20 Fire, 20 Frost, and 20 Lightning Damage on hit. (Subject to change) "Brute Force": For 90 seconds, any door can be opened with an Unarmed Power Attack. (Doors that take you to a new zone ???)
Greater Soul Gem Effects:
Rank 1 "Shard of Vitality": Restore 120 Health "Breton Soup": 30% Magic Resistance for 90 seconds. "Tourism": Gain the Muffle effect and become Invisible for 90 seconds.
Rank 2 "Shard of Warmth": Restore 120 Health, and gain 30% Magic Resistance for 90 seconds. "Sublimate Shadow": Gain the Muffle effect and become Invisible for 120 seconds. Your Invisibility can now only be broken if you run out of time or attack a character. "Dash 'n' Smash": For 60 seconds, Unarmed Power Attacks will increase your Movement Speed by 300% when moving towards a visible hostile character.
Rank 3 "Forgiveness": The first time you are dealt damage by a character, stagger that character and restore Health equal to half the damage that was dealt to you. This effect does not require activation of this gem. "Gleeful Zeal": For 120 seconds, Unarmed Power Attacks will increase your Movement Speed by 300% when moving towards a visible hostile character. "Unbound": For 90 seconds, Gain the Muffle effect and become Invisible. During this time, you may walk through doors and walls once every 15 seconds. (These effects last until time runs out, and can't be broken normally.) (The Player character can't walk through doors or walls that don't have anything on the other side. An example would be walls attached to doors that take you to a different area/zone, or doors that take you to a different area/zone.)
Grand Soul Gem Effects:
Rank 1 "Shard of Life": Restore 150 Health "Lively Presence": Health Regenerates 30% faster for 90 seconds. "Escape Rope": Fast Travel while inside, to the nearest Hold.
Rank 2 "Shard of Rejuvenation": Restore 150 Health. Health regenerates 25% faster for 120 seconds. "Caravan's Getaway": Fast Travel while inside, to the nearest Hold. Your Carry Weight is increased by 1000 points for 120 seconds. "Second Wind": The next time you Shout, you may use that Shout again within 3 seconds, ignoring the cooldown.
Rank 3 "Miracle Mixture": Restore 300 Health. Your Stamina and Magicka is increased by 300 points for 120 seconds. "Displacement": Fast Travel while inside to a location of your choice. Your Carry Weight is increased by 1000 points for 180 seconds. "Sudden Loss": The first time a hostile character damages you, delete a random item they have equipped. This effect does not require activation of this gem.
Black Soul Gem Effects:
The effects unlock one at a time, as a reward for reaching certain levels in Enchanting, and access to Black Soul Gems is unlocked at level 80 of the Spirit Tree upon picking the unique perk associated with that level of the Spirit tree. "Nerve Strike" - Enchanting Level 10. Your next 3 successful Unarmed Power Attacks deal 30 Shock damage, paralyze for 3 seconds, and your attack speed increases by 30% for 3 seconds. "Return to Sender" - Enchanting Level 20. For the next 30 seconds, damage from ranged attacks is instead dealt to the attacker. "Confusion" - Enchanting Level 30. For 120 seconds, all other characters in the area are given The Wabbajack and become Frenzied. (The Wabbajack cannot be looted off any of the bodies, or removed in any way other than the 2 minute period. After the 2 minute period, Frenzy wears off, and The Wabbajack is replaced with any previous weapons those characters had. Characters that can't wield weapons will instead attack as normal but apply random effects on hit in the same way that The Wabbajack applies those same effects.)("You are immune to effects that change your form" was originally written at the end, however, any alternative to how effects that change your form are treated in case immunity to transform effects isn't possible is a welcome alternative. Transform effects could instead affect the caster.) "Pandora's Box" - Enchanting Level 40.Random use effect. Can only be used in areas occupied by Town Guards. (I'd like to get as many of these to work, and replace what isn't functional later. With 33 effects that can active in total, you have a 3% chance of getting any of the listed. Keeping the theme in line with triples, multiples of 3, because of the three path system I have in mind. Keeping 33 total is the ultimate goal, so replacing or rewriting something is ideal, instead of outright removing total number of outcomes.) List of effects: 1. Cast a successful Frenzy spell on all nearby animals. All affected animals deal 50 Fire damage per hit. Lasts 10 minutes. 2. Characters standing on the ground (including you) are dealt 2 fire damage per second. When a character has 5 health or less, damage from this gem effect ceases. If a character's health is at 20 or more, the effect resumes. Lasts 120 seconds. 3. Town Guards are Frenzied and have access to the Unrelenting Force shout. Lasts 90 seconds. 4. The current Town/Hold/City is invaded by 10 Wolves. The Wolves have 500 Health each. (I'd like to make the wolves larger to emphasize having more health.) 5. Town Guards summon a random Elemental when they see you that attacks you on sight. Lasts 300 seconds. 6. All other characters that are not Town Guards attack Town Guards in the area. Lasts 90 seconds. 7. Three Dragons are summoned to the area. If you're inside a building/cave/not outside, the Dragons will spawn whenever you exit the current structure you're occupying. (Note for the modders: I'd like for lower level Dragons to summon. Fighting three Dragons that aren't real strong is surprise enough, and not having access to vanilla and DLC weapons or armor can be enough of a pain, so maybe slightly overwhelming the player doesn't sound like a lot of fun. Making the Dragons lower level is completely optional, considering veterans playing through this prefer a challenge, especially with a new experience like this ENTIRE skill tree.) 8. The Town/Hold/City walls are deleted, you're approached by the Guards, and fined 10,000 gold by the Town/Hold/City for replacing the walls, or face jail time. During this time, your Speech skill is set to 0 for until you pay the fine or serve jail time. (After the fine is paid, the walls are re-enabled. The walls remain disabled and your Speech skill remains at 0 until your fine is paid or jail time is served, meaning the option to talk or bribe your way out isn't available either. Doors are safe from disabling when this happens, and any buildings you can enter don't have their walls disabled. Only walls that sit between the current zone and zones you can enter are safe from disabling. If it's possible, I'd like to make it so walls that have been disabled are there, but just invisible, to annoy people that have this happen to them, so they pay the fine or serve jail time out of being annoyed.) 9. The first time a character speaks to you, Unrelenting Force (three word version) is cast. (If it's possible to have Unrelenting Force cast in 8 directions, that'd be great.) 10. The guards can only use the "Arrow in the knee" line when talking. (Ideally lasting a full 24 hours, either in-game time or real time. Preferably the latter.) 11. Standing is disabled for 3 minutes, but every step you take while crouching adds a stolen lockpick to your inventory. 12. Every door in the Town/Hold/City is locked. The lock can be picked, but the lock level will be a random level lock difficulty. 13. For until you sleep or leave the current Town/Hold/City, attempting to pickpocket or talk to anyone casts and triggers a 60 damage Fire Rune at your feet that only damages you. When this happens, a random Bard spawns in your zone and begins playing "Ragnar the Red". There is no maximum to how many Bards you can spawn in this manner. 14. For 24 in-game hours, the first time you encounter a Bard, whenever the Bard begins playing music, a Werewolf and a Dremora Lord are summoned that begin attacking you. 15. Your appearance is randomized, your gender is changed, and your character's name is changed to "Little Doggie". 16. For until you sleep or leave the current Town/Hold/City, characters that sell items only sell empty wine bottles, and have 0 gold, even after you buy items from them. 17. For until you sleep or leave the current Town/Hold/City, characters (other than yourself) in the current Town/Hold/City walk twice as fast with a copy of themselves. 18. The two characters with the lowest and highest valued inventories in the currecnt Town, Hold, or City (other than you) seek out one another and fight each other. The winner of that fight finds and attacks you on sight. (Concerning self defense) No bounty is gained because of this. 19. The Jarl of the current Town/Hold/City finds you and begins following you, saying only mean things to you until you leave the current Town/Hold/City. 20. You are teleported to the inside of the closest prison cell for no reason. 21. 1,000 sweetrolls and 1,000 plates are added to your inventory. 22. For until you sleep or leave the current Town/Hold/City, directional controls are mirrored, you move twice as fast, and you jump twice as high. 23. For until you leave the current Town/Hold/City, sprinting costs health instead of stamina. 24. For 3 minutes, a Skeever will spawn directly behind you whenever a live Skeever isn't currently attacking you. During this time, whenever you take damage from a Skeever, a random audio/video option will be altered. Examples include lowering the game volume, raising the music volume, turning the brightness up or down. (This is to simulate the effects poison can have on the mind and body.) 25. For 24 in-game hours, every time you enter a different zone, a Courier will find and talk to you, only to give you a slice of cheese. Discovering the cheese in your inventory will play Sheogorath's "CHEESE!" voice line, and the slice of cheese always weighs one pound instead of its' normal weight. 26. After activation, the next time you are outside, or if you are already outside, summon the last 7 hostile characters you killed to your location. 27. You become afflicted with every disease and become poisoned. 28. The guards replace their arrows with practice arrows, their bow(s) with a long bow, and attack you on sight (with the long bow). 29. For 24 in-game hours, the town/hold/city is occupied by 100 extra guards that are half their normal size. 30. For 24 in-game hours or until you sleep, all characters increase their movement speed constantly for as long as they are walking. (The longer a character walks for, the faster they get. The increase in movement speed is gradual but fairly quick.) 31. For 24 in-game hours, opening doors that take you to a different zone instead takes you to a different zone at random. 32. NPCs that walk too close to other NPCs are randomly hit with the Giant's launch attack. They take 0 damage from the launch and 0 damage from landing. 33. If you're in an Empire controlled Town/City/Hold, 20 Stormcloak Soldiers enter the city and attack the guards. If you're in a Stormcloak controlled Town/City/Hold, 20 Empire Soldiers enter the city and attack the guards.
"Adrenaline Rush" - Enchanting Level 50. The first time you take elemental damage from a hostile character, cast all three Cloak spells (Destruction Magic) and increase your Movement Speed by 300% for 60 seconds. "Erratic Diet" - Enchanting Level 60. Add 6 random Rank 2 and Rank 3 Soul Gems in any combination to your inventory. "Fortunate Weather" - Enchanting Level 70. For 60 seconds, the sky starts raining random items. If a character is hit with one of these items, deal damage equal to the item's weight + 5 points. These items can be picked up. "Arcane Weaver" - Enchanting Level 80. For 300 seconds, you can re-enchant enchanted items. "Equality" - Enchanting Level 90. All characters in the area unequip and drop all equipped Jewelery, Clothing, Light Armor and Heavy Armor items. "Call Upon The Cat Lord" - Enchanting Level 100. Summon M'Aiq the Liar for 300 seconds. M'Aiq the Liar sells randomly Enchanted clothing and jewelery pieces. M'Aiq can also change your Appearance, Race, Gender, Age, and Name.
Dragon Shouts (Empowered) Level 75 "Ascendancy" - Gain Access to Empowered Shouts.
Each different shout has an Empowered Shout. Each individual Empowered Shout will become available to you when you find the third word of that shout. Empowering a shout costs an additional Dragon Soul.
Animal Allegiance now affects all characters that are a lower level than you. Aura Whisper now grants invisibility for 20 seconds. Battle Fury decreases the attack speed of hostile characters equal to the bonus that friendly characters receive from this shout. Become Ethereal now grants a jump height increase equal to 300% of your normal jump height. Bend Will will now instead set your Speech skill to 300 for 180 seconds when used in a town or hold. Call Dragon summons Paarthurnax instead to fight for you for 120 seconds. Call of Valor summons six Dremora instead. Clear Skies now restores 10 Stamina, Health, and Magicka. Cyclone increases your Movement Speed by 20% for 5 seconds. Disarm has a 25% chance of completely deleting a weapon, even if the Disarm fails. Dismay also casts an overcharged version of (spell that causes to attack each other) Dragon Aspect now deals 30 points of Fire Damage on hit to targets when dealing Melee or Ranged Damage. Dragonrend has a 10% chance of killing the affected Dragon. Drain Vitality guarantees a soul gem on death on the body of the affected enemy. Elemental Fury enchants your fists with 20 random magical damage (fire, ice, electric, and magical) in place of increasing attack speed. Fire Breath now permanently damages an enemy's Stamina, reducing their Stamina and Stamina Regen. by 70%. (If an enemy has 100 Stamina, they would be permanently reduced to 30 Stamina until they die.) Frost Breath drains 9% of an enemy's Stamina every second for 9 seconds. If an enemy runs out of Stamina at any point during the Stamina drain, they automatically die from freezing to death. Ice Form, when used, affected characters that are a lower level than you can be shattered with a power attack, instantly killing them. Kyne's Peace now forces the closest animal to you to become your follower until that animal dies. Marked for Death also restores 10 Stamina for each power attack performed against the marked enemies. Soul Tear gives a 20% chance to stagger all affected enemies on hit. Slow Time doesn't slow down time for you. Storm Call casts Chain Lightning on enemies hit by lightning damage caused by the shout. Summon Durnehviir summons Anduin in his place to fight for you for 120 seconds. Throw Voice casts a 75 damage Shock Rune spell for you six feet from the first enemy to start investigating the sound. Unrelenting Force can now be cast at your feet, launching you 100 feet into the air. For 10 seconds, you are immune to fall damage. Whirlwind Sprint freezes any enemy you pass completely solid. If/when they thaw out, they take 30 fire damage, staggered over 3 seconds.
"Godflesh" - Whenever you become poisoned or diseased, based on the affliction, your abilities change accordingly for a brief time in place of receiving negative effects. (This counts as 100% Disease and Poison Immunity. This perk will make it impossible to become a Werewolf or Vampire. This perk does not disable any of your current Werewolf or Vampire abilities, and does not ruin your ability to progress further in Werewolf or Vampire skill trees that you already have access to.)
Ataxia: Attack speed is increased by 25% for 10 seconds. Black Heart Blight (Dragonborn DLC only): Movement Speed is increased by 10% for 10 seconds. Bone Break Fever: 10% chance to stagger enemies for 10 seconds. Brain Rot: 25% increased Magicka Regen. for 10 seconds. Droops (Dragonborn DLC only): Weapon damage from enemies is decreased by 15% for 10 seconds. Poisoned: 25% increased Health Regen. for 10 seconds. Rattles: 25% increased Stamina Regen. for 10 seconds. Rockjoint: 25% increased damage resistance against opponents wielding melee weapons for 10 seconds. Sanguinare Vampiris: Vampires take 25% additional damage from your attacks for 10 seconds. Witbane: 50% increased Magicka Regen. for 5 seconds. Lycanthropy: Animals steer clear of you for 10 minutes.
I posted this in the "Other Games" subforum. Not breaking any rules, and this fits perfectly in the "Other Games" subforum. You did notice where this has been posted, right?
This actually is very interesting! I like your idea of using items in the inventory that are otherwise useless to mean something (like your lvl 85 deity vibe charming (snake) ) This is a really detailed explanation of your mod and I appreciate your time writing it! Hopefully you will get a lot of support
This actually is very interesting! I like your idea of using items in the inventory that are otherwise useless to mean something (like your lvl 85 deity vibe charming (snake) ) This is a really detailed explanation of your mod and I appreciate your time writing it! Hopefully you will get a lot of support
Thanks for that.
Part of my irritation with Skyrim (among other things) is the programming of useless items/rooms. I wanted to give items that have no use an opportunity to really shine. As it is, the only three uses for clothing items are improving your ability to sneak around, the cosmetic aspect, and enchanting. As it is, clothing is hardly better than light armor for the purpose of sneaking around, and you can enchant armor, so enchanting your clothing is pointless. I wanted to do something about that, and given enough time, this just might see release. Haven't paid this mod any attention in a while, but it's always been on my mind.
Since I decided I would put together a thread earlier that detailed an alternate game mode for MTG that I had been working on, I thought I would post the details of a Skyrim Mod I was writing called "The Journey Ahead". This is something I didn't quite finish, but wanted to share, as I have a taste for game design but no knowledge of execution and none of the tools to create what I write. I like showing these kinds of things to people, and wanted to do that here today.
-A little bit about the mod-
For the longest time, I always disliked the fact that clothing items were pretty much useless and that Soul Gems were quite narrow in their ability. I always liked the idea of the old Eastern tales of warrior monks going on a journey that you could tell a story about. Because of my frustrations and fascinations, I decided to write a mod that overhauls six of the perks in the game, assigning these replaced perk trees with animals/creatures that are respected in Eastern mythology.
The six creatures are the Rabbit, the Monkey, the Snake, the Turtle, the Tiger, and the Dragon. Originally, I had only written perks for the Rabbit, the Snake and the Turtle. These three creatures alone would serve as representatives of each stat that you can improve in Skyrim, the Rabbit's quickness representative of Stamina, the Snake's cunning and manipulative nature representative of Magicka, the Turtle's hardy sturdiness representative of Health. I thought long and hard on expanding this and was able to find solution in the introduction of the remaining three creatures, Dragon, Tiger and Monkey.
The idea was simple: Become One with these animal signs, making your way through the world as a traveling Monk. More than anything, I liked the idea of imposing a brutal challenge: Penalize the player for using armor and weapons. Monks have no need for weapons or armor, and I wanted to make using them next to impossible by writing debuffs that become active when you equip any weapons or armor. On top of that, the perk trees I decided to overhaul were the Smithing, Light Armor, Heavy Armor, One Handed Weapons, Two Handed Weapons, and Archery perk trees.
I wanted to do many things with this mod. To name a few of these, for example, some of the perks written benefit incredibly from focusing on skills like Illusion Magic. Another example, I wanted to write perks that could be unlocked at every 5 levels instead of every 10 levels. The range of perks available here will astound, and while this is a work in progress, it is my dream to one day have this produced.
Below is the text I have saved away. It is quite detailed, and if you have an interest in Skyrim, this just might captivate your fascinations.
Weapons and armor act differently when equipped.
Helmets make the screen go black.
Chest Armor weighs three times your maximum carry weight.
Gauntlets decrease your attack speed by 1000%.
Boots decrease your movement speed by 1000%.
Weapons deal 1 damage and are unequipped when dealing damage.
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First Perk - "The Journey Ahead" -Plan A Version-
(Rank information subject to change)
Possible perk tree text:
"Every level up gained grants 10 Stamina instantly. For every 10 points of Stamina you have, deal 1 bonus point of Unarmed damage when you deal Unarmed damage. You now have access to throwing weapons."
Perk Specifics:
Every character level up grants 10 Stamina instantly. One handed weapons can be thrown, with a 10% chance to disarm an enemy character with a weapon throw if the weapon connects, and for every 10 points of Stamina you have, deal an additional 1 point of Unarmed damage.
Rank 2 - Increase the chance of a disarm to 20%. A successful disarm deals 3 points of bleeding damage for 5 seconds. (Spirit Level 20 required)
Rank 3 - Increase the chance of a disarm to 30%. A successful disarm deals 4 points of bleeding damage for 6 seconds. (Spirit Level 40 required)
Rank 4 - Increase the chance of a disarm to 40%. A successful disarm deals 5 points of bleeding damage for 7 seconds. (Spirit Level 60 required)
Rank 5 - Increase the chance of a disarm to 50%. A successful disarm deals 6 points of bleeding damage for 8 seconds, and successfully casts Fear on that character. (Spirit Level 80 required)
(The weight of the weapon is multiplied by two, taking that many points out of your stamina. A fixed 50% chance of a Critical hit will be applied to every throw.)
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First Perk - "The Journey Ahead" -Plan B Version-
-The Rabbit-
"Weapons and armor act differently when equipped. Every character level up grants 10 Stamina instantly, and for every 10 points of Stamina you have, deal an additional 1 point of Unarmed damage."
-The Snake-
"Weapons and armor act differently when equipped. Every character level up grants 10 Magicka instantly. Items you steal when crouched and unseen are not marked as stolen."
-The Turtle-
"Weapons and armor act differently when equipped. Every character level up grants 10 Health instantly, and for every 20 points of Health you have, Restoration and Alteration spells cost 1% less."
-The Monkey
"Weapons and armor act differently when equipped. Items you sell cost the buyer 1% more per level in Illusion magic, and hostile characters suffer a 0.5% Critical Hit Chance penalty per level in Conjuration magic."
-The Tiger
"Weapons and armor act differently when equipped. Intimidation Speech Checks are always successful, and Attack Speed is increased by 5% for 1.5 seconds every time you deal Unarmed damage to a hostile character."
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Level 15 - "Focus" -Plan A Version-
(Rank information subject to change)
"Arrows are 'caught' when blocking ranged attackers in front of you, dealing 0 damage at the cost of 20% Stamina, reducing the cost by 1% for every 100 Stamina you have."
Enemy arrows are automatically deflected when blocking. Costs 20% of your Stamina. For every 100 points of Stamina you have, the 20% cost is reduced by 1%. (Archers not in view of the player cannot be blocked in this manner.)
"Rank 2: Absorb damage from hostile spells when blocking spells in front of you, dealing 0 damage at the cost of Magicka, returning Health and Stamina at random."
Rank 2 (Unlocks at Level 20 in the Spirit skill) - Destruction spells cast by hostile characters are automatically absorbed when blocking, randomly restoring Health and/or Stamina based on the level of magic absorbed. (Mages not in view of the player cannot be blocked in this manner.) Magicka costs per spell absorption listed below (Subject to change):
Novice level Destruction spells cost 10% of your total (not current) Magicka, and restore 10 Health and/or 10 Stamina.
Apprentice level Destruction spells cost 15% of your total (not current) Magicka, and restore 15 Health and/or 15 Stamina.
Adept level Destruction spells cost 20% of your total (not current) Magicka, and restore 20 Health and/or 20 Stamina.
Expert level Destruction spells cost 25% of your total (not current) Magicka, and restore 25 Health and/or 25 Stamina.
Master level Destruction spells cost 30% of your total (not current) Magicka, and restore 30 Health and/or 30 Stamina.
If you don't have enough Magicka for the purpose of spell absorption, your Magicka bar is drained completely, and you take damage to your Health equal to 20% of your current maximum Health.
(Plan B assigns Rank 1 ("Focused Deflection") to the Tiger and Rank 2 ("Shifter's Veil") to the Monkey. Blocking when unarmed needs to be written. Thinking the best way to achieve unarmed blocking is to use a different animation and a different fight mechanic, like swapping out the weapon equip function with something else (?)
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Level 20 - "Of Three, Only One" -Plan A Version-
"The Rabbit" - Sprinting costs 50% less Stamina. Your Health Regen is increased by 20%.
"The Snake" - Unarmed Power Attacks are 10% faster and cost 25% less Stamina. Your Magicka Regen. is increased by 25%.
"The Turtle" - A third of the damage you receive is taken from your Stamina. Your Stamina Regen. is increased by 25%. (If there isn't enough Stamina, drain the bar completely and whatever wasn't absorbed by your Stamina bar is dealt back to your Health)
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Level 20 -Plan B Additions-
-The Monkey-
"Ignore 20% of a character's armor rating when dealing damage. For every half pound of food you're carrying (rounded to the nearest .5 pounds), increase your attack speed and movement speed by 0.1%"
-The Dragon-
"Destruction spells that deal fire damage cost 60% less. Magicka Regen. is increased by 1% for every 60 points of Stamina you have."
-The Tiger-
"You can now wear Heavy Armor gloves/gauntlets without penalty. Half of your gloves/gauntlet's armor rating (rounded up) is dealt in damage when dealing unarmed damage to hostile characters. For every 30 points of Stamina you have, gain 1% increased chance to stagger on hit when taking damage."
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Level 25 - "Untapped Potential" -Plan A Version-
(Rank information subject to change)
15% chance of finding a Soul Gem on a slain enemy. Visiting an Arcane Enchanter will allow the user to designate a unique/different use/effect for each Soul Gem.
(Only Soul Gems found on slain enemy characters can be treated in this manner at an Arcane Enchanter, as to avoid coding issues and complications with variants of Azura's Star.)
Putting an additional perk point into altering Soul Gems at an Arcane Enchanter requires your Enchanting Level to be a certain level in place of having Spirit at a certain level.
Rank 2 - Enchanting Level 35 required, granting a 5% chance to finding a Soul Gem on slain enemy characters.
Rank 3 - Enchanting Level 70 required, granting a 5% chance to finding a Soul Gem on slain enemy characters.
Rank 4 of this perk grants access to Black Soul Gems found on Human characters, and is unlocked as a perk at Level 80 in the Spirit Tree.
Soul Gems found on enemies are based on the kind of soul of the slain character (For example, Petty Soul Gems can be found on Skeevers.)
(Plan B will have this perk assigned to one or more skill trees. Not sure yet. Leaning on the Snake, but thinking on including the Turtle and the Rabbit.)
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Level 30 - "Force of Will" -Plan A Version-
"Veteran's Jog" - You can now sprint while overencumbered. Sprinting when overencumbered costs 10% additional stamina.
"Astute Striker" - Your normal unarmed attacks deal 20% more damage, and Power Attacks deal 10% more damage.
"Hard of Hurting" - Take 15% less damage from enemy Power Attacks, 10% less damage from normal melee attacks, and 5% less damage from ranged attacks.
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Level 30 - "Force of Will" -Plan B Version-
-Veteran's Jog- (Tiger)
-Astute Striker- (Snake)
-Hard of Hurting- (Turtle)
-Favorable Tactics- (Rabbit)
"Gain movement speed when running from hostile characters while your health is low, and temporarily increase Health and Stamina Regen when you escape death."
-Power in Numbers- (Dragon)
"Double the strength of all Enchanted items currently equipped."
-Heartfelt Compensation- (Monkey)
"Every critical hit on an enemy adds 1 food item to your inventory, and food items give extra health and varied effects."
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Level 35 - "Spirit of the Mountain" -Plan A Version-
Every 5 points of Stamina you have raises your Armor Rating and Magic Resistance by 1 point. The armor and magic resistance you gain from this perk scales with your total maximum Stamina.
(Plan B assigns this perk to the Turtle.)
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Level 40 - "Like the Wind" -Plan A Version-
(Rank information subject to change)
Rank 1 - Stamina Regen. is increased by 20%. Increase your Movement Speed by 5%. Items that weigh two pounds or more now weigh a pound less.
Rank 2 - Your Stamina Regen. is increased by 35% (from 20%). Increase your Movement Speed by 10% (from 5%) and your Attack Speed by 5%. (Level 50 required.)
Rank 3 - Your Stamina Regen. is increased by 50% (from 35%). Increase your Movement Speed by 20% (from 10%) and your Attack Speed by 10% (from 5%). (Level 60 Spirit required.)
(Plan B currently assigns all of this perk to the Rabbit.)
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Level 45 - "Mettle Method" -Plan A Version-
"Lucky Rabbit's Foot" - 25% chance to take no damage from melee attacks. (If you take no damage from a hostile attack,) your next attack staggers that hostile character, and your critical hit chance against that character is increased by 25% for 2 seconds.
"Viper's Pinch" - Pressure point attacks from Stealth. (When in Stealth, initiating a Pickpocket attempt opens a dialog box, giving the player the option to to pickpocket, disable/cripple the target's shield/weapon arm, or putting characters to sleep.)
"Mirrored Shell" - Enemies take 25% of the damage they deal to you, but your movement speed is decreased by 7-10% when taking damage.
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Level 45 - "Mettle Method" -Plan B Version-
-Lucky Rabbit's Foot- (Rabbit)
-Viper's Pinch- (Snake)
-Mirrored Shell- (Turtle)
-High Ground- (Monkey)
"Throwing weapons ignore an amount of armor on hit." (Subject to change.)
-Falling Ash- (Dragon)
"Fall damage is reduced by a large amount, and Fire damage deals critical hit damage."
-Weighted Training- (Tiger)
"Carrying so much weight for long periods of time increases experience gain. You can now mine ore with your bare hands."
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Level 50 - "Heightened Senses" -Plan A Version-
Enemies are now louder when inside a building, and you can now see magic runes and traps much easier.
(Plan B currently assigns this perk to the Rabbit.)
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5. Level 5X - "Disposable Claws"
"You can now make lockpicks with 1 iron ingot and 1 steel ingot. Lockpicking experience gain now gives experience to Smithing, and lockpicks you make have a strength level based on your Smithing level."
(Currently a Plan B perk for the Tiger.)
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Level 55 - "Drunkard's Path" -Plan A Version-
"Fleeting Madness" - Drinking 3 bottles of alcohol triples your Movement Speed and Stamina Regen, but reduces your damage by 90% and increases your screen brightness by 33% for 30 seconds.
"Hothead Hooch" - Drinking 3 bottles of alcohol triples your Melee Damage and your character's voice volume level, randomly casting a shout you have unlocked, but reduces your Stamina Regen. by 90% and Armor Rating by 60% for 30 seconds.
"Stone Spirits" - Drinking 3 bottles of alcohol triples your Armor Rating, doubles your Stamina Regeneration, but reduces your Attack Speed by 90% and screen brightness by 33% for 30 seconds.
(Plan B assigns all of this perk to the Monkey.)
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Level 60 - "Iron Strikes" -Plan A Version-
Power attacks have a bonus 50% chance of ignoring shield blocks and parries, and throwing weapons now have a 25% chance to stagger enemies. (Subject to change)
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Level 60 - "Iron ______" -Plan B Version-
-Iron Thump- (Rabbit)
"You can now wear Heavy Armor boots without penalty. While wearing Heavy Armor boots, Movement Speed is decreased by 15% but jumping into a character applies a knockdown effect that lasts 3 seconds." (Prefer not to have guards approach the player when knocking down friendly characters except for when it's a guard.)
-Iron Grasp- (Snake)
"Damage dealt from stealth has a bonus chance on hit to paralyze."
-Iron Will- (Turtle)
"Increase Armor Rating by up to 60% when below 40% health."
-Iron Strikes- (Monkey)
-Iron Fists- (Tiger)
"Your gloves/gauntlet's now deal all of their Armor Rating as bonus damage when dealing unarmed damage to hostile characters. Based on your Smithing level, you now have a chance to destroy weapons and armor every time you deal damage with an Unarmed Power Attack."
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Level 65 - "Overreaction" -Plan A Version-
"Mad Dash" - Gain 25% increased Movement Speed while sprinting. Enemies are feared for 2 seconds when you sprint towards them for the first time.
"Adrenaline Rush" - Gain 30% increased Attack Speed and 15% Health Regen. for 1 second the first time you attack an enemy. Your first attack against that enemy is unblockable.
"Spirit Guard" - Gain 30% increased Health Regen. and 60 Armor Rating for 2 seconds the first time you take damage from an enemy.
Plan B swaps out "Adrenaline Rush" for the following perk:
-First Impressions- (Snake)
"Deal bonus damage to a character based on that character's weaknesses the second time you damage them."
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Level 70 - "Inner Strength" -Plan A Version-
Every 5 points of Stamina you have raises your Health and Magicka by 1 point. The Health and Magicka you gain from this perk scales with your total maximum Stamina.
(Plan B assigns this perk to the Tiger.)
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Level 75 - "Self Realization" -Plan A Version-
"Burst Fire" - You can now use your Racial Power once every hour. Every use of your Racial Power will instantly refresh your ability to shout. While a shout or power is active, you deal 40% more damage with Unarmed Attacks and 40% more damage with throwing weapons. (Subject to change)
"Ascension" - Gain Access to Empowered Shouts. (All Empowered Dragon Shout effects can be found in the document "Perks Expanded".)
"Thundering Presence" - After you Shout or use your Racial Power: Gain 10% Movement Speed, 20% Armor Rating, 10-50% Shout Cooldown Reduction (based on the shout), and 20% chance to stagger on hit for 20 seconds.
10% CDR for 0-20 second shouts
20% CDR for 21-50 second shouts
30% CDR for 51-90 second shouts
40% CDR for 91-140 second shouts
50% CDR for 140+ second shouts
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Level 75 - "Self Realization" -Plan B Version-
-Burst Fire- (Monkey)
-Ascension- (Dragon)
-Thundering Presence- (Turtle)
-Magic Diet- (Rabbit)
"Add 2 carrots to your inventory every hour. Carrots give extra health and temporary bonuses to various stats and skills."
-Drooling Venom- (Snake)
"Deal X Poison Damage on hit that's staggered over Y seconds. X is equal to 15% of your Destruction Magic skill level, with Y being equal to 15% of your Sneak skill level."
-Tricks of the Trade- (Tiger)
"Attacks against hostile characters deal bonus damage based on their armor quality, and you take less damage based on their weapon quality."
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Level 80 - "Taste for Torture" -Plan A Version-
Critical hits on an enemy cause continual bleed damage. You now have a 20% chance to find Black Soul Gems on Humans. (All Black Soul Gem effects are listed at the bottom of this document.)
Bleed damage character level table (subject to change):
Levels 0-10: 1 bleed damage per second
Levels 11-20: 3 bleed damage per second
Levels 21-30: 5 bleed damage per second
Levels 31-40: 7 bleed damage per second
Levels 40+: 9 bleed damage per second
(Plan B assigns this perk to the Dragon.)
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Level 85 - "Deity Vibe" -Plan A Version-
"Lightning Treads" - Sprinting casts Wall of Lightning/Storms at your feet. The spell only damages hostile characters, and deals 60 lightning damage per second. (Needs work)
"No Lollygagging" - You can now challenge any Town Guard to a Brawl, and will not gain a bounty because of the Brawl. The loser of the brawl pays 100 gold to the winner.
"Godflesh" - Whenever you become poisoned or diseased, based on the affliction, your abilities change accordingly for a brief time in place of receiving negative effects. (This counts as 100% Disease and Poison Immunity. This perk will make it impossible to become a Werewolf or Vampire. This perk does not disable any of your current Werewolf or Vampire abilities, and does not ruin your ability to progress further in Werewolf or Vampire skill trees that you already have access to.)
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Level 85 - "Deity Vibe" -Plan B Version-
-Lightning Treads- (Rabbit)
"Movement Speed is increased by 15%. Sprinting casts Wall of Storms at your feet that only damages hostile characters, dealing damage based on the Armor Rating of your boots, multiplied by three."
-Charming- (Snake)
"While you have a flute in your inventory, you can brawl friendly characters (including Town Guards) without receiving a bounty and make money every win. Breaking into buildings successfully (picking the lock on the door) while in stealth grants invisibility for 300 seconds."
-Godflesh- (Turtle)
-Street Gambling: Shell and Pebble- (Monkey)
"Temporarily deal more and more damage every time you take damage from an enemy that isn't a critical hit."
(I have other gambling perks in mind for the Monkey, but need to tinker some still. Might just leave it at Shell and Pebble.)
-Burning Scars- (Dragon)
"Deal bleeding damage every time you critically strike. Affected characters also take fire damage while they bleed."
-Angered State- (Tiger)
"Taking damage increases your Unarmed damage temporarily."
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Level 90 - "Enlightened" -Plan A Version-
"Rabbit's Flow"- While your carry weight is 100 pounds or less, Health and Magicka Regeneration is increased by 25%. Movement Speed and Attack Speed is increased by 25%. All hostile characters suffer a 50% Critical Hit Chance penalty.
"Serpent's Flash" - While sprinting, you may initiate a power attack against an enemy that is 10 feet away from you. When initiated, your Movement Speed is increased by a great amount for 2 seconds, and your current power attack will either deal critical damage or stagger. (Characters that are 10 or more levels below you have a chance of instantly dying from the power attack or becoming paralyzed from the stagger. Subject to change.)
"Tortoise Fortress" - Increase your Armor Rating by 200 points. Attacks made against you deliver 50% of the total damage back to the attacker.
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Level 90 - "Enlightened" -Plan B Version-
-Rabbit's Flow- (Rabbit)
-Serpent's Flash- (Snake)
-Tortoise Fortress- (Turtle)
-Nimbus Striding- (Monkey)
"Increase your jump height based on your total Magicka and current unused Magicka. This ability uses Magicka when jumping and hitting the ground."
-Scalemail- (Dragon)
"Your Magic Resistance is increased by 10% of your total Magicka. Your jump height is increased by 25% when jumping against obstructions."
-Pounce- (Tiger)
"Increase your movement speed when jumping towards a hostile character. That character is feared and your next attack staggers."
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Level 95 - "Four Petal Lotus Strike" -Plan A Version-
Normal unarmed attacks have a 25% chance of disarming a hostile character, a 25% chance of staggering, a 25% chance of inflicting 5-15 bleed damage that lasts for 3 seconds, and a 25% chance of paralyzing the hostile character. Any number of these attack chances can trigger on hit.
(Plan B assigns this perk to the Snake.)
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Level 100 - "Other-Worldly" -Plan A Version-
"Wind Form" - Increase your Attack Speed 150% while standing still. Every normal Unarmed attack you make against a hostile character deals 10 points of damage staggered over five seconds that can stack and ignore 25% armor rating.
"Fire Storm" - Fireball is cast whenever you deal Unarmed damage, and Incinerate is cast instead of Fireball whenever you deal damage with an Unarmed Power Attack. These spells do not cost Magicka and deal no damage to you.
"Titan's Blessing" - Power attacks now launch characters backward several feet. Hostile characters that perform a shield bash against you are staggered instead.
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Level 100 - "Other-Worldly" -Plan B Version-
-Wind Form- (Rabbit)
-Hydra's Wrath- (Snake)
"The first time you are dealt damage by a hostile character, deal X damage to that target six times the first time you deal damage to that target (each of these six instances of damage are different types of damage, all listed below). X is 10% of the total damage you received, multiplied by three."
(The first damage type deals Fire damage equal to 10% of the damage received.
The second damage type deals Poison damage equal to 10% of the damage received.
The third damage type deals Frost damage equal to 10% of the damage received.
The fourth damage type deals Lightning damage equal to 10% of the damage received.
The fifth damage type deals Bleeding damage equal to 10% of the damage received staggered over 1 second.
The sixth damage type drains health from the target equal to 10% of the damage received, restoring health to you.)
-Titan's Blessing- (Turtle)
-Confusing Combustion Conundrum- (Monkey)
"Damage you deal from Stealth with Throwing Weapons and Spells apply random Wabbajack effects. Unarmed Power Attacks deal 13 Bleeding damage staggered over 1.3 seconds. Normal Unarmed Attacks deal 33 points of random Elemental Damage (Fire, Frost, or Shock) on hit." (W.I.P.)
-Fire Storm- (Dragon)
-Savage Greeting- (Tiger)
"Sprinting towards hostile characters that are at full health costs 50% less Stamina. Your first Unarmed Power Attack against a hostile character deals a bonus 1 point of damage for every 3% of health that target hostile character has remaining and a bonus 1 point of bleeding damage staggered over 1 second for every 5 points of bonus damage dealt." (W.I.P.)
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Level 100 - "Mark of the ______"
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-Mark of the Swift: Lightning Strike- (Rabbit)
After eating a carrot, Sprinting Unarmed Power Attack damage dealt to hostile characters reduces the affected character's Stamina to 0 for 60 seconds. This damage also deals Critical Hit damage, staggers higher level characters and paralyzes lower level characters for 6 seconds."
(Combat bonuses gained from eating a carrot lasts 1 second for every level in Alchemy you have. Active Effects should refer to this effect as "Magic Diet".)
-Mark of the Deceiver: Burning Brain- (Snake)
"While you have a flute in your inventory, hostile characters within 30 feet of you that are a lower level than you are Feared for 3 seconds, becoming Frenzied after the effects of Fear wear off. Lower level characters deal 1 point of bonus Fire damage to other characters for every level in Speech you have."
-Mark of the Guard: Crumbling Ivory- (Turtle)
"The Ebony Warrior is summoned to your aid once a day when a hostile character brings your health to 100 points or less. The Ebony Warrior has 6 health for every level in Alteration Magic you have and lasts 1 second for every level in Enchanting you have."
-Mark of the Trickster: Clone Magic- (Monkey)
"Taking fatal damage restores you to full health, raises your Sneak skill to 600 and makes you invisible for 30 seconds. For the next six minutes, your Magicka Regen. is reduced by 90%. The cost of this ability is 150% of your total maximum Magicka, with the cost being reduced by 1% for every level in Illusion Magic you have. If you do not have enough Magicka for this ability, taking fatal damage is not prevented."
-Mark of the Six: Flame of Legend- (Dragon)
"Fire Cloak is always active, has a range of 60 feet, and deals 60 damage per second to hostile characters. Characters damaged by the Fire Cloak are also Frenzied, and have their Magicka, Health, and Stamina Regen. reduced by 60%."
-Mark of the Hunter: Of Stripes and Notches- (Tiger)
"For every 10 characters you've killed, increase your Armor Rating and Magicka by 1 point."
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=Abilities, Custom Soul Gem Effects, Empowered Dragon Shouts, and Godflesh Details=
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Supplementary Racial Traits/Abilities
***Due to certain races gaining a passive Unarmed damage bonus, all races will be gaining an accompanying passive when picking the first perk "The Journey Ahead".
Argonian - "Stormscale: Deal 30+x Lightning Damage when successfully dealing damage with a power attack, where X is 3 multiplied by the total number of effects currently active."
Breton - "Guardian's Ward: Restore Health and Stamina equal to 60% of the damage dealt by hostile spells. Health and Stamina restored this way is staggered over 3 seconds after spell damage is received."
Dark Elf - "Cold Heart: Your next attack against a character deals 10+x Frost damage when a hostile character deals fire or frost damage to you. X is equal to half your total Destruction skill level, rounded up."
High Elf - "Endless Hunger: For every 30 points of Magicka you have, increase your Critical Hit damage and Health Regen. by 1%."
Imperial - "Valuable Life: The value of different Jewelery items when worn give bonuses to your Health, Magicka, and Stamina."
Silver Circlets give 1 point of Magicka/Mana per 20 gold.Gold Circlets give 2 points of Magicka/Mana per 25 gold. Silver Necklaces give 1 point of Stamina per 20 gold. Gold Necklaces give 2 points of Stamina per 25 gold. Silver Rings give 1 point of Health per 20 gold. Gold Rings give 2 points of Health per 25 gold.
(The gold per point requirement comes from the value of the Jewelery item, not from how much you can sell the item for at that time.)
Khajiit - "Enhanced Claws: Every 10 points of melee damage you deal also deal 1 point of bleed damage that staggers over 1 second. This can stack up to 3 times."
Nord - "Fire Spirit: Your next attack against a character deals 10+x Fire damage when a hostile character deals fire or frost damage to you. X is equal to half your total Smithing skill level, rounded up."
Orc - "Stone Fists: 3% chance to stagger on hit when damaging hostile characters with unarmed attacks."
Redguard - "Lotus' Grace: 3% chance to poison hostile characters on hit. The poison deals 3 damage over 2 seconds."
Wood Elf - "Martial Flight: Throwing weapons deal X bonus damage on hit, where X is 3 multiplied by your character's level." (Subject to change)
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=Custom Soul Gem Effects=
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Level 25 - "Untapped Potential"
15% chance of finding a Soul Gem on a slain enemy. Visiting an Arcane Enchanter will allow the user to designate a unique/different use/effect for each Soul Gem.(Only Soul Gems found on slain enemy characters can be treated in this manner at an Arcane Enchanter, as to avoid coding issues and complications with variants of Azura's Star.)
Putting an additional perk point into altering Soul Gems at an Arcane Enchanter requires your Enchanting Level to be a certain level in place of having Spirit at a certain level.
Rank 2 - Enchanting Level 35 required, granting a 5% chance to finding a Soul Gem on slain enemy characters.
Rank 3 - Enchanting Level 70 required, granting a 5% chance to finding a Soul Gem on slain enemy characters.
Rank 4 of this perk grants access to Black Soul Gems found on Human characters, and is unlocked as a perk at Level 80 in the Spirit Tree.
Soul Gems found on enemies are based on the kind of soul of the slain character (For example, Petty Soul Gems can be found on Skeevers.)
Petty Soul Gem Effects:
Rank 1
"Shard of Hope": Restore 30 Health
"Breton's Grace": 15% Magic Resistance (90 seconds)
"Silver Tongue": Haggle for 15% Better Prices (90 seconds)
Rank 2
"Shard of Protection": Restore 30 Health, and gain 30% Magic Resistance for 90 seconds.
"Merchant's Charm": Haggle for 30% better prices for 120 seconds.
"Spare Coin": Add a Gold Ring, a Gold Necklace, and 100 gold to your inventory.
Rank 3
"Shard of Wellness": Restore 30 Health, 30 Stamina, and 30 Magicka.
"Chance Find": Add a random Gold Ring and a random Gold Necklace to your inventory. Haggle for 45% better prices for 120 seconds.
"Fight Night": For every Critical Hit you land on an enemy, add 50 gold to your inventory. This effect lasts 50 seconds.
Lesser Soul Gem Effects:
Rank 1
"Shard of Renewal": Restore 60 Health
"Breton's Smirk": 20% Magic Resistance (90 seconds)
"Magic Touch": Items enchanted are 15% stronger (90 seconds)
Rank 2
"Shard of Remedy": Restore 60 Health, and gain 20% Magic Resistance for 90 seconds.
"Mystery Sensation": Items Enchanted are 25% stronger for 90 seconds. Advance 1 level in a random skill that doesn't belong to the Warrior Guardian Sign.
"Recycling": Gain access to a Rank 3 Petty Soul Gem of your choice.
Rank 3
"Shard of Haste": Restore 50 Health and 50 Stamina. Carrying capacity increases by 50 for 500 seconds.
"Curious Clinking": Add 2 randomly chosen Rank 3 Petty Soul Gems. (Any effects listed on the Rank 3 Petty Soul Gem list become available at random from this effect, adding 2 Soul Gems with effects/uses designated to them immediately.)
"Fumbling Advance": Hostile characters have a 5% chance of dropping their weapon when walking towards you for 20 seconds.
Common Soul Gem Effects:
Rank 1
"Shard of Vigor": Restore 90 Health
"Breton Biscuit": Resist 25% of Magic for 90 seconds.
"Novice Thief": Lockpicking and Pickpocket is 30% easier for 90 seconds.
Rank 2
"Shard of Love": Restore 90 Health, and gain 30% Magic Resistance for 90 seconds.
"Skilled Thief": Lockpicking and Pickpocket is 30% easier for 90 seconds. Add a Potion of Extended Invisibility to your inventory.
"Triple Threat": The next three weapons you throw deal 15 Fire, 15 Frost, and 15 Lightning Damage on hit. (Subject to change)
Rank 3
"Shard of Care": Restore 60 Health. For 30 seconds, all damage dealt to you is 100% restored 0.5 seconds after receiving damage.
"Angry Hobbyist": The next four weapons you throw deal 20 Poison, 20 Fire, 20 Frost, and 20 Lightning Damage on hit. (Subject to change)
"Brute Force": For 90 seconds, any door can be opened with an Unarmed Power Attack. (Doors that take you to a new zone ???)
Greater Soul Gem Effects:
Rank 1
"Shard of Vitality": Restore 120 Health
"Breton Soup": 30% Magic Resistance for 90 seconds.
"Tourism": Gain the Muffle effect and become Invisible for 90 seconds.
Rank 2
"Shard of Warmth": Restore 120 Health, and gain 30% Magic Resistance for 90 seconds.
"Sublimate Shadow": Gain the Muffle effect and become Invisible for 120 seconds. Your Invisibility can now only be broken if you run out of time or attack a character.
"Dash 'n' Smash": For 60 seconds, Unarmed Power Attacks will increase your Movement Speed by 300% when moving towards a visible hostile character.
Rank 3
"Forgiveness": The first time you are dealt damage by a character, stagger that character and restore Health equal to half the damage that was dealt to you. This effect does not require activation of this gem.
"Gleeful Zeal": For 120 seconds, Unarmed Power Attacks will increase your Movement Speed by 300% when moving towards a visible hostile character.
"Unbound": For 90 seconds, Gain the Muffle effect and become Invisible. During this time, you may walk through doors and walls once every 15 seconds. (These effects last until time runs out, and can't be broken normally.)
(The Player character can't walk through doors or walls that don't have anything on the other side. An example would be walls attached to doors that take you to a different area/zone, or doors that take you to a different area/zone.)
Grand Soul Gem Effects:
Rank 1
"Shard of Life": Restore 150 Health
"Lively Presence": Health Regenerates 30% faster for 90 seconds.
"Escape Rope": Fast Travel while inside, to the nearest Hold.
Rank 2
"Shard of Rejuvenation": Restore 150 Health. Health regenerates 25% faster for 120 seconds.
"Caravan's Getaway": Fast Travel while inside, to the nearest Hold. Your Carry Weight is increased by 1000 points for 120 seconds.
"Second Wind": The next time you Shout, you may use that Shout again within 3 seconds, ignoring the cooldown.
Rank 3
"Miracle Mixture": Restore 300 Health. Your Stamina and Magicka is increased by 300 points for 120 seconds.
"Displacement": Fast Travel while inside to a location of your choice. Your Carry Weight is increased by 1000 points for 180 seconds.
"Sudden Loss": The first time a hostile character damages you, delete a random item they have equipped. This effect does not require activation of this gem.
Black Soul Gem Effects:
The effects unlock one at a time, as a reward for reaching certain levels in Enchanting, and access to Black Soul Gems is unlocked at level 80 of the Spirit Tree upon picking the unique perk associated with that level of the Spirit tree.
"Nerve Strike" - Enchanting Level 10. Your next 3 successful Unarmed Power Attacks deal 30 Shock damage, paralyze for 3 seconds, and your attack speed increases by 30% for 3 seconds.
"Return to Sender" - Enchanting Level 20. For the next 30 seconds, damage from ranged attacks is instead dealt to the attacker.
"Confusion" - Enchanting Level 30. For 120 seconds, all other characters in the area are given The Wabbajack and become Frenzied. (The Wabbajack cannot be looted off any of the bodies, or removed in any way other than the 2 minute period. After the 2 minute period, Frenzy wears off, and The Wabbajack is replaced with any previous weapons those characters had. Characters that can't wield weapons will instead attack as normal but apply random effects on hit in the same way that The Wabbajack applies those same effects.)("You are immune to effects that change your form" was originally written at the end, however, any alternative to how effects that change your form are treated in case immunity to transform effects isn't possible is a welcome alternative. Transform effects could instead affect the caster.)
"Pandora's Box" - Enchanting Level 40.Random use effect. Can only be used in areas occupied by Town Guards. (I'd like to get as many of these to work, and replace what isn't functional later. With 33 effects that can active in total, you have a 3% chance of getting any of the listed. Keeping the theme in line with triples, multiples of 3, because of the three path system I have in mind. Keeping 33 total is the ultimate goal, so replacing or rewriting something is ideal, instead of outright removing total number of outcomes.)
List of effects:
1. Cast a successful Frenzy spell on all nearby animals. All affected animals deal 50 Fire damage per hit. Lasts 10 minutes.
2. Characters standing on the ground (including you) are dealt 2 fire damage per second. When a character has 5 health or less, damage from this gem effect ceases. If a character's health is at 20 or more, the effect resumes. Lasts 120 seconds.
3. Town Guards are Frenzied and have access to the Unrelenting Force shout. Lasts 90 seconds.
4. The current Town/Hold/City is invaded by 10 Wolves. The Wolves have 500 Health each. (I'd like to make the wolves larger to emphasize having more health.)
5. Town Guards summon a random Elemental when they see you that attacks you on sight. Lasts 300 seconds.
6. All other characters that are not Town Guards attack Town Guards in the area. Lasts 90 seconds.
7. Three Dragons are summoned to the area. If you're inside a building/cave/not outside, the Dragons will spawn whenever you exit the current structure you're occupying. (Note for the modders: I'd like for lower level Dragons to summon. Fighting three Dragons that aren't real strong is surprise enough, and not having access to vanilla and DLC weapons or armor can be enough of a pain, so maybe slightly overwhelming the player doesn't sound like a lot of fun. Making the Dragons lower level is completely optional, considering veterans playing through this prefer a challenge, especially with a new experience like this ENTIRE skill tree.)
8. The Town/Hold/City walls are deleted, you're approached by the Guards, and fined 10,000 gold by the Town/Hold/City for replacing the walls, or face jail time. During this time, your Speech skill is set to 0 for until you pay the fine or serve jail time. (After the fine is paid, the walls are re-enabled. The walls remain disabled and your Speech skill remains at 0 until your fine is paid or jail time is served, meaning the option to talk or bribe your way out isn't available either. Doors are safe from disabling when this happens, and any buildings you can enter don't have their walls disabled. Only walls that sit between the current zone and zones you can enter are safe from disabling. If it's possible, I'd like to make it so walls that have been disabled are there, but just invisible, to annoy people that have this happen to them, so they pay the fine or serve jail time out of being annoyed.)
9. The first time a character speaks to you, Unrelenting Force (three word version) is cast. (If it's possible to have Unrelenting Force cast in 8 directions, that'd be great.)
10. The guards can only use the "Arrow in the knee" line when talking. (Ideally lasting a full 24 hours, either in-game time or real time. Preferably the latter.)
11. Standing is disabled for 3 minutes, but every step you take while crouching adds a stolen lockpick to your inventory.
12. Every door in the Town/Hold/City is locked. The lock can be picked, but the lock level will be a random level lock difficulty.
13. For until you sleep or leave the current Town/Hold/City, attempting to pickpocket or talk to anyone casts and triggers a 60 damage Fire Rune at your feet that only damages you. When this happens, a random Bard spawns in your zone and begins playing "Ragnar the Red". There is no maximum to how many Bards you can spawn in this manner.
14. For 24 in-game hours, the first time you encounter a Bard, whenever the Bard begins playing music, a Werewolf and a Dremora Lord are summoned that begin attacking you.
15. Your appearance is randomized, your gender is changed, and your character's name is changed to "Little Doggie".
16. For until you sleep or leave the current Town/Hold/City, characters that sell items only sell empty wine bottles, and have 0 gold, even after you buy items from them.
17. For until you sleep or leave the current Town/Hold/City, characters (other than yourself) in the current Town/Hold/City walk twice as fast with a copy of themselves.
18. The two characters with the lowest and highest valued inventories in the currecnt Town, Hold, or City (other than you) seek out one another and fight each other. The winner of that fight finds and attacks you on sight. (Concerning self defense) No bounty is gained because of this.
19. The Jarl of the current Town/Hold/City finds you and begins following you, saying only mean things to you until you leave the current Town/Hold/City.
20. You are teleported to the inside of the closest prison cell for no reason.
21. 1,000 sweetrolls and 1,000 plates are added to your inventory.
22. For until you sleep or leave the current Town/Hold/City, directional controls are mirrored, you move twice as fast, and you jump twice as high.
23. For until you leave the current Town/Hold/City, sprinting costs health instead of stamina.
24. For 3 minutes, a Skeever will spawn directly behind you whenever a live Skeever isn't currently attacking you. During this time, whenever you take damage from a Skeever, a random audio/video option will be altered. Examples include lowering the game volume, raising the music volume, turning the brightness up or down. (This is to simulate the effects poison can have on the mind and body.)
25. For 24 in-game hours, every time you enter a different zone, a Courier will find and talk to you, only to give you a slice of cheese. Discovering the cheese in your inventory will play Sheogorath's "CHEESE!" voice line, and the slice of cheese always weighs one pound instead of its' normal weight.
26. After activation, the next time you are outside, or if you are already outside, summon the last 7 hostile characters you killed to your location.
27. You become afflicted with every disease and become poisoned.
28. The guards replace their arrows with practice arrows, their bow(s) with a long bow, and attack you on sight (with the long bow).
29. For 24 in-game hours, the town/hold/city is occupied by 100 extra guards that are half their normal size.
30. For 24 in-game hours or until you sleep, all characters increase their movement speed constantly for as long as they are walking. (The longer a character walks for, the faster they get. The increase in movement speed is gradual but fairly quick.)
31. For 24 in-game hours, opening doors that take you to a different zone instead takes you to a different zone at random.
32. NPCs that walk too close to other NPCs are randomly hit with the Giant's launch attack. They take 0 damage from the launch and 0 damage from landing.
33. If you're in an Empire controlled Town/City/Hold, 20 Stormcloak Soldiers enter the city and attack the guards. If you're in a Stormcloak controlled Town/City/Hold, 20 Empire Soldiers enter the city and attack the guards.
"Adrenaline Rush" - Enchanting Level 50. The first time you take elemental damage from a hostile character, cast all three Cloak spells (Destruction Magic) and increase your Movement Speed by 300% for 60 seconds.
"Erratic Diet" - Enchanting Level 60. Add 6 random Rank 2 and Rank 3 Soul Gems in any combination to your inventory.
"Fortunate Weather" - Enchanting Level 70. For 60 seconds, the sky starts raining random items. If a character is hit with one of these items, deal damage equal to the item's weight + 5 points. These items can be picked up.
"Arcane Weaver" - Enchanting Level 80. For 300 seconds, you can re-enchant enchanted items.
"Equality" - Enchanting Level 90. All characters in the area unequip and drop all equipped Jewelery, Clothing, Light Armor and Heavy Armor items.
"Call Upon The Cat Lord" - Enchanting Level 100. Summon M'Aiq the Liar for 300 seconds. M'Aiq the Liar sells randomly Enchanted clothing and jewelery pieces. M'Aiq can also change your Appearance, Race, Gender, Age, and Name.
Dragon Shouts (Empowered) Level 75 "Ascendancy" - Gain Access to Empowered Shouts.
Each different shout has an Empowered Shout. Each individual Empowered Shout will become available to you when you find the third word of that shout. Empowering a shout costs an additional Dragon Soul.
Animal Allegiance now affects all characters that are a lower level than you.
Aura Whisper now grants invisibility for 20 seconds.
Battle Fury decreases the attack speed of hostile characters equal to the bonus that friendly characters receive from this shout.
Become Ethereal now grants a jump height increase equal to 300% of your normal jump height.
Bend Will will now instead set your Speech skill to 300 for 180 seconds when used in a town or hold.
Call Dragon summons Paarthurnax instead to fight for you for 120 seconds.
Call of Valor summons six Dremora instead.
Clear Skies now restores 10 Stamina, Health, and Magicka.
Cyclone increases your Movement Speed by 20% for 5 seconds.
Disarm has a 25% chance of completely deleting a weapon, even if the Disarm fails.
Dismay also casts an overcharged version of (spell that causes to attack each other)
Dragon Aspect now deals 30 points of Fire Damage on hit to targets when dealing Melee or Ranged Damage.
Dragonrend has a 10% chance of killing the affected Dragon.
Drain Vitality guarantees a soul gem on death on the body of the affected enemy.
Elemental Fury enchants your fists with 20 random magical damage (fire, ice, electric, and magical) in place of increasing attack speed.
Fire Breath now permanently damages an enemy's Stamina, reducing their Stamina and Stamina Regen. by 70%. (If an enemy has 100 Stamina, they would be permanently reduced to 30 Stamina until they die.)
Frost Breath drains 9% of an enemy's Stamina every second for 9 seconds. If an enemy runs out of Stamina at any point during the Stamina drain, they automatically die from freezing to death.
Ice Form, when used, affected characters that are a lower level than you can be shattered with a power attack, instantly killing them.
Kyne's Peace now forces the closest animal to you to become your follower until that animal dies.
Marked for Death also restores 10 Stamina for each power attack performed against the marked enemies.
Soul Tear gives a 20% chance to stagger all affected enemies on hit.
Slow Time doesn't slow down time for you.
Storm Call casts Chain Lightning on enemies hit by lightning damage caused by the shout.
Summon Durnehviir summons Anduin in his place to fight for you for 120 seconds.
Throw Voice casts a 75 damage Shock Rune spell for you six feet from the first enemy to start investigating the sound.
Unrelenting Force can now be cast at your feet, launching you 100 feet into the air. For 10 seconds, you are immune to fall damage.
Whirlwind Sprint freezes any enemy you pass completely solid. If/when they thaw out, they take 30 fire damage, staggered over 3 seconds.
"Godflesh" - Whenever you become poisoned or diseased, based on the affliction, your abilities change accordingly for a brief time in place of receiving negative effects. (This counts as 100% Disease and Poison Immunity. This perk will make it impossible to become a Werewolf or Vampire. This perk does not disable any of your current Werewolf or Vampire abilities, and does not ruin your ability to progress further in Werewolf or Vampire skill trees that you already have access to.)
Ataxia: Attack speed is increased by 25% for 10 seconds.
Black Heart Blight (Dragonborn DLC only): Movement Speed is increased by 10% for 10 seconds.
Bone Break Fever: 10% chance to stagger enemies for 10 seconds.
Brain Rot: 25% increased Magicka Regen. for 10 seconds.
Droops (Dragonborn DLC only): Weapon damage from enemies is decreased by 15% for 10 seconds.
Poisoned: 25% increased Health Regen. for 10 seconds.
Rattles: 25% increased Stamina Regen. for 10 seconds.
Rockjoint: 25% increased damage resistance against opponents wielding melee weapons for 10 seconds.
Sanguinare Vampiris: Vampires take 25% additional damage from your attacks for 10 seconds.
Witbane: 50% increased Magicka Regen. for 5 seconds.
Lycanthropy: Animals steer clear of you for 10 minutes.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
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Just a casual player with a casual life :)
I posted this in the "Other Games" subforum. Not breaking any rules, and this fits perfectly in the "Other Games" subforum. You did notice where this has been posted, right?
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
Whoops, my bad! gonna delete the comment, sorry!
Just a casual player with a casual life :)
No problem. Maybe take some time to check this out while you're here? No pressure. Enjoy your day.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
This actually is very interesting! I like your idea of using items in the inventory that are otherwise useless to mean something (like your lvl 85 deity vibe charming (snake) ) This is a really detailed explanation of your mod and I appreciate your time writing it! Hopefully you will get a lot of support
Just a casual player with a casual life :)
Thanks for that.
Part of my irritation with Skyrim (among other things) is the programming of useless items/rooms. I wanted to give items that have no use an opportunity to really shine. As it is, the only three uses for clothing items are improving your ability to sneak around, the cosmetic aspect, and enchanting. As it is, clothing is hardly better than light armor for the purpose of sneaking around, and you can enchant armor, so enchanting your clothing is pointless. I wanted to do something about that, and given enough time, this just might see release. Haven't paid this mod any attention in a while, but it's always been on my mind.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.