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TrueMage
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Category: Cheats, Gameplay, Magic
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0.156 MB
Dec 10, 2012 @ 7:24am
Dec 21, 2012 @ 3:06pm
7 change notes ( view )

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Description
This was made to makes being a pure mage a viable option at higher levels and add some variety and depth to perk choices by adding in many new perks and makes changes to many of the original perks

Most significant change is that Adept, Expert and Master perks make all magic 5, 10 and 20% more effective meaning a puremage character can be twice as powerful as a character who only uses one school

Destruction
Runesmith - 3 runes at once and more damage
Raw Power(1,2,3) - Dual casting more effective
Aug Fire/frost/shock(1,2) now also make spells cost less

Alteration
Focus(1,2,3) - Dual casting spells now cost less

Restoration
Regeneration(2,3) +100,200% health regen
Recovery(3,4) +150,200% magicka regen
Ward absorb combining with atronach to absorb 50% of magic cast at you

Current WIP
3 new destruction perks Pyromancer, Cryomancer and Electromancer of which you can only take one
New illusion perk "Manipulation"

Any ideas are very welcome and please rate up if you like the mod or the concept
22 Comments
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Outworld Devourer Jul 15 @ 3:53pm 
What do the electromancer, pyromancer, and cryomancer perks do?
ragnarokeod Jun 6 @ 12:15pm 
I tried out this mod and it is reallly nice considering I am a pure mage. However, I can't use it since it conflicts with sOy's perk overhaul mod which I also use. I really like the mod, I really really do and it makes rather sad that these two mods aren't compatible.
robjherriott  [author] Mar 10 @ 5:16pm 
@farfanuggen-4mj, found the problem, it should only effect health and only if you've taken the regeneration perks, i'll try work a different way of putting in this perk in mean time if you remove the perk it shouldnt effect anything else, if it does let me know
Farfanuggen-4MJ Mar 2 @ 7:26pm 
I really like most of the features in this mod sans the massive scaling with Enchanting that it gets. I was shocked to see a normal ~75 Health ring enchant suddenly shoot up to 150. If that was removed, I'd probably redownload the mod again.
Willoloh!! AF-King Dec 26, 2013 @ 2:39am 
THANK YOU
robjherriott  [author] Dec 22, 2013 @ 3:43pm 
@willoloh!! conjuration perks increase duration, apologies for not replying sooner i havent been on for a long time till recently
Willoloh!! AF-King Jul 25, 2013 @ 4:25am 
hoping you will ever see this but, what does it mean by conjuration perks making it more effective?
Willoloh!! AF-King Jul 23, 2013 @ 3:34pm 
read from bottom to top!
Willoloh!! AF-King Jul 23, 2013 @ 3:34pm 
Another thing is that fire spells are buffed up if the player receives dmg from fire, I thought of fire immunity but that would be overpowered, maybe some fire resistance. All those concepts could easily be applied for cold spells too ( cryomancers could be stronger in the snow or when its snowing). For electromancer would be a bit more complicated, maybe since the attronarch would be already pretty strong then give it a chance of casting for a short period that shout that does lightning IF it is rainning.
Willoloh!! AF-King Jul 23, 2013 @ 3:34pm 
So I couldnt stop thinking of this mod the whole night. Seriously i woke up thinking of it. My best advice is that the last perks should bring synergy so that players take advantage of having perks in other fire related stuff and that they dont have to change spells so much. MAYBE flame cloak would also provide armor so that you dont have to cast mage armor spells ( or flame cloak is automatically cast when a mage armor is cast) plus the chance of summoning a fire attronarch when someone dies. THAT WOULD BE AWESOME and honestly not overpowered!