Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
Also, a small suggestion;
A novice alteration spell called 'Renew protection' that resets the timer on your alteration spells, and is cheaper than actually recasting.
@TheMinecraftianGamer - The mod shouldn't mess with the Hall of Countenance anymore. I don't know how that happened, but it rotated a portion of the hall for some reason.
Also, there's a small thing I noticed that bothered me, but it wasn't worth a comment: Augment Vitality's spell tome name is missing a space; it says "Spell Tome:Augment Vitality".
Nice mod here - I will give it a try and see how a priest is to play - I am currently doing it the other way ( necromancer on killing spree in Skyrim ).
Breath of Arkay: regenerate 2.5 health/5 stamine per second for 10 seconds
Mask of Dibella: Mind control one human enemy to fight at your side for 30 seconds
Cloak of Julianos: Spells will be absorbed and reflected back on caster for 5 seconds
Kiss of Mara: Summons a sucubus that will charm enemies - end of spell will free sucubus that will attack you - does not drop loot.
Sigil of Kynareth: Tree roots erups violently and engulf the target holding it in place.
Shield of Stendarr: Bubbleshield that absorbs #% incomming physical damage.
Halo of Zenithar: Creates a glowing halo over your head - illuminates dark places and gives you 2% better price from merchants.
Blessing of Akatosh: your next melee attack disarms and knocks down enemy for 3 seconds
your next magical attack cost no mana and heals you for 30% of damage dealt. You next arrow fired becomes a storm arrow, splitting into 10 arrows each dealing 15% damage.
You don't do other schools do you? :)
I'm not even honestly sure there is a Fireball spell in game as I've never seen one Lightning Bolt, but no Fireball except on scrolls. Some of the other schools could definitely use some adjustment if they are as lacking as they appear..
Disclaimer: I've got hours of gameplay, but I've never leveled past 32 and more often than not haven't repeated or completed much in the way of content over a number of starts. Mostly like to play Permadeath because I never really feel comfortable playing a character after.
I was about to reply myself and make a point about how "lore" is essentially whatever Bethesda wants, but your arguement is better XD.
Thank you for your kind words and support. It means a lot.
Only one spell could possibly be considered non lore friendly, other than that the spell list is very solid.
This game was created to play how the player wanted, including whatever minor or drastic changes through modding (hence the workshop). The space core isn't lore friendly at all, but is an OPTIONAL add on given to us by Bethesda for fun.
Fun, what the creator of this mod wanted to give to people who wanted more from the Restoration tree. Honestly this spell set would be perfect for a paladin/priest/zealot build.
Plus, ever since Daggerfall the school of Restoration has had offensive abilities with spells like Vampiric Touch, Absorb Fatigue/Health/Magicka/Skill etc. http://www.uesp.net/wiki/Lore:Restoration
All of the offensive spells in this list (besides Redemptive Strike) in fact take health from someone and give it to somebody else, fitting in perfectly with the lore.
Thank you for your kind words; it makes me ecstatic to know there are others out there who get as much joy from my mod as I do.
On the subject of Paladins, I created an add-on to this mod. It adds six new spells that are- *supposedly* - very 'Paladin'. I say supposedly because I've no idea how a Paladin plays; the spells were requested by users who wanted more spells for "non-caster Restoration classes". Essentially long lasting spells that worked while wielding a sword and shield.
You can find it on the Skyrim nexus with the files for this mod.
http://skyrim.nexusmods.com/mods/36128/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D36128&pUp=1
Restoration mages already have Bane of the Undead, which damages all undead. I didn't want to replace it, just add to the arsenal. If someone made spell like Firestorm, but more powerful, would you ever use Firestorm again? I wouldn't, so I made a spell that HAS uses, just isn't COMPLETELY useful. Think of Bane of the Condemned as the Yin to Bane of the Undead's Yang.