The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Mage's Arsenal - Restoration Overhaul
   
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Feb 22, 2012 @ 8:04am
Feb 25, 2012 @ 5:44am
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Mage's Arsenal - Restoration Overhaul

Description
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Mage's Arsenal - Restoration Overhaul

By Remu Valtrez
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~~~ Author's Note ~~~ I am not longer updating or bugfixing these mods, as they are fairly old. They are as is- use at your discretion.

Version 1.1

In the continuation of my Magicka perk tree overhauls, I bring you my Restoration Overhaul. Overall, I would say this is probably the smallest Overhaul I have done yet, mainly because I could only find a few flaws in the Restoration perk tree, but they were glaring flaws to me.


:: Update from Version 1.0 ::

I removed the Necromage II perk, due to potential balance issues pointed out by users. Instead, I changed it so the <Rank> Restoration Perks add in the main effect I was after: Raising the effect of Turn Undead spells.


Changes:

::: <Rank> Restoration :::

I have made each <Rank> Restoration Perk increase Ward spell power along with raising the effectiveness of Turn Undead type spells. It still halves the Magicka cost of spells of that rank. Level required to attain the Perks remains unchanged.


Novice Restoration - Level 20:
Cast Novice level Restoration spells for half magicka.

Apprentice Restoration - Level 25:
Ward spells are 25% more powerful. Turn Undead Spells affect creatures 1 level higher. Cast Apprentice level Restoration spells for half magicka.

Adept Restoration - Level 50:
Ward spells are 50% more powerful. Turn Undead Spells affect creatures 1 level higher. Cast Adept level Restoration spells for half magicka.

Expert Restoration - Level 75:
Ward spells are 75% more powerful. Turn Undead Spells affect creatures 1 level higher. Cast Expert level Restoration spells for half magicka.

Master Restoration - Level 100:
Ward spells are twice as powerful. Turn Undead Spells affect creatures 2 levels higher. Cast Master level Restoration spells for half magicka.


With this setup, Ward spells become quite a bit more useful overall. I would have put a Regeneration esque effect into it to heal more with each spell, but in the long run, it would break the game. As you would eventually be able to heal yourself and everyone around you for 800 points with Grand Healing (just to give an example).

Alongside this, Turn Undead type spells will affect creatures 5 levels higher than vanilla at Master Rank.


::: Regeneration :::

I wanted to increase the amount you can heal, and after determining that my previous idea to increase it by adding in healing potency to the <Rank> Restoration perks could potentially break the game, I decided to add in 2 more ranks to eventually double the amount you can heal.


Regeneration II - Level 50:
Healing spells cure 75% more.

Regeneration III - Level 80:
Healing spells cure 100% more.


::: Recovery :::

I decided to add in two more ranks to Recovery, as it is a very essential part of any mages' arsenal. To offset the potential overpowering of players, I scaled it so you would have to at least work on restoration to gain the benefits.


Recovery III - Level 80:
Magicka regenerates 75% faster.

Recovery IV - Level 100:
Magicka regenerates 100% faster.


::: Necromage II :::

My second rank into Necromage has been removed due to potential balance issues. Added the effect I was after in another way. (See: <Rank> Restoration.


:: Misc. ::

Changed Necromage's description to "All spells are 25% more effective against undead.", just to let people know exactly what they are getting from it.



If you like the mod, give that rate up button some love! :D
If not, post a comment and let me know why :)
24 Comments
Rynuusuke Hanshin Dec 10, 2016 @ 7:33pm 
Any newer versions of these mods?
White Blaze Jan 29, 2016 @ 1:12pm 
those of us who use the USKP have the bug fix that disables the player from gaining possative effects on themselves as a vampire while using the necro mage perk, would it be possible to re-release a version of this mod with the second necro mage perk so folks who want to make use of a full restoration build can do soem fairly decent holy based damage to the undead with the sun's fire spell? (one of the only few restoration spells to actually do damage thats added by the dawn guard DLC, and its a novice spell -.-'; and stendarr's aura isnt exactly user friendly for mages, as you have to get up close within a target's melee range for it to do any damage to the undead..)
Nuggwoo Sung Mar 20, 2015 @ 2:05pm 
Thanks, I never ever used wards before but now they're not so useless to me :)
Remu  [author] May 14, 2014 @ 6:52pm 
I'll be honest, been away for far too long to know how much of these actually work currently hehe ^.^;
kulongers Mar 20, 2014 @ 4:27am 
Does this work with patch 1.9?
Remu  [author] Jan 15, 2014 @ 4:43am 
I could set it up through that, but it would end up replacing a few perks. Figured it works well the way it is haha
Don Kitick Jan 6, 2014 @ 7:54pm 
I like it! But one question. Can you make a passive effect of health regeneration or healing spells being 1% more potent per level?
mbarrett90.mb Nov 22, 2013 @ 12:38am 
EXCELLEEEEEEENT mod for playing priest/healer characters
Hexerin Oct 1, 2013 @ 1:55am 
i went ahead and put all 5 magic overhauls into a collection
http://steamcommunity.com/sharedfiles/filedetails/?id=182605420
REE Nov 16, 2012 @ 12:48am 
Roger that