Enderal: Forgotten Stories

Enderal: Forgotten Stories

Enderal Gameplay Overhaul - EGO
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Update: Oct 12, 2019 @ 9:28am

File updated 1.52 - Upload via Enderal launcher

-----------------------------------
EARLY GAME
-----------------------------------

- Rebalanced some early game enemies (small damage/health increases)
- Reduced the xp gained of some low level animals
- Reduced loot in the forgotten temple (optional starter dungeon)
- Removed 24 (!!!) Keys of the Forgotten Temple (there are 2 left), Removed a duplicate Rune Key
- Replaced the small Backpack from the beginning of the game with a stamina potion
- Removed some more rancid healing potions at the beginning
- Novice locks are slightly harder to pick
- Belosh the Searcher health, level and xp slightly reduced
- Redrick Borecut health, skills slightly increased
- Guards in Riverville carry some gold
- Fixed the chest in Riverville facing in the wrong direction

-----------------------------------
GAMEPLAY MECHANICS/WEAPONS
-----------------------------------

- Increased the experience needed for a level up slightly
- Block skill scales slightly better
- Stamina threshold for physical damage increase/decrease from 100-75/74-24/25-6/5-0% to 100-70/69-31/30-11/10-0% (+10%/+0%/-10%/-30% damage)
- Damage reduction while having 10% or less stamina from 25% to 30%
- Completely rebalanced stealth (e.g. enemies have much worse perception over long distances in exteriors, slightly better perception at close range, alarmed enemies will see the player much quicker, rebalanced how light affects stealth)
- The changes made to stealth lead to more balance between melee and archer sneak attacks and overall a more believable/balanced system
- All humans (including apparitions) excluding the player have 30-40 more stamina
- Power attacks stamina base cost increased and cost based on weight increased

- Increased stamina drain of melee attacks by about 20% (player only)
- Melee weapons deal 5% less damage, bows deal 3% less damage (player only)
- Anathema can now be tempered, reduced base damage by 1, reworked the curse
- Voice of the Forgotten is no longer enchantable
- Tempering weapons is about 12.5% less effective, tempering armor is about 7.5% less effective
- Fixed the detection sound of all weapons, this was previously very inconsistent (e.g. bows/dagger are silent, one handed weapons are normal, two handed weapons are loud)
- Reduced the chance of recovering arrows (from 33% to 25%)

-----------------------------------
ENEMIES
-----------------------------------

- High level Nerimese Soldiers have better skills (block, one-/two-handed) and increased health
- Rats have 5% more poison resistance
- Fixed some Lost One mages not casting and just standing there
- Lost Ones (Draugr) health increased
- Awakened Lost Ones (Skeletons) health increased
- Wild Mages/Entropists health increased, fixed the health of some mages/entropists that had too high/low health

- Soil Elementals now have 150 armor (excluding ghost ones)
- Ice Elemental magic resistance from 20% to 25%
- Starling Centurios Steam Breath deals fire damage instead of magic damage
- Magic Anomaly Spectral Bite damage from 5x3 to 10x1
- Increased poison duration of enemy melee attacks by about 50% (e.g. spider melee bite poison duration from 60 to 90)
- Reduced the stamina drain from spider poison by 35%
- Increased the aggressiveness of wolves/spiders/rats/giants/bears in combat slightly

-----------------------------------
MAGIC/APPARITIONS/MEMORIES
-----------------------------------

- Reworked mana regeneration calculation (slightly less than before)
- Mana Fungus, Alcohol and the Mentalist Master Perk are now calculated correctly (therefore MUCH worse)
- NPC's spell manacost increased (multiplier from 0.75 to 0.9, vanilla = 0.5), mana regen increased because of the afore mentioned recalculations

- Replaced some unused spellbooks
- Saldrins Touch is now harder to find at merchants (and no longer available in riverville)
- Mystic Arrow damage increased from 6 to 7
- Mystical Battle Axes deal 1 more damage at all ranks
- Mindstorm added 3 new effects, increased the chance/magnitude/duration of some effects, increased manacost slightly
- Increased Manacost of Healing Aura Rank I/II slightly
- Resistance against Poison resistance from 40/60% to 30/50%, Manacost decreased, Inventory art changed

- Fixed the health regeneration tooltip of apparitions (you need to resummon your apparition after installing the update)
- Improved the combat AI's of apparitions slightly
- Apparitions no longer trigger traps

- Stunning Blow perk paralyze duration from 2 to 3
- Light Weight perk now increases your movement speed as if you're not wearing light armor
- Fast Reflexes perk slows down the player by 50% (same as steadfast perk)
- Devious perk detection chance decreased from 10/18% to 8/15%
- Warrior of the Shadows perk bonus sneak attack damage from 40% to 35%

-----------------------------------
MISC
-----------------------------------

- Ambrosia arcane fever reduction from 15% to 13%
- Reduced gold found in loot slightly
- Reworked loot in sacks, sacks now mostly consist of 1 thing (e.g. flour, coal, salt etc.) in varying amounts
- Shells now rarely have "small pearl" and "pearl" in them
- Torches burn slightly longer until they run out
- Increased the duration of stamina regeneration reduction when consuming raw food
- Added some Antidotes/Potion of Poison Protection into the world

Update: Sep 13, 2019 @ 1:59pm

File updated 1.51 - Upload via Enderal launcher

- Blue Malphas Flower replaced wolf blood with fortify mentalism
- Reduced the duration of wolf blood effects on ingredients, increased the duration of wolf blood effects on wolf claws
- Reduced the value of wolf blood potions by 20%
- Increased the magnitude of fortify barter and fortify handicraft effects on some higher level ingredients
- Leafgull Egg replaced fortify lockpicking with fortify handicraft
- Damage mana/stamina regeneration poisons are less valuable

- Amulet of the Meadow Spirits rhetoric bonus from 10 to 8
- Enderalean Sublime Garb better price bonus from 9 to 8
- Increased the value of Mesmerize spell books
- Players get 2% less money for selling things
- Completely reworked the loot in Hidden Stashes (much more variety, rebalanced)
- Rhetoric scales slightly better (about 10% better prices at level 100)

- Manacost of spells is increased if you have a low skill and cast high level spells. This is how it works:
Master level spells cost 21% more mana if your skill is 0-24 in the respective spell school
Master level spells cost 14% more mana if your skill is 25-49 in the respective spell school
Master level spells cost 7% more mana if your skill is 50-74 in the respective spell school
Expert level spells cost 14% more mana if your skill is 0-24 in the respective spell school
Expert level spells cost 7% more mana if your skill is 25-49 in the respective spell school
Adept level spells cost 7% more mana if your skill is 0-24 in the respective spell school

- Most Frost spells leave a frozen hazard on the floor. Damage of this hazard reduced from 6 to 1 per second (the effect lasts for 1 sec), slow duration from 2 to 1 second
- Most Fire spells leave a fire hazard on the floor. Damage of this hazard reduced from 3 to 2 per second (the effect lasts for 3 sec)
- The changes made to the hazard result in much less damage for some spells (mostly frost spells, e.g. frostwind does way less damage now)
- Winter Skin has the same range as the other two cloaks, increased slow duration from 1 to 2
- Cloak spells reverted duration to 60 (from 45), increased mana cost again by 10%, reduced damage by 5%
- Create Illusion reduced health and reduced confidence of the illusion, changed the fx effect on the illusion
- Unstable Thoughts description changed to "The target is unable to cast spells for <dur> seconds.", reduced manacost by about 15%, increased duration from 15 to 20
- Resistance against Poison (Rank II) increased poison resistance from 50 to 60, reduced manacost of both ranks slightly
- Nightmare reduced manacost by about 10%
- Nighteye reduced manacost by about 10%

- Removed 1 Jakal's Soldier in the 3rd Wave of MQ07a
- Removed an Ancestral Spirit on the way to the living temple
- Grotesque Lost Ones reduced movement speed by 10%
- Reduced the poison resistance of Trolls/Vatyrs/Crabs/Glacier Hounds/Tyarges/Leors by 5%
- Crystal Elementals deal magic damage with their AoE attack, reduced AoE/frequency, new FX effects
- Crystal Elementals health of low level ones from 400 to 340
- Crystal Ghost health reduced by 15-25
- Magic Constructions (and other enemies with this skin) increased armor from 200 to 300

- Four Tusk Cadaver in the crystal forest now have loot
- Qyranian Arrows reduced the armor piercing from 75% to 70%, bonus damage to enemies with impenetrable armor from 30% to 28%
- Blueprint: Qyranian Arrow is now obtainable in the game (oops), handicraft requirement from 50 to 55
- Suitable Armor Perk increased armor with light armor from 16/30% to 20/38%
- Set of the Wandering Mage is now light armor instead of heavy armor, reduced armor and weight
- Updated some english cell names
- Added a new loading screen:
en: Some enemy attacks can stagger you. Blocking or wearing heavy armor negates most staggering effects.
de: Manche gegnerische Angriffe können Euch aus dem Gleichgewicht bringen. Blocken oder das Tragen von schwerer Rüstung hilft Euch dabei dies zu verhindert.

Update: Aug 8, 2019 @ 1:41am

File updated 1.50 - Upload via Enderal launcher

- Fixed an oversight with frost spiders not having frost resistance (since patch 1.49)
- Fixed not being able to buy from shrouded mages with low psionic/entropy
- Alyx/Devra slightly reworked (e.g. more mana for alyx, devra is stronger, less health)
- Starling spiders now have a ranged lighting attack (thanks to gavrant for the information on how to enable this)
- Properly fixed the damage of "Shadowsong" and "Staff of the Diseased Soul" (thanks to gavrant)
- Enemy mages are more likely to cast ward spells (thanks to gavrant)

- Rank I summoned Soil Elemental chain lightning damage reduced slightly
- Description of Archaic Might Talent now says "Staggered enemies" instead of "Staggering enemies"
- Higher level summoning spell books are more expensive
- Oorbaya special area of effect attack damage from 30x2 to 45x1 (for enemy Oorbaya and summoned ones), the damage now counts as entropy damage (therefore deals only 50% damage to undead)
- Cloak spells increased mana cost by about 20%, duration from 60 to 45, reduced area of effect of fire/shock by about 3%, increased area of effect of frost by about 5%, removed cloak spell books from low level locations
- Removed mystical spell books from 2 vendors, increased the chance that one can appear in a vendors inventory

- Reduced the value of Chymicum: Vigor and Stamina by about 20% again (= about 60% less than vanilla)
- Baldris Root and Nightshade no longer have the instant poison effect and therefore ambrosia can be brewed with them
- Poison of Woe now has the same description as self made poisons
- Fortify Two handed potions are now craftable, replaced an effect on Bear Claws/Tyarge Fat/Vatyr Ear/Stain Mushroom/Vatyr's Tongue/Small Antlers
- A ton of changes to self made mana/stamina poisons, added new effects/deleted duplicate effects/fixed descriptions/rebalanced values
- Rebalanced a ton of ingredients, mostly higher level ingredients have better effects
- Increased the value of some ingredients

- Reduced the effectiveness of mana regeneration enchantments by 20%
- Reduced the effectiveness of mana cost reduction enchantments by about 20% again (= about 30% less than vanilla)
- Reduced the effectiveness of mana regeneration + mana cost reduction enchantments by about 35% (this is the body armor only enchantment)
- Reduced the effectiveness of two handed damage enchantments by about 20% again (= about 30% less than vanilla)
- Wise Enchanter perk enchantment effectiveness from 15/28/39% to 14/26/36%
- Enchanting is better with no points and gets worse the more points you have (about +25% at skill 5 and about -10% at skill 100)
- Soulgems revalued, full soulgems are now always worth double the price of empty ones, increased the value of common/greater/grand/black
- Reduced the amount of Greater and especially Grand Soulgems in the game

- Soul Smith Adept (for III souls) now grants your apparations a very small health regeneration.
- Soul Smith Master (for V souls) health regeneration is now slightly better
- Apparitions Rank I/II/III have better stats depending on their class (e.g. more mana for mages), lower level ones gained higher boosts than higher level ones

Update: Jul 13, 2019 @ 1:39pm

File updated 1.49 - Upload via Enderal launcher

Updated for Patch 1.5.7.0

- Darkhand NPC's (dragon priests) health increased by 50
- Krustis Darkhand increased level by 2, slightly increased the damage of his spells and added new summon skeleton ability
- Replaced level 5 skeletons in the Ark Crypt with level 10 skeletons

- Increased player base movement speed from 95 to 97
- Reduced sprinting speed by about 2%
- Reduced the tracking of attacks (especially on power attacks)
- Removed some unnecessary Theriantropist/Phasmalist loading screens (as i originally intended)
- Fixed the stamina drain bug (Stamina drain from actions sometimes didn't stop)
- Horses are no longer killable (Unfortunately this caused a bug with the horse flute)
- "Shadowsong" and "Staff of the Diseased Soul" drain 10x more health (for some reason these staffs drained very little health)
- "Anathema" (unique silver sword added by EGO) has a new effect and is stronger (the blade is now cursed)

- Baldris Root has the "Reduce Arcane Fever" alchemical effect (instead of "Weakness to Fire)
- Nightshade "Reduce Arcane Fever" alchemical effect from 1 to 2
- Fog Sponge value from 5 to 4, wolfblood and chymica alchemical effect slightly reduced

Update: Jun 4, 2019 @ 6:37am

File updated 1.48 - Upload via Enderal launcher

Updated for 1.5.6.0

- Reworked the inventory of apparitions:
Replaced unused spell books of apparitions
Reworked mage/hybrid apparition spell books (higher rank, more variety)
Archer have more arrows
Apparitions now carry/wear things appropriate to their skills

- Additional changes to aggro radii from enemies (they got updated again with 1.5.6.0)
- Fixed some translation issues (Thanks to "Stemajzl")
- Amulet of the Meadow Spirits now grants 10 rhetoric and 20% poison resistance
- Endrelean Sublime Garb fixed a small problem with disenchanting the item, no longer grants increased rhetoric (only barter prices get better)
- Increased the value of some higher level spellbooks (e.g. Fireball, Chaos Nova, Psionic Push etc.)

Update: May 17, 2019 @ 6:01am

File updated 1.47 - Upload via Enderal launcher

- The player now gains manacost reduction for every slot where he is not wearing any armor (excluding shields, clothing/robes does not count as armor)
No Hand/Foot/Head Slot = 2.5% for each
No Chest Armor = 4.5%
- Increased the manacost of all adept/expert/master spells by 2/4/6%

- Slightly increased the xp needed to gain a level up (about 2%)
- Reworked the aggro radius of many undead slightly
- Starling constructs are now immune to all slow effects

- Slightly increased buying prices and slightly reduced selling values
- Cure Disease Potion value from 80 to 50
- Increased the value of some teleport scrolls by 5
- The 3 "secure" chests added in riverville/ark/duneville no longer have loot in them
- Replaced pennies in starling chests with Ancient Crystal Coins
- Reworked the loot of beehives, backpacks, some corpses and some other containers

- Lycanthrope fixed the poison resistance description
- Lycanthrope reduced stamina regeneration from 5 to 4.6
- Lycanthrope power attack stamina cost reduced by 25%
- Fixed a bug which permanently added/removed movement speed after a wolf transformation depending on your armor/light armor skill
This doesn't work retroactively, if you have a problem with your movement speed feel free to message me

- Fixed psionic spells dealing less damage to undead, ghosts and elementals with the abyss perk (= +18% dmg)
- Psychosis slow (with the abyss perk) no longer slows enemies with slow immunity
- Concentration perk psionic spell duration increase from 13/25% to 15/28%
- Concentration perk no longer affects psionic damage spells with a duration of 1 (= dreameater, psionic push extra damage)

-----------------------------------
- CRAFTING
-----------------------------------

In vanilla you can produce materials worth "192" with 1 Feline Pelt worth "15" (this takes no particular skill and practically no time, this is now completely fixed)

- Leather stripes value from 5 to 3
- Leather value from 15 to 12
- Strong Leather value from 30 to 25
- Strong Leather now produces 2 leather pieces instead of 4
- Feline Predator Pelts now produce 1 strong leather piece instead of 2
- Bear Pelts now produce 2 "strong leather" pieces instead of 4 "leather" pieces
- Feline/Bear Pelts have increased value
- Renamed "Feline Cat Pelt" to "Feline Predator Pelt"

- Gold/Silver ingot now produces 1 gold/silver ring instead of 2
- The recipes for gold/silver rings with jewels now need flawless jewels
- Reworked the weight/value of "Scrap Metal of an Ancient Nation" based on their appearance
- Reworked the number of created "Metal Ingot of an Ancient Nation" based on the weight of the scrap metal
- Iron Ingot value from 8 to 10, Silver Ingot value from 50 to 60, Silver Ore value from 22 to 30

Update: Apr 28, 2019 @ 2:15am

File updated 1.46 - Upload via Enderal launcher

Updated for Patch 1.5.5.0

-----------------------------------
- GENERAL GAME MECHANICS
-----------------------------------

- Undead and Ghosts receive 50% less entropy damage
- "Giants" (e.g. Grotesque Lost One) penetrate 30% armor with their attacks
- "Giants" (e.g. Grotesque Lost One) are less likely to use their "fist attacks"
- Vendors respawn their inventory every 6 days (before = 5, vanilla = 2)
! There is a skyrim engine bug that refreshes the vendor inventory every time you exit the game and then reload your save. Simply reload after loading your save to fix this!

-----------------------------------
- SPELLS/TALENTS
-----------------------------------

- Added a new Expert Level Mentalism spell "Kinetic Blast"
- Kinetic Nova (Mystical) reworked knockback force, added new effects, added stagger effect on big enemies, area of effect increased
- Psionic Push damage reduced by 10% (not including the extra damage)
- Mindstorm (Mystical) has increased chances to inflict some effects
- Soothe manacost increased by about 4%
- Increased the manacost of some mystical spells
- Reduced the range of player cloak spells by 5%, Winter Cloak deals 5% less damage, Lightning Cowl manacost increased by 3%
- Qyranian Stance reduced block effectiveness from 45/35/25% to 45/40/35%

- Dual casting manacost modifier from 2.4 to 2.1, elementalism modifier from 2.3 to 2.0 (vanilla = 2.8)
- Dual casting no longer increases casting time by 10%
- Reworked/Fixed dual casting modifier on the following spells
Protection from Magic/Divine Shield now scales with duration instead of magnitude
Dreameater/Psionic Push/Psychosis now scales with magnitude instead of duration
Grave Curse now scales with duration in addition to magnitude

-----------------------------------
- CRAFTING
-----------------------------------

- All damage increasing (=3) and all manacost reducing (=5) enchantments are 10-12% less effective (only counts for self-enchanted gear)
- One-, Two-Handed enchantments can no longer be enchanted on boots
- Archery enchantments can no longer be enchanted on head pieces
- Manacost reducing enchantments can no longer be enchanted on head pieces
- Health regeneration and Rhetoric enchantments can now be enchanted on head pieces

- Completely removed "Increased Arcane Fever" effect from ingredients
- Added "Cure Poison" and "Instant Poison" effects to many ingredients
- Some other small changes to ingredient effects
- Some changes to the weight of alchemy ingredients

- Forged two-handed rune weapons have 1 more base damage
- All silver weapons have the same base damage as rune weapons
- Handicraft needed to craft rune weapons/armor from 33 to 31
- Handicraft needed to craft silver weapons from 35 to 36
- Handicraft needed to craft starling weapons/armor from 40 to 42, blueprint base value from 40 to 55

-----------------------------------
- WEAPONS
-----------------------------------

- Removed a duplicate "Woodcutter's Axe", "Hatchet" is renamed to "Sharp Woodcutter's Axe" and functions as a Woodcutter's Axe
- Sharp Woodcutter's Axe is found across Vyn and on low level undead
- Woodcutter's Axe is now available to buy at some vendors
- Some "Battle Axe" weapons renamed to "Battleaxe" (this was inconsistent before)

- Selna's Rage base damage from 34 to 33
- Selna's Rage/Black Widow's Elegy slow duration from 2 to 4
- Perfect Thorium Sword base damage from 38 to 35
- Kilra's Redemption base damage from 20 to 21, attack speed from 1.4 to 1.3
- Leaf Dancer's Bow base damage from 21 to 20, value decreased by 200
- Winter's Edge frost damage from 6 to 9
- Axe of the Blind Miner base damage from 28 to 27
- Deathstorm entropy damage from 12 to 13

-----------------------------------
- MISC
-----------------------------------

- Removed some duplicate entries in the german version (does not affect gameplay in any way)
- Disabled all Enderal specific tutorials in the MCM by default
- Removed 2 Learn Books in the beginning
- Dohra Dal Goldenfurd deals less damage with her lightning cloak spell
- Gold Barrels/Pots have slightly more gold

Update: Mar 23, 2019 @ 1:05pm

File updated 1.45 - Upload via Enderal launcher

Updated for Patch 1.5.4.0

-----------------------------------
- GENERAL GAME MECHANICS
-----------------------------------

- Most humanoid NPC's now use similar mechanics that the player uses but with some tweaks:
Humanoids loose stamina while attacking, blocking, drawing a bow etc. (60% less than the player)
Humanoids deal x1.05/1.00/0.95/0.90 damage depending on their stamina (player values = x1.10/1.00/0.90/0.75)
Humanoids already had heavy armor penalties, and increased heavy armor values (nothing changed)
Humanoids and Undead deal 9% less damage with maces/hammers but have 50% armor penetration with them
Undead didn't get the stamina management perk because they don't get exhausted
Rebalanced stamina depending on the level of the humanoids, mages have less stamina, bonus stamina for unique enemies/Arps

- Completely reworked racial bonus based on the lore of the races:
Kiléan: Increases Rhetoric by <5>, Pickpocket by <2>, and carry capacity by <10> points.
Qyranian: Increases Mentalism, Alchemy and Enchantment by <2>, and Stamina by <7> points.
Aeterna: Increases Elementarism by <3>, Manaregeneration by <2>, and Mana by <6> points.
Arazealean: Increases One-Handed, Two-handed and Handicraft by <2>, and Health by <5> points.

- Completely reworked enemy poison, reduced damage and increased duration (duration is now 30-120 seconds instead of 5-60, e.g. spider venom from 5 to 60 seconds)
- Poisons deal more damage before but less damage per second, description no longer displays the magnitude (because it would show "0" most of the time)
- Added Antidote Potion which removes every poison related effect from the player (placed 3 times into the world and found on merchants and in chests)
- Reduced dart trap physical damage (increased overall poison damage)
- Trap damage scales less with the player level, rebalanced the damage of some traps, reduced the damage of frost related traps
- Fixed some trap related problems, traps of the same kind no longer deal different damage depending on the location
- Traps deal more damage with a lower player level and less damage with high player level

- Sneaking is harder but the skill scales a little bit better
- Alchemy and Enchantment scale slightly better
- Increased stamina regeneration from 2.25 to 2.3
- Stamina cost for drawing a bow increased by 5%
- Enabled decapitation kill cams (without perk requirement)
- Increased Lycanthrope range by 10% (still doesn't work flawlessly but i didn't find a better solution, the Lycanthrope range is not a problem caused by this mod)
- Increased the range of melee weapons when hitting inanimate things (e.g. trees)
- Sneak attack damage with dagger from x2.8 to x3 (knife thrust sneak attack multiplier from x4.2 to x4.5)

-----------------------------------
MAGIC/SPELLS
-----------------------------------

- Fixed the description of "Wall" spells and staffs
- Removed an unused spellbook from the three river watch
- Translated the description regarding arcane fever of Staff of Healing and Second Breath
- Second Breath/Staff of Healing arcane fever from 0.75% to 0.5%
- Spell Ward Rank I/II values increased from 30/50 to 40/55
- Purge (Mystical) area of effect from 175 to 150 (vanilla = 250)
- Rune sound from silent to normal (vanilla = loud)
- The damage of the "turn undead fire" effect is no longer considered fire and is now considered "light damage" (this damage is not resistable and only affects undead creatures)
- Frost spells deal 5% less damage (this is because of the indirect buff to frost spells because of stamina management on enemies)
- Mage Light/Candle Light no longer has brightness (because it didn't really work) but instead now scales in radius. (values are in the spell description)
- Psychosis base damage per second from 1.5/2/2.5/3/3.5/4 to 1.5/1.9/2.3/2.7/3.1/3.5

- Reworked the "Provoke" spell into "Soothe"
- Soothe: "Creatures and people up to level <mag> won't fight for <dur> seconds."
- Rebalanced Soothe: less manacost, increased duration, increased level cap, less valuable spellbooks
- Soothe, Panic and Hysteria have new sound effects (instead of firebolt sounds)
- Fear Rune renamed to Panic Rune, Calm Rune renamed to Soothing Rune

- Summon Abomination (Mystical) base manacost from 255 to 245, fixed AI, reduced size by 10%
- Summon Ghostly Black Bear is now an adept spell, increased manacost and health
- Increased the manacost of summoning spells by 10-15%
- Summoned creatures have 15% less health (except ghostly bear/ghostly wolf/ancestor)
- Removed summoning spell books from the suncoast area, they are not intended for early game characters (anymore)
- Mystical Call increased duration for summoned creatures from x1.5/1.9 to x1.6/2.2
- Soul Smith - Master now adds a small health regeneration to your apparition

-----------------------------------
- ARMOR/ARMOR PERKS
-----------------------------------

- Wearing a heavy armor breastplate + 2 other heavy armor pieces (excluding shields) will grant stagger immunity (without any perks, player/apparition only)
- Firm State grants immunity to knockdown now, no longer grants immunity to stagger but instead lowers stagger duration
- Steadfast no longer grants immunity to knockdown, enemy time slow effect from 93% to 95%, player time slow effect from 0% to 50%
- Splinted Limbs fall damage reduction from 70% to 75%
- Windwalker/Perfect Fit/High Dexterity conditions reworked, the only condition for them is that you don't wear any heavy armor (heavy shields are an exception)

-----------------------------------
- ENEMIES
-----------------------------------

- Rebalanced the resistances and xp gained of mythical creatures
- Ash Widow drops a different mythical spell
- Increased the health of some bears
- Lost Wild Mage health from 85 to 70
- Aura Thief health from 65 to 60, no longer poisons on attacks
- Murath the Faceless no longer has damage multipliers, uses his unique weapon instead of Rune Weapon, renamed to "The Faceless"
- Wood Elemental ability "Call of the Wild" can no longer call Trolls/Vatyrs/Boneshredder/Birds/Rabbits, removed green fx
- Goldenforst Wood Elemental/Level 8 Wood Elemental physical melee damage reduced slightly
- Tweaked the humanoid AI probability to use power attacks and bashes (Arps, Humans, Undead)
- Sunborn Ones level from 45 to 40, XP from 350 to 325, health from 550 to 500 (vanilla = 750), drop more loot
- All variations of the Grotesque Lost One are now considered undead
- Fixed small problems with some spiders (damage/health/size), lower level poison spit for low level spiders
- Draugr magic resistance increased by 5%, fire/shock/frost resistance reduced by 5%

- High level mages will now choose 2 spells from a list of 6-9 spells
- NPC's manacost increased by 5%
- Enemy mages can no longer dual wield weapons
- "Archivist" and "Bethula" AI/spell usage improved
- Arp shamans AI/spell usage improved, they will also cast invisibility now

-----------------------------------
- WEAPONS
-----------------------------------

- Removed the enchantment shader fx of many unique weapons
- Light Bringer inflicts light damage to undead
- Deathstorm now deals entropy damage instead of shock damage
- Unholy Axe weight from 10 to 21, Black Widow's Elegy weight from 10 to 17
- Qalian's Absolution paralyze duration from 1 to 2
- Irlandas Grace paralyze duration from 10 to 8
- Elite Signet Bow/Shadowdance reduced base damage by 1 and slightly decreased value
- Winter's Edge base damage from 30 to 34, weight from 6 to 9, value from 3333 to 2750
- Voice of the Forgotten base damage from 23 to 22 (vanilla = 29), weight from 25 to 8, value from 777 to 750
- All 4 unique kilean weapons no longer have enchantments, rebalanced value/weight/damage
- The forged "Dagger of the Righteous Path" now has the correct name
- Reduced the value of many Staffs

More of the Patch Notes of 1.45 is found on the nexus page. Steam can't handle patches notes this big :P

Update: Mar 6, 2019 @ 3:20am

File updated 1.43.1 - Upload via Enderal launcher

- Removed 5 Loading screens which i considered useless (3 Theriantropist and 2 Phasmalist)
- Firm State now completely negates stagger
- Manasalt no longer produces insane enchantment potions with alchemy
- Removed the apparition health regeneration that was added with the Enderal Patch 1.5.3.0
- Staff of Healing now increases arcane fever by 0.75%, healing from 25 to 30, enchantment charges from 425 to 500
- Enemies pay 8% more mana for spells
- The Wandering Mage Set is now heavy armor (except the hood), translated the hood
- Fixed the AI of Lost One Mages/Wisps/Ancestral Spirits
- Poison Cloud of a certain enemy has a higher collision radius

- Lost One (Draugr) shock resistance from 15% to 10%
- Crystal Elemental magic resistance from 60% to 55%
- Mud Elemental magic resistance from 50% to 45%, frost resistance from 0 to -10%

Update: Mar 5, 2019 @ 1:20am

File updated 1.43 - Upload via Enderal launcher


Updated for Enderal Patch 1.5.3.0

- Reduced gold found slightly all across Vyn
- Rethoric scales a little bit better
- Decreased the value of self made resistance potions
- Container in Undercity have much worse loot (e.g. Dresser, Drawer etc.)
- The 3 "Secure Chest" added by this mod renamed to "Chest"
- Updated some english names
- Fixed crashes related to spellbooks when not starting a new save with the mod
- Fixed not being able to store the blueprints added by this mod in the blueprint container
- Fixed a bug in the undercity arena quest where you couldn't damage a certain NPC
- Fixed a bug where Esme couldn't talk to the player and broke the quest
- Fixed a bug with The Experimentator which caused that he didn't cast spells

- Malachite Warhammer now needs Malachite ingot to upgrade and produces malachite when dismantled
- Bloodstained Warhammer (player version) no longer drops
- Ointment Lore increased alchemy potency from 15/28% to 14/26%
- Arcane Interference enchantment bonus from 15% to 10%
- Wise Enchanter enchantment bonus from 20/37/51% to 15/28/39%
- Starling Dummy attention radius from 200/250/300 to 150/200/250
- Portable Laboratory cooldown from 90/60/30 to 60/40/20
- Rebalanced Essence Gift, manacost increased, is now affected by manacost reduction perks, increased the scaling with mentalism
- Dreameater bonus damage for every 3 points of Psionics from 1/1.15/1.3/1.45/1.6/1.75 to 1/1.1/1.2/1.3/1.4/1.5
- Elemental cloak spells duration from 90 to 60
- Dual casting manacost modifier from 2.5 to 2.4, elementalism modifier from 2.4 to 2.3 (vanilla = 2.8)

- Health potion duration increased by 1 (heal will increase by 7/11/16/21/28)
- Some minor changes to Health/Mana/Stamina potions magnitudes
- Boon Arcane Fever from 0.3% to 0.25%
- Second Breath Arcane Fever from 1% to 0.75%, reduced healing by 10%
- Removed 2 placed Ambrosia from the game (one in the first temple and one in the living temple)

- Made some changes to AI behavior
- Ora Millendance deals less damage with her spells
- Enemies with the "Colossus" skin now wear a hammer instead of a club (e.g. Magic Construction)
- Enemies with the "Colossus" skin have less health but 200 armor and 12% magic resistance
- Increased the stamina drain when drawing a bow by 10%
- Decreased damage done with bows by 2%
- Shadow Dance base damage from 18 to 19
- Increased melee range by 10% (this should fix problems with daggers and wolf claws)

- Dohra Dal´Goldenford is now stronger and has better loot, Castle Goldenford has slightly better loot
- Black Lost Ones now carry steel weapons instead of rune weapons (found for example in Old Aïsolôn and Castle Goldfurt)
- Replaced low level skeletons in Castle Goldfurt with higher level ones (level 5 to level 10)
- Undead can no longer get daggers because they couldn't use them
- Lost Ones take slightly less damage from swords and axes
- Skeletons have 10 less armor, mace damage vulnerability lowered slightly (mace damage is the same as before)
- Silver weapons deal 12.5% more damage against ghosts
- Silver melee weapons deal less damage, deal about the same damage to undead/ghosts
- Silver melee weapons are available more often at certain merchants and the player can buy them at level 1 instead of 16

- Blocking now negates stagger instead of reducing the duration
- Iron Will no longer reduces stagger but instead grants 10% poison and disease resistance
- Firm State now reduces stagger duration, instead of negating stagger while blocking