Enderal: Forgotten Stories

Enderal: Forgotten Stories

KataPUMB Spell Package
38 Comments
Fishi Dec 1, 2020 @ 9:46pm 
A couple things about entropy spells from what I've experienced so far.
Death beam is downright overpowered, since you just have to tick something then the spell's DoT continues for a while after, letting you slaughter an entire room of enemies with a swipe or two while costing practically no mana. I have numerous other powerful spells that play into the archetype entropy spells follow well, but there's just no point of using them when I can nuke things with ease from a huge distance.

Mind wrack is similarly powerful, that is, when the enemy is something psionics can actually be used on, but when it comes down to it sacrificing 3 levels of available targets to basically condemn them to die as they run around is straight cheese.

TL:DR DoT's too stronk pls nerf!!!! :steamsalty:
Maelik Oct 11, 2020 @ 4:48pm 
Has no one answered the multiple people asking how to change the spell stored in Lightborn's Recital? I came here to find out, no answers but many questions. So the answer is, Lightborn's Recital is always equipped in your main hand, just make sure your offhand does not contain a spell then cast Lightborn's Recital, this will remove all spells stored.
Dunestyler Sep 7, 2020 @ 1:42pm 
How do I change the spell stored using Lightborn Recital?
Ralakus May 26, 2020 @ 7:54pm 
The description for Holy Cross here says it does extra damage to Lost Ones, however, it seems to only affect lost ones in game, and the description in game points that out, is that intentional?
QuestorWI May 20, 2020 @ 7:13pm 
I added the mod after I had started the game. I know some spells are not available. The problem I am having is every time I play I get the debug message and I click on yes the first time to get items. Second time I continued from where I left off and I got the debug message and when I select NO it switches back to yes and the game locks up. Now that I have all the items and have learned them can I turn off the mod and not loose what I have learned?
Oled Apr 6, 2020 @ 11:27am 
how do i change what spells i have stored?
Thal Mar 31, 2020 @ 9:58am 
Hello dude very good spell package !

i've noticed that the new summon doesn't benefit from enchantment that increase health and damage of summon do you know a way to fix it via enderalEdit ? ty
Eternal Daemon Mar 17, 2020 @ 6:55pm 
I'd like to make clear that I greatly enjoy and appreciate this mod; it adds a lot to the game, and it was only after re-reading all of the spells to post these comments that I realized that a lot of the spells that fit so seamlessly with the base game were in fact from from this mod. Wish you the best!
Eternal Daemon Mar 17, 2020 @ 6:53pm 
There are also some spells that too weak, or need some tweaking to be worth using regularly.

1) The mantras should be permanent affects, and they should slightly scaled off of psionics. Maybe lower the base amount, but make it so that you can get the buffs up to 15 points if you invest in them.
2) I haven't tested it, but the Mind Wrack spell seems kinda weak. Maybe its strong with a stealthy psionic build, but that begs the question of why I would invest a bunch of memory points across two trees into making one spell useful when I have tons of spells that are useful without that investment?
Eternal Daemon Mar 17, 2020 @ 6:47pm 
3) Holy Cross Rank 3 when two handed can one or two shot even end game boss undead.

4) While Lightborn Recital is a phenomenal quality of life spell, its very easy to combine the more powerful light magic and mentalist buffs and become a walking fortress with little to no investment in defensive measures like armor or health. This is with using Ritual of the Damned at the same time. This spell just needs a drawback to using it, like a permanent reduction to magicka and magicka regen.
Eternal Daemon Mar 17, 2020 @ 6:42pm 
2) The Lost One Knight summon can one or two shot most enemies, and its extremely tanky. Even if I couldn't summon three of them with Ritual of the Damned, its still much more powerful than every other summon, except for maybe the mythic abomination.
Eternal Daemon Mar 17, 2020 @ 6:41pm 
2) The Lost One Knight summon can one or two shot most enemies, and its extremely tanky. Even if I couldn't summon three of them with Ritual of the Damned, its still much more powerful than every other summon, except for maybe the mythic abomination.
Eternal Daemon Mar 17, 2020 @ 6:40pm 
1) Its not listed in the description here, but Ritual of the Damned allows you to summon up to three creatures instead of one, and this is extremely overpowered, especially when used with summons like the Lost One Knight, which can one or two shot most enemies. I've cleared a lot of dungeons by exploiting multi-summoning + the quiet casting memory to avoid fighting entirely.
Eternal Daemon Mar 17, 2020 @ 6:40pm 
I really hate saying this, especially with how SureAi cared more about preventing the extreme powerscaling of Skyrim than creating a fun and rewarding expierence, but some of these spells need to be nerfed, a couple of them almost into the ground.
Citrus Wizard Feb 18, 2020 @ 3:38pm 
specifically the Arcanist set
Citrus Wizard Feb 18, 2020 @ 3:38pm 
Hey just wanna say the mod is awesome! but if possible can you make it so the armor sets can be upgraded at workbenches? thanks!
Blackdragon Aug 17, 2019 @ 4:40pm 
Where is the Blackmage set?
ComeOnAndSam Aug 13, 2019 @ 8:43am 
This mod is really good except for the Blink spell. That spell is a mess. You can teleport through, wall, doors, on top of instanced rooms, and into innacessable areas. Could really screw someone who doesn't know what they're getting into.

Lightborn Recital is also pretty OP but casting mentalism buffs is such a chore that I'm a real fan. Recital of Mana just seems really OP though.
-DD- Aug 1, 2019 @ 6:11am 
BUG?

I play with the EGO overhaul mod for Enderal if that might be the reason:

The Summon Lost One t4 lvl 35 Knight deals over 400 damage per hit, this is the highest damage i have seen from anything yet and my character is level 29.

The knight one-hits almost everything. Compare this with the supposed mythical entropy spell that summons a lvl 60 Abomination. This abomination only deals 210-270 dmg per hit, but it has about 3x the hp and a knockdown effect, but the knight hits about 2x as fast so it kills enemies that are spread out much faster than the abomination anyway.

Especially considering the mana cost of the knight, this has to be a bug either in this mod or a bug because of EGO scalings.

I am playing on Adept difficulty.
Pedra Jul 27, 2019 @ 12:28am 
where can i get force grab. none of the merchants sell it :( lvl 18 now
femma Jul 15, 2019 @ 12:16pm 
Has Arcanist set having no enchantments been fixed by the author?
Nihilus Jul 13, 2019 @ 4:42pm 
What are the item ids for these sets?
Hollow May 2, 2019 @ 7:44pm 
Currently the summon Grotesque spell is novice instead of master. The grotesque also doesn't seem to follow the player.
Ta'veren May 1, 2019 @ 7:12am 
As others have mentioned: the enchantments and set bonus you mention for the Arcanist set is missing. I checked with TES5Edit, and they do not exist.
goddragon Apr 25, 2019 @ 8:46am 
my favorites are blink and force grab. This two are really nice. Nice Mod. :)
fillipinoman Apr 24, 2019 @ 9:16pm 
is this compatable with the gamplay overhaul?
Aka Apr 21, 2019 @ 2:38am 
Arcanist set has no enchantments and u can't enchant them either.
Survivor.io Apr 21, 2019 @ 12:25am 
also for lightborn recital, how do you change the spells stored?
Survivor.io Apr 20, 2019 @ 11:47pm 
The arcanist set doesnt have bonus enchantments with it?
Kyna Apr 19, 2019 @ 8:43am 
Nice mod! Also i found a piece of Arcanist set , but it was without any enchantments, is this intended ? :(
ANGELA Apr 19, 2019 @ 1:46am 
nice mod
Erador Apr 18, 2019 @ 5:36pm 
Is the arcanist set supposed to have enchantments on them?
KataPUMB  [author] Apr 18, 2019 @ 1:08pm 
@An'naj nah <> tags means the written text will be Bold. Variables are things like mag standing for magnitude or dur for duration, for more complex variables they're rare to find but use the patron "global=nameofthevariable".
When you're searching for the mod's content short by Kata_ and you will find everything i added.
An'Naj Apr 18, 2019 @ 12:45pm 
That i need to have permission before i publish something based on your work is clear. Without question.
But what i meant was, if there is something a translator should know, i found something like this:

<Command the power of the storm>. When you have this tome equipped you will receive a permanent lightning cloak and a spell. Also you resist <50>% of incoming Lightning damage, but you're <25>% weaker to other elements.

Normaly brackets (<>) stands for a var, so it shouldn't be translated. Don't know how you handled it, though.

Over 490 strings is a lot, don't know yet, if i will do the translation^^ i think i will try it in english first.

Good thing is that there aren't any changes to places or whatsoever so it doesn't overwrite names with english if you play in another language.
KataPUMB  [author] Apr 18, 2019 @ 5:39am 
@An'naj just ask for permission. Since you asked it's just fine you can make the translation to german.
An'Naj Apr 17, 2019 @ 6:13pm 
Sounds nice, is there something i should know, if want to make a translation into german?
{C.S.A} Misfit_1995 Apr 17, 2019 @ 12:15pm 
omg awesome
exactly what i was looking for thank you!"
Philosophy Munchkin Apr 16, 2019 @ 4:54pm 
Looks awesome. Gonna try soon