The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Konahrik's Accoutrements - Dragonborn Add-On
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Sir Edhelsereg  [developer] Jun 12, 2013 @ 1:49am
Enchantments
Detailed custom enchantment breakdowns

Konahrik Robes +20% damage to Unrelewnting Force, Fire Breath, Frost Breath, Ice Form, Storm Call, and Cyclone. Also Slows time on enemy power attacks (like Block perk Quick Reflexes minus the requirement of blocking)

Konahrik Gauntlets 1H, 2H, Ranged, Destructionn and shield bashes do more damage. It scales by checking your current skill level. Skills at level 100 will do twice as much damage, but the gauntlets will render similar enchantments of other items ineffective while the gloves are equipped.

Hevnoraak Reflects 5% of all melee damage back to the attacker, and your ignore 25% of armor. When health drops below 20% of your total health, a Hysteria spell is cast that effects all hostile actors in 250 meters. This effect only happens once a day

Krosis +10% dodge chance. When hit +30% movement speed, +25% dodge chance (melee and magic) for 3 seconds. Dodge chance stacks so if you have the Deft Movement perk your dodge can reach 45% chance.

Morokei +100 magicka, doubles to +200 magicka at night (9pm to 5am).

Nahkriin Absorb 10% of all spells, 5% chance to absorb 100% of spells.

Otar +20% Melee damage resistance.

Rahgot Actors who are in melee range (glowing green) and are killed restore ALL stamina.

Vokun +100% magicka regen, alteration and Illusion spells last 25% longer, conjuration lasts 50% longer.

Volsung +25% Speech. Fear, frenzy and calm spells lvl cap is raised by 20 levels.

Ahzidal, Dukaan, and Zahkriisos Have elemental cloaks that initiate at start of combat and continue for the duration of battle (similar to the Ebony Mail cloak).
Last edited by Sir Edhelsereg; Jul 18, 2013 @ 10:05pm
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Showing 1-15 of 47 comments
ROCK Jun 12, 2013 @ 11:58pm 
ya
Sir Edhelsereg  [developer] Jun 13, 2013 @ 5:13pm 
MAGIC ENCHANTMENT CHANGES

Morokei - basically a better version of the Archmage robes, and since you get them both at the end of the MG quest-line, its kind of redundant. Instead, Morokei is going to give the player a whopping +200 magicka and with the mask's 100% regen should prove powerful yet unique.

Vokun - trading places with Morokei for minus spell cost. robes and mask will give you -20 cost to all spells and add 75% magic regen for that extra kick.

Nahkriin - one of the hardest masks to get and magic regen is just not cool enough. I'll get back to you guys about this one.

MELEE ENCHANMENT CHANGES

Hevnoraak - life's good with +90 hp but why not add 50 points to heavy armor.

Rahgot - translates to "rage" so why not add force explosions? or random stamina boosts.

Konah boots - water-walking good, 10 movements speed, I can't tell the diff. Say goodbye to move speed.

Krosis - movement speed is okay, but 10% dodge would make up for the lack of light armor set perk.
Last edited by Sir Edhelsereg; Jun 13, 2013 @ 7:22pm
oo Jun 14, 2013 @ 2:15am 
Very nice details, though i wanted to suggest that the Konah Set should have more enchantments on it, considering it originally having to collect all the other masks to get that one golden mask, i currently have it and was kind of disappointed that it does not have any kind of magic-friendly effects on it like the magic regen or points. But i really like your add to the morokei's set, 'finally something better than the Archmage robes!'. Really looking forward to more enchantments for the golden mask (why not add both current effects and kick in the magic enchantments for magic-users)- i know it sounds Op'd but whats the point when you collect all the masks for that one mask and has not many effects, anyhow, awesome work and keep up the tweaks. Hope to hear your ideas.
Vinniekliennie Jun 14, 2013 @ 10:24am 
Heey what aout you give Morokei's mask 50 or 100 magicka and 100 magicka regen
and the same for Raghot but instead of Magicka its Stamina so 50 or 100 stamina and 100 stamina regen i think that fits the mask and is not to overpowered i think
Sir Edhelsereg  [developer] Jun 14, 2013 @ 1:33pm 
I have not touched the masks, not will I. I want to keep this mod as compatible as possible with other mods (including mask mods). I am trying to write a script for Rahgot's robes that will restore all stamina upon killing any enemy (I haven't got the script to work yet tho).
Sir Edhelsereg  [developer] Jun 15, 2013 @ 2:16am 
Ok, I have a cool idea for the DB robes, instead of proc'n elemental cloaks 25% of the time, they will proc when you enter combat, and you will then have a small chance like 5-10% of proc'n an elemental explosion (I'll have to make sure it won't effect non-hostile npcs though).
HicarusClicks Jun 15, 2013 @ 4:08am 
thats good
Vinniekliennie Jun 15, 2013 @ 5:01am 
oo my bad thought you were improving the ench on the masks :P sorrrys
GravitonCleric Jun 15, 2013 @ 5:06am 
maybe you should increase nahkriin's robe enchantment to the master level 150% ??
GravitonCleric Jun 15, 2013 @ 5:07am 
and increase hevnoraak's health enchantment to +100 ?
GravitonCleric Jun 15, 2013 @ 5:10am 
i also agree with Vinniekliennie that rahgot should get the stamina increase enchantments
GravitonCleric Jun 15, 2013 @ 5:15am 
on rahgot's robes of course
GravitonCleric Jun 15, 2013 @ 5:22am 
maybe on the dragonborn robes you could add the abilities to use the dragon priests unique spells they use to attack you with???
Sir Edhelsereg  [developer] Jun 15, 2013 @ 9:51am 
@HMora For Nahkriin im thinking like something that has to do with dragons. I'm working on scripting Rahgot to restore your full stamina upon killing anything. I have to look more into what makes the DB spells diff, and how I can work work them. good idea though.
Mistythread Jun 15, 2013 @ 2:25pm 
I like the enchants on all of the robes exept Konahrik's boots. The waterwalking is weird, but useful. I think it could use something more... like mabey having muffling, or carry weight bonuses. I just think it should have something more than waterwalking.
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