[OQ6] skyrim reset all perks mod
( Updated : October 23, 2021 )
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Spell List | Skyrim Requiem Wiki | Fandom
Requiem 3.4.0 - "The Shadow Theory" Spell List Requiem 2.0.0 - The Phantom Agony
Subreddit Dedicated the Skyrim Mod "Requiem" subtitled "The role playing using the Apocalypse spell package, which adds a teleport spell to Alteration. › wiki › Spell_List. Teleport (Rank II): Teleports you to a place you can see. Destruction. All spells stats are with the appropriate perk (. In original Requiem, when you cast Teleport Vitals spell from Conjuration school of magic on Dremora, it transfers you a generic human heart. (WIP) It also adds features such as upkeep buff spells with indefinite In requiem, progressing in gear, skill, perks and spells is great. Preface Requiem started as a personal project to turn Skyrim into a more Heavy armor can make most spells uncastable if you do not have the proper. Mages who already know the spell can still use it. The Skyrim Knights assets used by Hadvar's and Ralof's former armors are removed. Sumptuous Snacks: The cuisine of Skyrim has been refined for the most Necromantic Empowerment (Rank II) is a concentration spell with. Requiem started as a personal project to turn Skyrim into more of a(n) Heavy armor can make most spells uncastable if you do not have the proper. It is called "Requiem - The Oldschool Roleplaying Overhaul" and is Teleport II (Conjuration, 50): Works like a Mark and Recall spell.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss. Views Downloads 28 File size 3MB. If you only know yourself, but not your opponent, you may win or may lose. If you know neither yourself nor your enemy, you will always endanger yourself. This mod changes nearly every aspect of the vanilla game, including basic gameplay concepts such as combat, magic and player statistics, rebalances items across the game world, introduces interface and aesthetic treatments, and so much more. Two, the lack of modular. You can learn more about them in the readme. There are a few common misconceptions about Requiem. During early levels, a lack of healthy fear and preparation will quickly result in death. Even as you grow in experience, combat will always remain deadly, as a sword or arrow in the gut is a death sentence without some measure of protection. Meanwhile, sneaky rogue- or ranger-type characters may be able to move with stealth and kill an unarmored mage with a well-aimed strike. Items of all sorts are balanced to match the challenges required to claim them, even if you have to wrestle them from the cold, dead hands of their previous owners! Non-combat skills are heavily reworked, to bring balance, immersion and tangible character growth to crafting, trading, inventory management and even your mastery of the Voice. Requiem requires patience, planning and a willingness to invest time in growing your character from a humble adventurer into a true savior of Tamriel. Invest your perks into the character you want to play, not the character you think you should play. You might also see bits of the Witcher series or even Dark Souls, too. But just as importantly, we also looked to traditional pen-and-paper roleplaying games for ideas on how to build the world, give players more freedom and inject a sense of realism into our vision for Skyrim. Remember, all this began with a personal project that was built to be shared with like-minded individuals who enjoy an immersive and challenging roleplaying experience. We love this game, and want to share the joy we found in working, improving and building upon an existing piece of art. Thanks to everyone for your feedback , bug reports, criticism, suggestions and comments. Now get out there and save Tamriel! Each of these links will bring you directly to the bibliography at the end of the document, a comprehensive list of all the mods cited in this document, including their nexus weblink. Please note that this manual is a work in progress and therefore incomplete. Quickstart Guide This short guide is intended to help you setting up your Requiem installation quickly. This will be indicated by a popup-notifcation. A few seconds later, you should see a second popup note that the scripts have started successfully. If this is not the case, Requiem will give you some pointers on what has gone wrong and send you back to the main menu. We would like to point out that you should restart the game at this point to ensure that all data is reset. Skyrim does not clean up all variables when you start a new game in the middle of a gaming session and unpleasant consequences can arise. Once the scripts are initialized, all Requiem features are active and you can begin your journey. But before you try escaping Helgen, know that Requiem grants you three perk points at the beginning. Spend them wisely, because perks matter much more in Requiem. If you encounter any problems on your travels, have a look at the Frequently Asked Questions. Troubleshooting If you encounter any problems which are not covered by the FAQ, feel free to visit the Nexus presence of this mod and ask your questions in the comment section. Before you do so, make sure that all prerequisites are properly installed and Requiem is at the bottom of your loadorder. LifeM7 , this happens once you leave the prison cell. First Steps. Requiem in a Nutshell 11 1. What is Requiem about? Attributes, Skills and Perks. Magic, Shouting, the Divines and Standing Stones. Exploration, Economy and Atmosphere. Customizing Requiem 5 6 6 Recommenced INI-settings. Alphabetical Option Index. Compatibility 3. The rules of thumb. Weapon and Armor Mods. Gamemechanics mods. Major Overhauls. Visual Automerging in Detail. The Jenassa example in more detail. Frequently asked questions 4. Questions related to Combat. Questions related to Magic. Questions related to Skills and Perks. Questions related to Quests. Questions related to Atmosphere. Combat 53 5. Defense - Armors Types and Blocking. Heavy Armor Perks. Evasion Perks. Block Perks. Ranged Combat. Special attacks. One-handed Perks. Two-handed Perks. Marksmanship Perks. Magic 6. The School of Alteration. Alteration Perks. Alteration Spells. The School of Conjuration. Conjuration Perks. Conjuration Spells. The School of Destruction. Destruction Perks. Destruction Spells. The School of Illusion. Illusion Perks. Illusion Spells. The School of Restoration. Restoration Perks. Restoration Spells. Alphabetical Index of Spells 60 62 62 63 66 68 70 Crafting 77 77 80 82 82 85 89 89 92 95 96 99 7. Tempering your gear. Game Mechanics 8. Resistance versus illusion spells. The derived attributes system. Knockdown attacks. Hall of Heroes A. Credits B. Referenced Mods and Tools C. Requiem is a major overhaul and as such it touches almost every part of the game. Please note that many of these changes can be adjusted to your personal preferences, as described in the chapter Customizing Requiem. In general, the following changes have been made to the leveling system: — All encounters are no longer leveled, the appearance of a given NPC or creature only depends on your current location and chance. Apart from these changes to the leveled lists the NPCs and creatures themselves are subject to major changes. Finally, high level encounters are a one-way ticket to Oblivion, unless you come well prepared and experienced. If you are looking for a mod that delevels the world like described above, but are uncomfortable with all the other changes and additions from Requiem, you should instead check out Skyrim Scaling StopperM8 or Skyrim UnleashedM9. Attributes, Skills and Perks Requiem introduces some major changes to the perk and skill systems. In summary, the focus is shifted from skills to perks. Besides these major changes, several other aspects of the skill system changed: — At the beginning of the game you will receive three perk points for free to choose a starting profession. Clothing contributes to the Evasion skill. The above mentioned attributes are a backport from the system used in Morrowind and Oblivion. However, instead of adding tedious extra menus to manage attributes like strength or endurance, we decided for a more intuitive approach. Requiem grants you passive bonuses, similar to those the attributes granted in earlier games, based on your three base attributes health, magicka and stamina. Combat 1. Combat Combat has been overhauled completely to yield a more deadly and tactical experience. Thinking about the tactics you want to employ is mandatory, a berserker assault will often lead to an untimely death. The most notable changes to combat are: — Your enemies are more skilled than before. If somebody wields a mace, you better expect some armor crushing blows from him. Also, enemies will follow you beyond area transitions. A skilled archer can often take out an unarmored humanoid with a single shot. But drawing a bow now also takes considerably more time than in Vanilla… — Light and heavy armor now have more distinct characteristics. Heavy armor also quickly exhausts all those who are not accustomed to it. If you cannot think of any smarter tactic, you can simply try to dodge all their arrows and force them into melee. But beware, many enemies have armor piercing or similar attacks so you might want to have a resistance higher than the capping value. Magic, Shouting, the Divines and Standing Stones The magic system has experienced a large variety of changes in Requiem. As with everything in Requiem, the focus also here shifted from skill levels to perks, requiring you to invest perks into your favourite schools, if you really want to master them. Heavy armor can make most spells uncastable if you do not have the proper training as a battle mage. The shouting system is in general the same as in the original game, but as for the spells, most shouts have been overhauled to be more impressive. These perks are independent of your speech skill and will be unlocked by certain events of the main storyline. Hints are given in the perk descriptions. The more you know about the Dragon language and the more often you use it, the easier it will become for you to shout. Also, if you have stolen too many items or your lifetime bounty is too high, you will be denied the blessing of the divines. However, it does not allow you to regain the favor of any god. The available groups are: 19 1. Exploration, Economy and Atmosphere Requiem alters many regions and dungeons from the original game like the Helgen Keep to add a more immersive feeling, starting from hand placed items and back ground material to unique creatures. Furthermore, you can also use them for a charge attack to trample down your foes. Health does no longer regenerate at all, but regenerative abilities can be obtained by several means. Crafting — The respawn times have been increased to prevent fast re-occupation of cleared cells. Random dragon spawns are also less frequent. To break a lock by force simply attack the locked object, if your health and stamina exceed a threshold determined by the locklevel, you will open the chest. Crafting Crafting has be overhauled such that it no longer provides loopholes to craft totally overpowered items. Further changes are: — Without the basic perks or a racial back ground you cannot craft anything useful. It serves as a long lasting health regeneration boost while out of combat. Equipment Requiem adds a lot of new equipment to the world new models and textures are courtesy from other modders who allowed us to use their fantastic material , a few examples being: sabres and katanas, explosive arrows, new hunting loot e. But also existing equipment has been altered in several ways: — Most artefacts have been reworked to actually match the power attributed to them in the lore. Some curses can be broken by certain conditions. Interface — Gold now has a weight of 0. Cooked food on the other hand will restore your magicka and stamina, if consumed out of combat. Further changes to the interface are: — A new MCM shows your secondary attributes like resistances and regeneration rates. Customizing Requiem 2. Instead of splitting Requiem into a set of modules, we have decided to develop the mod as a single module. This design approach allows us to intertwine the individual components much more than we could in a modular approach. To maintain a measure of customization nevertheless, we decided to implement switches for disabling or adjusting many of those features. In addition, this chapter also features an index of all available options. Optionals This comprehensive overview describes all options in Requiem and how they can be activated, categorized by gameplay components. The higher the spread, the lower their average precision will be. With this option, you can disable this restriction. Setting it to zero disables the death cam completely and instead opens a prompt to reload the last save or return to the main menu. This option can be used to disable this aura. This restriction is intended to prevent the dual wield power sneak attacks, which count as several sneak attacks in a row and thus allow you to overcome targets that should be beyond your limits. Sneak attacks against sleeping targets are not subject to this limitation. With this option you can disable this feature. This option can be used to disable this feature. Optionals — Heavy Armor drains no stamina: Disables the stamina drain for wearing heavy armor without training and the sprinting penalty. Magic — Casting unhindered by armor: This option negates all penalties on your spell casting costs for wearing armor. Customizing Requiem — CW bonus per Stamina increment: This option controls how many points of extra carry weight you obtain upon increasing your stamina when leveling up. Normally, you need at least the basic perk to have any chances at all. By default, Requiem grants you passive boni for your shouts, depending on how often you used them. Optionals 2. Keep in mind that entering the cell resets the timer. This feature only applies to the purchaseable houses from the original Skyrim. By default, one real-time minute corresponds to 10 ingame minutes in Requiem. If a second mod does the same, you can use this option to disable the one from Requiem to prevent superfast attacks. Beware of concentration spells, they generate a lot of impact events and therefore message boxes in a short time. This switch is mainly intended to turn of warnings for custom races. Alphabetical Option Index 2. Compatibility There are lots of awesome mods out there which may or may not be directly compatible with Requiem. In this chapter, we want to give you some guidelines how to handle compatibility issues between Requiem and other mods. Other mods will need a handmade compatibility patch, of which there are plenty available thanks to our active and helpful community. And some mods are simply incompatible with Requiem, regardless how hard you try to make them work together. In this chapter we will discuss how compatible the most common mod classes are and what you need to do before you can run them together with Requiem. We advise to use neither a bashed patch nor a Tes5Edit unleveling script. The rules of thumb Please keep in mind that all guidelines in this chapter are rules of thumbs. Most of the Requiem changes aim at the gameplay-relevant values of these records. Thus replacer mods that overwrite the original resources are usually compatible right away. The rules of thumb 3. If the armor was balanced for Vanilla Skyrim, it will also be balanced for Requiem afterwards. To achieve the static and deleveled world, Requiem must edit most of the leveled lists in the world. In principle, you could use a bashed patch to achieve this result, but it has two disadvantages: the result will still be leveled and might contain items that are overpowered for their use in Requiem, e. Therefore it is strongly recommended to use hand-crafted compatibility patches instead. In the Reqtificator. Compatibility visual templates. Please see Visual Automerging in Detail for detailed instructions. As for the leveled Items from equipment mods, this removes the need to create a Bashed Patch for Requiem patches. If they touch only few or even none Vanilla records, they might technically be compatible out of the box. But in any case, they will likely need some adjustment and tweaking to blend fully into Requiem. Visual Automerging in Detail 3. The same is also possible for the generic visual data of a whole race. Compatibility — gender — skin textures — voice type — FaceGen data includes eyes, nose, hair presets etc. Race and Actor visual merging follows exactly the same rules, thus we will only consider actor merging for the sake of simplicity. Find the last overwrite. If it is neither Requiem. Find the last visual template. Find the last skill template. So in short, this has the following consequences for your load order: — You can and should load all mods registered as visual templates before the Requiem. For example, you could have the following load order in your setup: Ethereal Elven Overhaul, Bijin Warmaidens, Requiem. Thus Jenassa would look as in Bijin Warmaidens, but with Requiem stats. Frequently asked questions This section of the manual covers questions asked repeatedly on the Nexus. They are ordered by category and then by keywords highlighted in boldface. In addition, there is an index of all questions at the end of the chapter. Questions posted on the Nexus which you could answer yourself by reading this section, I am not very likely to answer. Answering them over and over again is a waste of time, time I can put to better use by implementing new features. So do yourself a favor and read this FAQ, in the end it will be much faster than writing a post on the nexus and waiting until somebody cares to answer an ever repeating question. If your question is not covered by this section, you are of course welcome to post it on the Nexus. Questions related to Combat — Why are my arrows useless against undead? Undead have no vital organs you could pierce with an arrow. Therefore, these creatures reanimated by dark magic have a very high resistance against normal arrows. The only way to harm them with arrows are silvered ones or elemental arrows. The world is no longer leveled and you can encounter high level enemies or packs of lower level enemies if you travel in the wrong areas. Bleak Falls Barrow is such an area. It has been carefully populated to adhere to the lore of being a haunted place. Even more importantly this also prevents progressing to a quest stage that would pit the player character against impossible odds. Choose your battles wisely and retreat from those you cannot win. If you are out of stamina, each enemy attack has a certain chance to disarm you. How do I heal without natural regeneration and no money for a healing potion? What am I doing wrong? Nothing, this is the consequence of an engine limitation. This is the physical counterpart to the magicka drain on hit. Furthermore, the second rank of the basic blocking perk grants you a small adrenaline rush for each successful block , immediately restoring some stamina points. Normal sustained spells can be released by simply recasting them for free and without creating any noise. The special treatment of hiding spells has the advantage that you do not need to wield a spell for the dispel, decreasing your chances to be detected. Most likely you are wearing a set of heavy armor and are not trained in the ways of the battle mage. To recharge your weapons with soulgems you need the second rank of the basic perk. As an alternative you can also buy scrolls from the court wizards which grant you this power temporarily. Questions related to Skills and Perks — Why are the illusion perks for spell mastery unavailable despite having the required skill? In practice this means that you must know at least one of these spells. Lockpicking is a complex art that not every brutish warrior understands. To have any chances at all, you will need the basic lockpicking perk. If you do not want to invest into lockpicking you can also simply bash the locks from wooden objects up to adept locks by attacking the object. If you are strong enough depends on health and stamina , the lock will break , altough this is not immediately displayed, since the context-sensitive text under the crosshair only updates if you change the focus. You also have the option to purchase lockpicking scrolls from merchants or use Alteration magic to open them. Questions related to Quests — Why are the mutation perks alchemy unselectable despite having the required skill? To acquire one of these perks, you need to have the indicated ingredient s in your inventory. Most smithing perks require you to have a crafting manual in your inventory. Higher rank books may sometimes be found for sale or can be found on your travels. This happens if you wear heavy armor without having at least some basic training. Questions related to Quests — When I try to start the Dawnguard questline, I am attacked by the Dawnguard for no reason? The Dawnguard is no longer a bunch of idiots who can be fooled by their archnemesis. An alternative start of the questline is not available at this time, but might be added in the future. Questions related to Atmosphere — How do I access the inventory of my horse or undead thrall? Then there also is the sun damage and Meridia. Frequently asked questions — Why do the divines refuse to bless me? For example Talos will no longer bless you when you joined the imperial army. And if a particular god is upset about your past actions, even this repention will not help you to regain his favor. For a more complete review of this topic, consider the changelog. This aspect of Requiem will likely be reworked soon and released as a minor update for version 1. This will regenerate your health slowly but steadily over time. You can either use it as a back ground regeneration on your travels or take one before resting to heal your wounds during sleeping. This is an inherent feature of Requiem. This is an inherent feature of Requiem, in analogy to Morrowind. Questions related to Compability with other mods — Why am I stuck forever with a blank screen when I start a new game? This is a clear indicator for missing Requiem textures and meshes. Most likely you have installed a minor update without following the instructions given in the quickstart guide. In fact, BOSS places Requiem in the middle of your load-order and therefore causes other mods to overwrite parts of Requiem. Place Requiem at the end of your loadorder and see if the problem persists. What is going wrong here? In the past we often saw issues that originated from a few common pitfalls. To make Requiem a more pleasant experience we decided to add some sanity checks at the startup to prevent you from running into known issues. If any of these pitfalls is detected, Requiem will display you a message stating the problem and the solution before sending you back to the menu. Why are my arrows useless against undead? Why am I stuck forever with a blank screen when I start a new game? Do you know that your balance is insane? Whenever I hover over a Requiem book in my inventory the game crashes, what am I doing wrong? Why does my bow vanish when I am hit in melee or by a spell? How can I cancel sustained spells Blur, Invisibility, When I try to start the Dawnguard questline, I am attacked by the Dawnguard for no reason? Why do I die instantly when becoming a vampire? Why do the divines refuse to bless me? Why did I just drop my weapon in the midst of combat? Why does every spell cost a ridiculous amount of magicka? Why does my health not regenerate? For some enemies, like raised undead and vampires, the healthbar does not change after an attack. What 50 am I doing wrong? Why are the illusion perks for spell mastery unavailable despite having the required skill? Is it intended that lockpicks always break, even in the opening spot? Why are the mutation perks alchemy unselectable despite having the required skill? I do not use any or only very few mods besides Requiem, but whenever I start a new game I am sent back to the main menu. Why does my magicka reduce with each hit? How can I kill regenerating enemies like trolls or spriggans? Why does running drain my stamina? How I can prevent that running reduces the magicka regeneration? My stamina drains while standing still, why does this happen? Why does my stamina reduce with each hit? Combat 5. Combat Combat is much more deadly in Requiem than before. Furthermore, you can also be staggered. The secondary damage and stagger change depend on the type of enemy attack and range from 10 points per one-handed attack to 35 for a two-handed power-attack. The stamina damage can be negated by successfully blocking the attack and the magicka damage can be negated by having a fortify magicka enchantment or the Focused Mind perk from the restoration school. The stagger chance is related to your armor rating, the higher it is, the less likely you will be staggered and a successful 54 5. Defense - Armors Types and Blocking block helps as well. This chapter will give you a short overview of the things you should know regarding your equipment and then covers special attacks and combat related skills in detail, including a detailed list of the available Special attacks. Defense - Armors Types and Blocking Armor, be it light or heavy, plays a key role in surviving combat. The massive protection bonuses from heavy armor on the other hand come with the price of a high encumbrance. Apart from having a much higher weight, heavy armor also requires a lot of training. Do not even think about wearing it without some basic training, you will be exhausted very soon just by standing around. Combat Another important part of surviving combat is blocking enemy attacks. It provides vital protection against melee weapons and is almost impenetrable for the unskilled archer. The experienced combatant can even transform his armor into a weapon by barreling head-on into his unfortunate foe. Do not even think about wearing it without some basic training. Also, your gauntlets improve your unarmed damage. You also receive some additional stamina and carry weight. Defense - Armors Types and Blocking Figure 5. Furthermore, you learned some new tricks to overcome the mobility limitations of your armor. Bolstered by wearing your full heavy armor, you can concentrate even more and cast all spells easier. Your light armor and clothes will now hinder your movements less and you take less damage from falling. Able to rush sideward in a sudden, you can attempt to dodge hostile attacks. Notes: Press the sprint button while moving either sidewards or backwards to start a dodge move. Note that this action costs stamina and cannot be performed while exhausted. Thus, you can cast spells in them unhindered. You can even run in it without becoming exhausted, and recover faster from exhaustion. Furthermore, your light armor hinders you even less than before. Block Perks — Improved Blocking [requires skill 0] Description: You strengthened your shield arm and trained to parry blows a little. Thus you can block somewhat better. Additionally, when blocking a hit you feel the adrenaline rushing through your veins, recovering a small amount of stamina. Combat — Overpowering Bashes [requires skill 50] Description: You put all of your power into your shield bashes, often overpowering your foes. They will be staggered much more now and likely will even trip and fall. Therefore, blocking incoming attacks will no longer slow you down. While swords remain the fast and agile all-round weapons of choice, axes and blunt weapons now have good reasons to be used too. A sword may slice an unarmored opponent with a few slashes, but you will run into severe trouble if your opponent is a heavily armored juggernaut. This is when a warhammer really comes in handy, especially if you have the perks to use it properly. A heavy orcish crossbow loaded with high-quality bolts might even pierce a heavy armor. Light weapons deal less damage per shot, but their use is less strenuous and they can be 62 5. Heavy bows and crossbows on the other hand deal much more damage per shot, but you should make sure that every shot hits the mark since they are slow and even a few shots may completely drain your stamina. Crossbows also deal more damage per shot than a bow made of the same material. In addition you only need some basic training to aim accurately enough and to pierce armors to some degree. These strengths of the crossbow, however, point to its weaknesses at the same time. Since you do not draw the weapon yourself, you cannot overdraw it like a experienced archer can do with his bow. Therefore a bow will be more devastating in the hands of a truly skilled archer. Arrows and bolts in Requiem can be made from all common materials. High-grade arrows and bolts, like those made from Dwemer metal or even better materials grant you additional armor penetration. Depending on your skill, you will have a certain range within which you deal full damage and can perform ranged sneak attacks. If your target is farther away, the dealt damage will be reduced gradually and you can no longer deal any sneak attacks. Special attacks Requiem features a number of special attacks you can execute to turn the tide to your favor. Some of these attacks are available for everybody, some can be upgraded with perks and others can be used only when you have a given perk. Combat When you hit the enemy, you have a certain chance to knock him down, which mainly depends on your mass ratio. With the perk Relentless Onslaught you will be able to sprint in heavy armor without tiring in an instant. Mounted Charge Attack As an alternative to a normal bull rush attack you can also charge with your trusted steed into battle. Just sprint straight into your enemy, as you would do for a bull rush and let your horse trample them into the ground. Shield and Weapon Bashes While you are blocking, you can perform a bash attack to strike your enemy with the hilt of your weapon. Bashing becomes much more useful with a shield at your disposal and some training. With the perk Powerful Bashes you can perform a stronger bash attack with your shield or the pommel of your two-handed weapon that will often stagger your enemy. Overpowering Bashes increases the impact of your shield bashes even further, possibly to the point where the enemy completely looses his balance and falls down, making your shield as much weapon as life saver. Thus you are able to deliver much harder punches to your enemies. By balancing your weapon better, power attacks now require half the stamina. Thus, you can perform more deadly power attacks with them. Two-handed Perks Figure 5. Swinging these weapons also is less exhausting for you. You can swing it with ease and by putting more power into your sideways attacks you can even cut down multiple foes with a single blow. Also, you now know how to handle a crossbow properly and make use of its innate armor piercing abilities. Notes: This perk also raises the damage contribution from the ammuntion, which is not shown correctly in the inventory. The greater the skill, the more deadly the shot. Your continuing training also allows you to draw bows with increasing strength as your marksman 71 5. Combat skill improves. Notes: Pressing the the Left Hand button while aiming will allow you to zoom your view. When fully focusing on your target, everything around you seems to slow down remarkably. Notes: Pressing the the Left Hand button while aiming will allow you to zoom your view while slowing time for everyone, including yourself. Another important change is that magicka damage no longer prevents magicka regeneration. The most drastic change so far is the illusion school which features completely new mechanics, which will be carried over to other magic schools in future versions: — Dynamic resistances replace the predetermined outcome illusion spells had before with a statistical and skill-based approach. The target then can break free in regular intervals, depending on this resistance chance. Instead, these spells drain your magicka continuously until you are out of magicka or decide to release the spell. Releasing a spell is done by recasting it, which does not cost you any magicka and does not cause any noises. Please note that these lists only contain those spells that you can obtain either from perks or in a common magic shop. The source for this usually is the above explained spell scaling. The School of Alteration 6. Magic Figure 6. Thus, they now last longer. Thus, they last longer and enable enchanted lockpicks to deal with almost any mechanical lock. You can now cast spells of this level easier and augment them to an almost otherworldly extent. Alteration Spells Please note that all spells are listed with their base magnitude and duration. Taking the respective perks and advancing your skill in this school will dramatically enhance their power. More elusive spells are not included to avoid possible spoilers. Therefore, unarmed damage, health and carrying capacity are increased by 25 points for 45 seconds. The School of Alteration — Magelight [Advanced Alteration, Base Magicka Cost: ] Description: The caster creates a ball of bright light that lasts seconds and sticks where it strikes. However, the spell requires a piece of quicksilver ore to work properly. It then can be either taken or thrown. Magic — Telekinetic Disarray [Superior Alteration, Base Magicka Cost: ] Description: The caster magically removes all worn equipment from the target, though one should beware. The School of Conjuration 6. The School of Conjuration Figure 6. Thereby, bound weapons are stronger and longer-lasting. Thus, you can now make them last longer in this realm. Thus, you have the ability to control one more creature. This grants them a longer range and makes them easier to cast. The School of Conjuration — Dark Infusion [requires skill 75] Description: By infusing your undead creations with dark energies, you are able to make them stronger and more resilient. You can even prevent your creations from decaying to dust. Conjuration Spells Please note that all spells are listed with their base magnitude and duration. Also this list of spells is not 85 6. Sheathing will cancel the spell. Sheathing it will cancel the spell. If it dies within this duration, a part of its soul can be captured in a gem of an appropriate size. If it hits, it deals 25 points of unabsorbable physical damage. The second casting will return the caster to the anchor, which is destroyed in the process. Even if the target is not banished, the spell will deal 20 points of unresistable damage and make it tremble. Even if the target is not banished, the spell will deal 30 points of unresistable damage and make it tremble. Sheathing the weapon will cancel the spell. The School of Destruction 6. Thus, they now deal increased damage. Destruction Spells Please note that all spells are listed with their base magnitude and duration. When the spell is released, the cold slowly ebbs away. Casting multiple Icewinds at the same target will not increase the applied damage. When the spell is released, the currents slowly ebbs away. Casting multiple Lightning Sparks at the same target will not increase the applied damage. Casting multiple Firesparks at the same target will not increase the applied damage. Deals 1 poison damage for seconds. Also increases frost resistance by 10 percent. Also increases shock resistance by 10 percent. Deals 20 poison damage for 0 seconds. The spell bypasses even stronger magical resistances. The school of illusion is divided into two subsections: environmental manipulation and mind control. The latter allows you to control the action of your enemies and friends. Environmental manipulation on the other hand is focused on concealing your presence. Those who master their environment will eventually become powerful enough to actually shape the shadows into reality rather than constructing mere illusions. In contrast to the original illusion school in Skyrim, the spells are no longer subject to level bounds. Magic to manipulate than others. Especially Undead, Dwemer Automatons and Daedra are strong-willed combatants. The level bound is replaced by a dynamic resistance chance which depends on the illusion skill of the caster compared to magicka, illusion skill, level and magic resistance of the target see section 8. Once the target manages to resist the spell, it will be dispelled. Thus, you can empower these spells and require less concentration to maintain them. The School of Illusion Figure 6. You also learned how to empower related spells. Magic — Pain and Agony [requires skill 50] Description: Having studied spells like Phantasmal Pain and Waking Nightmare, you can now invoke terrible agony in your foes with ease. In addition, you also learned how to empower related spells. These spells can now be empowered and sustaining the Miasma is less demanding. The School of Illusion 6. Illusion Spells Please note that all spells are listed with their base magnitude and duration. Empowering the spell grants nightvision. If empowered, the strain drains 2 magicka and stamina per second. The caster also gains 40 armor rating while he cannot be aimed at precisely. If not empowered, the spell breaks if the caster runs. Upkeep-Cost: 5 99 6. If not empowered, the caster can only move at walking speed. Sprinting will break the required concentration for this spell. If the spell is not empowered, running will also break it. Empowering the spell can kill sleeping targets instantly. The sphere has a radius of 12 feet. If not empowered, the spell breaks if the caster attempts to move swiftly. Empowering the spell will cause a terrible heart attack , likely killing the target outright. Empowering the spell allows the shadow weave to quickly restore itself after being severed. Upkeep-Cost: 7 6. If not empowered, the caster cannot maintain the spell while moving swiftly. Upkeep-Cost: 6 — Fog of Shadows [Superior Illusion, Base Magicka Cost: ] Description: The caster evokes vile shadow magic, weaving pure darkness into a maddening fog that renders those within its bounds more susceptible to illusions for up to 24 seconds. All inside the sphere also gain 40 armor rating while they cannot be aimed at precisely. If not empowered, swift movement will break the spell. UpkeepCost: 5 — Mistress of the Dark [Masterly Illusion, Base Magicka Cost: ] Description: The caster calls upon the power of shadow magic, weaving darkness into a semi-real illusion of a dremora countess. Empowering the spell will make her move like lightning. Upkeep-Cost: 5 — Veil of Shadows [Masterly Illusion, Base Magicka Cost: ] Description: The caster creates a 11 foot wide sphere which enshrouds nearby allies and himself, making them invisible until they interact with the environment. If the spell is not empowered, running or sprinting will break it. Upkeep-Cost: 6 6. Targets who do not resist the spell have their health reduced by 40 as long they stay within the bounds of the aura. Upkeep-Cost: 5 6. The School of Restoration 6. Therefore, the gods show at least a bit of mercy, but the torment of your deeds will haunt you for the rest of your days Thus, you can keep your concentration even in stressful situations and regenerate your magicka faster. Restoration Spells Please note that all spells are listed with their base magnitude and duration. Magic sively for a long time. The spell also deals 35 points of damage to constructs powered by magic. Alphabetical Index of Spells 6. Crafting 7. Besides this, the most radical changes have been made in the smithing section. The almanacs for the common materials can be bought from many merchants in Skyrim, but some of the rare almanacs can only be found at very few locations. Another important change is the tempering system, which is explained in more detail in section 7. To change this and make tempering useful again, Requiem vastly improves the power tempering. Each of the original 6 tempering tiers is now a full quality range, i. In Table 7. Cuirass will obtain twice the listed armor rating bonus. Tempering your gear — Armor items all obtain the same armor bonus, namely half of the full one. Game Mechanics This part of the manual contains more in-depth information about the game-mechanics used by Requiem. Reading this section might help you get a deeper understanding of Requiem, but it is not mandatory to play the mod. This chance is afterwards compared to the result of a random number generator imagine it as a dice throw. The resistance value resulting from evaluating Equation 8. Therefore, a chance in the actor values contributing to the resistance after the spell was cast will not be taken into account. Since this formula might not be very enlightening to people who do not deal with mathematics every day, there is also Figure 8. Figure 8. We intend to revamp more actors like the guards and bandits in Requiem 1. Instead of faking those old attributes, we decided to directly derive the bonuses they granted, like disease resistance, melee damage etc, from the three new attributes health, stamina and magicka. Only your racial base value and points you invested on leveling up count. The parameters for each derived stat are shown in the following table. In general, the bonuses are derived from the relation shown in Equation 8. A detailed description of the mechanics behind knockdown attacks can be found in section 8. However, a high mass also comes with the price of faster exhaustion. The penalty mass factor is then used to determine several other statistics. The impact of wearing armor, especially heavy ones, for casting spells is illustrated in Figure 8. The light or heavy armor curves apply as soon as you wear at least one part of light or heavy armor. The perk Battle Mage, which is required to cast masterly spells in heavy armor with reduced penalties, also grants a general reduction on all casting costs in heavy armor. Stamina costs for normal attacks In contrast to Vanilla Skyrim, stamina is now an important attribute that determines the rise and fall of any warrior. Running, sprinting, jumping, blocking and attacking, all these actions now cost stamina. The precise formula for the drain is given in Equation 8. As it can be seen from the above formula, your prowess with the used weapon has a major impact on how tiring the swings of your weapon are, as a grandmaster of your weapon the stamina drain is reduced to one quarter. Furthermore, it can also be seen that special conditions apply for dual-wielding and the use of crossbows. Knockdown attacks The chance to knock down an opponent, or being knocked down yourself primarily depends on your mass see section 8. The acrobatics perk counts as active, if you wear no heavy armor. Table 8. Game Mechanics animal mass bears 3. Beyond this range, your damage will gradually decrease and you can no longer score any sneak attacks. With increasing archery skill you will be able to hit the mark also at longer distances. The details of this range scaling are shown in Table 8. Please note that all bonuses are multiplicative, not additive. Another important element of ranged combat is armor penetration. To deal with certain types of foes, e. Furthermore you can hone your targeting skills by acquiring the Gruesome Shot perks, which allow to aim for weak spots in the enemy defenses. Finally, you can also use high-quality ammunition to improve your capability of penetrating armors. Ranged Combat - The Details about Range Scaling and Armor Piercing archery skill Home Requiem-Manual. Your name. Close Submit. Our partners will collect data and use cookies for ad personalization and measurement. Learn how we and our ad partner Google, collect and use data.