Slightly reduced knockback force from trolls, bears etc. This is a complete overhaul of the gameplay mechanics of Enderal. Some creatures may have a high resistance against certain types of weapons.". Combat - Melee. file size 76.8 KB. In Vanilla Skyrim, this is set to 100 as a default value (for 100%). EGO - Enderal Gameplay Overhaul. each high level spell book had a chance of 70% of not spawning, this has been reduced to 50%, - Renamed "Chymicum: Vigor" to "Chymicum: Vitality", - Mud Morel replaced "fortify health" with "slow" (this will make crafting paralysis poisons easier), - Increased melee range to fix some issues, - Shadow Finger now requires handicraft of 21 (as in the description), - EGO silver weapon blueprints can now be stored in the blueprint collection book, - Some small changes to the new pipe item distribution, - Slightly reworked the loot found in backpacks (more variety), - Added slightly more crafting pieces (instead of pennies) in crates/barrels, - Reduced manacost of all novice spells by about 2% (manacost values are not integers), - Increased the duration of all summoning spells by 25-30 seconds, - Increased the duration of revive from 90 to 100, - Mystic Binding summoned weapon damage from 17% to 20%, - Bonejudge increased damage to undead from 10% to 15%, - Mystical Call summon duration from 60/120% to 50/100%, - Increased the health of summoned Ghostly Wolf/Ancestor by 5%, Decreased manacost of Summon Ghostly wolf by about 2%, Updated for Patch 1.5.9.0 (with some small additional tweaks), - Fixed MANY small translation issues in the english version (thanks to Stemajzl), - Changed the value and weight of some misc items (thanks to Stemajzl), - Renamed "Awakened Lost One" to "Fleshless Lost One", - Heavy Armor stagger protection is now incremental instead of 100% protection with 3 pieces, (1 piece = 25%, 2 pieces = 50%, 3 pieces = 75%, 4 pieces = 100% // Curaiss grants some extra stagger protection // excluding shields), - Firm state perk stagger reduction from 75% to 80%, - Windrunner perk new effect: Enemies can no longer stagger you while sprinting. Combat - Melee. Enderal is a total conversion for TES V: Skyrim: a game modification set in its own world with its own landscape, game mechanics, and story. This is a light weight version of the changes made to crafting by EGO (Enderal Gameplay Overhaul) 12KB ; 6-- Enderal - Crafting Overhaul (All Languages) Miscellaneous. and by the Skyrim Mod "Requiem". Wood Elemental/Goldenforst Wood Elemental poison duration from 8 to 7, armor from 125 to 0, health increased by 25-50, Wood Elementals/Goldenforst Wood Elementals no longer have a constant "leaf" FX (they still have some other FX effects left), Fixed the FX of the Wood Elemental Matriarch spell (now has the orange/gold effect instead of a green one), Wood Elemental Matriarch renamed to Goldenforst Wood Elemental, The explosion caused by a Starling Spider death is now lighting damage and the damage is reduced, The explosion caused by a Fire Elemental death is now fire damage and the damage is reduced, Increased the radius of the aoe from elementals, removed the description in the magic effect menu, frost elemental aoe deals less damage, Mud Elementals now drop a new ingredient "Enchanted Mud" instead of "Void Salts", Vatyr circle the player more often, Boneshredder circle the player less often, Slightly increased the forward running speed from Wolves/Predators, Slightly increased the movement speed from Fire Elementals/Wisps/Ghosts/Starling Guardians, Crystal Elemental frost resistance from 25% to 0%, Magic Resistance from 30% to 60%, Spider Prey Corpses no longer have poison but instead pick 0-2 items from a new list, Spider Egg Sacs have a variable amount of eggs inside instead of 3, Elemental have an increased attack radius, Ea (Ancestor Ghost Boss) slightly less health, movement speed from 100 to 115, Ashwidow health is now as high as intended, Ghost have an increased attack radius, Warn radius increased, Undead creatures now attack on sight or warn the player for a short duration and then attack even if the player does not move towards them, Lost Embalmer has more health, grants more xp, new better weapon (Rune Sword of the Fire Wrath), Low level skeletons have a rusty sword in their possible weapon list, Skeleton two handed skill from 27 to 22 (same as one handed skill), Skeleton no longer get 10% addition damage from maces but instead have 82.5% less armor versus maces, All ghosts have less health (about 10% less), Ghost physical damage resistance from 50% to 75%, Mercenary increased damage with one handed weapons from 9/17% to 10/19%, Savage Blow increased power attack damage with one handed weapons from 10% to 12%, Firm State Perk stagger reduction from 50% to 90%, High Dexterity dodge chance from 12.5% to 15%, Silent Feet is now working and will properly stack with shadow of the wind, Unwavering increased the knockback force by 20%, Thief Apprentice fixed the increased stamina regeneration component, it increases stamina regen by 15% now, Expert Thief grants 10% increased damage on creatures with impenetrable armor (Mud Elementals, Boneshredder, Dragon, Draugr, Dragon Priests), decreased armor penetration from 30% to 20%, Axe One Handed Bleeding Perk damage from 1.6 damage/3sec to 1 damage/5sec, Axe Two Handed Bleeding Perk damage from 1.75 damage/3sec to 1.2 damage/5sec, Bloodthirst two handed attack speed from 8/15% to 10/18%. There were even some weapons that couldn't deal critical damage at all. Death Spark (Rank VI) was worth 165 and Firebolt (Rank VI) was worth 350), All things cost more money and sell for less, A ton more small changes that were needed to make this possible, All of this is very carefully implemented so it does not destroy my previously achieved economy balance, Master Crafting Book value from 150 to 115, Reduced the weight of Pennies from 0.01 to 0.008, Aristocrats carry less gold and the gold is now randomized, Increased the variety of the amount of gold in all kind of loot, slightly decreased gold found overall, Fixed the inconsistent value of some low level weapons, Many citizen now have clutter/potions/money/food, Lowered the amount of tools found slightly, Placed many potions/poisons/spell books added by this mod into the world, Jespar carries 2 daggers again to fit the new loading screen, Health of Pigs/Cows/Piglets is now as high as stated in Version 1.36, "Archaic Vegan Soup" renamed to "Vegetable Soup", Fixed the wording on some loading screens added by this mod (or have additional information), Removed 2 Blue Quarz at the beginning of the game near a waterfall, Added a new Loading Screen: "Think before you attack. de: Manche gegnerische Angriffe können Euch aus dem Gleichgewicht bringen. There is no bear flesh in the game as far as i know. But there are optional patches (linked above) that make it easier and remove some hardcore features of the mod. ), Removed the unnecessary description while hovering over the road signs with your mouse, Removed many messages/hints that had unimmersive/unneeded or simply too much information (this includes timers, hints in quests and many other things), Stagger and knockdown mechanics added by this mod now also affect enemies and summons, Fixed some small issues/inconsistencies all over the place and improved the structure of the mod (the english version is now a master file of the german version), Player additional health gained per level from 0.5 to 0 (this has nothing to do with the chosen attributes when leveling up), Player starting mana increased from 88 to 90, starting stamina increased from 95 to 100, Stamina treshhold for 10% damage bonus from >=70% to >=75%, Stamina treshhold for 10% damage loss from <=30% to <=25% (treshold at <=5% is the same), Many bugs with the power attack stagger fixed, it was not intended that the player can stagger every enemy with a power attack, fixed problems with staggering and the perk Unwavering, Stamina drain while sprinting slightly decreased ( from "4 + equipped weight * 0.35" to "4 + equipped weight * 0.33"), Fixed some movement related problems of enemies and when sneaking, Added new mentalism spell "Safe Fall" which negates fall damage for a short period of time, Added rank 4 of "Mage Light" (Mage Light is the projectile light spell added by this mod), Added rank 3 of "Light Beam" (Light Beam is the damage spell vs undead/ghosts added by this mod), Reimplemented/rebalanced and fixed the 3 elemental "cloak" spells (it now works on allies/NPC´s so be careful), Flash Heal cast time from 0.4 to 0.2, fever from 0.5% to 1.5%, Manacost reduced, Healing increased, Boon arcane cast time from 0.75 to 0.85, fever per second from 0.2% to 0.3%, Healing increased, Turn Undead duration from 30/35/35/35 to 15/15/15/15, level restriction from 7/14/25/35 to 7/16/27/40, Manacost decreased on Rank I/II and increased on Rank III/IV, Wall of Flame/Lightning/Frost completely rebalanced: manacost/damage/cast time is now in line with other elemental spells (they are MUCH better now), Added a description for frost spells which shows slow duration, Summoned weapons cost more mana, cast time from 0.01 to 0.3, Mark manacost from 120 to 100, Return Manacost from 120 to 125, Mindstorm, Nightmare cast time from 0.4 to 0.5, Poisonous Touch now scales with Elemental Might Perk, Summoned weapons create a sound when cast (from Silent to Loud, vanilla = Loud), fixed some possible bugs with mystical bows, Telekinesis creates a sound when cast (from Silent to Normal, vanilla = Loud), Light Beam fixed various problems with the spell, cast time from 0.1 to 0.6, replaced the hit FX, penetrates resistances, manacost increased by about 10%, damage reduced by about 7%, Divine Shield armor from 50/60/70/85/100/115 to 60/75/95/120/145/175, Dual casting increases the cast time by 10%, Slightly reduced the range of Flame Bite, Ice Breath and Life Absorption, All frost/ice based projectiles are 20% slower, Rank II elemental runes deal less damage and cost less mana (about the same dmg/mana ratio as before), Calm/Fear Rune maximal level from 25 to 30, Fear Rune duration from 15 to 10, Scrolls now have a casting time of 0.5 instead of their related spell casting time, Scroll of Lightning Rune damage from 25 to 23, Scroll of Candle Light/Mage Light now have the same magnitude as their Rank I counterpart (= more light), Fixed and rebalanced many Staffs (e.g. ... want to check out the recent Holds The City Overhaul … Enderal takes place in the land of Vyn and serves as the sequel to the previous Oblivion total overhaul mod, Nehrim. It was made by SureAI and is available in German and English. Author: IxionXVII. - Dark Keeper affinity Entropic Craze effect from "increases the magnitude of entropy spells by 25%" to "increases entropy damage and damage done by summoned weapons by 20%", - Dark Keeper affinity fixed description, duration of the increased damage effect from 10 to 15 seconds, Completely rebalanced the value of crafted potions/poisons (way too much changes to write them down), - Fixed some crafted poisons/potions having very low value (e.g. - 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. apprentice, adept etc. Qyranian: Increases Mentalism, Alchemy and Enchantment by <2>, and Stamina by <7> points. - Removed a Mead Barrel in the Frostcliff Tavern at the desk near the barkeeper (it caused some clipping issues), - 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 (!!!) 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 seconds. 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, - 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). Mork 21,063 views. Skyrim total conversion mod Enderal: Forgotten Stories has us hooked. http://www.nexusmods.com/skyrim/mods/17491/? Copyright © 2020 Robin Scott. Page 1 of 107 - Enderal - Gameplay Overhaul - posted in File topics: Enderal - Gameplay Overhaul Enderal - Gameplay Overhaul revises almost everything in Enderal that isnt story and quests and is free of scripts. more mana for mages), lower level ones gained higher boosts than higher level ones, - 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 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, Replaced unused spell books of apparitions, Reworked mage/hybrid apparition spell books (higher rank, more variety), 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. After: Fire spells deal 10% increased damage in sunlight, lightning spells deal 15% increased damage during rain and frost spells deal 20% increased damage during snowfall. It offers an immersive open world, all for the player to explore, overhauled skill systems and gameplay mechanics and a dark, psychological storyline with believable characters. Author: reltilie. Arazealean: Increases One-Handed, Two-handed and Handicraft by <2>, and Health by <5> points. Sister Korrie, Sister Deyna), - Added EGO follower tweaks to some missing NPC's, - Follower (like Calia/Jespar) bonus physical damage resistance from 25% to 10%, Magic/Poison resistance from 30% to 20%, - Elemental Wolf (summon included) deals 5 less physical damage but now deals 9 bonus fire damage with their melee attacks (base damage values, will be multiplied), - Fixed a bug with knockback of enemies related to the steadfast perk, - Some melee mercenaries in MQ04 have wards instead of shields, - Trolls/Mud Elementals/Tyarges have an additional attack that knockbacks (they rarely use it though), - Decreased the probability of finding petty/lesser soulgems and therefore increased the chance of finding common/greater soulgems (vendors, enemy mage loot), - Increased the probability of finding loot on enemy mages, - Reduced the weight of Endralean Penny from 0.008 to 0.005, - Reduced the damage of Silver Steel/Starling/Righteous Path/Aeterna Daggers (they now deal about 20% less damage than their sword counterparts), - Player enchanted Two-handed damage effect has the same magnitude as One-Handed and Archery (base from 12% to 10%), - Father's Legacy is no longer enchant-able, - Translated all remaining location names. After: For the next seconds, creatures and humans get staggered the first time they cast a spell and are silenced for seconds afterwards. Enderal is a total conversion for TES V: Skyrim: a game modification that is set in its own world with its own landscape, lore and story. file type Game mod. For instance, a Master level elemental spell will require a skill of 75 in Elementarism to remove the manacost penalty completely. Grotesque Lost One) are less likely to use their "fist attacks", - Vendors respawn their inventory every 6 days (before = 5, vanilla = 2). This was not true, it actually just increased the magnitude of all entropy spells. Would you say the level of challenge of this mod is roughly equivalent to Requiem? Make sure to endorse the mod on the nexus mods page if … Love the mod, but if there is one thing I'd like to see changed it's the stamina system, it gives damage penalties the lower your stamina and then no more power attacks which is fine, but there is no way to recover stamina except drinking potions so there is very little way to interact with the system, so what happens is if you are facing one enemy you just spam attacks and then recover out of combat, if there are multiple enemies you either drink a potion or hit them with your wet noodle with nothing else you can really do because of how slow it recovers in combat. This is a complete overhaul of the gameplay mechanics of Enderal. - Reduced the value of sneak enchantments by about 35%, - Reduced the value of carry capacity enchantments by about 25%, - Reduced the value of barter enchantments by about 30%, - Fixed Circlet of Shadows base enchantment (if disenchanted), Updated for Patch 1.6.1.0 (includes a lot of changes). The story of Enderal is not set in the Elder Scrolls world of Tamriel, but takes place in its own universe, creating a new, interesting world completely unrelated to Skyrim with a complex, dark storyline and thousands of secrets to discover. This is a complete overhaul of the gameplay mechanics of Enderal. I´m so confused right now. 2 curaiss pieces), that also means that bosses have the effects of special equipment and look more unique, Increased unarmed range of every humanoid/undead (from 78 to 90, vanilla = 96), Humans and Arps are slightly more aggressive, Sunborn Ones have slightly decreased health points again, Bandits attack Citizen and Guards, Guards attack Bandits, Guards now have level 30, 225-250 health, fitting weapons, most are killable (with respawn) and have a 90% chance to have 3-17 gold (6-34 for duneville watchdogs), Nehrimese have more consistent health over the course of the mainquest/game (from 150 - 650 to 225 - 325), Nehrimese Inflitrators have a second set of possible outfits, Mercenaries from the main quest now have different weapons equipped, have less onehanded/twohanded skill, Jakal's Soldiers now have different weapons equipped, Mercenaries in old yogosh are now in line with other humans (less health, new weapons, overhauled loot etc. Previously critical hit damage calculation was completely broken and random. 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. 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