- Absorbing Grasp: The caster absorbs <10> points of health from the touched target. Base Cost: 50
- Light (Rank I): The caster creates a bright hovering light that lasts for <300> seconds. Base Cost: 150
- Mage Armor (Rank I): Improves the caster's armor rating by <20> points for <60> seconds. Base Cost: 100
- Animate Lockpick: The caster infuses simple inanimate lockpicks with life, making them able to pick locks almost by themselves. However, the spell requires a piece of quicksilver ore to work properly. Base Cost: 300
- Featherfalling: The caster's feet become surrounded by a telekinetic field that negates all falling damage for <60> seconds. Base Cost: 150
- Light (Rank II): The caster creates a ball of bright light that lasts <60> seconds and sticks where it strikes. Base Cost: 84
- Mage Armor (Rank II): Improves the caster's armor rating by <30> points for <60> seconds. Base Cost: 150
- Transmute: Muscles (Rank I): The caster's raw strength and body tissue becomes magically reinforced. Therefore, unarmed damage, health and carrying capacity are increased by <25> points for <40> seconds. Base Cost: 250
- Absorb Health: The caster absorbs <10> points of health per second from the target. Base Cost: 100
- Absorb Stamina: The caster absorbs <10> points of stamina per second from the target. Base Cost: 100
- Detect Life: The caster detects all nearby living beings and can sense them even through walls. Base Cost: 50
- Mage Armor (Rank III): Improves the caster's armor rating by <40> points for <60> seconds. Base Cost: 200
- Mage Shield (Rank I): Improves the target's armor rating by <80> points for <60> seconds. Base Cost: 200
- Telekinetic Hand: The caster grabs the target item from afar. It then can be either taken or thrown. Base Cost: 170
- Transmute: Water: The caster is able to transmute small amounts of water into air, allowing him to breath underwater for <300> seconds. Also, the caster's ability to swim becomes improved greatly, negating any stamina penalties while swimming, even when wearing armor. Base Cost: 222
- Transmute: Minerals: Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold if the caster is carrying any. Base Cost: 100
- Transmute: Muscles (Rank II): The touched target's raw strength and body tissue becomes magically reinforced. Therefore, unarmed damage, health and carrying capacity are increased by <25> points for <45> seconds. Base Cost: 300
- Absorb Magicka: The caster absorbs <10> points of magicka per second from the target. Base Cost: 120
- Arcane Mending: The caster mends the target automaton or atronach telekinetically, restorating <75> points of health. Base Cost: 150
- Detect Death: The caster detects all nearby dead and can sense them even through walls. Base Cost: 75
- Mage Armor (Rank IV): Improves the caster's armor rating by <50> points for <60> seconds. Base Cost: 250
- Mage Shield (Rank II): Improves the target's armor rating by <120> points for <60> seconds. Base Cost: 300
- Paralyze (Rank I): The caster tries to telekinetically imprison the target for <1> seconds. Base Cost: 200
- Polymorph: The caster attempts to turn the target into a harmless animal for <30> seconds. Although potent, the spell is rumored to be very unstable, and various side-effects have been reknown to be the consequence of its casting... Base Cost: 600
- Telekinetic Disarray: The caster magically removes all worn equipment from the target, though one should beware. Unpredictable side-effects like cloth-phobia might occur. Base Cost: 500
- Telekinetic Nova: The caster evokes an explosion of telekinetic forces, maiming all nearby targets and sending them flying through the air. Base Cost: 500
- Absorb Essence: The caster absorbs <10> points of health, magicka and stamina per second from the target. Base Cost: 200
- Animate Lock: The caster can infuse almost any lock with magic energies, causing it to unlock itself on his behalf. Base Cost: 750
- Etherealness: The target's body is dematerialized, becoming practically invulnerable for as long as the caster doesn't interact with the environment. Base Cost: 0
- Lighting Speed: The caster moves with meteoric speed, making everything slow down almost to motionlessness for <3> seconds. Base Cost: 1200
- Mage Armor (Rank V): The caster creates an almost unpenetrable force field that negates nearly all physical damage taken for <7> seconds. Base Cost: 1000
- Mage Shield (Rank III): The caster surrounds the target with an almost unpenetrable force field that negates nearly all physical damage for <4> seconds. Base Cost: 1000
- Paralyze (Rank II): The caster tries to paralyze all nearby beings for <1> seconds. Base Cost: 937
- Telekinetic Blast: The caster unleashes a wave of telekinetic force that will maim every single bone of the targets while sending them flying through the air. Base Cost: 1000
- Telekinetic Execution: The caster attempts to break every single bone of the target while casting it miles into the air, ensuring that it's maimed for good. Base Cost: 1600
- Telekinetic Grab: The caster grabs the target from afar. It then can be either taken or thrown. Base Cost: 500
- Transcendance (Rank I): The caster's body is dematerialized, becoming practically invulnerable for as long as the caster doesn't interact with the environment. Base Cost: 1200
- Transcendance (Rank II): The target's body is dematerialized, becoming practically invulnerable for as long as the caster doesn't interact with the environment. Base Cost: 1200
- Transmute: Corpus: The caster tries to transmute the target into slimy ectoplasm, thereby killing it instantly and generating useful alchemy ingredients. Base Cost: 1000
- Bound Sword
- Conjure Familiar
- Raise Zombie
- Raise Dead (Rank I)
- Summon Ghostly Wolf
- Summon Skeletal Soldier
- Summon Swarm (Rank I)
- Bound Axe
- Conjure Flaming Familiar
- Necromantic Empowerment (Rank I)
- Raise Dead (Rank II)
- Soulcairn Summoning (Rank I)
- Soul Trap (Rank I)
- Summon Ghostly Mudcrab
- Summon Ghostly Hound
- Summon Skeletal Archer
- Summon Skeletal Hero
- Summon Skeletal Warlock
- Summon Swarm (Rank II)
- Banish Deadra (Rank I)
- Conjure Flame Atronach
- Necromantic Empowerment (Rank II)
- Raise Dead (Rank III)
- Soulcairn Summoning (Rank II)
- Soul Trap (Rank II)
- Spectral Arrow
- Summon Ghostly Archer
- Summon Ghostly Bear
- Summon Ghostly Berserker
- Summon Ghostly Troll
- Summon Ghostly Warrior
- Teleport (Rank I): First cast marks an area. Second cast teleports you back to that mark, destroying it. Don't teleport out of Sovngarde (or anywhere else you don't have a way of getting back to).
- Banish Daedra (Rank II)
- Bound Bow
- Conjure Dragon Priest
- Conjure Frost Atronach
- Conjure Storm Atronach
- Command Daedra
- Expel Daedra
- Raise Dead (Rank IV)
- Soulcairn Summoning (Rank III)
- Summon Ghostly Sabrecat
- Summon Ghostly Warlock
- Summon Ghostly Wraith
- Teleport Vitals: Deals 5 damage to living humanoid enemies every second because you teleported something important outside of their bodies.
- Conjure Dremora Lord
- Conjure Flame Thrall
- Conjure Frost Thrall
- Conjure Storm Thrall
- Conjure Dremora Archer
- Conjure Dremora Archmage
- Conjure Invisible Stalker
- Raise Dead (Rank V)
- Summon Ghostly Dragonpriest
- Summon Ghostly Lich
- Summon Ghostly Steed: Summons a very fast horse. While riding, you can't be hurt.
- Summon Ghostly Werewolf
- Teleport (Rank II): Teleports you to a place you can see.
All spells stats are with the appropriate perk (fundamental destruction, advanced destruction, etc.), and with destruction at 100. No other relevant perks are included, unless otherwise noted. Costs are not certain; Archmage robes may have been equipped during testing.
- Fireball: Deals 160 points of damage to an area. Does not hurt the caster at point-blank range. Will hurt followers. Costs 60 magicka.
- Firebolt: Deals 325 points of damage. Costs 135 magicka.
- Arcane Volley: Deals lots of damage every second (not sure how much). Pierces magical resistances (not sure which ones). Costs 78 magicka/second.
- Ice Storm: Makes a blizzard which does 150 cold to everything inside it every second. Lasts 60 seconds. Costs 427 magicka.
- Lightning Cascade: Outside only; still sometimes does not work. Lightning bolts strike the target from above over and over. A roof will interfere. Costs 579 magicka.
- Lightning Vortex: Almost certainly bugged. Does 450 lightning damage per second for 38 magicka/second. Probably meant to be 380 magicka/second.
- Venomous Shock: 120 poison damage per second for 2 seconds. 30 poison damage for 10 seconds. 231 magicka/second.
- Clairvoyance - Still testing effects
- Frightening Orb - Still testing effects
- Charming Touch - The target will stop hostilities towards caster for 42 seconds. Exhausts 77 Magicka.
- Lionheart - The target will not flee battle, gains 26 stamina, and magicka and regenerates these attributes 52% faster for 42 seconds. Exhausts 77 Magicka
- Dark Vision - Still testing effects
- Arcane Ward (Rank I): The caster creates a protective shield that negates a moderate amount of physical damage and negates up to <20> points of spell damage. Base Cost: 50
- Healing Aura (Rank I): The caster becomes surrounded by healing energy that restores health slowly but steadily for a long time. Base Cost: 175
- Arcane Ward (Rank II): The caster creates a protective shield that negates a great amount of physical damage and negates up to <40> points of spell damage. Base Cost: 70
- Dispel Soul Gems: The caster sets free all souls currently captured in carried soul gems. Base Cost 150
- Heal Self (Rank I) : Heals the caster <10> points per second.Base Cost: 40
- Heal Self (Rank II): Heals the caster by <20> points. The spell does not affect undead, atronachs and automatons. Base Cost: 100
- Healing Hands (Rank I): Heals the target by <5> points per second, but not the undead, atronachs or constructs. Base Cost: 25
- Turn Undead (Rank I): The caster causes Undead up to level <6> to flee for <30> seconds. Base Cost: 84
- Protection From Poison (Rank I): The caster's body becomes protected by positive energies that weaken the effects of poison by <20> percent for one hour. Base Cost: 150
- Sunfire: The caster evokes a ball of searing sunlight that deals <50> points of sun damage to any undead. Base Cost: 75
- Terminate Undead (Rank I): The caster deals <50> damage to the target Undead. Base Cost: 200
- Arcane Disjunction (Rank I): The caster evokes a mystic energy that decreases the target's magic resistance by <5>% for <7> seconds. Base Cost: 400
- Arcane Ward (Rank III): The caster creates a protective shield that negates a great amount of physical damage and negates up to <60> points of spell damage and has a chance to reflect a fraction of
absorbed spells. Also renders the caster immune to most paralyzing effects. Base Cost: 100
- Dispel (Rank I): All magical effects and poisons are removed from the caster. Base Cost: 480
- Heal Self (Rank III) : Heals the caster by <40> points. The spell does not affect undead, atronachs and automatons.Base Cost: 150
- Healing Aura (Rank II): The touched target becomes surrounded by healing energy that restores health slowly but steadily for a long time. Base Cost: 200
- Healing Hands (Rank II): Heals the target by <30> points, but not undead, atronachs or machines. Base Cost: 80
- Healing Ray: The caster evokes a ray of healing energy, restoring <60> health to the target each second. Base Cost: 125
- Protection From Poison (Rank II): The touched target's body becomes protected by positive energies that weaken the effects of poison by <20> percent for one hour. Base Cost: 200
- Repel Undead (Rank I): The caster causes Undead up to level <8> to flee for <30> seconds. Base Cost: 115
- Sunburst: The caster evokes a searing explosion of sunlight that deals <100> points of sun damage any hit undead. Base Cost: 325
- Terminate Undead (Rank II): The caster deals <100> damage to all undead beings the evoked spell hits. Base Cost: 400
- Turn Undead (Rank II): The caster causes Undead up to level <13> to flee for <30> seconds. Base Cost: 168
- Arcane Disjunction (Rank II): The caster evokes a mystic energy that decreases the target's magic resistance by <15>% for as long as the spell is channeled. Base Cost: 400
- Arcane Ward (Rank IV): The caster creates a protective shield that negates a great amount of physical damage and negates up to <80> points of spell damage and always reflects a fraction of absorbed spells. It also renders the caster immune to most paralyzing and
life-draining effects. Base Cost: 150
- Circle of protection: Undead up to level <20> entering the circle will flee. Base Cost: 171
- Healing Aura (Rank III): The caster becomes surrounded by powerful healing energy that restores health passively for a long time. The spell also renders the caster immune to almost all magical drain and absorb effects. Base Cost: 400
- Healing Aura (Rank IV): The touched target becomes surrounded by powerful healing energy that restores health passively for a long time. The spell also renders the target immune to almost all magical drain and absorb effects. Base Cost: 400
- Healing Hands (Rank III): Heals the target by <50> points per second, but not the undead, atronachs or constructs. Also cures almost all diseases the caster is suffering from. Base Cost: 250
- Repel Undead (Rank II): The caster causes Undead up to level <16> to flee for <30> seconds. Base Cost: 353
- Turn Undead (Rank III): The caster causes Undead up to level <21> to flee for <30> seconds. Base Cost: 266
- Circle of Palladium: The touched target becomes surrounded by powerful healing energy that restores health passively for a long time. The spell also renders the target immune to almost all magical drain and absorb effects. Base Cost: 700
- Dispel (Rank II): The caster removes all magical effects and poisons from the target. However, wielding this energy also causes the caster to suffer the same. The spell also deals <35> points of damage to constructs powered by magic. Base Cost: 800
- Repel Undead (Rank III): The caster sets undead up to level <25> on fire and makes them flee for <30> seconds. Base Cost: 800
The Roleplaying Overhaul
For TES V - Skyrim By Xarrian & Ogerboss Version 1.7.0 available on Skyrim Nexus
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Requiem started as a personal project to turn Skyrim into more of a(n) (oldschool) roleplaying experience and has grown ever since. Originally started by Xarrian, this project was later joined by me, Ogerboss, and for a while we worked as small team on this project. Unfortunately, Xarrian retreated from the project in may 2013 because he has too many things in real life to do and so I continued the project alone. So what's this modication all about? Its changes aect about everything there is in the game - from overall gameplay changes, like a completely deleveled game world, to remade and rebalanced items, interface tweaks, aesthetic adjustments and much, much more. Requiem is not intended as a modication that makes the game an absolute hardcore experience (which seems to be a common misconception), though increasing the diculty to a much higher degree (in comparison to the original game) is part of it's goal to make the world feel more believable and immersive. Likewise, the project is not intended to be a modication that's suited for the average player - it's a personal project that's mainly meant to be shared with like-minded individuals who enjoy an immersive roleplaying experience. While a lot of our inspiration comes from older titles like previous Elder Scrolls Titles (mainly Morrowind, Daggerfall and Arena), Gothic, Deus Ex, Baldur's Gate, Pool of Radiance: Ruins of Myth Drannor, Icewind Dale, Planescape: Torment and similar games, we do try to nd a compromise between traditional roleplaying elements and more modern approaches, though the focus clearly lies on the former. We tried and still try to create something unique - something we do not do for the sake of popularity, fame or whatever, but for the joy that we nd in working and altering an existing piece of art and constantly improving what we made (so far). But all of this would not have been possible without the help of our great community that has formed around the project and helped us in so many ways to make progresses we did not even consider possible. We really appreciate your constant feedback , criticism, suggestions, bugreports, resources and comments! Another thing we want to mention, as many people wonder about it: The lack of modularity is intended. Using a single esp instead of several mutually independent esps has the major advantage that features can be much more intertwined than in a modular approach. But Requiem nevertheless features a high degree of customizability using the integrated MCM. A detailed account of all the available options can be found The Roleplaying Overhaul in this manual. If you only want some secluded aspects of what Requiem does, it's likely that you'd rather want to use smaller mods with a less encompassing scale! For TES V - Skyrim By Xarrian & Ogerboss Version 1.7.0 available on Skyrim Nexus 2
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About this Document
This manual is designed with digital use in mind and therefore features a high degree of cross-references. All document-internal links are highlighted like this, while external links into the internet are http: //skyrim.nexusmods.com. Emphasized names like Requiem - The Roleplaying OverhaulM1 are hyperlinked references to mods. 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. XarrianP1 on the other hand is a reference to a specic modder and will you redirect you to another section of the bibliography, where you nd references to all his work included in Requiem and a link to his Nexus prole, where you can browse all the work made by this author. Please note that this manual is work in progress and therefore incomplete. If the topic of your interest is not yet covered by this manual, please refer to the old plain text manual for the general idea or browse the changelogs if you need to know the specic details.
This short guide is intended to help you setting up your Requiem installation quickly. Installing Requiem is straightforward, it just contains a single esp, almost all customization can be done later ingame. However, Requiem has a few dependencies you will have to install rst to make sure that everything works correctly.
Prerequisites and Installation
To use Requiem, you will need the following dependencies:
The Elder Scrolls V - Skyrim version 1.9 older versions are NOT supported! The Elder Scrolls V - Dawnguard DLC
The Roleplaying Overhaul
Version 1.7.0 available on Skyrim Nexus 3
For TES V - Skyrim Skyrim Script Extender (SKSE)M2 version 1.6.16 (or higher, once available) By Xarrian & Ogerboss Furthermore, there is one optional dependency, which is highly recommenced: SkyUIM3 version 4.1 (or higher, once available)
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Using SkyUI allows you to access the Mod Conguration Menu, which you can use to adjust many features of Requiem to your personal likings. If you dislike the SkyUI interface, there is also SkyUIAwayM4 , which only adds the MCM. Once these dependencies are present, you can just install Requiem as any other mod, either using using a mod organizing tool of your choice modorg,nmm or by hand. Move the Requiem.esp to the bottom of your loadorder* and then simply start a new game. The exception to this rule is Alternate Start - Live Another LifeM5 : If you use it with Requiem, load it after Requiem, otherwise you will not get past the main menu due to a mod conict about the starting quest, which initializes he game. Using Requiem with an existing save is strongly discouraged, because this is major overhaul with signicant changes to the character progression. If you install a minor update (version x.y.z) on top of a major version (x.y), make sure to ``merge'' or ``add'' these two updates. This means rst install the major version if not already present and then install the minor update on top if it, keeping all les from the major version and only overwriting those which are also contained in the minor update. If you instead ``replace'' the major version with the minor update you will have issues since the update does not contain all les. The most obvious indication for this are characters with invisible armors, for example Ulfric Stormcloak who normally wears the Dragon Knight ArmorM6 .
Once you started the new game, Requiem will wait for suitable moment to start up its scripts. This is indicated by a message about feeling suddenly so exhausted; a few seconds later you should see a second message box about feeling alright again, the indicator for a successful script startup. 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, without using the three perks you may nd the beginning very harsh. The Roleplaying Overhaul If you encounter any problems on your travels, have a look at the Frequently Asked Questions. Most beginners' questions should be covered by this list. For TES V - Skyrim
you most likely provoke conicts and overwrite parts of Requiem unknowingly with other mods. The BOSSBy Xarrian & Ogerboss sorting order which places Requiem somewhere in the middle of your loadorder is not a good advice in this case. If you do the normal start at Helgen, this happens upon entering the keep. If you use Alternate Start - Live Another Version 1.7.0 M5 Life , this happens once you leave the prison cell. In general it happens, once you changed your ``location'', usually it is sucient to change for example from an exterior to an interior cell or vice versa.
available on Skyrim Nexus
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If you encounter any problems which are not covered by the FAQ (gameplay-related or technical), 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. If you don't follow these guidelines, it is very unlikely that we can help you. If there are dozens of mods loaded after Requiem, which are most likely unknown (in the sense of ``never used myself'') to us, it is impossible to say which one causes the conict.
The Roleplaying Overhaul
For TES V - Skyrim By Xarrian & Ogerboss Version 1.7.0 available on Skyrim Nexus 5
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The Roleplaying Overhaul
For TES V - Skyrim By Xarrian & Ogerboss Version 1.7.0 available on Skyrim Nexus
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Preface Quickstart Guide
Prerequisites and Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . First Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1. Customizing Requiem
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1.1. 1.2. 1.3. 1.4.
Recommenced INI-settings . . . Adjusting the diculty settings Font selection . . . . . . . . . . Optionals . . . . . . . . . . . . 1.4.1. Combat . . . . . . . . 1.4.2. Magic . . . . . . . . . 1.4.3. Skills & Perks . . . . . 1.4.4. Atmosphere . . . . . . 1.4.5. Compability & Debug . 1.5. Alphabetical Option Index . . .
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. . . . . . . . . . . . For TES V - Skyrim 17 . .By . .Xarrian . . . .& . Ogerboss . . . . . 19 . . . . . . . . . . . . . . 20 Version 1.7.0 . . . . . . . . . . . . . . 22 . . . . . . . . . . . . . . 28 available on Skyrim Nexus 7
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2.1. Illusion . . . . . . . . . . . 2.1.1. Illusion Perks . . . 2.1.2. Illusion Spells . . . 2.2. Alphabetical Index of Spells
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3. Frequently asked questions 29
3.1. 3.2. 3.3. 3.4. 3.5. 3.6. 3.7.
Questions related to Combat . . . . . . . . . . . Questions related to Magic . . . . . . . . . . . . Questions related to Skills and Perks . . . . . . . Questions related to Quests . . . . . . . . . . . . Questions related to Atmosphere . . . . . . . . . Questions related to Compability with other mods FAQ - Index . . . . . . . . . . . . . . . . . . .
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A. Credits Referenced Mods and Tools Nexus Proles from referenced Modders B. Game Mechanics
B.1. Resistance versus illusion spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
The Roleplaying Overhaul
For TES V - Skyrim By Xarrian & Ogerboss Version 1.7.0 available on Skyrim Nexus 8
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1. Customizing Requiem
1. Customizing Requiem
Requiem oers a lot of dierent features, which may or may not be to everyone's liking. 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 general, we have two kinds of switches: Most options can be accessed from the Mod Conguration Menu* (MCM) integrated into SkyUIM3 M4 delivered together with this mod. A few specialised options however were not suited for the transfer to the MCM based approach and therefore remain as additional esps, which have to be loaded after the main le. In this chapter, we will rst go through some special options and then discuss the bulk of the available options in detail, ordered by categories. In addition, this chapter also features an index of all available options.
1.1. Recommenced INI-settings
For immersive reasons, we recommend that you alter a few entries in your Skyrim.ini (normally located in C:\Users\[Username]\Documents\My Games\Skyrim by default). If the following entries are already present, modify their values to those given below, otherwise add these lines at the end of the le.
bShowCompass = 0 bShowFloatingQuestMarkers = 0 bShowQuestMarkers = 0
These settings disable the compass (since there is currently no way to only disable the location markers), the oating questmarkers displayed ingame and the quest markers on the map. Because the Vanilla quest objectives are rather useless without their eeting markers, we strongly encourage you to use the mod Even Better Quest ObjectivesM8 in conjunction with these settings.
of version 1.7 the old optional les are no longer supported, except the few still present in the download. Do not use the old optional esps together with the new version, there will be conicts. If you use the Mod OrganizerM7 , please note that this tool has an individual ini for each prole and you have to use the integrated ini-editor to edit the correct le.
1.2. Adjusting the diculty settings
1.2. Adjusting the diculty settings
By default, all diculty settings have the same scaling for damage taken/dealt by the player. This feature is intended to prevent your Requiem experience from being spoiled by a too low or high diculty setting from previous Skyrim sessions. If you consider the game too dicult or too easy with our default settings, you can adjust the damage by using the MCM options Diculty - Damage dealt and Diculty - Damage taken. Furthermore, you can also combine these settings with Weapon Damage Factor to netune the ratio between magic and might damage to your liking.
1.3. Font selection
By default, Requiem uses a variant of Smaller Kingthings Petrock fontsM9 . If you dislike this font, or have issues with accents and umlauts, you can disable it by removing the following les from your Skyrim installation:
This comprehensive overview describes all options in Requiem and how they can be activated, categorized by gameplay components. If you are looking for a specic feature, check the alphabetical index instead.
Animal poisons do not paralyse: If this option is active, animal poisons will no longer have a paralysing eect. Archery projectile spread: This value determines how accurate enemy archers will aim. The higher the spread, the lower their average precision will be. This does not aect the accuracy of spellcasters. Armor changeable in combat: By default, Requiem does not allow you to change your equipped armor (except shields) during combat. With this option, you can disable this restriction.
1. Customizing Requiem Arrow Weight Factor: This factor scales the weight of arrows and bolts, the default weights are: 0.1 for light arrows (elven and glass), 0.2 for standard arrows (anything not listed elsewhere), 0.3 for heavy arrows (orcish and dwemer) and 0.5 for massive arrows (ebony, daedric and dragonbone). Better Archery: If this setting is enabled, the range penalties for archery will be signicantly reduced. Death Reload delay: This setting determines how much time passes between your death and the forced reload of the latest save. 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. Diculty - Damage dealt: This setting determines how much damage you deal with your attacks, use this instead of the main menu's diculty bar to adjust the combat diculty to your liking. [Disabling the diculty bar is merely a safety precaution to prevent new players from experiencing a too easy or hard Requiem.] Diculty - Damage taken: This setting determines how much damage you take from attacks, use this instead of the main menu's diculty bar to adjust the combat diculty to your liking. [Disabling the diculty bar is merely a safety precaution to prevent new players from experiencing a too easy or hard Requiem.] Dragons cause no fear: Dragons have an aura of fear, which makes most NPCs ee in panic, excluding city guards and your followers. This option can be used to disable this aura. Essential Actors invincible: This option restores the death-protection from the essential ag for actors. [Note that a few actors are immune to the killing eect anyway, since Skyrim has two dierent mechanims for being essential, of which only one can be easily circumvented.] Exhaustion causes no Slowdown: You will no longer suer from a signicantly reduced movement speed when your health or stamina are low. Exhaustion does not disarm: Usually, each enemy attack has a chance to disarm you, if you are out of stamina. With this option you can disable this feature. Fearless and steadfast enemies: Requiem features a Fear&Yield system, to deliver a more realistic approach to the yielding from Vanilla Skyrim. This option can be used to disable this feature. Heavy Armor drains no stamina: Disables the stamina drain for wearing heavy armor without training and the sprinting penalty. Horse Trample disabled: This option disabled the trample eect from charging horses. Maximal Resistances: This value denes the maximal resistance of any kind you can acquire. A higher resistance value has no eect, unless your opponent has a resistance-reducing attack.
1.4. Optionals Unbreakable Bows: If enabled, low quality wooden bows and crossbows will no longer break when you are hit in melee or by a spell. Weapon Damage Factor: This is the global factor for the weapon damage.
Casting unhindered by armor: This option negates all penalties for wearing armor on your spell casting costs. Enchantment charging untrained: This option reverts the recharging of magical weapons to the vanilla functionality, e.g. you will no longer require the second rank of the basic enchantment perk or a scroll from a court wizard to recharge your equipment with lled soulgems. Enchantment Eectiveness: This optional can be used to reduce the eectiveness of all enchantments used by the player. Potion Eectiveness: This optional can be used to reduce the eectiveness of all potions for the player, including poisons used by the player.
1.4.3. Skills & Perks
Attribute points per Level: This value determines how many points of magicka, health or stamina you acquire when reaching a new level. CarryWeight Health-independent: If this option is checked, your carry weight will not decrease when you get hit. Note, that this means that your carry weight while not suering from injuries is decreased to the health-independent base value. Carry Weight modicator: This value is added (or subtracted) from your total carryweight. Crossbow Bolts craftable: If enabled you do not require the knowledge from the Dawnguard to craft crossbow bolts at the forge. CW bonus per Stamina increment: This option controls how many points of extra carry weight you obtain upon increasing your stamina when leveling up. Followers are pack mules: This setting will grant 100 extra carry weight to all followers. [This does not aect mod-added followers in the present implementation.] Jump Height Factor: This factor determines how high your character can jump. Locks pickable without perks: If this option is enabled, lockpicking no longer requires you to have the related perk to open a lock of the given diculty.
1. Customizing Requiem No passive attribute boni: Requiem grants you numerous passive boni dynamically depending on your health, magicka and stamina. By checking this option the system will be completely disabled. Pickpocketing without perks: This option allows you to pick pockets without any prerequisites. Normally, you need at least the basic perk to have any chances at all. Racial Skillrates disabled: If this option is enabled, your character will not benet from any racial skill rate boni. Recycling is not allowed: While active, this options hides all crafting options which convert equipment and clutter items back into ingots. Shouting Experience disabled: With this option, the experience system for shouts can be disabled. By default, Requiem grants you passive boni for your shouts, depending on how often you used them. Skillrate Factor: This options adjusts your experience gained for using any of your skills by the given factor. Smithing books non-mandatory: If this option is active, you can choose smithing perks without having the corresponding crafting manual in your inventory. Training units per level: This setting determines how many training lessons you may take between two levelups.
Cell respawn time: This denes the time which is required to pass before a cell will respawn. Keep in mind that entering the cell resets the timer. Cleared cell respawn time: This denes the time which is required to pass before a cell marked as clear will respawn. Keep in mind that entering the cell resets the timer. Dragon random spawn interval: This setting determines the minimal time that needs to pass between two consecutive random dragon spawns. Fast Travel Allowed: If this setting is enabled, you can use the fast travel mechanism, which is usually disabled by Requiem. Gold coin weight: The weight each gold coin has. Heartbeat threshold: This threshold denes when the heartbeat sound begins to notify you about your wounds. If you do not want the heartbeat at all, set the value to 0%. Meridia does not hate Vampires: If this option is enabled, Meridias wrath will not burn vampires to a cinder, who dare to touch her beacon or Dawnbreaker.
1.4. Optionals Poisons without visual eects: This option disables the image space modiers for poison and disease eects. Running causes no Exhaustion: No longer you will become exhausted while running and your magicka also regenerates normally. Slower Horses: This option decreases the speed of all horses by about 25%. Timescale: This value determines the ratio between real-time and game-time. By default, one real-time minute corresponds to 10 ingame minutes in Requiem. Vampires raid randomly: If this option is enabled, vampires will start random raids on villages and towns again, as they did in the original Dawnguard questline.
1.4.5. Compability & Debug
Armor Training Debug Mode: If you suspect that the granted armor experience for wandering around is calculated incorrectly, you can activate this debug mode to see which pieces of equipment contribute. Attack Speed Dummy deactivated: Requiem uses an ttack Speed Dummyo allow for stacking attack speed bus. If a second mod does the same, you can use this option to disable the one from Requiem to prevent superfast attacks. Impact Eects Debug Mode: If you encounter impact eects (magicka/stamina drain, stagger, breaking bows, disarm) when they should not be there you can use this debug mode to trace back the source of the impact. Beware of concentration spells, they generate a lot of impact events and therefore message boxes in a short time.
1. Customizing Requiem
1.5. Alphabetical Option Index
Animal poisons do not paralyse Archery projectile spread Armor Training Debug Mode Armor changeable in combat Arrow Weight Factor Attack Speed Dummy deactivated Attribute points per Level Better Archery CW bonus per Stamina increment Carry Weight modicator CarryWeight Health-independent Casting unhindered by armor Cell respawn time Cleared cell respawn time Crossbow Bolts craftable Death Reload delay Diculty - Damage dealt Diculty - Damage taken Dragon random spawn interval Dragons cause no fear Enchantment Eectiveness Enchantment charging untrained Essential Actors invincible Exhaustion causes no Slowdown Exhaustion does not disarm Fast Travel Allowed Fearless and steadfast enemies Followers are pack mules Gold coin weight Heartbeat threshold
Heavy Armor drains no stamina Horse Trample disabled Impact Eects Debug Mode Jump Height Factor Locks pickable without perks Maximal Resistances Meridia does not hate Vampires No passive attribute boni Pickpocketing without perks Poisons without visual eects Potion Eectiveness Racial Skillrates disabled Recycling is not allowed Running causes no Exhaustion Shouting Experience disabled Skillrate Factor Slower Horses Smithing books non-mandatory Timescale Training units per level Unbreakable Bows Vampires raid randomly Weapon Damage Factor
Apart from lots of new spells, Requiem introduces a few other signicant changes to the magic system in Skyrim. First of all, your skill will no longer have any signicant impact on the casting cost for a spell, however, with the right perks, it can contribute to your spells magnitude and/or duration and enhance them far beyond their normal strength. As an alternative to buying new spells from vendors or nding them on your travels you also can learn new spells by learning magic perks. Another important change is that magicka damage no longer prevents magicka regeneration. The concept of ``dualcasting'' was replaced by ``empowering'', although except for illusion this is currently a purely cosmetic change. 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. Whenever you cast an oensive (illusion) spell, like Frightening Orb or Hibernation Spray, your skill is weighted against the mental strength of the target and a resistance chance is calculated. The target then can break free in regular intervals, depending on this resistance chance. Sustained spells are a new type of defensive spells, which have an virtually innite duration and comparably small casting costs. 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. In contrast to Vanilla spells, they do not give you a xed amount of XP when casting them, but instead a continuous stream of XP while they remain active. Empowered spells are a replacement for the Dualcasting scheme. Instead of multiplying all magnitudes and durations by a given factor, empowered spells have all new eects, making the spell often way more powerful than its common version. In contrast to dualcasted spells, empowered spells also have a tier-dependent cost-factor, ranging from 130% for fundamental spells up to 170% for masterly spells. Once you have at least the fundamental perk of the respective school, your spells will begin to become more powerful and last longer and learning more perks from the school increases the eect further* : Fundamental : All spells are 1% more eective per skillpoint you have Advanced : All spells of tier ``advanced'' and higher are 2% more eective per skillpoint you have
eects are not stacking, but replace the eect of the previous perks
2.1. Illusion Sophisticated : All spells of tier ``sophisticated'' and higher are 3% more eective per skillpoint you have Superior : All spells of tier ``superior'' and higher are 4% more eective per skillpoint you have Masterly : All spells of tier ``masterly'' are 5% more eective per skillpoint you have In addition to a detailed description of the schools and their spells* , this manual also has an alphabetic index of all spells. Finally, a short denition about magical terms: Empowering a spell is done like dualcasting in Vanilla Skyrim (equip the spell in both hands and then cast simultaneously). This consumes more magicka, but gives rise to completely new eects the normal version does not have (Illusion spells) or increases the magnitude/duration of the spell (all other schools) Augmenting a spell means that your prociency gives you a passive bonus to the spells duration and/or magnitude. The source for this usually is the above explained spell scaling.
The school of illusion oers the ability to control other individuals' minds and their perception of the surroundings. The arsenal of spells ranges from invisibility eects and charming touches up to suicide commands and the shaping of shadows. 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. All mind aecting spell can be cast on almost any enemy with full eect. The only exceptions are: Undead are immune to anything below the ``Sophisticated'' tier. Daedra and Automatons can only be aected by ``Superior'' tier or higher. Dragons are immune to all illusion spells.
now, only illusion spells are included.
These are implemention-based restrictions, the long-term goal is to simply give these creature types a higher natural resistance.
2. Magic 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 B.1 for details). This chance is evaluated directly after the spell's impact and every two seconds thereafter. Once the target manages to resist the spell, it will be dispelled. If the target resists the spell directly on impact, it will vanish without any eects. These spells grant no experience when cast, but give you an continuous stream of XP as long as they aect the target.
2.1.1. Illusion Perks
Apart from the listed skill requirements all perks which aect a specic group of spells (like Visual Manipulation) have the additional requirement that you must know at least one of the mentioned spells. Figure 2.1.: The School of Illusion involves manipulating the perception of the weak-minded. Domination Phantasmagoria (90) (90) Obliterate the Mind (70)
Environmental Manipulation (65)
Shadow Shaping (70)
Masterly Illusion (80) Superior Illusion (60) Sophisticated Illusion (40)
Pain and Agony (50)
Otherwordly Phantasms (45)
Visual Manipulation (35) Acoustic Manipulation (25)
Advanced Illusion (20)
Delusive Phantasms (15)
Fundamental . Illusion (0)
2.1. Illusion Fundamental Illusion [requires skill 0] Description: You've taught yourself a few Novice spells and learned how to cast them with decreased eort while your newfound knowledge also allows you to augment the strength and duration of all Illusion spells. Delusive Phantasms [requires skill 15] Description: You have studied the most common spell formulae that aect basic emotions like fear, calmness and courage. Thus, you can empower related spells and increase their overall eectiveness. Advanced Illusion [requires skill 20] Description: By further studying Illusion, you've gained knowledge of some Apprentice spells which you can now cast with less eort. You also learned to augment the strength and duration of Illusion spells further. Acoustic Manipulation [requires skill 25] Description: After studying spells like Mue, Arcane Resonance or Dampening Rune you are now familiar with manipulating sounds. Thus, you can empower these spells and require less concentration to maintain them. Visual Manipulation [requires skill 35] Description: You experimented with spells like Dark Vision, Invisibility or Blur to manipulate your surroundings. After a lot of training you can now empower those spells and concentrating on them requires less eort. Sophisticated Illusion [requires skill 40] Description: By advancing even further in the school of Illusion, you've gained some Adept spells and learned how to cast them more easily. You also can augment the strength and duration of Illusion spells even more. Otherwordly Phantasms [requires skill 45] Description: You have extended your knowledge of aecting emotions, being able to turn your foes into berserking maniacs or cause them to fall asleep with ease. You also learned how to empower related spells. 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.
2. Magic Superior Illusion [requires skill 60] Description: You've mastered the higher arts of Illusion and acquired some Expert spells and learned how to cast them more easily. You're also able to augment the strength and duration of Illusion spells to almost otherworldly extends. Environmental Manipulation [requires skill 65] Description: After a long training with spells like Shadow Stride, Veil of Silence or Invisibility and Muing Spheres you gained a deep insight into the connections between light and sound. You can now empower these spells and maintain them with less eort. Obliterate the Mind [requires skill 70] Description: You have studied spells like Fog of Shadows, Phantasmal Killer and Blackout. Thus, you can now empower them and shatter your foes' minds with ease. Shadow Shaping [requires skill 70] Description: By studying spells like Shadow Shield or Shadow Simulacrum, you gained even deeper insights into the weave of shadows. Thus, you can empower them and cast them with less eort. Masterly Illusion [requires skill 80] Description: Your knowledge of Illusion has become all-encompassing. You can cast even Master spells, of which you developed one yourself, with less eort and augment the strength and duration of Illusion spells beyond mortal limits. Domination [requires skill 90] Description: Having studied spells like Phantasmal Miasma and Mind Maelstrom, there is no thinking being that can escape your inuence. <Br> Also, these spells can now be empowered and require less eort while casting and maintaining them. Phantasmagoria [requires skill 90] Description: You have mastered the most powerful forms of Shadow Magic. Therefore, spells like Veil of Shadows, Shadow Sanctuary and Mistress of the Dark can now be empowered and cast with highly decreased eorts.
2.1.2. Illusion Spells
Charming Touch [Fundamental Illusion, Base Magicka Cost: 150] Description: The touched target considers the caster a good friend and stops all hostilities for up to 40 seconds. If empowered, the strain drains 2 magicka and stamina per second.
2.1. Illusion Darkvision [Fundamental Illusion, Base Magicka Cost: 50] Description: With a whispered word and a magical gestures, the caster's eyes become able to reveal what lies hidden in the dark. Empowering the spell grants nightvision. Upkeep-Cost: 2 Frightening Orb [Fundamental Illusion, Base Magicka Cost: 150] Description: The caster evokes an orb of vile, red magical energy. If a target is hit by this orb, it will ee in despair for up to 40 seconds. If empowered, the target is so terried that it totally neglects its defense and loses 30 armor rating. Lionheart [Fundamental Illusion, Base Magicka Cost: 150] Description: The caster's touch inspires valor. The target will not ee and gains 25 extra stamina and magicka for up to 40 seconds. If empowered, the target will also regenerate these attributes 50% faster. Arcane Resonance [Advanced Illusion, Base Magicka Cost: 150] Description: The caster creates a loud noise at the target location, distracting nearby enemies. If empowered, the noise binds the attention of nearby targets to its origin, decreasing their ability to spot distant targets by 20% for 30 seconds. Blur [Advanced Illusion, Base Magicka Cost: 75] Description: The caster becomes blurred and takes randomly decreased damage from ranged attacks and gains 50 armor rating. Empowering the spell signicantly improves the ranged damage reduction. Upkeep-Cost: 5 Enraging Orb [Advanced Illusion, Base Magicka Cost: 250] Description: The target hit by this orb will attack anything nearby for up to 30 seconds. Empowering the spells causes a tireless rage, increasing damage and stamina regeneration by 25%. Hibernation Touch [Advanced Illusion, Base Magicka Cost: 250] Description: The touched target will fall into a deep slumber for up to 40 seconds. Empowering causes an uneasy sleep, reducing magicka and stamina regeneration by 30%. Notes: This spell does not allow you to perform a sneak attack against the target. To instantly kill the target, you have to use the empowered Nightmare spell. Invisibility [Advanced Illusion, Base Magicka Cost: 100] Description: The caster becomes invisible until he interacts with the environment. 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 Notes: Casting another hiding spell while this spell is active, will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
2. Magic Mue [Advanced Illusion, Base Magicka Cost: 80] Description: The caster mues his movement, reducing the generated noise by 30%. If not empowered, the caster can only move at walking speed. Upkeep-Cost: 3 Notes: Casting another hiding spell while this spell is active, will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. Rune of Dampening [Advanced Illusion, Base Magicka Cost: 275] Description: Places an arcane rune on the ground which absorbs all sound generated by nearby cast illusion spells. If not empowered, the rune also drains the spell's essence, increasing casting costs by 20% Enraging Rune [Sophisticated Illusion, Base Magicka Cost: 400] Description: The targets crossing this rune will attack anything nearby for up to 30 seconds. Empowering the spell causes a tireless rage, increasing damage and stamina regeneration by 25%. Frightening Sphere [Sophisticated Illusion, Base Magicka Cost: 400] Description: The caster unleashes an orb which will explode upon impact. Aected targets will ee in despair for up to 30 seconds. If empowered, the targets are so terried that they totally neglect their defenses and loose 25 armor rating. Hibernation Spray [Sophisticated Illusion, Base Magicka Cost: 400] Description: The targets in the cone will fall into a deep slumber for up to 30 seconds. Empowering causes an uneasy sleep, reducing magicka and stamina regeneration by 30%. Notes: This spell does not allow you to perform a sneak attack against the target. To instantly kill the target, you have to use the empowered Nightmare spell. Nightmare [Sophisticated Illusion, Base Magicka Cost: 300] Description: The touched faces his worst nightmare, dealing 10% less damage for up to 30 seconds. Empowering the spell can kill sleeping targets instantly. Phantasmal Pain [Sophisticated Illusion, Base Magicka Cost: 300] Description: The touched target believes to have suered a grievous wound, reducing health by 40 for up to 30 seconds. If empowered, the severe pain also reduces movement speed by 10%. Shadow Shield [Sophisticated Illusion, Base Magicka Cost: 150] Description: The caster shifts his body partially out of this plane, raising his armor rating by 30. Empowering the spell grants immunity to most impact eects and increases his attack speed by 10%. Upkeep-Cost: 5
2.1. Illusion Shadow Stride [Sophisticated Illusion, Base Magicka Cost: 100] Description: The caster becomes invisible until he interacts with the environment. The spell also increases armor rating by 40 and reduces movement noises by 40%. Sprinting will break the required concentration for this spell. If the spell is not empowered, running will also break it. Upkeep-Cost: 8 Notes: Casting another hiding spell while this spell is active, will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. Blackout [Superior Illusion, Base Magicka Cost: 1000] Description: The caster evokes an orb that causes a mental blackout on impact, draining 10 magicka per second and reducing the magicka regeneration by 50% for up to 24 seconds. If empowered, the spell also negates the victim's every thought, causing unconsciousness for up to 4 seconds. Fog of Shadows [Superior Illusion, Base Magicka Cost: 1000] 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. If empowered, it reduces magicka regeneration and skills by 10%. Invisibility Sphere [Superior Illusion, Base Magicka Cost: 200] Description: The caster creates a 13 feet wide sphere which renders nearby allies and himself invisible until they interact with the environment. 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. Upkeep-Cost: 5 Notes: Casting another hiding spell while this spell is active, will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. Muing Sphere [Superior Illusion, Base Magicka Cost: 200] Description: The caster creates a sphere which dampens all sound caused by movement by 40%. The sphere has a radius of 11 feet. If not empowered, the spell breaks if the caster attempts to move swiftly. Upkeep-Cost: 3 Notes: Casting another hiding spell while this spell is active, will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. Phantasmal Killer [Superior Illusion, Base Magicka Cost: 1500] Description: The caster commands a weak-minded humanoid target to kill itself by cutting its arteries, causing it to faint and die soon after because of the severe loss of blood. Empowering the spell will cause a terrible heart attack , likely killing the target outright.
2. Magic Shadow Simulacrum [Superior Illusion, Base Magicka Cost: 300] Description: The caster calls upon the power of shadow magic, weaving darkness into a semireal illusion of a dremora. Those who realize the deception suer less grievous wounds from him. Empowering the spell allows the shadow weave to quickly restore itself after being severed. UpkeepCost: 7 Veil of Silence [Superior Illusion, Base Magicka Cost: 200] Description: The caster enshrouds himself in a veil of silencing shadows that absorbs whatever sound is caused by his illusion spells and 40% of the noises caused by his movement. If not empowered, the caster cannot maintain the spell while moving swiftly. Upkeep-Cost: 6 Notes: Casting another hiding spell while this spell is active, will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. Mind Maelstrom [Masterly Illusion, Base Magicka Cost: 1500] Description: The caster unleashes an orb which will release a huge mind maelstrom upon impact. Its victims may be aected randomly by fear or charm eects. If empowered, the victims can also be aected by frenzy or sleep. Mistress of the Dark [Masterly Illusion, Base Magicka Cost: 500] Description: The caster calls upon the power of shadow magic, weaving darkness into a semireal illusion of a dremora countess. Those who realize the deception suer less grievous wounds from her. Empowering the spell will make her move like lightning. Upkeep-Cost: 5 Phantasmal Miasma [Masterly Illusion, Base Magicka Cost: 300] Description: The caster creates a 10 feet wide sphere of doom and suering, causing illusions of painful injuries. Targets who do not resist the spell have their health reduced by 40 as long they stay within the bounds of the aura. If empowered, the severe pain also reduces movement speed by 10%. Upkeep-Cost: 5 Shadow Sanctuary [Masterly Illusion, Base Magicka Cost: 500] Description: The caster shifts his body out of this plane, becoming invisible and invulnerable. It also reduces his movement noises by 40% and negates all his damage done. If the spell is not empowered, running or sprinting will break it. Upkeep-Cost: 6 Notes: Casting another hiding spell while this spell is active, will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. Veil of Shadows [Masterly Illusion, Base Magicka Cost: 400] Description: The caster creates a 11 feet wide sphere which enshrouds nearby allies and himself, making them invisible until they interact with the environment. The sphere also reduces the noise caused by movement by 40% and grants 40 armor rating. If not empowered, the caster cannot
2.1. Illusion maintain the spell while moving swiftly. Upkeep-Cost: 4 Notes: Casting another hiding spell while this spell is active, will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
2.2. Alphabetical Index of Spells
Frequently Asked Questions
3. Frequently asked questions
3. 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. If you nd this sorting insucient, feel free to use the search function of your PDF-viewer (in general Control+F) or share useful improvement suggestions on the Nexus. 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 which I can put to a 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.
3.1. Questions related to Combat
Why are my arrows useless against undead? Undeads 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. Do you know that your balance is insane? I am fresh out of Helgen and bandits kill me with one power attack from their battleaxes. The world is no longer leveled. Therefore you can encounter high level enemies (or packs of lower level enemies) at any time if you travel in the wrong areas. Therefore, choose your battles wisely and keep in mind that you no longer start as the overpowered Dragonborn. (Or as alexels would state it: Welcome to Requiem, a.k.a. "Harden up, princess") Why does my bow vanish when I am hit in melee or by a spell? Flimsy wooden bows are not very robust, do not expect them to withstand the strike of a mace or reball. Higher material bows do not suer from this problem. Why did I just drop my weapon in the midst of combat? If you are out of stamina, each enemy attack has a certain chance to disarm you. After my rst ghts, I am half dead and have no means of healing. How do I heal without natural regeneration and no money for a healing potion? You can make some coin by working as a lumber jack for people like Hod in Riverwood or Hulda
3.1. Questions related to Combat from the Bannered Mare Inn in Whiterun. Another possibility in other locations is working at the local mine and selling your yield to the mine's foreman. For some enemies, like raised undead and vampires, the healthbar does not change after an attack. What am I doing wrong? Nothing, this is the consequence of an engine limitation. The healthbar you see only reects the base health of the NPC. Therefore, if he has an fortify health eect, you rst have to deal sucient damage to negate this eect before you see any changes in the healthbar. Alternatively your target can of course have an immunity against the type of damage you are dealing. For example, vampires have a fortify health bonus and a high arrow resistance; if you attack them with non-silvered arrows, you will nd them almost invincible. Why does my magicka reduce with each hit? Being hit makes you loose your mental focus, therefore you suer from this penalty for each hit. There are several ways to counter this eect: you can acquire the Focused Mind perk from the restoration school or get an enchanted item with the "Spellpower (Rank II)" enchantment. Another way is the use of spells which protect you against impact eect, currently the only option is the sophisticaed Illusion spell "Shadow Shield" when empowered. How can I kill regenerating enemies like trolls or spriggans? Read the "Bestiary of Skyrim", this book will give you a lot useful hints how to ght against various creatures. Why does my stamina reduce with each hit? This is the physical counterpart to the magicka drain on hit. You can prevent the stamina damage by blocking the incoming attack , but this will cost you some stamina for the time you maintain the block and for the deected damage to. So this will likely not reduce your stamina expenses signicantly, but you will probably live much longer with blocking! Furthermore, the second rank of the basic blocking perk grants you a small adrenaline rush for each successful block , immediately restoring some stamina points. This eect can also be blocked by spells protecting against impact eects. Why do my wounds prevent my from running? It does not, but Requiem's passive attribute system grants you a bonus to your carry based on current health. If you are almost overloaded with items when being at full health, the temporary loss of a few bonus health points will make the dierence between overburdened and normal encumberance.
3. Frequently asked questions
3.2. Questions related to Magic
How can I cancel sustained spells (Blur, Invisibility, ...) before I am out of magicka? Normal sustained spells can be released by simply recasting them for free and without creating any noise. Hiding spells are a special case and dispelled by using the voice-type lesser power "Break Hiding". 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. Why does every spell cost an ridiculous amount of magicka? Most likely you are wearing a set of heavy armor and are not trained in the ways of the battle-mage. For every piece of heavy armor, a factor 2 is applied to your casting costs, except you have the heavy armor perk for the respective spell tier. Why does recharging my enchanted weapon have no eect? Enchanting is a ne craft and not for everyone. 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.
3.3. Questions related to Skills and Perks
Why are the illusion perks for spell mastery unavailable despite having the required skill? As indicated by the description of these perks, you need to become procient with the mentioned spells rst. In practice this means that you must know at least one of these spells. Is it intended that lockpicks always break, even in the opening spot? Lockpicking is 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. 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. Since
3.4. Questions related to Quests conservation of matter usually holds in Nirn, crafting a mutagen out of nothing is a non-trivial task. I cannot acquire smithing perk XYZ, despite I have the required skill, what am I doing wrong? Most smithing perks require you to have a crafting manual in your inventory. "The Craftman's Manual" required for the basic perk is for sale at every blacksmith. Higher rank books may sometimes be found for sale or can be found on your travels. My stamina drains while standing still, why does this happen? This happens if you wear heavy armor without having at least some basic training. Take the rst heavy armor perk and you no longer suer from this.
3.4. Questions related to Quests
When I try to start the Dawnguard questline, I am attacked by the Dawnguard for no reason? The dawnguard no longer is a bunch of idiots who can be fooled by their archnemesis. To start the Dawnguard questline, you therefore have to cure your vampirism rst. An alternative start of the questline is not available at this time, but might be added in the future. Since this mod has no Dragonborn support, what can I do if I want to play the DLC anyway? You should install the Unocial Requiem - DragonbornM10 patch from azirokP2 before you visit Solstheim.
3.5. Questions related to Atmosphere
How do I access the inventory of my horse or undead thrall? Target the actor in question and use the lesser power "Search". This power can also be used to conscate items from humaniods who have yielded to you. Why do I die instantly when becoming a vampire? There are several possible reasons: rst of all, there ist the damage health eect from the infection, which varies in strength depending on how you got infected. Then there also is the sun damage and Meridia. The Lady of Innite Energies despises undead, so do not even think about touching her beacon or Dawnbreaker.
3. Frequently asked questions Why do the divines refuse to bless me? Either you have committed too many crimes in your life and will not be blessed from any god any more, or a specic action of yours has upset the deity in question. For example Talos will no longer bless you when you joined the imperial army. If you committed too many crimes, you can consider acquiring the perk "Painful Regrets" (restoration tree, becomes available once you passed the crime limits) to increase the limits of crimes tolerated by the gods. However, the price is high: You will no longer recieve any special blessing eects by pleasing a god and you will suer permanent debus. 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 1.7. What is going wrong when the healing poultice has no eect? Everything is working correctly, the healing mush provides you with a slow regeneration in the form of a 50% boost on your healrate. 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. Why does my health not regenerate? This is an inherent feature of Requiem. If you want to restore your health regeneration, you need a fortify heal rate eect ("Health regenerates X% faster"). However, be aware that health regeneration itself is strongly reduced, even if you have such an eect. Why does running drain my stamina? This is an inherent feature of Requiem, in analogy to Morrowind. How I can prevent that running reduces the magicka regeneration? You have two options: Either you acquire the "Focused Mind" perk from the restoration school or you acquire a permanent fortify magic eect, either from an enchanted item or from the mage stone.
3.6. Questions related to Compability with other mods
Why am I stuck forever with a blank screen when I start a new game? This is most likely a mod conict between Requiem and Alternate Start - Live Another LifeM5 (or any other mod changing the rst mainquest), which you can easily solve by loading this mod after Requiem, as advised in the Quickstart guide.
3.6. Questions related to Compability with other mods What goes wrong if I have BOSSed my loadorder but Requiem still behaves strange? It most likely is a mod conict, because BOSS is not perfect. In fact, BOSS places Requiem in the middle of your load-order and therefore provokes that other mods overwrite parts of Requiem. Place Requiem at the end of your loadorder and see if the problem persists. Are weapon/armor mods compatible with Requiem or will they be imbalanced? If the armor/weapon is balanced in Vanilla Skyrim, its statistics will be balanced in Requiem as well, because we mainly use scaling techniques instead of adjusting the statistics for all items by hand.
3. Frequently asked questions
3.7. FAQ - Index
What goes wrong if I have BOSSed my loadorder but Requiem still behaves strange? When I try to start the Dawnguard questline, I am attacked by the Dawnguard for no reason? Since this mod has no Dragonborn support, what can I do if I want to play the DLC anyway? How do I access the inventory of my horse or undead thrall? Why are my arrows useless against undead? Do you know that your balance is insane? I am fresh out of Helgen and bandits kill me with one power attack from their battleaxes. Why am I stuck forever with a blank screen when I start a new game? Why does my bow vanish when I am hit in melee or by a spell? How can I cancel sustained spells (Blur, Invisibility, ...) before I am out of magicka? 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 an ridiculous amount of magicka? After my rst ghts, I am half dead and have no means of healing. How do I heal without natural regeneration and no money for a healing potion? What is going wrong when the healing poultice has no eect? Why does my health not regenerate? For some enemies, like raised undead and vampires, the healthbar does not change after an attack. What
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? Why does recharging my enchanted weapon have no eect? 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? I cannot acquire smithing perk XYZ, despite I have the required skill, what am I doing wrong? My stamina drains while standing still, why does this happen? Why does my stamina reduce with each hit? Are weapon/armor mods compatible with Requiem or will they be imbalanced? Why do my wounds prevent my from running?
Credits and References
Requiem is developed by: Xarrian (23 Jun 2012 - 15 May 2013) Ogerboss(Jan 2013 - present) We want to use this chance to thank all those who helped (and still help) us creating this Mod: All those who participated in testing and improving this mod: You guys don't know how much your suggestions and testing helps us improving this mod! Without you, this would not be possible! azirok for supplying our community with unocial patches for other popular mods Insane0hex (Youtube.com) for spotlighting the mod in one of his great shows Ka3m0n for adding Requiem to the G.E.M.S. list (http://skyrimgems.com/) the Nexus Team and DarkOne for providing such a nice platform to share and discuss mods so freely the guys who host and maintain the Unocial Elder Scrolls Wiki (http://www.uesp.net/), it really helps a lot Bethesda for making such a great, moddable game Chuck Norris for not roundhouse-kicking us! Special thanks from Xarrian: My wonderful girlfriend for accepting my rather time-consuming hobby! Veronika, I love you!!! My dear mother for everything - especially her opinion on the spells! My dear friends who helped me a lot by testing, reporting bugs and wise counselling! David, Florian: You're awesome! Special thanks from Ogerboss: the SK SE team for making this incredible powerful modding tool, without it, I would go insane on a regular basis the SkyUI team for their easy-to-use MCM API, it really saves a lot of work the SkyProc team for making such a powerful tool (although I did not use it in the intended way) We also would like to express our gratitude to those users, who rewarded our eorts with a generous donation: orence666 [07.08.2012] FleischHals [06.10.2012] chaosegg [24.10.2012]
shemalerevenge [13.12.2012] Abraxas77 [26.12.2012] yakyakyak [26.12.2012] Terwero [11.03.2013] Kazekage1 [11.04.2013] * All other detonators donators we unfortunately could not link to any accounts; if you want to be listed here, just send us a message! Finally but not least, we want to thank all those noble souls from the Skyrim Nexus who allowed us to use their creations in our mod. Visit their linked proles and check out their other awesome work!
spell-checker forced me to do this!
Referenced Mods and Tools
[M1] Requiem - The Roleplaying Overhaul by Xarrian and Ogerboss
Weblink: http://skyrim.nexusmods.com/mods/19281, referenced on page(s): 3, 42
[M2] Skyrim Script Extender (SKSE) by SKSE Team
Weblink: http://skse.silverlock.org/, referenced on page(s): 3
[M3] SkyUI by SkyUI Team
Weblink: http://skyrim.nexusmods.com/mods/3863, referenced on page(s): 3, 10
[M4] SkyUI-Away by SkyUI Team
Weblink: http://skyrim.nexusmods.com/mods/29440, referenced on page(s): 4, 10
[M5] Alternate Start - Live Another Life by Arthmoor
Weblink: http://skyrim.nexusmods.com/mods/9557, referenced on page(s): 4, 34
[M6] Dragon Knight Armor by hothtrooper44
Weblink: http://skyrim.nexusmods.com/mods/28287, referenced on page(s): 4, 39, 42
[M7] Mod Organizer by Tannin
Weblink: http://skyrim.nexusmods.com/mods/1334, referenced on page(s): 10
[M8] Even Better Quest Objectives by whickus and AND
Weblink: http://skyrim.nexusmods.com/mods/32695, referenced on page(s): 10
[M9] Smaller Kingthings Petrock fonts by Eckhart
Weblink: http://skyrim.nexusmods.com/mods/20773, referenced on page(s): 11, 39, 43
[M10] Requiem - Dragonborn by azirok
Weblink: http://skyrim.nexusmods.com/mods/38197, referenced on page(s): 33, 42
[M11] 3rd Person Dual Wield Animation Fix by odin_ml
Weblink: http://skyrim.nexusmods.com/mods/248, referenced on page(s): 39, 42
[M12] Aetherium Armor and Weapons Compilation by lautasantenni
Weblink: http://skyrim.nexusmods.com/mods/23530, referenced on page(s): 39, 42
[M13] Book Covers Skyrim (Requiem Patch) by DanielCoey
Weblink: http://skyrim.nexusmods.com/mods/35399, referenced on page(s): 39, 42
[M14] Brawl Bugs Patch - Plugins - Modder Resource by jonwd7
Weblink: http://skyrim.nexusmods.com/mods/24020, referenced on page(s): 39, 42
[M15] Golden Elven Armour and Weapons by starz82
Weblink: http://skyrim.nexusmods.com/mods/31638, referenced on page(s): 39, 42
[M16] Horse Armors for Skyrim by mystikhybrid
Weblink: http://skyrim.nexusmods.com/mods/13348, referenced on page(s): 39, 42
[M17] Immersive Armors by hothtrooper44
Weblink: http://skyrim.nexusmods.com/mods/19733, referenced on page(s): 39, 42
[M18] Insanitys Dragonbane by InsanitySorrow
Weblink: http://skyrim.nexusmods.com/mods/19180, referenced on page(s): 39, 42
[M19] Insanitys Red Eagles Bane by InsanitySorrow
Weblink: http://skyrim.nexusmods.com/mods/32930, referenced on page(s): 39, 42
[M20] Less Ruined Books by Ichibu
Weblink: no%20longer%20available%20on%20Skyrim%20nexus, referenced on page(s): 39, 42
[M21] Lockpicking interface retex by quazaque
Weblink: http://skyrim.nexusmods.com/mods/2845, referenced on page(s): 39, 42
[M22] Lockpick Inventory Remodel by born2bkilled
Weblink: http://skyrim.nexusmods.com/mods/13901, referenced on page(s): 39, 43
[M23] Lore Friendly Armor Pack by rahman530
Weblink: http://skyrim.nexusmods.com/mods/6684, referenced on page(s): 39, 43
[M24] No bethesda Intro by agonbar
Weblink: http://skyrim.nexusmods.com/mods/20020, referenced on page(s): 39, 43
[M25] Robed Steel Plate Armor by Madcat221
Weblink: http://skyrim.nexusmods.com/mods/10506, referenced on page(s): 39, 43
[M26] Skyhighrim - Craftable Drugs - Alcohol by Ichibu
Weblink: http://skyrim.nexusmods.com/mods/22287, referenced on page(s): 39, 42
[M27] Smaller Ice Spike and Ice Spear by imeltfaces
Weblink: http://skyrim.nexusmods.com/mods/31899, referenced on page(s): 39, 43
[M28] SPOA Silver Knight Armor by dopalacz
Weblink: http://skyrim.nexusmods.com/mods/32275, referenced on page(s): 39, 43
[M29] True Yield by sushisquid
Weblink: http://skyrim.nexusmods.com/mods/7252, referenced on page(s): 39, 43
A. Credits [M30] Weapons of the Third Era by 747823
Weblink: http://skyrim.nexusmods.com/mods/3871, referenced on page(s): 39, 43
Nexus Proles from referenced Modders
[P1] Xarrian contributed to Requiem: M1
Weblink: http://skyrim.nexusmods.com/users/1303819, referenced on page(s): 3
[P2] azirok contributed to Requiem: M10
Weblink: http://skyrim.nexusmods.com/users/4464223, referenced on page(s): 33
[P3] odin_ml contributed to Requiem: M11
Weblink: http://skyrim.nexusmods.com/users/50001, referenced on page(s): 39
[P4] lautasantenni contributed to Requiem: M12
Weblink: http://skyrim.nexusmods.com/users/983976, referenced on page(s): 39
[P5] DanielCoey contributed to Requiem: M13
Weblink: http://skyrim.nexusmods.com/users/3204267, referenced on page(s): 39
[P6] jonwd7 contributed to Requiem: M14
Weblink: http://skyrim.nexusmods.com/users/2492841, referenced on page(s): 39
[P7] hothtrooper44 contributed to Requiem: M6, M17
Weblink: http://skyrim.nexusmods.com/users/3656551, referenced on page(s): 39
[P8] starz82 contributed to Requiem: M15
Weblink: http://skyrim.nexusmods.com/users/601350, referenced on page(s): 39
[P9] mystikhybrid contributed to Requiem: M16
Weblink: http://skyrim.nexusmods.com/users/294935, referenced on page(s): 39
[P10] InsanitySorrow contributed to Requiem: M18, M19
Weblink: http://skyrim.nexusmods.com/users/258945, referenced on page(s): 39
[P11] Ichibu contributed to Requiem: M20, M26
Weblink: http://skyrim.nexusmods.com/users/2063119, referenced on page(s): 39
[P12] quazaque contributed to Requiem: M21
Weblink: http://skyrim.nexusmods.com/users/2401225, referenced on page(s): 39
[P13] born2bkilled contributed to Requiem: M22
Weblink: http://skyrim.nexusmods.com/users/255383, referenced on page(s): 39
[P14] rahman530 contributed to Requiem: M23
Weblink: http://skyrim.nexusmods.com/users/3052977, referenced on page(s): 39
[P15] agonbar contributed to Requiem: M24
Weblink: http://skyrim.nexusmods.com/users/1898333, referenced on page(s): 39
[P16] Madcat221 contributed to Requiem: M25
Weblink: http://skyrim.nexusmods.com/users/115378, referenced on page(s): 39
[P17] imeltfaces contributed to Requiem: M27
Weblink: http://skyrim.nexusmods.com/users/1073116, referenced on page(s): 39
[P18] Eckhart contributed to Requiem: M9
Weblink: http://skyrim.nexusmods.com/users/2412528, referenced on page(s): 39
[P19] dopalacz contributed to Requiem: M28
Weblink: http://skyrim.nexusmods.com/users/3478029, referenced on page(s): 39
[P20] sushisquid contributed to Requiem: M29
Weblink: http://skyrim.nexusmods.com/users/851501, referenced on page(s): 39
[P21] 747823 contributed to Requiem: M30
Weblink: http://skyrim.nexusmods.com/users/3186836, referenced on page(s): 39
B. Game Mechanics
B. 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 to get a deeper understanding of Requiem, but it is not mandatory to play the mod.
B.1. Resistance versus illusion spells
Whenever an oensive illusion spell is cast, the game calculates a ``break-free chance'' for the victim. This chance is afterwards compared to the result of a random number generator (imagine it as a dice throw). If the generated number is smaller than the chance, the target immediately resists the spell, otherwise it is aected. If the target is initially aected by the spell, the chance is evaluated* once again every two seconds. If the target again does not break free from the spell, the eect continues until it is nally resisted or its natural duration expires. The calculation of the break-free chance is a comparison between the caster's spellpower, determined by her illusion skill, and the willpower of the target, determined by level, magicka pool, illusion skill and magic resistance; the precise relation is given by:
XT = a variable from the target L S F P XC = a variable from the caster
= the character level M = base magicka = illusion skill R = magical resistance = is under Fog of Shadows eect? O = spell specic value = number of illusion perks up to casted spell's tier the character has [ ] 2 2 Break Free 1 25L2 T + 2MT + 20ST = 0.01RT |RT | + 1 + 0.5F (1 + PC ) (SC + O)2 Chance in %
The spellspecic value O is 1 for fundamental spells, 5 for advanced spells, 10 for sophisticated spells, 15 for superior spells and 20 for master spells. The resistance value resulting from evaluating Equation B.1 is then compared to the ``dice'', which is an arbitrary number between 0 and 100. Since this formula might be not very enlightening to people who do not deal with mathematics every day, there is also Figure B.1, which illustrates the practical eect of the above formula for a few enemies and appropriate spell tiers.
chance is computed only once, each consequent evaluation only throws the dice again. Therefore, a chance in the actor values contributing to the resistance after the spell was cast will not be taken into account.
B.1. Resistance versus illusion spells
Figure B.1.: The dependence of the break free chance for chosen enemies against illusion spells to illustrate Equation B.1. The detailed stats of the shown enemies can be taken from the following table: Level Magicka Illusion Magic Resistance Bandit Warrior 5 5 5 0 Necromancer 36 570 10 0 Storm Atronach 30 100 5 50
100 Bandit Warrior break free chance in % 80
fundamental spell (no perks) advanced spell (no perks) fundamental spell (with perks) advanced spell (with perks)
superior spell (no perks) masterly spell (no perks) superior spell (with perks) masterly spell (with perks)
Storm Atronach 20
sophisticated spell (no perks) superior spell (no perks) sophisticated spell (with perks) superior spell (with perks)
40 60 caster illusion skill
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The Elder Scrolls V Skyrim Requiem Buffs and Debuffs Guide
The Warrior Group
The Warrior strengthens those who bear his blessing, allowing a more efficient use with all kinds of weaponry.
- Fortify One-Handed 10 pts. (+10% more damage with One-Handed weapons)
- Fortify Two-Handed 10 pts. (+10% more damage with Two-Handed weapons)
- Fortify Archery 10 pts. (+10% more damage with Bows and Crossbows)
- Fortify One-Handed Expertise 20pts. (+20 One-Handed Expertise)
- Fortify Two-Handed Expertise 20pts. (+20 Two-Handed Expertise)
- Fortify Archery Expertise 20pts. (+20 Archery Expertise)
Those under the sign of the Lady regenerate Stamina faster.
- Fortify Stamina Regeneration 50 pts. (+50% Stamina Regeneration)
+) Unlike other Fortify Stamina Regeneration alchemy / enchantment effects, this does not provide Stamina regenerates while running’ bonus.
The Stone of the Lord grants those who possess its blessing increased damage resistance and weakened hostile spells.
- Fortify Damage Resistance 100 pts. (+100 Armor Rating)
- Fortify Magic Resistance 15 pts. (+15% Magic Resistance)
The Steed grants those who bear its blessing increased Stamina.
- Fortify Stamina 100 pts. (+100 Fortified Stamina)
The Mage Group
The Apprentice grants a very fast regeneration of Magicka.
The Apprentice decreases your magic resistance. Thus, hostile spells deal more damage to you.
- Fortify Magicka Regeneration 200 pts. (+200% Magicka Regeneration)
- Damage Magic Resistance 25 pts. (-25% Magic Resistance)
The Sign of the Atronach grants additional Magicka and a 50% chance for Spell Absorption, but makes it almost impossible to passively regenerate magicka, reduces the efficacy of magicka potions by one third and negates the long-term benefits offered by cooked meals.
- Fortify Magicka 350 pts. (+350 Fortified Magicka)
- Fortify Spell Absorption 50 pts. (+50% chance to absorb incoming spell)
- Damage Magicka Regeneration 100000 pts (-100000% Magicka Regeneration)
- Effect of Magicka potions (Restore Magicka) is reduced to 2/3.
- Foods will no longer give long-lasting buffs (e.g. Fortify Health bonus of Beef Stews).
- Foods will not restore Magicka when eaten.
+) Check [UESP page] about explanation on Spell Absorption,
Those under the Sign of the Mage are granted additional Magicka and find it easier to focus their thoughts while running.
- Fortify Magicka 100 pts. (+100 Fortified Magicka)
- Removes ‘reduced Magicka Regeneration while running’ debuff.
Those under the Sign of the Ritual are capable of animating hordes of undead for a limited duration once each day.
- Adds “Stone of the Ritual” power – Raise Dead 75pts (Reanimates dead bodies of NPCs up to level 75), area 75 units (around the player), for 200 seconds. Can be used once a day.
- For the duration of the effect, number of summons / raised dead you can keep is increased by 100.
- Dead bodies raised by Stone of the Ritual power will not turn into ashes after they die or duration ends.
The Thief Group
Those under the sign of the lover find it easier to be attractive, intriguing and also use speech to get what they want…
- Fortify Persuasion 25 pts. (+25 Speech level)
+) This effect increases effective Speech skill level, which benefits all kind of Speech skill related stuff.
Those under the Sign of the Shadow are able of becoming invisible and inaudible once a day.
- Adds “Stone of the Shadow” power – Invisibility for 300 seconds, Muffle 100 pts (-100% movement noise) for 300 seconds. Can be used once a day.
+) While the Invisibility wears off if you interact with something, Muffle effect lasts to the end of its duration (300 seconds).
The Sign of the Thief grants wide-spread abilities to those who bear her blessing. This includes increased damage with bows and one-handed weapons as well as improved sneaking, pickpocketing and lockpicking skills, boosting lock picking expertise by 20 points.
- Fortify One-Handed Expertise10 pts. (+10 One-Handed Expertise)
- Fortify Archery Expertise 10 pts. (+10 Archery Expertise)
- Fortify Sneak 15 pts. (You are +15% harder to be detected while sneaking)
- Fortify Lockpicking 5 pts. (Lockpicking is +5% easier)
- Fortify Pickpocket 15 pts. (+15% success chance for Pickpocketing)
- Fortify Lockpicking Expertise 20pts. (+20 Lockpicking Expertise)
The Tower grants a blessing of 20 extra carry weight and supernatural lockpicking skills. Expertise is increased by 40 and any effortless lock can be picked in plain sight with nobody noticing, creating a wax-molded copy of the key, if one exists.
- Fortify Carryweight 20 pts. (+20 Carryweight)
- Lockpicking Expertise is increased by 40.
- Picking locks that are effortless for you to pick will not be noticed as a crime (no Bounty gained), and you will gain Wax Keys for the said locks on successfully picking them.
+) Effortless locks are locks that, with your Lockpicking Expertise are considered ‘moderate’. For example, if you have 40 Expertise, locks to Adept level are considered ‘effortless’, but Expert and Master are not.
The Serpent Group
The Bite of the Serpent will paralyze and poison a target for a moderate duration.
- Adds “Stone of the Serpent” power – shoots a projectile that deals Paralysis for 5 seconds, Poison Damage 25 pts for 30 seconds (25 Poison Damage a second for 30 seconds = 750 total). Can be used once a day.
+) Enemies who are Immune to Paralysis will resist the Paralysis effect. Includes the Undead, Dragons, Atronachs, Dwarven Automatons, some giant beasts, Spriggans, Wisps, many named NPCs, etc. However, spells and enchantments that give Protection to Paralysis (e.g. Arcane Ward (Rank III) spell, Stamina (Rank II) enchantment) do not resist this effect.
By d985818388Sours: https://www.gamepretty.com/the-elder-scrolls-v-skyrim-requiem-buffs-and-debuffs-guide/
Aight homies, so I've been wanting to start a Requiem discussion for some time now, but I didn't really want to make an in-depth guide or anything, because that's more work than I really want to do. However, I thought it might be helpful if I compiled answers to some of the most common questions I hear about the mod from people who have never played it. This isn't driven by numbers or anything, just questions I can remember answering from curious new players most frequently. So I'll list some here, in no particular order.
What even is Requiem? What's it all about?
Basically, it's a complete overhaul of Skyrim, to make it into a very different experience from vanilla, almost an entirely new game. Specifically, one of the big things it does is overhaul every perk tree, trimming them down and adding many new mechanics, available through certain perks. Another major change is combat; damage done by the player and by NPCs is greatly increased across the board, and NPC AI is altered to fit this. What this ends up meaning for the player is that blocking, dodging, and timing become very important, and combat is a lot more tense, since just a couple of blows from either side may be lethal. In fact it's not uncommon for lightly-armored players or NPCs to get killed by a single arrow if they fail to block, dodge, or use cover. And the last of the most important changes is that Requiem uncouples most of the game world from the player character's level. No longer will enemies or loot change to fit the player's level; they instead remain the same from the moment a new game is started, to the moment a character is retired. A simple bandit may seem almost unbeatable at level 1, but pose little challenge 20 levels and some equipment or spell upgrades later. Some "endgame" enemies will eat the player character for breakfast in most cases, but when others have ceased to be much of a challenge at level 40 or 50, they'll still provide a fight to remember. Similarly, loot is unleveled, so beating a really tough enemy at low level can earn the player some seriously awesome equipment, while an enemy that could barely put up a fight anymore probably won't have much of value.
There are also many, many smaller changes: New spells, new game mechanics (such as bull-rushing and knocking down enemies) perk-based or otherwise, an overhaul of crafting skills, an economy overhaul, new quests, a seriously impressive amount of added backstory and lore through new journals, notes, and letters, new enemy types and other NPCs, new weapons and armor, an overhaul of spell costs and damage scaling, lots of high-level hand-placed loot in the style of Morrowind, with a corresponding increase in the difficulty of buying or making said loot, changes to the mechanics of how food and potions work in or out of combat, new enchantment effects, major changes to NPC and racial damage-type resistances and vulnerabilities, and a new branch of Speech perks that improve the player character's Thu'um, in duration, effectiveness, and recharge time.
However, I would say that the "essence" of Requiem, what it's really all about, is a shift towards an enjoyable amount of realism, and what the community calls adaptive role-playing. Builds that only have one type of offense or defense are likely to struggle. Players new to the experience, who try to play Requiem in the same way they play vanilla, Ordinator, or other perk overhauls, will definitely struggle. The most successful Requiem characters adapt themselves to changing circumstances. For instance, some enemies may be nearly impossible to kill with bladed weapons, or at least not fast enough to survive the encounter. A limited build, played by someone who is unwilling to adapt to the circumstances, might never be able to get past these enemies unless they brute-force their way through with lots of potions and reloaded saves. A successful build, however, might try a different type of damage, such as blunt weapons, arrows, or magic. Builds with multiple options go furthest, while focus is still encouraged through the trimmed-down perk trees, and the fact that one type of damage may be unneeded when another one is available, such as carrying a bow when the character can already use Destruction magic to kill enemies at a distance.
So what about compatibility? I've heard Requiem isn't compatible with a bunch of popular mods.
Compatibility depends on the type of mod. Any mods that just make graphical changes are fine, most of the time. Mods adding new armor, weapons, or other equipment are usually fine, but may require a patch. Mods adding new spells or changing spells, like Apocalypse, will probably need a patch, but there is also probably one available for most of the popular ones. Mods that add other new mechanics, like Frostfall or Hunterborn, also probably need a patch, but these are, again, easy to find in most cases. Mods that change existing combat, the game economy, crafting, or other mechanics are a mixed bag. Some will be incompatible since they modify the same mechanics as Requiem but in a different way. But many will still have patches available. Always check each one for compatibility. Quest mods, similarly, vary by the individual mod. Check for compatibility, and check for a patch. Finally, mods that add new perks or change existing ones are almost always incompatible, and will not have patches available. Requiem and Ordinator, for instance, take the opposite philosophy towards perks. Requiem's perks are trimmed down, not awarded that often, and often significant enough that a single perk can push a build to a new level of effectiveness against high-level enemies. Each perk is a precious resource. Ordinator, meanwhile, adds even more available perks than vanilla, with an individual perk point having relatively little effect on a character's overall viability. Ordinator perks require significantly more investment to see a large change in a character. Thus, other perk mods are incompatible, and trying to patch them is essentially trying to reconcile two different philosophies on game design.
That said, I do have some advice for anyone considering Requiem, and worried about compatibility with their favorite mod: Don't worry about it. Make a clean-slate load order, just include favorite graphical mods, bug fixes, basic quality-of-life stuff like Long-Lost Smelters or Cutting Room Floor, and any desired quest mods that are compatible or have patches. Then install Requiem and give it a try. It's like an entirely new game, so there will be plenty of new stuff to try, learn, and get used to even if all of the usual modded content isn't available. After trying Requiem with a new character or two, that's when most players will start to add other mods to their personal preference, to enhance what they like about it and change what they don't like about it. For instance, many Requiem veterans will install a separate mod that overhauls Requiem's own overhaul of the Alchemy skill, which is largely considered one of Requiem's weaker points. But for a first time, just stick with a minimal load order, and enjoy the new experience.
Is Requiem a difficulty mod? Doesn't it make the game way harder?
Yes and no. It definitely makes the game more difficult than vanilla, but that's not the main purpose of Requiem. After all, if I want to increase the difficulty of vanilla, all I have to do is bump up the difficulty selector, and I'll deal less damage, while enemies deal more. However, that's honestly not much fun to do, since it basically just means I'll have to hack away even more at enemies that already needed quite a few hits to kill. Requiem's approach to difficulty is one of immersive semi-realism. Everyone deals way more damage, so it's what I'd call "tough but fair". Even a basic bandit could easily kill me with one good power attack from their hammer, but if I dodge or block that attack, and hit back before they get their guard up, I could just as easily kill them with one good attack from my own hammer. Similarly, archers or mages can often one-shot the player from a distance, but with similar weapons or spells, the player can do the same to them.
Beyond the basic changes to combat damage, a number of other things are also tweaked to make things more difficult, though usually not in a way that feels "grindy" or unfair. For instance, eating food during combat does nothing, since there's no logical reason why it would be possible to tell everyone to stop attacking and let the player character eat for a few minutes. But outside of combat, it restores stamina and magicka, and many stews and soups give some awesome secondary effects, which are far more important for Requiem than they were in vanilla. Another example of this philosophy is sneak attacks and arrows when used against undead like Draugr. Logically, there's no reason why a single, regular arrow could instantly kill a Draugr without very careful aiming, since they're reanimated and withered corpses that don't feel pain or fear. Unless the archer can aim precisely enough to sever joints, arrows wouldn't really do much more than just kind of stick in its body and annoy it a little bit. But use a silver arrow, which Requiem adds to the game, and invest enough in the Sneak perks to learn a Draugr's weak points, and it becomes a different story.
Generally speaking, there are always multiple ways to beat any enemy, but powering through everything in the game with the same type of attack just isn't feasible like it is in vanilla, especially not while basically just ignoring defense and using potions to shrug off hits. Thus, much of the difficulty comes from learning the best ways to defeat particular enemies, and keeping the player character equipped with the options they need. Most of the time, enemies with a very powerful attribute, such as the massively increased health regeneration of Spriggans and Trolls, will have a corresponding weakness that can be exploited, such as any kind of fire damage completely negating the regeneration of Spriggans and Trolls for a short time.
What should I try if I'm new? What are the best ways to have a fun build and playthrough in Requiem?
My personal recommendation for new players, to really sink their teeth into the content the mod has to offer, is any build that combines melee combat and magic, especially support magic like Restoration and Alteration. Requiem's "meta" definitely takes a shift away from the vanilla supremacy of the stealth archer, and instead makes high-level melee and magic users the top contenders for beating its very difficult endgame content. Stealth still works as a supplement to a build, but pure stealth often won't be viable against certain enemies, and most builds should be able to fight openly if needed. Mages are also quite powerful, though I personally don't have as much fun with them since they don't require the same level of tactics and timing that melee builds do. They have a rough start since their spells will be weak at low level, but late-game magic doesn't hold the same challenge and thrill for me as late-game melee. Archers are a lot of fun, but they tend to be more difficult for new players, so they're best played with a bit of experience under the belt. Of course, the experience with any build will probably vary from person to person.
Generally speaking, sticking to robes or light armor is an easier start than heavy armor, which is changed significantly by Requiem. I like to avoid crafting skills, and just run the Honed Metal mod if I want to have enchanted or tempered equipment. Alchemy is especially notorious for making Requiem easier, since it's possible to make very high-value potions with cheap ingredients, earning a bunch of gold without having to do any real quests for it. However, Requiem does add some stuff to each of the crafting skills, so it can certainly be interesting to try them out at least once. Non-combat skills are also generally less viable, or at least less important than in vanilla. A pure thief will have a much harder time relying on pickpocket poisons and Illusion magic than in vanilla, as it will be much harder for them to actually stay hidden consistently. Requiem does add some excellent role-playing opportunities with new perks and mechanics, but it's definitely a combat-focused mod at its core.
Is Requiem hard to install? All the compatibility stuff sounds a bit daunting.
I won't go into details here, since the Requiem developers already have an excellent installation guide. There's one unusual step in the installation that differs from most mods, where a third-party patcher utility is used to patch Requiem with all the other mods in the load order. But the whole thing is laid out clearly, and while it takes a bit longer to install than most mods, it's not particularly difficult. Just follow the instructions, and ask the community if any confusion arises. The main bulk of the time spent installing Requiem is devoted to checking for compatibility with other mods and installing necessary patches. Requiem itself took no more than about 10 minutes last time I installed it, from the start of the Nexus download to launching the game. Mod Organizer 2 is strongly recommended over Vortex or the Community Nexus Mod Manager.
Where else can I go for help if I do want to try Requiem?
You can certainly ask me for help, either in this discussion page here, or on the Sky Forge Discord. As some of you are probably aware, I'm a big fan of the mod, and almost always happy to tell newcomers about it. Beyond that, the Requiem community has an active subreddit:
As well as its own community Discord:
This Discord includes a dedicated "tech support" channel for technical questions, as well as dozens of active users who are happy to give gameplay advice. For those who want to see a sample of what Requiem gameplay looks like compared to vanilla, I have my own Fireheart Raider build video series linked here on the Sky Forge, and some "blooper reel" videos showing the tougher side of Requiem on my own YouTube channel, under the same name of SirFloopy. In case I haven't made it clear yet, Requiem is by far my favorite mod for Skyrim, and since I started playing it in its early days, I've never looked back. So I encourage anyone who's curious to give it a try.
Requiem magic skyrim
Skyrim Requiem Spells
My answers to the following questions are based on tests I just did like an hour ago, so while I may be a little off on some of the specifics I am confident I. esp CWINPCImprovements. Most of the enemies in Skyrim are Nords, which are resistant to the likes of Frost and indifferent to Shock. 1 point · 2 years ago. These options scale the player's spell magnitude, duration, or cost as a function of the player's skill level. com Best Courses Courses. The Elder Scrolls V Skyrim SE Version dublicates the most features of the old Skyrim ENBSeries modification with as much compatibility between presets as possible, except external shaders which differ because of specific differencies between DX9 and DX11. Navigating the site is simple, and to help you along we've broken it down. Latest News about Requiem. Character Build Planner; Perk Card Database; Cyberpunk 2077. Requiem GuideSkyrim Requiem Warrior Beginner Guide and Build Requiem is a project with the goal of turning Skyrim into a better roleplaying experience by making game more immersive, semi-realistic and coherent, with the tend to find a compromiss between old school mechanics and more modern Page 11/50. Requiem - Alduin Sovngarde Fight Fix Requiem - Blessings Ignore Crime The Huntsman Insanitys Zatoichi Insanitys Umbra Sword You Hunger Wet and Cold (including ashes/holidays) Unofficial Skyrim Patch (All) Trade and Barter The Coenaculi SXP - Skyrim Experience Mod RaceMenu v3 Pumping Iron Pirates of Skyrim - The Northern Cardinal under the Black. We all know to use spells over and over to gain levels. This brings up a pop-up window in which you can enter text commands. Agile Spellcasting will be reverted back to its original location, but you can actually take it with 25 Evasion and Agility perk. Launch Nexus Mod Manager for Skyrim Special Edition. Never The Spell Package. Console Commands in The Elder Scrolls V: Skyrim (Special Edition) are used as a debugging tool for PC players. Breton Knight - This badass armor is great for an evil mage or Thalmor character. Review - Skyrim: Requiem › Search www. Requiem Conjuration skill - posted in Skyrim Mod Troubleshooting: Hello guys, I just started a new character. 8 Fire Damage. Posted: (1 week ago) May 26, 2021 · Requiem is a project with the goal of turning Skyrim into a better roleplaying experience by making game more immersive, semi-realistic and coherent, with the tend to find a compromiss between old school mechanics and more. Skyrim GEMS is a 1-page, Large-scale perk and gameplay overhaul by T3nd0, creator of Skyrim Redone. Skyrim Romance is a community that has largely come together over time to celebrate the place of love, affection, and romance in gaming. Weakness to Fire, Frost, Shock, Poison, or Magic. Reqtificator - execution date and time: Sat May 29 19:31:38 EEST 2021. Skyrim Redone, commonly referred to as SkyRe, is a mod for The Elder Scrolls V: Skyrim, created by T3nd0. ; With the exception of Dead Thrall, all corpses revived through Reanimate spells will disintegrate into ash piles when they are killed, the spell expires, or you cast another summon or reanimate spell (or two with the Twin Souls perk). esp mslVampiricThirst. The specialized merchants in the college should sell you spells when you gain enough skill in that school (you should be able to buy adept spells when you reach level 40 in the respective skill. The problem is that the two conjuration spells that i got after investing the perk (raise dead and bound sword) cost 208 magicka to cast. UltSky is intended for players who enjoy dynamic fantasy worlds with deep. Launch Nexus Mod Manager for Skyrim Special Edition. esp CWINPCImprovements. Accepted Answer. This build focuses solely on the Illusion school of magic, which is often ignored in Skyrim. The rest is. - Bandoliers for higher carry weight. Master level spells consume a lot of Magicka, but they also take a while to cast, which in my opinion makes them less efficient. Racial buffs and passives Starting Attributes comparison Starting Skills comparison Racial Perks & Abilities Altmer (High Elf) Racial Traits Effect: 10% increased Stamina cost for Power Attack, 5% less Magicka cost for spells, spells are 5% stronger and last 5% […]. Mages are one of the most interesting, fun-to-play character builds in Skyrim. Skyrim Requiem Guide Requiem is a project with the goal of turning Skyrim into a better roleplaying experience by making game more immersive, semi-realistic and coherent, with the tend to find a compromiss between old school mechanics and more modern approaches. Specifically, it increases the magnitude by 25% and the duration (if applicable) by 50%. Apocalypse Spells Mod. Once you buy the crafting manual from a smith you will be able to spend a perk in smithing (you cannot put a perk in smithing without the manual in your inventory). Hello, and welcome to The Sky Forge! We are first, and foremost a Skyrim Character Building Community, but we have other interests as well such as Elder Scrolls & Fallout lore, role-play, and even fan-fiction. Integrating Requiem’s Mass Effect with Spellsword (Plus a Sneak Peek) March 5, 2017. Download and install with Nexus Mod Manager. Installation: Unzip the archive into your Skyrim data folder, or use a mod manager. It’s one of those big mods which is pretty much guaranteed to be incompatible with anything else, so I thought it would be easiest to install on top of my clean Skyrim install on my new computer. Noteworthy mods you'll see the effects of: ----------------. esm 12 ETaC - RESOURCES. Skyrim Requiem Archer Beginner Guide and Build Doesn't matter though, Requiem's Skyproc is the fastest in Skyrim. esp in your mod list. Reqtificator - language from Skyrim. Nothing about Skyrim is interesting or unique but at the same time nothing about the game is aggrevating or broken. Here is a list of all the Alteration spells in Skyrim by type, from least to most difficult. This lets you keep up the offense even when you run out of magicka. Load it before WAR if you want to use normal bows and crossbows. Frost Damage. These options scale the player's spell magnitude, duration, or cost as a function of the player's skill level. 001 INFO skyrim. Surprisingly, gold (the currency) can't be made from any form of golden ingot - you can only obtain gold as loot, via trading, from natural spawn locations and from rewards from quests. Illusion Mage. Arcane Ward (Rank I): The caster creates a protective shield that negates a moderate amount of physical damage and negates up to
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