This includes a ton of balance changes, improvements to the ai, new gameplay mechanics, new weapons/spells/potions and much more. You need to sign in or create an account to do that. Frost Trolls deal about 5-10% more damage), Starling machines armor from 200/225/250 to 340/350/365 (Spider/Guardian/Centurion), Starling machines have 65% less armor versus maces (the overall results are: about 3% more damage with maces and 15% less damage with other weapons), Starling Centurion health reduced by 50, Starling Guardian health reduced by 5, some higher level guardians/spiders have less health, Starling Guardians deal less damage with their crossbow, Non Boss Starling Centurios Steam Breath cooldown from 12 to 45, Troll/Frost Troll/Mud Elemental/Tyarge melee range from 150 to 128. The Elder Scrolls V: Skyrim - Enderal – Crossbows v.1.05 - Game mod - Download The file Enderal – Crossbows v.1.05 is a modification for The Elder Scrolls V: Skyrim, a(n) rpg game.Download for free. All remaining unused spellbooks are now 100% deleted and replaced with other spellbooks. (while wearing no heavy armor), - Concentration Perk rank II now works as intended, - Removed the remaining message in the top left if you activate/deactivate stances, - Fixed the magic menu description of stances, - Removed "-" from perk descriptions with 2 or more ranks (english version only), - Increased Gold Barrel loot by 25, Gold Pot loot by 5, - Fixed a bug that caused some EGO mechanics (e.g. Many higher level things (e.g. This is a complete overhaul of the gameplay mechanics of Enderal. Before: For the next seconds, creatures and humans once take magic damage per 5 points in Psionics and stagger if they cast a spell. wolves deal about 15% less damage), Increased the damage of some creatures/animals (e.g. The best part of Oblivion mod Nehrim was when I turned into a kid. Before: Reduces the chance to be detected while lockpicking by 60%. Can only be used again seconds after a successful counterattack. 1. file size 76.8 KB. Elementals, Magical Essence), increased damage by 15%, - Fixed some weapons/staffs scaling with the wrong skills, - Fixed the stagger values of some weapons with wrong values, - Fixed the detection sound of some 2-handed axes (from normal to loud), i missed those in the last update, - Fixed the names of weapons with stamina/health drain enchantments, - NPC's will require arrows even without the .ini tweak (nothing changed for people who already tweaked this in the .ini file), - Rebalanced some early game weapons (mostly reduced two handed damage, Iron/Steel/Rune/Silver), - Reworked mystical weapon damage (mostly changes to bow, low level bows damage decreased/high level bows damage increased), - Frost weapon enchantment damage reduced, slow duration increased (also applies to unique weapons), - Winter's Edge frost damage from 9 to 13, - Fire/Frost/Shock weapon enchantments now have the intended values for player enchanted gear (reduced magnitude for all of them), - Renamed "Rusty Claymore of the Frost Breath" to "Cold Night" (the original name), the weapon is now unique (only found 1 time), has a unique frost enchantment with increased slow duration, - Fixed some inconsistent armor values/weight of heavy armor, - Heavy Leather armor points increased by 40%, - NPC's have an increased bonus to heavy armor, - Completely reworked and fixed armor/weapon blueprint recipes (more consistent, crafting lower level stuff is now worth it, crafting high level stuff is harder), - Reworked the 3 crafted set recipes, they now have unique recipes (previously they all had the same requirements), - Reworked some temper recipes (some higher level armor pieces now require more expensive things), - Fixed/Balanced all the entries (about 600) of dismantle recipes (previously this was completely inconsistent/unbalanced), - Scrap Metal of an Ancient Nation only grants an ingot if it's weight is 10 or higher, reduced the ingots gained drastically, - Metal Ingot of an Ancient Nation value from 30 to 50, - Spare Parts are slightly rarer to find in the world and on vendors, - Spare Parts weight from 0.01 to 0.2, value from 2 to 3, - Defensive (Tank) ai of apparitions is slightly less defensive, - Warrior/Hybrid apparitions reduced health (-10 warriors, -5 hybrids), - Rocksolid cooldown increased from 140/130/120 to 160/150/140, - Summon Mystic Weapons cast time from 0.3 to 0.75, - Reduced the damage of Wall spells by 30% (the damage of the hazard is the same), increased cast time by 0.1, - Increased the damage of player spells by 2%, - Some small changes to the stamina cost of humanoid NPC actions, - Awakened Lost Ones (Skeletons) receive 35% less damage from non-silver arrows instead of 25%, - Reduced the health of the 2 sailors at the beginning, reduced xp gained. Enderal takes place in the land of Vyn and serves as the sequel to the previous Oblivion total overhaul mod, Nehrim. Enderal strips away everything you know about Skyrim’s story, location, assets, and characters, leaving pretty much only the game’s engine intact. Endorsed on Nexus even though I haven't completely decided whether to use it or not yet. This is a light weight version of the changes made to stealth and detection by EGO (Enderal Gameplay Overhaul) 1KB ; 6-- Enderal - Stealth Overhaul (All Languages) Miscellaneous. Enderal: Forgotten Stories is out now on Steam, making it the first Skyrim mod to launch as a (mostly) standalone game with achievements, cloud save support and even its own mod workshop. (It's actually 90 seconds), - Devious better prices from 7/12% to 7/13%, - Splinted Limbs reduced fall damage from 75% to 80%, - Concentration bow damage from 17% to 20%, stamina threshold from 75% to 80%, - Fatal Shot critical strike damage on rank II from 25% to 30%, - Perfect fit bonus light armor from 25% to 30%, - Savage Blow/Merciless power attack damage bonus from 12% to 13%, - Double Vortices now works with all power attacks as stated in the description, - Critical Hit now grants 20% critical strike damage as stated in the description (instead of 17%), - Stunning Blow fixed description (from 2 to 3 seconds), - Elemental Focus fixed description (range from 2.5/4 to 3/5, there was no damage increase but a manacost reduction), - Mental Master fixed desctiption (manaregen from 10% to 7 points), - Ambrosia arcane fever reduction from 13% to 12%, - Removed an Ambrosia from Fortress Rockwatch, - Salt value from 3 to 2, only yields 2 pieces of "Pinch of Salt" instead of 3, - Increased sprinting stamina drain weight multiplier from 0.033 to 0.04 (per weight), reduced sprinting base stamina drain from 4 to 3.95, Clothing running stamina drain pretty much unchanged, light armor increased by about 0.05-0.1 per second, heavy armor increased by about 0.3-0.55 per second, - Increased the health of some low level bears, - Increased the health of some low level wolves slightly, - Bears are slightly more aggressive in combat, - Vatyr Fire Vulnerability from 10% to 15%, - Boneshredder Fire Resistance from 40% to 45%, poison resistance from 95% to 70%, - Reduced health regeneration of food items slightly, - Rebalanced health regeneration duration on some items (mostly reduced duration), - Added the Cheese Bowl (EGO added soup) to some vendors, - Summoned weapons duration from 60 to 40, - Mystical Binding increased damage with summoned weapons from 20% to 15%, now increases duration by 50%, - Fixed the description of Skarragian Stance (values were off), - Fixed the description of Rocksolid (values were off), - Rocksolid cooldown from 160/150/140 to 160, protection from 50/60/70% to 50/65/80%, - Conditioning heavy armor weight reduction from 50% to 30%, now also applies to light armor shields, - Fury Driven health regeneration increased by 5%, - Reduced alchemy magnitude multiplier by 5%, - Ointment Lore potion effectiveness from 14/26% to 17/32%. Last Update: 27 Oct 2020. Description Discussions 0 Comments 790 Change Notes < > 790 Comments Ixion XVII [author] Oct 17 @ 5:22pm Yes, this will make the game harder. (aside from 2 spells). so the enemy can hold block forever but i cant. Last Update: 27 Oct 2020. - Fixed an oversight with frost spiders not having frost resistance (since patch 1.49), - Fixed not being able to buy from shrouded mages with low psionic/entropy, - Alyx/Devra slightly reworked (e.g. ), Removed the unnecessary description while hovering over the road signs with your mouse, Removed many messages/hints that had unimmersive/unneeded or simply too much information (this includes timers, hints in quests and many other things), Stagger and knockdown mechanics added by this mod now also affect enemies and summons, Fixed some small issues/inconsistencies all over the place and improved the structure of the mod (the english version is now a master file of the german version), Player additional health gained per level from 0.5 to 0 (this has nothing to do with the chosen attributes when leveling up), Player starting mana increased from 88 to 90, starting stamina increased from 95 to 100, Stamina treshhold for 10% damage bonus from >=70% to >=75%, Stamina treshhold for 10% damage loss from <=30% to <=25% (treshold at <=5% is the same), Many bugs with the power attack stagger fixed, it was not intended that the player can stagger every enemy with a power attack, fixed problems with staggering and the perk Unwavering, Stamina drain while sprinting slightly decreased ( from "4 + equipped weight * 0.35" to "4 + equipped weight * 0.33"), Fixed some movement related problems of enemies and when sneaking, Added new mentalism spell "Safe Fall" which negates fall damage for a short period of time, Added rank 4 of "Mage Light" (Mage Light is the projectile light spell added by this mod), Added rank 3 of "Light Beam" (Light Beam is the damage spell vs undead/ghosts added by this mod), Reimplemented/rebalanced and fixed the 3 elemental "cloak" spells (it now works on allies/NPC´s so be careful), Flash Heal cast time from 0.4 to 0.2, fever from 0.5% to 1.5%, Manacost reduced, Healing increased, Boon arcane cast time from 0.75 to 0.85, fever per second from 0.2% to 0.3%, Healing increased, Turn Undead duration from 30/35/35/35 to 15/15/15/15, level restriction from 7/14/25/35 to 7/16/27/40, Manacost decreased on Rank I/II and increased on Rank III/IV, Wall of Flame/Lightning/Frost completely rebalanced: manacost/damage/cast time is now in line with other elemental spells (they are MUCH better now), Added a description for frost spells which shows slow duration, Summoned weapons cost more mana, cast time from 0.01 to 0.3, Mark manacost from 120 to 100, Return Manacost from 120 to 125, Mindstorm, Nightmare cast time from 0.4 to 0.5, Poisonous Touch now scales with Elemental Might Perk, Summoned weapons create a sound when cast (from Silent to Loud, vanilla = Loud), fixed some possible bugs with mystical bows, Telekinesis creates a sound when cast (from Silent to Normal, vanilla = Loud), Light Beam fixed various problems with the spell, cast time from 0.1 to 0.6, replaced the hit FX, penetrates resistances, manacost increased by about 10%, damage reduced by about 7%, Divine Shield armor from 50/60/70/85/100/115 to 60/75/95/120/145/175, Dual casting increases the cast time by 10%, Slightly reduced the range of Flame Bite, Ice Breath and Life Absorption, All frost/ice based projectiles are 20% slower, Rank II elemental runes deal less damage and cost less mana (about the same dmg/mana ratio as before), Calm/Fear Rune maximal level from 25 to 30, Fear Rune duration from 15 to 10, Scrolls now have a casting time of 0.5 instead of their related spell casting time, Scroll of Lightning Rune damage from 25 to 23, Scroll of Candle Light/Mage Light now have the same magnitude as their Rank I counterpart (= more light), Fixed and rebalanced many Staffs (e.g. This includes a ton of balance changes, improvements to the ai, new gameplay mechanics, new weapons/spells/potions and much more. - Most humanoid NPC's now use similar mechanics that the player uses but with some tweaks: Humanoids loose stamina while attacking, blocking, drawing a bow etc. (these bugs were not caused by this mod), All forsaken stories content is balanced and seemlessly implemented in this mod (with a TON of small tweaks here and there), Completely removed every Psionic/Entropy book from every law abiding merchant (this is a FS feature but it is inconsistent in vanilla FS), Completely reworked the inventory from new FS wild mage merchants, Rebalanced the new mythical spells to make them more useful and special, Reworked 5 Master level spells (4 of those are from my mod) to mythical spells, Fixed some inconsistencies with spells and some other minor things, Racial abilites have slightly less impact, New main character/follower is now in line with other follower (= attackable), Added small stamina drain on unarmed attacks (for werewolves and humans), Werewolves have 25% poison resistance, reduced stamina regeneration, Human Blood/Hearts/Skulls and other human body parts no longer drop from Humans or other creatures under any condition but instead are sold by wild mage merchants and other shady merchants, Psionic/Entropic/Phasmalist/Therantropist related items have been made rarer and moved away from law abiding NPC´s, The combat ai for the phasmalist apparitions is better and more diverse (the player can pick the ai he wants), Rebalanced Apparitions, increased mana of mages and stamina of fighters, increased main stats of some appartitions to make them feel different, Recipes for Apparitions reworked, every recipe now requires bonemeal and ectoplasm depending on the class (+ soulgem and 1-2 items fitting items), Reduced Player damage by 20%, increased player weapon damage by 20%, reduced enemy damage by 10%, increased player magic damage by 15%, increased the damage of many things the player uses accordingly (poisons, talents etc. All rights reserved. It is only visible to you. It was made by SureAI and is available in German and English. Fixed the bug which caused sprinting attacks in werewolf form to cause knockback without the perk. Author: IxionXVII. Make sure to endorse the mod on the nexus mods page if … ), - The 3 "Secure Chest" added by this mod renamed to "Chest", - Fixed crashes related to spellbooks when not starting a new save with the mod, - Fixed not being able to store the blueprints added by this mod in the blueprint container, - Fixed a bug in the undercity arena quest where you couldn't damage a certain NPC, - Fixed a bug where Esme couldn't talk to the player and broke the quest, - Fixed a bug with The Experimentator which caused that he didn't cast spells, - Malachite Warhammer now needs Malachite ingot to upgrade and produces malachite when dismantled, - Bloodstained Warhammer (player version) no longer drops, - Ointment Lore increased alchemy potency from 15/28% to 14/26%, - Arcane Interference enchantment bonus from 15% to 10%, - Wise Enchanter enchantment bonus from 20/37/51% to 15/28/39%, - Starling Dummy attention radius from 200/250/300 to 150/200/250, - Portable Laboratory cooldown from 90/60/30 to 60/40/20, - Rebalanced Essence Gift, manacost increased, is now affected by manacost reduction perks, increased the scaling with mentalism, - Dreameater bonus damage for every 3 points of Psionics from 1/1.15/1.3/1.45/1.6/1.75 to 1/1.1/1.2/1.3/1.4/1.5, - Elemental cloak spells duration from 90 to 60, - Dual casting manacost modifier from 2.5 to 2.4, elementalism modifier from 2.4 to 2.3 (vanilla = 2.8), - Health potion duration increased by 1 (heal will increase by 7/11/16/21/28), - Some minor changes to Health/Mana/Stamina potions magnitudes, - Second Breath Arcane Fever from 1% to 0.75%, reduced healing by 10%, - Removed 2 placed Ambrosia from the game (one in the first temple and one in the living temple), - Ora Millendance deals less damage with her spells, - Enemies with the "Colossus" skin now wear a hammer instead of a club (e.g. It offers an immersive open world, all for the player to explore, overhauled skill systems and gameplay mechanics, and a … file size 76.8 KB. - Removed a Mead Barrel in the Frostcliff Tavern at the desk near the barkeeper (it caused some clipping issues), - Rebalanced some early game enemies (small damage/health increases), - Reduced the xp gained of some low level animals, - Reduced loot in the forgotten temple (optional starter dungeon), - Removed 24 (!!!) EGO - Enderal Gameplay Overhaul. Previously critical hit damage calculation was completely broken and random. It would be more economical if they had pinch of salt recipes. The german description stated that it only increases entropy damage, which was also wrong. All rights reserved. Enderal is a total conversion for TES V: Skyrim: a game modification set in its own world with its own landscape, game mechanics, and story. Grotesque Lost One) penetrate 30% armor with their attacks, - "Giants" (e.g. Enderal Gameplay Overhaul – EGO is a mod for The Elder Scrolls V: Skyrim, created by Ixion XVII. http://www.nexusmods.com/skyrim/mods/57859/? Qyranian: Increases Mentalism, Alchemy and Enchantment by <2>, and Stamina by <7> points. The powerful open-source mod manager from Nexus Mods. - Soul Smith Adept (for III souls) now grants your apparations a very small health regeneration. Blocken oder das Tragen von schwerer Rüstung hilft Euch dabei dies zu verhindert. last update Thursday, March 12, 2020. downloads 770. downloads (7 days) 18 Developer SureAI has confirmed that Enderal, ... that allows players to design their own homes and refreshed gameplay mechanics. In Vanilla Skyrim, this is set to 100 as a default value (for 100%). This includes a ton of balance changes, improvements to the ai, new gameplay mechanics, new weapons/spells/potions and much more. Fireball, Chaos Nova, Psionic Push etc. Enderal Gameplay Overhaul – EGO is a mod for The Elder Scrolls V: Skyrim, created by Ixion XVII.Make sure to endorse the mod on the nexus mods page if you liked it.. I´m so confused right now. frostwind does way less damage now), - Winter Skin has the same range as the other two cloaks, increased slow duration from 1 to 2, - Cloak spells reverted duration to 60 (from 45), increased mana cost again by 10%, reduced damage by 5%, - Create Illusion reduced health and reduced confidence of the illusion, changed the fx effect on the illusion, - Unstable Thoughts description changed to "The target is unable to cast spells for seconds. Spoiler drecokadabra wrote: Can you edit the recipe for anything with venison meat and bear flesh. Jespar) by 5%, - Followers now have EGO mechanics such as: heavy armor buff, mace armor penetration, axe damage boost, sword critical strike boost, - Armor values of Calia's Armor is now more appropriate (doesn't include her clothing outfit), - Humanoid NPC's (and Undead) now have EGO weapon mechanics (axe damage boost, sword critical strike boost), - Humanoid NPC's (and Undead) mace armor penetration from 50% pen and -10% dmg to 35% pen and +0% dmg (same as player), - Humanoid NPC's (and Undead) deal 5% more damage with two-handed weapons, - Qyranian Stance speed increase from 10/12.5/15% to 10/13/16%, enemy critical strike chance bonus from 30/20/10% to 30/27.5/25%, - Skaraggian Stance bonus damage from 10/13/16 to 15/20/25, increased damage taken from 25/20/15 to 25/22.5/20, - Barbarian perk description now displays the correct damage increase, Before: Increases your chance to land a critical hit on a blocking enemy by 20%%. Anyway, I got trapped early on by THREE different enemy types - Highwaymen, Wolves, and Awakened Lost Ones. Simply reload after loading your save to fix this! Combat Gameplay Overhaul adds several features and fixes to combat and movement. It offers an immersive open world, all for the player to explore, overhauled skill systems and gameplay mechanics and a dark, psychological storyline with believable characters. This is a complete overhaul of the gameplay mechanics of Enderal. - Manacost of spells is increased if you have a low skill and cast high level spells. Page 9 of 99 - Enderal - Gameplay Overhaul - posted in File topics: In response to post #42008905. Miscellaneous. Combat - Melee. This is a complete overhaul of the gameplay mechanics of Enderal. This includes a ton of balance changes, improvements to the ai, new gameplay … Combat Gameplay Overhaul adds several features and fixes to combat and movement. The way this worked previously is: Having an equipped spell increased claw damage by "magic skill of the spell * 0.33" (flat value, no percentage). Enderal's class system has three main classes: Rogue, Warrior and Mage. Enderal is a total conversion for TES V: Skyrim: a game modification set in its own world with its own landscape, game mechanics, and story. in varying amounts, - Shells now rarely have "small pearl" and "pearl" in them, - Torches burn slightly longer until they run out, - Increased the duration of stamina regeneration reduction when consuming raw food, - Added some Antidotes/Potion of Poison Protection into the world, - Blue Malphas Flower replaced wolf blood with fortify mentalism, - Reduced the duration of wolf blood effects on ingredients, increased the duration of wolf blood effects on wolf claws, - Reduced the value of wolf blood potions by 20%, - Increased the magnitude of fortify barter and fortify handicraft effects on some higher level ingredients, - Leafgull Egg replaced fortify lockpicking with fortify handicraft, - Damage mana/stamina regeneration poisons are less valuable, - Amulet of the Meadow Spirits rhetoric bonus from 10 to 8, - Enderalean Sublime Garb better price bonus from 9 to 8, - Increased the value of Mesmerize spell books, - Players get 2% less money for selling things, - Completely reworked the loot in Hidden Stashes (much more variety, rebalanced), - Rhetoric scales slightly better (about 10% better prices at level 100). #46428310 is also a reply to the same post. What happened to chest in the marketplace? Started a new play-through of Enderal's Forgotten Stories after installing the Gameplay Overhaul by Ixion (highly recommend it if you are up for a challenge). This includes a ton of balance changes, improvements to the ai, new gameplay … Electroduction completely reworked to Weathermancy: Before: Shock spells do 10 percent more damage and absorb a part of the opponent's Mana. Español - Latinoamérica (Spanish - Latin America). After: Fire spells deal 10% increased damage in sunlight, lightning spells deal 15% increased damage during rain and frost spells deal 20% increased damage during snowfall. Currently it still uses salt . The mod is heavily inspired by older RPG's (such as Gothic, Kings Field, Baldurs Gate, etc.) - Completely rebalanced pre-enchanted jewelry: Previously some lower level jewelry was stronger, cheaper and easier to find than higher level jewelry, Previously the magnitude values were completely random. Arazealean: Increases One-Handed, Two-handed and Handicraft by <2>, and Health by <5> points. Uploaded: 13 Jan 2020 . When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. This author has not provided any additional notes regarding file permissions, This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. Enter the full URL of your item or group's Polycount page, Enter the full URL of your item or group's reddit page, Enter the full URL to your item or group's Sketchfab page, This item has been removed from the community because it violates Steam Community & Content Guidelines. Rebalanced the damage done by creatures and animals again: The difference between higher and lower level creatures/animals of the same type is slightly lower, The damage curve between higher and lower level creatures/animals of the same type is now "smoothed out", Fixed damage multpliers on some creatures/animals, Reduced the damage of some creatures/animals (e.g. each high level spell book had a chance of 70% of not spawning, this has been reduced to 50%, - Renamed "Chymicum: Vigor" to "Chymicum: Vitality", - Mud Morel replaced "fortify health" with "slow" (this will make crafting paralysis poisons easier), - Increased melee range to fix some issues, - Shadow Finger now requires handicraft of 21 (as in the description), - EGO silver weapon blueprints can now be stored in the blueprint collection book, - Some small changes to the new pipe item distribution, - Slightly reworked the loot found in backpacks (more variety), - Added slightly more crafting pieces (instead of pennies) in crates/barrels, - Reduced manacost of all novice spells by about 2% (manacost values are not integers), - Increased the duration of all summoning spells by 25-30 seconds, - Increased the duration of revive from 90 to 100, - Mystic Binding summoned weapon damage from 17% to 20%, - Bonejudge increased damage to undead from 10% to 15%, - Mystical Call summon duration from 60/120% to 50/100%, - Increased the health of summoned Ghostly Wolf/Ancestor by 5%, Decreased manacost of Summon Ghostly wolf by about 2%, Updated for Patch 1.5.9.0 (with some small additional tweaks), - Fixed MANY small translation issues in the english version (thanks to Stemajzl), - Changed the value and weight of some misc items (thanks to Stemajzl), - Renamed "Awakened Lost One" to "Fleshless Lost One", - Heavy Armor stagger protection is now incremental instead of 100% protection with 3 pieces, (1 piece = 25%, 2 pieces = 50%, 3 pieces = 75%, 4 pieces = 100% // Curaiss grants some extra stagger protection // excluding shields), - Firm state perk stagger reduction from 75% to 80%, - Windrunner perk new effect: Enemies can no longer stagger you while sprinting. 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