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上古卷轴5:重置版MOD 巫师和术士 - 完全彻底改革

上古卷轴5:重置版MOD 巫师和术士 - 完全彻底改革

发布用户:bity_1700368256发布类型:转载

原创作者:Victorious Psyon所在平台:互联网

发布日期:2023-06-28 12:39:05更新日期:2024-10-27 00:58:30

是否开源:否是否免费:是

审核人员:甜面酱(违规侵权资源,点击直接联系可快速删除!)

模组标签:功能脚本运行环境:上古卷轴5:重置版

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MOD介绍:

巫师和术士

把纸笔魔法带到天边

特征

不要再慢慢地给Magicka充电了!取而代之的是每天的拼写槽系统(详细信息如下!)

全新的咒语列表!有120个新咒语!

新的额外福利和重修的技能树。

经典的纸笔游戏在天空中生机勃勃!

不再尴尬地等待Magicka在战斗中充电!

导言

在天边当巫师是一项艰苦的工作。他们花了很多时间绕着圈跑(通常是在尖叫的时候),作为他们珍贵的Magicka以蜗牛般的速度充电的气味。他们眼睁睁地看着他们的战士朋友,因为他们很快就会用他们的龙骨大刀来对付他们。唉,巫师们只能靠抛火来自娱自乐,这会造成潮湿的唾沫球所造成的一切伤害。

巫师们欢欣鼓舞!你不再被那个残忍的蓝情妇马吉卡束缚住了!巫师和术士完全消除了Magicka,而是使用了由笔和纸RPG启发的每日法术槽系统!它允许使用更多的树皮和大量的咬合来代替香草法术列表,以确保每个施法者都感觉到重要和有影响!

什么是咒语槽?

对于不熟悉钢笔和纸RPG的玩家来说,拼写槽可能是一个新概念。让我们来分析一下它们的工作原理:

W&W中的每一个法术都有一个异能等级,介于1-8之间。我们称其为“拼写水平".

例如,“燃烧之手”是一个简单的一级毁灭法术,但是“闪电骑士”是一个非常强大的8级毁灭法术。

你,玩家,对每个法术等级都有一定数量的可用槽,或者你的“最大咒语槽".

开始时,最多只能有一个1级插槽。每当你升级并选择Magicka奖金时连铸机水平增加1!作为你的连铸机水平增加你会得到更多最大咒语槽最终解锁更高级别的插槽。

施放一个法术将花费法术等级的一个时段(而不是Magicka)。如果你没有当前拼写槽可用正确的等级,你不能施展法术。

每当你在床上睡至少8小时你将刷新你的当前咒语槽与你的最大咒语槽!

有一些特殊的0级法术,叫做短途旅行。你总是可以短途旅行免费!

还很困惑吗?示范时间!

阿卜杜勒·阿德里安是个帝王。他10级,只选了Magicka奖金,所以他连铸机水平也是10!一个连铸机水平10人中,他最多可达到:

9个一级插槽

6个二级插槽

2个三级槽

阿布德尔刚从8小时的小睡中醒来,所以他当前咒语槽和他的一样最大咒语槽!

他看到一只狼,用火球杀死它,这是三级法术。他现在还有一个剩余的3级法术位置。

他看到另一只狼,用另一只火球杀死它(如果它还没坏,就不要修理它)。他已经没有三级法术了。

一个小时后,阿卜杜勒遇到了一个守护神和恐慌,因为他不能再投火球(只有休息后恢复法术槽)!他尽可能快地发射6个燃烧球(这是二级法术)。现在他已经没有2级法术了。

Abdel只剩下9个1级的位置,所以他施放燃烧的手(一级法术),幸运的是,它完成了这个守护者。他还有8个1级位置。

Abdel洗劫了地窖,然后跑回城里小睡了8个小时,这样他就可以恢复他所有的法术槽了!他把他们都带回来了,准备好下一个地牢了!

拼写列表

在某些法术中有一些“特殊”效果需要注意:

简单的治疗法术已经被正能量和负能量:

正能量治疗活物,伤害不死生物。

负能量伤害活物治疗不死生物。

有些法术要求目标制造存钱,否则会发生一些不好的事情(这个坏东西在咒语中被定义)。

一个30级玩家在25级守卫中施展幻影杀手(见下文)。卫兵有25%的扑救率。如果他不这么做,他会死的。

相同等级的目标(总等级,而不是施法者等级!)因为玩家有一个50%成功的机会存钱或者“拯救”。

对于玩家和目标之间的每个等级的差异,使扑救的机会增加或减少5%.

注意,目标总是至少有一个5%拯救的机会。

以下是所有的符咒包括在W&W,因为新的法术槽系统,这些得到了更多的*奥姆*比香草法术。

坎特里什

耀斑-改变-从施法者的指尖射出无害的光球。持续到180几秒钟。

轻舞-改变-创造一个发光的光球围绕着施法者跳舞180几秒钟。

法师之手-更改-施法者将手指指向一个物体,可以随意移动。物品可因轻微损坏而抛出。

冰霜之光-毁灭-轻微的霜冻4每秒伤害点对生命值和耐力的影响。应用10%对目标慢慢来。每个演员只能持续到4几秒钟。

透视-幻觉-显示当前目标的路径。可维持最多可达10一次几秒钟。

稳定-恢复-通道6每秒进入施法者身体的正能量点。浓度可维持在5几秒钟。

一级

果肉-改变-提高施法者的装甲等级40分4几分钟。

唐老鸭-改建-在目标脚周围产生一团腐蚀性污泥。慢动65%为8几秒钟。雪橇受到魔法阻力的影响。

装订匕首-魔咒-召唤一个超平面的匕首6损坏(9与神秘绑定)。它消失之后4几分钟。

灵魂陷阱,小魔咒-如果目标在15几秒钟,填满灵魂的宝石。

召唤幽灵狼-符咒-把一个较小的平面精神绑起来3几分钟。当它的物质形态被击败时,灵魂将保卫施法者并返回它的主平面。

燃烧的手-毁灭-从你的指尖喷出一团炽热的火焰10每秒点数最多可达4几秒钟。目标将继续燃烧。

冷锥-破坏-造成一个极端寒冷的区域,起源于你的手,向外延伸在一个圆锥体中,达到以下目的4几秒钟。它排出热量处理10每秒伤害点对生命值和耐力的影响。应用50%对目标慢慢来。

雷暴-毁灭-释放出一股能量流10每秒对生命值和Magicka的冲击伤害点达到4几秒钟。

血水蛭-毁灭-(仅限于吸血鬼)强迫一滴血离开凡人受害者的血管并吸收到你自己的血液中。水蛭6每秒健康点至5几秒钟。

假发-幻觉- 静默在250脚。能分散附近敌人的注意力。

英雄主义,小-幻想-给一个活着的目标注入勇气。主体不会从战斗中逃跑25额外的健康和耐力60几秒钟。

影子-幻象- 静默在施法者周围创建一个小的折射场2几分钟。实际上光会伤害施法者的潜行40%比平常少。

治愈伤口,轻(自我/触摸)-修复-连铸机快速通道30正能量点进入他/她的身体或目标的身体。

造成创伤,轻(自我/触摸)-修复-连铸机快速通道30负能量点进入他/她的身体或目标的身体。

免受邪恶的伤害在施法者周围创造一个正能量缓冲器2几分钟。抵挡第一5对任何身体攻击的伤害不死袭击者。

2级

发现生命,更小的改变-静默地探测内在生物的积极能量特征40脚。持续到1分分钟。

呼吸-改变-施法者可以自由地呼吸水5几分钟。

绑剑-符咒-召唤出一把超平面的剑10损坏(13与神秘绑定)。它消失之后4几分钟。

召唤火焰阿特罗纳赫-符咒-召唤火焰3几分钟。

复活的死神,较小的使尸体复活,达到水平6为你而战4几个小时。

燃烧球-毁灭-一个燃烧的火球,它在撞击处产生强烈的热量。65伤害点。目标将燃烧以获得额外的伤害。

冰矛-毁灭-从你的指尖跳出来的纯粹的冷能量的锐利片段。与目标接触时,它进行交易60霜点对生命值和耐力的伤害,并应用一个50%慢慢来3几秒钟。

闪电-毁灭-释放出强大的电能60对生命值的冲击伤害和对Magicka的一半伤害。

引起恐惧,小幻象-生物和人达到水平10逃避战斗30几秒钟。

疯狂的幻觉,小幻觉-一个达到水平的单一的活生生的主体7会攻击附近的任何东西30几秒钟。

影子武器,小幻象-其他人认为施法者的武器比他们真正的致命。加2所有武器(和拳头)基础伤害的伤害点。不会和其他暗影武器法术叠加在一起。持续到2几分钟。这个咒语沉默.

消失-幻觉- 静默当施法者集中注意力时,将光线弯曲,有效地变成看不见。焦点可维持最多可达15几秒钟。

治愈伤口,中度(自我/触觉)-修复-连铸机快速通道65正能量点进入他/她的身体或目标的身体。

造成的创伤,中度(自我/触觉)-修复-连铸机快速通道65负能量点进入他/她的身体或目标的身体。

法术盾,小恢复-创造一个纯力的屏障,无害地驱散任何来袭的敌对魔法。吸收后会破裂60伤害点。可持续至8几秒钟。

三级

发现亡灵,较小的改变- 静默探测内在不死生物的负能量信号40脚。持续到1分分钟。

石肉-改变-提高施法者的装甲等级60分4几分钟。

抓住人,触摸-改变-短暂地凝固目标中的重要液体类人有触觉的身体。活生生的人形动物被严格地抱在一起3几秒钟。持续时间被Magicka抗性改变。

灵魂陷阱-符咒-如果目标在30几秒钟,填满灵魂的宝石。

火球-毁灭-从施法者的手指上产生一个发光的火焰珠。在燃烧的爆炸中与物体接触时引爆80损坏点15脚半径。受害者将继续燃烧以获得更多的伤害。

冰击-毁灭-制造出碎屑状的冰条,从施法者的手中在一个球体中爆炸。条子交易80霜点对生命和耐力的伤害20施法者的脚。应用50%慢慢来5几秒钟。

血腥的眼泪-毁灭-(只有吸血鬼)推动你被诅咒的血的球体在你的血管中燃烧。凡人以生命的本质回到你身边。排水沟60健康点。

禁止暴力,小幻想-生活科目达到水平10会听从你的命令避免暴力30几秒钟。对这一主题的侵略将否定这一影响。

英雄主义-幻想-把所有的生命目标灌输给30脚半径非常勇敢。目标不会逃离战斗50额外的健康和耐力60几秒钟。

马弗-幻象-你移动得更安静3几分钟。

治愈伤口,严重(自我/触摸)-修复-连铸机快速通道100正能量点进入他/她的身体或目标的身体。

造成严重创伤(自我/触碰)连铸机快速通道100负能量点进入他/她的身体或目标的身体。

4级

探测生命-改变-静默检测内生物的正能量特征100脚。持续到1分分钟。

铁肉-改变-提高施法者的装甲等级80分4几分钟。

解雇强行将任何令人发狂的生物从奥布利翁的嘴中送回来。

复活死神-使尸体复活,达到水平14为你而战4几个小时。

召唤弗罗斯特·阿特罗纳赫-符咒-召唤一场霜冻3几分钟。

灵魂陷阱,大魔咒-如果目标在90几秒钟,填满灵魂的宝石。

燃烧-破坏-在200双脚熊熊交易120火损3几秒钟。

静态放电-销毁-使单个目标通电100双脚交易100给Magicka造成了一半的电力损失。这个法术可以快速施放。

引起恐惧-幻觉-生物和人达到水平20逃避战斗24几秒钟。

疯狂的幻觉-一个达到水平的单一的活生生的主体14会攻击附近的任何东西24几秒钟。

影子武器-幻象-其他人认为施法者的武器比他们真正的致命。加5所有武器(和拳头)基础伤害的伤害点。不会和其他暗影武器法术叠加在一起。持续到2几分钟。这个咒语沉默.

治愈伤口,危重(自我/触觉)-修复-连铸机快速通道140正能量点进入他/她的身体或目标的身体。

造成严重创伤(自我/触碰)-修复-连铸机快速通道140负能量点进入他/她的身体或目标的身体。

法术盾牌-恢复-创造一个纯力的屏障,无害地驱散任何来袭的敌对魔法。吸收后会破裂90伤害点。可持续至10几秒钟。

5级

血凝块-改变-增强施法者的血液,使其在创伤点像石头一样瞬间变硬。抵挡第一10每一次物理攻击的伤害点5几分钟。

发现亡灵-改变- 静默探测内在不死生物的负能量信号100脚。持续到1分分钟。

迷宫-符咒-暂时将一个目标驱逐到Oblivion的迷宫中。受害者会找到出路18几秒钟。

灵魂监狱-魔咒-束缚着所有主体的灵魂40脚。如果目标在120几秒钟,填满灵魂的宝石。

闪电链-毁灭-造成毁灭性的放电120对生命造成冲击伤害,对内敌方目标造成一半伤害40足尖。

萨沃斯的转变-毁灭-施法者将原始的破坏力灌输给他/她自己,并成为一台战斗机器。增加生命和耐力100。施法者摆动武器两次一样快,但是不能使用魔法在转变的时候。持续到60几秒钟。

禁止暴力-幻觉-生活科目达到水平20会听从你的命令避免暴力24几秒钟。对这一主题的侵略将否定这一影响。

幻影杀手-幻觉- 静默创造一个想象中最可怕的生物的幻象,在一个目标的头脑中。150脚。它必须存钱不相信幻象或忍受致命性心脏病发作龙、不死人和机器对此法术免疫。

能量缓冲-恢复-围绕着施法者的能量否定的强烈光环。抵挡第一10火力点、霜冻点或冲击伤害点,来自每一个敌方法术。3几分钟。

死而复生-恢复-发射一个神圣的能量球。被击中的亡灵受难100魔法伤害点,必须立即保存被杀.

第6级

发现生命,更大的改变- 静默检测内生物的正能量特征200脚。持续到1分分钟。

肉身-改变-提高施法者的装甲等级100分4几分钟。

重力弓-符咒-召唤一个强大的长弓14损坏(18与神秘绑定)。弓使用装备好的箭,但不消耗它们。弓箭击中的目标必须存钱或者是绊倒。弓在那之后消失了2几分钟。

复活的死神,大魔咒-使尸体复活,达到水平24为你而战4几个小时。

召唤风暴Atronach-符咒-召唤一场风暴3几分钟。

冰冻的拳头-毁灭-创造一个强大的冰碎片,爆炸在30脚半径170伤害点和精力的一半。使目标减速50%为4几秒钟。

电传-毁灭-通过在目标内部传送而撕开一个目标。交易220对目标造成不可抵抗的伤害。如果它还活着,施法者100无法抵抗的伤害。目标必须在200脚。

红河-毁灭-(仅限吸血鬼)喷出一个更强力的血球,在撞击时粉碎并浸湿所有的血球。凡人在20脚半径。排水沟75每个受害者的健康点。

引起恐惧,更大的错觉-生物和人达到水平30逃避战斗18几秒钟。

疯狂的幻觉,更大的幻觉-一个达到水平的单一的活生生的主体21会攻击附近的任何东西18几秒钟。

影子武器,更大的幻象-其他人认为施法者的武器比他们真正的致命。加8所有武器(和拳头)基础伤害的伤害点。不会和其他暗影武器法术叠加在一起。持续到2几分钟。这个咒语沉默.

治疗(自我/触摸)-恢复-连铸机快速通道250正能量点进入他/她的身体或目标的身体。

伤害(自我/触摸)-恢复-连铸机快速通道250负能量点进入他/她的身体或目标的身体。

法术盾,大恢复-创造一个纯力的屏障,无害地驱散任何来袭的敌对魔法。吸收后会破裂120伤害点。可持续至12几秒钟。

第7级

地幔转换-使身体伤害完全不受伤害12几秒钟。该法术持续时间短,施放时间短,可以在激烈的战斗中施放。

发现亡灵,更大的改变- 静默探测内在不死生物的负能量信号200脚。持续到1分分钟。

混沌锤-魔咒-借用Sheogorath的力量,用一个可怕的纯粹混乱能量的锤子召唤一个梦魇。它将袭击地球,推动生物进入地球。40脚半径进入空中交易180绕过的魔法伤害。

迷宫,大魔咒-暂时驱逐所有目标25脚尖指向一个迷宫的Oblivion。目标会找到出路18几秒钟。

解体-毁灭-薄薄的绿色光线从施法者的指尖发出。任何被射线触碰的生物300魔法伤害点。如果它死了,它就会完全分解。

斥力-破坏-创造一种强大力量的光环30脚绕着施法者,持续到20几秒钟。进入光环的敌对目标50武力伤害。他们也必须存钱猛抛很远的距离。目标不受排斥力的影响20几秒钟后受到影响。

禁止暴力,更大的幻想-生活科目达到水平30会听从你的命令避免暴力18几秒钟。对这一主题的侵略将否定这一影响。

权力词:眩晕-幻觉-连铸机静默说出一句有力的话,立即石化任何目标生物15几秒钟。只影响目标350健康或更少。否则这个法术是无法抵抗的。

Jagar Tharn的可怕的枯萎-恢复-蒸发水敌视, 活的导致肉碎裂成尘埃的目标。交易200对内部目标的魔法伤害35一个点的脚,增加他们所受的所有物理伤害。25%为10几秒钟。

暴晒-恢复-发射一个神圣的光环,爆炸在50脚半径。受影响的亡灵220正能量损伤点。吸血鬼也必须拯救或成为烧成灰.

第8级

时间停止-更改-这个咒语似乎使每个人的时间停止流动,除了你18几秒钟。事实上,你的速度如此之快以至于所有其他生物看起来都冻僵了。施法者和他/她的行为在此期间不会被注意到。

世界潮流-改变-施法者使任何一种自然地形在他/她脚下涌动,并安全地将他/她推到很远的地方。3几分钟。只有工作时间户外.

灾难的黑刃-魔咒-创建一个叶片形状的,超薄的平面裂缝,作为一个难以置信的强大的剑3几分钟。裂痕交易20伤害每一击(24(具有神秘约束力)和无视所有的盔甲和无法阻止。持用者重获2每秒钟健康。每一击都有一个15%的机会偷20受害者的健康状况。

复仇-征服-注入所有尸体60施法者的脚带着消极的能量和对生命的憎恨。它们产生于腐蚀轮它会攻击所有其他人活目标为3几分钟或直到战败。幽灵不会被计算到召唤的极限。

流星群-毁灭-创造4巨大的燃烧的石头,从天空中划来撞击一个目标的位置。每一块石头都会爆炸75火灾点50脚。这个法术会伤害施法者。只起作用户外.

冰之心-毁灭-体现了元素霜的力量12几秒钟。辐射状25每秒钟对所有目标的生命值和耐力的伤害点35拖住他们的脚步50%。连铸机抵抗80%持续的霜冻伤害。

乘着闪电-毁灭-转化为纯电,立即在目标点实现120离我很远。交易90对生命的电伤害,对内所有目标的伤害,只有Magicka的一半。30关键是脚。可以重铸另外两次在一个很短的窗口里施法者的反应能力大大提高。

达恩的折磨-毁灭-(仅限于吸血鬼)诅咒凡人的痛苦曾经为安达伊家族所知。受害者25这个邪恶的球体的脚被抽干了30每秒钟保持健康和耐力6几秒钟。

权力词:杀戮-幻象-连铸机静默说出一句能立即杀死或摧毁目标生物的力量。只有有效地对付300目前的健康状况或者更差。否则这个法术是无法抵抗的。

奇怪-幻觉- 静默创造想象中最可怕的生物的幻影敌对目标内30英尺。每一学科必须存钱不相信幻象或忍受致命性心脏病发作成功仍是石化由于对.的恐惧5秒。龙、不死人和机器对此法术免疫。

圣洁-恢复-保佑周围40足部有正能量。在被祝福的土地上的生物接受25每秒正能量点。祝福为10几秒钟。

亵渎-恢复-充满周围40负能量足部。被亵渎土地上的生物接受25每秒负能量点。诅咒持续10几秒钟。

咒语豁免-恢复-使施法者对任何类型的魔法伤害完全免疫8几秒钟。这个法术的低施放时间和持续时间使得它可以在激烈的战斗中施放。

连铸机料位表

下面是一个表,该表显示了一个字符具有特定值的最大法术槽数。连铸机水平会有。

字符开始于连铸机水平1.每次你在升级时选择Magicka奖金,你的连铸机水平增加1。

01:  1 / 0 / 0 / 0 / 0 / 0 / 0 / 0

02:  2 / 0 / 0 / 0 / 0 / 0 / 0 / 0

03:  3 / 0 / 0 / 0 / 0 / 0 / 0 / 0

04:  4 / 0 / 0 / 0 / 0 / 0 / 0 / 0

05:  5 / 1 / 0 / 0 / 0 / 0 / 0 / 0

06:  6 / 2 / 0 / 0 / 0 / 0 / 0 / 0

07:  7 / 3 / 0 / 0 / 0 / 0 / 0 / 0

08:  8 / 4 / 0 / 0 / 0 / 0 / 0 / 0

09:  9 / 5 / 1 / 0 / 0 / 0 / 0 / 0

10:  9 / 6 / 2 / 0 / 0 / 0 / 0 / 0

11:  9 / 7 / 3 / 0 / 0 / 0 / 0 / 0

12:  9 / 8 / 4 / 0 / 0 / 0 / 0 / 0

13:  9 / 8 / 5 / 1 / 0 / 0 / 0 / 0

14:  9 / 8 / 6 / 2 / 0 / 0 / 0 / 0

15:  9 / 8 / 7 / 3 / 0 / 0 / 0 / 0

16:  9 / 8 / 7 / 4 / 0 / 0 / 0 / 0

17:  9 / 8 / 7 / 5 / 1 / 0 / 0 / 0

18:  9 / 8 / 7 / 6 / 2 / 0 / 0 / 0

19:  9 / 8 / 7 / 6 / 3 / 0 / 0 / 0

20:  9 / 8 / 7 / 6 / 4 / 0 / 0 / 0

21:  9 / 8 / 7 / 6 / 5 / 1 / 0 / 0

22:  9 / 8 / 7 / 6 / 6 / 2 / 0 / 0

23:  9 / 8 / 7 / 6 / 6 / 3 / 0 / 0

24:  9 / 8 / 7 / 6 / 6 / 4 / 0 / 0

25:  9 / 8 / 7 / 6 / 6 / 5 / 1 / 0

26:  9 / 8 / 7 / 6 / 6 / 6 / 2 / 0

27:  9 / 8 / 7 / 6 / 6 / 6 / 3 / 0

28:  9 / 8 / 7 / 6 / 6 / 6 / 4 / 0

29:  9 / 8 / 7 / 6 / 6 / 6 / 5 / 1

30:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 2

31:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 3

32:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 4

33:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 5

34:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 6

津贴

W&W增加了许多新的额外技能,并重新设计了现有的,以适当地平衡新的法术列表。值得注意的是,香草新手/学徒/熟练/专家/大师津贴已被专门为某所学校提供额外技能的新津贴所取代。

例如,如果你有6个四级法术槽和一个额外的6级毁灭槽,只要其中一个是毁灭法术,你就可以施放7个6级法术!你可以在每所学校的每一等级都有一个额外的40段额外的每日咒语!

种族

对最神奇的比赛进行了修改,以便与W&W进行良好的比赛:

高精灵

接收加成法术槽:

2x一级插槽

1.5x二级槽(四舍五入)

1.25x三级槽(四舍五入)

50%的易受冲击性

25%易受Magicka影响的脆弱性(如瘫痪)

布列塔尼人

治疗效果对你的药水和法术都有15%的强化效果(对圣骑士角色来说很棒!)

小调整

万棱镜

吸血鬼玩家将获得4个等级1,2,6和8级的额外毁灭法术。在没有血液的情况下,每一阶段的进展都会从你的名单中移除最高的剩余法术。

这可能导致W&W与其他吸血鬼MODS发生冲突,因此也增加了一些生活质量的变化:

对太阳和火的虚弱随着饥饿的发展而增加。

对霜冻的抵抗力随着饥饿的发展而下降。

火/霜弱/阻数值略有变化。

一般情况下,吸血鬼饥饿时会变弱。记得每天吃早餐!

任务

任务(和任务奖励)已经被修改为使用W&W法术而不是香草法术。有时,必须做一些奇怪的改变,以确保扑救永远不会软锁,例如在托尔夫迪尔的课上给球员一个临时的病房坎特之旅。

药水

香草还原魔法药水已被修改,以恢复法术槽(最多可达您的最大数量)。玩家制作的药水没有被修改过,除了出售没有任何用处。

安装及指示

所需

W&W不需要任何其他东西,除了一个合法版本的Skyrim:特别版(标准版不起作用)。您不需要脚本扩展程序,虽然W&W仍然可以运行,如果您有它。

指令

只需将.esp和.bsa文件放到SKSE\Data文件夹中,并在下次启动Skyrim时将mod标记为“已启用”。

W&W最有可能在你拥有的任何“补丁”MOD之后直接加载(比如非官方的SkyRIM修补程序)。如果你发现你无法开始一个新的游戏,试着移动W&W接近你的负载顺序顶部。

新字符

建议您只对新字符使用W&W。安装W&W之前所使用的字符并不是官方支持的,但是它可能需要付出一点努力才能工作。一定要使用“移除法术”的力量来移除你的角色所拥有的任何非W&W法术(见下文)。

兼容性

W&W与其他添加新法术的MODS不兼容。非W&W法术不会在法术槽系统中发挥作用,并且将正常消耗Magicka。保留这些法术会使你的角色被难以置信地压倒。

W&W可能与修改魔法特惠树的MODS不兼容。

W&W可能与修改vamprism的MODS不兼容。如果你经历了这样一个模式的问题,试着改变W&W的相对顺序和冲突的vamprism模式。

W&W可能与修改开始任务的MODS有一些小冲突,但是这些冲突不应该对游戏有很大的影响。例如,将W&W加载到“另一个生命”中,将导致以法术开始的比赛没有这些法术。在W&W之后加载这样的MODS。

卸载

W&W有一个游戏中的能力,允许您卸载模块,从库存中删除所有W&W法术。如果要卸载,请确保手动清除所有W&W咒语。卸载将允许您发挥您的W&W字符与另一个神奇的模式或香草天边。

问题与奇谈怪论

大多数与魔法相关的效果都没有被修改(例如“毁灭法术花费X%,或者增加最大魔法值Y)。这增加了W&W与其他MODS的兼容性,但使这些物品只用于出售。”

在这个世界上,你很少会遇到香草咒语。你可以通过“移除法术”能力从你的列表中删除这个法术。这通常是由相互冲突的MODS引起的。

当施放一个没有必要法术槽的法术时,该法术的部分或全部视觉效果仍可能发生。

——

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Wizards & Warlocks

Bring pen-and-paper magic to Skyrim

Features

No more slowly recharging magicka! Instead there is a daily spell slot system (details below!)

A brand new spell list! There are 120 fresh new spells!

New perks and heavily reworked skill trees.

Classic pen & paper gameplay comes to life in Skyrim!

No more awkwardly waiting for magicka to recharge during combat!

Introduction

Being a wizard is a hard job in Skyrim. They spend a lot of time running around in circles (usually while screaming) as their precious magicka recharges at the snailish speed of smell. They look upon their warrior friends with great envy as they quickly cleave through bossfights with their dragonbone greatswords. Alas, wizards are left to entertain themselves by casting firebolts with all the damage of a moist spitball.

Wizards rejoice! No longer are you shackled to the cruel blue mistress that is magicka! Wizards & Warlocks completely removes magicka and instead uses a daily spell slot system inspired by pen & paper RPGs! It allows for spells with much more bark and a whole lotta bite to replace the vanilla spell list to make sure that each cast feels important and impactful!

What are Spell Slots?

For players who aren't familiar with pen & paper RPGs, spell slots are probably a new concept. Let's break-down how they work:

Each spell in W&W has a power level, somewhere between 1-8. We call this power level the "spell level".

For example, "Burning Hands" is a simple level 1 destruction spell, but "Ride the Lightning" is an extremely powerful level 8 destruction spell.

You, the player, have a certain maximum number of slots available for each spell level, or your "maximum spell slots".

You will start with a maximum of only a single level 1 slot. Whenever you level-up and select a magicka bonus your caster level increases by 1! As your caster level increases you'll get more maximum spell slots and eventually unlock higher levels of slots.

Casting a spell will cost one slot of the spell's spell level (instead of magicka). If you don't have a current spell slot available of the correct level, you can't cast the spell.

Whenever you sleep in a bed for at least 8 hours you will refresh your current spell slots to equal your maximum spell slots!

There are a few special level 0 spells, called cantrips. You can always cast cantrips for free!

Still confused? Example time!

Abdel Adrian is an Imperial. He's level 10 and only selected magicka bonuses, so his caster level is also 10! A caster level of 10 gives him a maximum of:

9 level 1 slots

6 level 2 slots

2 level 3 slots

Abdel just woke up from a refreshing 8 hour nap, so his current spell slots are the same as his maximum spell slots!

He sees a wolf and kills it with a fireball, which is a level 3 spell. He now has 1 remaining level 3 spell slot.

He sees another wolf and kills it with another fireball (if it ain't broke don't fix it). He's all out of level 3 spell slots.

An hour later Abdel runs into a dragur lord and panics because he can't cast any more fireballs (spell slots only recovered after resting)! He fires 6 flaming spheres (which are level 2 spells) as quickly as he possibly can. Now he's all out of level 2 spell slots.

Abdel only has 9 level 1 slots remaining, so he casts burning hands (a level 1 spell) which, fortunately, finishes-off the dragur. He's got 8 level 1 slots remaining.

Abdel loots the crypt then runs back into town for an 8 hour nap so that he can recover all of his spell slots! He's got them all back and is ready for the next dungeon!

The Spell List

There are a few "special" effects in certain spells that should be noted:

Simple healing spells have been replaced by positive energy and negative energy:

Positive Energy heals living creatures and harms undead creatures.

Negative Energy harms living creatures and heals undead creatures.

Some spells require that targets make a save, or else something bad happens (what that bad thing is is defined in the spell).

Example: A level 30 player casts Phantasmal Killer (see below) at a level 25 guard. The guard has a 25% of making the save. If he doesn't, he will die.

A target that is the same level (total level, NOT caster level!) as the player has a 50% chance of succeeding at the save, or "making the save".

For each level of difference between the player and the target the chance for making the save increases or decreases by 5%.

Note that a target will always have at least a 5% chance to make a save.

Below are all of the spells included in W&W. Because of the new spell slot system, these get to have a lot more *oomph* than the vanilla spells.

Cantrips

Flare - Alteration - Shoots a harmless sphere of light from the caster's fingertip. Lasts for 180 seconds.

Dancing Light - Alteration - Creates a glowing sphere of light that dances around the caster for 180 seconds.

Mage Hand - Alteration - Caster points his/her finger at an object and can move it at will. Objects can be thrown for minor damage.

Ray of Frost - Destruction - A minor ray of frost that deals 4 points of damage per second to Health and Stamina. Applies a 10% slow to targets. Each cast can only last up to 4 seconds.

Clairvoyance - Illusion - Shows the path to the current goal. Can be maintained for up to 10 seconds at a time.

Stabilize - Restoration - Channel 6 points of positive energy into the caster's body per second. Concentration can be maintained for up to 5 seconds.

Level 1

Oakflesh - Alteration - Improves the caster's armor rating by 40 points for 4 minutes.

Tanglefoot - Alteration - Launch a caustic sludge that tangles around the feet of a target. Slows movement by 65% for 8 seconds. The sledge is affected by magical resistance.

Bound Dagger - Conjuration - Conjure an extra-planar dagger that deals 6 damage (9 with Mystic Binding). It vanishes after 4 minutes.

Soul Trap, Lesser - Conjuration - If target dies within 15 seconds, fills a soul gem.

Summon Phantom Wolf - Conjuration - Bind a lesser extra-planar spirit for 3 minutes. The spirit will defend the caster and return to its home plane when its material form is defeated.

Burning Hands - Destruction - A cone of searing flame shoots from your fingertips dealing 10 points per second for up to 4 seconds. Targets on fire will continue to burn.

Cone of Cold - Destruction - Creates an area of extreme cold, originating at your hand and extending outward in a cone for up to 4 seconds. It drains heat dealing 10 points of damage per second to Health and Stamina. Applies a 50% slow to targets.

Lightning Storm - Destruction - Release a torrent of electrical energy that deals 10 points of shock damage to Health and Magicka per second for up to 4seconds.

Blood Leech - Destruction - (Vampire only) Coerce droplets of blood to leave a mortal victim's veins and absorb them into your own blood stream. Leeches 6 points of health per second up to 5 seconds.

Earwig - Illusion - Silently create an illusory noise at a target location within 250 feet. Can distract nearby enemies.

Heroism, Minor - Illusion - Imbues a single living target with bravery. Subject will not flee from combat and gets 25 extra health and stamina for 60seconds.

Shadow - Illusion - Silently create a minor refractive field around the caster for 2 minutes. While in effect light harms the caster's sneaking 40% less than normal.

Cure Wounds, Light (self/touch) - Restoration - Caster quickly channels 30 points of positive energy into his/her body or the body of a target.

Inflict Wounds, Light (self/touch) - Restoration - Caster quickly channels 30 points of negative energy into his/her body or the body of a target.

Protection from Evil - Restoration - Create a buffer of positive energy around the caster for 2 minutes. Resists the first 5 damage of any physical attack by undead attackers.

Level 2

Detect Life, Lesser - Alteration - Silently detect the positive energy signatures of living creatures within 40 feet. Lasts for 1 minute.

Waterbreathing - Alteration - The caster can breathe water freely for 5 minutes.

Bound Sword - Conjuration - Conjure an extra-planar sword that deals 10 damage (13 with Mystic Binding). It vanishes after 4 minutes.

Summon Flame Atronach - Conjuration - Summon a flame atronach for up to 3 minutes.

Reanimate Dead, Lesser - Conjuration - Reanimate a corpse of up to level 6 that will fight for you for 4 hours.

Flaming Sphere - Destruction - A burning globe of fire that creates intense heat at its point of impact dealing 65 points of damage. Targets will burn for additional damage.

Ice Spear - Destruction - Materialize a sharp fragment of pure cold energy that leaps away from your fingertip. Upon contact with a target it deals 60 points of frost damage to Health and Stamina and applies a 50% slow for 3 seconds.

Lightning Bolt - Destruction - Release a powerful stroke of electrical energy that deals 60 points of shock damage to Health and half of that to Magicka.

Cause Fear, Lesser - Illusion - Creatures and people up to level 10 flee from combat for 30 seconds.

Mad Hallucination, Lesser - Illusion - A single living subject up to level 7 will attack anything nearby for 30 seconds.

Shadow Weapons, Lesser - Illusion - Others perceive the casters' weapons as more deadly than they truly are. Adds 2 points of damage to the base damage of all weapons (and fists). Does not stack with other shadow weapon spells. Lasts for 2 minutes. This spell is silent.

Vanish - Illusion - Silently bend light around the caster while he/she concentrates, effectively becoming invisible. Focus can be maintained for up to 15seconds.

Cure Wounds, Moderate (self/touch) - Restoration - Caster quickly channels 65 points of positive energy into his/her body or the body of a target.

Inflict Wounds, Moderate (self/touch) - Restoration - Caster quickly channels 65 points of negative energy into his/her body or the body of a target.

Spell Shield, Lesser - Restoration - Creates a barrier of pure force that harmlessly dissipates any incoming hostile magics. It will break after absorbing 60points of damage. Lasts for up to 8 seconds.

Level 3

Detect Undead, Lesser - Alteration - Silently detect negative energy signatures of undead within 40 feet. Lasts for 1 minute.

Stoneflesh - Alteration - Improves the caster's armor rating by 60 points for 4 minutes.

Hold Person, Touch - Alteration - Briefly solidify the vital fluids in a target humanoid's body with a touch. Living humanoids are held rigidly for 3 seconds. The duration is modified by magicka resistance.

Soul Trap - Conjuration - If target dies within 30 seconds, fills a soul gem.

Fireball - Destruction - Generates a glowing bead of fire that streaks from the caster's finger. Detonates upon contact with an object in a fiery explosion for 80 points of damage in a 15 foot radius. Victims will continue to burn for additional damage.

Cold Ice Strike - Destruction - Creates a shredding flurry of ice slivers, which blast from the caster's hands in a sphere. The slivers deal 80 points of frost damage to Health and Stamina to those within 20 feet of the caster. Applies a 50% slow for 5 seconds.

Bloody Tears - Destruction - (Vampire only) Propel an orb of your cursed blood to burn through the veins of your mortal victim and return to you with vital essence. Drains 60 points of health.

Forbid Violence, Lesser - Illusion - Living subjects up to level 10 will obey your command to refrain from violence for 30 seconds. Aggression toward the subject will negate this effect.

Heroism - Illusion - Imbues all living targets in a 30 foot radius with great bravery. Targets will not flee from combat and get 50 extra health and stamina for 60 seconds.

Muffle - Illusion - You move more quietly for 3 minutes.

Cure Wounds, Serious (self/touch) - Restoration - Caster quickly channels 100 points of positive energy into his/her body or the body of a target.

Inflict Wounds, Serious (self/touch) - Restoration - Caster quickly channels 100 points of negative energy into his/her body or the body of a target.

Level 4

Detect Life - Alteration - Silently detect the positive energy signatures of living creatures within 100 feet. Lasts for 1 minute.

Ironflesh - Alteration - Improves the caster's armor rating by 80 points for 4 minutes.

Dismissal - Conjuration - Forcefully send any daedric creature back through the jaws of Oblivion.

Reanimate Dead - Conjuration - Reanimate a corpse of up to level 14 that will fight for you for 4 hours.

Summon Frost Atronach - Conjuration - Summon a frost atronach for up to 3 minutes.

Soul Trap, Greater - Conjuration - If target dies within 90 seconds, fills a soul gem.

Combustion - Destruction - Sets a single target within 200 feet ablaze dealing 120 fire damage over 3 seconds.

Static Discharge - Destruction - Electrify a single target within 100 feet dealing 100 electrical damage and half of that to magicka. This spell can be cast quickly.

Cause Fear - Illusion - Creatures and people up to level 20 flee from combat for 24 seconds.

Mad Hallucination - Illusion - A single living subject up to level 14 will attack anything nearby for 24 seconds.

Shadow Weapons - Illusion - Others perceive the casters' weapons as more deadly than they truly are. Adds 5 points of damage to the base damage of all weapons (and fists). Does not stack with other shadow weapon spells. Lasts for 2 minutes. This spell is silent.

Cure Wounds, Critical (self/touch) - Restoration - Caster quickly channels 140 points of positive energy into his/her body or the body of a target.

Inflict Wounds, Critical (self/touch) - Restoration - Caster quickly channels 140 points of negative energy into his/her body or the body of a target.

Spell Shield - Restoration - Creates a barrier of pure force that harmlessly dissipates any incoming hostile magics. It will break after absorbing 90 points of damage. Lasts for up to 10 seconds.

Level 5

Blood Clot - Alteration - Enhance the caster's blood to momentarily harden like stone at points of trauma. Resists the first 10 points of damage from each incoming physical attack for 5 minutes.

Detect Undead - Alteration - Silently detect negative energy signatures of undead within 100 feet. Lasts for 1 minute.

Maze - Conjuration - Temporarily banish a target to a labyrinth of Oblivion. The victim will find their way out in 18 seconds.

Soul Prison - Conjuration - Binds the souls of all subjects within 40 feet. If targets die within 120 seconds, fills a soul gem.

Chain Lightning - Destruction - Creates a devastating electric discharge that deals 120 points of shock damage to Health and half of that to Magicka to hostile targets within 40 feet of a point.

Savos' Transformation - Destruction - Caster imbues him/herself with raw destructive power and becomes a fighting machine. Increases health and stamina by 100. Caster swings weapons twice as fast but cannot use magic while transformed. Lasts for 60 seconds.

Forbid Violence - Illusion - Living subjects up to level 20 will obey your command to refrain from violence for 24 seconds. Aggression toward the subject will negate this effect.

Phantasmal Killer - Illusion - Silently create a phantasm of the most horrid creature imaginable in the mind of a single target within 150 feet. It must save to disbelieve the phantasm or suffer a lethal heart attack. Dragons, undead, and machines are immune to this spell.

Energy Buffer - Restoration - Surrounds the caster with a potent aura of energy negation. Resists the first 10 points of fire, frost, or shock damage from each incoming hostile spell for 3 minutes.

Undeath to Death - Restoration - Launch a ball of holy energy. Struck undead suffer 100 points of magical damage and must save or be instantly slain.

Level 6

Detect Life, Greater - Alteration - Silently detect the positive energy signatures of living creatures within 200 feet. Lasts for 1 minute.

Ebonyflesh - Alteration - Improves the caster's armor rating by 100 points for 4 minutes.

Gravity Bow - Conjuration - Conjure a potent longbow that deals 14 damage (18 with Mystic Binding). The bow uses equipped arrows, but does not consume them. Targets hit by the bow must save or be stumbled. The bow vanishes after 2 minutes.

Reanimate Dead, Greater - Conjuration - Reanimate a corpse of up to level 24 that will fight for you for 4 hours.

Summon Storm Atronach - Conjuration - Summon a storm atronach for up to 3 minutes.

Frozen Fist - Destruction - Create a powerful shard of ice that explodes in a 30 foot radius for 170 points of damage and half of that to stamina. Slows targets by 50% for 4 seconds.

Telefrag - Destruction - Rip a target apart by teleporting inside its innards. Deals 220 unresistable damage to the target. If it survives, the caster takes 100unresistable damage. Target must be within 200 feet.

River of Red - Destruction - (Vampire only) Eject a more potent blood orb that shatters on impact and drenches all mortals within a 20 foot radius. Drains 75 points of health from each victim.

Cause Fear, Greater - Illusion - Creatures and people up to level 30 flee from combat for 18 seconds.

Mad Hallucination, Greater - Illusion - A single living subject up to level 21 will attack anything nearby for 18 seconds.

Shadow Weapons, Greater - Illusion - Others perceive the casters' weapons as more deadly than they truly are. Adds 8 points of damage to the base damage of all weapons (and fists). Does not stack with other shadow weapon spells. Lasts for 2 minutes. This spell is silent.

Heal (self/touch) - Restoration - Caster quickly channels 250 points of positive energy into his/her body or the body of a target.

Harm (self/touch) - Restoration - Caster quickly channels 250 points of negative energy into his/her body or the body of a target.

Spell Shield, Greater - Restoration - Creates a barrier of pure force that harmlessly dissipates any incoming hostile magics. It will break after absorbing 120points of damage. Lasts for up to 12 seconds.

Level 7

Mantle - Alteration - Confers complete invulnerability to physical damage for 12 seconds. The spell's short duration and low cast time lend itself to being cast in the thick of battle.

Detect Undead, Greater - Alteration - Silently detect negative energy signatures of undead within 200 feet. Lasts for 1 minute.

Chaos Hammer - Conjuration - Borrow the power of Sheogorath to conjure a dremora wielding a terrible hammer of pure chaotic energy. It will strike the earth, propelling creatures in a 40 foot radius into the air dealing 180 magical damage that bypasses wards.

Maze, Mass - Conjuration - Temporarily banish all targets within 25 feet of a point to a labyrinth of Oblivion. Targets will find their way out in 18 seconds.

Disintegrate - Destruction - A thin, green ray springs from the caster's pointing finger. Any creature touched by the ray takes 300 points of magical damage. If it dies, it is entirely disintegrated.

Repulsion - Destruction - Create an aura of powerful force that extends for 30 feet around the caster and lasts for 20 seconds. Hostile targets entering the aura take 50 force damage. They must also save or be violently thrown a great distance. Targets are immune to repulsion for 20 seconds after being affected.

Forbid Violence, Greater - Illusion - Living subjects up to level 30 will obey your command to refrain from violence for 18 seconds. Aggression toward the subject will negate this effect.

Power Word: Stun - Illusion - Caster silently utters a single word of power which instantly petrifies any target creature for 15 seconds. Only affects targets with 350 health or less. This spell cannot otherwise be resisted.

Jagar Tharn's Horrid Wilting - Restoration - Evaporate water from hostile, living targets causing flesh to crumble to dust. Deals 200 magical damage to targets within 35 feet of a point and increases all physical damage they take by 25% for 10 seconds.

Sunburst - Restoration - Launch a globe of holy radiance that explodes in a 50 foot radius. Affected undead take 220 points of positive energy damage. Vampires must also save or be burned to ash.

Level 8

Timestop - Alteration - This spell seems to make time cease to flow for everyone but you for 18 seconds. In fact, you speed up so greatly that all other creatures seem frozen. The caster and his/her actions will not be noticed during this time.

World Wave - Alteration - Caster causes any sort of natural terrain to surge beneath his/her feet and safely propel him/her over great distances for 3minutes. Only works while outdoors.

The Black Blade of Disaster - Conjuration - Create a blade-shaped, ultra-thin planar rift that acts as an incredibly powerful sword for 3 minutes. The rift deals 20 damage each hit (24 with Mystic Binding) and ignores all armor and cannot be blocked. The wielder regains 2 health each second. Each hit has a 15% chance to steal 20 health from the victim.

Vengeance - Conjuration - Infuse all corpses within 60 feet of the caster with negative energy and a hatred of life. They arise as Corrupted Wraiths which will attack all other living targets for 3 minutes or until defeated. Wraiths do not count toward the summoning limit.

Meteor Swarm - Destruction - Create 4 massive flaming stones that streak from the sky to impact a target location. Each stone explodes for 75 points of fire damage in 50 feet. This spell can harm the caster. Only works outdoors.

Heart of Ice - Destruction - Embody the power of elemental frost for 12 seconds. Radiate 25 points of damage to health and stamina each second to all targets within 35 feet and slow them by 50%. Caster resists 80% of frost damage for the duration.

Ride the Lightning - Destruction - Transform into pure electricity to instantly materialize at a target point up to 120 feet away. Deals 90 electrical damage to health and half as much to magicka to all targets within 30 feet of the point. Can be recast two additional times in a short window in which the caster's reflexes are greatly heightened.

Dhaunayne's Torment - Destruction - (Vampire only) Curse mortals with the suffering once known by the Aundae Clan. Victims within 25 feet of this unholy orb are drained of 30 health and stamina each second for 6 seconds.

Power Word: Kill - Illusion - Caster silently utters a single word of power which instantly kills or destroys a target creature. Only effective against creatures with 300 current health or less. This spell cannot otherwise be resisted.

Weird - Illusion - Silently create phantasms of the most horrid creatures imaginable in the minds of hostile targets within 30 feet. Each subject must save to disbelieve the phantasms or suffer a lethal heart attack. Success still causes petrification by fear for 5 seconds. Dragons, undead, and machines are immune to this spell.

Consecrate - Restoration - Blesses the surrounding 40 foot area with positive energy. Creatures on the blessed ground receive 25 points of positive energy per second. Blessing lasts for 10 seconds.

Desecrate - Restoration - Imbues the surrounding 40 foot area with negative energy. Creatures on the profaned ground receive 25 points of negative energy per second. Curse lasts for 10 seconds.

Spell Immunity - Restoration - Renders the caster completely immune to magical damage of any kind for 8 seconds. The low casting time and duration of this spell lend it to being cast in the thick of battle.

Caster Level Table

Below is a table that shows how many maximum spell slots a character with a certain caster level will have.

Characters begin at caster level 1. Each time you select a magicka bonus at level-up, your caster level increases by 1.

01:  1 / 0 / 0 / 0 / 0 / 0 / 0 / 0

02:  2 / 0 / 0 / 0 / 0 / 0 / 0 / 0

03:  3 / 0 / 0 / 0 / 0 / 0 / 0 / 0

04:  4 / 0 / 0 / 0 / 0 / 0 / 0 / 0

05:  5 / 1 / 0 / 0 / 0 / 0 / 0 / 0

06:  6 / 2 / 0 / 0 / 0 / 0 / 0 / 0

07:  7 / 3 / 0 / 0 / 0 / 0 / 0 / 0

08:  8 / 4 / 0 / 0 / 0 / 0 / 0 / 0

09:  9 / 5 / 1 / 0 / 0 / 0 / 0 / 0

10:  9 / 6 / 2 / 0 / 0 / 0 / 0 / 0

11:  9 / 7 / 3 / 0 / 0 / 0 / 0 / 0

12:  9 / 8 / 4 / 0 / 0 / 0 / 0 / 0

13:  9 / 8 / 5 / 1 / 0 / 0 / 0 / 0

14:  9 / 8 / 6 / 2 / 0 / 0 / 0 / 0

15:  9 / 8 / 7 / 3 / 0 / 0 / 0 / 0

16:  9 / 8 / 7 / 4 / 0 / 0 / 0 / 0

17:  9 / 8 / 7 / 5 / 1 / 0 / 0 / 0

18:  9 / 8 / 7 / 6 / 2 / 0 / 0 / 0

19:  9 / 8 / 7 / 6 / 3 / 0 / 0 / 0

20:  9 / 8 / 7 / 6 / 4 / 0 / 0 / 0

21:  9 / 8 / 7 / 6 / 5 / 1 / 0 / 0

22:  9 / 8 / 7 / 6 / 6 / 2 / 0 / 0

23:  9 / 8 / 7 / 6 / 6 / 3 / 0 / 0

24:  9 / 8 / 7 / 6 / 6 / 4 / 0 / 0

25:  9 / 8 / 7 / 6 / 6 / 5 / 1 / 0

26:  9 / 8 / 7 / 6 / 6 / 6 / 2 / 0

27:  9 / 8 / 7 / 6 / 6 / 6 / 3 / 0

28:  9 / 8 / 7 / 6 / 6 / 6 / 4 / 0

29:  9 / 8 / 7 / 6 / 6 / 6 / 5 / 1

30:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 2

31:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 3

32:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 4

33:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 5

34:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 6

Perks

W&W adds many new perks and redesigns existing ones to properly balance the new spell list. Of note is that the vanilla novice/apprentice/adept/expert/master perks have been replaced with new perks that give bonus spell slots specifically for a certain school.

For example, if you have 6 level 4 spell slots and a bonus level 6 destruction slot, you can cast 7 level 6 spells as long as one of them is a destruction spell! You can have a bonus slot of each level for each school for a total of 40 extra daily spells!

Races

The most magical of the races have been modified to play nicely with W&W:

High Elves

Receive Bonus spell slots:

2x level 1 slots

1.5x level 2 slots (rounded down)

1.25x level 3 slots (rounded down)

50% vulnerability to shock

25% vulnerability to magicka effects (such as paralysis)

Bretons

Healing effects are 15% stronger on you from both potions and spells (great for holy paladin characters!)

Smaller Tweaks

Vamprism

Vampire players get four bonus destruction spells of levels 1, 2, 6, and 8. Going without blood will remove the highest remaining spell from your list for each stage of progression.

This may cause W&W to conflict with other vampire mods, so some quality of life changes have also been added:

Weakness to sun and fire increase as hunger progresses.

Resistance to frost decreases as hunger progresses.

Fire/frost weakness/resistance numbers have been slightly changed.

Generally, a vampire gets weaker as they hunger. Remember to eat breakfast every day!

Quests

Quests (and quest rewards) have been modified to use W&W spells instead of vanilla spells. Sometimes odd changes had to be made to ensure that a save never soft locks, such as giving the player a temporary ward cantrip during Tolfdir's lesson.

Potions

Vanilla restore magicka potions have been modified to restore spell slots (up to your maximum number). Player-made potions have not been modified and have no usefulness beyond being sold.

Installation & Instructions

Requirements

W&W does not require anything other than a legitimate version of Skyrim: Special Edition (standard edition will not work). You do not need the script extender, although W&W will still function if you have it.

Instructions

Simply drop the .esp and .bsa files into your SKSE\Data folder and mark the mod as "enabled" the next time you start Skyrim.

W&W should most likely be loaded directly after any "patch" mods you have (like the Unofficial Skyrim Patch). If you find that you're unable to start a new game, try moving W&W closer to the top of your load order.

New Characters

It is recommended that you only use W&W with new characters. Using characters made before W&W was installed is not officially supported, however it will probably work with a bit of effort. Be sure to use the "Remove Spells" power to remove any non-W&W spells your character has (see below).

Compatibility

W&W is not compatible with other mods that add new spells. Non-W&W spells will not function with the spell slot system and will consume magicka normally. Keeping those spells will cause your character to be incredibly overpowered.

W&W might not be compatible with mods that modify magical perk trees.

W&W might not be compatible with mods that modify vamprism. If you experience an issue with such a mod, try swapping the relative order of W&W and the conflicting vamprism mod.

W&W may have minor conflicts with mods that modify the starting quest, however these conflicts should not greatly impact gameplay. For example, loading W&W with Live Another Life will cause races that begin with spells to not have those spells. Load such mods AFTER W&W.

Uninstalling

W&W has an in-game power that allows you to uninstall the mod, removing all W&W spells from your inventory. If you do uninstall, be sure that you get rid of all W&W spell tomes manually. Uninstalling will allow you to play your W&W character with either another magic mod or vanilla Skyrim.

Issues & Oddities

Most magicka-related effects have not been modified (such as "destruction spells cost X% less, or increase max magicka by Y). This increases W&W's compatibility with other mods but makes these items only use to be sold.

Very rarely you may encounter a vanilla spell tome in the world. You can either drop the tome or remove the spell from your list via the "Remove Spells" power. This may often be caused by conflicting mods.

When casting a spell without the necessary spell slot, some or all of the spell's visual effects may still occur.

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