神秘主义 - 失落的艺术
神秘主义 - 天际OG的失落艺术
“神秘主义 - 失落的艺术”为天际添加了法术和力量,以期从Oblivion,Morrowind等部分恢复“神秘主义”魔法学派。
它并没有将神秘主义本身添加到与现有的毁灭,恢复,召唤,改变和幻觉的魔法学校平行的游戏中。相反,它为那些历史上与神秘主义有关的学校增加了法术。它还增加了一些新的法术和力量,这些法术和力量在过去的游戏中没有出现在神秘主义中,但很适合神秘主义的主题。最后,它增加了游戏中一些预先存在的法术,这些法术被认为是神秘主义法术。因此,新的神秘主义“技能”更好地被认为是贯穿天际现有魔法学校的一个共同点,而不是一个本身就是一个全新的魔法学校。
新的声音:
毁灭:
吸收耐力 - 从目标中每秒吸收10点耐力。学徒毁灭法术。
Absorb Magicka - 每秒从目标吸收10点Magicka。娴熟的毁灭法术。
吸收健康 - 从目标吸收每秒10点生命值。专家毁灭法术。
召唤:
Soul Scry - 感知附近生物和人的灵魂。你如何爱他们取决于灵魂的质量。学徒咒语法术。
改造:
检测钥匙 - 可以通过墙壁看到附近的钥匙。新手改动法术。
探测结界 - 通过墙壁可以看到附近的魔法物品。学徒改变法术。
转化灵魂宝石 - 如果施法者携带任何物品,将一颗大灵魂宝石转化为大灵魂宝石,或将大灵魂宝石转化为黑灵魂宝石。
标记 - 在当前位置标记传送目标。专家改动法术。
召回 - 回想一下传送目标。专家改动法术。
恢复:
驱散 - 从自我中消除魔法的机会。娴熟的恢复法术。
Nullify - 从目标中消除魔法的机会。专家恢复法术。
反射法术 - 守卫有机会反射击中它们的魔法。
错觉:
沉默 - 目标沉默30秒并且无法施放法术。专家幻术咒语。
鲍尔斯:
Soulfire - 将你的魔法池与装备好武器的动力储备合并。
神圣的干预 - 每天一次,传送到附近的神圣神殿。
祖传干预 - 每天一次,传送到附近的祖先神殿。
灵魂收割者 - 有效地将灵魂陷入宝石中而不会在微薄的灵魂上浪费大量的宝石。
当你在相应的学校获得技能点时,其中一些法术和力量会得到改善。详情如下。
特征:
SOUL HARVESTER
(néeCarquisitiveSoul Gems)
灵魂收割者可以让你更智能地将灵魂陷入灵魂宝石中,帮助你避免意外地将灵魂陷入灵魂宝石中,而宝石太大而无法有效地浪费宝石。如果您熟悉“Smart Souls”或“Acasureitive Souls Gems”,这个功能非常相似 - 而且,一旦你足够训练你的Conjuration技能,它就像安装其中一个mod一样。
重要的是,请注意,如果您不想使用调平功能,可以立即在MCM中启用完整的Smart Souls功能。
一个20的召唤技能将允许你告诉你,如果你施放咒语并且*在你完成目标并捕获灵魂之前,你想要捕获的灵魂没有匹配的灵魂宝石。这让你有机会让效果在目标上过期,或者通过捕捉灵魂来放弃你不想浪费的更大的宝石,甚至以某种方式获得匹配的灵魂宝石。
无论如何,这里是技能等级:
20召唤 - 当你没有匹配的灵魂宝石时,你会收到通知。
25 Conjuration - 仅在Petty Soul Gems陷阱小灵魂。
30 Conjuration - 陷阱只有小灵魂宝石中的小灵魂。
40咒语 - 陷阱普通灵魂宝石中的常见灵魂。
50 Conjuration - 总是将灵魂陷入匹配的灵魂宝石中。
最后,Soul Harvester还做了一件事:它修复了一个错误,即部分填充的Soul Gem可以通过将它放入世界而被“清空”(并且,部分填充的宝石没有正确堆叠)。使用Soul Harvester,如果你将灵魂捕获到太大的宝石中,就不会让它退出[1]。这样做是为了让排名真的值得。
如果您不喜欢删除此错误/漏洞,请再次记住,您可以启用Smart Souls功能,从而无需首先使用该漏洞。
[1] Azura的Star和The Black Star仍然可以通过这种方式清空。我认为我无法解决这个问题。
灵魂之火
(注意这个视频有点过时了:它只使用“经典”通道方法,对100附魔免费充电的批评不再有效,充电方法与此处描述的略有不同。不过,你会从观看此视频获得要点。
Soulfire将你的魔法池与装备好的武器的动力储备合并。实际上,你的magicka游泳池作为额外的一层充电,超过你的武器的常规费用。如果你有足够的魔法来完全充电武器,武器将立即完全充电。否则,在排出你的魔法之后,你将以你的自然魔法再生率(包括任何乘数)将magicka再生成武器而不是进入你的魔法池。一旦武器充满电,你就会正常再生魔法。
每个魔法消耗的武器费用取决于你的附魔技能:
| ------------------------------------- |
|附魔技巧| Charge / Magicka |
| ------------------------------------- |
|少于20 | 1/8 |
| 20 - 39 | 1/4 |
| 40 - 59 | 1/2 |
| 60 - 79 | 1/1 |
| 80 - 99 | 2/1 |
| 100(或更高)| 4/1 |
| ------------------------------------- |
*如果你一次向两个武器充电,你的魔法将被均匀地分配给两者。
Soulfire以两种方式之一对武器采取行动,具体取决于武器是否“被引导”:
一旦达到30的附魔技能,你就获得了引导武器的能力。
如果武器被引导,Soulfire将始终充电至其最大充电量。
如果武器没有被引导,Soulfire只会按照它装备时的费用进行充电。如果充满电,Soulfire会在您使用后将其充电至充满电。如果是半充电,那么Soulfire只会将其重新充电一半。如果装备它时根本没有充电,那么Soulfire根本不会给武器充电。
有两种“通道”武器的方法:
标准:当Soulfire处于活动状态时(*只有*在它处于活动状态时),较小的力量'Soulfire - Channel Weapon'会被添加到你的法术列表中。将武器从你的库存放入世界[1],用光标瞄准它(你需要能够看到武器名称,统计数据等),并激活电源。武器现在被引导,并将无限期地被引导。你可以一次以这种方式引导多达32种武器(一旦超过极限,长时间未使用的武器将自动解锁)。
经典:每当你激活Soulfire较小的力量时,你装备的任何武器都会被立即引导。但是,一旦你取消它们,它们就不再被引导了。这是Soulfire长期用户熟悉的引导方法。
您可以在MCM中选择您喜欢的方法。
[1]永远不要试图用标准的通道方法引导一堆武器。一堆武器就像“铁烬之剑(10)”这样的数字。当你这样做时,它会混淆游戏,它将无法正常跟踪项目。如果您不小心这样做,请立即进入“选项”并在“Soulfire”下选择“Clear Channeled Weapons”。这将使事情恢复到可行的状态。
随从的Soulfire(实验 - 默认禁用):
此功能仍在使用,并有一些错误。它可能不会破坏你的游戏,但不要指望它总能奏效
正确。
一旦你达到附魔技能40即可使用。当你激活Soulfire时,较小的力量'Soulfire - Endow'会被添加到你的法术列表中。针对随从并激活这种力量将赋予他们Soulfire的能力。但是,它对于粉丝的工作方式不同:
无论附魔技能或任何其他因素如何,他们都会以每秒1/2点的速度向武器充能。
他们不再使用magicka来充电武器,而是让魔法再生受到75%的打击。无论是否实际向武器充电,这都适用。
他们无法引导武器。即使给他们一个你自己引导的武器也不会对他们有任何影响。
要从随从中移除Soulfire能力,再次瞄准他们并激活'Soulfire - Endow'较小的力量。
DIVINE / ANCESTRAL干预
神圣干预每天一次将你传送到附近的神圣神殿。 (祖传干预会将你传送到附近的祖先神殿,只能在索尔斯海姆工作。同样,神圣干预也不适用于索尔斯海姆。)
收购相当简单,可以在任何级别轻松完成,但需要一点时间。然而,直截了当并不意味着明显 - 我已经破坏了如何获得以下功率,如果你想快速获得电源,建议阅读扰流板。你可能最终通过正常游戏获得力量,但可能需要很长时间。
获得祖传干预直接类似于神圣干预,一旦你知道如何获得神经干预,如何获得另一个应该是非常明显的。
SOUL SCRY
Soul Scry是大多数法术书籍供应商提供的学徒级Conjuration法术,可让您感知周围区域内生物和人的灵魂品质。
它的工作原理非常类似于“检测生命”,除了范围较短,你不能用它来透过墙壁看。最初,你只能用它来告诉黑灵魂的白灵魂,但是还有两个等级:
20 Conjuration - Soul Scry可以区分Petty,Lesser和Common Souls,来自Greater和Grand。
30 Conjuration - Soul Scry可以区分所有Soul品质。
TRANSMUTE SOUL GEM
如果施法者携带任何物品,将一颗大灵魂宝石转化为大灵魂宝石,或将灵魂宝石转化为黑灵魂宝石。专家级的Alteration法术。
该法术书无法从拼写供应商处获得,并且在世界任何地方都无法使用。实际上根本没有任何法术书。有一个简短的小任务来获得它(没有日记条目或通知),并且,如果没有太多的距离,你将有机会在Dawnguard任务线的某个时间完成这个任务。所以,如果你还没有开始使用Dawnguard,那么这个法术是100%可以实现的。如果你已经开始使用Dawnguard,你可能已经错过了正常获得法术的机会所以你应该看看下面的剧透。
当然,你也可以在MCM中给自己一个咒语。
有关更具体的剧透,请参见下文。
ABSORB HEALTH / MAGICKA / STAMINA
按顺序,这些是专家,熟练和学徒级别的毁灭法术,可以像任何其他法术一样获得战利品,并像往常一样从法术供应商处获得。所有三个法术通常都会吸收相应属性的10个点。此外还有两个级别:
50毁灭 - 吸收法术将吸收12点属性。
80毁灭 - 吸收法术将吸收15点属性。
作为参考,在100 Destruction中,使用“Adept Destruction”特技,“Absorb Magicka”法术每秒吸收15点魔法,每秒耗费15点魔法。因此,你总是需要毁灭增益(魔药或魔法,或者两者都有),以便以这种方式恢复魔法 - 但这是可能的。
检测钥匙/附件
Detect Key是一个新手级别的Alteration法术,而Detect Enchantment是学徒。两者都允许你通过墙壁看到他们类型的物品,无论它们是放置在世界的某个地方,胸部,还是由NPC控制。如果由一个NPC持有,这些法术就像一个侦测生命/侦测死亡法术,虽然效果更微弱,你无法区分朋友和敌人,或死亡与死亡。
通常来自战利品和供应商。
MARK / RECALL
允许您立即从一个位置传送到另一个位置。要使用,首先通过站在那里标记要传送到的位置并投射标记。从那时起,您可以使用Recall将您想要的次数传送到此位置。要更改传送位置,请将Mark重新投射到其他位置。最初,您一次只能跟踪一个远距传送目标,但是还有两个等级:
50改动 - 同时跟踪最多两个传送位置。
80改动 - 同时跟踪多达三个传送位置。
你有责任不搞砸你的游戏。您可以在通常能够施放法术的任何时候施放马克和召回,并且不会进行任何检查以猜测您是否“应该能够”从某个位置或某个位置传送。例如,如果你愿意,你可以传送进出Sovngarde,或者进出Azura的明星 - 做这些事情中的任何一个都会搞砸你的比赛,应该避免。
根据经验,如果您还能够快速旅行(在室内,如果您可以在外出后立即快速旅行),那么传送是安全的。此规则可能有例外。买家要小心。
通常来自战利品和供应商。
反射声
守卫有机会反射击中他们的魔法。机会是基于恢复技能和病房的水平。较小守卫不会反射法术,直到你恢复50级,之后在100级恢复时几率线性增加至50%。 Steadfast病房将在25恢复时开始反射,有75%的几率反映在100恢复。更大的守卫总是有机会反射一个咒语,这个机会就是你的恢复技能(所以在100级时他们总是会反映出来)。
换句话说,你反映一个咒语的机会是你的恢复技能减去三个不同病房的修正器:较小的是50,Steadfast是25,而Greater是0。
病房只能反映它可以吸收的咒语。如果该法术打破病房,它将不会被反射回来。
反射的法术本身可以再次反射回来。
你没有获得反射的法术经验(例如,如果你反射火球并且它落地,你就不会获得任何毁灭经验值)。
如果你有Ward Absorb perk,可以吸收法术的魔法并反映它。
NPC也可以反射你的法术(或与他们战斗的其他NPC)。
不影响法术破坏者盾牌的法术区效果。
DISPEL / NULLIFY
Dispel和Nullify都有机会消除有害和有益的法术效果。在Dispel的情况下,效果将从施法者中移除。 Nullify从目标中移除法术效果。 Nullify是一个专家级法术,可以从供应商处获得,并且与其他专家级法术大纲相同。驱散是学徒级法术。
施法时两个法术都有失败的机会。在驱散的情况下,这是25%的失败几率。 Nullify每次演员都有75%的失败几率。每个法术的单个等级可以增加几率:
50恢复 - 驱散失败的可能性为零。
80恢复 - Nullify有50%的失败几率。
安静
专家级幻术法术,沉默会阻止目标在效果持续时间内施放法术。
小心将这个法术施放在他们的守卫法师身上。如果他们成功地反映了这个咒语并且它击中了你,那么你将会沉默!
通常来自战利品和供应商。
如何获得
一些破坏者被掩盖了。使用rot13.com或类似解码。
Soulfire:将出现在各级别的老板战利品中。随着魔法技能的提高,将会开始在更多的法术供应商处开始使用。它也可以在世界上的两个地方使用:VA LBHE EBBZ NG GUR PBYYRTR BS JVAGREUBYQ NAQ ARKG GB ZNYLA INERAF PBECFR。
Soul Scry:在十级之后和各个级别的拼写供应商会出现在常规战利品中。它也可以在世界上的一个地方使用:ARNE GUR JBEQ JNYY VA OYRNX SNYYF ONEEBJ。
Transmute Soul Gem,Hint One(轻微扰流):LBH YRNEA OL QBVAT。提示二(总扰流板):LBH ZHFG HFR RNPU YVTUGAVAT NGGENPGBE VA GUR FBHY PNVEA BAPR。 GERER NER SBHE。 VS LBH UNIR NYERNQL HFRQ RIRA BAR BS GUR YVTUGAVAT NGGENPGBEF,LBH PNA ABG YRNEA GUR FCRYY GUVF JNL,NAQ GUR BAYL JNL GB YRNEA VG GURA VF SEBZ GUR ZPZ。
神圣介入:LBH ZHFG ERPRVIR N OYRFFVAT SEBZ RNPU QVIVAR NAQ XRRC VG SBE GJRAGL SBHE UBHEF。 GUR CBJRE VF NQQRQ NSGRE LBH UNIR PBZCYRGRQ GUVF GNFX SBE RNPU QVIVAR。 GNYBF VF N QVIVAR。
安装:
将存档的内容放在Skyrim / Data目录中。适用于Nexus Mod Manager。
升级:
确保关闭Soulfire较小功率,保存,然后安装较新版本。
卸载:
首先从MCM运行卸载程序,然后等待它说“完成”。从现有游戏中卸载mod总是存在一些风险,但是运行卸载程序会使Soulfire处于可以非常安全地卸载的状态。
兼容性:
与Smart Souls,Soulfire,Acasureitive Soul Gems或Acquisitive Soul Gems Multithreaded不兼容。在安装/升级'Mysticism - The Lost Art'之前卸载这些mod。如果您愿意,可以从一开始就启用完整的Smart Souls功能,而不是依赖于添加到Mysticism的等级。
兼容任何增加新的灵魂陷阱法术的mod,或者改变现有法术,只要它以通常的方式使用magicSoulTrapFXScript。
兼容所有perk mods,SPERG等
注意:虽然我保留删除主题评论和从我的主题中删除的权利,但我绝不会禁止任何用户访问我的任何文件,无论他们在评论中发布什么内容都无关紧要。
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MYSTICISM - THE LOST ART
Mysticism - The Lost Art for Skyrim OG
'Mysticism - The Lost Art' adds spells and powers to Skyrim with a view to partially restoring the 'Mysticism' school of magic from Oblivion, Morrowind, etc.
It does not add Mysticism itself to the game parallel to the existing magic schools of Destruction, Restoration, Conjuration, Alteration, and Illusion. Instead, it adds spells to those schools, which historically are associated with Mysticism. It also adds some new spells and powers not present in Mysticism in past games but which fit into the theme of Mysticism well. Finally, it augments some pre-existing spells in the game which are properly considered Mysticism spells. As such, the new Mysticism "skill" is better thought of as a common thread which runs through the existing magic schools in Skyrim, rather than a brand new magic school in its own right.
NEW SPELLS:
Destruction:
Absorb Stamina - Absorb 10 points of Stamina per second from the target. Apprentice Destruction spell.
Absorb Magicka - Absorb 10 points of Magicka per second from the target. Adept Destruction spell.
Absorb Health - Absorb 10 points of Health per second from the target. Expert Destruction spell.
Conjuration:
Soul Scry - Perceive the souls of nearby creatures and people. How you percieve them depends on the quality of the soul. Apprentice Conjuration spell.
Alteration:
Detect Key - Nearby keys can be seen through walls. Novice Alteration spell.
Detect Enchantment - Nearby enchanted items can be seen through walls. Apprentice Alteration spell.
Transmute Soul Gem - Transmutes one Greater Soul Gem to a Grand Soul Gem, or a Grand Soul Gem to a Black Soul Gem if the caster is carrying any.
Mark - Mark a teleportation target at your current position. Expert Alteration spell.
Recall - Recall to a teleportation target. Expert Alteration spell.
Restoration:
Dispel - Chance to dispel magic from self. Adept Restoration spell.
Nullify - Chance to dispel magic from target. Expert Restoration spell.
Reflect Spell - Wards have a chance to reflect magic spells that hit them.
Illusion:
Silence - Targets are silenced for 30 seconds and unable to cast spells. Expert Illusion spell.
Powers:
Soulfire - Merge your magicka pool with the power reserves of your equipped weapons.
Divine Intervention - Once per day, teleport to a nearby shrine of the Divines.
Ancestral Intervention - Once per day, teleport to a nearby shrine of the ancestors.
Soul Harvester - Efficiently trap souls into gems without wasting large gems on meager souls.
Some of these spells and powers are improved as you gain skills points in the corresponding school. The details of this are below.
FEATURES:
SOUL HARVESTER
(née Acquisitive Soul Gems)
Soul Harvester allows you to more intelligently trap souls into soul gems, helping you to avoid accidentally trapping a soul into a soul gem which is too large for it, effectively wasting that gem. If you are familiar with "Smart Souls" or "Acquisitive Souls Gems", this feature is very similar - and, once you train your Conjuration skill enough, it is the same as having one of those mods installed.
Importantly, note that you can enable the full Smart Souls functionality immediately in the MCM, if you don't want to screw around with the leveling.
A Conjuration skill of 20 will allow you to tell if you don't have a matching soul gem for a soul you are trying to trap, as soon as you cast the spell and *before* you finish off the target and capture the soul. This gives you a chance to let the effect expire on the target, or drop the larger gems you don't want to waste by capturing the soul, or even acquire a matching soul gem somehow.
Anyway, here are the skill ranks:
20 Conjuration - You will get a notification when you have no matching Soul Gem for a trapped Soul.
25 Conjuration - Trap Petty souls in Petty Soul Gems only.
30 Conjuration - Trap Lesser souls in Lesser Soul Gems only.
40 Conjuration - Trap Common souls in Common Soul Gems only.
50 Conjuration - Always trap souls into a matching Soul Gem.
Finally, Soul Harvester does one more thing: it fixes the bug where a partially-filled Soul Gem can be "emptied out" by dropping it into the world (and, that partially-filled gems don't correctly stack). With Soul Harvester, if you capture a soul into too large a gem, there is no getting it back out [1]. This was done to make the ranks actually worthwhile.
If you don't like the removal of this bug/exploit, again remember that you can just enable the Smart Souls functionality which removes the need to use the exploit in the first place.
[1] Azura's Star and The Black Star can still be emptied out this way. I don't think I can fix that.
SOULFIRE
(Note this video is a bit out of date: it only uses the "Classic" channeling method, the criticism about free recharging at 100 Enchanting is no longer valid, and the recharging method is a bit different than depicted here. Still, you will get the gist from watching this video.
Soulfire will merge your magicka pool with the power reserves of your equipped weapons. In effect, your magicka pool acts as an additional layer of charge over the regular charge of your weapon. If you have enough magicka to fully recharge the weapon, the weapon will be fully recharged immediately. Otherwise, after draining your magicka, you will regenerate magicka into the weapon instead of into your magicka pool, at your natural magicka regeneration rate (including any multipliers). Once the weapon is fully charged, you will regenerate magicka normally.
How much charge you channel into the weapon per magicka spent depends on your Enchanting skill:
|-------------------------------------|
| Enchanting Skill | Charge / Magicka |
|-------------------------------------|
| Less than 20 | 1 / 8 |
| 20 - 39 | 1 / 4 |
| 40 - 59 | 1 / 2 |
| 60 - 79 | 1 / 1 |
| 80 - 99 | 2 / 1 |
| 100 (Or greater) | 4 / 1 |
|-------------------------------------|
*If you are charging two weapons at once, your magicka will be distributed evenly to both.
Soulfire acts on weapons in one of two ways, depending on whether the weapon is "Channeled" or not:
You acquire the ability to channel your weapons once you reach an Enchanting skill of 30.
If a weapon is channeled, Soulfire will always recharge it up to its maximum charge.
If a weapon is not channeled, Soulfire will only recharge it up to the charge it had when you equipped it. If it was fully charged, then Soulfire will charge it back up to full charge after you use it. If it was half-charged, then Soulfire will only recharge it back up to half charge. If it was not charged at all when you equipped it, then Soulfire will not recharge the weapon at all.
There are two ways to "Channel" a weapon:
Standard: While Soulfire is active (and *only* while it is active), the lesser power 'Soulfire - Channel Weapon' is added to your spell list. Drop the weapon from your inventory into the world [1], target it with the cursor (you will need to be able to see the weapon name, stats, etc.), and activate the power. The weapon is now channeled, and will remain channeled indefinitely. You can channel up to 32 weapons this way at a time (once you go over the limit, weapons you haven't used in a long time will be unchanneled automatically).
Classic: Whenever you activate the Soulfire lesser power, any weapons you have equipped will be immediately channeled. However, once you unequip them they are no longer channeled. This is the channeling method long-time users of Soulfire will be familiar with.
You select which method you prefer in the MCM.
[1] NEVER try to channel a stack of weapons with the standard channeling method. A stack of weapons is anything ending in a number like 'Iron Sword of Embers (10)'. When you do this, it confuses the game and it will not be able to track the items properly anymore. If you accidentally do this, immediately go into 'Options' and under 'Soulfire' select 'Clear Channeled Weapons'. That will put things back in a workable state.
Soulfire for followers (experimental - disabled by default):
This feature is still being worked on and has some bugs. It probably won't break your game but don't expect it to always work
correctly.
Available once you achieve an Enchanting skill of 40. While you have Soulfire active, the lesser power 'Soulfire - Endow' is added to your spell list. Targeting a follower and activating this power will give them the Soulfire ability. However, it works differently for followers:
They charge their weapons at a constant 1/2 point per second regardless of Enchanting skill or any other factor.
Instead of using magicka to charge weapons, they suffer a 75% hit to magicka regeneration. This applies regardless of whether they are actually charging a weapon or not.
They can't channel weapons. Even giving them a weapon you have channeled yourself will have no effect for them.
To remove the Soulfire ability from a follower, target them again and activate the 'Soulfire - Endow' lesser power.
DIVINE / ANCESTRAL INTERVENTION
Once per day, Divine Intervention will teleport you to a nearby shrine of the Divines. (Ancestral Intervention will teleport you to a nearby shrine of the ancestors, and only works on Solstheim. Likewise, Divine Intervention does not work on Solstheim.)
Acquisition is fairly straightforward and can be done easily at any level, though it takes a little bit of time. However, straightforward does not mean obvious - I have spoiled how to get the power below, and recommend reading the spoiler if you want to get the power even remotely quickly. You will probably acquire the power eventually through normal play, but it may take a very long time.
Acquiring Ancestral Intervention is directly analogous to Divine Intervention, and once you know how to get one, how to get the other should be pretty obvious.
SOUL SCRY
Soul Scry, an apprentice-level Conjuration spell available at most spell book vendors, allows you to perceive the soul quality of creatures and people in the immediate area.
It works very much like "Detect Life", except the range is shorter and you can't use it to see through walls. Initially, you can only use it to tell white souls from black souls, however there are two more ranks for it:
20 Conjuration - Soul Scry can distinguish Petty, Lesser, and Common Souls, from Greater and Grand ones.
30 Conjuration - Soul Scry can distinguish between all Soul qualities.
TRANSMUTE SOUL GEM
Transmutes one Greater Soul Gem to a Grand Soul Gem, or a Grand Soul Gem to a Black Soul Gem if the caster is carrying any. An expert-level Alteration spell.
The spell book not available from spell vendors, and it is not available anywhere in the world. In fact there is no spell book for it at all. There is a short mini-quest to get it (no journal entries or notifications) and, without giving too much away, you will have a chance to complete this quest sometime during the Dawnguard quest line. So, if you haven't started Dawnguard yet, getting the spell is 100% achievable. If you have started Dawnguard, you may have missed your chance to acquire the spell normally so you should probably look at the spoilers below.
Of course, you can also just give yourself the spell in the MCM.
See below for more specific spoilers.
ABSORB HEALTH / MAGICKA / STAMINA
In order, these are expert, adept, and apprentice-level Destruction spells, available in loot like any other spell tome, and from spell vendors as usual. All three spells normally absorb 10 points of the corresponding attribute. Additionally there are two more ranks:
50 Destruction - Absorb spells will absorb 12 points of their attribute.
80 Destruction - Absorb spells will absorb 15 points of their attribute.
For reference, at 100 Destruction, with the "Adept Destruction" perk, the "Absorb Magicka" spell will absorb 15 points of magicka per second, while costing 15 points of magicka per second. Thus you will always require Destruction buffs (either potions or enchantments, or both, will do) in order to restore magicka this way - but it is possible.
DETECT KEY / ENCHANTMENT
Detect Key is a novice-level Alteration spell, and Detect Enchantment is apprentice. Both allow you to see items of their type through walls, whether they are placed in the world somewhere, in a chest, or even held by an NPC. If held by an NPC, these spells act as a Detect Life / Detect Dead spell, though the effect is fainter and you can't distinguish friend from foe, or undead from dead and alive.
Available normally from loot and from vendors.
MARK / RECALL
Allows you to teleport from one location to another instantly. To use, first mark the location you want to teleport to by standing there and casting Mark. From then on, you can teleport as many times as you like to this location using Recall. To change the teleport location, re-cast Mark somewhere else. Initially you can only track one teleportation target at a time, however there are two more ranks:
50 Alteration - Track up to two teleport locations simultaneously.
80 Alteration - Track up to three teleport locations simultaneously.
You are responsible for not screwing up your game with this. You can cast Mark and Recall anytime you would normally be able to cast spells, and no checks are performed to guess at whether you "should be able to" teleport from a location, or to a location. You can, for example, teleport into and out of Sovngarde if you want, or into and out of Azura's Star - doing either of these things will screw up your game and should be avoided.
As a rule of thumb, it is safe to teleport if you are also able to fast travel (and indoors, if you could immediately fast travel after going outside). There may be exceptions to this rule. Buyer beware.
Available normally from loot and from vendors.
REFLECT SPELL
Wards have a chance to reflect magic spells that hit them. The chance is based on Restoration skill and the level of the ward. Lesser Wards will not reflect spells until you are level 50 Restoration, after which the chance increases linearly up to 50% at level 100 Restoration. Steadfast wards will start reflecting at 25 Restoration and have a 75% chance to reflect at 100 Restoration. Greater wards always have a chance to reflect a spell and that chance is your Restoration skill (so at level 100 they will always reflect).
Put another way your chance to reflect a spell is your Restoration skill minus a modifier which is different for the three different wards: Lesser is 50, Steadfast is 25, and Greater is 0.
A ward will only reflect a spell that it could have absorbed. If the spell breaks the ward, it will not be reflected back.
Reflected spells can themselves be reflected back again.
You do not gain experience for spells that you reflect back (e.g. if you reflect back a fireball and it lands, you will not gain any Destruction experience points for this).
If you have the Ward Absorb perk it is possible to absorb the Magicka of a spell and reflect it.
NPCs can also reflect spells back at you (or other NPCs they are in combat with).
Does not affect the spell ward effect of the Spell Breaker shield.
DISPEL / NULLIFY
Both Dispel and Nullify have a chance to remove harmful and beneficial spell effects. In the case of Dispel, the effects are removed from the caster. Nullify removes spell effects from the target. Nullify is an expert-level spell and available from vendors and in loot the same as other expert-level spell tomes. Dispel is an apprentice-level spell.
Both spells have a chance to fail when cast. In the case of Dispel this is a 25% chance of failure. Nullify has a 75% chance of failure on each cast. The chances are augmented by a single rank for each spell:
50 Restoration - Dispel has zero chance of failure.
80 Restoration - Nullify has a 50% chance of failure.
SILENCE
An expert-level Illusion spell, Silence will prevent the target from casting spells for the duration of the effect.
Beware casting this spell at a mage with their ward up. If they successfully reflect the spell and it hits you, you will be silenced instead!
Available normally from loot and from vendors.
HOW TO GET
Some spoilers have been obscured. Use rot13.com or similar to decode.
Soulfire: Will show up in boss loot at all levels. Will to start to be available at more spell vendors as your Magic skills increase. It is also available at two locations in the world: VA LBHE EBBZ NG GUR PBYYRTR BS JVAGREUBYQ NAQ ARKG GB ZNYLA INERAF PBECFR.
Soul Scry: Will show up in regular loot after level ten and at spell vendors at all levels. It is also available in one location in the world: ARNE GUR JBEQ JNYY VA OYRNX SNYYF ONEEBJ.
Transmute Soul Gem, Hint One (slight spoiler): LBH YRNEA OL QBVAT. Hint Two (total spoiler): LBH ZHFG HFR RNPU YVTUGAVAT NGGENPGBE VA GUR FBHY PNVEA BAPR. GURER NER SBHE. VS LBH UNIR NYERNQL HFRQ RIRA BAR BS GUR YVTUGAVAT NGGENPGBEF, LBH PNA ABG YRNEA GUR FCRYY GUVF JNL, NAQ GUR BAYL JNL GB YRNEA VG GURA VF SEBZ GUR ZPZ.
Divine Intervention: LBH ZHFG ERPRVIR N OYRFFVAT SEBZ RNPU QVIVAR NAQ XRRC VG SBE GJRAGL SBHE UBHEF. GUR CBJRE VF NQQRQ NSGRE LBH UNIR PBZCYRGRQ GUVF GNFX SBE RNPU QVIVAR. GNYBF VF N QVIVAR.
Installation:
Place the contents of the archive in your Skyrim/Data directory. Works with Nexus Mod Manager.
Upgrading:
Make sure the Soulfire lesser power is toggled off, save, then install the newer version.
Uninstalling:
Run the uninstaller from MCM first, and wait for it to say "Complete". Uninstalling mods from existing games always carries some risk, however running the uninstaller will put Soulfire in a state where it can be uninstalled very safely.
Compatibility:
Not compatible with Smart Souls, Soulfire, Acquisitive Soul Gems, or Acquisitive Soul Gems Multithreaded. Uninstall these mods before you install/upgrade 'Mysticism - The Lost Art'. If you like, you can enable the full Smart Souls functionality from the start, rather than relying on the ranks added to Mysticism.
Compatible with any mod that adds new soul trap spells, or that changes the existing ones, provided it uses the magicSoulTrapFXScript in the usual way.
Compatible with all perk mods, SPERG, etc.
ATTENTION: While I reserve the right to delete off-topic comments and trolling from my threads, I WILL NEVER BAN ANY USER FROM ACCESSING ANY OF MY FILES, NO MATTER WHAT THEY POST IN THE COMMENT THREAD.
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