Mod: Legendary Mastery 3.45
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This mod makes a couple adjustments to skill maximums. See full details.
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- File Instructions:
- Toaster's Legendary Mastery, version 3.45
In vanilla oblivion, skills and attributes no longer affect anything above 100 (so a strength 100 player and a strength 200 player deal the same damage). This mod changes that, so at high levels fortify skill gear is still as useful and worthwhile an investment as at any other level. In addition, you cannot raise skills and stats above 100- that limitation too can optionally be removed in this mod. You still cannot level anything above 200, to prevent you hitting the hard-coded 255 limit on stats.
Every 4 points of weapon skill above 100: 1 damage increase
Every 5 points of strength above 100: 1 damage increase
Every 5 points of agility above 100: 1 damage increase
Every 6 points of armourer above 100: 1 damage increase
(weapon skills are blade, blunt, marksman, hand to hand)
Every 3 points of armour skills above 100: 1 AC increase
Every 5 points of speed above 100: 1 AC increase
Every 5 points of endurance above 100: 1 AC increase
Every 5 points of armourer above 100: 1 AC increase
(armour skills are light armour, heavy armour)
Every 5 points of athletics above 100: +1 fatigue regeneration
Every 5 points of endurance above 100: +1 fatigue regeneration
Every 1 point of magical skill above 100: 2% Magicka increase
Every 1 point of will above 100: 1% Magicka increase
Every 1 point of personality above 100: 1% Magicka increase
(magical skills are restoration, illusion, destruction, alteration, mysticism, conjuration)
Every 3 points of sneak above 100: 1% chameleon
Every 3 points of security above 100: 1% chameleon
Every 5 points of agility above 100: 1% chameleon
(These only take effect whilst sneaking, optional, see below)
Every 3 points of acrobatics above 100: 1% reflect damage.
Every 3 points of block above 100: 1% reflect damage
Alchemy: A lesser power is added. Use this to enable your Legendary Alchemy powers. At alchemy 140, your potions will be around 2.0x better than at alchemy 100, with roughly even scaling in between and above. Alchemy does not increase further above 160.
At below 105 alchemy, you will still need a full set of equipment. Beyond 105 alchemy, you can create potions through conjured apparatus, and no longer need to carry any equipment.
You have the option of having sneak give you chameleon bonuses whilst sneaking- this will leave you slightly transparent whilst sneaking, and is optional. If you decide not to, you will gain no benefit from sneak/security above 100.
These values include fractions, for the most part, so for example having 102 blade (+0.5) and 103 strength (+0.6) will give you +1 damage.
Weapon damage increase applies on ALL weapons, of ANY type. A 120 Blade skilled character will deal an extra 5 points of damage with fists, for example. Likewise, armour bonuses apply on any and all types of armour, or even unarmoured.
Maximum magicka increases are put in as altering spell costs above 100 is impossible. Extra magicka has a similar effect.
v1.0: Release. Only affects AC/Weapon damage.
v2.0: Update. Affects all skills and attributes.
v2.1: Fixed spell bug.
v2.2: Set chameleon to only act whilst sneaking.
v2.25: Fixed display bug.
v2.30: Conversation bug fixed.
v2.31: Magic fixed.
v3.00: Stats limits removed.
v3.10: Made stat limit removal optional.
v3.20: Split the .esps.
v3.25: Fixed will bug.
v3.30: FINALLY FIXED WILL BUG!
v3.40: Added KCAS comptabitility, fixed Conjuration.
v3.41: Fixed illusion.
v3.42: Fixed Maths.esm dependancy.
v3.44: Fixed alembic problems, added compatiblity with Must Train.
v3.45: Removed legendary persuasion, minor optimisation.
|File Name: Legendary_Mastery.zip|| Author: Admin
|File Size: 17 KB||Files Added: 9,771|
|Downloads: 2,036 (2 last week)||Author Downloads: 17,390,501 (57,433 last week)|
|Posted: 13.11.2007||Supporters: n/a|