The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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+ Amazing Race Tweaks! Dark Elf
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17 Aug, 2014 @ 4:12pm
21 Nov, 2015 @ 3:01pm
22 Change Notes ( view )

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+ Amazing Race Tweaks! Dark Elf

In 1 collection by sp0ckrates
Amazing Race Tweaks! Collection
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Description
Now Dark Elves are more powerful destruction mages and assassins! Adds new abilities to the Dark Elf and Dark Elf Vampire races. Completely safe, as no new scripts are used and no changes are permanent. If you unsubscribe, your character's abilities and powers return to what they were before.

New and improved abilities and powers: Fire cloak is now a lesser power, which also protects against frost. Fire resistance is increased and fire destruction spells hitting you RESTORE your magicka--makes fighting Hagravens and fire-breathing dragons is a blast! Destruction skill improves much faster and other magic skills improve slightly faster. Fire destruction spells cost less to cast and do more damage. One-handed weapons do more damage, more critical damage and have a greater criticl hit chance. You are also harder to detect when sneaking.

If you like this mod, or would like to see mods for other races, please consider rating it, even if you don't want to subscribe right now. It's the third mod in the A.R.T. (Amazing Race Tweaks!) series. The others are HERE. No DLC is required. It's compatible with all mods in the Sp0ckrates workshop and many others. You do NOT have to unsubscribe from other mods in this series to use this mod.

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1. Description
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The goal of this series of mods is to make each race amazing. If a mod doesn't give a race powers and abilities you can't get from any other race, then it shouldn't be called Amazing Race Tweaks! Right? I've always wanted to play a Dark Elf mage-assassin, but others told me it's not easy increasing the destruction skill, and other races make better assassins. Well, not any more! Now Dark Elves truly excel at Destruction magic--mastering it faster, casting the spells longer and doing more damage. The mod also stays true to Dark Elf lore by making them better at stealth and one-handed combat.

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2. Features of the Mod
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Ancestor's Wrath. The fire cloak is now a lesser power, which may be used more than once a day. Damage is increased from 8 to 10 points a second to foes in melee range. It also resists 25% of frost damage a second, which negates the frost weakness. (See Weakness to Frost, below.)

Ancestor's Resistance. Fire resistance is increased from 50% to 75%. In addition, all fire spells hitting you RESTORE your magicka. The amount restored equals half the amount of damage the spell does to the health of those not resistant to fire. (For example, a flame spell doing 8 points of damage a second to other races will affect a Dark Elf by doing only 2 points of damage a second and restoring 4 points of magicka a second.) For fun, try challenging a Hagraven or group of fire mages to a magic duel!

Weakness to Frost. The race's higher resistance to fire comes at a price--they are 25% weaker to frost (but see Ancestor's Wrath, above).

Ancestor's Knowledge. Destruction magic skills improve 20% faster. Other magic skills--Alteration, Conjuration, Enchanting, Illusion and Restoration--improve 10% faster. This is in addition to other bonuses. (For example, if you have the Mage Standing Stone blessing, your destruction skill will improve 40% (20%+20%) faster, and other magic skills 30% (20%+10%) faster.)

Ancestor's Power. All destruction spells now cost 20% less to cast. Fire spells do 40% more damage, Shock spells do 30% more damage and Frost spells do 20% more damage.

Ancestor's Stealth. You are harder to detect when sneaking. Sneak skill is +10 when you sneak.

Ancestor's Fighting Style. One-handed combat is more deadly, and makes for more effective assassins. All one-handed weapons--daggers, maces, swords and war axes--do 10% more damage and have a 20% better chance to get a critical hit doing double critical hit damage.

Starting stats and spells for new characters. Beginning stats for characters are increased as follows. Destruction: +20. One-Handed and Sneaking: +10. Alteration, Conjuration, Illusion and Restoration: +5. Starting magicka is now 75, instead of the normal 50. The total skill bonus is increased from +35 to +60. Starting spells: Flames, Fire Bolt, Fire Rune and Healing.

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3. New Fire Spell Effects on Dark Elves
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Since they live inside a volcano in their homeland, Dark Elves are now nearly impervious to fire. Not only are they 75% resistant to fire spells, they also have their magicka restored when they are hit by the spells. To do this, a magic effect was added to each fire destruction spell in the vanilla game, which affects only Dark Elves and Dark Elf Vampires--both the player race and NPCs. So it's recommended you don't use fire spells on a Dark Elf foe, as you will likely make them harder to defeat!

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4. Playing as a Vampire
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If you become a vampire, you won't be weak to frost but will resist fire. Adjusted resistances to fire will be +75% (Dark Elf) -50% (Vampire), or +25%. Resistance to frost will be +50% (Vampire) -25% (Dark Elf), or +25%. The Vampire muffle ability will be in addition to the Dark Elf Sneak skill bonus. Add the bonuses for Destruction magic, and the Dark Elf is a good option for those wanting to play as a Vampire.

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5. Safe for Existing Characters
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The mod was tested, in game with an existing Dark Elf character downloaded as a saved game from NexusMods. In all tests, removing the mod was safe, as none of the new abilities and powers were permanent. You may subscribe to try it out. If you decide not to keep it, simply unsubscribe. Abilities and powers will return to what they were. For a new character, stat bonuses will remain.

DONATIONS APPRECIATED

This mod is completely free. But it takes a lot of time, effort and expense to make it and mods like it. If you appreciate the fun they provide and want to give a little back, log into PayPal[www.paypal.com] and make a donation to sp0ckrates@outlook.com. No amount is too small to help! If you give a donation, let me know. If you want, ask me to add a feature to a mod or upload a mod to Nexus for you.

MORE THAN A MILLION SUBSCRIBERS

The Sp0ckrates Steam Skyrim Workshop currently has more than a million subscribers and more than 4,000 followers. Many thanks to all who've tried out our mods over the last two years. Dudes! You're the best!

SUBSCRIBING

✓ Remember to Restart Skyrim
To make sure this mod loads, after subscribing, launch Skyrim, wait for the launch screen to display a message that all mods finished synchronizing, then exit Skyrim to the desktop. Relaunch Skyrim. The mod should now be loaded.

INCOMPATIBILITIES AND BUG FIXES

There are no known bugs. Please report any you think you find. Mods changing races might be incompatible.

DISABLING OR UNSUBSCRIBING

There's no need to unsubscribe. After subscribing, you may easily disable the mod at anytime:
  1. Start the Skyrim launcher
  2. Wait for it to display a message that mods finished synchronizing
  3. Select Data Files
  4. Remove the checkmark next to this mod
  5. Select OK and Play

VERSION HISTORY

See the Change Notes.
Popular Discussions View All (3)
64
1
26 Sep, 2017 @ 9:14am
PINNED: The Amazing Race Tweaks Mods
sp0ckrates
18
19 Sep, 2016 @ 3:36am
What Do You Like About This Mod? What Would You Like Changed?
sp0ckrates
483 Comments
ELF 18 Jun @ 1:43pm 
why do these mods come in a pack of one per race? These mods look so good, but they clog up my game because they're one per race instead of all-in-one. This makes me sad, I was really looking forward to these mods :(
Hog 14 Mar, 2024 @ 12:20am 
Everything works, except the extra starting spells, not sure if It's just me
Mosley was right 30 Jul, 2022 @ 6:01am 
I wish there was a compatibility patch for this mod series and Imperious. I love 'both', but I can only use one... :steamsalty:
FullAutoAttack 30 Jan, 2022 @ 11:21am 
thanks
Finn 30 Jan, 2022 @ 10:19am 
player.setgs fjumpheightmin 100 <-- Those who want to quick fix the jump height issue I also seem to be having. just console this in to go back to normal jump height.
mrawesome 23 Dec, 2021 @ 7:44am 
Is the wrath power damage changed by perks increasing fire damage?
Das Ambster 21 Feb, 2020 @ 2:20pm 
Dave1722, had the same problem but disabled all the other ART mods and the high jump is fixed.
Dave1722 29 Jun, 2019 @ 2:27pm 
This isn't supposed to boost your jump, but I can jump ridiculous heights. Please fix.
ogerroll 15 Apr, 2018 @ 6:50pm 
So I downloaded this mod, and I noticed that the other perks aren't showing up on the abilities list. Is that supposed to happen or should they be showing up?
NoMoreNormalcy 29 Mar, 2018 @ 2:16pm 
This mod looks to make it more sensible to play a mage-assassin as a Dark Elf. Also in the lore as of TESIII:M, dark elves were reputed to be from nimble fighters, skilled marksmen, taleneted mages, and, most notibly, reputed nightblades, a class that supported all you a bringing out here. Like!