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Posted 20 hours ago

Master of One

£7.495£14.99Clearance
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MCM to respec your character. The double-edged nature of these perks means you may regret your choices! As such, the MCM lets you remove any chosen perk at any time and regain your perk points. This also means you can totally rebuild your character. Lastly, the MCM also lets you change the skill requirements for all 5 ranks of the different tiers of perks. Master of One is inherently compatible with mod added spells, provided they are given appropriate keywords. There are a lot of moving parts to this narrative, and it's not like it even slowed down that much, just enough for us to catch our breaths before barrelling boldly forward in the best possible way. Also of MAJOR note was the fantastic representation of POC, LGBTQ+ and disabled people. As someone is part of 2 of those 3 communities, it was extremely gratifying to see how deftly each of these groups was represented, but it's also not like you'd have to identify with any of them to not only love the story and the characters, but appreciate how well these people were written. Chameleon - You are 10/20/30/40/50% better at avoiding detection due to illumination, but move 0/2/5/10/20% slower in the dark.

One handed conditioning - Swinging a one handed weapon costs 50/75/90/95/100% less stamina (10 by default), but spells cost 0/5/10/15/20% more to cast. Deadly aim grants sneak multipliers of x2.4/2.8/3.2/3.6/4. This is much lower than for daggers (although better than in vanilla), but is compensated by the fact the archery skill can greatly increase the base damage of bows. It makes bows louder by creating detection events when the player fires a bow. The detection event volumes are 0/20/30/50/80.This is one of those odd books that you don't truly appreciate in its entirety until you've reached the end. Matching set - Heavy armor is 10/20/30/40/50% more effective if wearing a matched set, but 0/5/10/25/50% less effective otherwise. Ward armor - Wards reduce incoming damage by 10/20/30/40/50%, but reduce your movement speed by 0/5/10/25/50%. Dungeon delver - You are more/even more/even more/even more/even more likely to find extra items of any kind in dungeons, but less/even less/even less/even less/even less likely to elsewhere. Well fitted - Light armor is 20/40/60/80/100% more effective if wearing all four pieces of light armor, but 0/5/10/25/50% less effective otherwise.

Jail break, Heist and Treasure hunting through ancient Fae ruins! I love the descriptions of the Castles.Rainbow cloak - Enchantments on robes and clothes are 20/40/60/80/100% more powerful, but enchantments on jewelry, weapons and armor are 0/2/5/10/20% weaker.

Necromancy - Reanimated minions last 50/100/150/200/250% longer, but summons lose 0/10/25/50/100% duration. Note that if you try to sell to fences without the fence perk everything you sell will have 0 value.

How to Know Which Path Is Right for You

The main romance was GOLD - sweet, hilarious, and very much so a slow burn for those who enjoy those! (Like. Seriously. A SLOW burn.) There were several other romances scattered throughout, which unfortunately felt rather abrupt - I have no major feelings about them one way or the other - but were a sequel to be released, I think I could be persuaded with a little more development. Configurable Perks Per Level - At 1 perk point per level, you shouldn't become very strong until level 75. For faster power growth, give yourself extra perk points; 2 per level will make you very strong by about level 40. Alternatives: the (fixed) uncapper, SkyShards, or the Radiant Quest Point System. Dragon Smithing - Can create dragonscale and dragronplate armor and weapons, and improve them 10/20/30/40/50% more, but armor and weapons made with other materials 0/3/6/12/25% less. Regarding pyromancy, cryomancy and electromancy, drain spells are those that use the MagicVampireDrain keyword. This is rare in vanilla, but provided mod added spells use this keyword appropriately they will be affected to. This is the case for Mysticism.

Due to engine limitations, the effects of oblivion, blood and mystic binding will apply whenever you are wielding a bound weapon, even if you are striking with a regular weapon (held in your other hand). Deadly gift - Poisons placed on targets have 50/75/100/125/150% strength, but they are 0/5/10/25/50% weaker otherwise. Heavy armor conditioning - Running while in combat drains 50/75/90/95/100% less stamina (1 per piece per second by default) but spells are 0/5/10/15/20% less effective. Regeneration - Self-targeted healing spells are 30/60/90/120/150% more effective, but your total health is reduced by 0/10/25/50/100. Foe - Illusion spells last 1.5/2/2.5/3/3.5 times as long when cast on hostile targets, but 0/10/25/50/75% shorter otherwise.Corrosive coating - Arrows decrease the targets armor rating by 20/40/60/80/100 for 15 seconds, but you lose 0/0.5/1/2/4 health per second while your bow is drawn.

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