
- #Magic launcher 1.5.2 download upgrade
- #Magic launcher 1.5.2 download code
#Magic launcher 1.5.2 download code
Code revamped to be a bit more efficient and responsive in most spells. Added a dark horror that can be summoned somewhere in the northern reaches of skyrim, who’s heart is black as night. This is an alternative to having to spend perk points at the shrine, however they are not the easiest to obtain, you will need to figure that out for yourself (hint, explore inside the room with the dragon). Alternative way of paying for shrines through a new item called Heart of Corruption. Hotkey menu! When you get your first rank of Shadow Mastery (second unlocked shrine) you will be given a hotkey power spell, allowing you to set and change hotkeys for the various abilities that need them. These upgrades will cost daedra hearts, and can be swapped or removed entirely.
Currently there are only five spells that can be upgraded, and they have varying numbers of upgrades available (More to come in future updates probably).
#Magic launcher 1.5.2 download upgrade
Activating this will allow you to upgrade certain abilities with various effects, changing or improving the way they work.
Upgrade shrine: This will appear after yourfirst rank in shadow mastery (second unlocked shrine) right by the same shrine. Increase your chance to absorb spells per charge for magicka (like atronach stone) instead of magicka regeneration. Will now deal damage equal to the amount healed by your devour magic to enemies who are affected by it, as well as slow their movement by 30% for 10 seconds. Purge: Remove the cleanse effect of your devour magic (removal of debuffs from friendlies) in exchange for a more vicious purging of enemies’ buffs. Now actually restores the correct percentage of your total health pool, was previously only restoring a percentage of your base health pool meaning not a whole lot at later levels. As well as visually show you where it’s impacting Improved functionality a bit, made the ‘teleport behind’ part of the spell not trigger a cooldown. Having the max rank of cascading shadows will cause your silence spell to fear enemies that are 10 levels or less below you for 3 seconds. However the original spell can be swapped back to via the upgrade shrine, for those who preferred that or wanna swap and change as they see fit Any aggressive spells are instead cast back on them, while beneficial spells are instead cast on you. So, I’ve revamped it and renamed it to Counter Spell: In my playing with this spell found it to be kinda clumsy. Ědded new upgrade option Split, which causes the ranged beams to deal 25% damage to enemies near the target. Sneak attacks deal 2x (ontop of perks that increase sneak attack damage with spells, ie arcane assassin and the like)
Direct hits with a power attack using psionic blades will deal 1.5x additional damage. Now benefit from power attacks (beyond just firing a beam). Still has a spell cost but will be ignored if you’re within an anti-magic zone allowing you to cast them even when in the anti-magic zone. Improved visuals for psiblades, now emit a faint trail of purple-ish energy while also crackling strongly with a similar energy along the blades and around the hands Use it as a combo ability or to set up a fight as magic resist debuffs increase the damage of all your spells and Psi Blades Reiterating that this will not stack, so detonating 3 sentries on the same enemy will not deal their damage 3x, nor will the debuff to magic resist of speed stack either. No longer requires the target to not have detected you, allowing use in combat - this is balanced by the fact that the damage and debuffs do not stack now, so placing 3 ontop of each other and detonating on an enemy will still only damage them as if they were hit by one, however it will refresh the debuffs' duration. New visuals for sentry (floating, pulsating pinkish-purple crystals orbit the sentry) The ‘stalwart sentry’ upgrade now reduces the amount of sentries you can create to 1, in exchange for the ‘turret-like’ upgrade Holding the trigger key for longer than 1 second will force all sentries to explode whether or not enemies are close enough They will light up enemies within explosion range red, allowing them to be detonated with the trigger key ěy default now allows up to 3 sentries at once Hold the trigger key for more than 1 second to force detonation on all your sentries at once. The explosion will also dispel magic, reduce their magic resistance for 1 minute, and slow their speed for 30seconds. When an actor draws close, they will light up red indicating that they are within range and the sentry can be detonated, enemies that are close to the sentry take health damage (based on alteration). Places a psionic sentry, granting the caster vision of the sentry and creatures around it through walls.