Skyrim Special Edition

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Enai Siaion

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EnaiSiaion

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About this mod

Summermyst adds over 100 new enchantments to the game and the overhauls existing enchantments. The new enchantments are integrated seamlessly into the vanilla item system.

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Features

  • 109 new enchantments (65 armor enchantments, 44 weapon enchantments).
  • The new enchantments are integrated into the game and can be bought and looted from enemies.
  • The new enchantments can be disenchanted and applied to player enchanted items.
  • Many new visual assets to make the new enchantments stand out while still blending into the vanilla game.
  • Enemies also spawn with them and use them against you.
  • Many improvements to vanilla enchantments.

Full list of enchantments

The values displayed in this list are the most powerful version of the enchantment found as random loot. Enchanted items can be stronger depending on skill level, perks and soul gems used.

Weapons

Any level

  • Bleed Damage: Living targets bleed for 8 points of damage per second for 15 seconds. (Doesn't stack.)
  • Blind: Sneaking is much more effective against the target for 30 seconds.
  • Disable Regeneration: Prevents Magicka and Stamina regeneration for 30 seconds.
  • Drain Armor: Reduces armor by 300 points for 10 seconds.
  • Fear: Living targets flee from combat for 30 seconds. Chance to fail on targets above level 20.
  • Fire Damage: Burns the target for 30 points. Targets on fire take extra damage.
  • Frenzy: Living targets attack randomly for 30 seconds. Chance to fail on targets above level 18.
  • Frost Damage: Target takes 30 points of frost damage to Health and Stamina.
  • Magicka Damage: Does 60 points of Magicka damage.
  • Poison Damage: Inflicts a stacking poison that deals 6 points of damage for 10 seconds.
  • Shock Damage: Target takes 30 points of shock damage to Health and Magicka.
  • Slay Living: Kills a living target with 25% or less remaining Health.
  • Soul Trap: If target dies within 20 seconds, fills a soul gem.
  • Stamina Damage: Does 60 points of Stamina damage.
  • Sun Damage: Scorches undead for 50 points of damage.
  • Turn Undead: Undead flee for 30 seconds. Chance to fail on targets above level 40.
  • Weakness to Fire: Target is 50% weaker to fire for 10 seconds.
  • Weakness to Frost: Target is 50% weaker to frost for 10 seconds.
  • Weakness to Shock: Target is 50% weaker to shock for 10 seconds.

Low level and above

  • Absorb Health: Absorbs 25 points of Health.
  • Absorb Magicka: Absorbs 30 points of Health.
  • Absorb Stamina: Absorbs 30 points of Health.
  • Balefire: Deals 8 magic damage for 5 seconds or until detonated by a power attack.
  • Clumsy: Targets attempting a power attack within 12 seconds fail and get staggered.
  • Counterspell: 50% chance to interrupt the target's spell, draining 25% Magicka.
  • Discharge: Drains 1000 points of charge from the target's equipped weapons.
  • Drain Damage: Target loses 30% attack damage for 10 seconds.
  • Drain Skills: Reduces all skills by 50 points for 15 seconds.
  • Illusory Burden: Illusory weight temporarily reduces current Health by 25% for 25 seconds.
  • Karma: 30% chance to reduce the target's Health percentage to yours (if yours is lower).
  • Killstreak: Deals 25 magic damage, multiplied by 4 on the next hit after this kills a target.
  • Launch: Telekinetic force launches a target with 30% or less remaining Health.
  • Lingering Fire: Target burns for 6 points per second until combat ends. (Doesn't stack.)
  • Radius: Releases a shockwave that deals 20 magic damage in a large area.
  • Roulette: 10% chance to deal 300 magic damage.

Medium level and above

  • Battle Hunger: Target is consumed by anger, taking 12 magic damage for 10 seconds or until it attacks or casts a spell.
  • Chaos Damage: 50% chance each to deal 30 fire, frost or shock damage.
  • Death's Door: Reduces targets with 35% or less remaining Health to 1 point of Health.
  • Fire Hazard: Ignites the ground underneath the target, dealing 12 damage for 2 seconds.
  • Frost Hazard: Freezes the ground underneath the target, dealing 12 damage for 2 seconds.
  • Goldstrike: Raw energy deals 90 magic damage in a small area. Consumes a large amount of charge.
  • Invisibility: 25% chance to gain invisibility after striking.
  • Mania: 20% chance to randomly change the target's Health.
  • Primal: 4% chance to activate a random All-Maker Stone power after striking.
  • Rolling Thunder: If the target dies within 5 seconds, 50% chance to refresh your shout cooldown.
  • Shifting Earth: If the target is staggered, 60% chance to summon a spike of rock that flips the target into the air.
  • Shock Hazard: Electrifies the ground underneath the target, dealing 12 damage for 2 seconds.
  • Skyhook: 25% chance to lift the target's feet off the ground, immobilizing it for 8 seconds.
  • Sound: Creates a distracting noise that interrupts spellcasting for 20 seconds.
  • Stormbringer: Deals 20 shock damage as magic with a 5% chance to cast your current shout.
  • Weakness to Poison: Target is 50% weaker to poison for 10 seconds.

High level and above

  • Banish: Summoned daedra are sent back to Oblivion. Chance to fail on targets above level 36.
  • Command Daedra: Summoned daedra are put under your control. Chance to fail on targets above level 50.
  • Heal: Heals the target 100 points.
  • Hidden Serpent: If the target leaves combat within 120 seconds, halves its remaining Health.
  • Imprisonment: 25% chance to trap a person in a summoned cage for 12 seconds.
  • Insult: Deals 30 magic damage. Temporarily changes the target's name.
  • Paralyze: 25% chance to paralyze the target for 6 seconds.
  • Power Surge: 6% chance on striking to release your currently selected power.
  • Steal Weapons: 20% chance to steal a humanoid target's equipped weapons.

Only found on specific items

  • Fiery Soul Trap: If target dies within 5 seconds, fills a soul gem. Burns the target for 8 points. Targets on fire take extra damage.
  • Leak Stamina: Target loses 50% Stamina regeneration to each ally within X feet for X seconds.
  • Silent Moons: While the moons are out, burns the target for 20 points of magic damage.

Armors

Any level

  • Fear: Enemy creatures and people within 20 feet have a chance to flee from combat.
  • Fortify Alchemy: Created potions are 25% more powerful.
  • Fortify Alteration: Alteration spells and enchantments cost 25% less.
  • Fortify Archery: Bows do 25% more damage.
  • Fortify Bashing: Bashing deals 30% more damage.
  • Fortify Block: Block 25% more damage with your shield.
  • Fortify Carry Weight: Carrying capacity increased by 50 points.
  • Fortify Conjuration: Conjuration spells and enchantments cost 25% less.
  • Fortify Destruction: Destruction spells and enchantments cost 25% less.
  • Fortify Health: Increases Health by 70 points.
  • Fortify Heavy Armor: Heavy armor grants 25% more armor.
  • Fortify Illusion: Illusion spells and enchantments cost 25% less.
  • Fortify Light Armor: Light armor grants 25% more armor.
  • Fortify Lockpicking: Lockpicking is 25% easier.
  • Fortify Magicka: Increases Magicka by 70 points.
  • Fortify One-Handed: One-handed attacks do 25% more damage.
  • Fortify Pickpocket: Pickpocket chances are 25% higher.
  • Fortify Potions: Increaes the duration of alchemical potions by X%.
  • Fortify Restoration: Restoration spells and enchantments cost 25% less.
  • Fortify Smithing: Weapons and armor can be improved 25% better.
  • Fortify Sneak: You are 25% harder to detect while sneaking.
  • Fortify Speed: You move 20% faster.
  • Fortify Stamina: Increases Stamina by 70 points.
  • Fortify Two-Handed: Two-handed attacks do 25% more damage.
  • Increased Experience: Gain 10% more experience.
  • Magic Find: 20% chance to loot an additional magic item from people you kill.
  • Philosopher's Stone: Generates 40 gold per hour.
  • Recharge Weapons: Recharges weapons X points per second, up to the charge level the weapon had when it was equipped.
  • Resist Fire: Grants 70% resistance to fire.
  • Resist Frost: Grants 70% resistance to frost.
  • Resist Magic: Grants 70% resistance to all magic.
  • Resist Shock: Grants 70% resistance to shock.
  • Spikes: Blocking an attack deals 30 bleed damage to the attacker.
  • Stability: 35% chance to avoid stagger from power attacks and bashes.
  • Unbreakable: Take 25% less damage from power attacks and bashes.

Low level and above

  • Calm: Enemy creatures and people within 30 feet have a chance to refuse to fight.
  • Fortify Critical Strikes: Critical strikes deal X% more damage.
  • Horsemanship: Take 30% less attack damage and deal 30% more attack damage while riding a mount.
  • Imminent Victory: Take up to 25% less damage from enemy attacks the further their Health falls below 50%.
  • Muffle: Wearer is muffled and moves silently.
  • Night Eye: Brightens vision, allowing the user to see in the dark.
  • Perception: See item names and values at a distance.
  • Quake: When you block an attack, 20% chance to stagger nearby enemies.
  • Reactive Barrier: Being struck by a fire, frost or shock spell or effect reduces damage from that element by X% for 5 seconds.
  • Rollback: With weapons or spells drawn, jump to return to your location 4 seconds earlier.
  • Shalidor's Shield: Take 30% less attack damage while casting a spell.
  • Soul Harvest: Gains 40 soul energy when a living foe dies, granting the Soul Burst power at 1000 soul energy.
  • Windfall: 3% chance per second to restore 150 points of Health, Magicka and Stamina.

Medium level and above

  • Area Drain Magic Resist: Reduces the magic resistance of enemies within 15 feet by 25%.
  • Area Fortify Minions: Friendly conjured creatures within 50 feet get 25% attack damage and 100 Health.
  • Cheat Death: Take 25% less damage from attacks when your Health falls below 25%.
  • Deep Breath: 25% chance to reduce the cooldown of your shouts to 3 seconds.
  • Fortify Power Attacks: Power attacks cost 20% less.
  • Fury: Enemy creatures and people within 40 feet have a chance to attack anything nearby.
  • King of the Lost: An immortal ghost fights for you, it has 300 points of Health and Stamina.
  • Regenerate Health: Health regenerates 50% faster.
  • Regenerate Magicka: Magicka regenerates 100% faster.
  • Regenerate Stamina: Stamina regenerates 100% faster.
  • Siphon Health: Absorbs Health based on level from enemies within 20 feet.
  • Siphon Magicka: Absorbs Magicka based on level from enemies within 20 feet.
  • Siphon Stamina: Absorbs Stamina based on level from enemies within 20 feet.
  • Waterbreathing: Can swim underwater without drowning.

High level and above

  • Area Restore Health: Heals living allies within 40 feet 10 points per second.
  • Death's Shield: The next time you would die, you are brought back to life but this item is destroyed.
  • Magnet: In combat, pulls foes within 75 feet to you (30 second cooldown).
  • Vengeance: Gains 150 light energy on block, unleashing a magical nova at 1000 light energy.

Vengeance damage is equal to 2 times its enchantment magnitude.

Only found on specific clothing items outside normal armor progression

  • Amplify Alteration: Alteration spells and effects last 50% longer.
  • Amplify Conjuration: Conjuration spells and effects last 50% longer.
  • Amplify Destruction: Destruction spells and effects are 25% stronger.
  • Amplify Illusion: Illusion spells and effects are 25% stronger.
  • Amplify Restoration: Restoration spells and effects are 25% stronger.
  • Death Shroud: Living foes that stay within 40 feet too long (based on your level and their remaining Health) are slain instantly.
  • Intuitive Magic: Novice spells cost no Magicka.
  • Nova: When you fall below 25% Health, 50% chance to release an explosion.
  • Reclaim Magicka: Deaths within 30 feet drain the victim's remaining Magicka to replenish yours.
  • Ritual Protection: Immune to stagger and taking half damage from attacks while casting a ritual spell.

Nova damage is equal to 4 times its enchantment magnitude.

Only found on jewelry

  • Alarm: Alerts you when an enemy crosses the 200 foot perimeter.
  • Cartographer: Periodically reveals nearby map markers.
  • Deadly Reach: Touch and location target spells can be cast at any distance.
  • Fool's Gold: Grants 25000 gold, but slays you if you can't pay it back upon unequipping.
  • Fortify Armor: Your armor rating is increased by 20%.
  • Fortify Shout Power: Shouts are 20% more effective.
  • Fortify Shout Rate: Time between shouts is reduced by 10%.
  • Fortify Speech: Prices are 25% better.
  • Generate Armor: Grants an enchanted armor piece at random intervals.
  • Generate Soul Gems: Grants a filled soul gem at random intervals.
  • Generate Weapons: Grants an enchanted weapon at random intervals.
  • Jester: Causes attack damage to fluctuate between one fifth and five times damage.
  • Light: Creates a zone of light.
  • Link Health/Magicka: Increases Health by one fourth of base Magicka and Magicka by one fourth of base Health.
  • Link Health/Stamina: Increases Health by one fourth of base Stamina and Stamina by one fourth of base Health.
  • Link Magicka/Stamina: Increases Magicka by one fourth of base Stamina and Stamina by one fourth of base Magicka.
  • Mark and Recall: Equip to create a magical mark at your location. Unequip to teleport back to the mark.
  • Negate Magic: Having 150% or more resistance to an element grants immunity.
  • Resist Disease: Grants 70% resistance to disease.
  • Resist Poison: Grants 70% resistance to poison.
  • Soul Fusion: Deals damage equal to Magicka to nearby targets when equipped and to you when unequipped.
  • Triptych: Attributes: If you have a Fortify Health, Fortify Magicka and Fortify Stamina enchantment, increases Health, Magicka and Stamina by 50 points.
  • Triptych: Resistances: If you have a Resist Fire, Resist Frost and Resist Shock enchantment, grants 25% resistance to fire, frost and shock.


Only found on specific items

  • Fortify Unarmed: Unarmed strikes do 10 additional damage.

Improvements to vanilla enchantments

Summermyst includes several improvements and bugfixes to vanilla enchantments. Here is a short list:

  • The "Restoration Loop" has been fixed: Fortify Restoration no longer buffs enchantments.
  • Descriptions and names have been fixed where necessary.
  • Inventory images have been fixed.
  • Weapon enchantments are now properly animated.
  • Names and descriptions have been standardised to match the rest of the game.
  • Disenchanting Drainspell Bow no longer grants a duplicate Absorb Magicka enchantment.
  • Disenchanting Drainheart Sword no longer grants a duplicate Absorb Stamina enchantment.
  • Disenchanting Shield of Solitude no longer grants a duplicate Resist Magic enchantment.
  • Articulation no longer raises your skill level, but is a percentage bonus to speechcraft effectiveness as per the description.
  • Articulation is no longer erroneously keyworded as a Fortify Sneak effect.
  • Fear missing keywords fixed to correctly identify this as a mind affecting fear effect.
  • Fear no longer erroneously has Turn Undead visuals.
  • The spell school and regeneration combo enchantments for robes (Fortify School & Magicka Regen) have been removed from the game; disenchanting a robe now yields the regular Fortify School enchantment, which is more effective because enchantments with more than one effect do not scale as intended.
  • Fortify [Light/Heavy] Armor now increases the armor rating of equipped armor pieces instead of giving skill levels, bringing this enchantment in line with every other Fortify [Skill] enchantment.
  • Fortify One-Handed now correctly affects daggers.
  • Fortify Unarmed Damage is no longer erroneously considered an Alteration effect.
  • Fortify Unarmed Damage now uses a different magic effect because the original was used by Werewolf claws and various NPC creatures. This keeps the enchantment safe from other mods.
  • Frost Damage slow now kicks in (and wears off) when it should and not just when the target performs a different animation, making it much more effective. To compensate, the slow no longer scales with enchantment power and no longer stacks with itself. The same fix has been propagated to frost spell slows and slowing elixirs.
  • Resist Magic is no longer affected by alchemy bonuses instead of enchanting bonuses.
  • Stamina Damage is no longer erroneously considered a fire attack.
  • ...

The following improvements were made to preset enchantments:

  • Briarheart Geis: Fixed a condition bug that made this enchantment not work against any targets; Magicka cost is no longer 0; The enchantment now counts as non-elemental damage; Changed damage type to untyped.
  • Huntsman's Prowess The enchantment now counts as non-elemental damage; Changed damage type to untyped (it was set to a broken version of physical damage that treats armor as resistance, meaning the enchantment deals 0 damage against targets with 100 or more armor).
  • Keening's Sting: Now has a realistic charge cost instead of 1; The weapon Keening was fixed so it has an actual charge level instead of 0, which caused the enchantment to stop working after one hit and then not allow recharging.
  • Notched Pickaxe: The Smithing skill bonus now works; The Smithing skill bonus is no longer affected by Alteration elixirs.
  • Shadowthrive, Shadowsight, Shadowstrike, Shadowstrength: Enchantments can now be applied to custom items.
  • Silent Moons Enchant: Now actually works.

An optional patch is available on the download page to revert Fortify Skill enchantments to their old powerful self and bring back the Restoration Loop.

FAQ

Compatibility notes

See here for a list of (in)compatible mods.

Troubleshooting
  • Can I upgrade from Summermyst 3.x to 4.x: Possibly. The mods are very different under the hood due to necessary reworks to support an alchemy overhaul and integrate with Futhark. In many cases an upgrade will be possible, but you should unequip all items first and keep a backup.
  • Does this mod need a reproccer or patcher: No. While Wintermyst had a reproccer, 95% of those who used it didn't need it but were confused and thought they did, and the results were not very good anyway.
  • Some enchantments are much stronger than listed/An immortal Wraith King appears at my side even with no relevant items equipped: Summermyst repurposes a large number of unused actor values (AVs) to implement scaling enchantments: many enchantments modify an unused AV, which is then read by a hidden perk or script. If some of these unused AVs are also used by another mod in your load order, Summermyst will accordingly grant you their effects. This is a compatibility conflict and you may want to not use the affected enchantments or uninstall one or the other mod. The Readme contains a list of all unused actor values.
  • Does this mod replace the spell cost reduction enchantments with spell effectiveness enchantments: Summermyst includes both spell cost reduction enchantments ("Fortify <School>") and spell effectiveness enchantments ("Amplify <School>").
  • Some armor enchantments do not work for followers or other NPCs: This is unfortunately inevitable, but also applies to the vanilla game where almost none of the Fortify <Skill> enchantments work for NPCs. Any armor enchantment that does not increase an actor value (such as "speed" or "health") or affect targets within a radius of the wearer will not work when worn by NPCs, but almost all weapon enchantments will work when wielded by NPCs. Other enchantment overhauls as well as the vanilla game have the same issue.
  • Everyone resists my weapon enchantment: As in the vanilla game (Paralyze enchantment), chance or condition based enchantments such as Steal Weapons will display a resist message if the dice roll or condition is not met. This is not a bug.
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