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Nala 2.016 Notes

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Nala
Cloak of the Wolf (Daedric Artifact – Hircine)
Base Armor:  2, Weight 2, Base Value: 15000, Light Armor
Effect: Take the form of a wolf and fight with tooth and claw, can summon and command wolves, wolves may turn hostile if you end the effect and turn back to a human.
Note: the cloak provides full exposure protection from snow, less so for rain
Padded Armor (Unique product of Warmaiden's):
(With Steel Plates and Chainmail) Base Armor: 19, Weight 9, Base Value: 220, Clothing
Steel Half Plate (Unique product of Warmaiden's):
Base Armor: 15 (half of Hide Armor), Weight 17, Base Value: 140, Heavy Armor
Mechanical Claws: Uses same stats as 3 Daggers and has same material types (Steel Daggers)
Base Damage: 15 (Steel x3), Weight: 9 (Dagger x3 + housing [1.5]), Value: 80
Effect: Soul Trap enchant on one of the 6 blades.
Mechanical Shield: Uses same stats as normal shields and has same material types (Steel Shield)
Base Armor: 24, Weight 13.5 (steel + housing [1.5]), Base Value: 180, Heavy Armor
Mechanical Bow: Uses half stats as normal crossbows and has same material types, is also twice as fast
Base Damage: 19 (crossbow), Weight: 15.5 (crossbow + housing [1.5]), Value: 160
(Steel Bolts) Base Damage: 10, Value 1
Ebony Blade (Daedric Artifact – Mephala)
Base Damage: 11, Weight 10, Base Value: 0/Can not be sold, Two-Handed Sword
Effect: 30 Point Absorb Life on strike, +4 for every ally slain with it (no max but takes progressively more kills), Victim does not treat attack with this weapon as assault. (Witnesses do though, so be wary of prying eyes).
Amulet of Dibella: +15 Speachcraft
Amulet of Talos: Time between shouts is reduced 20%.
Backpack: +50 Carry weight
Bandolier: +35 Carry weight
Dwarven Gauntlets
Base Armor: 13, Weight 8, Base Value: 85, Heavy Armor
Fur Boots
Base Armor: 5, Weight 2, Base Value: 5, Light Armor
Hide Helmet (Fine)
Base Armor: 12.5, Weight 2, Base Value: 25, Light Armor
Gold and Ruby Circlet of Minor Archery
Weight 2, Base Value: 450, Circlet, +7% Archery
(Gold Ring of the Khajiit) Base Armor: 0, Weight: 0.25, Value: 75, Changes the wearer into a Khajiit of the same age and gender.
Cloak of the Khajiit: Male Khajiit Transformation, enhances the effects of the other items
Chain-mail Bikini
Base Armor: 31 (Same as Steel Armor), Weight 0.5, Base Value: 3000, Light Armor
Effects: Halves Intimidation, triples Persuasion, triples difficulty to resist persuasion from men, changes the body to an ideal female shape (can not be removed by males short of death), Prevents pregnancy
(Dragon Priest Mask: Volsung) Base Armor: 21, Weight 5, Value 4611, Light armor protects 15% better, + 30 carry weight and can breathe underwater.
(Dragon Priest Mask: Rahgot) Base Armor: 23, Weight 9, Value 962, Increases Stamina by 25. Grants a 2% chance to instantly kill a target with any two-handed weapon.
Steel Half Plate provides Limited exposure protection but the Padded armor provides full, the chain-mail offers standard, plus she's a Nord.
Dragons fought: 4
Shouts Activated: Whirlwind Sprint (3/3), Unrelenting Force (3/3), Ice Form (1/1), Storm Call (1/1), Become Ethereal (1/1), Steed Stone (skyRe): Carry weight increased and frost resistance, but fire weakness.

Light Weapons 50/Common:
Armsmen 3 (attacks with Light Weapons/Unarmed deal 30% More Damage)
Savage Strike (Standing power attacks with onehanded weapons (no ”unarmed”) have a chance to decapitate enemies. All light weapon power attacks (including ”unarmed”) consume 25% less Stamina.)
Windfist Disciple 3 (Attacks with the unarmed ”weapon” are 15% faster)
Monkey’s Trickery (If the target of an unarmed attack carries a shield, you may steal it. If it carries no shield, but a weapon, you might steal the weapon instead. Chance of the effect kicking in is 25% on each hit. You may steal both shield and weapon from one target, but you may not steal multiple weapons. Stealing gear with this effect does not count as crime.)

Heavy Weapons 25:
Barbarian (Heavy weapons do 40% more damage.)
Champion’s Stance (Power attacks with heavy weapons cost 25% less stamina.)

Block 20:
Defender 2 (40% more damage.)

Marksmenship 40:
Focus 3 (You draw bows 20% faster and deal 20% more damage with any bow. Crossbows ignore 80% armor.)
Point Blank 1 (With shortbows, you deal 5% more damage against enemies within 30 feet range, 10% more damage against enemies within 20 feet range, and 15% more damage against enemies within 10 feet range.)
Mobility (55% faster with a drawn shortbow.)
Power Draw 1 (You can draw a Longbow for 3 seconds in total for a
damage boost of 15%.)
Keene’s Lance 1 (While wielding a Longbow, you gain a damage bonus against faraway targets; 10% for a range of at least 40 feet, 20% for a range of at least 70 feet, and 30% for a range of at
least 100 feet.)
Eagle Eye 1 (Pressing Block while aiming with any ranged weapon will zoom in your
view.)
Steady Hand 1 (Zooming in with any ranged weapon slows time by 25%.)
Ballistics (You can craft crossbows and bolts at forges. Note that tempering crossbows also requires the respective perks from ”Smithing”.)
Advanced Missilecraft 1 (You can create ”strong” and ”strongest” bolt upgrades by using regular bolts and ingots (iron and steel) at forges.)

Heavy Armor 20:
Juggernaut 2 (Heavy armor rating is increased by 40%.)

Smithing 50/Common,
Blacksmith 3 (Weapons and armor can be improved 60% better. You can only improve gear if you have the corresponding material perk.)
Principles Of Smithing (You can craft and temper steel material armor and weapons. While wear
ing at least four pieces of steel armor incoming bow damage is reduced by 10% and incoming crossbow damage is reduced by 20%.)
Dwarven Rigging (You can craft and temper dwarven material armor and weapons. While wearing at least four pieces of dwarven armor, dwemer machines and Falmer deal 15% less damage to you.)
Orcish Creed (You can craft and temper orcish material armor and weapons. While wearing at least four pieces of orcish armor, weapons made of orichalcum deal 15% more damage.)
Arcane Blacksmith (You can temper enchanted gear. You also need the respective material perk.)
Tradecraft (You can craft jewelry and silver weapons at the forge.)
Weaving Mill (You can craft dreamcloth at the tanning rack. Dreamcloth is special clothing that has no armor value, but does boost other armor you might wear. Adreamcloth chestpiece boosts armor
by 50%, a hood gives 25%, gloves and footing provide 15% each. So it encourages mixing clothing and real armor. Also, dreamcloth is used in all magic skill trees for special perks.)
Meltdown (You can use the smelter to get back resources from gear and various clutter pieces. to meltdown gear and dwarven scraps, you need their respective material perks.)
Leathercraft (You can craft and temper leather material armor. While wearing at least four pieces of leather armor, frost and fire resistance are increased by 15%.)
Elven Discipline (You can craft and temper elven material armor and weapons. While wearing at least four pieces of elven armor (includes light elven armor, elven armor and gilded elven armor), all spell
casting cost is reduced by 5%.)
Nordic Design (You can craft and temper scaled and steel plate material armor. While
wearing at least four pieces of scaled or steel plate armor, health and stamina regenerate 20% faster.)

Sneak 50/Common:
Stealth 3 (You are 30% harder to detect when sneaking.)
Intruder (While trespassing and sneaking, you are 20% harder to detect.)
Light Foot (You won’t trigger pressure plates.)
Muffled Movement (Noise from armor is reduced by 25%.)
Silent Roll (Pressing the ”sprint” button while sneaking allows you to perform a fast, silent roll.)
Blindside 2 (Unarmed sneak attacks and sneak attacks with one-handed weapons have
their damage multiplier increased by 2. Sneak attacks with two-handed weapons have their damage
multiplier increased by 1.)
Knockout (While having a mace equipped or unarmed and undetected, you can beat an enemy unconscious by activating him. Unconscious bodies can be dragged around.)

Alchemy 75/Expert:
Alchemist 4 (Potions and poisons you create are 40% stronger. ”Slow Time” potions do not become
stronger, but instead gain longer duration.)
Physician 3 (Potions you create that restore Health, Stamina or Magicka are 50% stronger.)
Experimenter 2 (60 Eating an ingredient reveals 4 of its effects, instead of just the first one.)
Poisoner 2 (Poisons you mix are 40% stronger.)
Adhesive Explosives (Unlocks a new recipe at the cooking pot: Adhesive Explosives. These act like poisons on your weapon that cause a detonation after a few seconds with area-of-effect damage. If reverse pickpocketed into an inventory, and if the target didn’t notice you, the explosion will instantly kill it (requires “Poisoned” from Fingersmith))
Benefactor 2 (Potions you mix are 40% stronger. Stacks with ”Physician”.)
Concentrated Poison 1 (Poisons you apply to your weapon last for 2 more hits.)
Venomous Coercion (Poisons that cause fear or fury are x% more potent, where x is you alchemy
skill level * 4.)
Fast Metabolism (Potions that restore Health, Magicka or Stamina have halfed duration, but
doubled magnitude. So they apply their full effect a lot faster.)
Poison Burst (Unlocks new recipes for poison flasks at the cooking pot. These flasks are used from the inventory to apply poison to bear traps or spike traps. Poisoned bear traps can paralyze or deal poison damage when triggered in an are of effect, and are destroyed in the process. Poisoned spikes last for multiple hits. Poison damage scales with ”Alchemy” skill level. The perk is worthless without
the related ”Wayfarer” perks.)
Fuse (Unlocks new crafting recipes at the forge. Turn any basic bolt or arrow into an exploding variant that detonates upon impact, dealing nonelemental damage.)

Speechcraft 50/Common:
Haggling 3 (Buying and selling prices are 30% better.)
Intimidation (Intimidation is twice as successful.)
Persuasion (Persuasion is 30% easier.)
Strength In Numbers 1 (As long as you have a follower, all skills level 10% faster, and you deal 5% additional damage with weapons and spells.)
Loyalty 1 (The damage bonus from “Strength In Numbers” is applied to follower as well.)
Merchant (You can sell any type of item to any kind of merchant. Only affects types, does not affect stolen items.)
Fluent Speaker 2 (Shouts recover 20% faster.)
Violent Voice 2 (Harmful shouts are 50% more powerful. ”Harmful shouts” are shouts that deal damage.)
Heroic Voice 2 (Non-harmful shouts are 20% more effective and/or last 10/20/30/40% longer. This
covers all shouts not included in ”harmful shouts” that do not summon. ”Elemental Fury” and ”Slow
Time” only get a duration boost.)

Light Armor 30:
Agile Defender 2 (Light armor rating is increased by 20%)
Custom Fit (15% Armor bonus if wearing all light armor: Head, chest, hands, feet.)

Fingersmith 75/Expert:
Light Fingers 4 (The lockpicking sweet spot grows by 120%. Picking pockets is 40% easier. Note that
the pickpocketing bonus is a flat increase - a chance of 20 becomes 30, not 22.)
Nose For Coin (Find more gold in chests. The maximum gold added to chests depends on the chest and is either in the lower two- or three digit range.)
Treasure Hunter 1 (Increases the chance of finding special treasure, usually enchanted gear. Without this perk, the chance to find special loot in each container that may hold it is 1 - (x
6) with x = 0.98. The perk sets x to 0.95.)
Extra Pockets (Increases maximum carry weight by 100.)
Night Thief (Against sleeping targets, pickpocket chance is increased by 25%.)
Poisoned (If you reverse-pickpocket a poison into another humanoid’s inventory, the poison will be triggered. Has special effects when used with ”Adhesive Explosives” from ”Alchemy”)
Cutpurse (When pickpocketing gold, the success chance is increased by a flat 50%.)
Key Master (When pickpocketing keys, the success chance is increased by a flat 100%. If you pick a lock, you automatically generate a key to said lock.)
Snatch (You may pickpocket equipped weapons.)

Wayfarer 20:
Traveller 2 (You are 10% more resistant to frost. While in the wilds, you move 7% faster.)
Awareness (You can collect the bear traps scattered around Skyrim and place them. Placed bear traps have a 30% chance of breaking when triggered and can be used again if they don’t break.)
Lore: Lesser Creatures (You acquire better knowledge about all kinds of deer, elks, foxes, rabbits, wolves, skeever, mudcrabs and slaughterfish.)
Immunization 1 (You are 25% more resistant against poisons and diseases.)

Conjuration 25:
Destruction 17:
Alteration 17:
Illusion 17:
Restoration 17:

Enchanting 30:
Enchanter 2 (All enchantments are 30% stronger.)
Soul Squeezer (Soul gems recover 25% more enchantment charge.)
Defensive Enchanter 1(Defensive enchantments on armor are 25% stronger. This covers enchantments that provide resistance and armor rating.)
Elemental Enchanter 1 (Fire, Frost and Shock enchantments on weapons are 25% stronger.)

Spells: Bound Shortbow, Summon Flame Atronach, Reanimation, Mark Of Decay, Transfer Essence, Mark Of Bound Spirits, Mark Of Power, Seven Souls
And again since we're enbaring on the next Adventure and some of you do like equipment and the like updates. He'res Nala, the others will be comming shortly.
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mhtg's avatar
Is this for JAG?