Magic stones in armor \ Freyja Special Effect Gems. Dragonborn
Description:
How is Dovahkin - a thunderstorm of Dragons? you have to look cool, powerful, intimidating and generally like Dovakin. But when enchanting armor, it remains the same and no effects are added! It's not fair, is it? Yes? I and the author of this mod also think so.
I present to your attention a new mod (at least we already have version 2.0 on the nexus), which adds special stones to the game that add visual effects to your armor.
Adding an effect to armor is easy! No need to enchant anything, just go to the Skyforge and forge yourself Freya Stones Key. After it appears in your inventory, you can forge different stones! They are forged in the "jewels" section. After forging, equip the stone you need. Each stone has 2 or more effects and they can be combined! That is, you can put on all the effects at the same time! Looks like Diablo, right? (We insert 2 diamonds and that purple one ^__^). And yes, I forgot to say the stones for some reason are called the stones of Freya (probably the Scandinavian goddess).
List of stones with effects:
Freya's Stone - Flash (there is a simple and eternal option - expensive)
Freya Stone - Demon (there is a simple and eternal option - expensive)
Freya's Stone - Smoke (there is a simple and eternal option - expensive)
Freya's Stone - Evil (there is a simple and eternal option - expensive)
Freya Stone - Blood (there is a simple and eternal option - expensive)
Freya's Stone - Forest (there is a simple and eternal option - expensive)
Freya Stone - Lightning (there is a simple and eternal option - expensive)
Freya's Stone - Frost (there is a simple and eternal option - expensive)
Freya's Stone - Fiery (there is a simple and eternal option - expensive)
Freya's Stone - Ghost (there is a simple and eternal option - expensive)
Freya Stone - Bubble (there is a simple and eternal option - expensive)
Freya's Stone - Holy Flame (there is a simple and eternal option - expensive)
Freya's Stone - Sanctity (there is a simple and eternal option - expensive)
Freya's Stone - Serenity (there is also an eternal option - expensive)
Freya's Stone - Shadow (there is a simple and eternal option - expensive)
Freya Stone - Silence (there is a simple and eternal option - expensive)
Freya's Stone - Storm (there is a simple and eternal option - expensive)
Freya's Stone - Purple (there is a simple and eternal option - expensive)
Freya's Stone - Steam (there is a simple and eternal option - expensive)
Update:
-Added simple versions of stones and simple eternals
(the effect of them is not so strong, so it is better to combine them together)
Mercer Frey baseid: 0001B07C refid: 00022651 |
|
Floor | Male |
Race | Breton |
Location | Riften Tavern "Rampant Flask" |
Fraction | Thieves Guild |
Status | Guild Leader |
At the end of the storyline, the main character will have to defeat Frey in a personal duel.
Notes
- In the basement of his house in Riften, you can find a map that will lead to his location, as well as the sword Chiller.
- If you start the Speak with Silence quest and talk to Mercer near Snow Veil Shrine, you can fast travel and Mercer will follow you as a permanent member of your party. He is skilled with one-handed weapons and is impossible to kill. However, he can only be useful with his sword and severely limits your ability to remain undetected.
- Mercer Frey has a personal bodyguard named Wald who is easy to defeat.
- Mercer Frey is voiced by Stephen Russell.
Quests received
- Wrong honey- Deliver the mead owner's correspondence to Marven Black-Briar.
Dragonborn.
Dragonborn- the first quest in the storyline of this add-on. We will receive this quest after visiting the Greybeards. We leave the temple or teleport to any city. The cultists will approach you and after the conversation they will attack you. Kill them or watch the guards do it, and then search the bodies. One of them will have a note.
After reading it, go to Windhelm Harbor and take a boat to Saltsheim. Upon arrival on the island, the dark elf Adril Arano will approach you and ask about the purpose of your arrival. If you ask him about Miraak, he will complain that he knows this name, but cannot remember where. Such a problem with the memory of all the inhabitants of the island. However, we will be directed to Neloth, who may know something. We go to him and find out that Mirak has been dead for a thousand years, but there is his temple on the island, to which all sorts of workers flock and diligently try to complete the temple. Upon arrival at the temple, you will complete the quest and receive the next one.
Temple of Miraak.
Temple of Miraak- the second quest in the storyline of this add-on. Upon arrival at the temple, you will meet Freya - a female Nord, which is quite logical for the name, right? She will reveal that Miraak is guilty of all the imprisonments of her humble clan and that she has come to kick ass. We can help her with this. Cultists are waiting for us at the approaches to the temple. We do what we do best. We kill, split, burn, and kill again. This temple is very confusing, but it is still impossible to get lost. After you get there, don't forget to learn the shout on the wall of words, and wait for the collapse. After it, draugrs will pop out, kill them and take the key to the door. We open them and get into the dining room, go into the next one and pull the handle, then go down to the lower level.
At the end of this temple, one of the "Black Books" is waiting for us.
Dragonborn. Passage of the storyline
Dragonborn. Passage of the storyline
After reading it, we are transported to Apocrypha - the local realm of Hermaeus Mora, a very slippery type that could be found in Skyrim. Miraak notices the stranger and immediately brings us to our knees and begins to brag about his achievements. After that, he flies away, and his minions, with the help of some kind of waves, send us back to Saltsheim. This is where the quest ends.
The fate of the Skaal.
The fate of the Skaal- the third quest in the storyline of this add-on. After walking around the temple, Freya will invite us to tea in her village. It's a joke, but we'll still visit the village. There we will get acquainted with the local shaman Storn.
Dragonborn. Passage of the storyline
Dragonborn. Passage of the storyline
From a conversation with him, it becomes clear that we need to learn a new cry and we have a new mark on the map: "Saering's Outpost". We go there and fight with the dragon and draugr, two trolls can drop into the light, so good luck. After killing the dragon, Miraak appears and absorbs his soul, and we are left with nothing. We learn the first word of the cry and go to break the first stone. After its destruction, we defeat the Lurker and return to the shaman with good news.
Stone Cleansing.
Dragonborn. Passage of the storyline
Dragonborn. Passage of the storyline
Cleansing the Stones- the fourth quest in the storyline of this add-on. The shaman will ask us to purify the rest of the stones, there are four of them: the stone of water, earth, sun and beast. The scheme is simple. We arrive at the place, use the cry, kill the lurker and go to the next stone.
Path of Knowledge.
The Path of Knowledge is the fifth quest in the storyline of this expansion. The shaman will send us to Neloth for advice on the Black Books. We leave for Tel - Mithrin, it will appear on your map, and ask about the Black Books. Neloth will tell you everything he knows, and also tell you that there is one book in the Dwemer ruins of Nchardak, and he just has the key to these ruins. You will have to take it with you.
Dragonborn. Passage of the storyline
Dragonborn. Passage of the storyline
There are local robbers near the ruins, which will not pose any particular problems. After the fight, we wait until Neloth opens the door, and we go into the ruins. Inside, a short and informative course of history about these ruins awaits us. Listen, yes. In order to get a book, you need to distribute the pressure inside the temple, and for this you need to pull the lever, and for this you need to lower the water, and to lower the water you need to put 4 cubes at once and pull the lever. That's it. You will find cubes after solving simple puzzles. After that, return to the main room, arrange the cubes and pull the lever. Fight the Dwemer guard and pull the lever. After that, return to the starting location and read the next Black Book. After reading, you will complete this quest and start the next one.
Gardener of the human race.
gardener of the human race- the sixth quest in the storyline of this add-on. After reading the "Black Book" in the ruins of Nchardak, we move to the Daedric realm - Apocrypha, where one of the Daedric princes - Hermaeus Mora rules. We make our way throughout the Apocrypha through the lurkers and the rest of the minions. After that, we will get to the "interview" to Hermaeus More. He will say that he can help in the fight against Miraak and teach us the last word with which to control the dragons, but for this he needs something in return. For example, the knowledge of the Skaal. We promise we'll talk to Skorn about it. After that, choose one of the three skills in the book. Having chosen, we find ourselves in the ruins of Nchardak, speak with Neloth and go to the Skaal village for a very important conversation. The old man agrees with all our arguments and then Hermaeus Mora appears - he kills the old man, since he cannot stand the transfer of knowledge, or maybe it was intended, who knows? And he teaches our Dovakin the right word.
Dragonborn. Passage of the storyline
Dragonborn. Passage of the storyline
At the top of Apocrypha.
On top of Apocrypha- the seventh and final quest in the storyline of this add-on. Remember that book we received at Miraak's temple. We read it and mentally prepare for the battle. We kill the lurkers and the rest of the evil spirits in the Apocrypha, after that we get into a room with a puzzle. There are pedestals in it and you need to put books on them. The easiest puzzle ever. We put the book with tentacles on a pedestal with tentacles and so on. After that, we go further and kill two minions and fight with the arrived dragon. When he has little health left, use a shout to tame the dragon. We sit on it and fly to Mirak. Arriving at Mirak, we start a fight, although I thought there would be a conversation, but apparently, our patient does not particularly like to talk. The fight with Mirak takes place in three stages. After depleting ¼ of his health bar, he summons a dragon and consumes its soul. We beat him again, and he again calls the dragon and absorbs his soul. Now the third stage, we remove most of his health and then Hermaeus Mora appears and completes our work. We remove from Mirak his armor and an excellent sword. Now you can return to your world and accept congratulations from the Skaal, and also be glad that you are the only dragonborn in this world, or maybe not.
Dragonborn. Passage of the storyline
Dragonborn. Passage of the storyline
Freya in Norse and German mythology is the goddess of passion and love, spring and fertility. She is the epitome of feminism: beautiful, proud, strong and brave. After the approval of Christianity, all her virginal and feminine features passed to the Virgin Mary, and the dark sides, such as aggressiveness and magical abilities, to witches. In this case, she is a wanderer from Tamriel. When she came and stayed in High Hrothgar, the Greybeards took her in and she is waiting to meet the Dragonborn for the birth of a new story. Race: Nord Weight: 65 Height: 180 Voice: Female, Indulgent Class: One-Handed Sword Warrior (dual-wielding) Spells: Rapid Heal Talents: Double Flurry Double Savagery (very high level) Expert Recovery Windwalker Light Legs Agile Protector of Iz clothes - leather armor with steel swords of Frost and Lightning. Two kinds of body: CBBE, UUNP Note: The increased level of aggression is subject to adjustment (It also depends on the level of the player) With strong aggression, there is an ESP file in the archive, in the 03 Calm folder, just agree with the replacement after adding. Do this in the cases when she starts to attack everyone in a row, otherwise her anger will wake up only after parting with her, so say goodbye to her not in crowded places. Good luck in the game! Bugs and compatibility: Not found
Requirements: Skyrim, HDT Phisics Extentions, there is a UUNP variant without HDT.
Installation: Standard, to the “Data” folder
Removal: delete mod files from “Data” folder
Author AiRenSilverFox
Sceeph localizer
Russian language
Mod size 98.7 MB
Original nexusmods.com/skyrim/mods/75240
ENT Partial Lauren
Distribution Requires permission from the author
Date added/updated 04/29/2016 at 12:28 pm
Download
When you return to the Guild with information on the buyer, Mercer will ask you: "Did Gulum-Ei give up any information on our buyer?" If you killed Gulum-Ei after gaining the information, Mercer's approach will be slightly different: "I thought it was painfully obvious that Gulum-Ei was important to the Guild. I"m sorry to say your payment for the job will have to go to elsewhere since you feel like taking things in your own direction. Now, did Gulum-Ei give up any information on our buyer?" Telling him that the buyer was someone named Karliah, he will say: "No, it .. it can"t be. I haven't heard that name in decades. This is grave news indeed, she's someone I hoped to never cross paths with again." Stating that Gulum-Ei also mentioned that she was a murderer, Mercer will go on to explain: "Karliah destroyed everything this Guild stood for. She murdered my predecessor in cold blood and betrayed the Guild. After we discovered what she"d done, we spent months trying to track her down, but she just vanished." If you ask him why she has returned, he will state: "Karliah and I were like partners. I went with her on every heist. We watched each other" s backs. I know her techniques, her skills. If she kills me, there"ll be no one left that could possibly catch her. If only we knew where she was..." Also telling him that Gulum-Ei told you that she said "Where the end began.", he will reply with: "There"s only one place that could be. The place where she murdered Gallus... a ruin called Snow Veil Sanctum. We have to go out there before she disappears again." Asking if you "re going along with him, he will answer: "Yes, I"m going with you and together we"re going to kill her. Prepare yourself and meet me at the ruins as soon as you can. We can"t let her slip through our fingers." You are now directed to meet Mercer outside of Snow Veil Sanctum and the quest Speaking With Silence will begin.
Speaking With Silence [edit]
"Let"s get moving, I want to catch her inside while she"s distracted."
As you arrive at Snow Veil Sanctum , you will find Mercer waiting for you outside the entrance. Approaching him, he will initiate the conversation: Good, you're finally here. I"ve scouted the ruins and I"m certain Karliah is still inside." Asking if he saw Karliah, he will correct you: "No, I found her horse. Don"t worry, I"ve taken care of it... she won"t be using it to escape. Let "s get moving, I want to catch her inside while she" s distracted. Take the lead." You can choose to respond to him in either of two ways:
Your Dialogue | Mercer's Dialogue |
---|---|
"Do you want me to lead?" | I'm sorry, I was under the impression I was in charge. You "re leading and I" m following. Does that seem clear to you?" |
"Understood." | "Just make certain you keep your eyes open. Karliah is as sharp as a blade. The last thing I need is you blundering into a trap and warning her that we"re here." |
"Quite simple really, I don"t know what the fuss is about these locks."
Regardless of what you chose to respond with, you will have to inevitably agree with Mercer's decision. He will then become a "temporary" follower and will follow you to the locked door leading into the Snow Veil Catacombs. As you wait for Mercer , he will approach the door and begin a running commentary while unlocking the door: "They say that these ancient Nordic burial mounds are sometimes impenetrable. This one doesn't look too difficult. Quite simple really, I don"t know what the fuss is about these locks. All it takes is a bit of know-how and a lot of skill." After Mercer has managed to unlock the door, he will say: "That should do it. After you." Upon entering the ruins, Mercer will comment about the surroundings: "The stench in here... this place smells of death. Be on your guard."
"Fortunately, these doors have a weakness if you know how to exploit it. Quite simple, really."
As you progress through the ruins, Mercer will often warn you about several traps along the way. The first trap you will come across is a spike trap, and Mercer will warn you: "Pull the chain over there, and watch out for the spikes. Looks like Karliah reset all of the traps." Another trap further along is a tripwire which activates a fire trap , where Mercer will warn you again by saying: "There's two more of them ahead." Proceeding onward, you will come across a room with several bone chimes placed around the room. Mercer will warn: "Bone chimes... clever. Rigged to wake the draugr I" d bet. Don"t blunder into any of them." As you make your way through into the sanctum, Mercer will be quick to comment: "We"re on the right track. She"s been through here as well." Before you continue, you will come across a wooden double-door which leads onto a large chamber. Mercer will advise you about the door ahead as you approach it: "That door up ahead... looks perfect for hiding an ambush. Be ready."
As you move forward you will come across a Nordic puzzle door, which only Mercer can unlock. As he is unlocking the door he will comment: "Ah, it"s one of the infamous Nordic puzzle doors. How quaint. Without the matching claw, they "re normally impossible to open. And since I" m certain Karliah already did away with it, we "re on our own. Fortunately, these doors have a weakness if you know how to exploit it. Quite simple , really. Karliah's close. I "m certain of it. Now let's get moving." Once you step through into the next chamber, Karliah will shoot you with a poisoned arrow, which will cause you to fall to the ground immobilized. Mercer will then approach Karliah, and a conversation between the two can be seen:
"Come, Karliah. It"s time for you and Gallus to become reunited!"
Mercer: "Did you honestly think your arrow will reach me before my blade finds your heart?"
Karliah: "Give me a reason to try."
Mercer: "You"re a clever girl, Karliah. Buying Goldenglow Estate and funding Honningbrew Meadery was inspired."
Karliah: ""To ensure an enemy"s defeat, you must first undermine his allies." It was the first lesson Gallus taught us."
Mercer: "You were always a quick study."
Karliah: "Not quick enough, otherwise Gallus would still be alive."
Mercer: "Gallus had his wealth and he had you. All he had to do was look the other way."
Karliah: "Did you forget the Oath we took as Nightingales? Did you expect him to simply ignore your methods?"
Mercer: "Enough of this mindless banter! Come, Karliah. It"s time for you and Gallus to become reunited!"
Karliah: "I"m no fool, Mercer. Crossing blades with you would be a death sentence. But I can promise you the next time we meet, it will be your undoing."
Karliah will then disappear using an invisibility potion. Mercer will approach you as you lie on the ground, and say: "How interesting. It appears Gallus"s history has repeated itself. Karliah has provided me with the means to be rid of you, and this ancient tomb becomes your final resting place. But do you know what intrigues me the most? The fact that this was all possible because of you. Farewell. I"ll be certain to give Brynjolf your regards." He will then stab you and walk away, leaving you to die within the sanctum.
Blindsighted [edit]
Once you have made your way through the Dwarven ruins of Irkngthand to the Irkngthand Sanctuary, you will see Mercer Frey trying to pry the Eyes of the Falmer from the statue. A conversation will then occur:
Karliah: "He"s here and he hasn"t seen us yet. Brynjolf, watch the door."
Brynjolf: "Aye, lass. Nothing's getting by me."
Karliah: "Climb down that ledge and see if you can..."
Mercer: "Karliah, when will you learn you can"t get the drop on me?"
At that point, the ledge will break off and Mercer will engage in conversation with you: "When Brynjolf brought you before me I could feel a sudden shift in the wind. And at that moment, I knew it would end with one of us at the end of a blade." You now have two options with which to reply back:
Your Dialogue | Mercer's Dialogue |
---|---|
"Give me the Key, Mercer." | "What"s Karliah been filling your head with? Tales of thieves with honor? Oaths rife with falsehoods and broken promises? Nocturnal doesn't care about you, the Key or anything having to do with the Guild." |
If you choose the second option, the conversation will end and you will engage in combat with Mercer. However, if you chose the first option, you are able to continue the conversation for a while longer, as shown below:
Your Dialogue | Mercer's Dialogue |
---|---|
Dialogue Option 1 | |
"I don't believe you." Nocturnal guides me." | "Then it appears the shadows shroud more than your presence... they blind your wisdom as well. Our actions have always been one in the same; both of us lie, cheat and steal to further our own end." |
"If anyone falls, it will be you." | "Then the die is cast, and once again my blade will taste Nightingale blood!" |
Dialogue Option 2 | |
"It"s not about Nocturnal. This is personal." | "Revenge is it? Have you learned nothing from your time with us? When will you open your eyes and realize how little my actions differ from yours? Both of us lie, cheat and steal to further our own end." |
"The difference is I still have honor." | "It"s clear you"ll never see the Skeleton Key as I do... as an instrument of limitless wealth. Instead you"ve chosen to fall over your own foolish code." |
"If anyone falls, it will be you." | "Then the die is cast, and once again my blade will taste Nightingale blood!" |
Dialogue Option 3 | |
"If anyone falls, it will be you." | "Then the die is cast, and once again my blade will taste Nightingale blood!" |
Dialogue Option 4 | |
"To blazes with Nocturnal. I"m here for the Eyes." | "Wait a moment... do I detect a hint of genuine avarice from this noble thief? Perhaps Karliah and Brynjolf misjudged you and your true nature is no different than my own." |
"The difference is I still have honor." | "It"s clear you"ll never see the Skeleton Key as I do... as an instrument of limitless wealth. Instead you"ve chosen to fall over your own foolish code." |
"If anyone falls, it will be you." | "Then the die is cast, and once again my blade will taste Nightingale blood!" |
Once the conversation comes to an end, Mercer will initiate combat with you, and will taunt Karliah: "Karliah, I"ll deal with you after I rid myself of your irksome companions. In the meantime, perhaps you and Brynjolf should get better acquainted." Brynjolf will then be controlled to fight off Karliah, as a direct result of Mercer using his Agent of Subterfuge power. At multiple times during the fight, he will turn invisible. When Mercer is killed, you can loot the Skeleton Key "Your life is mine!"
notes [edit]
- A map can be found in Mercer's basement leading to his whereabouts, as well as the unique sword Chillrend .
- If you start the Speaking With Silence quest and meet Mercer in front of Snow Veil Sanctum , you can then fast travel away and he will follow you as a permanent member of your party. He is skilled with one-handed weapons and is unkillable. However, he cannot be reverse pickpocketed, so he is only useful for his sword.
- Before going on other adventures with Mercer Frey when he joins you as a follower, you should first enter Snow Veil Catacombs, otherwise he will never sneak, which greatly hinders your ability to sneak and use sneak based perks.
- The voice for Mercer is provided by Stephen Russell , who has also voiced Garrett, a Master Thief and the protagonist of the Thief series of games.
- Mercer's two weapons, a leveled dagger and Dwarven sword, can be pickpocketed early on, leaving him weaponless in the final battle for the Skeleton Key . However, he appears to be nearly impossible to actually pickpocket due to a very high detection chance in a radius wider than normal pickpocket range.
- Mercer cannot be reanimated once dead.
- Mercer knows a unique version of Nightingale Strife , which costs zero magicka points and drains 15 health points per second for 10 seconds. However he uses the spell only after Blindsighted and if reanimated with a mod.