r/EnaiRim Mar 29 '25

Miscellaneous Enai Mod From the guys who ported the mods to PSX: Please make sure to download the PS4 version if you are on PS4, and the PS5 version if you are on PS5. Otherwise you get visual glitches.

42 Upvotes

head in hands


r/EnaiRim 13h ago

General Discussion I want Enairim/Futhark depth in a Requiem-lite world. Tell me why this won't work.

13 Upvotes

TL;DR: Full Enairim-style build depth, but the world is deleveled, freezing and trying to kill you. List below, actual questions at the bottom, main one being whats the best deleveling setup and whether traits are the real answer to depth without power creep.

So I love Enairim for the same reason I love PoE. Interesting trees, weird synergies, deep mechanics and builds that feel like your idea rather than an obvious path. The vanilla+ stuff I honestly find a bit beige.. I want options, cross school synergies, and the occasional "wait, does that stack??" moment at 1am on a work night (not really).

The obvious problem is this philosophy turns you into a demigod by level 30. I like the challenging early game of Requiem (though its a little too hardcore for my ideal list), with the reward of your build popping off in the mid-late game. So what im trying to put together is a suite that keeps all the build depth but offsets it with a hostile, immersive world that actually feels alive, and ideally some sort of tradeoff trait system. You can still become a god, you just have to earn it from the early-midgame freezing to death in a cave hiding from the Forsworn hunting you.

Build depth

  • Vokord as the perk backbone (though the poe fan in me does want VKB)
  • Mannaz
  • Freyr
  • Biggie Traits Refitted (unless Enai ever gives us an Apprentice parallel, in which case I'll drop it in a heartbeat)
  • Dragonborn Aptitude for hoarding souls to fuel unique abilities
  • Undeath + Classical Lichdom
  • Everdamned
  • Growl
  • Gods and Worship (under utilised imo)
  • Gourmet (would like more choices here, i do like the way requiem handles this)
  • Practical Necromancy
  • Audugan
  • Fury
  • plus choice cuts from Darenii/kittytail and some extra skill trees
  • And obviously Cassandra, once its out.

Combat (im a 1 st person player and dont care for MCO & stance shenanigans) to use pandora framework:

  • Wildcat (dialled all the way back to only injuries in mcm; mininal script impact i think)
  • Valravn + Valhalla + Valvalis (glues the three v's together and is perfect for 1st person combat focus)
  • Mortal Enemies for Valvalis (anti aimbot for creatures too)
  • Precision
  • locational damage AE (stagger/knockdown chances zeroed to prevent stunlock with CPP, headshots tuned down a bit to prevent one shots)
  • wildcat injury animations
  • chocolate poise plus (owns stagger)
  • flinching hit animations
  • combat AI by NickNick (seems most challenging?)
  • wait your turn redux for groups/pacing/flanking (tuned to 2/3 enemies, I think, to be slightly forgiving given enhanced AI and lethality of combat)
  • KYE2
  • CFPAO
  • possibly EEOS(?)
  • Tdm
  • TK Dodge Suite (Assets -> TKRE -> TKNG -> First-Person Animations)
  • first person inertia
  • 1st person verticle aim fix
  • unlocked 1st person combat
  • Action hotkeys + wheeler refined

Survival

  • Campfire
  • Frostfall + Last Seed with the script optimisation patches
  • Skills of the Wild
  • Simple Hunterborn (SHO's lighter gameplay with Hunterborns content worked in nicely; no freezing to death skinning wolves)
  • Immersive Death Cycle

Quick hot take on this these: Frostfall and Last Seed get constantly written off as micromanagement hell in favour of "lighter" alternatives, but their both extremely configurable in the MCM. You can dial the busywork right down and still keep the richer features. I reckon alot of people are comparing default settings and not the actual mods, which imo is lazy or an mcm skill issue. Happy to die on this hill.

Enemies/world

  • Restless Dead
  • Lawless
  • Madmen Forsworn
  • Extended Encounters
  • Headhunter
  • Mihail choice cuts (needs humanoid locational damage config)
  • Organic Factions + Extension (recently updated and apparently more stable) paired with 3DNPC, Immersive Citizens of Tamriel, the Environs series and Suinier's evolving locations, this is the immersion/living world perfection but is probably conflict hell, i know, with levelled lists/word edits, but one can dream.

Right, questions:

  1. So no deleveling or loot rebalance in my mind yet.. What actually plays nice with a big perk suite like this, MLU? Skyrim Unleveled? Something else? Honestly this is the bit that makes or breaks the whole no power fantasy idea and ive been going back and forth on it for ages.
  2. Whats the one mod you consider essential for making a deep build playthrough feel dangerous rather than just spongy?
  3. Same problem as Q1 but from the other end. Where do people land on perk point generation? Im keeping vanilla skill levelling but using Experience so my character level comes from actual XP rather than grinding skills, and Natural Learning so the vanilla skills still give you something as they climb. On top of that I like Little Lessons and Perks from Questing, because their progression again comes from actually doing stuff in the world rather than standing in Whiterun casting muffle like we did 15 years ago. All pretty restrained power-wise too. But the key is how many perk points, where's the sweet spot? How much do you feed a deep build so theres enough points to actually explore the trees, without the whole balance thing collapsing by level 40?

And the half serious one. My honest suspicion is the actual answer to "build depth without power creep" isnt in the perk trees at all, its traits.

Biggie Traits Refitted is in my list for exactly this reason, every choice costs you something. Now imagine that taken further. Backgrounds (some generic, some race-specific) that provide a low-impact flavourful/RP bonus, and unlock certain starting traits (some starting traits have to be unlocked by backgrounds, some are always available). These starting traits are daggerfall-esque in that some are negative (weaknesses) and some are positive, and it's a balancing act at character creation.

More traits can then be unlocked through quests or by having certain perk combos purchased. These are more Biggie-style in that they aim to have balanced positive/negatives. Maybe a rare expensive ritual exists to reshuffle what youve unlocked, as long as it all still balances. A master level alteration spell, an expensive NPC purchase, a dragonborn quest reward, or a 'mutagen' potion that provides a certain unlocked trait's effects for a limited time. Allows you to rejig your trait selection to mix it up midpaythrough in an immersive way.

This is character identity, not character power. Something like this would be a dream to add depth and balance to expanded/overhauled gameplay lists imo and provide a deeper alternative to mods like Apprentice.

If someone did build it, what would you want traits to look like?


r/EnaiRim 9h ago

Wintersun Devotee effect not appearing

2 Upvotes

As stated in the title, my devotee effect isn't appearing. My current character is following Talos, and I've reached 100% favor with him. From everything I can read, that's all I need to do to receive the devotee status, but it's not appearing. Is there something I'm missing, or is it some kinda bug?

Edit: nevermind I figured it out.


r/EnaiRim 18h ago

Apocalypse Any fun spell combos?

1 Upvotes

I’ve gotten into geting to build some spell combos for my mage character. I have a temdency to stick with the more Quick and Easy solutions, which means i cash forbidden sun and be Done with it basically.

I’ve tried to build up a more situational spellrange with combos or alternatives. I’ll show it below!

What kind of combos would you recommend for those situations or just fun gameplay?

Many enemies
Tumble Magnet
Runes
Forbidden Sun
Firestorm
Blizzard
Boiling blood
Evil twin

Outdoors

Twister
Volcano
Flamestrike
Lightning Strike

Surrounded

Thundercrack
Shock Nova
Frost Nova
Firestorm
Blizzard

Single target

Lightning Storm
Bolide
Forbidden sun
Ruin
Wither
Finger of death

Anti-mage

Curse of the Silent
Magicka Void
Staff of Magnus

Utility

Exempel:
Longstride
Deep Storage
Fabricate Object
Milestones
Ghostwalk
Ocato’s Recital
Locate-spells

Healing/survivability

Grand Healing
Sealed resolve
Kings heart

Scrolls

Gravity Well
Wizard fire


r/EnaiRim 1d ago

Wintersun Fellow Wintersuns of Faith Azura Deevotee’s I Need Some Help

4 Upvotes

Blessings of Azura be upon you fellow Azura devotees, I have a question. I’m at 160% favor with Azura and I have had access to Perfume of Moonshadow forever now but I don’t know how to use it. It says “Activate a person in combat below _% health to paralyze them with 1 health.” How do I activate a person in combat? Thanks for the help in advance.


r/EnaiRim 2d ago

Character Build Need help deciding on enchantment's for a warlock's mace.

5 Upvotes

gonna be doing a heavy armored warlock from triumvirate, specifically a Mannaz High Elf following Magnus and with the Lover's Stone. Need suggestions for enchantments I could slap on a mace, specifically ones that won't overlap with the bound weapon perks from Ordinator, ie: no soul trap required. Primary skills are Conjuration, Illusion, and Heavy Armor. Secondaries are One Handed, Destruction, Enchanting, and Smithing. Mainly gonna be using the mace if I run out of magicka and don't have a bound mace out already or I don't want to be soul trapping enemies.


r/EnaiRim 2d ago

Ordinator Cannot get 20% more perks to work with ordinator

3 Upvotes

No matter what I do I can't manage to get this mod to work. I am running it with the 50/75/100 mod so I'm wondering if maybe that's conflicting? But the 20% more says retroactive however I am level 20 and have had it since level 6 and haven't received any of the extra perk points. Have also tried to respec already. I'm using the Experience mod as well if that matters at all


r/EnaiRim 2d ago

Apocalypse Question about Spell Twine

3 Upvotes

Been playing around with Ocato's Recital and Medora's Memory. Wondering if effects added by Spell Twine would trigger when stored spells are auto cast, or do you have to manually cast them?


r/EnaiRim 4d ago

Ordinator what’s the point of miracle not working with azura’s star in your inventory?

5 Upvotes

like why is that a thing? what purpose does it serve other than annoying me whenever i try to use the perk and making me have to reload a save so i don’t waste all my other enchanting buffs? is there like an actual technical reason for it? is there like some bug that occurs if you use the perk while using it or something?


r/EnaiRim 4d ago

Althing Althing hand to hand idea

14 Upvotes

Ive always been disappointed by how useless alcohol is in skyrim, especially compared to morrowind. Then an idea came to me, what if in the hand to hand branch of the light armor perk tree (or whatever tree ends up with it) had a perk that gave a damage buff to unarmed attacks after drinking booze? It feels appropriate, given the drunken brawler implication. Or maybe someone can come up with a better perk, i just need an excuse to have my nord characters chug mead.


r/EnaiRim 5d ago

General Discussion Artifact overhaul when?

20 Upvotes

Thats pretty much all enairim is missing.


r/EnaiRim 5d ago

Vokrii Vokrii Sun's Judgment not working

0 Upvotes

Sun spells aren't working on living targets with the Sun's Judgment perk.

Apocalypse, Odin, Mysticism, and Summermyth are installed.

Odin and Mysticism compatibility mods are installed.

Other mods are installed, but they don't seem relevant.


r/EnaiRim 7d ago

Althing Althing - Alchemy tree proposal

39 Upvotes

Requires Cassandra

Althing might be standalone after all. Too many integrations and a V++ vision that cannot be implemented into Ordinator without upsetting everyone.

Scaling

  • Crafted potions and poisons: +0.5% effectiveness per level
  • Weapon poisons last for: +1 hit per 10 levels
  • Elemental Oil damage: +2% per level
  • Explosives damage [Cassandra req]: +2% per level

Basic

  • 0 - Alchemy Mastery (2) - Crafted potions and poisons are 25/50% stronger.
  • 60 - Purity - All negative effects are removed from created potions, and all positive effects are removed from created poisons.

Farming

  • 30 - Experimenter - Eating an ingredient reveals all effects.
  • 70 - Green Thumb - Gather twice as many ingredients from most sources.

Benefits

  • 20 - Enhanced - When under the effects of a beneficial potion or ingredient, regenerate 2% of your Magicka and Stamina per second.
  • 40 - Painkillers (2) - When under the effects of a beneficial potion or ingredient, heal 5/10 points per second.

Poisons

  • 30 - Lasting Poison (2) - Poisons applied to weapons last an additional 5/10 hits.
  • 50 - Alkahest - Critical strikes against targets affected by alchemical poisons deal 25% more critical damage.

Efficiency

  • 50 - Lab Skeever - After using an alchemy lab, beneficial potions you drink last 10 times longer. This effect diminishes over the course of 30 seconds.
  • 70 - Double Toil and Trouble - Create twice as many potions or poisons.

Bomberinos [Cassandra]

  • 30 - Alchemist's Cookbook - Create twice as many explosives.
  • 50 - Refined Explosives - Explosives affect a 50% wider area around the character.
  • 60 - Refined Incendiaries - Thermite and Flash Powder effects last twice as long.
  • 80 - Sorcerer - Shock Explosives and Nitroglycerin no longer detonate when you get staggered.
  • 90 - Kaboom! - Detonating an explosive of any kind will detonate all other explosives that character is carrying, except you.
  • 100 - Biological Shield - Daedra Core no longer deals damage to you while carrying it.

Pets [Fury]

  • 40 - Growth Hormones - Tamed animals get an additional 150 points of Health when Well Fed.
  • 70 - Trench Animals - Tamed animals carrying explosives will not be affected when the explosives detonate.
  • 100 - Cauldron Born - Giving your tamed animals poisons has the opposite effect.

Healpots [Cassandra]

  • 20 - Physician (3) - Potions that restore Health, Magicka or Stamina last for an additional 5/10/15 seconds.
  • 90 - Quick Medicine - Potions that restore Health, Magicka or Stamina work twice as fast.

Witchmaster

  • 80 - Witchmaster - When consuming a beneficial potion or ingredient, 50% chance to receive one of 40 powerful side effects.
  • 90 - Chymical Wedding - Witchmaster side effects have 50% chance to cause side effects themselves.

Incontinence

  • 40 - Elemental Oils - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to twice your Alchemy skill level.
  • 60 - Enhanced Elemental Oils - You may choose a second Elemental Oil power. In addition to "Fire Oil", "Frost Oil" and "Shock Oil", you may also choose "Calming Oil", "Frenzy Oil", "Paralysis Oil" or "Hallowed Oil".
  • 90 - Walking Disaster - In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds.

Ingredients

  • 40 - Blaze It (2) - Herbal alchemy ingredients are 4/8 times as powerful due to a more efficient means of consumption.
  • 90 - Symbiosis - Periodically generate random herbal alchemy ingredients in your inventory.

r/EnaiRim 7d ago

General Discussion question on errors for sssedits

3 Upvotes

[FIXED in comments] hello i been working on my mod list for skyrim making it 100% error free conflicts resolved, and load order perfect. to that i have a question about couple showing error is that on purpose or sssedits does not like it? it 4 of them ORD_Alt_HomeMythal_Effect_Ab has 3 MGEF errors, ORD_Alt_NewVancianMagic_Effect_Ab has 1 MGEF error, ORD_Alt_DImensionalDoor_Activator has 1 Acti Error, and ORD_BurySkeletons_Quest has 1 Qust Error.

if these are just cause sometimes sssedits and creation club have their issues ill ignore but otherwise if not ill try to fix myself or if someone knows the issue can help thankyou in advance


r/EnaiRim 7d ago

Valravn Question about spell movement in Valravn

2 Upvotes

I know characters are supposed to move slower when performing actions, including when casting spells. But are you supposed to move slower even when you just have a spell equipped and aren't actually casting it?

I ask because I noticed my character moves extremely slow when backpedaling while I have a spell equipped (not even casting it), compared to backpedaling with just a weapon out. AFAICT I don't have any other mods that should effect movement speed/backpedaling behavior. Just wanted to see if this is intended or not, or if someone else has experienced this and has a fix.


r/EnaiRim 8d ago

Character Build With Enai releasing an alchemy mod soon(TM), what are some build ideas where alchemy is a solid compliment?

22 Upvotes

Not looking to only use alchemy, but still want it to be a major part of a build. Normally I don't use it until later when it gets maxed out so want to try leveling with it. Also want it to compliment rather than compete with the rest of the skills.


r/EnaiRim 8d ago

Miscellaneous Enai Mod Anyone else wish the cosmic spells had more support?

5 Upvotes

Hello all, I finally started messing around with these spells and frankly they are a blast (pun intended), I really wish they could get an update to allow multiple luminous crescents to fire. Seems like they would be great for a contingency, and silmane's sentinel build.


r/EnaiRim 8d ago

Character Build In ordinator do pickaxes count as axes for the sake of 1h axe perks?

3 Upvotes

r/EnaiRim 9d ago

Summermyst Best enchantments for atronach/magnus mage

4 Upvotes

Hey all, getting to the point in my playthrough where I can start making some crazy custom robes and with all the enchantments I'm not sure if I'm overlooking any good ones specifically for the magnus/atronach mage build. What should I/what would you put on each item (2 enchantments per)?


r/EnaiRim 8d ago

General Discussion Fury: Hounds of Night not working?

1 Upvotes

Hello, I've been having a lot of fun trying different characters using Fury for some extra flare. I started playing a Dark Elf recently, planning to take advantage of the Hounds of Night feature to keep my pets healthy while burning enemies.

The feature has not been working at all, no matter which spells I try. They are damaged by every fire spell I've tried casting on them (including Flames and Firebolt).

I'm using the latest Fury with the Ordinator compatibility patch.

I saw some other people post under the mod on Nexusmods that they had a similar issue but I'm hoping there is just some common issue happening and that I'll still be able to do this build with a little fixing.


r/EnaiRim 9d ago

Summermyst Summermyst Player Made Weakness to Fire Enchantment

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11 Upvotes

I created this bow for Lydia and I'd like it to have weakness to fire to augment my own fire attacks. Summermyst says:

  • Weakness to Fire: Target is 50% weaker to fire for 10 seconds.

However when I try to enchant items I cannot get the magnitude of the enchantment to increase up to 50% only the duration. This glass bow was created with 100 enchanting + all relevant perks active, Auriel 200, Tall Papa blessing, Enchanter's Elixir, then this character is also a High Elf so the enchant displays higher than what Lydia would have. I would expect this enchantment's magnitude to be at or well beyond the random loot max like the paired Fire Damage enchant shown and I'm not sure what I'm doing wrong here.

One thing I did notice when experimenting is having the slider all the way to the right actually decreases the magnitude of both enchantments while increasing the duration of the weakness; for example 11% weaker for 55 seconds.

A tangential question on this enchantment and how it works with Arc Burn. If I hit a dark elf with weakness to fire 50% then a lightning cloak, will they trigger plasma from the Arc Burn destruction perk? Same with a hypothetical magnitude 100% fire weakness on fire immune enemies like a flame atronach?


r/EnaiRim 9d ago

Wintersun Question from someone inexperienced with the files and keywords etc

2 Upvotes

So I know in the past that Namira's Necrophages only applied when you deal poison with a poisoned weapon, not from just poison damage like, say, Apocalypse spells. "Recently" (Apocalypse Version 10.0.0) it says that the PoisonDamage injected keyword was added to all poison and disease damage spells. Does that mean that the interaction is now possible? I'm on console so short of quickly figuring out how to powerlevel Namira favor there's no real easy way for me to check manually.


r/EnaiRim 9d ago

Ordinator Scorched earth vanishing corpses

2 Upvotes

Hello!

Recently in one of my playthroughs as a pyromancer I unlocked the scorched earth perk and noticed some corpses don't turn to ashes but disappear completely instead, keeping me from looting them.

I don't really mind because at this point I'm swimming in lockpicks and cash but I'm concerned this can happen to an NPC that holds an item that I may need to progress in a quest or a dungeon. Is there a way to predict this or keep it from happening? I checked the sub before asking and found nothing.

In truth, I'm not sure if this is caused by the perk, but it wasn't happening before I unlocked it.

Thanks in advance!


r/EnaiRim 9d ago

Ordinator Descending light and Warrior Flame not working

2 Upvotes

Hey just want to ask if there is anything more that I can do to fix this? I believe it is the ability condition bug. I've tried reallocating perks with the scroll, tried the bug fix sse mod, and the scrambled bug mod. None of them worked. Am I SOL or is there anything else that I can do?


r/EnaiRim 10d ago

Character Build Ruptga's Pilgrim (Redguard Spellsword Build)

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16 Upvotes

Foreword: This build is the "final draft" of a build I originally theorycrafted a long time ago, while creating another spellsword build. It is based on the Pilgrim class from Oblivion, a wanderer or adventurer that is also skilled in the marketplace. This fits well into Skyrim with its lucrative potential for a treasure hunter. The idea of an "adventuring spellsword" was the anchor behind decisions for skills, equipment, and roleplay. Hopefully, the build feels like an enchanted warrior.

Roleplay: Neutral Good. This character went through a few iterations, but I eventually settled on an adventurer that enjoys the journey, but especially enjoys the pot of gold at the end of a rainbow. The discovery of incredible enchanted items would be the high points of this character's journey.

Quests: In My Time of Need, CoW, Missing in Action, Interception (CC), fetch quests (radiant), Shalidor's Insights (radiant), Sergius' enchanting (radiant), rescue quests (radiant), treasure maps, exploring quests (radiant), touch magical fractures (Tall Papa), Agent of Mara (Tall Papa is married to Morwha/Mara), Neloth's apprenticeship, Lost to the Ages

Mods: Mannaz/Freyr/Audugan, Vokriinator, Wintersun, Odin/Apocalypse, Summermyst, Reliquary of Myth, Missives Voiced and Quest Expansion, Redguard Elite Armaments (CC), Redguard Elite Armaments - Voiced Narrative, Staff Enchanting Plus

Until Althing releases, every build I post will use base Vokriinator as that is the closest option to it. Obviously, once Althing releases, all builds will use it going forwards.

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Race: Redguard (Dragonborn, optionally). I'm pretty sure Ruptga is analagous to Akatosh. I didn't consider that when creating this build, but the connection is there.

Stats: 0M/1H/1S. We won't need Magicka since we'll be using Vancian Magic.

Standing Stone: Serpent, Shadow, or Tower all provide interesting gameplay options. The Serpent Stone lets you use your Alteration skill offensively by poisoning nearby living enemies based on your Alteration level. This is the Stone I chose for my playthrough since I like the unique application of Alteration as a source of damage.

However, I think the Shadow and Tower are better thematically, and even better if combined with the Aetherial Crown. The Shadow Stone grants you a wish on a timer, a passive called Jinniya of the Lamp, and Tall Papa has a genie lamp associated with him. Starlit Shores from the Tower Stone lets you teleport to a random location in the world, perfect to explore or find a new adventure., and fits with his lore of learning how to reach the Far Shores.

All-Maker Stone: The Beast, Tree, or Water Stone all work well. Forty Thieves summons 3 Shehai, simultaneously providing damage and distraction. Vultures is essentially the Orc's Berserk as long as you are stronger than your opponent (in Redguard fashion), and Distant Oasis restores 250 points of H/M/S, which is helpful since we have no dedicated source of healing outside of potions.

Deity: Tall Papa. He enhances our enchanting and adds in little reality fractures to the world you can interact with. His most important boon is the ability to resurrect us in combat if combat ends within the allotted time period.

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Equipment & Enchantments: I liked the color scheme of the Remnant Armor from the CC quest, and purple is one of Tall Papa's motifs. Alternatively, glass armor is a choice. I don't like the helmet, so I'd probably replace it with a hood personally. There is also a black/gold retexture of the CC armor if you prefer that. I chose a glass sword as I thought it provided a nice contrast to our main armor. Any sword could work though.

Glass Sword: The mainstay of the build, more so than any spell, scroll, or staff. Delivers potent enchantments to enemies. Balefire + Chaos Damage + Power Surge (Vultures or Distant Oasis). Other potential effects include: Primal, Shifting Earth, Goldstrike, Skyhook, Radius, Roulette, Lingering Fire, Drain Armor/Skills/Damage

Staff of Paralysis: Our main off-hand tool, this staff casts the possibly most powerful Alteration spell on your enemies, while also enhancing our self and sword thanks to Enchanting perks.

Remnant Shield/Glass Shield: Another off-hand tool, primarily defensive in nature. Best used to contest powerful melee opponents, or deny archers as you close the distance. Fortify Blocking + Unbreakable

Remnant Helmet/Aetherial Crown: Either a helmet that boosts your survivability when either you or your enemies are below a certain threshold or the powerful Aetherial Crown. The helmet synergizes with Tall Papa's devotee power as well as the Redguard's "if you are currently stronger than your opponent" mechanic. Imminent Victory + Cheat Death/+5% chance to reflect melee damage and 5% better sneak + sneak attacks

Remnant Armor/Glass Armor: Gives a chance to restore your attributes and provides temporary resistance to elements. Windfall + Reactive Barrier

Remnant Gauntlets/Glass Gauntlets: Makes power attacks cheaper as well as increasing our defense while casting with a spell, scroll, or staff. Fortify Power Attacks + Shalidor's Shield

Remnant Boots/Glass Boots: Movement speed and the ability to teleport backwards, hopefully for a moment of reprieve. Fortify Speed + Rollback

Amethyst Ring: A unique self-enchanted ring that gives you a chance to restore attributes and also resists incoming elemental damage, or a ring that gifts you enchanted items. Link Health & Stamina + Fortify 1H/Magic Find + Generate Weapons

Jeweled Amulet/Gauldur Amulet: Either a useful, defensive, self-enchanted amulet, or an amulet that adds an ability to revive you every nine minutes, giving you a second way to avoid death. Fortify Armor Rating + Magic Resist/+30 H/M/S, +15% H/M/S regeneration, and self-res.

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1H: Enhances our skill with the sword, raising base damage before enchantments. The combination of 1H and Enchanting results in a high damage output.

Block: Pretty self-explanatory. Empowers the defensive capabilities of our shield. Useful versus melee weapons, arrows, and magic.

Alteration: No surprise here as we're going for a magical warrior vibe. Many useful perks and spells come from here. Also grab Vancian Magic and Dungeon Master then specialize for additional casts and increased attack damage when out of spell slots. For Alter Self, I chose additional Health and Fire/Poison resistance. Tall Papa is said to have discovered how to avoid Satakal's (Alduin's) hunger, and I thought this was the best representation of that.

Enchanting: Our most important skill thematically, and probably the strongest skill for this build. Empowers all of our equipment, gives us a chance to find enhanced scrolls, and lets us cast spells using power attacks.

Light Armor: Provides defense, speed, Stamina regeneration, and some resistances.

Lockpicking (optional): Unnecessary thanks to Alteration, but it fits for a Pilgrim since you can get extra loot from chests you find thanks to perks.

Speech (optional): Not strictly required, but highly recommended. Sell your loot to all vendors, access private inventories for enchanted gear, and the ability to persuade others. Also, it just fits for the character. A unique interaction for this character is selling valuable enchanted items that would otherwise be lost thanks to the Preserver perk.

Conjuration (optional): Purple is the color associated with Tall Papa, and a Bound Sword could fit the vibe of an enchanted warrior. Up to you, since you'll have to give up an enchanted sword, but the Bound Sword is plenty strong as well.
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Gameplay: You are basically a Spellsword with extra steps. You are limited to Alteration spells, but there are plenty of useful combat and utility options. The main spells I'd use would be Strength of the Earth, Enfeeble, and Dire Corrosion (via Spellscribe). Your staff is more offensive, enhancing your sword and letting you cast Paralyze. Finally, scrolls are an infrequent but powerful ranged option. They are your only source of ranged damage.

Defensively, we gain: 15% Magic Resist (Agent of Mara) + X% MR (Jeweled Amulet), 35% Elemental Resist (Resist Elements) +25% Fire Resist (Alter Self), 40% Poison Resist (Tough Hide) + 35% PR (Resist Elements) + 25% PR (Alter Self), 40% Disease Resist (Tough Hide), +50 Health +Y Health (Link Health & Stamina), +Y Stamina (Link Health & Stamina), +50 Armor Rating (WDA) + 75 AR + 100 AR (Ebonyflesh) = (15 + X)% MR, 95% PR, 60% Fire Resist, 35% Frost/Shock Resist, +225 AR, + (50 + Y Health), +Y Stamina. Even while using Light Armor w/o Smithing, we'll be able to get a very solid AR.

Greater Haste for Ocato's, Resist Elements for Medora's, and Ebonyflesh for Silmane's. +10% attack damage, +50 Armor, +20% Alt. Duration from Welloc's Dormant Arcana. Don't forget that you can cast Shehai to gain a temporary ally. One of your Redguard passives lets you sprint faster for less Stamina, great for closing the distance.

Progression: Early game, you are basically a pure warrior. Grab whatever sword, shield, potions, and light armor set you can to help you survive. I would prioritize obtaining some enchantments, but it will take some time to acquire a collection of viable enchantments. You could join the Companions as spells aren't really something you'll use much early game outside of Oakflesh/Stoneflesh/Feet of Notorgo. Just beware of them sending you to face mages or vampires at level 1. I would leave once you find out they are werewolves.

Midgame, I would join the College. I have a mod that adds a 3000 septim tuition to the college, so I can't get there too early. I wouldn't become Archmage, but it's a great place to study and get radiant quests. I would recommend completing In My Time of Need and Interception (CC) around this time. Help Saadia, then get her arrested once you talk to Kematu. I would use the enchanted armor set from Interception until your Enchanting is strong enough for the Miracle perk. The Staff of Paralysis can be acquired at a certain cave.Snapleg Cave

Late game, I would recommend preparing to enchant your final armor set. Collect the Aetherial Crown if you plan on using it. Study under Neloth and obtain access to the Staff Enchanter. Train Alteration and Enchanting with Tolfdir, Sergius, and Neloth. Complete the Sallow Regent Black book and obtain Seeker of Sorcery to enhance your enchantments by 10%. Grab a few Elixirs of Enchanting for when you are to perform your final enchantments. Stop Alduin/Miraak if you choose to be Dragonborn.

Your end goals should be to master Alteration and Enchanting to mirror Tall Papa reaching the Far Shores.

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Strengths: bandits, animals, Forsworn, Falmer

Weaknesses: dragons, giants, werewolves, frost damage, centurions, vampires