Improvements to some combat styles - weak bandits focus on flanking, enemies are more aggresive when you're staggered, etcīlocking does very little at <10% stamina Max armor reduced from 90% to 60% (scaling reduced equivalently)īase blocking effectiveness is greatly increased, and costs more staminaįaster combat- base attack speed increased by 15%īlocking also blocks elemental weapon enchants Stamina regen greatly increased, starts regen after not spending it for. Holding block/running reduces stamina regenĪttacking/blocking/bashing/sprinting costs stamina Besides a couple block perks, it doesn't make any changes to perks. Perks are added to replace the ones added to the base perk - an expert level which allows you to "parry" arrows/spells with weapon block, reducing their damage by 50%, as well as increasing the spell damage blocked with a shield, and a "Hunker Down" perk which blocks almost all incoming elemental damage and fusroda while crouched, stationary, and blocking with a shield. Things you'd be able to do somewhat, like run with a shield raised or block some magical damage. Generally, it tunes the combat more a bit to skill than to character stats and roleplay, and doesn't make misplay any less punishing.Ī couple block perks are added to the base perks where they make sense.
Dark souls armor skyrim mod#
In this mod your armor cap is reduced from 90% to 60% and other changes to keep skill important at any level. In Requiem you eventually end as an unstoppable juggernaut wading through enemies without regard for their attacks. You don't start out super strong, but you are capable of competence. In requiem you start out from the very beginning as a 90lb weakling who can barely swing a sword, while in dark souls you start out like a "beginner knight" etc - you have a past and some training/skill. It's for people who like that style of combat or want to try something new.
Dark souls armor skyrim series#
The goal of this mod is to bring the style of combat from the Dark Souls series into Requiem. "fcombatdistance" increased to 130 (vanilla is 141, requiem is 150) Previously it was 101, but while this caused npcs to attack closer it also caused some unrealistic misses. Stagger from some other added sources reduced in strength.
![dark souls armor skyrim dark souls armor skyrim](https://static.fandomspot.com/images/06/15813/10-resplendent-armor-mod-skyrim.jpg)
"Counterattacking" weak enemies will stagger them. Strafe run speed is a bit less than forward speed.
![dark souls armor skyrim dark souls armor skyrim](https://i.pinimg.com/originals/3c/ca/98/3cca98f039e1d56f240366ea66ff8bd6.jpg)
Reduced movement speed while attacking to something similar to DS.īackwards movementing while attacking greatly reduced. Reduced defensiveness of weak humanoids' combat style. "Fill Estus Flask" Power can be attained at the beginning of a new game or purchased from Ferengar in Whiterun. Strength of the heal over 3sec increases with base health. "Charges" can be gained once a day, amount of charges increases every 5 levels. (in requiem its only elven/glass/dragonscale for light armor)Ī core concept of the DS games is being able to rely on your skill and not on the luck that an arrow will hit your shield and not instantly kill you.Įstus Flask added. Leather/Scaled/Dawnguard armor also reduce arrow damage per piece equipped.
Dark souls armor skyrim full#