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Posted 20 hours ago

Master of One

£7.495£14.99Clearance
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ZTS2023
Joined in 2023
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About this deal

Dungeon delver - You are more/even more/even more/even more/even more likely to find extra items of any kind in dungeons, but less/even less/even less/even less/even less likely to elsewhere. The effects of herbalist are stochastic. The number of bonus ingredients you collect is drawn from a binomial distribution with n=5 and p=0.15/0.3/0.45/0.6/0.75. The number of addition effects revealed is drawn from a binomial distribution with n=3 and p=0.2/0.4/0.6/0.8/1. Warhammer specialist - Warhammers deal 30/60/90/120/150% more damage, but greatswords and battle axes deal 0/5/10/20/50% less damage. Matching set - Your movement speed is increased by 4/8/12/16/20% if wearing a matching set, but reduced by 0/2/5/10/20% otherwise.

Reduced suggestion for perk points per level. 1 is fine for long playthroughs, 2 is good for faster ones. The buff from attunement affects all potions whether you find or create them and is visible in the inventory, although it only affects the player and does not increase potion prices. The buff is smaller than that from snake blood as it is far more useful, but note that durationless potions are not enhanced. Arcane armorer - Enchantments on weapons are 20/40/60/80/100% more powerful, but enchantments on armor, robes, clothes and jewelry are 0/2/5/10/20% weaker.Snake blood - Gain 20/40/60/80/100% poison resistance, but consumed potions are 0/10/25/50/100% less effective. Three new unarmed perks have been added: stone fist (alteration, replacing transmute health), pugilist (one handed, replacing crusader) and soul strike (light armor, replacing deflection) Sneak concentration - You are 10/20/30/40/50% harder to detect, but armor is 0/2/5/10/20% less effective. Cushioning - While wearing a light cuirass and no heavy armor, take 10/20/30/40/50% less damage while over 50% stamina, but 0/5/10/25/50% more damage otherwise.

Carapace - Mage armor spells reduce damage from arrows by 20/40/60/80/100%, but increase damage from maces and hammers by 0/10/25/50/100%. War axe specialist - War axes deal 30/60/90/120/150% more damage, but swords and maces deal 0/5/10/20/50% less damage. Soul Rend - You can have up to 2/3/4/5/6 minions or summons, but they lose 0/1/2/5/10 health per second. Blood binding - Bound weapons cause 2/4/6/8/10 bleeding damage for 10 seconds against living foes, but deal 0/10/25/50/100% less direct damage.Purification - Turn spells incinerate undead below 50/100/150/200/250 health, but damage the caster 0/10/20/50/100 points on casting. Conditioning (5/5) + light armorer (4/5) + light weaponry (4/5) + glass smithing (4/5) + dragon smithing (4/5): Legendary (glass or dragon 1h weapons or light armors), Epic (glass or dragon items other than 1h weapons or light armors, 1h weapons and light armors made of other materials), Flawless (all other unenchanted items). Two handed conditioning - Swinging a two handed weapon costs 50/75/90/95/100% less stamina (15 by default), but spells cost 0/5/10/15/20% more to cast. Blood sacrifice - Reanimation spells are 20/40/60/80/100% more powerful, but all conjuration spells cost 0/5/10/25/50 health to cast. For non-hostile NPCs, bystanders need to be within 50 feet to notice the stitch up, those further away tend to flee if a brawl breaks out. Crowded markets and inns are ideal spaces.

Physician - Healing spells are 20/40/60/80/100% more effective if you are not the target, but sun and poison spells are 0/10/25/50/100% less effective. Machinist - Illusion spells are 25/50/75/100/125% more powerful against dwarven machines, but 0/5/10/20/40% less powerful otherwise.Second skin - Worn heavy armor weighs 20/30/60/80/100% less, reducing its speed penalty, but it is 0/5/10/25/50% less effective. Unique group of characters with their own dark and painful pasts and even physical disabilities, which do not stop each of them of being essential and bad ass. Jail break, Heist and Treasure hunting through ancient Fae ruins! I love the descriptions of the Castles. Corrosive coating - Arrows decrease the targets armor rating by 20/40/60/80/100 for 15 seconds, but you lose 0/0.5/1/2/4 health per second while your bow is drawn. Spell Perk Item Distributor - Several perks rely on NPCs being given other perks or spells by SPID.

Sacred conduit - Shout cooldown is reduced by 25/40/50/57/62%, but you are 0/2/5/10/20% weaker to magic Master of One - A perk overhaul that transforms perks from generic character progression into a means to craft unique and specialized builds.

How to Know Which Path Is Right for You

Muffled movement - You make 20/40/60/80/100% less noise when you move, but sneaking is 0/2/5/10/20% slower Ward armor - Wards reduce incoming damage by 10/20/30/40/50%, but reduce your movement speed by 0/5/10/25/50%. Warrior priest - Sun and poison spells are 20/40/60/80/100% more effective, but healing spells targeted at NPCs are 0/10/25/50/100% less effective. Battlemage - Spells are 10/20/30/40/50% more effective while wearing a cuirass, but only if you are not wearing {}/{a helmet}/{a helmet or gauntlets}/{a helmet, gauntlets or boots}/{a helmet, gauntlets, boots or shield}.

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