KAOS(Kyth's Advanced Oblivion Strategy) version 5.01 Documentation
Last edited June 27 2010





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IMPORTANT NOTES (What you may or may not do with this mod.):

ALWAYS BACKUP YOUR SAVE FILES BEFORE USING ANY MOD! 
IF YOU LOSE YOUR SAVE GAMES, I CANNOT HELP YOU!

(1. Glitches/Bugs/Damages/Problems/Losses DISCLAIMER.):
Your use of this mod is subject to the Vector64.com disclaimer. Please read it thoroughly. If you do not agree to the disclaimer, you must remove this mod from your computer.

 I do NOT guarantee that this mod is bug-free, and I do NOT guarantee the reliability of anything in the mod or in the manual. ANY type of loss of yours related to this mod is NOT my responsibility and you are NOT entitled to any recompensation. This mod is downloaded on an "As Is" basis and there is no warranty. I cannot be held liable for any losses of any kind incurred by this mod. Furthermore, you cannot hold Vector64.com liable for losses incurred by this mod.

The user assumes all responsibility for any possible damages or losses due to this mod.

(2. Editing/Distributing this mod.): 
You MAY edit this mod FOR YOUR PERSONAL USE.
You MAY distribute the UNEDITED version of my mod FOR FREE, with the original documentation.

You MAY NOT edit these Important Notes and distribute the edited version.
You MAY NOT distribute EDITED versions of this mod without my permission.
You may NOT sell ANY version or ANY EDIT of this mod.

3. This mod is only available at vector64.com and Planet Elder Scrolls. If you did not download this mod from vector64.com or Planet Elder Scrolls, you may have received a fake. I will not provide any kind of support or help for fake imitations or unofficial rewrites of this mod.

4. This documentation is INCOMPLETE at the moment.

5. Don't grab the abilities from my mod without asking. Don't take my implementation without asking.




Mod Requirements:
Your computer must be able to run Oblivion.
This mod requires OBSE v15(just download the latest version and you should be fine).
This mod is 1.3MB in size(and counting.)
You will need the following keys on your keyboard to use this mod:
Caps Lock=used for Energy Form abilities
Left Shift=Secondary Special/Change Weapon Form
Right Shift = Spell Effect
Delete(below Insert, NOT on Num Pad) = Clear
Right Mouse Button(also called "Block")(okay, it really isn't on the keyboard) = Primary Special
V = Third Special Attack

These can be configured in-game or in the construction set.

--------IMPORTANT NOTE--------
The file names for this mod changed in update 3.04. If your version is OLDER than 3.04, you need to delete the old ones and put the new files for this mod in your data folder and enable them.
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Installing the mods:
This is very simple to install. Just copy the mods into the "Data" subdirectory of your "Oblivion" directory. When you run Oblivion, check "kyth_Mod_OBSE" and "kyth_Mod" in "Data Files".
When you load a save file, you will receive two script effects. They unpack the OBSE items and abilities/skills in the mod for your use. To receive the abilities from the other mod, there is a house south of Leyawiin with 2 bookcases. Read the center book.

Uninstalling the mod:

1:Go into the "Data Files" part of Oblivion.exe and UNCHECK "kyth_Mod_OBSE" and "kyth_Mod".
2:Click Exit.
3:Go into the "Data" subdirectory of your "Oblivion" directory. Looks like ".....\Oblivion\Data\"
4:Delete "kyth_Mod_OBSE" and "kyth_Mod". When you load your game, you should receive a message that says "This savegame relies on objects that are no longer present. Continue loading?".
5:Click Yes. Everything associated with this mod should cleanly disappear. If it does not, or if you have trouble uninstalling this mod, notify me on the forums.

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GETTING STARTED WITH THE OBSE COMPONENT:
You will receive a few abilities. Select "Utility-Unpack Abilities" and press the cast button to receive over 175 new abilities with unique effects.

Unpacking special attacks is a bit different. You can unpack them by type(blade, blunt, marksman) or you can unpack them all, the name of the unpacking ability should be obvious "Utility-Unpack Special Attacks", "Utility-Unpack Blade Attacks", "Utility-Unpack Blunt Attacks", and "Utility-Unpack Bow Attacks".


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How to use Polymorphic Equipment:

To CHANGE between forms: Hold down left shift and press 1-4.(NOT on numpad) while wielding them.

All of them have 2 special attacks (each). One attack always uses Right mouse button, other one uses left shift unless configured in the console or with Swap first/third special attacks.

You must be holding these buttons down as your weapon strikes.
You can stack special attacks with power attacks(for example, Forward Power Downward Smash) but you cannot combine both special attacks in the same strike(for example, NO Downward Shockwave Smash).
If you hold down both right mouse button and left shift, the right mouse button special attack is used.

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Special Attacks:
These are selected from the spell menu(F3). They are listed as Greater Powers. To use them, first wield the weapon that you want to use. If it is NOT a polymorphic weapon, select the Lesser Power "Toggle Special Attacks" and press the cast button. You should receive a message that says "Special attacks enabled on current weapon". Now select a special attack from Greater Power. Do NOT cast it. Instead, hold down the ThirdSpecialAttack key(V by default, but you can switch it to the right mouse button, see "Version 2.01") AS YOUR WEAPON STRIKES. If you do not keep holding the key/button down, nothing special happens.

Some of them have different icons based on functionality. 

Rules-of-thumb for identifying effects:

fire, shock, and cold damage icons are given to attacks that cause those damage types. 
A poison icon is given to anything that causes Damage Health Effects. 
Kinetic energy-based special attacks(kinetic, forcefield, force wave) have a telekinesis icon.
Dark Energy is usually denoted by damage magicka.
Blight/Anything with conditional on health is denoted by damage health. Note that this may show up the same as damage magicka but with certain mods installed they may appear different.
Energy/Power/Radiant is denoted by sun damage.
Any "Berserker" or "Furious" special attacks have a Frenzy icon.
Any special attacks that make you lose magic effects or have conditionals on magic effects present have a DISPEL icon. (examples are Fracture Vortex Strike and Focused Arrow)
Anything that recharges you has a restore magicka icon.


Due to a lot of complaints on the forums about "Help! how do I use the special attacks?" I have made a walkthrough about using them:

1)If your weapon is NOT from this mod, go to step 2. Otherwise, wield the weapon you will be using and cast "Utility-Toggle Special attacks". You should receive a message that says "Special Attacks Enabled On Current Weapon".

2)Select a special attack from your "Powers" list. Do NOT cast it. Just select it as you would select a spell.

3)Hold down the V key AS YOUR WEAPON STRIKES. If you find this to be troublesome, cast "Utility-Swap 1st/3rd special attacks" to set this special attack to your right mouse button. Either way, you must be holding the button down as your weapon strikes.
The button that you need to hold down is called ThirdSpecialAttack. You can customize it by typing "set thirdspecialattack to <n>" where <n> is the IsKeyPressed number of the key you want to use.

4)You should notice a decrease in magicka or fatigue, and possibly a recovery icon depending on the special attack used.

If you're new to this mod, you may want to start with special attacks that don't have difficult conditionals.

Flare Arrow is a good starting ability for archers, with its low cost and unconditional damage. Later on you'll get
bored of it once you start using more complex special attacks but this is sufficient at lower levels.

Frozenfire Slash is an easy to use starting ability with no conditional. While I avoid making abilities that don't have conditional effects I figured that I should make a few to help introduce people to the special attacks.

Blight Smash is also recommended as the conditional is very useful anytime. It is also a good introduction to recovery time on special attacks.

Note that the Blunt special attacks require a bit more skill to use but can be the most effective if you know how to use them.

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This mod has some new ability concepts:

Conditional Logic:Say goodbye to the old days of simple effects. This mod makes you think.

Abilities that work well together:Some abilities fulfill other abilities' conditional effect requirements, which lets you apply them together much more effectively.

Some abilities can detect what is hostile and what is not, and these can work well with a companion mod.

Finally, these new abilities and weapons are only designed for use by the player. Setting it up so that an NPC uses them may cause the new abilities and weapons to act inconsistently with their descriptions.

Abilities that restore fatigue and magicka so you don't depend on potions as much.

Abilities grow more powerful as you level up. Just because something does 20 damage at low skill level doesn't mean it can't do 100 damage at high levels. On the other hand, some abilities start out quite useful at low skill levels but don't level up much. Note that almost all of the abilities are Lesser Powers. This is so that the cost does not decrease with level. Instead of "constant effect, lowered cost", this uses "greater effect, constant cost" leveling.



----Energy Forms and Interventions----
Energy Forms are conjured energy-based "armor". They disappear after a certain amount of time. Energy Forms are exhausting for human/humanoid users and they usually disable the use of Energy Forms for a while.

Interventions are a set of abilities that have a large effect when your health gets below 40%. They can generally only be used once every 45 seconds, but there are exceptions.

Energy Forms can be stacked in theory, just as you could wear armor on top of more armor in theory. However you may find this imbalancing.

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For any ability that says "Lose a friendly effect": the order in which effects are removed is unknown at the moment.

However, I can confirm that:
Kinetic Surge + Shadow of Teleport + Fracture Vortex works as you may think. Apply Kinetic Surge and teleport. Apply Fracture Vortex. This combination can do a 185 damage + 2 second knockdown, and getting knocked down by Kinetic Surge doesn't matter if Shadow of Teleport takes you back to your starting point.

The difference between "When this ability ends, it has an effect" and "After n seconds, this ability has an effect" is that if an ability ends before it should(getting dispelled by Fracture Vortex or Reabsorb Effect, for example), an ability that has an effect when it ends will produce that effect, while an ability that has an effect "after n seconds" will NOT produce that effect(as n seconds have not passed).


--------Drained and Recovery: What are they?----------
Drained: This is caused by certain powerful abilities. While drained, abilities that cause Drained may act differently or even fail to work at all. Certain abilities and effects can alter drained time. The drained time reduction is capped at 75%, minimum of 1 seconds(so if your ability causes 3 seconds of drained and you have 75% reduction, you are drained for 1 second, NOT .75) Effects of such abilities stack multiplicatively (so if you have two abilities that reduce drained time by 20%, the overall reduction is 36%, not 40%)
Note that this "drained" has absolutely nothing to do with "drain attribute" or "drain skill".

Abilities with a number in parenthesis after their names cause Drained for that number of seconds. Some abilities may include a multiplication sign or addition sign-read the description for details. A few even have a range, for example (10-6s) which means that the ability's linked skill reduces the drained time! Numbers separated by a slash mean that there is a conditional effect that may change the drained time(example: 10/15 means that the ability has a drained time of 10 or 15 seconds depending on conditions, read the ability description).


Recovering: The special attack's equivalent of Drained. The difference is that while you are recovering, you cannot use special attacks that cause recovering, but you can use other special attacks that don't cause recovering. Certain abilities and effects can alter recovery time. The maximum reduction is 75%, minimum of 1 seconds(so if your special attack causes 3 seconds of recovery and you have 75% reduction, you recover for 1 second, NOT .75) Effects of such abilities stack multiplicatively (so if you have two abilities that reduce recovery by 20%, the overall reduction is 36%, not 40%)

Special attacks with a number in parenthesis after their names cause recovery for that number of seconds. Some special attacks may include a multiplication sign or addition sign-read the description for details. A few even have a range, for example (10-6s) which means that the special attack's recovery time can be decreased! Numbers separated by a slash mean that there is a conditional effect that may change the recovery time (example: 10/15 means that the ability has a drained time of 10 or 15 seconds depending on conditions).

Health Gain Modifiers: Certain abilities can alter the benefit for gaining health. This includes ALL forms of health gain, not just healing. These bonuses stack additively, so a 30% increase and an 80% increase are equivalent to a 110% increase. The lower cap on healing reduction is 30%(so you cannot gain less than 30% of normal health gain) and the upper cap is 250% (so you cannot gain more than 250% of normal health gain).

NOTE THAT A FEW RARE EFFECTS CAN IGNORE THE EFFECT CAPS. READ THE DESCRIPTIONS CAREFULLY BEFORE MAKING ASSUMPTIONS.
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----------Companion System--------------------
You can set NPCs as companions. While they are set as companions, your offensive abilities and special attacks will have no effect on them. (If your companions are affected by them, notify me and I'll try to fix it.)
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----------Skill Training----------------------
Some of the special abilities train your skills. SOme people may not like this if they are power leveling or micromanaging their character development, so there's a global that can disable it:

To enable this, type "set EnableSkillAdvancementBonus to 1" without the quotes in the console. It is ENABLED by default.

To disable this, type "set EnableSkillAdvancementBonus to 0" without the quotes in the console.

Special attacks also train your skills unless this option is disabled. The number of "strikes" of experience gained is equal to the greatest integer less than 1 + ((attackCost / 10) * (1 + SquareRoot(recovery)))
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----------------Instant/faster cast abilities----------------------
KAOS 3.03 adds support for instant/faster cast abilities. They are handled in a script. If this
slows the game down, post in my forum thread on Fileplanet and I'll add an option to disable them.
At the moment they cannot be disabled.

The script is attached to an effect called KAOS Script System, referred to as the "additional features". It is best to leave this effect alone, as dispelling it or removing it may cause any ability with instant/faster cast to work incorrectly or stop working.

The default delay is 1.5 seconds unless otherwise specified.

Q:Why instant/faster cast?
A:Instant cast allows you to receive the benefits of abilities when you press the cast button instead of the end 
of the cast animation. There's nothing quite as frustrating as getting staggered or knocked down when you were healing yourself.

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----------------Quick Key Interface and Extra Quick Keys-----------

I figured that people's hands were getting tired of using ability combos where you pressed 1, cast, 2, cast, 3, cast (stored in hotkeys). I have streamlined the ability combos in this update.

When this new "Quick Key Interface Improvement" is active, double-tapping a quick key also presses the Cast button.

Question: Why double tapping?
Answer: Remembering your abilities can get difficult. I designed an "Ability Display" mod that displays the name of a quick key object when you press that quick key. Since this counts as tapping the key once, it would just be obnoxious if it casted whatever was in that hotkey when you just wanted to look at the ability's name. Therefore I decided to use this interface.


Quick Key Interface is available as a separate mod as well. If you use KAOS you do NOT need to download the quick key interface as it is integrated into KAOS.


The Quick Key Utility allows you to store 4 sets of quick keys when enabled. Press 9, 0, -, and + to retrieve sets 1, 2, 3, and 4, respectively. There are 4 utility scripted effects that let you set them to your current hotkey setup. This is entirely optional. If you already have a mod that does this you do not need to enable the Quick Key Utility.

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-------------FightBot: What is this?----------

The FightBot is a heuristic-based script that can fight for your character. Details are in the "Version 3.01" section.
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-------------Utilities: What are they?--------
Utilities are a special type of ability that are not combat related. Instead, they configure this mod and update the mod.
Examples are ability unpacker scripts and the add/remove companion script.

They will ALWAYS have "Utility-" next to their names as of KAOS 3.02.

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---------Frequently Asked Questions-----------

Q: Is this mod compatible with <insert name of massive overhaul here>
A: Yes.

Q: Do the monsters get any abilities?
A: No. This isn't a monster mod. You can pick what monster mod you want to install if you want overpowered monsters to train your overpowered abilities on..

Q: This mod makes my character overpowered!
A: It's balanced for an arcade/FPS implementation where you are EXPECTED to fight 2-3 monsters at a time. Don't like it? Set the difficulty slider all the way to the right.

Q: Why is player skill more important than character skill? this is supposed to be a role-playing game. Why insert the player's skill into the game?
A: One of my major complaints about most role-playing games is that your character limits you, in some cases this is more frustrating than hard. "I can't finish the game because my character is too weak." My mod places importance on YOUR skill: if you are thinking about what abilities to use, the game is a lot easier. Character skill is still important, but you can wipe out mobs of monsters even with bad character statistics if you know what you are doing. On the other hand, if you randomly throw script effects everywhere, you could be wasting your resources and you'll just make the game a lot more difficult than it has to be. Careful, skillful use of abilities is the key factor in your character's success or failure.

Q: What type of character role is this mod suited for?
A: This mod is not geared towards any role in particular. Want to dump meteors on your foes? Want to teleport everywhere? Want abilities that damage them for attacking, or even blind them? All of those exist, and much more! There's something for everyone. The abilities are alignment-independent. Just because it says "dark energy" or "blight" doesn't make it inaccessible to "good" characters. Characters that you declare as "evil" can damage undead creatures with the light damage series of abilities just as well as a "good" character. Abilities are also independent of your character type.

Q: This mod references a lot of science/mathematical stuff. Doesn't that break immersion/lore/role-playing/<insert lame excuse for a discussion here>?
A: It may for some people. This is not meant to be immersion/lore based.

Q:No quests? No level requirements on abilities?
A:None of those. 
First explanation:Take some of the frustration out of losing your savegames-you don't have to level up or go on quests. Just unpack the abilities. Since you already know how to use them from your old savegame, you can start using them immediately on your new savegame. 
Second explanation:Makes it easier for me to test the abilities. 
Third explanation:Simplifies balancing aspects. If I required any form of quests or level grinding, it would make it difficult to make all of the abilities relatively equal in power. For example, if you have two abilities that are different but are overall equivalent in usefulness, but one was a reward from a difficult quest and the other costed 20 gold pieces at the local shop, people would complain that I'm not rewarding quest completion. So I just decided on not making quests or level grind.
Fourth explanation: I hate level grinding, and I don't know how to make a really good quest.

Q:This mod barely takes up ANY CPU power! I don't notice any frames-per-second loss. Is it even working?
A:I avoid using a lot of CPU power by (1) avoiding global scripts, (2) avoiding use of extraneous graphics effects, and (3) avoid making scripts that must be run every frame. Last time I checked, KAOS only has 3 or 4 scripts that have to be constantly running. Practically every other script in KAOS is finite or conditionally finite. 

Q:The special attacks are broken. If you miss, they don't consume your resources. If you are blocked, they still work.
A:The original purpose of this was to make scripting the abilities easier. If you absolutely MUST have a "role-playing" explanation, then I guess you could say that the special attacks attach a microscopic distortion/teleport location to whatever you are wielding. When the teleport location reaches whatever it is intended for, the effects and energy associated with the special attacks teleport over. If the teleport location doesn't reach anything, it consumes effectively no resources.
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-----------About this mod---------------------
Avoiding mod conflicts:My mod has a different foundation than other "overhaul" mods. Most overhaul mods try to change the game completely, rebalancing the entire game for all NPCs, creatures, and the player. I do not like that approach. Changing the entire game creates conflicts and "splits" in the community. (Remember the old argument about Francescos vs. OOO vs. MMM vs. Warcry Oblivion before FCOM merged them?)

My mod takes a different approach that I have not seen before. Instead of making the player conform to my mod, my mod instead conforms to the player. There's almost always something in the mod that you will like. My mod does not alter any settings except the velocity of two effects that no one uses anyway. Instead of changing the game, my mod adds its own unique combat system to Oblivion while remaining separate. This makes it compatible with any other mod.
Core Foundations of this mod(The principles that make this mod what it is):

1) The user has the privilege of enjoying all the abilities unconditionally, all the time(while in-game, provided that the computer can handle them), without grinding, questing, level requirements, skill trees, or irreversible decisions.
1a)Downloading this mod means that you have earned all the abilities.
1b)As of Version 2.03, a few additional skills(not abilities, SKILLS as in something you can level up) will be provided and an experience system implemented that will let you earn experience and level them up. These are exempt from Foundation 1 as they aren't "abilities".

2)This mod is designed with slower computers in mind. It adds no extra graphics.

3)This mod leaves the original Oblivion data alone, and does not cause mod conflicts as far as I know.

4)You do not have to lose the stability of vanilla Oblivion to enjoy the 310+ new abilities.

5)This mod is easy to install and uninstall, and should remain that way. It will never require anything but Oblivion and OBSE and perhaps a few OBSE plugins in the future. Absolutely no requirement for OBMM or Wrye Bash. This mod does not require any type of "load order" -load this mod first or last, and it works.

6)This mod will never rely on official expansions(no Knights of the Nine or Shivering Isles requirements).

7)The player's skill is a lot more important than the in-game character's skill.

8)This mod will not remove any options. It will only add options. If you want to impose random weird "role-playing" restrictions on your character, you'll have to invent your own. Sorry.

9)This mod should not interfere with other mods.

10)This mod should never look like a complete overhaul. 

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Version 5.01------------------------------------------

Reviewing the staves:

I have no idea what I was thinking when I made the Pulse Cannon with a maximum cost:damage ratio of 1:4. It's already undodgeable and has a low recovery time. The Pulse Blast now has a .5 second recovery time, costs 7 to use, and the damage has been decreased to 5-15 based on your intelligence attribute.

The barrage cannon also needed a change. 15 energy for up to 55 damage is just plain overpowered. Increased the left click cost of the barrage cannon to 20. Decreased low-end damage to 2 because 20 damage at low levels is overpowered.

The Siege cannon's 70 damage for 30 energy is way too overpowered. Siege cannon cost increased to 45, damage decreased to 10-65. The auto-aiming laser on the siege cannon uses the same effect as the pulse cannon. Since the damage has been decreased to 5-15, the cost has been decreased to 9.

Hydra cannon: Right click damage decreased to 5-30.

A new cannon has been added: the Wave Cannon. The Wave Cannon focuses on doing light area damage. Left click sends out a shockwave blast that does 5-30 damage, Right click generates a shockwave at your character's location affecting everything in your line of sight for 15 feet.

Name                         Damage/Effect      Scales with     Cost     Projectile Type    Recovery time
----                         -------------     -----------     ----     ---------------    -------------
Pulse Cannon (Left Click)    5-15 unstoppable  Intelligence       7                Beam        .5 seconds
Pulse Cannon (Right Click)   Aiming            None               0                Beam       .25 seconds
Barrage Cannon (Left Click)  2-11(x5) fire     Intelligence      20                Bolt        .8 seconds
Barrage Cannon (Right Click) Disruption        None              25     Area around self        6 seconds
Siege Cannon (Left Click)    10-65 unstoppable Intelligence      45     Massive Fireball        3 seconds
Siege Cannon (Right Click)   5-15 unstoppable Intelligence        9     Aimed beam              1 second
Hydra Cannon (Left Click)    5-18 fire         Intelligence       5                Bolt     .20-1 seconds
Hydra Cannon (RIght Click)   10-30(x3) fire    Intelligence      30     Aimed fireball          2 seconds
Wave Cannon (Left Click)     5-30 unstoppable  Willpower         20            Shockwave       .8 seconds
Wave Cannon (Right Click)    8-40 unstoppable  Willpower         25    Line of sight area     1.2 seconds

Reviewing ability costs:

I finally figured out that some characters can start with a small energy pool to use abilities with (60 points possibly). So I've been decreasing the cost of several abilities that everyone would find useful. I use a mod that gives the player +5 attribute bonuses each level. Since most people probably don't use the +5 attribute mod, most people probably aren't going to have characters with 100 intelligence and therefore costs of other abilities need to come down as well.

Considering that a lot of users complain that KAOS is bloated with too many abilities, I only made a few abilities but instead I made a lot of changes to existing ones.

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Finally, there were two abilities in the non-OBSE version of KAOS (which isn't really supported anymore) that I really liked a lot. Both were damage over time area of effects. One of them(Energy Pulse Wave) had an area of effect that grew over time, the other one(Freezing Rain) did cold damage and knocked stuff down if it was running. Due to the ridiculously limited non-OBSE set of scripting functions, these were impossible to properly balance. I have rewritten and rebalanced these abilities with OBSE functions and put them in the OBSE version of the mod. For those who have both OBSE and non OBSE versions installed, the OBSE versions have "2.0" in their names so you don't get confused.

Enjoy.


New Abilities:

-Volatility: For 15 seconds, target creatures gain 50% more health from healing but takes 10-30% more damage based on Mysticism.
	-Use on foes that are unable to heal themselves or bring an ability that decreases healing. Also useful on foes that have a one-use full heal (since they don't gain any benefit from the extra healing).

-Freezing Rain 2.0: For 7 seconds, freezing rain is summoned at target creatures location doing 1-11 cold damage/second(alteration skill):25 feet. When it ends all creatures that are running or attacking are knocked down (2 seconds).
-Gravitron: Activates instantly. Pulls the target creature toward you. No effect if drained. Drains you for 15-10 seconds based on alteration skill. Trains alteration skill.

-Pulse Wave 2.0: For 10 seconds, an energy pulse wave is created at target creature's location doing 1-8 damage per second. The area of effect is 20 feet plus 3 feet per second.


Ability Changes:

-Light of Restoration: Was way too expensive. Cost decreased to 25, base healing decreased to 1-10. Note that Light of Restoration considers itself as a buff and adds another 5-20 healing.

-Solar Flare: 30 damage without any skill level was overpowered, damage decreased to 8-90.

-Kinetic Blast: 70 damage with area of effect knockdown is a bit too much for its cost, decrease damage to 10-60 and increase drained time to 8.

-Meteor Shower: Decreased damage per meteor to 5-35, increased duration to 8 seconds.

-Sunray: Costed too much, cost decreased to 120 so that you don't have to throw all your points into intelligence to use it. Decreased base damage to 20-130, increased fire damage over time to 10 for 1-11 seconds

-Forcefield Aura: Too costly for warrior types. Cost decreased to 30, duration increased to 2 minutes, damage decreased to 1-8. Fixed a bug that caused it to do damage on casting.

-Disrupt Attacks: Needed to give people an incentive to train skills other than destruction, restoration, and alteration. Therefore, Disrupt Attacks has been moved to Illusion and now trains your illusion skill. Base damage decreased to 2-15, cost decreased to 30, duration decreased to 10.

-Imbalance: Useless due to the cost. Cost reduced to 15 to make it usable by warrior types.

-Stability: Costing 40 made it hard for warrior types to use. Cost decreased to 20, number of staggers prevented decreased to 1-5. 

-Blaze Lightning: Needed low level balancing, especially with the 40 foot area. Damage decreased to 1-45 + 1-7 for 8 seconds and an additional 1-6 for each point of shock damage.

-Frozen Blast: Needed low level balancing and better immobilizing power. Damage decreased to 1-30 + 1-6 for 8 seconds and an additional 1-5 for each point of cold damage. Now immobilizes anything that is attacking.

-Dark Lightning Blast: Previous functionality was too difficult to use well. changed to "Causes 1-35 lightning damage and you absorb 1-6 health from affected creatures every 2 seconds for 10 seconds. Effects based on Conjuration." Cost increased to 45. Area of effect is reasonable, initial damage sucks compared to the cost. This ABSORBS an additional 30 health from each foe for a total of 65 damage if you're willing to wait 10 seconds. In short: heals you while damaging a group of creatures, but the overall damage per second is bad.

-Sandstorm: Previously useless due to high cost. only attacking creatures are pushed away, cost decreased to 45.

-Jump Burst: 15 energy was way too expensive, cost decreased to 8.

-Fire Orb: cost decreased to 60, damage decreased to 1-25. This is to make Fire Orb more usable without making it overpowered. It still does a good deal of damage (up to 250) over 10 seconds which is not bad at all.

-Glowing Blast: Cost needed to come down to make it more usable. Cost decreased to 45, base damage decreased to 1-15 for 4 seconds, conditional damage decreased to 5-20. This may seem overpowered (80 damage for 45 energy) but the area effect is small, and the damage is either conditional or damage over time. If used as often as possible (once every 1.5 seconds, damage per second and cost per second are both about 30 which is not that good. Compare with Firebreath which has the same damage per second at lower cost per second

-Firebreath: Had a small area of effect and only affected 3 creatures at most. Area increased to 25.

-Energy Lifebind: Name changed to Structural Integrity. Decreased cost per second to 1, changed additional health to (5-30) + (1%-4% of Level * BaseEndurance), changed skill to Alteration. Bonus is calculated at activation time, not updated with your level and endurance, so when you level up or your base endurance increases, remember to reset it. Note that I used base endurance in the calculation to prevent noobs from using this with "Fortify Endurance 100 pts for 2 seconds".

-Radiation Beam: Name changed to Ignite. Now activates instantly. Cost increased to 35, damage changed to 1-30 fire damage plus an additional 1-15 fire damage for 2 seconds. Trains your Destruction skill.
	-Instant activation, instant damage similar to Laser Burst. Damage/cost ratio is better than Laser Burst if used once every 2 seconds, but worse if used as often as possible.
	-Using non resistance-ignoring damage over time helps keep the cost of this ability down.


-Destroy Health: Doing 25% damage of maximum health made this overpowered. Damage decreased to 25% of current health, maximum damage 10-120. Cost decreased to 25. Causes additional energy loss (1 point lost per 1-5 damage). At maximum level: If used on something with at least 480 health(giants/minotaurs for example), it does 120 damage for about 50 energy. However, if used on something with 150 health(average), it does 37 damage for 32 energy (which is bad).

-Disagreement: Maximum damage decreased to 3-18, duration decreased to 5 seconds.

-Darkflare: Cost decreased to 7. Trains your destruction skill. Causes 3-15 fire damage based on destruction skill. If it hits something above 70-40% health it does 50% more damage. Note: The darkflare does fire damage
even though it looks like shock damage. It also moves very quickly.

Flameburst Hazard: was way too overpowered. Damage decreased to for 2-14 for 5 seconds, area decreased to 20.

-Consume Health: Damage per second increased to 1-6, now heals you for 1-4 per second. Conditional absorb decreased to 1-25. Moved to Conjuration.

-Guardian of Health: Changed to "For 5 minutes, whenever your health drops below 70%, you are healed for 5-40 health (restoration skill). Can only heal you once every 8 seconds".

-Regeneration Burst's previous functionality was boring. It has been changed to "Activates instantly. For 5 seconds, you are healed for 8-32 points per second but gain half benefit from healing for 10 seconds." Cost is 30.
	-Comparison with Quick Restore: Cost:effect ratio is better (Quick Restore is 2.25 while this is 2.67) However this heals over 5 seconds instead of instantly, and also halves benefit from healing.

-Energy Renew: Was a bit too overpowered. Decreased to 12 seconds, effect increased to 9-12%. Changed fatigue bonus to 10-20% of your maximum fatigue, fixed a bug that caused it to not occur.

-Chain Lightning: Was previously broken because the damage was not scaled and did nothing if it missed. Now hits instantly, damage changed to 10-60, trains destruction skill. Works even if you miss by up to 10 feet. NOTE: Occasionally, chain lightning may appear to stop working. Restarting the game usually fixes this.

-Illusionary Disarm: Changed to 3-8 seconds to reward high levels of Illusion skill while discouraging use at low skill levels.

--------------------------

Special attacks need a large rebalance. I decided to start with bows.

-Flare Arrow: now costs 15 fatigue, damage decreased to 5-25.

-Glowing Arrow: cost decreased to 20, damage increased to 5-40.

-Lightning Arrow: cost decreased to 35, damage decreased to 1-30 + 1-7 shock damage for 5 seconds.

-Focused Arrow: cost decreased to 20, damage changed to 1-10 plus 5-25 if you don't have any hostile effects. 

Bug Fixes/Other Changes:
-Fixed a bug with the Siege cannon that caused it to damage the player.
-Fixed a bug that caused Stability to not end when it was supposed to.
-Fixed a bug that caused effects that increased healing or damage to count degeneration effects as regeneration.
-Fixed a bug with Flare Arrow that caused it to apply damage improperly.
-Special Attack Toggle now activates instantly. Fixed a bug with it that caused it to incorrectly state that "special attacks were disabled" when enabling them
-Reclaim Energy and Kinetic Blast: fixed incorrect descriptions specifying recovering instead of drained
------------------------------------------------------


Version 5.0-------------------------------------------

Time for a new version number for the new year! December 24 was the 2nd anniversary of KAOS. Thanks for your support everyone!

To celebrate the 2nd anniversary of this mod, I have included my Ability Display mod and my dodging mod.

Ability Display: Instantly displays your hotkeys when you press a hotkey. If double-tap-hotkey ability activation is enabled in KAOS, you can tap a hotkey once to view an ability and tap again to use it.  

Dodging Mod: The Block+Dodge+Move combo makes dodging in Oblivion useless. The dodging mod allows you to double tap a movement key to dodge. YOu still need 50 acrobatics to dodge.


This version allows effects that alter health gain/loss to affect damage over time and non-instant restore health.

Also, certain abilities are designated as "Protections". You can only use one of them at a time.
Remember: protections usually heal back damage instead of preventing it. This means that they won't do anything against damage >= your current health.


Energy Experience points have been disabled in this update and discontinued.

New abilities:

-Frustration:Target is blinded for 4 seconds. If target is attacking, it suffers Frustration for 10-30 seconds(Illusion skill). Every second while attacking, it is blinded for 4 seconds and takes 1-8 damage. Ends if target is not blinded.
	-If it hits a creature that is not attacking, it still causes blindness for 4 seconds.


-Imbalance(6s): Target takes 5-30 damage(destruction skill) and is knocked down for 1 second. If you were already Drained, no knockdown occurs.
	-This mod lacked a good baseline short range knockdown. Now it doesn't.


-Inorganic Armor: Whenever you take damage, you are healed for up to 2-17 points (based on Alteration skill) of 80% of that damage but healing on you is decreased by 70%. You can only have one Protection active at a time.
	-Similar to Resilience. Much more powerful and can be combined with Resilience.
	-Be careful of health degeneration effects. Inorganic armor does not provide any protection against this.
	-If used properly with Resilience, taking damage can actually heal you. This is not imbalanced as neither provides any protection against health degeneration
	-The 2-17 points of healing bypasses the 70% health penalty.


Changes:
-Shock Cannon was overpowered when combined with other heavy area damage abilities, previously doing up to 200 damage in an instant in a 20 foot area when combined with other effects. Damage decreased to 10-110. Instead of immobilizing, it now causes you to take 50% more damage and the shockwave blast moves slowly. This means that it can be dodged. Furthermore this forces the player to "aim ahead" and won't work as well with instant ranged area damage. While it uses a fireball effect, the damage is scripted and has no type.
-Health Leak was overpowered as it could damage opponents while healing the user efficiently. Cost increased to 20.
-Lightning Beam's 50-200 damage made it overpowered at low levels. Decreased number of lightning bolts to 5, each one now does 2-14 damage. Note that you need to be relatively far away for it to do maximum damage.
-Lightning Burst: now sends out 7 lightning bolts for 2-15 sho ck damage each, decreased cost to 50.
-Lifedrain Bind- overpowered. Damage decreased to 5-30, damage over time decreased to 0-3(skill+15), area decreased to 15, conditional bonus decreased to 15-50. Fixed a bug that caused the bonus to apply twice.
-Fire Beam now has an additional 60% range and moves 60% faster. Now it's useful- it doesn't
miss as often and can affect more foes while not doing overpowesred damage.
-Kinetic Beam no longer pushes away creatures- damage decreased to 1-15 based on destruction skill. Note that creatures will normally take damage from this 4 or 5 times so. Cost decreased to 50. 
-Light Bolt's previous functionality made it difficult to balance. It has been changed to a small version of
Sunray.
-Exact duplicate functionality is boring. In light of the change to Light Bolt(pun intended), Sunray now blinds all creatures that can see you that are in your line of sight in a 20-40 foot radius.
-Disrupt Strength's damage has been decreased to 10-40 based on alteration to prevent it from being overpowered at low levels. To compensate for this, the duration has been increased to 20 seconds and it has
a 10 foot area.
-Staggering Surge: initial damage decreased to 5-50, additional damage decreased to 5-40, removed initial stagger effect. Now has a 15 foot area, affecting multiple creatures instead of centering on one. Cost decreased to 70.
-Disrupt Energy is imbalanced. It does way too much damage, effectively preventing foes from casting anything, but the drained time makes it uncompetitive with effects that restore your energy reserves or knock your foes down. In addition, it is hard to balance. Ideally, it should do massive damage to foes casting hostile effects at you, but it should not be able to do damage faster than foes can use healing abilities when they are low on health. Disrupt Energy now does 5-30 damage per second to creatures that are casting, but does triple damage against foes with more than half health. It no longer drains you. Duration increased
to 12 seconds, cost decreased to 55. Area increased to 15 feet.
-Regeneration was too effective at healing, so I decreased the cost to 2 and the healing to 1-6.
-Disrupting Surge is too duplicate with Staggering Surge. Changed to For 7 seconds, affected creatures suffer 1-8 lightning damage based on destruction skill. Attacking creatures take an additional 3-50 lightning damage.
-Resonance Blast caused balance issues due to being able to do 40 damage without any skill. Simply decreasing the unskilled damage would make this useless at low levels, so the damage from this is now capped at (5 + player's level squared). and decreased damage to 50-250% of distance in feet.
-Lightning Spray was hard to do full damage with and the lightning effects would lag the game. Its cost has been decreased to 40, number of bolts decreased to 5, damage increased to 1-21 per bolt. 
-Energy Strike was a bit overpowered, with a maximum damage:cost ratio of 3:1. Conditional damage has been decreased to 1-20.
-Health Leak was somewhat overpowered, able to do 45 damage at range and possibly healing the player. Cost increased to 25.
-Energy Burst: 20 damage without any skill is overpowered, damage decreased to 5-50.
-Stability:Getting stagger-locked is irritating. In any balanced game, nothing should be able to disable the player repeatedly without limit while doing damage. The Stability effect was designed to counter this, but it would commonly get interrupted by staggering while the player was activating Stability. Stability now activates instantly, and the number of staggers it prevents has been increased to 2-10. The cost has been decreased to 40 to make it usable by all characters and the duration decreased to 90 seconds to make it less passive.
-Short Circuit: was overpowered with damage:cost ratio ranging from 1:1 to 3:1. A good healing effect would easily bypass the disadvantage. Cost increased to 40, damage decreased to 5-70, now causes you to lose 1-5 points of magic per second for 5 seconds, removed fire damage effect. If used as often as possible (about once per second) then the cost to damage ratio is up to 45:70 (excellent). However, using it badly results in a cost to damage ratio of 65:70 which is not that good especially for a melee range ability. The energy loss is scripted, not "damage magic", so it is not affected by resist/weakness to magic. Furthermore, the scaling is continuous (for example, at level 90 destruction skill you would lose 4.5 energy per second) so that there's no incentive to leave your destruction skill at 99 forever (if the scaling was discrete instead of continuous, the loss at level 99 would be 4 and it would be 5 at level 100, removing the incentive to level up). 
-Resilience: Was still imbalanced after the last update. Now it restores up to half of lost health up to 1-10 points. It is now a Protection ability, so it cannot be combined with Inorganic Armor. The restored health ignores health gain modifiers.



Bug Fixes:
-Fixed bugs in Sunray and Light Bolt that could cause the game to crash to desktop.
-Fixed an incomplete description of Deflect Strength.
-Fixed a bug with Teleport Beam that could cause the player to get stuck in walls.
-Fixed an inconsistent description of Lightning Burst.
-------------------------------------------------------

Version 4.01-------------------------------------------
KAOS is overpowered at low levels. Time to fix it.
Some abilities now optionally train your skills.

-FOCUSED REGENERATION was underpowered compared to Repair Damage. I removed the drained effect and lowered
the cost to 15 and decreased healing to 3-15 per second.
-ENERGY WAVE FIELD is overpowered, so I decreased the additional damage per second to 1 and
decreased the base damage to 1-8 based on destruction skill.
-SHIELD OF INSTABILITY's effect did not scale well with the skill level and was too powerful at lower levels.
I decreased the area effect to 15 feet, changed shield effect to constant 10% and increased number of knockdowns to 0-4. Now it actually takes some skill training to get some effect out of this ability. It casts instantly now so you can use it while staggering. Now trains alteration 1 point plus 1 for each knockdown.
-LASER BURST-now trains destruction skill when used, damage decreased to 2-10, now causes the recipient to retaliate.
-CHAIN REACTION was grossly overpowered so I lowered the damage to 10-50 and decreased the seeking radius to 30 feet. I also updated the scripts for it so that it's more reliable
-RECHARGE ENERGY has been updated so that it now restores your fatigue by 20-80 points. Decreased the 
drained effect to 10 seconds.
-QUICK RESTORE is a bit overpowered at low levels, healing decreased to 10-45.
-FIRE BEAM was grossly overpowered so I decreased the damage to 8 for 1-8 seconds.
-QUICK RESTORE now trains restoration skill.
-Firebreath now trains destruction skill (1 per creature affected), damage decreased to 5-45. Fixed a bug that made it unreliable, decreased area to 15 feet.
-Earthquake is overpowered at low levels, so I decreased the damage to 2-15.
-Kinetic Surge should not do 20 damage without any skill level. I decreased the damage to 5-45, increased the cost to 60, and increased duration to 10 seconds since knockdown without any drained effect is overpowered.
-Glowing Blast looks inferior to Firebreath with only marginally better(and conditional) damage and is overpowered at low levels. Damage duration fixed at 4 seconds, now scales to 1-17 damage, conditional damage decreased to 5-25, area increased to 20 feet.
-Guided Energy Orb's damage decreased to 5-45, projectile speed decreased. Fixed the description to specify fire damage. Opponents that move quickly can now outrun the energy orb.
-Fire Orb did way too much damage for an area effect that required no input from the user. Damage has been decreased to 5-30 and duration decreased to 10 seconds.
-Increased the effect of Blindness.
-Lifedrain Vortex was overpowered at low levels and ineffective for healing at high levels. Decreased damage to 5-35, increased absorb to 5-45.
-Resilience was annoying to use and overpowered. Now it lasts 5 minutes, effect decreased to 1-8.
-Disrupting Surge was overpowered. Base damage decreased to 5-40, conditional damage decreased to 5-50, cost increased to 50.
-Blight was just plain overpowered. Increased cost to 70, decreased unconditional damage to 5-70, decreased conditional damage to 10-115.
-Sunray did too much damage at low levels and was not powerful enough at high levels, so the damage was changed to 25-180. Damage over time duration changed to 1-10 seconds.
-Destroy Health:Is now ranged. Fixed a bug that caused it to use current health instead of maximum health.
-Restorer's Recovery: Decreased health gain to 5-35, increase conditional bonus to triple. This promotes using it while not recovering over spamming it mindlessly.
-Fracture Effects was underpowered, costing more than dispel for only a little damage. Now damage scales to 15-35 up to a maximum of 4 effects, moved to the Mysticism skill (trains it 1 point), cost decreased to 50.
-Overload? OverPOWERED! shock damage decreased to 5-55,fire damage decreased to 5-45.
-Chain Reaction:now does fire damage, cost decreased to 70
-Regeneration: cost per second decreased to 3.
-While Energy Infusion is slow compared to Health Transform, it was a bit too effective especisally since it does not drain the user. Health Transform gives 80%-140% of the health lost to your energy reserves, while Energy Infusion gave 30 + 150%-250% over 15 seconds! Effect decreased to 1 point per every 15-8 points. In other words, it gives 100-188% of the health lost back, but over 15 seconds. Fixed a bug that caused it not to work with Healthfire correctly.
-Recharge Vortex was supposed to be better than Energy Recharge against multiple foes. Unfortunately, the cost and drained time hold it back. Drained time decreased to 9 seconds.
-Kinetic Blast was overpowered at low levels, decreased damage to 10-70.

New abilities:
-Clean Sweep(Blunt): Clean Sweep costs 30 fatigue. causes +5-15 damage plus an additional 5-20 damage if you are not suffering from hostile magic effects. If target causes Disease, it suffers 5 fire damage for 1-6 seconds.
	-A good basic ability to keep around. Since you most likely will not be walking around with constant bad effects, using this at the beginning of a battle almost guarantees the additional 5-20 damage, and 35 damage for 30 fatigue plus no recovery time is always great!
	-Effectively punishes creatures that cause disease. Sure, you miss out on the extra 5-20 damage but
the fire damage goes up to 30.


-Power Shock: Lasts 8 seconds. Ends if you cast anything except Power Shock. When it ends it causes 1-12 damage for every second it has been in effect based on your destruction skill.
	-VERY cheap. Does 96 damage at higher levels at almost no cost. Only trouble is that it locks out your cast button if you want to maximize damage. Efficient but DPS is quite bad.
	-Against foes that heal themselves: Try using Power Shock, wait for the 6th or 7th second, then use a heavy damage ability. They will take the damage from the ability plus a lot of damage from Power
Shock immediately, giving them no time to heal up.
	-Since it ends on casting, this is useful for adding damage to your combos as a fighter or archer. 

-Shock Cannon: Immobilizes you for 3 seconds. After 3 seconds, you send out a shockwave blast that does 10-120 damage in 20 feet based on destruction skill.
	-Very efficient but slow.
	-Trains destruction skill 1 point per creature affected.

Bug Fixes:
Fixed a bug that caused Chain Reaction to not work properly.
Fixed a bug that caused Frozen Blast to not immobilize.
Fixed a bug that caused Stability to not work properly.
-------------------------------------------------------


Version 4.0--------------------------------------------

This update focuses on more balancing. I noticed that my mod was lacking a quick activation ranged damage
ability. The new Laser Burst ability should fill that role very well. This update also gives damage abilities
to skills other than your destruction skill.

I have updated the old scripted energy staves that were added a long time ago. Throw away your character's old staves
since you won't need them anymore.

Finally, I made Quick Arrows and Jump Burst less annoying to use. 
======

New item: Hydra Cannon Staves

Hydra Cannons slowly throw small bolts of fire. As the attack button is held down, the hydra cannon throws bolts more quickly, up to one every .25 seconds. They can also send out 3 fireballs (at one time) that do decent damage in a small area.

New abilities:

-Laser Burst: Casts instantly(cost = 20). 3/4 second delay before next ability. Sends out 3 laser pulses quickly at 1/4 second intervals. Each one does 4-12 damage.
	-Reasonably efficient, and the damage cannot be dodged.
	-Burns through your energy reserves a lot more quickly than you may expect.

-Radiation Beam: Causes 20-60 damage based on alteration, minus 1% damage for every foot of distance from you, maximum penalty 50%.

	-Damage isn't just for destruction skill, you know.
	-This ability may appear to be incredibly efficient and overpowered but the damage drops off more quickly than
you may think.
	-Best used at close range.
	-While the damage to cost ratio looks overpowered at 100 skill level (4:1), assuming you will be using this 
ability at 20 foot range on average, it's actually 48 damage. The damage per second from this even at high levels
is not really impressive even when used at close range.
	-This ability is recommended both as a starting ability for new characters and a cheap offensive ranged
ability for high level characters.

Disagreement: After 1/2 second, affected creatures within 20 feet lose 1-5 health per second based on Illusion skill
for each affected creature (maximum damage per second 20) for 6 seconds.
	-Damage isn't just for destruction skill. Do I need to repeat myself?

-Height Advantage: Does 20-60 damage based on Illusion skill to anything lower than you. Lose 5 magic for everything not affected. Failure if not standing on ground.
	-Cheap area damage if used well, burns through your energy reserves needlessly if used badly.


Stinging Shot (Bow attack): Causes +15-55 points of damage minus 1% for every point of armor on target creature.
	-Effective for hunting wolves, bears, or anything that doesn't wear armor.
	-Don't use against heavy armor.
	-Since the maximum armor is 90, this will do at least 5 damage at 100 marksman skill.


Ability Changes:
-Fixed incorrect description of FROZENFIRE that specified recovering. The correct conditional is drained. Decreased
drained time to 2 seconds. Reversed drained/not-drained effects.
-STAGGERING SURGE is overpowered. I removed the initial stagger effect, decreased the area to 20 feet, and decreased
the secondary damage to 20-60.
-POWER BURN was overpowered. Damage:cost is better than 1:1 without any skill. I decreased the damage per second to 10
and added an initial cost of 25.
-POWER BLAST was even more overpowered than Power Burn. 1.5:1 damage:cost without any skill. However the area is smaller
and is not ranged but the damage is instant. I decreased the damage to 110-250% of the amount of magic lost.
-POWERED RESTORE is overpowered. 185 point healing at low cost is imbalanced. 65 point healing without any skill is
even more imbalanced. To keep this useful at low levels, cost has been lowered to 20 and the additional healing is decreased to 1/2 for each point of magic remaining. The limit on the secondary effect has been decreased to 40-70.
-DAMAGE TRANSFER has been previously overpowered and difficult to design. Right now it can do 80 damage while healing you for 40 at low cost. The problem is that damage transfer does more damage and healing the lower on health you are, so
it can make the player "invincible" while throwing around a lot of damage. It has been redesigned to the following
functionality: For 30 seconds, whenever you take damage or lose health, target takes half of that as damage (max 10-35) 
based on mysticism skill. Cannot bring a creature's health below half.
-DISRUPT ENERGY was overpowered at lower levels. Damage decreased to 25-90.
-QUICK ARROWS: Was previously irritating to use as it only lasted for 1 minute. I increased the duration to 8 minutes. The bonus at higher levels was a bit overpowered so I decreased the effect to 50-150% faster arrows.
-JUMP BURST: was previously irritating to use. Since it didn't work if the character was not standing on the ground,
if you were running over uneven ground and jumped, it would sometimes fail. Now it waits for the next time the character
is on the ground for up to 3/4 second.


Item Changes:
The pulse cannon and the siege cannon both do scripted damage. The barrage cannon does fire damage.

-Pulse Cannon: Attack rate decreased to once every .8 seconds, damage is now 10-40 based on intelligence attribute. The old attack rate was ridiculous (once every 1/5th of a second) and it required no skill to use.
-Siege cannon: Is now actually usable. I decreased the area effect to 25 feet and decreased damage to 15-70 based on your intelligence attribute. Attack rate increased to once every 3 seconds, removed the knockdown effect. The tracking laser does the same damage as the Pulse Cannon and can be used once per second.
-Barrage Cannon: Disruption effect now staggers anything that is attacking. Decreased area to 10 feet, increased recovery time of Disruption effect to 6 seconds. Damage is now 4-11 based on intelligence attribute. Decreased spray angle
to 2.5 degrees. Decreased attack rate to once every .8 seconds.

Name                         Damage/Effect      Scales with     Cost     Projectile Type    Recovery time
----                         -------------     -----------     ----     ---------------    -------------
Pulse Cannon (Left Click)    10-40 unstoppable Intelligence      10                Beam        .6 seconds
Pulse Cannon (Right Click)   Auto-Aiming       None               0                Beam       .25 seconds
Barrage Cannon (Left Click)  4-11(x5) fire     Intelligence      15                Bolt        .8 seconds
Barrage Cannon (Right Click) Disruption        None              25     Area around self        6 seconds
Siege Cannon (Left Click)    15-70 unstoppable Intelligence      30            Fireball         3 seconds
Siege Cannon (Right Click)   10-40 unstoppable Intelligence      12     Auto-aimed beam         1 second
Hydra Cannon (Left Click)    5-18 fire         Intelligence       5                Bolt     .20-1 seconds
Hydra Cannon (RIght Click)   10-30(x3) fire    Intelligence      30     Auto-aim fireball       2 seconds

non-OBSE changes:
LIGHTNING CHARGE needed a bit more fixing. It now lasts for 15 seconds and does 1-4 damage per second based on your destruction skill. End effect damage has been decreased to 25 damage. Cost increased to 35. To compensate for this,
the area has been increased to 20 feet. This spreads out the damage so that it's more effective against groups but not
overpowered in one vs. one.

Bug fixes:

Fixed a bug in the ability remover script that prevented it from removing some abilities.
Fixed a bug in the Pulse Cannon that caused it to stop working in certain areas. This appears to have been caused by something in the game halting object scripts.
--------------------------------------------------------


Version 3.07--------------------------------------------
Just a few more abilities added and some more balancing. Cowardice is useful for keeping smaller monsters off you. Challenge of Health is a cheap knockdown with Drain Health if you use it correctly. Also, people who use companions will enjoy Protector's Challenge, which causes anything attacking a companion to fight you instead. Keep a healing ability ready.


Additions:
-Cowardice: For 10 seconds, target loses 5-15 fatigue(based on your Illusion skill) per second while attacking something with more health. Cowardice cannot drop fatigue to zero.

-Challenge of Health: After 8 seconds, if you have more health than target, it is knocked down for 3 seconds and has Drain Health 20-80 points for 15 seconds based on mysticism skill if not suffering from it. Otherwise you are knocked down for 3 seconds.
	-Obviously, don't use this at low health unless you can really heal yourself quickly.
	-One good strategy is to put this on multiple foes and then spam area damage on them for a cheap area knockdown without being drained.
	-Consider using with effects that boost your maximum health.

-Protector's Challenge: Everything within 60 feet of target that's attacking it fights you instead for 10-30 seconds based on Illusion skill. Success chance is 50-80% based on your willpower.

-Jump Burst: Casts instantly. You jump with +100-500 Acrobatics skill based on Alteration, taking no falling damage. Fails if you are in mid-air.
	-The "no falling damage" is a SCRIPT- don't cast dispel on yourself!

-Sandstorm: All hostiles within 20 feet are blasted away. A Sandstorm is conjured at your location for 5 seconds. Every other second, it blinds hostiles within 30 feet for 2-6 seconds based on your Conjuration skill.
	-Sandstorm blinds hostiles at 1, 3, and 5 seconds.
	-Excellent defensive ability. Throws hostiles out of the area and if they keep bothering you they get blinded.
	-Does not drain you. However this is kind of expensive, and since it blasts hostiles away, it is difficult to follow up with area damage.

Health Snare: For 8 seconds, target gains 2-8 health per second. After 8 seconds, target loses 25-100 health. All effects based on Restoration skill.
	-Don't use this as often as possible. Since the damage happens AFTER 8 seconds, you are just healing your foes.
	-Use this at long range before closing into melee range. The damage after 8 seconds can even catch opponents with healing/regeneration off guard.
	-Works well with Dark Energy Disruption.
	-This is a great ability if you know how to use it correctly.



Changes:

These changes are designed to make some abilities weaker at high levels but still useable by low levels. Other abilities have been changed. Overpowered healing abilities have been weakened.

-ENERGY STRIKE needed an overhaul. It's supposed to be useable but not imbalanced at lower levels. I decreased the cost to 15, decreased unconditional damage to 5-20, and decreased the secondary damage to 10-25. It's still efficient and useful if used correctly- the cost to damage ratio is 1:1 without any skill and 1:3(very efficient) with 100 destruction skill. This is good for lower level characters due to the low cost, but also useful for higher level characters for a bit of cheap extra damage. Keep in mind that the damage per second on this is low.
-DISRUPT HEALTH is overpowered. Cost to damage ratio is 3:4 unskilled, even though the damage is over time, plus it destroys the opposition's healing. I decreased the damage per second to 5 and increased duration to 8-14 seconds so that it is better used for disabling healing instead of being used for doing cheap damage.
-CONSUME HEALTH is also overpowered. Absorbs 36 health, ranged, cost:damage about 1:1 unskilled. Absorbs 91 health at ranged at 100 skill level. This is just ridiculous. I decreased the health absorbed per second to 1-4 and decreased the conditional health absorb to 20-30. This rewards proper use of this ability while weakening it at higher levels, without destroying it for low levels.
-OVERLOAD now does fire damage if target is not affected by the shock damage effect. Also fixed a bug that caused incorrect damage amounts on this.
-I fixed the description of RESTORER'S DRAIN. Reduced area to 25 feet and duration to 20 seconds.
-DARK ENERGY DISRUPTION was too similar to Destroy Health while being weaker. I changed it to an ability that destroys a group's healing capabilities for a few seconds. Use it when your foes are low on health and healing themselves, then hammer them with massive area damage. Now it causes affected creatures at range in 15 feet to gain 40-70% less health for 6 seconds based on your Mysticism skill. 
-I decreased the bonus on ENERGY CHARGE to 5-15 for each hostile creature, fixed the description, and decreased cost to 50.
-REPAIR DAMAGE has always been overpowered (It's currently the only healing ability I use at the moment!). It's way too cheap and restores way too much health. I do not want to remove this ability, I only keep it in balanced with the others. The base healing effect has been decreased to 5-20 health and the secondary effect has decreased to 8-18% of all damage taken.
-RECLAIM HEALTH is overpowered at high levels and useless at low levels. Every 8 seconds, it restores a massive percentage of your health at higher skill levels while being laughable at low levels. The conditional effect makes this even more worthless at lower levels. I have changed the healing effect to 50% of all damage taken, changed the conditional magic gain to increase with higher Mysticism skill(15-25 points), and added a healing limit of 40-240 health based on Restoration skill. Cost decreased to 40.
-REGENERATION is overpowered as well. It essentially allows you to fight without watching your health. I have increased the cost per second to 4.

Non-OBSE changes:
-LIGHTNING CHARGE needed to be less of an overpowered damage ability and more useful for running. Duration increased to 10 seconds, damage per second decreased to 5, end effect damage reduced to 50, cost reduced to 30, is now a Lesser Power.
Running bonus increased to 120.


Bug Fixes:
-Due to how the script system works, health regeneration over time can ignore detection by health gain detection scripts. I changed the Health Bonus Effect to cause health loss every second if Restore Health is present.
-Non-OBSE: Fixed a bug with Melee Blast that caused it not to work properly. Seriously, if you see something broken in my mod, post it on the discussion thread.
-Fixed a bug with the special attack enable that caused it not to work on Blunt weapons properly.

--------------------------------------------------------


Version 3.06--------------------------------------------

I haven't seen a teleport-anywhere script before, so I scripted one.

Additions:

Teleport Beam: Send out a teleport beam. When the beam hits something, you teleport to it.
	-Unlike other teleports, this does not require you to teleport to a creature/NPC. Even if it hits the ground, you still teleport.

Changes:
-DISINTEGRATE is way too weak. Sure it can do up to 190 damage, but if you don't have fortify maximum magic, it most likely doesn't do that much, and it drains you for 10 seconds, costs more than Blaze Lightning, and is melee range on top of that. Needed a massive improvement. I reduced the drained time to 4 seconds, reduced the cost to 60 and changed the damage to 25-50 plus 1 for every 2 points of magic remaining, bonus damage is capped at 150 to encourage use of this ability at higher levels.

Bug Fixes:
-CHAIN LIGHTNING has always been buggy and glitchy. Not anymore. I fixed several errors that caused Chain Lightning to double strike the same creature, repeatedly travel between creatures, and to NOT strike adjacent creatures not already struck by the same chain lightning. Note that something may be struck twice if it is between to other creatures or gets in the way of a lightning bolt. This is intentional and not a glitch.

Other stuff:
-Fixed some incorrect descriptions.
--------------------------------------------------------

Version 3.05--------------------------------------------

I'm redesigning a few abilities to use the new blindness script.
THIS VERSION REQUIRES OBSE VERSION 0016.

Fire Storm got a significant power decrease(slightly reduced damage and I increased the cost to 200). So far, Fire Storm and Sunray are supposed to be the 2 most damaging abilities in KAOS. Sunray costs less and does damage to one unlucky opponent. Fire Storm is the most expensive ability but it causes a large amount of damage(but less than sunray) in 100 feet.

356 abilities in this mod:
86 special attacks
40 more special attacks on the polymorphic equipment
230 other abilities


Additions:


-Energy Stream: Sends out an Energy Stream which travels on the ground and cannot move up more than 50 feet. Each pulse of energy does 5-25 damage based on destruction skill. You can only have one Energy Stream at a time.
	-The damage is low but it is common for multiple energy pulses to strike the same area, doing 3x or 4x damage.

-Quick Arrows: For 60 seconds your arrows move 50-200% faster based on marksman skill.

-Shardblast Arrow(Marksman): Costs 50 fatigue(no base cost). When it starts falling, it sends down 7 shards each causing 5-25 damage in 8 feet. Can only have one at a time.
	-Even though the shards look like fire damage, they are actually scripted(untyped, armor ignoring) damage.

-Sunray: Target takes 50-170 damage, is blinded for 2-12 seconds if attacking(based on destruction skill), and suffers 7 fire damage for 3-8 seconds. You and target have Light 100 feet for 3 seconds.
	-The massive burst of light can easily give away your location if you are sneaking.
	-Works like Solar Flare, without the area effect, but causes a lot more damage.
	-Note that there is a small 2 foot area of effect.
	-Most damaging single-target ranged ability in KAOS.

-Conjure Jetpack: For 15 seconds you move 100-300 points faster based on conjuration skill. If you are moving when it ends, you are knocked down for 3 seconds.
	-The knockdown effect at the end is in a scripteffectfinish block, so if you are moving and you recast it before it ends, you still get knocked down.
	-Great for transport, not so great for combat.

Unstable Glow: For 8 seconds, you are affected by Unstable Glow. Every second, it has a 25% chance to end. When it ends, all hostiles within 15 feet of you take 25-70 fire damage(destruction skill). No effect if recast.
	-Cheap, but unreliable.

Changes:

Just fixing damage/cost imbalances. Changed Blaze Lightning so that the conditional damage bonus combines better with other shock damage over time effects and changed Frozen Blast so that it cannot cause permanent freeze anymore.


-SOLAR FLARE now causes 30-80 fire damage in 20 feet and blinds for 1-4 seconds based on destruction skill. Cost increased to 70.
-FIREBLAST SHOT is now more reliable thanks to new scripting functions from OBSE version 16.
-DARK ENERGY BOLT previously had overpowered damage for a low cost. I decreased the base damage to 15-40 and the maximum damage to 100. I have absolutely no idea how I ended up making it that overpowered in the first place.
-FIRE WAVE was a bit cheap so I increased the cost to 70. To keep this ability useful for low level characters, I increased the damage to 35-90.
-DEFENSIVE FIELD now activates instantly.
-Cost of FIREBREATH increased to 35.
-FIRE STORM is still overpowered as it causes a lot of unavoidable area damage. I decreased the damage to 15-40(previously 20-55) and increased the cost to 200(previously 140). 
-BLAZE LIGHTNING now causes 15-45 shock damage and 3-8 shock damage for 8 seconds, plus 6 shock damage per point of shock damage over time(limit 150 extra damage) affected creatures had.
-FROZEN BLAST now does 10-35 cold damage and 2-5 cold damage for 8 seconds, plus 4 cold damage per point of cold damage over time(limit 100 extra damage) affected creatures had. Anything without cold damage is immobilized for 1-3 seconds.

Bug Fixes:
-Fixed Regeneration bug that caused it to ignore some maximum health modifiers.

--------------------------------------------------------


Version 3.04--------------------------------------------

IMPORTANT: THE FILE NAMES FOR THIS MOD(both OBSE and non-OBSE component) CHANGED IN THIS UPDATE. YOU HAVE TO DELETE THE OLD FILES FOR THIS MOD AND PUT THE NEW ONES IN YOUR DATA FOLDERS.

Taurucis is complaining that KAOS is getting a bit "bloated" with too many abilities, I almost agree. I'm changing some abilities and adding new ones. I know a few of the older abilities are not getting much attention and may be imbalanced against some newer abilities(underpowered or overpowered) but I'm doing the best I can considering no one bothers to notify me about imbalances.

I'm also adding an ability that lets scripts report back how much health you lose when you use abilities that cause you to "lose health", so you can't use cheap strategies based on low health, Healthfire, and Dark Energy Strike anymore and expect to be effective. Not only will Dark Energy Strike do little damage as the damage is based on health lost, but Healthfire will see that the health loss is negligible and won't do much damage.

I added a script to re-apply the Drained effect if it is dispelled. No more dispelling drained for using unfair combos anymore :)

I also made a new effect that blinds creatures, throwing off their aim randomly. This is done by randomly changing their Z and X axis rotation values every fifth of a second while they are attacking/casting, so it shouldn't use up too much CPU power. Even though it looks like an ability, my mod handles it as an effect, such as shock damage or restore health.

Enjoy the update and slightly improved balance.
Oh, and sorry about not making any updates for 4 months.



New abilities:

-Venom Burst Shot (Marksman): Requires the additional features. Costs 15 fatigue. If your magicka is above 40, lose 40 magicka and send out 8 venom bolts and an arrow causing Damage Health 5 points for 2-8 seconds. 
	-Even if the arrow does not hit anything you lose 40 magicka and send out 8 venom bolts.
	-The first special attack to cost both fatigue and magicka.
	-The damage is the same for both the arrow and the venom spray.

-Shadow of Lightning: Does 15-45 lightning damage based on destruction skill. Causes 2 second knockdown against anything that cannot see you. Requires the additional KAOS features to be enabled.
	-One of the spell-type abilities that cause knockdowns without draining you.

-Wind Strike: Casts instantly and does 5-30 damage based on destruction skill. Does an additional 5-25 damage against anything attacking.
	-Useful as it can easily add a lot of instant damage.


-Fireblast Shot (Marksman):Requires the additional features. No base cost, If you have at least 35 magicka, lose 35 magicka and the arrow does 15-45 fire damage in 10 feet.
	-The arrow does area damage without having to hit anything.
	-Don't rapid-fire them, that can make them act unreliably.
	-You can only have one fireblast shot due to scripting limitations. If you fire two of them in rapid succession, only the last one generates a fireblast.
	-This script is an approximation and can sometimes be unreliable.

-Scorching Plague: Target creature suffers 5-45 fire damage based on destruction skill. For 10 seconds, if that creature's health goes to zero,all hostiles within 15 feet of that creature suffer Scorching Plague.
	-There is no limit on how many times Scorching Plague can "jump". You can wipe out a room of small monsters with one well-placed Scorching Plague.
	-This is a cheaper, less damaging, conditional Chain Reaction.

-Photon Burst: Causes everything within 40 feet that can see you to become blind for 4-9 seconds based on your alteration skill. While attacking or casting, blinded creatures may be thrown off randomly. Most effective against ranged attacks.

-Beacon of Disruption: Places a Beacon of Disruption at your location. Everything that attacks you has its aim diverted to the beacon. Range is 25 feet. Expires after 5-15 seconds based on illusion skill. Can only have 1 beacon at a time.
	-Be careful not to place youself between a hostile creature and the beacon!
	-Does not divert casting.
	-The beacon looks like a yellow cloud of light. If you notice a "frost ring" effect somewhere else, it is due to 	a game engine graphics limitation.

Focused Fire: For 20 seconds, your bow special attacks cost 40-70% less(based on Marksman skill) and recover 20% faster, but cause your intelligence to be drained by 200 points for 5 seconds.
-The 200 point drain means that it can negate equipment bonuses.
-Takes at least 50% resist magic to lessen the drain.
-Consider countering the downside with fortify magic effects that are independent of your intelligence attribute.
-Since your magical energy regeneration is based on the maximum value, this can slow down the regeneration a lot.

Balance Changes:
-DARK ENERGY ARROW was a bit weak and its conditional underpowered, so I reduced the cost to 60 magicka(previously 75) and reduced recovery from 6 seconds to 5.
-HEALTHFIRE was previously borked, doing damage no matter how much health was lost. I removed the "lose 10 magicka" effect and changed the fire damage to 20-45% of the health lost. I reduced its duration from 300 to 60 seconds.
-With the invention of Scorching Plague, CHAIN REACTION needs to be balanced. It looked too much like an overpowered duplicate of Scorching Plague so I increased the cost to 80. Description has also been clarified.
-Decreased cost of Berserker's Charge to 50 magicka(previously 60), considering that melee characters will most likely be using this and they are not likely to specialize willpower or intelligence.
-Changed Energy Drain Vortex to Lesser Power, changed cost to 70.
-Increased cost of Short Circuit to 30(previously 20). 20 magicka was a bit cheap for 90 shock damage even at 100 skill level.

Other Changes:

-Changed abilities that cause "health loss" to report back how much health was lost.
-Updated the KAOS effects script to detect casting by double-tapping a hotkey.
-Using the function AddSpellNS in OBSE v15 I have reworked Unpack Spells and Unpack Special Attacks so they will not
cause message spam.
-Added a "spell remover" utility. The opposite of an unpacker. Credit for the suggestion goes to YX33A on Planet Elder Scrolls.
-Fixed an incorrect description of Scorching Blast that did not mention the 15-45 initial damage.
-Fixed an incorrect description of Absorb Flame that indicated half damage versus anything suffering from cold damage. The correct description is half damage versus anything suffering from fire damage.
-Renamed "Renew Energy" to "Recover And Recharge".

I know it looks like I forgot about the non-OBSE component a long time ago. I figured I would put something in there for people without OBSE.

non-OBSE component ONLY:
Restorer's Burden:If target has more health than you, does not have damage health, and is above 80-50% health(based on restoration skill) it is knocked down for 2 seconds and takes Damage Health 3 points for 7 seconds.
-I also fixed Melee Blast and updated it.
--------------------------------------------------------


Version 3.03---------------------------------------------

Version 3.03 adds more abilities, like you expected. It also adds support for instant/faster casting abilities.
If the new script added slows the game down too much, post it in my forum thread on Fileplanet and in a later version I will add an option to disable support for instant/faster casting abilities. In this version, it cannot be disabled.

I also balanced a few abilities that I thought were overpowered.


-(Marksman) Chain Lightning Shot: Costs 40 magicka. Does +15-50 shock damage. Up to 3 additional creatures within 25 feet take shock damage. Each time it does shock damage, it loses 20% of its damage.
	~For example, if it does 40 damage, the creature that the arrow hits takes 40 damage, the next one takes 32, the next one takes 25 damage, and the last one takes 20 damage.
	~Costs less than Shockstorm Arrow without the recovery time and does less damage.


-Flare Arrow (Marksman): Costs 25 magicka and does +15-45 fire damage. If it hits something resistant or immune to fire damage the bonus damage is untyped instead.


-(Blade) Shockwave Blade(7s):Costs 50 fatigue. Does +10-20 damage in 15 feet. All creatures in 15 feet with less fatigue than you suffer 5-15 damage and 2 second knockdown.
	~Wider area than Vortex Slash and less recovery, but the knockdown is conditional.
	~Use against mobs of small creatures like goblins.
	~Conditional is calculated after the cost.
-------------

-Complete Disruption(7s): For 5 seconds, the next time target attacks, blocks, or casts, it ends and does 30-70 damage. If attacking, it immobilizes for 1-3 seconds. If blocking, it causes 2 second knockdown and drains Block skill to 0 for 5-15 seconds. If casting, it disables spell casting for 5-15 seconds. No effect if drained.


-Bolt of Fury: Throws a Bolt of Fury that does 10-25 damage + an additional 5-10 damage(destruction skill) after 1/2 second for each creature in 40 feet that is hostile to you, maximum damage 100.
	~Damage is calculated at cast time.


-Electrical Flame: Inflicts fire damage equal to 15-25%(based on destruction skill) of the square of the shock damage magnitude on it, maximum 150.

-Absorb Elements: For 15 seconds you take 10-30% less damage from all elements, and gain 2 magicka per 3 second for each point of elemental damage on you, maximum 10-30(based on Mysticism skill).


-Battle Shout(6s): Gain 5-20 fatigue for each creature within 40 feet attacking you and above half health(based on your Strength). No effect if drained.

-Quick Restore: casts instantly, healing you for 20-45 health based on your Restoration skill. There's nothing quite as frustrating as getting staggered while healing yourself.

-Destroy Health:Target loses 25% of its maximum health, maximum 30-120 based on destruction skill.
	-Similar to Dark Energy Disruption, but doesn't cost additional magicka at the cost of the capped damage and melee range.

-Frozen Bolt: Does 5-35 cold damage and slows down target by 35-65% for 3 seconds based on your destruction skill(New idea, slow them down by a percentage.)

-Aura of Invisibility: Full chameleon, for as long as you maintain it. Costs 10-5 magicka a second based on Illusion. Ends if you attack or cast a spell. Thanks to Taurucis for the idea and name.
	-Thanks, Taurucis!

-Light and Dark:Does 10-30 damage based on destruction skill. If you have more health than your target it causes 6 fire damage for 1-4 seconds, otherwise you gain 10-30 health. 


-Scorching Blast:Anything hostile in your line of sight within 100 feet takes 15-45 fire damage plus 12 fire damage for 1-6 seconds based on your destruction skill.
	-This is not expensive because of the damage but because of the area of effect.

~Changes~
The purpose of these changes is to make certain overpowered abilities a bit less powerful.

-Decreased the number of meteors per second in METEOR SHOWER to 4, decreased to 7 seconds.
-Increased the cost of FIRE STORM to 140 magicka, decreased damage to 20-55. Increased the time it takes for the fire bolts to do damage. Now it only works outdoors.
-Decreased the area of effect on STAGGERING SURGE to 20 feet.
-BLIGHT was a bit overpowered as it was able to do up to 130 damage for 40 magicka, so I increased the cost to 50 magicka.
-FIRE BEAM'S 20 fire damage per second was overpowered, so it has been reduced to 15.
-RELOCATED ENERGY was too easily used to restore magicka so it now costs 40 magicka.
-DAMAGE TRANSFER is now ranged, and now heals you for a percentage of damage taken, while doing damage based on this.
-Changed FURIOUS ENERGY to a Lesser Power that costs 30 magicka and reduced the damage to 5-15 based on your destruction skill(The previous scaling of 5-25 was a bit excessive at 100 destruction skill).
-HEALTH LEAK's high-end damage of 150 is a bit overpowered for an ability that is supposed to do cheap, effective damage with a peculiar effect. I reduced the damage to 15-45 and healing to 10-25. It is changed to a lesser power that costs 15 magicka.
-RECURRENCE RELATION is now a Lesser Power that costs 40 magicka.


~Technical Improvements/Bug Fixes~
-Fixed an incorrect description of Battle Focus.
-Fixed incorrect descriptions with Persistence of Recall and Blast Energy specifying the incorrect key.
-Fixed the description of Dark Energy Infusion.
-Changed several abilities to Lesser Power to make finding them easier.
---------------------------------------------------------


Version 3.02---------------------------------------------

UNLIKE MOST OF THE PREVIOUS UPDATES, THERE IS AN UPDATE AVAILABLE FOR THE NON-OBSE COMPONENT!

This update focuses on adding more special attacks.
A few abilities with conditionals on magic effects have been rewritten, to prevent people from misusing them with 1 magnitude "garbage" custom spells.

Previously, certain abilities' conditionals worked if a magic effect was present. The abilities in this mod are balanced based on each other, but that doesn't stop people from making custom spells to fulfill conditionals. For example Flameburst Arrow used to do 20-60 fire damage if it hit something suffering from fire damage over time.

This can be misused by making a custom "garbage" spell "1 fire damage for 20 seconds". The resulting spell is cheap and fulfills the conditional. In combat, you would be able to apply the custom spell and then use Flameburst Arrow for area damage.


How this is fixed:
For example, Frozen Blast previously did significant damage to creatures suffering from cold damage regardless of magnitude of the cold damage. Now, the damage done scales with the magnitude. So if you make a "1 cold damage for 20 seconds" spell just for the conditional, you will do much less damage.

I have moved an ability from the non-OBSE component to the OBSE component. Therefore, some people may see an ability that says "Kyth's' Blaze Lightning(DO NOT USE)". This is the old version, do not use it. If you have a mod that lets you delete spells, you can delete this one.


----Additions-------

-Focused Flame: Up to 3 creatures within 40 feet on target suffer 20-50 fire damage based on destruction skill.
	~Doesn't look like much, but only costs 20 magicka. Good for doing cheap area damage.

-Frozen Bind(5s):Target creature suffers 15-45 cold damage. If target creature's health is above half and you are not drained it is immobilized for 3-8 seconds. (based on destruction)
	~Conditional effect means that you cannot keep a creature immobilized indefinitely while it takes damage.

-Lifedrain Vortex: Affected creatures suffer 15-50 damage based on your destruction skill. Absorb 15-35 health(based on destruction skill) from creatures with more than 100-50%(Restoration) of your health.

-Relocated Energy: Adds up your health, magicka, and fatigue, plus 30-90 points(based on Mysticism). These points are allocated evenly between health, magicka, and fatigue.
	~Suppose I use this at 50 skill level. Bonus is 60 points. Suppose I have 300 health, 100 magicka, and 150 fatigue. Total value is 300 + 100 + 150 + 60 = 510. After using this ability, I would have 170 health, magicka, and fatigue. 

-Resonance Blast: All hostile creatures within 40 feet suffer 1-3 damage(based on your destruction skill) for each foot of distance from you.
	~Creates a Resonance Blast at your location. The farther away a creature is, the more time it takes to reach that creature. The resonance effect adds power to it over time, resulting in increased damage at longer range.
	~Related special attack:Kinetic Vector Shot
	~The damage multiplier goes up continuously, not discretely. At 75 destruction skill, the multiplier is 2.5 because 2.5 = 1 + (.75 * 2). At 20 destruction skill, the multiplier would be 1.4x

New special attacks:
-Static Arrow(Marksman):Does +15-25 shock damage and costs 40 magicka. If target creature is not suffering from shock damage it takes 2-5 shock damage for for 6 seconds and staggers.

-Energy Burst Shot (Marksman): Costs 10% of your current magicka. Inflicts damage in 10 feet equal to 70%-110% of the magicka lost, maximum bonus 60.
	-The maximum damage is to prevent people from using it with fortify magicka for cheap damage bonuses.
--------

-Cylindrical Slash(Blade): Costs 30 fatigue, 2 seconds base recovery. Does additional damage in 10 feet equivalent to 60-100% of your base damage. Recovery time increases by 1 second for every 8 base damage, maximum recovery time 7 seconds.

-Restorer's Blade (Blade): Costs 30 magicka (4s recovery). Does +5-15 damage and you gain 10-20 health. If it hits a creature with more health than you, health gain is tripled.

-Power Blade (Blade): Costs 35 fatigue (12s- recovery) and does +15-50 damage. Recovery is reduced by 1 second for every 8% remaining fatigue.
	-At 292 fatigue or greater there is no recovery time. This results in a cheap +50 damage with no recovery.
	-If you are recovering, you can use this if it would not cause you to recover.

-Healthshatter Blade (Blade): Costs 40 magicka(4s recovery) Does +10-20 damage. If target creature was above half health it does 10-30 damage in 15 feet.
	-Conditional calculated before initla bonus damage but after base damage.

-Disintegrating Slash (Blade): Costs 75 magicka. For 30 seconds, target creature has Drain Health equivalent to 15-30% of its base health if not suffering from drain health, maximum drain 150 health.
	~Effect does a LOT of damage against anything with a lot of health, however the magicka cost is likely to completely drain most warriors.
	~This is the only special attack that drains a percentage of health.
-------
-Blight Smash (Blunt): Costs 35 magicka(4s recovery) If target creature is above 80% health it takes +10-20 damage, if it is above 60% health it takes +10-20 damage, and if above 40% health it takes +10-20 damage.

-Energy Wielder Smash (Blunt):Costs 40 fatigue and does damage equivalent to your fatigue percentage(before cost) multiplied by 30-60.
	-For example, if you have 300 maximum fatigue and you use this with 200 fatigue and 50 blade skill, you would do 75% of 45 damage or 30 damage.
	-This is the Blunt version of Kinetic Edge.
-------

-"Utility" abilities like unpacking scripts and quick key extension toggle have "Utility-" at the front of their names now to organize them.
-Quick Key Utility allows you to store 4 sets of quick keys. Press 9, 0, -, and + to retrieve sets 1, 2, 3, and 4, respectively. There are 4 utility scripted effects that let you set them to your current hotkey setup.
-The special attack unpacking utility now has an option to only unpack special attacks for one weapon type.
-I have added a Special Attacks Tutorial to the documentation due to feedback on the forums.

~~~~~~~~~~~~~~Changes~~~~~~~~~~~~~~~~~

-Changed several special attack icons to reflect their functionality.
-Decreased unconditional damage on Frozen Ground to 20-40, decreased conditional damage to 20-50.
-Updated the special attack documentations.
-Stun is now a Lesser Power, costing 60 magicka.
-Fixed an incorrect description of Forcefield Slash.
-Fixed an incomplete description of Reabsorb Effect.
-Fixed an incorrect description of Drain Transfer that incorrectly specifies recovery instead of drained.
-Fixed an incomplete description of Forcefield Aura, specifying that it does damage per second.
-Fixed the cost of Superconductivity, incorrectly set to 0. It is now a lesser power that costs 50 magicka.


-To prevent people from making a 1 magnitude cold damage effect to cause massive damage with Frozen Blast, I have reworked Frozen Blast. It's functionality is now "Affected creatures suffering from cold damage receive 8 cold damage for each point of cold damage(maximum damage 160) they are suffering and stagger(35-75% chance). Otherwise they suffer 3-8 cold damage for 12 seconds." Its cost has been significantly reduced. So if you make an effect "1 cold damage in 40 feet for 20 seconds" just for the conditional, you will find yourself doing only 8 points of damage. On the other hand, the damage with this can be greatly increased by applying additional cold damage over time effects with this.

-Blaze Lightning from the non-OBSE component has been moved to the OBSE component. Blaze Lightning now reads "Affected creatures suffering from shock damage take 10 shock damage for each point of shock damage they are suffering from(maximum damage 240), otherwise they suffer 4-12 shock damage for 8 seconds." This means that you can add other Lightning effects on top of this to make Blaze Lightning do up to 240 damage! For example, if you have an effect "15 shock damage for 10 seconds, just apply them together, then apply Blaze Lightning again and it's an instant 240 shock damage.

-I have also overhauled Flameburst Arrow. It won't work too well with "1 fire damage for 20 seconds" effects anymore. It has been changed to "Costs 55 magicka. If it hits a creature that is not suffering from Fire Damage, it inflicts 8 fire damage for 2-8 seconds. Otherwise, it does fire damage in 10 feet equal to 2-7 fire damage for each point of fire damage it was suffering from."

-Elemental Blast also needed a rewrite. Before this update, it did constant damage no matter what the magnitude of the damage effects were. It has been changed to "Creatures with fire damage take 2-6 fire damage for each point. Creatures with shock damage take 2-6 shock damage for each point. Creatures with cold damage take 2-6 cold damage for each point.(based on destruction skill)" The multiplier scales continuously, not discretely, so a skill level of 88 gives a multiplier of roughly 5.5 for example.

-Overload's 40-110 shock damage and 30-75 fire damage was overpowered for 35 magicka so I reduced the shock damage to 20-75 and the fire damage to 15-60. The cost has been reduced to 25.

-Recharging Flame was previously an odd effect that tried to do too many things at once and failed at everything. Before KAOS 3.02 it was originally intended to cause damage over time while providing a minimal source of magicka and additional damage. Furthermore, the magicka gain was overpowered when combined with a "trash" spell effect(1 fire damage for 30 seconds). I have decided to completely rewrite it. It now reads "15-45 fire damage. If it hits a creature with fire damage and you are not drained, gain 6 magicka/point of fire damage(78 maximum) and you are drained for 6 seconds, otherwise does 1-5 fire damage for 10 seconds.(destruction skill)".
	Now, Recharging Flame can be combined with other "fire damage over time" abilities for gaining magicka, or it can be used to cause cheap damage at the cost of being perpetually drained.

~~~~~~~~~~~~~~~~~~~~Summary~~~~~~~~~~~~~~~~~~
With the above fixes, now you can also stack elemental damage for more conditional damage. For example, if you use an effect "6 shock damage for 20 seconds in 40 feet" after Blaze Lightning(at 100 destruction skill), the total magnitude would be 6(custom spell) + 12(Blaze Lightning) = 18 shock damage per second. Using Blaze Lightning again causes instantaneous shock damage 10x the magnitude, or 180 damage. Note that the maximum damage is 240.

For example, suppose you want to stack Glowing Blast with Flameburst Arrow. Flameburst Arrow should be used first, then Glowing Blast. If Glowing Blast is used first, it causes fire damage, and when you apply Flameburst Arrow, the fire damage conditional applies and it will do 2-7 damage based on your marksmanship skill multiplied by 7 fire damage(Glowing Blast causes 7 points of fire damage)

If you stack the effects "properly" (Flameburst Arrow->Glowing Blast->Flameburst Arrow) the total magnitude is 17 fire damage, resulting in 119 fire damage at 100 marksman skill level. Not bad for only 55 magicka.

I thought this was worthwhile as it rewards combining additional elemental damage abilities for increased damage while eliminating the problem of 1 magnitude spells made solely for the purpose of fulfilling conditionals.
=============================================

---------------------------------------------------------


Version 3.01---------------------------------------------
This update focuses on Dark Energy abilities, area of effect and a new FightBot script. Check out Kinetic Shockwave, Earthquake, and Fire Wave, 3 large area of effect abilities.

The FightBot is a script that can control your character to fight for itself.

There are 2 versions. Standarad FightBot and FightBot KAOS. The standard FightBot starts attacking on cast and can only block, attack, power attack, and backwards power attack.

The FightBot KAOS can block, attack, and use 6 special blade attacks. Make sure to equip it with a blade, and that all of the special attacks are unpacked for it.

Press Cast to cancel the script, press Left Shift to toggle fight mode(FightBot KAOS only)


-Energy Fracture(7s): For 10 seconds, the next time affected creature casts a spell, that creature is knocked down for 3 seconds and all hostiles within 40 feet of it take 40-110 damage(based on destruction).
	~Note that this causes Drained but is not affected by it. This just prevents you from combining it with similar effects.

-Light Blast: All affected creatures in 40 feet(on target) take 25-55 damage. Undead take 5 fire damage for 3-8 seconds and Weakness to Poison 100% for 10-25 seconds. For each non-undead, gain 5-10 health. (based on destruction)
	~This effectively removes the undead immunity to poison!
	~One of the few "healing" abilities linked to your destruction skill.

-Dark Lightning Blast: Target creatures in 25 feet take 20-80 shock damage and 2-5 shock damage for 8 seconds if below half health and not suffering from shock damage based on destruction skill.
	~Cheap and effective, just watch the conditionals.
	~Does up to 120 damage for only 25 magicka.

-Dark Energy Wave: Lose up to 15% of your current health. Affected creatures in 25 feet suffer damage equivalent to 120-200% of the health lost based on destruction skill.
	~This is an are of effect version of Dark Energy Strike. It does more damage overall at the cost of more health.

-Dark Energy Recovery: For 60 seconds, whenever you use an ability that would cause you to "lose health" you recover instantly and you lose 40-30 magicka(based on Conjuration). Ends if you don't have enough magicka.
~If you weren't recovering, it doesn't drain your magicka.
~If it ends due to you not having enough magicka, you recover anyway.

-Dark Energy Infusion: For 60 seconds, you lose 25% of your base health, and you have additional maximum magicka equal to 75-110% of the base health loss based on your mysticism skill. Does not work if you have less than half health.
~It increases your maximum magicka, which also increases regeneration.
~If you can't handle the reduced health, use with Energy Lifebind which increases your maximum health.
~If you need more health quickly you can always use Remove Effect as the drain health effect counts as a "hostile effect".
~Due to scripting limitations, Resist Magic reduces the effectiveness of this ability. It will drain less health though. This can be used to customize how much health you want to give up.

-Disrupting Surge:Target creatures in 15 feet suffer 20-50 shock damage. After 5 seconds, affected creatures that are attacking, power attacking, or casting are knocked down for 2 seconds and suffer 30-70 shock damage based on destruction skill.

-Kinetic Shockwave(15s) All creatures within 40 feet take 15-40 damage based on your destruction skill. Causes 2-5 second knockdown if not drained. Creatures already knocked down take 45-145 damage instead.
	~One of the few abilities where the knockdown time scales based on your level.
	~Works well with Disrupting Surge.
	~Drain Transfer works very well with this.

-Earthquake: For 7 seconds, it strikes once per second at target's location(25 feet) for 5-15 damage(based on destruction skill). Anything attacking/casting when it strikes has 25-40% chance of knockdown for 2 seconds. 3x damage against knocked down creatures.
	-If it causes knockdown, it does normal damage, then the next 2 strikes cause 3x damage.

-Fire Wave:Creates a fire wave at your location. It does 20-90 fire damage based on your destruction skill in 25-60 feet based on your alteration.
	~With a good Alteration skill this is one of the largest area of effects.
	~This isn't really effective at lower levels.

-Dark Energy Vortex:Damage over time area effect. Every second it does damage(25 feet) equal to 5 + 1 for each creature it has damaged. Maximum 20-35 based on destruction skill. Whenever it takes a creature's health to 0 gain 5-10 magicka(mysticism)


~Changes~
-Reduced damage on Dark Energy Strike to 150-250% of health lost based on destruction skill. Increased cost to 15 magicka.
-Staggering Surge was a bit overpowered, so I increased the cost to 75 magicka.

~Bug Fixes, Technical Improvements~
-Fixed a bug that caused Darkflame Slash to not cause damage with Healthfire.
--------------------------------------------------------


Version 3.0---------------------------------------------


With the OBSE function GetHotKeyItem I'm now able to make the quick key interface improvement detect what's a spell and what's an item. Double-tapping an item will NOT cast your selected spell anymore.

This update uses the functions from OBSE v0015 that will enable me to make a new series of abilities.
-Effects that damage affected creatures for attacking/casting/power attacking.
-Effects that prevent you from getting staggered or punish attackers for staggering you.
-New series of special attacks.

I'm also altering some old, underused abilities to make them competitive with the newer ones. Check out the new Energy Leech.

--------------NEW FEATURES!--------------------------
-Disrupt Attacks: For 12 seconds affected creatures take 5-15 damage + 10-35% of the base damage of their weapons every second while attacking. (Alteration)
	-Incredibly efficient way to do damage. This has one of the best damage-to-cost ratios in existence.

-Kyth's Stability: For 300 seconds, you cannot be staggered but whenever this happens your current action is cancelled instead. Ends after staggering 5-10 times(Alteration).

-Shield of Instability: For 30 seconds, you have 10-20% shield. The next time you are staggered or recoil it ends and all hostiles within 40 feet are knocked down for 2 seconds. (Alteration)
	-Efficient way to shield yourself.

-Divert Energy(7s): For 10 seconds, the next time affected creature uses a spell that creature cannot cast spells for 5-15 seconds. No effect if drained.

-Staggering Weakness(6s): For 15 seconds, affected creature loses 5-15 fatigue per second while attacking. If that creature's fatigue goes to zero, it is staggered and this effect ends. No effect if drained.(Alteration)

-Disrupt Strength: For 12 seconds, whenever affected NPC uses a power attack it suffers 40-80 damage.(Alteration)

-Disrupt Energy(7s): For 10 seconds, whenever affected creature uses a spell, it takes 1 damage for each remaining point of magicka it has (maximum 50-100 based on mysticism). No effect if drained.

-Kinetic Wind Vortex(6s): Attacking creatures are knocked down for 1-3 seconds, blocking creatures recoil, and moving creatures stagger. (alteration) No effect if drained.
	-Generates a massive circular force field.
	-This is still effective without any alteration skill.

-Fury of Instability:For 15 seconds, the next time you stagger or recoil, you recover instantly.
	-This is a great choice for low levels as this ability is not linked to any skill, attribute, or statistic.

-Entangle(6s):For 6 seconds, the next time affected creatures dodge or move backwards, they are knocked down for 2 seconds and suffer 15-45 damage(alteration). No effect if drained.
	-A forcefield entangles affected creatures. When they dodge or move backwards, they stumble over the forcefield and are knocked down.

-Kinetic Energy Form: (Energy Form) For its duration your special attacks have a 20-35% chance to stagger and you cannot be staggered. You have 35% shield. Disables Energy Forms for 45 seconds. (alteration)
	-Due to the time IsStaggered takes to return a value, this does not combine with Heavy Strike and Heavy Slash as well as you may think(Heavy Slash and Heavy Strike's conditionals do not occur with this). This is not intentional but is a result of scripting limitations (script function IsStaggered takes a lot of time compared to most other functions).

-Strength Transfer: For 8 seconds, every second that the affected creatures(in 15 feet) are attacking, they lose 3 fatigue, and you gain 3-7 fatigue(Mysticism).

-Defensive Focus: Recover for 7 seconds. For 15-30 seconds(depending on Block skill) you have 65% shield. Ends if you cast a spell. No effect if you are already drained.

-Focused Regeneration(8s): For 5 seconds, you have Restore Health 8-25 points(Restoration). Ends if you attack or cast a spell. No effect if drained.
	~Efficient way to heal yourself if you are running.

-Deflect Strength: For 10 seconds, the next time affected NPCs (in 25 feet) use a power attack they are knocked down for 2 seconds and take 25-40 damage.(alteration)


-Divert Defenses(10s):For 7 seconds, the next time affected creatures block, they are knocked down for 2 seconds and their block skill is drained to zero for 3-6 seconds(Alteration). No effect if drained.


-Restorative Instability: For 60 seconds, gain 10-25 health(restoration) per second while you are staggered or recoiling.
	~Use with abilities that cause you to stagger.

-Dark Energy Blast: All hostiles in 15 feet take 25-45 damage. If your health is below 80%, all hostiles in 25 feet take additional 25-45 damage. If your health is below 60%, all hostiles in 40 feet take additional 25-45 damage(destruction).
	~This ability was originally designed for my Morrowind mod.

-Solar Flare: Does 50-110 fire damage(based on destruction skill) in 25 feet (ranged). If you are not suffering from fire damage suffer 3 fire damage for 8 seconds. Otherwise gain 25 magicka.
	~Generates a lot of fire energy at your location and throws it. If fire energy is already present, less energy needs to be added. The energy required usually does some fire damage to the user.
	~Works well with Blazing Strike.
	~Consider using with abilities that cause you to suffer fire damage.

~~~~~~~~~~~~~Special Attacks~~~~~~~~~~~
-Heavy Strike (Blunt): Costs 30 fatigue. Does +10-20 damage plus an additional 20-35 damage if this staggers your target.
	-Due to scripting limitations, this only works if the current attack causes stagger.

-Forcefield Strike (Blunt): Costs 40 fatigue. If it hits a blocking NPC, it knocks that NPC down for 2 seconds. Otherwise it does +10-25 damage.
	-No recovery time because the knockdown effect is conditional.


-Forcefield Slash(Blade): Costs 35 fatigue and does +20-45 fatigue. If your fatigue is below 50% you are staggered.
	~Conditional is calculated after the cost.

-Heavy Slash(Blade): Costs 30 fatigue and does +10-15 damage. If this attack staggers your target, it is knocked down for 2 seconds.
	-Works well with drain agility potions and power attacking.
	-If it hits something already staggered, it will NOT inflict a knockdown.

-Dark Forcefield Blade(Blade): Costs 15 fatigue and does +5-15 damage(12 second recovery). Knocks down anything below 50% health for 3 seconds. Otherwise you don't recover. 
	~A combination of dark energy and kinetic energy results in this ability. It's a damage bonus when you need it and a cheap 3 second knockdown ability otherwise. The cost is the long recovery time.


-Staggering Shot (6s/3s): Cost 25 magicka. Target loses 20-45 fatigue and takes 5-15 damage. If target is below half fatigue it staggers target and you recover for 6 seconds. Otherwise, recover for 3 seconds. 
	~Conditional stagger effect is calculated AFTER the fatigue loss.

-Stealth Arrow(2s): Costs 25 fatigue and does +10-20 damage. If target is not attacking you or you are not in its line of sight it does an additional 25-45 damage.
	~If you use this on something not in combat, the conditional doesn't happen as the script applies after the arrow hits. 
	~This is best used to defend NPCs as it can result in +65 damage bonuses every 3 seconds at a low cost.
	~Works well with Frenzy spells. Frenzy causes whatever it hits to randomly attack nearby NPCs/creatures, which almost guarantees that the conditional applies.
	~Works well with any time of companion mod and summoning spells.

-Changes-
-Destabilizing Smash and Parrying Strike: Instead of requiring target creature to be moving towards you, the conditionals work against anything that is attacking you.
-Frozen Blast is overpowered compared to Blaze Lightning. Conditional cold damage has been decreased to 25-75, cold damage over time decreased to 7.
-Berserker Form was a bit overpowered so I removed the shield effect.
-Light of Regeneration is now a Lesser Power.
-Light of Restoration is now a Lesser Power.
-Focused Restore now ends without healing you if you attack or cast a spell. Healing increased to 60-190, duration of weakness increased to 4 seconds.
-Furious Energy has received a small area increase.
-Energy Leech is completely outdated (from October 2007 if I recall properly) and it is time for an improvement. It has been changed to "Inflicts Damage Magicka 2 points for 25 seconds. For 25 seconds, whenever target casts a spell, you gain 20-50 magicka based on Mysticism."
-Forcefield Aura:Now does 2-9 damage per second in a 10 foot area against creatures in combat while you are attacking. I decided to update this because Kinetic Disruption already does additional damage with special attacks.

---------------------------------------------------------


Version 2.04---------------------------------------------

Features of this update:
-More abilities that focus on doing damage
-Balancing, particularly changing spells to lesser power in keeping with the "constant cost, scaled effect" system.
-New interface for your quick keys.
-Note that I have not gotten any feedback on any balancing issues, so I balanced the abilities I thought needed balancing.
-If you didn't like any of the changes, POST FEEDBACK. 

~~~~~~~~~~~~New Interface Option~~~~~~~~~
I figured that people's hands were getting tired of using ability combos where you pressed 1, cast, 2, cast, 3, cast (stored in hotkeys). I have streamlined the ability combos in this update.

When this new "Quick Key Interface Improvement" is active, double-tapping a quick key also presses the Cast button.

Question: Why double tapping?
Answer: Remembering your abilities can get difficult. I designed an "Ability Display" mod that displays the name of a quick key object when you press that quick key. Since this counts as tapping the key once, it would just be obnoxious if it casted whatever was in that hotkey when you just wanted to look at the ability's name. Therefore I decided to use this interface.

NOTE:
Unfortunately, there's no function to detect what is in a quick key. Therefore, if you assign an ITEM to a quick key and double tap that, it will cast your current spell(and you probably don't want that.) There's no workaround for this. The solution: don't double tap items.

-Furthermore, due to scripting limitations, Destructive Haste and Restorer's Haste do not work properly with this.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




-Glowing Blast: Does 7 fire damage for 2-8 seconds in 15 feet. If you are not drained, it also does 35-65 fire damage.(based on destruction) 
	~Efficient ability for doing fire damage if you aren't drained.

-Blazing Strike(2s): Does 20-55 fire damage. If you are suffering from fire damage not drained it does an additional 15-35 fire damage in 10 feet.(based on destruction) 
	~Effective when used with Glowing Blade and short circuit.


-Absorb Flame(5s): Does 20-50 cold damage(destruction). Creatures suffering from cold damage take half damage, and you gain 10-20 magicka(Mysticism) if not drained. 
	~Works well with Glowing Blast. Remember that being drained will reduce your DPS somewhat.


-Dark Energy Disruption:Target loses up to 35% of its current health. For every 7-3 points(Conjuration) of health lost this costs 1 additional magicka. If you cannot pay the cost, it does partial damage.


-Reverse Effects: For 240 seconds, you are immune to poison and disease the next 3-8 times(Restoration) you suffer from Paralysis, you are cured of it and gain 20-40 health(Restoration).
	~It ends after removing Paralysis 3-8 times.
	~Very useful for fighting anything that relies heavily on poison/disease/paralyze.


-Absorb Energy: For 12 seconds you have 50% absorb spell, but you have 65-45% weakness to elements and magic(Mysticism).
	~Great defense against magic, but watch out if you get hit!
	~A few hints on using this ability:Resist Magic lessens the weakness effect. Stacking this with other absorb/reflect spell effects helps out a lot.

-Energy Burst: Does 20-50 damage in 10 feet. If you are above 50% magicka, it has a 20-40 foot area instead.
	~Cheap, all-purpose area damage.
	~Conditional is calculated after the cost.

-Disintegrate(10s): Disintegrate does 25-70 damage plus 1 damage for each remaining point of magicka(maximum bonus damage 120). No effect if drained.
	~Does up to 190 damage.
	~This is a very expensive ability. Don't expect to use it more than 1 or 2 times in a fight.
	~Because of the bonus damage, this can be very effective even with low destruction skill. 
	~Combine with Fortify Magicka effects.


~changes~
-Changed Energy Strike to Lesser Power, reduced cost to 20, reduced base damage to 15-30, increased conditional damage to 20-40.
	~Why Energy Strike was changed-I wanted the cost to remain fixed, and the damage was changed to reward skillful use of this ability as opposed to spamming it for a cheap 65 damage each time.
-Changed Summon Team to Lesser Power, reduced cost to 30.
	~I have no idea why I allowed this to remain an expensive, mediocre ability for so long. It has finally received the buff it has deserved for 4 months.
-Changed Chain Lightning to Lesser Power, reduced cost to 45.
-Changed Lightning Burst to Lesser Power, reduced cost to 60.
-Changed Energy Multiplier's cost to 30. I thought it was a bit weak compared to other forms of magicka gain.
-Changed the cost of Meteor Shower to 100, it is now a Lesser Power.
-Drain Effects was a bit overlooked compared to other abilities and underpowered compared to Disrupt Effects, plus it was almost not worth its cost. Therefore I have added an area of 15 feet.
-Repair Damage was a bit expensive for its effect, so I have decreased its cost to 30 magicka.
-Archer's Focus was annoying to re-apply every 30 seconds, so I doubled its duration and slightly increased its cost to 35.
-Arc Flash Strike was a bit expensive for its effect, so I reduced its cost to 35 magicka.
-Changed the cost of Fire Storm to 120, it is now a Lesser Power.
-Damage Transfer is an underused ability. It is now a Lesser Power that costs 25 magicka. Damage has been reduced to 60-100% of damage taken, maximum damage decreased to 100.
-Dark Energy Strike was a bit imbalanced at the higher levels. Damage has been decreased at the higher levels to 150-350% of health lost. Changed it to Lesser Power, decreased cost to 10 magicka.
-Energy Wave Field's 300 magicka base cost makes it useless for lower level characters. It has been changed to a Lesser Power and its cost changed to 50.
-Fracture Effects' ability to constantly remove buffs was a bit overpowered, so it has been changed to Lesser Power and its cost changed to 65.
-Frozen Blast has been changed to 70 magicka and is now a Lesser Power.
-Chain Reaction is now a Lesser Power and costs 55 magicka.
-Fracture Vortex was ridiculously overpowered at higher levels, allowing an inexpensive 130 damage in an area. Its damage has been decreased to 20-80, and its cost has been changed to 30; it is now a Lesser Power.
-Darkflare is now a Lesser Power. While it is inexpensive for the amount of damage it does, I have decided to let its effect remain unchanged as the bolt travels slowly.
-Life Energy Diffusion is now a Lesser Power, cost changed to 55.
-Restore Items is now a Lesser Power that costs 45 magicka.
-Restore Companion's Items is now a Lesser Power that costs 60 magicka.
-Shatterflame is now a Lesser Power that costs 40 magicka.
-Staggering Surge is now a Lesser Power that costs 60 magicka, and its duration has been reduced to 5 seconds.

-Technical Improvements/Bug Fixes~

-Fixed Reclaim Current's description. Previously it was incomplete and didn't specify any bonuses.
-Updated Energy Lifebind's description.

---------------------------------------------------------


Version 2.03---------------------------------------------

Additions:

NEW SKILL SYSTEM! Advance the all new set of skills that power up your character even further. Earn energy experience with special attacks.

The skills added are:
Energy Wielding(Cost:40 energy experience): This is the core ability to efficiently wield energy, particularly through special attacks. Maximum level:5
	EFFECT:For each level of it, your special attack costs are reduced by 3%.
Powered Insight(Cost:25 energy experience): This is the most basic application of Energy Wielding. Efficiency with Energy Wielding allows you to occasionally avoid the cost of a special attack.
	EFFECT:For each level of it, there is a 1.5% chance that a special attack will cost nothing. This cannot be raised above your Energy Wielding skill. Maximum Level:5

Energy Transfer(Cost:45 energy experience): This is the core ability to direct energy where you want it to go, inflicting elemental damage. Its immediate effect is that it manages your energy much better, resulting in decreased recovery time.
	EFFECT:For each level of Energy Transfer, your special attacks recover 3% faster. Maximum level:5
Disintegration(Cost:50 energy experience): The is the most basic application of Energy Channels. Lacking the skill and experience to completely focus energy, this instead throws a lot of energy that can temporarily disrupt matter. 
	EFFECT:Your special attacks have a 20% chance to inflict Drain Health 10 points (for each level of this) for 20 seconds. Cannot be raised above your Energy Transfer level. Maximum Level:4

Energy Waves(Cost:35 energy experience): This is the core ability to wield energy as a wave, or to cancel energy waves. As you get more experienced with it, this becomes more useful for area damage effects, area knockdown/stagger/stun effects, and light/dark damage. Maximum Level:5
	EFFECT:For each level of this Drained has 3% less effect on you.
Kinetic Shock(Cost:45 energy experience): Directly transfers kinetic energy waves to whatever your special attacks strike, resulting in a 3% change to stagger your opponents. Maximum Level:5

Energy Drain(Cost:50 energy experience): This is the core energy to absorb energy from the environment and transfer energy. The initial effect of this skill is increased magicka and fatigue regeneration. Maximum Level:5
	EFFECT:For each level of this, you gain 1 magicka every 2 seconds.

Skills dependent on Energy Wielding have blue icons.

Skills dependent on Energy Channels have green icons.

Skills dependent on Energy Waves have red icons.

Skills dependent on Energy Transfer have white icons.

---------------------
-Kinetic Wielding:Costs 1 magicka per second(maintained). Your special attacks do additional damage equivalent to 10-20% of their cost(Conjuration).

-Static Charge: For 8 seconds, you move 60-160 points faster. The next time you are within 10 feet of a creature attacking you, that creature takes 30-80 shock damage and Static Charge ends.
	~The script actually detects monsters every .3 seconds. If it detects multiple monsters attacking you, they all take damage.
	~Gives you an edge when you charge into mobs of monsters.
	~The creatures must be attacking you. Therefore, this may not be the best option in a group unless you are blocking the monsters.


-Constructive Interference(5s): Gain 10-35 health(restoration) for each creature within 25 feet. No effect if drained.

-Destructive Interference(10s):Target takes 15-25 + additional 15-25 damage for each creature in 25 feet and cannot cast spells for 2 seconds plus 2 seconds for each other creature(maximum 1-5 creatures) (based on destruction). No effect if drained.


-Illusionary Recovery(6s): You recover instantly. For 60 seconds, the next time you recover, you recover for 40-20% longer(based on Illusion). No effect if drained.

---------------------
-Lifedrain Arrow(Marksman): Costs 40 magicka(6 second recovery). Does +15-25 damage and you gain 15-25 health. Target creature gains 25% less health for 8-18 seconds.


-Darkflame Slash(Blade): Costs 35 magicka. Does +25-40 damage. Lose 8% of your current health. Target takes 6-10 fire damage for 2 seconds plus 1 second for every 10 points of health lost. For 7 seconds, you gain 30% less health.
	~How it works: Wields dark energy(and a bit of your health) to do a lot of fire damage at a low cost. The downside is that lifedrain energy can do short-term damage to the wielder's health.
	~This doesn't need a recovery time as the damage to the wielder's health should be enough to stop people from overusing it.
	~Since the health gain reduction is considered a "hostile effect", consider using Remove Effect with this.

---------------------

~Changes~
Added an option to disable this mod's skill training system. By default this is enabled. The documentation has been updated to reflect this change.

-All special attacks train their respective skills (unless you disable this). The number of "strikes" of experience gained is equal to the greatest integer less than 1 + ((attackCost / 10) * (1 + SquareRoot(recovery)))

-All special attacks give you Energy Experience points equal to 1 + Cost/20.

-Added experience gain to some spells. For exact details on the changes, open up my mod in the construction set. Look in the script for the effect aaaKythSpellUnpack. If an ability has a comment "T=<some number>" this is the number of "strikes" of experience it gives.

-Remove Effect: This ability has been overpowered for a long time. It practically makes the character immune to hostile spell effects while serving as an efficient source of healing. Therefore, I have added a 6 second drained time. To compensate for this, the cost has been reduced. The base healing given has been greatly reduced and the conditional healing increased to reward skillful use of this ability.
	~Effect changed to "You gain 20-35 health and lose a hostile magic effect. If this removes a hostile effect you gain an additional 50-90 health if not drained."

~Bug Fixes/Technical Improvements~
Fixed the description of Health Synergy so that it correctly notes the 8 second drained effect.
---------------------------------------------------------



Version 2.02---------------------------------------------
-Health Synergy(8s): Gain 1 fatigue and 1 magicka for every 7-4 points of health you have. No effect if drained(based on Mysticism).

-Dark Energy Insight:For 30 seconds, your special attacks cost 20-35% less and recover 20-35% faster but you gain 30% less benefit from healing(Conjuration).

-Disrupt Health: For 6-10 seconds, target creature suffers Damage Health 10 points and while it is above 50% health, it gaines 70% less health.(Mysticism).


-Light Bolt: Does 20-40 fire damage plus up to an additional 20-40 untyped damage depending on how much light is on your character plus up to 20-40(outdoors only) depending on time of day(based on destruction).

-Light Energy Recharge(10s): Gain 10-25 magicka and up to 20-45(outdoors only) additional magicka depending on  time of day. No effect if drained.


-Illusionary Disarm: For 4-7 seconds target creature is disarmed. When it ends that creature receives back the item it lost. No effect on creatures that have no weapons.(based on Illusion)
	~This can only disable one weapon per creature at a time.
	~Use this to disable particularly damaging weapons like hammers and claymores.


-Focused Restore:For 3 seconds, take 50% more damage from all elements, magic, and normal weapons. After 3 seconds, gain 50-150 health(Restoration).

-Restorative Glow(4s): Gain 20-50 health. Gain up to 30-70 additional health depending on light on you after 1 second if not drained.(restoration)

-Berserker's Fury: For 12 seconds, you have 50% weakness to normal weapons, magic, and elemental damage, and your special attacks recover 30-50% faster.


-Battle Fury: You recover for 15 seconds. For 15 seconds, your special attacks do additional damage equivalent to 80-125% of their cost.


-Elemental Blast: Target creatures in 40 feet:Creatures with fire damage take 15-40 fire damage, creatures with shock damage take 15-40 shock damage, creatures with cold damage take 15-40 cold damage.


-Berserker's Charge: After 1 second, you run 100 points faster for 4-7 seconds(Alteration) for each creature within 40 feet that is attcking you, maximum 20 seconds.
	~Note that this is not considered to be a "hostile" ability as it cannot do damage.

-Health Barrier: For 20 seconds, whenever you lose health, you gain back half of the health you lost, and you lose magicka equivalent to 70-40%(Alteration) of this (ends if you can't pay cost).
	~This health gain is unaffected by abilities that change benefit from health gain.

-Dark Energy Field(10s): You have 100% chameleon for up to 4-7 seconds(Alteration). If anything within 50 feet is attacking you, you are drained for 15 seconds instead. No effect if drained.

-Recharging Fury(12s): Costs 30 magicka. For 30 seconds, whenever you take damage in any way, you gain magicka and fatigue equivalent to 20% of this loss. Ends after you gain 50-110 magicka(based on mysticism). No effect if drained.
~~~~~~~~~~~~
-Radiant Strike(Blunt):Costs 35 magicka. Does +5-15 damage(4 second recovery) plus up to an additional 15-30 damage(double vs undead) depending on amount of light on that creature after 1 second. Lose 15 magicka if you had a light effect on you.


-Shattering Smash(Blunt):Costs 60 fatigue and does +20-40 damage(4 second recovery). If it hits anything suffering from cold damage it inflicts drain health 25-75 points for 30 seconds.

-Earthquake Smash(Blunt)(6s): Costs 50 fatigue. All creatures within 25 feet
 are knocked down for 3 seconds and suffer 20-50 damage, and for each creature, recover for an additional 2 seconds. 
	~The additional recharge applies AFTER any recovery bonus or penalty effect. So if you have a 50% recovery bonus and it hits 4 creatures you recover for (6/2) + (4 * 2) = 11 seconds.

------------
This update adds a Polymorphic Weapons guide and updated the special attack documentations.



~Changes~
-Health Infusion: Increased health gain per second to 20-30% of magicka lost(previously 15-25%) because it looked a bit underpowered compared to Powered Restore.
-Lightning Beam:increased cost from 30 to 40 magicka because it looked overpowered against Fire Beam.
-Restorer's Drain: health gain reduction is now 15-30% based on Restoration; instead of giving you magicka, you now gain health equal to the healing lost.
-Reabsorb Damage:now ends after restoring 100-300 damage based on alteration, removed limit of taking damage 2-7 times.
-Polymorphic Weapons and special attacks now use different unpacking scripts.
-Energy Lifebind: Now has constant cost of 2 magicka per second; maximum health bonus now ranges from 25-100 based on Restoration.

~Bug Fixes/Technical Improvements~
-Improved certain scripts to make abilities that increase/decrease healing effectiveness easier to design and much more efficient. Minimum benefit is 30% and maximum is 250%. This applies to ALL health gained, not just "restore health" effects.
-Fixed a bug that caused Energy Displacement not to work properly.
---------------------------------------------------------


Version 2.01---------------------------------------------
-Consume Health:For 8 seconds, absorb 2-7 health from target creature each second. If this is used on a creature with more than half health, absorb 20-35 health (Restoration).

-Dark Energy Bolt(3s):Gathers available life energy and wields it in a dark energy bolt. Does 25-55 damage + 10-20 damage for each dead creature within 25 feet of you, maximum damage 140 (Conjuration). No effect if drained.
	~Related ability:Dark Energy Recharge

-Battle Focus(12s): For 9-17 seconds, your special attacks cost 30% less and recover 30% faster. If you were not recovering when you used this, you also run slightly faster for 9-11 seconds (Alteration).
	~This is a reference to an ability I made a long time ago in my first mod(which was the foundation for this one)


-Forcefield Defense: Costs 50 magicka(15s drained): All creatures attacking you within 10 feet are knocked down for 2 seconds. For 10 seconds, you have a 25-50% chance to resist normal weapons, and 25-50% Shield. No effect if you are drained.
	~An effective defensive ability, if you don't mind being drained for 15 seconds.
	~This isn't really worth using if you only want a knockdown effect. 15 second recovery and the knockdown is conditional.
	~This is a great ability for escaping from a fight that you are losing.

-Spherical Vision: Whenever anything that is attacking you is not in your line of sight and within 25-40 feet, this will place a Rally icon in your effects list(looks like a helmet). The icon disappears when everything is safe.(Alteration)
	~Never get sneak attacked/ninja attacked again.


-Static Disruption(3s): Target creature takes 25-60 shock damage + 15-25 shock damage for each creature within 25 feet of it suffering from shock damage, maximum damage 160 (based on destruction). If you were drained, this does half damage.
	~Works well with any shock damage over time area of effect.
	~If the creature struck by Static Disruption is suffering from shock damage, it counts for extra damage.
	~The half damage for recovering is calculated BEFORE the 160 damage limit, so if you are drained you can still do more than 80 damage.

-Defensive Field(8s):For 8 seconds, you have 20% shield + an additional 10% shield for each creature attacking you within 40 feet, maximum 2-6 creatures(alteration). You recover for 8 seconds. No effect if you are drained.


Energy Displacement:For 20 seconds, target creature loses 1-4 magicka per second and your special attacks targeting that creature cost 15-30% less magicka and recover 20-30% faster(Alteration).
	~This is mainly useful for using special attacks, as the magicka loss is not really much.


Severe Weakness(10s): For 15 seconds, target creature loses 5-12 fatigue per second(Mysticism). The next time its fatigue gets below 50%, it is knocked down for 2 seconds and Debilitate ends. No effect if you are drained.
	~The reason for the long drained time is that the fatigue loss can effectively shut down a non-magic based creature's damage output, and otherwise it could be used for repeated knockdowns on creatures with less than half fatigue.


Kinetic Snare(10-7s): For 5 seconds, the next time target creatures within 15 feet lose fatigue, they are knocked down for 1 second. No effect if drained. Drain reduced by alteration skill.
	~This effectively knocks down creatures for attacking(if no other fatigue damage effects are present), as running only slows regeneration and NPCs/creatures cannot jump.
	~If you can inflict Damage Fatigue, this can be an effective knockdown ability.


Power Restore: Gain 15-35 health plus 1 additional health for each remaining point of magicka remaining(maximum healing bonus 50-150), based on Restoration
~~~~~~~~~~~~~~

-Berserker Blade(5s): Costs 35 fatigue. Does +5-10 damage plus an additional 5-10 damage for each creature attacking you within 40 feet(maximum bonus 60)
	~Use against mobs of small monsters(like goblins) or anything that uses summoning skills.

~Changes~
Resist Normal Weapons:now only blocks attacks aimed perpendicular to your character.
The special attacks are now available from the Argonian in the Arcane University

~Technical Improvements~
Added an option to swap the first(polymorphic weapon) special attack key with the third special attack key(used for the new selected spell-menu special attacks)
---------------------------------------------------------


Version 2.0----------------------------------------------

With the introduction of the "drained" balancing aspect, I think this mod deserves a new version number.

Drained is like recovering for special abilities, with a few differences:
Certain abilities caused you to become Drained. This has nothing to do with "drain attributes or drain skills".
While you are drained, you can still use abilities that would cause you to become drained, but they may work differently or not at all. Some abilities cause Drained but are not affected by it.
If you are drained and you use an ability that causes drained, you do not become "doubly drained", and the duration of the drained condition is not extended.
Certain abilities may increase or decrease drained duration.
Certain abilities are influenced by being drained or recovering from drained.

The drain duration is indicated in parenthesis after an ability name, like recovery is indicated after a special attack name.

The purpose of this balancing aspect is that it allows me to make a new series of abilities that would have been previously overpowered without anything stopping them from using them repeatedly.

Drain time reduction is capped at 80% normally.

Finally, I have taken a look at some abilities that are a bit overpowered and assigned Drained duration to them.

Version 2.0 has 28 more features than Version 1.09.
In addition, ALL special attacks are available as scrolls.


Additions:

-Recharge Energy(12s):Gain 25-65 magicka based on Conjuration if you are not drained.
	~The recent "drained" condition makes it possible to make an ability like this.
-Renew Focus:For 180 seconds, whenever you stop being drained, you gain 5-15 magicka based on your alteration
	~Related ability:Renew Energy
-Kinetic Blast(7s):Does 30-70 damage in 25 feet on target. If you are not recovering, it inflicts a 2 second knockdown as well. Experience gain is 10 + 1 for every creature struck.
-Recharge Vortex(12s):Gain 10-25 magicka and 10-30 fatigue for each creature within 40 feet that is attacking you based on Restoration. Trains your Restoration 8 points + 1 point for every creature affected.
-Compressed Energy: For 180 seconds, your next 3-8 abilities(based on alteration) that cause Drained apply it for 20% less time. Trains your Alteration skill 8 points.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Drain Transfer: You are Drained for 12-8 seconds based on your mysticism skill. For 600 seconds, your next ability that causes Drained does not cause Drained.
	~Allows you to do some otherwise impossible combinations, like a double Kinetic Blast knockdown or a 260 damage Blight combination.
-Energy Burn Vortex: For 30 seconds, whenever you are Drained, this does 5-12 fire damage based on your destruction skill for 3 seconds in 25 feet around you.
-Health Transform(5s): Lose 10% of your current health. You gain magicka equivalent to 80-140%(based on Conjuration) of the health lost.
-Regeneration Burst(5s):If you are below 70% health and not drained, gain 30-110 health. For 8 seconds, you have Restore Health 3-10 points.
-Lifedrain Energy:Lose 15% of your current health. You have a 35% reduction to Drained time for 8 seconds + 1 second for every 8-4 points of health lost based on your mysticism skill.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Dark Energy Bind(6s):For 5 seconds, target creatures in a 25 foot area loses 3-13 health per second. After 5 seconds, it is knocked down for 1 second if its health is below half and you were not recovering. Otherwise it does 20-60 damage(based on destruction).
-Frozenfire(3s): If you are not recovering, this does 30-90 fire damage. Otherwise, it does 7 cold damage for 4-12 seconds(based on destruction).
	~Similar to Frozenfire Slash.
-Kinetic Bind(7s): For 12 seconds, target creature's(melee range) Strength is reduced by 10-25 points. Your next special attack against that creature causes a 2 second knockdown. If you are drained, this cannot cause knockdowns.
-Renewing Fury:For 10 seconds, your special abilities do +3 damage for each special attack you have used while this ability was working. This renews itself whenever you use a special attack. Maximum damage bonus is 15-35 based on Alteration.
-Energy Multiplier:For 60 seconds, your magicka regeneration is increased by 1 + an additional 1 for each time you were Drained, maximum bonus 3-7 based on alteration.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Reclaim Current(8s):For 5 seconds, target creauture cannot take shock damage, but you gain magicka per second equivalent to 50-80% of the shock damage magnitude on them. No effect if you are drained.
	~NOTE: This ability is not considered "hostile". You can also use it to buff your allies, making them immune to shock damage while recharging your magicka!
-Destructive Haste:For 30-90 seconds(alteration) your projectile spells cast instantly.
	~NOTE: It will only instant-cast abilities that have ALL of their effect items as projectiles. In general, abilities that cause recovery will not instant cast.
-Reclaim Health(8s):You are healed for 30-70% of the damage you have taken. If you were below half health, gain back 15-45 magicka. If you were drained, gain back the cost of this ability, and it does nothing.
	~Related ability:Repair Damage
-Damage Reflector: For 60 seconds, you have 10% Shield. Whenever you lose health in any way, one hostile creature within 15 feet loses health equivalent to 80% of the health you lost. This ability ends after inflicting 150-450 damage.
	~Note:Due to scripting limitations, if it does not hit anything, it still counts against the damage limit.
-Kinetic Disruption: Costs 30 magicka. For 15 seconds, whenever target creatures (in 25 feet) are struck by a special attack, that creature and all other hostiles in 15 feet take 5-20 damage. (based on alteration)
	~Related ability:Forcefield Aura
	~This ability is not considered "hostile" as it does no damage. It requires special attacks to
do damage, and I don't think NPCs appreciate getting hit by your special attacks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Reclaim Energy(5+): If you are not recovering, gain back 40% of the magicka you have lost. Reclaim Energy drains you for 5 seconds plus 1 second for every 4-9 points of magicka recovered, maximum drained duration 15 seconds. (based on Mysticism)

-Lifedrain Bind:For 10 seconds, target creatures(25 feet) have Damage Health 3-7 points. After 10 seconds, you absorb 25-45 health from each one. Gain 25-60 magicka whenever a creature dies with Lifedrain Bind (based on Alteration).

-Dark Energy Recharge(12s): Gain 15-30 magicka for each dead creature in 40 feet(up to 4 creatures). Any creature within 40 feet below half health suffers Drain Health 25-65 points for 30 seconds. This has no effect if you are drained. (based on Mysticism).
	~Drain Health applies before the energy conditional.

-Recurring Regeneration:For 5 seconds, you gain 6-10 health per second. If your health is below 70% when it ends, it renews itself for another 5 seconds.

-Lifedrain Insight:For 20 seconds your special attacks absorb 5-10 health. Whenever a creature dies from one of your special attacks, you gain 20-30 magicka(Restoration).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

-Finishing Strike(8s):(Blade) Costs 55 fatigue. Does +15-25 damage. If it hits a creature below half health, it inflicts Drain Health 25-90 points for 3 seconds.
	~This has the same name as the secondary special attack on the Polymorphic Shortsword, but that one has different functionality.
	~The damage bonus applies before the conditional.

-Kinetic Vector Shot(Marksman): Costs 30 fatigue. This does +1 damage (6s recovery) for every 2 feet away target creature is, maximum damage 30-60.

-Recharging Smash(Blunt): 8 second recovery. Costs 1 magicka. Does +5-10 damage. If it hits something suffering from shock damage you gain 35-60 magicka.

~Changes~
All special attacks are available as ability scrolls from the Argonian in the Arcane University.

Blight:now causes Drained for 4 seconds. The conditional damage bonus now only applies if you are not drained. This prevents people from throwing 130 damage area of effects every second. It is now a Lesser Power; cost changed to 40 magicka.
Power Blast:now causes Drained for 10 seconds.
Drain Weakness:changed to Lesser Power.
Frozen Ground:now causes Drained for 6 seconds. Does not cause immobilized if you are drained. Decreased immobilize duration to 1-3 seconds; changed to Lesser Power.

Forcefield Aura:increased cost to 60 magicka, it looked overpowered compared to the new addition Kinetic Disruption.

I have modified certain abilities to train your skills:
Static Burst: now trains your destruction skill 4 points for each creature hit
Blight: now trains your destruction skill 8 points + 1 point for each creature hit.
Kyth's Regeneration:every time it heals you, it trains your restoration skill 1 experience point.
Power Blast: trains your destruction skill 10 points + 2 points for each creature hit.


~Bug Fixes/Technical Improvements~
Changed some scripts so that they cannot remove Drained.
Changed the special attack scripts so they cannot work on companions or be reflected at you.
Fixed a bug in Repair Damage and Reclaim Health that caused them to give incorrect health values when your health
was modified by drain health and fortify health
---------------------------------------------------------

Version 1.09---------------------------------------------


-Kinetic Surge:All hostiles within 15 feet take 20-55 damage. When it ends(after 7 seconds), all hostiles within 15 feet take 20-55 damage and are knocked down for 2 seconds. If this ability is dispelled or removed early, you are knocked down for 1 second(based on destruction).
	~How it works:Builds a kinetic energy surge. The 7 seconds are used to build an invisible energy shield so that the user does not get knocked down. Failure to wait out the 7 seconds may result in getting knocked down.
-Flame Vortex:For 15 seconds, your melee special attacks do an additional +10-25 fire damage. When it ends, all hostiles within 25 feet take 15 fire damage for 2-8 seconds(based on Alteration).
-Electrical Disruption:For 7 seconds, target creatures within 25 feet take 10-25% more damage from lightning. After 7 seconds, any creatures suffering from shock damage are knocked down for 1 second(based on Alteration).
-Static Burst:Target creature(melee range) and all hostiles within 10 feet take 20-55 shock damage. Creatures suffering from shock damage already and above 50% health suffer cannot cast spells for 3-15 seconds(based on destruction).
-Renew Energy:For 180 seconds, whenever you stop recovering, you gain 5-20 fatigue (based on Restoration).
-Renewing Haste:For 7 seconds, your special attacks recover 20-30% faster(based on alteration). This renews itself whenever you stop recovering.
-Lightning Vortex:For 15 seconds, your special attacks do an additional +5-20 lightning damage. Whenever they hit something suffering from lightning damage, Lightning Vortex renews itself for 15 seconds and does 15-35 shock damage in 15 feet (based on alteration).
-Restoring Insight: For 300 seconds, whenever you use a special attack, you gain health equal to 30-60% of the cost of it based on restoration skill.


-Quick Strike (Blade): Costs 1 fatigue and does +5-10 damage (3s recovery).
-Energy Wielder Strike (Blade): Costs 1 fatigue(10s recovery). If target creature is suffering from Damage Health or Drain Health, gain 20-45 fatigue.


-Fracture Vortex Strike(Blunt):Lose a friendly effect. Does +10-20 damage. If you lose a friendly effect, this inflicts Drain Health 25-75 points for 30 seconds in 15 feet.
	~Works well with Flame Vortex. Also good with Kinetic Surge but you may not like the 1 second knockdown.

-Kinetic Energy Arrow(Marksman):Costs 40 magicka(5s recovery) Does +5-15 damage. If you are still above half magicka, damage bonus is doubled and it inflicts knockdown for 1 second.


~Changes~
(BETA)Fracture Vortex Strike:reduced damage from 10-20 to 5-15, now does additional damage equal to 25-50% of the minimum cost of the effect removed.
Changed a misleading description of Energy Leech that incorrectly said "when it ends". The correct description is "after 15 seconds".
All bow attacks are available as scrolls.
All blade attacks are available as scrolls.

~Bug Fixes/Technical Improvements~
(BETA)Fixed a bug that was in the version 1.09 beta that caused Fracture Vortex Strike to inflict drain health inconsistent with its descriptiong.

---------------------------------------------------------

Version 1.08---------------------------------------------

-Short Circuit:Target creature(melee range) takes 30-90 shock damage, and you take 7 fire damage for 4 seconds.
	-Related ability:Burning Edge
-Overload:If target creature is suffering from shock damage, it does 30-75 fire damage in 10 feet. Otherwise, it does 40-110 shock damage.
-Kinetic Beam:Does 20-65 damage and pushes anything in its path away. It travels slightly faster than a fire beam.
	~If you aren't interested in blasting creatures out of the way, Fire Beam is better.
-Lightning Beam:Fires a massive lightning bolt that does up to 50-200 damage based on your destruction skill.
	~It throwss 10 lightning bolts in rapid succession that each do 5-20 damage.
-Guided Energy Orb:Throws an energy orb that travels between this dimension and the next and initially goes through walls. Once it detects a hostile creature, it snaps back to the current dimension and moves toward the hostile creature, doing damage when it hits. If it loses sight, it hovers waiting for another hostile creature.
	It does 40-100 damage based on destruction skill.
-Flameburst Hazard: Places a Flameburst Hazard at your location. The next time you press OtherEffect(Caps Lock by default), it generates a large fireblast that does 40-120 damage based on your alteration skill.

~Changes~
-Light of Regeneration:increased duration from 30 seconds to 120 seconds.
-In alphabetical order, the bow attacks up to Flameburst Arrow exist as ability scrolls. I still haven't found out how to make the shopkeeping system work.

~Bug Fixes/Technical Improvements~
-Fixed a bug with Energy Spheres that made the fireball effects not display properly.
---------------------------------------------------------

Version 1.07---------------------------------------------

-Fire Beam:You create a fire beam. Hostile creatures near the beam suffer 20 fire damage for 2-8 seconds based on your destruction skill.

-Energy Spheres:Creates 2 energy spheres that orbit your character. While you hold down OtherEffect(Right shift by default) they throw fireballs with a 5 foot area and 10-25 damage.

-Fire Orb:Create a Fire Orb. For 15 seconds, it throws fireballs at creatures attacking you in a 60 foot area that have a 10 foot radius and do 10-45 damage.

-Power Burn:Lose half of your current magicka. After 1 second, target creatures within 25 feet suffer 12 fire damage for 1 second for every 10-5 points of magicka lost.
	-This does a LOT of damage very efficiently, but takes a while.
	-Also a very expensive ability.
	-Related ability:Power Blast

-Defensive Slash(Blade):Costs 25-20 fatigue. You gain 100% shield for 1 second. If your weapon was two-handed, it does +5-10 damage.


~Changes~
-Added an overall guide to this mod.
-Flameburst Arrow is now available as a scroll. Visit the Argonian in the Arcane University to get the scroll.

~Bug Fixes/Technical Improvements~
Fixed a bug that caused the documentation unpacker to not detect the teleport guide properly.
Fixed a bug that cause Health Infusion to do nothing.
Fixed a bug with Forcefield Arrow that caused it to apply Damage Health incorrectly.
---------------------------------------------------------

Version 1.06---------------------------------------------
(NEW)Restorer's Drain:Whenever target creature and all other creatures within 40 feet gain health, they lose 15-35% of that gain, and you gain magicka equal to 50-80% of this loss (based on Alteration).
(NEW)Restorer's Energy:For 60 seconds, whenever you gain health you gain 50-80% more, but your special attacks take 30% longer to recharge. All of your magic skills other than Restoration are decreased by 10.
	-Remove Effect will not remove this.
	-The effects of Restorer's Energy stack multiplicatively with Restorer's Vortex.

(NEW)Health Infusion:Lose half of your current magicka. For 15 seconds, you gain 15-25% of this loss every second (based on Restoration).

(NEW)Spherical Strike(Blunt):Costs 45 fatigue and does +10-25 damage. If your fatigue is above half, this has a 15 foot area of effect. Otherwise it costs only 30 fatigue.

~Changes~
Due to input from the forums, I have started working on in-game guides to the new abilities. The only ones available right now are Teleporting and Special Attack guides.

-Added Teleport and Special attack guides, use the Unpack Documentation ability.
-Reduced cost of Health Displacement to 20 magicka.

~Bug Fixes/Technical Improvements~
-Remove Effect's conditional no longer works with the Drain Magicka effect on Restorer's Haste. I also set it up so it will not remove Restorer's Energy.
-Fixed a bug with Health Displacement that prevented it from doing anything.
---------------------------------------------------------


Version 1.05---------------------------------------------
This update focuses equally on balancing and features.


(NEW)Blight Wielder's Haste:For 30 seconds, your special attacks recover 20-40% faster against creatures above half health based on your Destruction skill.
(NEW)Energy Disruption:For 30 seconds, whenever target creature loses magicka, it loses additional magicka equal to 15-40% of the original amount, or it loses health equal to 15-25% of the original amount based on your Alteration.
(NEW)Restorer's Vortex:For 10 seconds, whenever you gain health, you gain 10-30% more. When it ends, you and all companions within 40 feet gain 20-75 health (Skill is Restoration).
	-Note that if you dispel this with Fracture Vortex or Reabsorb Effect, it still does the area heal. 

(NEW)Superconductor Strike(Blunt):Costs 45 magicka. Does +15-25 shock damage. If target creature is suffering from cold/frost damage you inflict 8 shock damage for 2-6 seconds.
(NEW)Frozen Wave Smash(Blunt):Costs 45 magicka. Does 15-30 cold damage in 25 feet. Creatures suffering from cold damage are immobilized for 1 second.

(NEW)Frozenfire Slash(Blade): Costs 40 magicka. It does +10-30 fire damage and 5 cold damage for 3-8 seconds.
(NEW)Frostbite Slash(Blade): Costs 30 magicka. It does +10-25 cold damage. If it hits a creature suffering from cold damage but not suffering from Drain Health, it inflicts drain health 25-55 points for 30 seconds.

~Changes~
Berserker Form and Fire Wielder Form were quite weak and this kept them in the garbage can for a while. This update should fix that.

Parrying Strike and Destabilizing Smash were a bit overpowered(makes you able to completely shut down a melee-based monster) and have received recovery times. I decreased the power of Blight Arrow because the conditional was relatively easy to fulfill. Destructive Chop's fatigue cost was greatly increased because Drain Health was allowing easy wins against lesser monsters, and Power Smash received a cost decrease to make it competitive against Vortex Slash.

Berserker Form: increased duration to 10 seconds, decreased Energy Form disable time to 45 seconds,decreased fatigue gain to 7-12 per second, added "your special attacks recover 10-40% faster based on Alteration";is now a Lesser Power.
Defenders Intervention:changed to Lesser Power.
Fire Wielder Form:decreased Energy Form disable time to 45 seconds. Changed the fire burst effect to a fireblast with a 2 second recovery time that cannot be used if you are recovering, damage is 20-40 fire damage at melee range with 15-30 in an area.
Parrying Strike:Added recovery of 5 seconds.
Destabilizing Smash:Added recovery of 5 seconds.
Blight Arrow(Marksman):decreased damage to 10-20.
Power Smash(Blunt):decreased fatigue cost to 55-45.
Destructive Chop:increased fatigue cost to 60, increased conditional fatigue gain to 45.


~Bug Fixes/Technical Improvements~
Fixed a bug that made Subtle Quickness 100 times as powerful as it should have been.
Fixed an error that gave Arc Blade an incorrect recovery time of 8 seconds.
Fixed a description error that caused Shatterspray Arrow not to specify an area of effect. The correct area is 15 feet.
---------------------------------------------------------

Version 1.04---------------------------------------------
This update gives people more Restoration options and a powerful ability that makes them cast instantly.

(NEW)Energy Efficiency:For 30 seconds, your special attacks cost 1% less for every 10-6 points of magicka you have and recover 1% faster for every 10-6 points of fatigue you have (maximum reductions 40%, based on Alteration).
(NEW)Power Jump:You can jump higher for its duration and cannot take falling damage.
	-Increases your Acrobatics by 100-500 based on alteration.
(NEW)Restorer's Haste:For 30-120 seconds(based on Restoration), all of your abilities "on Self" activate instantly, and your magicka is drained to zero for 1 second.
	-NOTE: this ability is still in beta stage. It may or may not be unstable.
	-The drain is to prevent abilities from being cast twice.
	-Note that you cannot reset this ability's duration by re-casting it. This is to prevent a very bad bug.
(NEW)Restorer's Recovery:You are healed for 30-65 damage. If you are not recovering, the health gain is doubled and you recover for 4 seconds.
(NEW)Life Energy Capacitor:The next time you lose health in any way you are healed for 20-90 health.
(NEW)Reabsorb Damage: The next 2-7 times you take damage in any way you are healed for 125% of the damage.

(NEW)Defender's Smash(Blunt):Costs 30 fatigue. This does +5-15 damage. If you are not recovering the damage bonus is doubled and you recover for 3 seconds.

~changes~
In keeping with the philosophy that low-leveled characters should not have to suffer high skill costs with low effects, I have changed several abilities to Lesser Powers.

Restorer's Intervention seemes a bit weak compared with Life Energy Capacitor. Therefore, Restorer's Intervention has been buffed a lot.

-Restorer's Intervention:increased healing from 40-190 to 80-350.
-Repair Damage:is now a Lesser Power.
-Remove Effect:is now a Lesser Power.
-kyth' Resilience:is now a Lesser Power.
-Restful Recovery:is now a Lesser Power.
-Lifeshield:is now a Lesser Power.
-Lightning Spray:now activates instantly with Restorer's Haste

-Started improving the documentation due to frequent complaints about how bad the documentation was.

---------------------------------------------------------

Version 1.03---------------------------------------------
I hope you people aren't too disappointed that this update focuses on balancing instead of new features.

(NEW)Dark Energy Slash(Blade):Costs 60 magicka and does +15-50 damage(8s recovery). If it hits a creature below half health, gain 40-90 magicka.
(NEW)Arc Blade(Blade):Costs 45 fatigue. Does +5-15 damage. If your opponent is over half health, inflict Damage Health 3 points for 10-25 seconds, otherwise inflict Drain Health 25-75 points for 30 seconds.

(NEW)Furious Smash(Blunt):Costs 45 fatigue. Does +5-20 damage. If target creature is attacking you, it suffers Drain Health 25-75 points for 30 seconds.

(NEW)Venom Transferrence Arrow(Marksman): Costs 15 magicka and does +5-10 damage. Target creature loses its weapon poison. If a weapon poison was removed, your arrow has the poison that was removed.

~Changes~
A lot of the new ideas I come up with are imbalanced without a recovery time. I do not want to end up with most of the special attacks having recovery time, so I removed the recovery time from Venom Strike and Keen Blade which don't really need it.

Furious Arrow was overpowered. The conditional was almost guaranteed and it was quite efficient. Therefore I have reduced its health gain.

I also reduced the damage on Storm's Hammer as the recent cost decrease made it a bit overpowered for the damage and recovery-free knockdown.

-Venom Strike:removed recovery time
-Keen Blade:removed recovery time
-Furious Arrow:decreased healing from 15-40 to 10-25.
-Storm's Hammer:reduced damage from 20-30 to 10-20.

---------------------------------------------------------

Version 1.02---------------------------------------------

(NEW)Archer's Focus:For 30 seconds, your special bow attacks cost 10-25% less based on your Marksman skill, but take 30% longer to recover from (based on Marksman).
(NEW)Kinetic Fury:For 10-25 seconds, your special blunt attacks cost 35% less fatigue and all other special attacks cost 15% less fatigue. When it ends, you recover for 7 seconds (based on Strength).
(NEW)Infrared Focus:For 30 seconds, your special attacks cost 10-30% less fatigue and magicka and recover 20% faster against creatures suffering from Fire Damage. (based on Alteration)
(NEW)Forcefield Aura:For 45 seconds, your special attacks do +5-15 damage. (based on Alteration)
(NEW)Frozen Insight:For 15 seconds, your special attacks do +10-18 cold damage and have a 10-35% chance of immobilizing your target for 3 seconds(based on Alteration).


(NEW)Lightning Arrow(Marksman): Costs 45 magicka. Your target takes 20-25 shock damage and suffers 9 shock damage for 2-8 seconds.
(NEW)Furious Arrow(Marksman): Costs 35 fatigue. If it hits a creature attacking you, you gain 15-40 health.

(NEW)Lifedrain Strike (Blade): Costs 40 magicka(5s recovery). Does +15-30 damage. If it hits a creature suffering from Drain Health or Damage Health, gain 15-30 health.


~Changes~
Added a 75% cost reduction cap.

~Bug Fixes/Technical Improvements~

-Fixed a bug with Fracture Vortex that enabled it to remove recovery time.
-Fixed a bug with Earthquake on the Earthquake Hammer that caused the fatigue cost to be permanent.
-Fixed a bug that caused Flameburst Arrow that made it cost twice as much as it should have.
---------------------------------------------------------

Version 1.01----------------------------------------------

This update adds a lot of new bow attacks and another ability for your Sneak attribute. A few abilities have been balanced.

I have fixed certain description errors and changed some scripts to allow for more features in later updates. This should not affect anything else.

(NEW)Berserker Smash (Blunt): Costs 50 fatigue. Does +15-30 damage. Target creature's weapon and armor skills are reduced by 15 for 5-15 seconds.
	-This effectively blocks your target from paralyzing with any weapon.
	-This is a bad choice for fighting monsters(as opposed to NPCs) as monsters do not use armor or weapons.
(NEW)Kinetic Vortex(Blunt):Costs 60 fatigue. This does +15-30 damage in 15 feet. Any creatures within 15 feet with less fatigue than you are knocked down for 2 seconds, 3 if your weapon is two handed.
	-Works well with Restoring Force Strike.

(NEW)Coldblast Arrow(Marksman): Costs 55 magicka. Your target suffers 10-25 cold damage. If your magicka is over half, your target is immobilized for 1-3 seconds. Otherwise your target suffers 7 cold damage for 3-8 seconds.
(NEW)Shatterspray Arrow(Marksman): Costs 45 magicka(4 second recovery). This arrow shatters into splinters when it hits. Shatterspray Arrow does +10-35 damage and all hostiles within 15 feet suffer Damage Health 3 points for 8-15 seconds.
(NEW)Glowing Arrow(Marksman): Costs 25 magicka and does 15-30 fire damage(4s). If it hits a creature suffering from fire damage, you recover instantly.
(NEW)Shockstorm Arrow(Marksman): Costs 70 magicka(7s). Does +10-25 shock damage. All creatures within 10 feet suffer 10-20 shock damage, all creatures within 20 feet suffer an additional 10-20 shock damage, and all creatures within 30 feet suffer 9 shock damage for 2-6 seconds.

(NEW)Stealth: For 30 seconds, your weapon attacks do +10-40 damage. This ends if you are detected. (based on Sneak)

~Changes~
Frozen arrow was overpowered. It could keep a creature permanently frozen. I have given it a recovery time of 7 seconds, and increased the immobilize duration to compensate.
The cost of Storm's Hammer has been decreased. I figured it didn't need a massive cost because the effect is conditional
Life Energy Recovery was the basis of an incredibly overpowered infinite knockdown strategy. Its power has been decreased somewhat.
Shared Instability from the non-OBSE component was kept in the trash can for a long time because it had no area of effect and wasn't worth recasting on every creature. I have given it an area of effect and limited the number of knockdowns.

-Frozen Arrow:Increased immobilize duration from 1-3 seconds to 2-5 seconds, added recovery time of 7 seconds. Changed damage from 15-55 to 25-40.
-Decreased the cost of Storm's Hammer from 50 to 45 magicka.
-Decreased the recovery bonus of Life Energy Recovery from 75% to 50%.
NON-OBSE:
-Shared Instability:increase area to 25 feet, changed functionality to "For 20-45 seconds, the next 1-5 times you are knocked down, this creature is knocked down"

~Bug Fixes/Technical Improvements~
-Fixed an error in the decription of Vortex Slash. It used to indicate "cost 65." Now it indicats "Costs 65 magicka."
-Fixed an error in the description of Furious Blade that indicated incorrect damage bonus and incorrect conditional fatigue bonus.
-Changed several scripts to save space and allow for more additions in the future.

---------------------------------------------------------

Version 1.0----------------------------------------------
Notes:
Finally, version 1 is available. It adds more special abilities that work with companions. Furthermore, special abilities should now do the correct type of damage suggested by their names. Frozen blast now does cold damage exclusively, for example.

More special attacks have been added, but of course you expected that. Swords finally get an area of effect knockdown special attack.

In general, "Energy" or "Dark Energy" damage is scripted damage. However, some other special abilities have changed from scripted damage to elemental damage to reflect their intended effects.

To make this mod work better with companions I changed a some special abilities so they will not damage companions.

In the future, I would like all of the special abilities to behave consistently with their names and make them compatible with companion mods. If an area of effect damages companions, notify me on the forums so I can fix it.


-Vortex Slash(Blade):Costs 65 magicka(10s recovery). All hostiles within 10 feet are knocked down for 2 seconds and suffer 10-25 cold damage.
-Downward Slash (Blade):Costs 50 fatigue and does +15-35 damage. If it hits a knocked down creature, that creature suffers damage health 3 points for 10-25 seconds.
-Arc Flash Strike(Blade):Costs 45 magicka and does +10-30 lightning damage. If your magicka is still above half, all hostiles within 15 feet take 10-30 lightning damage.
-Parrying Strike(Blade):Costs 35 fatigue. If target creature is moving towards you, it suffers damage health 3 points for 10-25 seconds and staggers. If your weapon is two handed, it also inflicts Drain Health 25-80 points for 30 seconds.
-Glowing Blade:Costs 30 magicka(3 second recovery). If target creature is not suffering from fire damage, you inflict 5 fire damage for 4-10 seconds. Otherwise you gain 20-45 health and do 10-20 fire damage. If you are suffering from fire damage, you gain 5-15 magicka.

-Destabilizing Smash (Blunt):Costs 45 fatigue. If target creature is moving towards you, it is knocked down for 2 seconds, and suffers an additional +10-25 damage if your weapon is two handed.
-Standing Shockwave Smash (Blunt):Costs 50 magicka and does +10-25 damage(4 second recharge) and your target is staggered. If you are not moving, you knock your target down for 2 seconds and all other creatures within 15 feet stagger.
-Restoring Force Strike (Blunt): Costs 40 fatigue and does +10-20 damage(3 second recovery). You gain 15-25 health. For each knocked down creature within 40 feet you gain an additional 25-40 health and 5-30 magicka.

-Defensive Arrow(Marksman):Costs 30 fatigue(5 second recovery). Strikes for +10-20 damage. If it hits a creature moving towards you, the damage bonus is doubled.

-Health Displacement:All of your companions within 100 feet gain health equivalent to 15-25% of your current health.
-Restful Recovery:For 300 seconds, you gain 2-6 health per second while recovering.
-Recovery Burst: For 7-17 seconds, whenever you use a special attack with a recovery time, your recovery time is reduced by 40%. When it ends, you recover for 10 seconds.
-Subtle Quickness:For 30 seconds, whenever you use a special attack with recovery time on a creature with more health than you, your recovery time is reduced by 25-55%(based on Sneak).
-Healthfire:For 300 seconds, whenever you use a special ability that causes you to lose health, you lose 10 magicka and all hostile creatures within 10 feet take 20-55 fire damage.
-Life Energy Recovery: Lose 15% of your current health. For 60 seconds, you have a 75% recovery reduction for special attacks. The number of special attacks affected is 1 + an additional 1 for every 20-12 points of health lost.

~Changes~
Okay, now that I figured out how to use SetNthEffectItemMagnitude properly, I have decided to make a lot of special abilities do damage types consistent with their names.

Frozen Blast:conditional damage is now cold damage. Previously it was untyped script damage. No longer damages 	companions.
Frozen Ground:conditional damage is now cold damage. Immobilize time varies from 1-5 seconds depending on skill 	and base cold damage scales from 30-60. Conditional cold damage is still 30-80. It can no longer hit 	companions.
Lightning Hazard:lightning damage duration scales from 5 to 15 depending on skill, paralyze duration scales from 2 to 5 seconds.
Staggering Surge:lightning damage scales from 40-70 depending on skill, no longer hits companions.
Fire Storm:now does fire damage.

~Bug Fixes/Technical Improvements~
Optimized the structure of certain scripts to allow for more special abilities and to use less disk space. This should not cause any noticeable differences.
Fixed a bug with Add/Remove Companion.
Fixed a bug that caused Summon Team to act unreliably.
---------------------------------------------------------


Version 0.99---------------------------------------------
This update adds new special attacks and a constant effect summon, along with a few changes and bug fixes.

-Burning Edge(Blade):Costs 20 magicka and does +25-45 fire damage. You suffer 8 fire damage for 4 seconds. 
-Kinetic Edge(Blade):Costs 40 fatigue. It does an additional +1 damage for every 11-6 points of fatigue you have left(maximum bonus 60).
-Storm's Hammer (Blunt): Costs 50 magicka and does +20-30 damage. If your target is suffering from Shock Damage, it is staggered if your weapon is 1 handed and knocked down for 2 seconds if your weapon is 2 handed.
-kyth' Summon:Constant Effect Daedroth Summon. If it dies, press right shift to create a new one.
-Disarming Smash (Blunt): Costs 50 fatigue. Does +10-15 damage. Your target is staggered and has a 5-15 point reduction in all fighting skills for 8 seconds. If Disarming Smash hits a knocked down creature, it is disarmed and your recovery time is reset to 10 seconds.
-Focused Arrow (Marksman): Costs 30 fatigue. Strikes for +15-25 damage. If you have any hostile magic effects on you, you recover for 8 seconds.
-Deliberate Smash:Costs 35 fatigue and does +10-30 damage. You recover for 12 seconds.
-Glacier Smash (Blunt):Costs 55 magicka(4 second recharge). If target creature is suffering from cold damage, it is staggered and suffers +15-30 cold damage. Otherwise, it does 4 cold damage for 5-12 seconds. If your weapon is 2 handed, it has a 10 foot area of effect that cannot harm companions.
-Energy Drain Arrow(Marksman):Costs 35 magicka and does +5-25 damage(1 second recovery). If you are below 80% magicka, you absorb 40-60 magicka and you recover for 8 seconds.


~Changes~
Destructive Chop looked a bit weak compared to Furious Blade. This update should fix that. Summon Team was ridiculously expensive. I greatly decreased the cost so that you don't have to train your Alteration skill to use it

-Furious Blade:decreased conditional fatigue gain to 10.
-Destructive Chop:increased conditional damage to +10-20.

-Summon Team:decreased base cost to 50.

~Bug Fixes/Technical Improvements~
-Fixed a bug that prevented Add/Remove Companion from working.
-Fixed a bug that cause special attack toggle not to work with TGM on.
---------------------------------------------------------


List of additions in version 0.98(OBSE mod)------------
-Dark Energy Arrow (Marksman):Costs 75 magicka(6s recovery). Strikes for +25-55 damage. If target creature has no health left after the damage, you gain 60 magicka.

-Staggering Smash (Blunt): Costs 45 fatigue(4s recovery). Your target suffers +15-25 damage and is staggered. If your weapon is 2 handed, it has a 30-55% chance to knock your opponent's shield away.

-Venom Strike (Blade):Costs 35-20 fatigue(4s). Target creature suffers Damage Health 5 points for 8-24 seconds based on your alchemy skill.

-Fire Storm:Creates 25 radius 25 feet explosions in a 100 foot radius that knock down whatever they hit and do 20-60 damage each. Don't use in towns.

~Changes~
-Heavyshot:decreased fatigue to 50. The 8 second recovery time should be enough to stop people from keeping their targets constantly knocked down.
-Sorted special attacks by type.

~Bug Fixes/Technical Improvements~
-Fixed a bug that sometimes generated incorrect error messages.
-Fixed an incomplete special attack description.
--------------------------------------------------------



List of additions in version 0.98(OBSE mod)--------------------------------------------
This update adds Special Attack Toggle which toggles your current weapon's ability to use the special attacks. This works on any weapon-enjoy great functionality without sacrifing your custom weapon skins.

Recovery Time for special attacks: A few special attacks have a recovery time associated with them. This is displayed as a Resist Water Damage icon in your effects monitor. While you are recovering, you cannot use any special attacks that have a recovery time. However, you may still use special attacks that do not have a recovery time. Note that most special attacks will not have a recovery time.

The documentation now contains a list of all special attacks.

New Blunt Attacks:
-Downward Strike (Blunt):Costs 45 fatigue. If it hits a knocked down creature, it costs 25 less fatigue and does +15-35 damage.

-Power Smash (Blunt):Costs 70-60 fatigue (6s recovery) and knocks your target down for 2 seconds. If you are using a two-handed blunt weapon, it does +10-20 damage.
	-The damage and cost both scale because the damage bonus is really conditional. So this is actually more like "skill decreases cost".

-Force Wave Smash (Blunt):Costs 50 magicka and does +5-10 damage. All hostiles within 15 feet take 15-30 damage.

New Blade attacks:

-Destructive Chop (Blade):Costs 45 fatigue. Target creature suffers Drain Health 25-75 points for 60 seconds. It costs 20 fatigue if you hit something suffering from drain health and does +5-15 damage.

-Keen Blade(Blade):Costs 20 fatigue (3s recovery). Strikes for +10-25 damage. If target creature is suffering from Drain Health, that creature suffers Damage Health 3 points for 8-20 seconds.



~Changes~
Heavyshot:now has recovery time of 8 seconds.



--------------------------------------------------------


List of additions in .97(All of the additions are in the OBSE mod unless otherwise stated):--------------------
This update is supposed to address some of the balancing issues with severely underpowered low level characters. Other balancing issues will be fixed later. Attribute/skill values no longer influence both the cost and effect of special attacks. Also, the cost of most special attacks has been decreased.

Even after the cost balancing, I expect that this Oblivion mod will require another round of balancing. But I'll worry about that later.

(NEW)Blight Arrow:Costs 30 magicka. It does +10-25 damage. If target creature is over half health, the damage bonus is doubled.


~Changes~

-Downward Smash(Hammer):Knockdown fatigue cost decreased to 65-55 fatigue.
-Shockwave Strike(Hammer):decreased fatigue to 25.

-Earthquake(Earthquake Hammer):Changed fatigue cost to 80.
-Ground Smasher(Earthquake Hammer):Decreased fatigue cost to 40.

-Lightning Energy Strike(Lightning Hammer):Decreased magicka to 50.
-Debilitating Shock(Lightning Hammer):changed magicka to 75.

-Kinetic Smash(Kinetic Hammer):Decreased fatigue to 45.
-Force Wave(Kinetic Hammer):decreased fatigue to 65.


-Exhausting Strike(Mace):changed fatigue cost to 45.
-Shield Smasher(Mace):decreased fatigue to 50.

-Force Strike(Energy Smasher Mace):changed fatigue cost to 40.
-Kinetic Blast(Energy Smasher Mace):decreased fatigue cost to 50.

-Retaliate(Light Energy Mace):decreased fatigue to 40.
-Lightblast Strike(Light Energy Mace)::decreased magicka cost to 30.

-Focused Strike(Ethereal Mace):decreased magicka cost to 35.
-Draining Strike(Ethereal Mace):decreased magicka cost to 25.

-Wounding Slash(Claymore):Changed fatigue cost to 45 fatigue for drain health, 20 fatigue for +10-20 damage instead.
-Staggering Strike(Claymore):decreased fatigue cost to 60-40.

-Disrupt Energy(Energy Wielder Claymore):cost decreased to 50 magicka.

-Healthfire Strike(Berserker Claymore):changed fatigue cost to 40.
-Berserker Strike(Berserker Claymore):changed fatigue cost to 55.

-Furious Renewal(Restorer Claymore):changed fatigue cost to 45.
-Life Energy Strike(Restorer Claymore):reduced fatigue cost to 55.

-Bladed Strike(Longsword):decreased cost to 25 fatigue, decreased health degeneration duration to 7 seconds.
-Disarm(Longsword):increased cost to 90-65 fatigue.

-Powered Fire Blade(Flame Longsword):decreased base fatigue cost to 40.
-Flamestrike:decreased fire damage to 4 for 8 seconds, increase damage to +10-20, decrease magicka to 35

-Dark Energy Chop(Dark Energy Longsword):decreased fatigue to 70.
-Energy COnsuming Strike(Dark Energy Longsword):changed fatigue to 85.

-Vengeful Strike(Furious Longsword):changed fatigue cost to 30.
-Enraged Chop(Furious Longsword):changed fatigue cost to 50.


-Boomerang Strike(Shortsword):decreased fatigue cost to 20-10.
-Finishing Strike(Shortsword):decreased fatigue cost to 45.

-Stealth Shortsword:reduced conditional health absorb to 20.
-Subtle Strike(Stealth Shortsword):decreased fatigue cost to 35.
-Kinetic Chop(Stealth Shortsword):changed fatigue cost to 50.

-Blight Strike(Lifedrain Shortsword):decreased magicka cost to 40.
-Drain Weakness(Lifedrain Shortsword):decreased magicka cost to 50.

-Frostbite(Frozen Shortsword):changed magicka cost to 55.
-Freezing Slash(Frozen Shortsword):changed magicka cost to 65.

-Energy Focus Strike(Blade):maximum damage bonus is now 70.
-Furious Blade(Blade):Increased the damage to +20-35.
-Changed Frozen Arrow(Marksman) to "Strikes for 15-45 cold damage and immobilizes target creature for 1-3 seconds". Increased magicka cost to 45.
-Increased the cost of Flameburst Arrow(Marksman) to 55 magicka.

-----------------------------------------------------------------


List of additions in .96(All of the additions are in the OBSE mod unless otherwise stated):--------------------
Version .96 gives you the option to select special attacks on your hotkey list. All of the new special attacks are listed as Greater Powers. Select them but do not cast them. Hold down the V key and attack to use the new special attacks.

The new special attacks only work with polymorphic weapons. Note that they are Blade or Blunt-specific.

In the future I will work on a way to use the new special attacks on ALL melee weapons.

Version .96 added several special attacks for bows.


This update adds new special attacks. Select them as your character's active spell(do NOT cast them) and hold the V key as your weapon hits To use the special attacks. You must be using the correct weapon type.
If you are using a bow, it may be worthwhile to swap FirstSpecialAttack and ThirdSpecialAttack.
To do this, go into the console and type
set FirstSpecialAttack to 86
Set ThirdSpecialAttack to 2
and now you can use the special attacks with the right mouse button.


Bow Attacks(All values are affected by Marksman skill unless otherwise specified):

-Frozen Arrow(Bow Attack):Costs 40 magicka. Target creature is struck for 20-50 cold damage and is slowed for 7-25 seconds.
-Heavyshot(Bow Attack):Costs 65 fatigue. It does +5-35 damage. If target creature is within 20-40 feet of you, it is knocked down for 2 seconds. Otherwise it is staggered.
-Forcefield Arrow(Bow Attack):Costs 50 fatigue. It does +10-30 damage. If it hits a creature within 25 feet of you, you inflict Drain Health 25-60 points. Otherwise you inflict Damage Health 3 points for 5-15 seconds.
-Poisonous Arrow(Bow Attack):Costs 20 fatigue. It does +5-15 damage based on your Marksman skill and inflicts Damage Health 5 points for 2-17 seconds based on your Alchemy skill.
-Flameburst Arrow(Bow Attack):Costs 50 magicka. If it hits a creature that is not suffering from Fire Damage, it inflicts 15 fire damage for 1-6 seconds. Otherwise, that creature and all other creatures within 10 feet take 20-60 fire damage.

Blade Attacks(All values are affected by Blade skill unless otherwise specified):
-Furious Blade(Blade Attack):Costs 40 fatigue and does +10-35 damage. If you are below 70% health or it hits a creature that is attacking you, you gain 25 fatigue.
-Energy Focus Strike(Blade Attack):Costs 35 magicka. Does +5-10 damage for each friendly temporary spell effect on you. This works on any polymorphic blade weapon.



-Power Transformer:Lose all individual temporary friendly magic effects. Your magicka is drained to zero for 10 seconds. (so if you have one magic item effect with "shield" and "fortify health" this counts as 2 separate effects) For 5-10 seconds, your weapon attacks do 5 more damage for each one lost.(No effect on hand-to-hand fighting due to game engine limitations)
	-INCREDIBLY dangerous skill. At maximum level, losing 3-4 effects will give you a +20 damage bonus for 10 seconds. Plus, it stacks with weapon empowerments(try Blight Weapon + Power Transformer) As a result, its base cost will be 450 magicka, putting it on the heavy energy consumption list along with meteor shower.

-Reabsorb Effect:You gain 30-150 health. Lose a friendly spell effect. If a friendly effect was lost, gain 25-35 magicka. (Lesser Power, costs 40 magicka)
	-Very powerful direct heal. However it is inefficient if you don't lose a friendly spell effect.
	-If you lose a friendly effect, it is almost a free heal skill.

~Changes~
-Light of Restoration:change functionality to "Gain 20-45 health + an additional 10-25 health for each friendly temporary spell effect on you"
-Fracture Vortex:Changed to "Lose a friendly spell effect. If you lost one, everything within 25 feet takes 20-130 damage"

-----------------------------------------------------------------

List of additions in .95(All of the additions are in the OBSE mod unless otherwise stated):--------------------

OBSE:
-Energy Gauntlets: This is not an item. Energy Gauntlets are invisible force fields that fit around your hands. They do not take up an equipment space and are not bound gauntlets. Left Shift lets you unlock doors and containers and even push creatures away while you are unarmed at the cost of 30 fatigue. They also shield you a little.
	~Left Shift always unlocks doors and containers.
	~While unarmed and in combat, Left Shift can force push for 50 fatigue and does damage based on your unarmed fighting skill.
	~Holding Left Shift and V at the same time while unarmed and in combat does a Chaos Smash for 40 fatigue that does a bit more damage than Force Push and has 35% chance to remove shield from target, 25% to drain health 50 points for 60 seconds. Because Left Shift already does a force push, this skills works best when you press V first, hold it down and press Left Shift.
	~Tapping Right Shift toggles the combat abilities
-Health Leak:Target creature loses 20-150 health. All other creatures within 20 feet gain 20-45 health.


non-OBSE:
-Feedback Loop:All creatures within 40 feet of the target area suffering from shock damage receive 10 shock damage for 15 seconds.
 ~How it works:Kyth has finally decided to release an old but much more efficient version of Blaze Lightning.


~Bug Fixes/Technical Improvements~
Removed the incorrectly placed Debug tag on Damage Transfer.
Increased recursion limit on Shatterflame to 10.
Fixed bugs in Remove Effect and Fracture Vortex that caused them to work incorrectly.
------------------------------------------------------------------


List of additions in .94(All of the additions are in the OBSE mod unless otherwise stated):--------------------

-Damage Transfer:Does damage equal to 75-140% of the damage you have taken (maximum 140 damage)
 ~How it works:Creates a mirror image of your wounds and duplicates them to a creature. This does not heal you, but it can do quite a lot of damage at low cost.
-Repair Damage:You gain 15-50 health + 8-20% of all damage taken. 
 ~How it works:Creates a health source around your character. The more damage you have taken, the more readily you absorb the restorative energy.
-Remove Effects:You gain 20-75 health and lose the effects of a hostile spell, poison, or disease. If a hostile effect was removed, gain an additional 40-80 health.
 ~How it works:COllects hostile effects and turns them into restorative energy.
-Restoring Force:For 180 seconds, whenever you lose more than 25 magicka in any way, you gain 5-15 health and 5-20 fatigue.
 ~How it works:The larger the spell, the more energy is "wasted" to the outside, resulting in roughly n squared energy consumption. This collects some wasted energy and recycles it.
-Recurrence Relation:For 8 seconds, target creature takes 1-8 damage per second. If that creature is within 20-60 feet of you when it ends, Recurrence Relation renews itself.
 ~How it works:NO one knows.

-Lightning Hazard:Place a Lightning Hazard at your location. Whenever hostile creatures get within 25 feet of it, it generates a lightning blast that causes 5 shock damage for 15 seconds and Paralyze for 4 seconds. This cannot be used if you are within 50 feet of a hostile creature. <SUPPORTS COMPANIONS>
 ~How it works:It's your average trap.

~Changes~
-Increased the damage on Dark Energy Strike from 150%-300% to 150%-400% of health lost.
-Decreased the cost of Energy Strike from 100 to 80.
-Decreased the cost of Drain Weakness from 250 to 120.
-Decreased the immobilize chance on the Frozen Shortsword from 15% to 8%.
-Decreased the knockdown chance on the Earthquake Hammer from 15% to 10%.


~Bug Fixes/Technical Improvements~
-Optimized Fracture Vortex to run a bit faster.
-Ignored the original unmodified Oblivion scripts to avoid mod conflicts. This also reduced the size of the mod to 400 kilobytes.
-Fixed bugs in Lifeshield, Repair Damage, Energy Renew, and Damage Transfer caused by bad documentation with GetBaseAv.
--------------------------------------------



List of additions in .93 and .93a(All of the additions are in the OBSE mod unless otherwise stated):-----------

-Summon Team:All of your companions teleport to your location.
-How it works:It's an adaptation of the common summoning spells.

-Renew Energy:Lose up to 30% of your maximum magicka. For 15 seconds, you gain 7-11% of the magicka lost in this way every second. After 15 seconds, you gain 30-110 fatigue.
-How it works:Spreads out magicka gain over time, allowing for slower but more energy-efficient recharging. kyth has no idea why it recharges fatigue at the end.

-Lightning Burst:Sprays 5-10 lightning bolts that do 25 damage each in front of you plus or minus 3 degrees up, down, left, or right.
-How it works:Sprays lightning. No explanation needed.

-Drain Weakness:This does 15-55 damage in 25 feet to creatures with at least half fatigue, and absorbs 15-55 health otherwise. <SUPPORTS COMPANIONS>
-How it works:No one knows. Kyth made this by accident.

-Blight Weapon:For 30 seconds, whenever your attacks strike a creature above half health, you gain 4-9 magicka and do +4-14 damage. <SUPPORTS THE COMPANION SYSTEM>
-How it works:Absorbs your opponent's health into energy.

-Lifeshield:For 90 seconds, whenever you take more than 15% of your maximum health as damage, you are healed for 50-90% of the damage over that percentage, rounded down. (so if you have 200 maximum health and you take 40 damage, the damage over 15% is 10. If your skill is 100, you gain 90% of that difference = 9 hitpoints)
	NOTE:If you take more damage than you have health your character dies because the script has no time to heal back the damage. This does not protect you, it heals back damage. This is also why it is in Restoration and not Alteration. <SUPPORTS THE COMPANION SYSTEM>
-How it works:Like Resilience, but a lot more powerful.

non-OBSE:
-Protection From Falling:For 120 seconds, you cannot take falling damage.
-How it works:Sort of works like a safety net.

~Changes~
-Reduced damage on the Barrage Cannon to 15, refire rate now scales from .65 seconds to .30 seconds depending on your Destruction skill.
-Teleport skills have been given a small area of effect so you don't have to be perfectly accurate.
Fracture Vortex was overpowered. Now, it can only remove 1 hostile effect for each creature hit. To compensate for this, the damage has been increased to 20-140.

~Bug Fixes/Technical Improvements~
-Improved debugging options.
-Shatterflame now costs 100 base magicka. Previously it had been incorrectly given a cost of 0.

---------------------------------------------------------------------------------------------------------


List of additions in .92(All of the additions are in the OBSE mod unless otherwise stated):--------------

-Energy Wave Field:Creates an Energy Wave Field at target creature's location. For 10 seconds, creatures within 40 feet of that location suffer 3-11 + 2 damage for each second they have been suffering from it every second. For each creature, the effect ends if they move out of the field.
 ~How it works:Sets up something like resonance that adds destructive energy to creatures within the field every second they are inside it. The more time they spend inside the field, the more damage taken. However, moving outside the field results in quick damping of the effect, and moving back inside resets the damage counter.
 ~This is a reference to resonance.

-Add/Remove Companion:Use this on NPCs or pets to designate them as companions.
-How it works:No one knows.

-Resilience:For 30 seconds, whenever you lose health, you are healed for 4-12 health, up to the amount of damage received. (so if you take 3 damage, you gain 3 health, NOT 4-12)
	-This does not just heal back damage from attacks/spells, it heals back any type of damage including falling damage.
-How it works:Partial restoring force applied to health. Makes your health indicator rebound like a spring.

-Restore Companion's Items:Restore Items on someone else.
-How it works:Same as Restore Items.

-Dark Energy Strike:You lose 10% of your current health. Target creature takes damage equal to 150-300% of the health lost. If it fails to hit anything, you don't lose health.(Costs about 40 base magicka)
How it works:Uses your health as the power source, keeping cost low.

-Light of Regeneration:For 30 seconds, you gain 4-9 health per second while your Health is below 80% and 2-6 fatigue per second otherwise.
-How it works:Regenerates what would be useful at the moment.

-Blight:Target creatures(30 foot area) take 30-75 damage. Creatures that are above health take 40-130 damage instead.
-How it works:Does more damage against creatures with lots of health.

-Energy Strike:Target creature(melee range) is struck for 30-65 damage. If you have > half magicka after the cost of this, it does an additional 10-35 damage.
-How it works:Uses your remaining energy as a power source.

CHANGES in .92
-Modified the new arrows in both mods so that they are not worth anything.

-You can now customize the special effect keys in the construction set by editing the following global variables:
FirstSpecialAttack is the primary special attack. It is set to 2 by default.
SecondSpecialAttack is the secondary special attack. It is also held down at the same time as one of the Form keys when changing polymorphic weapon forms. It is set to 160 by default.
OtherEffect is used for miscellaneous magic effects. It is set to 161 by default.
Form1 is is used to designate the first form in the Polymorphic Weapons. It is set to 49 by default.
Form2 is is used to designate the second form in the Polymorphic Weapons. It is set to 50 by default.
Form3 is is used to designate the third form in the Polymorphic Weapons. It is set to 51 by default.
Form4 is is used to designate the fourth form in the Polymorphic Weapons. It is set to 52 by default.
ClearEffect is the button used to "clear" a script effect's memory (like in the auto-aiming script). It is set to 46 by default.
This uses IsKeyPressed and therefore DOES NOT USE DirectX scancodes.

~Bug Fixes in .92~
Fixed a bug in Lightblast Smash that caused it not to work properly against some creatures.
-------------------------


List of additions in .91:


NOTE:All bonuses are linearly based on your level in their attributes/skill.
	When a ability designates a damage range, this is not a random damage range. Instead, this is the range of damage that you can get with increased skill. Example:30-110 means that you do 30 damage at level 0 in the attribute/skill and 110 at level 100. The increase is always linear, so at level 50 you would to 30 + (half the range) = 30 + 40 = 70.
	This list is INCOMPLETE. Tell me if it is missing data on anything and I will try to write it in.

Damage--------
Fireblast:This creates a massive fireblast around your character. It does more damage the closer you are.

Blast Energy:This is an energy pattern that sticks to creatures and creates a fireblast when you press Right Shift.
How it works-It's an energy type that sticks to stuff and explodes.

Blaze Lightning: Causes 15-45 shock damage and 3-8 shock damage for 8 seconds, plus 6 shock damage per point of shock damage over time(limit 150 extra damage) affected creatures had.
How it works-Kyth was designing a cheap, wide area shock damage ability. Kyth noted that this specific energy construct designed would cause lightning damage based on the amount of lightning damage over time present, perhaps magnifying the lightning effect.
	-This ability was originally named Feedback Loop.
	-In version .95, an ability called Feedback Loop that works similarly to Blaze Lightning was added. It is supposed to be Kyth's original Blaze Lightning design.


Energy Shock:Does 50 shock damage in 40 feet radius. Creatures struck with greater than 40% magicka take +40-80 damage based on your destruction skill and suffer 6 shock damage for 15 seconds.
How it works-Cost is kept low by utilizing your opponent's resources to do most of the damage.

Frozen Blast: Does 10-35 cold damage and 2-5 cold damage for 8 seconds, plus 4 cold damage per point of cold damage over time(limit 100 extra damage) affected creatures had. Anything without cold damage is immobilized for 1-3 seconds.

How it works-It's massive damage/staggering when you need it, and damage over time(plus a bit of extra damage) when you don't. This ability was originally designed when Kyth designed an energy void generating ability that did massive cold damage to already frozen objects to keep costs low(otherwise the cost would be on the order of 50000 kilojoules). While the original purpose of this was for use in a refrigerator, Kyth figured out soon that if you put some warm food in a refrigerator powered by this, it wouldn't be very effective. After some use of this, Kyth designed a much more powerful version of this energy void for combat. No matter if you're freezing your food or freezing your foes, the initial burst of cold freezes anything and the secondary effects keep it that way.

Frozen Ground:This is a melee range ability. It does 30 frost damage and immobilizes creatures for 4 seconds within its 25 foot area. Knocked down creatures take an additional 30-80 damage based on your destruction skill.
How it works-Freezes the ground around you, temporarily "welding" your foes the ground. Obviously it hurts a lot more when you are hit by frozen ground while on the ground.

Darkflare:Does 50 fire damage +5-30 damage based on your destruction skill. If it hits something with more than half health it does 15 fire damage for 5 seconds as well.
How it works-Keeps cost very low by using your target's health energy/lifeforce as power for this.

Life Energy Diffusion:Based on your Restoration skill, it calculates the difference between a creature's health and yours. If it has less health, this does nothing. Otherwise it absorbs 15-35% of the difference.
How it works:The less health you have creates a life energy "void" that absorbs life energy.

Power Blast:Possibly the most expensive(and damaging) ability in the entire mod. Consumes half of your CURRENT magicka. In a 15 foot melee range area, creatures take damage equal to 150-350% of the magicka you lost based on your destruction skill.
How it works:Creates an energy void around the character and causes energy to rush to the outside. The void fills in a few milliseconds. This can do a lot of damage, and it can be costly to use(HALF your current magicka)

Staggering Surge:Does 50 shock damage and staggers your target. After 5 seconds that creature and all creatures within 30 feet take 20-100 damage and are staggered. Useful cheap area damage, but the 5 second delay can be another 5 seconds that you can get smashed if you don't know what you're doing.
How it works-Energy costs are kept low by unloading energy into the target slowly instead of an instant area of effect lightning energy surge. Make sure you can survive for 5 seconds.

Support ability(NOT tech support)-------------
Thundering Blast:All creatures within its range of effect and suffering from Shock Damage are pushed away and knocked down.
How it works-Temporarily turns affected creatures into electromagnets with the shock damage providing the electricity. Another great scientific joke.

Stun:All creatures affected cannot move while suffering from shock damage.
How it works-Like Thundering Blast but instead it immobilizes creatures by pulling them to their current locations.

Superconductivity:All creatures affected with Superconductivity take 50% more Shock damage while suffering from cold damage.
How it works-Turns various areas of your opponents into superconductors at various times to maximize shock damage taken. Cold temperatures must be present. This is another science joke.

Regeneration:A VERY useful ability to keep at all times. While it is active, it regenerates 3-8 of your hitpoints per second at the cost of 3 magicka per second. It will not drain magicka while your health is full.
How it works-Direct tradeoff of magical energy for health. Quite simple. It's main advantage is that you use the regeneration ability and forget about it, eliminating the need to recast.

Energy Barrier:The concept here is that it uses your own energy as a shield while also using it to maintain the shield. Costs 60-40 magicka and gives 35% shield versus all damage and 25% spell reflection at the cost of 6-3 magicka per second. Don't forget that it ends if your magicka gets below 60-35% based on your alteration skill.
Therefore, do NOT use this with Power Blast until you get 50 alteration unless you enjoy recasting it.
How it works-It's an interesting technique that uses your energy to maintain the barrier, while manipulating the energy at the same time to block damage. This keeps energy cost low.

Summon Energy: Gives you 40-200 magicka based on your conjuration skill for free. Only drawback is that you lose all magicka after 45 seconds. Recasting Summon Energy does not reset this. Should never be combined with Energy Barrier unless you enjoy recasting it.
How it works-Summons energy from a compatible dimension and integrates it with your own. Unfortunately, it has a tendency to snap back to its source dimension(For every action, there is an equal and opposite reaction). It has a nasty tendency to take the rest of your energy back with it though.

Energy Infusion: Consumes 15% of your current health. For 15 seconds, you gain 2 Magicka per second plus an additional 1 Magicka per second for every 10-6 points of health lost, based on your Conjuration skill. Great way to gain magicka without the energy loss caused by Summon Energy, if you don't mind losing health.
How it works-Transformation of health to energy. Simple enough.

Energy Leech: This is another great way to gain magicka. It causes a target creature to lose 6 magicka per second for 15 seconds. But that's not it's main purpose. The main purpose of this is that after it ends, you gain 30-90 magicka.
How it works-A direct energy transfer is incredibly costly because an energy link has to be maintained. This keeps the cost low by attaching an "energy leech" to your target that drains their energy reserves slowly over time. When the device is full, it teleports back to you, integrating the gained energy with your own and requiring no constant energy link.

Recharge Items:Recharges all equipped items. But you could have figured that out by yourself.

Restore Items:Repairs all equipped items. Good riddance to using a repair hammer and mindlessly hammering the left mouse button for minutes on end. Again, doesn't take a genius to figure this out.


Arrow Loader:The auto-aiming longbow wouldn't be useful without these special arrows that hit instantly.

Distortion(NOT IN OBSE):Makes you immune to normal weapons for 8-18 seconds. 
How it works:Places the user's 3D physical representation in another dimension and the user's 3D image in the current dimension. Makes the user's equipment both 3D and other-dimensional compatible so you can still attack.

Restorer's Haste:For 30-120 seconds(based on Restoration), all of your abilities "on Self" activate instantly, and your magicka is drained to zero for 1 second.
	-NOTE: this ability is still in beta stage. It may or may not be unstable.
	-The drain is to prevent abilities from being cast twice.
	-Note that you cannot reset this ability's duration by re-casting it. This is to prevent a very bad bug.

Healing----------------------------

Life Energy Capacitor:For 60 seconds, the next time you lose health in any way you are healed for 20-90 health.

Lifeshield: For 30 seconds, whenever you lose more than 15% of your maximum health, you are healed for 50-90% of the damage over that amount.

Light of Restoration:Gain 20-45 health + an additional 10-25 health for each friendly temporary spell effect on you.

Reabsorb Damage:For 60 seconds, the next 2-7 times you take damage in any way you are healed for 125% of the damage.

Reabsorb Effect: Gain 30-150 health and lose a friendly spell effect. If you lost a friendly spell effect you gain 35 magicka.

Repair Damage: You gain 15-50 health + 8-20% of all damage taken.

Remove Effect:You gain 20-75 health and lose the effects of a hostile spell, poison, or disease. If a hostile effect was removed, gain an additional 40-80 health.

Resilience: For 30 seconds, whenever you lose health, you are healed for up to the amount of damage you took, maximum 4-12 health.

Restorer's Recovery:You are healed for 30-65 damage. If you are not recovering, the health gain is doubled and you recover for 4 seconds.




Weapon Empowerments----------------
Some abilities put a special energy-based effect on your weapon for a certain amount of time. They replace your current weapon's poison. You can only have one at a time.

Lightning Weapon:Makes your weapon do an additional 10 shock damage. 
How it works-Integrates solid lightning into your weapon. It has an interesting effect of nullifying the effects of poison on a weapon.

Furious Weapon:Makes you gain 1-5 fatigue every time you strike a creature attacking you(based on your restoration skill). 
How it works-Kyth doesn't even know. This Furious Weapon energy was made by accident while designing the Furious Longsword.

Disrupting Weapon:For 8 seconds, your attacks cause Disruption.

Blight Weapon: Your attacks do +4-14 damage and you gain 4-9 magicka whenever you hit something above half health.


Area Effect Over Time----------
These produce an effect for a certain time in an area. Effects that do damage(like Meteor Shower) are ranged, while effects that do no damage are self-range. You can only have ONE of each type active at one time(for example, you can have Energy Pulse Wave and Meteor Shower active, but no dual meteor shower)


Defensive Field:For 5-20 seconds, all non hostile creatures within 50 feet take 25% less damage from all sources.
How it works-It is basically an energy shield projected on an area.

Power Drain Vortex:All hostile creatures within 50 feet for 10 seconds lose 5-15 magicka per second and 8-18 fatigue per second while those are above 50% and 4 magicka/fatigue per second otherwise.
How it works-Drains energy from stuff in the area.

Restoration Field:For 10 seconds, all non hostile creatures within 50 feet are healed for 5-20 health per second.
How it works-Just another healing area effect. Simple and unremarkable.

Freezing Rain:Does 35 cold damage each second for 5 seconds in 40 feet. When it ends, all creatures that are running in it are knocked down.
How it works-Rains down partially frozen bolts. When they land, they freeze completely in 5 seconds. Anyone running when it freezes slips and falls down.

Energy Pulse Wave:Does 30 damage each second for 5 seconds in 25 feet + 10 feet for each previous pulse.
How it works-Damaging energy form that spreads out rapidly over an area.

Meteor Shower: Meteors rain down for 10 seconds in a 50 foot radius. They strike for 20-50 damage in 15 feet. You cannot take damage from your own meteor shower.
How it works-This ability is self explanatory.

Energy Wave Field:Creates an Energy Wave Field at target creature's location. For 10 seconds, creatures within 40 feet of that location suffer 3-11 + 2 damage for each second they have been suffering from it every second. For each creature, the effect ends if they move out of the field.
How it works-Sort of like a resonance effect. Affected creatures take ever-increasing damage until they move out of the area. If they move out of the area and move back in the damage is reset.

-Earthquake: For 7 seconds, it strikes once per second at target's location(25 feet) for 5-15 damage(based on destruction skill). Anything attacking/casting when it strikes has 25-40% chance of knockdown for 2 seconds. 3x damage against knocked down creatures.
How it works-This ability is self explanatory.
	-If it causes knockdown, it does normal damage, then the next 2 strikes cause 3x damage.



Interventions-------------------------
Interventions give a one-time bonus when your Health gets below 40%. After using one, they cannot be used for a minute.

Restorer's Intervention: Heals you for 80-350 health.
Defender's Intervention: Makes you invulnerable to all damage and spells for 8 seconds. Only way to take damage like this is getting your attacks reflected at you.
Furious Intervention:Knocks down everything attacking you in the area and does 70-150 damage.


Energy Forms-------------------------------
Energy Forms are suits of conjured "armor" that give you a massive bonus for a limited amount of time. They can only be used once in a while.

Fire Wielder Form:Costs 40 magicka. For 10-30 seconds, you are immune to fire damage. Whenever you hold down Caps Lock and you are not recovering, you can generate fire blasts that do 20-40 damage + 15-30 damage in a small area. You cannot use Energy Forms for 45 seconds.
How it works-It creates armor made out of solid fire energy that is cooled on the inside so you dont burn yourself. Fire damage is ineffective against it and is absorbed. It was designed so that kyth could work on the Polymorphic weapons without burning himself by accident.

Berserker Form:Costs 50 magicka. For 10 seconds, you move much faster, your special attacks recover 10-40% faster,have 20% Shield, and gain 7-12 fatigue per second. Whenever you are 10 feet or less from a creature attacking you, Berserker Form renews itself. You cannot use Energy Forms for 45 seconds.
How it works-This is actually one of the more unstable energy armor forms, designed for long melee battles. It lasts for a very short time before disintegrating but appears to be powered by the negative intentions of whatever you are fighting.


Teleport/Movement abilities---------------------

Teleport:This is just a simple teleport-to-target.

Two-Way Teleport:You and target creature swap places. Doesn't seem useful but can be very useful if used correctly

Shadow of Teleport:You become invisible and teleport to target creature. When you lose invisibility, you teleport back.

Recall:Stores your current location. When you cast Recall again, you teleport back to where you used it first.

Shadow of Recall:Like Recall except you become invisible and it ends when you lose invisibility.

Random Walk:After 1 second, teleport to a RANDOM creature within 250 feet. You cannot teleport underwater.
	-This is a reference to a topic in probability called a random walk.

Persistence of Recall:Like Recall but instead of dispelling it to return, press Right Shift and you lose 40-30 magicka based on your alteration skill. Dispelling it just clears your location so you can set another one. This balances it against Recall.

Power Jump:You can jump higher for its duration and cannot take falling damage.
	-Increases your Acrobatics by 100-500 based on alteration.

Summon Team:All of your companions teleport to your location.


Abilities that affect recovery time-----------------------------------

Life Energy Recovery: Lose 15% of your current health. For 60 seconds, you have a 75% recovery reduction for special attacks. The number of special attacks affected is 1 + an additional 1 for every 20-12 points of health lost(based on Mysticism).

Recovery Burst: For 7-17 seconds, whenever you use a special attack with a recovery time, your recovery time is reduced by 40%. When it ends, you recover for 10 seconds(based on Alteration).
	-Works well with Kinetic Fury because both make you recover anyway.

Subtle Quickness:For 30 seconds, whenever you use a special attack with recovery time on a creature with more health than you, your recovery time is reduced by 25-55%(based on Sneak).

Abilities that affect special attack cost------------------------------

Archer's Focus:For 30 seconds, your special bow attacks cost 10-25% less based on your Marksman skill, but take 30% longer to recover from. (based on Marksman)

Energy Efficiency:For 30 seconds, your special attacks cost 1% less for every 10-6 points of magicka you have and recover 1% faster for every 10-6 points of fatigue you have (maximum reductions 40%, based on Alteration).

Kinetic Fury:For 10-25 seconds, your special blunt attacks cost 35% less fatigue and all other special attacks cost 15% less fatigue. When it ends, you recover for 7 seconds. (based on Strength)
	-Works well with Recovery Burst because both make you recover anyway.


Abilities that add power to your special attacks--------------------

Forcefield Aura:For 45 seconds, your special attacks do +5-15 damage. (based on Alteration)

Frozen Insight:For 15 seconds, your special attacks do +10-18 cold damage and have a 10-35% chance of immobilizing your target for 3 seconds(based on Alteration).

Flame Vortex:For 15 seconds, your melee special attacks do an additional +10-25 fire damage. When it ends, all hostiles within 25 feet take 15 fire damage for 2-8 seconds.

Solar Powered abilities-----------------------
Some abilities have effects based on the amount of light available(time of day, or light on your character.)


-Light Bolt: Does 20-40 fire damage plus up to an additional 20-40 untyped damage depending on how much light is on your character plus up to 20-40(outdoors only) depending on time of day(based on destruction).

-Light Energy Recharge: Gain up to 10-25 magicka depending on light on your character and up to 20-45(outdoors only) depending on  time of day.




Polymorphic Weapons:-------------------------------------------------
All polymorphic weapons have 4 forms. If you use the normal form, you get a 20% base damage bonus.
All key commands given assume you use the default setup.

Other stuff:
Pulse Cannon, Barrage Cannon, and Siege Cannon

Kyth recently designed 2 range weapons that require no arrows. The pulse cannon fires 5-18 damage bolts 5 times every second, but they travel very quickly. After a few users complained that aiming the pulse cannon was bad for their wrists, an auto-aiming system was added.(Right mouse button, press left shift to toggle tracking, delete to clear) This is the best Pulse Cannon available in Oblivion....actually, it's the only one available.
Hint:The auto-aiming can be used to target instant-hit spells as well!

The Barrage cannon uses the same technology as the pulse cannon, but creates a very unstable fireball in front of the user, just ahead of a repulsor field. The fireball shatters into 5 pieces a few milliseconds afterwards and is propelled forward. Each shard does 40 damage and flies out at your heading angle plus or minus 5 degrees up,down,left,or right. Right mouse button generates a Disruptor field that disrupts the actions of nearby creatures.

The Siege cannon fires massive fireblasts that do up to 50-175 damage in 75 feet depending on your destruction skill. However the refire rate is once every 7 seconds. Holding down the right mouse button fires TRACKING PULSES (identical to the ones in the pulse cannon) that lock on to random hostile creatures every half second. Note that this greatly reduces fire rate.



-List of shortswords----------
Shortsword-Normal form-20% base damage bonus
Boomerang Strike(HOLD BLOCK):20-10 fatigue. Increases your weapon reach to 10-20 based on marksman skill.
Finishing Strike(HOLD LEFT SHIFT):45 fatigue. Does +5-15 damage. If it hits a creature below 75% health, it does an additional 5-15 damage. If its a creature below 50%, it does an additional 5-15 damage.

Stealth Shortsword-25% chance to absorb 20 health
Subtle Strike(HOLD BLOCK):Costs 35 fatigue and does +5-20 damage. If it hits a creature with more health than you, damage bonus is doubled and you inflict Drain Health 65 points for 60 seconds.
Kinetic Chop(HOLD LEFT SHIFT):Costs 50 fatigue. If your fatigue was greater than 50%, this does +20-40 damage and staggers target creature. Otherwise, target creature loses 3-7 health per second for 8 seconds.

Lifedrain Shortsword-Absorb health 5 points
Blight Strike(HOLD BLOCK):Costs 40 magicka and does +15-50 damage. If it hits a creature with less than half health, you lose 35 magicka.
Absorb Weakness(HOLD LEFT SHIFT): Costs 50 magicka and does +5-30 damage. If it hits a creature below half fatigue, absorb an additional 5-30 health.

Frozen Shortsword-6 Cold Damage, 8% chance to immobilize for 3 seconds.
Frostbite(HOLD BLOCK): Costs 55 magicka and does +5-15 damage +20 cold damage. If target creature is below half fatigue, inflict drain health 75 points for 60 seconds.
Freezing Slash(LEFT SHIFT): Costs 65 magicka and does +20 cold damage. Target creature is slowed for 5-15 seconds. 
------------------------------

-List of longswords-----------
Longsword-Normal Form-20% base damage bonus
Bladed Strike(Hold Block):Causes 3-8 damage per second for 7 seconds. Costs 25 fatigue.
Disarm(LEFT SHIFT):Costs 90-70 fatigue points to Disarm target creature.

Flame Longsword-10 Fire Damage
Powered Fire Blade(HOLD BLOCK):Costs 40 fatigue and does +10-30 damage. If it hits anything with "Fire Damage", it costs 20 less fatigue
Flamestrike(HOLD LEFT SHIFT):Costs 35 magicka and does +10-20 damage. Causes 4 Fire Damage for 8 seconds.

Dark Energy Longsword-Damage Health 8 points
Dark Energy Chop(HOLD BLOCK):Does +20-45 damage and costs 70 fatigue. Causes Drain Health 75 for 60 seconds and target creature loses 4-14 health per second for 15 seconds.
Energy Consuming Strike(HOLD LEFT SHIFT):Costs 85 fatigue. Does +15-65 damage, and you gain 15-65 health. If this attack takes your opponent's health to zero, gain 50-100 health and 50-200 magicka.

Furious Longsword-Gain 5 fatigue whenever it hits a creature attacking you
Vengeful Strike(HOLD LEFT SHIFT):Does +5-15 damage and costs 30 fatigue. Damage bonus is tripled against creatures attacking you.
Enraged Chop(HOLD BLOCK):Costs 50 fatigue and does +20-45 damage. Costs 25 less fatigue against fleeing creatures.
------------------------------

-List of claymores------------
Claymore-Normal Form-20% base damage bonus
Wounding Slash(HOLD BLOCK):Costs 45 fatigue. Inflicts Drain Health 75 for 100 seconds. Does +10-20 damage instead against creatures suffering from drain health and costs 20 fatigue.
Staggering Strike(LEFT SHIFT):Costs 55 fatigue. Does +5-20 damage and Staggers attacking creatures.

Energy Wielder Claymore-Damage Magicka 8 points
Disrupt Energy(HOLD BLOCK):Costs 50 magicka. Target creature loses 30-90 magicka and loses 5 magicka per second for 8 seconds.
Overloading Strike(HOLD LEFT SHIFT):Target creature regains all magicka, and you lose 1 magicka for every 3-8 points gained. This attack does +1 damage for each point gained.

Berserker Claymore-Attacks 15% faster than normal
Healthfire Strike(HOLD BLOCK):Costs 40 fatigue and does +10-20 damage. If target creature has more health than you, your opponent suffers 8 fire damage for 8 seconds, and you gain 20-60 health.
Berserker Strike(HOLD LEFT SHIFT): Costs 55 fatigue. Target creature is knocked down for 2 seconds and takes +15-45 damage. If your Fatigue was below 40%, you are Staggered.

Restorer Claymore-Gain 8 health every time it hits something.
Furious Renewal(HOLD BLOCK):Costs 45 fatigue and does +5-25 damage. If target creature is attacking you, you gain 10-50 health.
Life Energy Strike(HOLD LEFT SHIFT):55 fatigue. Does +5-20 damage. If your Health is below 75%, it does another +10-30 damage and gain 15-50 health. Otherwise, gain 10-50 magicka and target creature loses 10-50 magicka.
------------------------------

-List of Maces----------------
Mace-Normal Form-20% base damage bonus
Exhausting Strike(HOLD BLOCK):45 fatigue. This attack does +20-80 damage and drains your Strength 30 points for 6 seconds. If you have "Drain Strength" on you and you use Exhausting Strike you are knocked down. Strength Drain caused by Exhausting Attack does not count against your weight capacity.
Shield Smasher(HOLD LEFT SHIFT):55 fatigue, does +10-35 damage. 20-40% chance to remove a shield, otherwise drain block 100 for 3 seconds.

Energy Smasher Mace-You do an additional 12 damage while your fatigue is above half.
Force Strike(HOLD BLOCK):Costs 45 fatigue. Does +10-35 damage. If you had more fatigue than target creature, target creature is staggered.
Kinetic Blast:Costs 50 fatigue. For every 13-7 remaining points of fatigue, all creatures within 25 feet suffer +1 damage (maximum damage 60)

Light Energy Mace-Causes +20 damage while your health is below 75%. +30 damage against undead and daedra.
Retaliate(HOLD BLOCK): Costs 45 fatigue and does +5-25 damage +1 for every percent of health you have lost, maximum damage bonus 80
Lightblast Strike(HOLD LEFT SHIFT):Does +5-20 damage and costs 30 magicka. Damage bonus is doubled against undead and daedra. Otherwise you gain 5-25 health.

Ethereal Mace-This weapon does no base damage but whenever you strike something it does 5-32 damage based on your Blunt skill, +12 damage while your magicka > 50%.
Focused Strike(HOLD BLOCK):Costs 45 magicka and does +5-15 damage. If you have more magicka than your target after the cost, it does an additional +15-35 damage.
Draining Strike(HOLD LEFT SHIFT): Costs 25 magicka. If your target's magicka is below half, it does +15-40 damage. Otherwise, your target loses 15-40 magicka.
------------------------------

-List of Hammers--------------
Hammer-Normal Form-20% base damage bonus
Downward Smash(Hold Block)-Knocks down whatever you hit for 3 seconds for 65-55 fatigue. If it hits something already knocked down, you inflict Drain Health 100 points for 60 seconds, and this attack costs you 40-20 fatigue.
Shockwave Strike(Hold Left Shift) - Costs 25 fatigue. Causes an additional 5-25 damage in an area of effect.

Earthquake Hammer-Drain Block 20 points and drain armor skills 5 points for 10 seconds, 15% to knock down anything it hits
Earthquake(HOLD LEFT SHIFT):Costs 80 fatigue. Knocks down everything within 25-50 feet for 4 seconds, doing 30-50 damage.
Ground Smasher(HOLD BLOCK):Costs 40 fatigue. Does +15-35 damage and an additional 25-45 against knocked down creatures.

Lightning Hammer-7 shock damage, 15% chance to stagger anything it hits
Lightning Energy Strike:Costs 50 Magicka. Does +10-35 damage. If your have more magicka than target creature AFTER the cost of this attack, target creature suffers 5 shock damage for 8 seconds.
Debilitating Shock:Costs 75 Magicka. Does 20 Shock Damage +5-30 additional damage and target creature is Paralyzed for 4 seconds.

Kinetic Hammer-Special:30% chance to inflict +40 damage.
Kinetic Smash(HOLD BLOCK):Costs 45 fatigue. For each remaining 9-4 points of fatigue, this does +1 damage, maximum bonus 70 damage.
Force Wave:Costs 65 fatigue. Does 40-100 damage in 40 feet. Damage goes down linearly with distance.
------------------------------



Special Attack Guide(with hints!)-------
To use any special attack, select it as your active spell and hold down ThirdSpecialAttack(V key by default) as your weapon strikes. If you are not using a weapon from this mod, you must have special attacks enabled on your current weapon using Special Attack Toggle.

Some special attacks have a recovery time. While you are recovering, you cannot use any other special attacks with a recovery time, but you can use special attacks without a recovery time unless they are marked as (NR) which stands for Not While Recovering. So if you are recovering, you can use Furious Blade, but not Keen Blade.

If a special attack specifies two costs, this means that the cost depends on a conditional. Read the special attack description for details.

As a general rule, special attack effect ranges are based on your skill in their respective weapon type. There are some noticeable exceptions(poisonous arrow is based on your alchemy)

Note that there are differences in general between the various weapon types.

Blunt attacks specialize in knocking down/staggering, area damage, and lightning damage.
Blade attacks specialize in applying Damage Health, Drain Health, and fire/cold damage. They also tend not to cause long recovery times.
Bow attacks specialize in damage over time and special effects that disrupt the opposition. They are the least effective at causing stagger/knockdown, as they only have 2 knockdown abilities and they are both conditional.

Some special abilities affect recovery time. Their effects stack multiplicatively. For example, if you have Quick Recovery and Subtle Quickness on you(with maximum sneak level), Quick Recovery has 50% recovery reduction and Subtle Quickness has 65%. This does NOT mean that you have 115% less recovery time. The effect is multiplicative, so the recovery time reduction is first halved, then you remove two thirds of that.

There is a 75% recovery reduction time cap, so if you had both of these applied, you would have a 75% recovery reduction.

If you have a recovery reduction that would take your recovery time below 1 second, you have a recovery time of 1 second instead.

Some special abilities affect cost. Their effects stack multiplicatively like recovery time bonuses.
There is a 75% cost reduction cap.

Note that certain abilities act differently for weapon types or cost types. For example, Archer's Focus is useless if you are not wielding a bow, and Kinetic Fury can't help you if your attacks cost magicka.

Blunt:

Berserker Smash (Blunt): Costs 50 fatigue. Does +15-30 damage. Target creature's weapon and armor skills are reduced by 15 for 5-15 seconds.
	-This effectively blocks your target from paralyzing with any weapon.
	-This is a bad choice for fighting monsters(as opposed to NPCs) as monsters do not use armor or weapons.

-Blight Smash (Blunt): Costs 35 magicka(4s recovery) If target creature is above 80% health it takes +10-20 damage, if it is above 60% health it takes +10-20 damage, and if above 40% health it takes +10-20 damage.


Defender's Smash(Blunt):Costs 30 fatigue. This does +5-15 damage. If you are not recovering the damage bonus is doubled and you recover for 3 seconds.

Deliberate Smash (Blunt):Costs 35 fatigue and does +10-30 damage. You recover for 12 seconds.
	-This has a great damage-to-cost ratio at the cost of your more powerful attacks for 12 seconds.

Destabilizing Smash (Blunt):Costs 45 fatigue(5s). If target creature is attacking you, it is knocked down for 2 seconds, and suffers an additional 10-25 damage if your weapon is two handed.
	-This is very good for warding off melee attacks, but almost useless against pure range creatures.

Disarming Smash (Blunt): Costs 50 fatigue. Does +10-15 damage. Your target is staggered and has a 5-15 point reduction in all fighting skills for 8 seconds. If Disarming Smash hits a knocked down creature, it is disarmed and your recovery time is reset to 10 seconds.
	-Note that this has no recovery time and can be used while recovering. However, it can conditionally cause recovery time.
	-Due to scripting limitations, staves count as "unarmed" and will cause your target to stagger instead.
	-If you want to stagger a creature, Staggering Smash is a more efficient option with better damage, if you 	don't mind the recharge time.
	-Using this special attack just for the stagger effect is a waste of fatigue.

Downward Strike (Blunt):Costs 45 fatigue. If it hits a knocked down creature, it costs 25 less fatigue and does +15-35 damage.
	-Works well with Power Smash.
	-Related Special Attack:Ground Smasher(Earthquake Hammer)

Earthquake Smash(Blunt)(6s): Costs 50 fatigue. All creatures within 25 feet
 are knocked down for 3 seconds and suffer 20-50 damage, and for each creature, recover for an additional 2 seconds. 
	~The additional recharge applies AFTER any recovery bonus or penalty effect. So if you have a 50% recovery bonus and it hits 4 creatures you recover for (6/2) + (4 * 2) = 11 seconds.

Storm's Hammer (Blunt): Costs 45 magicka and does +10-20 damage. If your target is suffering from Shock Damage, it is staggered if your weapon is 1 handed and knocked down for 2 seconds if your weapon is 2 handed.
	-If it doesn't hit a creature with shock damage, this is a waste of magicka. You get much better magicka value with Energy Strike.
	-If the conditional is present, this is a cheap knockdown/stagger with no recovery time.
	-Works well with the Lightning Hammer form of the Polymorphic Hammer.

-Energy Wielder Smash (Blunt):Costs 40 fatigue and does damage equivalent to your fatigue percentage(before cost) multiplied by 30-60.
	-For example, if you have 300 maximum fatigue and you use this with 200 fatigue and 50 blade skill, you would do 75% of 45 damage or 30 damage.
	-This is the Blunt version of Kinetic Edge.

Forcefield Strike (Blunt): Costs 40 fatigue. If it hits a blocking NPC, it knocks that NPC down for 2 seconds. Otherwise it does +10-25 damage.
	-No recovery time because the knockdown effect is conditional. If you just blindly use this special attack you will find yourself out of fatigue quickly.
	-This special attack generates a forcefield that can grab the shield out of an NPC's hand.

Force Wave Smash (Blunt):Costs 50 magicka and does +5-10 damage. All hostiles within 15 feet take 15-30 damage.

Fracture Vortex Strike(Blunt):Lose a friendly effect. Does +10-20 damage. If you lose a friendly effect, this inflicts Drain Health 25-75 points for 30 seconds in 15 feet.
	~Works well with Flame Vortex. Also good with Kinetic Surge but you may not like the 1 second knockdown.

Frozen Wave Smash(Blunt):Costs 45 magicka. Does 15-30 cold damage in 25 feet. Creatures suffering from cold damage are immobilized for 1 second.

Furious Smash(Blunt):Costs 45 fatigue. Does +5-20 damage. If target creature is attacking you, it suffers Drain Health 25-75 points for 30 seconds.

Glacier Smash (Blunt):Costs 55 magicka(4 second recharge). If target creature is suffering from cold damage, it is staggered and suffers +15-30 cold damage. Otherwise, it does 4 cold damage for 5-12 seconds. If your weapon is 2 handed, it has a 10 foot area of effect that cannot harm companions.
	-The area of effect is only against creatures not suffering from cold damage.

-Heavy Strike (Blunt): Costs 30 fatigue. Does +10-20 damage plus an additional 10-20 damage if this staggers your target.
	-Due to scripting limitations, this only works if the current attack causes stagger. Therefore it works best with two-handed war hammers.


Kinetic Vortex Strike(Blunt):Costs 60 fatigue. This does +15-30 damage in 15 feet. Any creatures within 15 feet with less fatigue than you are knocked down for 2 seconds, 3 if your weapon is two handed.
	-Works well with Restoring Force Strike.
	-Similar to Vortex Slash, but the knockdown is conditional in exchange for no recovery time and lower cost. Also, this costs fatigue instead of magicka.

Power Smash (Blunt):Costs 55-45 fatigue (6s recovery) and knocks your target down for 2 seconds. If you are using a two-handed blunt weapon, it does +10-20 damage.
	-The damage and cost both scale because the damage bonus is really conditional. So this is actually more like "skill decreases cost".

Radiant Strike(Blunt):Costs 35 magicka. Does +5-15 damage(4 second recovery) plus up to an additional 15-30 damage(double vs undead) depending on amount of light on that creature after 1 second. Lose 15 magicka if you had a light effect on you.

Recharging Smash(Blunt): 8 second recovery. Costs 1 magicka. Does +5-10 damage. If it hits something suffering from shock damage you gain 35-60 magicka.

Restoring Force Strike (Blunt): Costs 40 fatigue(3 second recovery) and does +10-20 damage. You gain 15-25 health. For each knocked down creature within 40 feet you gain an additional 25-40 health and 5-30 magicka.
	-You gain health/magicka for all knocked down creatures within 40 feet, including companions.

-Shattering Smash (Blunt):Costs 60 fatigue and does +20-40 damage(4 second recovery). If it hits anything suffering from cold damage it inflicts drain health 25-75 points for 30 seconds.

Spherical Strike(Blunt):Costs 45 fatigue and does +10-25 damage. If your fatigue is above half, this has a 15 foot area of effect. Otherwise it costs only 30 fatigue.

Staggering Smash (Blunt): Costs 45 fatigue(4s recovery). Your target suffers +15-25 damage and is staggered. If your weapon is 2 handed, it has a 30-55% chance to knock your opponent's shield away.

Standing Shockwave Smash (Blunt):Costs 50 magicka and does +10-25 damage(4 second recharge) and your target is staggered. If you are not moving, you knock your target down for 2 seconds and all other creatures within 15 feet stagger.
	-This is a pun on standing waves.

Superconductor Strike(Blunt):Costs 45 magicka. Does +15-25 shock damage. If target creature is suffering from cold/frost damage you inflict 8 shock damage for 2-6 seconds.




Blade:

Arc Blade(Blade):Costs 45 fatigue. Does +5-15 damage. If your opponent is over half health, inflict Damage Health 3 points for 10-25 seconds, otherwise inflict Drain Health 25-75 points for 30 seconds.
	-Using this against a creature with less than half health can effectively do up to 90 extra damage on top of the base damage done.

Arc Flash Strike (Blade):Costs 35 magicka and does +10-30 lightning damage. If your magicka is still above half, all hostiles within 15 feet take 10-30 lightning damage.
	-This is a reference to an electrical phenomenon known as an arc flash.


Berserker Blade(5s): Costs 35 fatigue. Does +5-10 damage plus an additional 5-10 damage for each creature attacking you within 40 feet(maximum bonus 60)
	~Use against mobs of small monsters(like goblins) or anything that uses summoning.

Burning Edge:Costs 20 magicka and does +25-45 fire damage. You suffer 8 fire damage for 4 seconds.
	-Works well with Regeneration.
	-Works well with Remove Effect.
	-Works well with Glowing Blade.

-Cylindrical Slash(Blade): Costs 30 fatigue, 2 seconds base recovery. Does additional damage in 10 feet equivalent to 60-100% of your base damage. Recovery time increases by 1 second for every 8 base damage, maximum recovery time 7 seconds.

Dark Energy Slash(Blade):Costs 60 magicka and does +15-50 damage(8s recovery). If it hits a creature below half health, gain 40-90 magicka.
	-Very good, reliable energy gain if you don't mind the recovery time.

Darkflame Slash: Costs 35 magicka. Target creature takes +25-40 damage. Lose 8% of your current health. Target creature takes 6-10 fire damage for 2 seconds plus 1 second for every 10 points of health lost. For 7 seconds, you gain 30% less health.
	~How it works: Wields dark energy(and a bit of your health) to do a lot of fire damage at a low cost. The downside is that lifedrain energy can do short-term damage to the wielder's health.
	~This doesn't need a recovery time as the damage to the wielder's health should be enough to stop people from overusing it.


-Dark Forcefield Blade(12s): Costs 15 fatigue and does +5-15 damage. Knocks down anything below 50% health for 3 seconds. Otherwise you don't recover. 
	~A combination of dark energy and kinetic energy results in this ability. It's a damage bonus when you need it and a cheap 3 second knockdown ability otherwise. The cost is the long recovery time.

Defensive Slash(Blade):Costs 25-20 fatigue. You gain 100% shield for 1 second. If your weapon was two-handed, it does +5-10 damage.

Destructive Chop (Blade):Costs 60 fatigue. Target creature suffers Drain Health 25-75 points for 60 seconds. You gain 45 fatigue if you hit something suffering from drain health and do +10-20 damage.
	-Related Special Attack:Wounding Slash(Claymore)
	-Works well with Keen Blade

-Disintegrating Slash (Blade): Costs 75 magicka. For 30 seconds, target creature has Drain Health equivalent to 15-30% of its base health if not suffering from drain health, maximum drain 150 health.
	~Effect does a LOT of damage against anything with a lot of health, however the magicka cost is likely to completely drain most warriors.
	~This is the only special attack that drains a percentage of health.

Downward Slash (Blade):Costs 50 fatigue and does +15-35 damage. If it hits a knocked down creature, that creature suffers damage health 3 points for 10-25 seconds.
	-Use with Vortex Slash because of the conditional.

Energy Focus Strike(Blade):Costs 35 magicka. Does +5-10 damage for each friendly temporary spell effect on you(maximum damage bonus 70). This works on any polymorphic blade weapon.

Energy Wielder Strike (Blade): Costs 1 fatigue(10s recovery). If target creature is suffering from Damage Health or Drain Health, gain 20-45 fatigue.

-Finishing Strike(8s):(BLADE) Costs 55 fatigue. Does +15-25 damage. If it hits a creature below half health, it inflicts Drain Health 25-90 points for 3 seconds.
	~This has the same name as the secondary special attack on the Polymorphic Shortsword, but that one has different functionality.
	~The damage bonus applies before the conditional.

-Forcefield Slash(Blade): Costs 35 fatigue and does +20-45 fatigue. If your fatigue is below 50% you are staggered.
	~Conditional is calculated after the cost.

Frostbite Slash(Blade): Costs 30 magicka. It does +10-25 cold damage. If it hits a creature suffering from cold damage but not suffering from Drain Health, it inflicts drain health 25-55 points for 30 seconds.

Frozenfire Slash(Blade): Costs 40 magicka. It does +10-30 fire damage and 5 cold damage for 3-8 seconds.

Furious Blade(Blade):Costs 40 fatigue and does +10-35 damage. If you are below 70% health or it hits a creature that is attacking you, you gain 10 fatigue.
	-Related Special Attack:Vengeful Strike(Furious Longsword)

Glowing Blade (Blade):Costs 30 magicka(3 second recovery). If target creature is not suffering from fire damage, you inflict 5 fire damage for 4-10 seconds. Otherwise you gain 20-45 health and do 10-20 fire damage. If you are suffering from fire damage, you gain 5-15 magicka.
	-Works well with Burning Edge.

-Healthshatter Blade (Blade): Costs 40 magicka(4s recovery) Does +10-20 damage. If target creature was above half health it does 10-30 damage in 15 feet.
	-Conditional calculated before initial bonus damage but after base damage.

-Heavy Slash(Blade): Costs 30 fatigue and does +10-15 damage. If this attack staggers your target, it is knocked down for 2 seconds.
	-Works well with drain agility potions and power attacking.
	-If it hits something already staggered, it will NOT inflict a knockdown.

Keen Blade(Blade):Costs 20 fatigue. Strikes for +10-25 damage. If target creature is suffering from Drain Health, that creature suffers Damage Health 3 points for 8-20 seconds.

Kinetic Edge(Blade):Costs 40 fatigue. It does an additional +1 damage for every 11-6 points of fatigue you have left(maximum bonus 60).
	-Related Special Attack:Kinetic Smash(Kinetic Hammer)

Lifedrain Strike (Blade): Costs 40 magicka(5s recovery). Does +15-30 damage. If it hits a creature suffering from Drain Health or Damage Health, gain 15-30 health.

Parrying Strike(Blade):Costs 35 fatigue(5s recovery). If target creature is attacking you, it suffers damage health 3 points for 10-25 seconds and staggers. If your weapon is two handed, it also inflicts Drain Health 25-80 points for 30 seconds.
	-If it is attacking something else, the conditional doesn't work.

-Power Blade: Costs 35 fatigue (12s- recovery) and does +15-50 damage. Recovery is reduced by 1 second for every 8% remaining fatigue.
	-At 292 fatigue or greater there is no recovery time. This results in a cheap +50 damage with no recovery.

Quick Strike (Blade): Costs 1 fatigue and does +5-10 damage (3s recovery).

-Restorer's Blade (Blade): Costs 30 magicka (4s recovery). Does +5-15 damage and you gain 10-20 health. If it hits a creature with more health than you, health gain is tripled.

-Shockwave Blade(7s) (Blade):Costs 50 fatigue. Does +10-20 damage in 15 feet. All creatures in 15 feet with less fatigue than you suffer 5-15 damage and 2 second knockdown.
	~Wider area than Vortex Slash and less recovery, but the knockdown is conditional.
	~Use against mobs of small creatures like goblins.
	~Conditional is calculated after the cost.

Venom Strike (Blade):Costs 35-20 fatigue(4s). Target creature suffers Damage Health 5 points for 8-24 seconds based on your alchemy skill.

Vortex Slash (Blade):Costs 65 magicka(10s recovery). All hostiles within 10 feet are knocked down for 2 seconds and suffer 10-25 cold damage.



Bow(Most of these are available as scrolls):

Blight Arrow:Costs 30 magicka. It does +10-20 damage. If target creature is over half health, the damage bonus is doubled.

Coldblast Arrow(Marksman): Costs 55 magicka. Your target suffers 10-25 cold damage. If your magicka is over half, your target is immobilized for 1-3 seconds. Otherwise your target suffers 7 cold damage for 3-8 seconds.
	-This has no recovery time, but the immobilize is conditional.

Dark Energy Arrow (Marksman):Costs 60 magicka(5s recovery). Does +25-55 damage. If target creature has no health left after the damage, you gain 60 magicka.

Defensive Shot(Marksman):Costs 30 fatigue(5 second recovery). Inflicts +10-20 damage. If it hits a creature moving towards you, the damage bonus is doubled.

Energy Burst Shot (Marksman): Costs 10% of your current magicka. Inflicts damage in 10 feet equal to 70%-110% of the magicka lost, maximum bonus 60.
	-The maximum damage is to prevent people from using it with fortify magicka for cheap damage bonuses.

Energy Drain Arrow(Marksman):Costs 35 magicka(1 second recovery) and does +5-25 damage. If you are below 80% magicka, you absorb 40-60 magicka and you recover for 8 seconds.

Fireblast Shot (Marksman):Requires the additional features. No base cost, If you have at least 35 magicka, lose 35 magicka and the arrow does 15-45 fire damage in 10 feet.
	-The arrow does area damage without having to hit anything.
	-Don't rapid-fire them, that can make them act unreliably.
	-You can only have one fireblast shot due to scripting limitations. If you fire two of them in rapid succession, only the last one generates a fireblast.

Flameburst Arrow(Bow Attack):Costs 55 magicka. If it hits a creature that is not suffering from Fire Damage, it inflicts 8 fire damage for 2-8 seconds. Otherwise, that creature and all other creatures within 10 feet take 2-7 fire damage for each point of fire damage it was suffering from.

-Flare Arrow (Marksman): Costs 25 magicka and does +15-45 fire damage. If it hits something resistant or immune to fire damage the bonus damage is untyped instead.
	-A good, reliable, and efficient ability that is guaranteed to do damage. If you're new to this mod I recommend this.

Focused Arrow (Marksman): Costs 30 fatigue. Causes +15-25 damage. If you have any hostile magic effects on you, you recover for 8 seconds.
	-If you receive the recovery time, you can keep using this special attack. However this will prevent you from using some of the more powerful bow attacks like Dark Energy Arrow and Heavyshot.

Forcefield Arrow(Bow Attack):Costs 50 fatigue. It does +10-30 damage. If it hits a creature within 25 feet of you, you inflict Drain Health 25-60 points. Otherwise you inflict Damage Health 3 points for 5-15 seconds.

Frozen Arrow(Bow Attack):Costs 40 magicka(7s recovery). Target creature is struck for 25-40 cold damage and is immobilized for 2-5 seconds.
	-Consider using Coldblast arrow for immobilize without recovery time.

Furious Arrow(Marksman): Costs 35 fatigue. If it hits a creature attacking you, you gain 10-25 health.

Glowing Arrow(Marksman): Costs 25 magicka and does 15-30 fire damage(4s). If it hits a creature suffering from fire damage, you recover instantly.
	-Works well with Flameburst arrow.
	-If you don't use Flameburst arrow, having an ability that reduces recovery time can reduce the recovery to 1 or 2 seconds.

Heavyshot(Marksman):Costs 50 fatigue(8s recovery). It does +5-35 damage. If target creature is within 20-40 feet of you, it is knocked down for 2 seconds. Otherwise it is staggered.

Kinetic Energy Arrow(Marksman):Costs 40 magicka(5s recovery) Does +5-15 damage. If you are still above half magicka, damage bonus is doubled and it inflicts knockdown for 1 second.

Kinetic Vector Shot(Marksman): Costs 30 fatigue(6s recovery). This does +1 damage for every 2 feet away target creature is, maximum damage 30-60.


-Lifedrain Arrow(Marksman): Costs 40 magicka(6s recovery). Does +15-25 damage and you gain 15-25 health. Target creature gains 25% less health for 8-18 seconds.

Lightning Arrow(Marksman): Costs 45 magicka. Your target takes 20-25 shock damage and suffers 9 shock damage for 2-8 seconds.
	-If you aren't fighting a large group of monsters, you may consider this instead of Shockstorm Arrow, which costs a lot more and has a long recovery time.

Poisonous Arrow(Marksman):Costs 20 fatigue. It does +5-15 damage based on your Marksman skill and inflicts Damage Health 5 points for 2-17 seconds based on your Alchemy skill.


-Shardblast Arrow(Marksman): Costs 50 fatigue(no base cost). When it starts falling, it sends down 7 shards each causing 5-25 damage in 8 feet. Can only have one at a time.
	-Even though the shards look like fire damage, they are actually scripted damage.


Shatterspray Arrow(Marksman): Costs 45 magicka(4 second recovery). This arrow shatters into splinters when it hits. Shatterspray Arrow does +10-35 damage and all hostiles within 15 feet suffer Damage Health 3 points for 8-15 seconds.

Shockstorm Arrow(Marksman): Costs 70 magicka(8s). Does +10-25 shock damage. All creatures within 10 feet suffer 10-20 shock damage, all creatures within 20 feet suffer an additional 10-20 shock damage, and all creatures within 30 feet suffer 9 shock damage for 2-6 seconds.
	-The closer they are, the more damage taken.
	-The description says all creatures. The actual effect is "anything without companion status". Sorry if this is confusing.
	-This ability requires a lot more processing power than what you would expect from this mod. If your computer is slow, this may not work reliably. As far as I know, there is no workaround; the computer doesn't have time to process the scripts in certain cases.

-Staggering Shot (6s/3s): Cost 25 magicka. Target loses 20-45 fatigue and takes 5-15 damage. If target is below half fatigue it staggers target and you recover for 6 seconds. Otherwise, recover for 3 seconds. 
	~Conditional stagger effect is calculated AFTER the fatigue loss.

-Static Arrow(Marksman):Does +15-25 shock damage and costs 40 magicka. If target creature is not suffering from shock damage it takes 2-5 shock damage for for 6 seconds and staggers.

-Stealth Arrow(2s): Costs 25 fatigue and does +10-20 damage. If target is not attacking you or you are not in its line of sight it does an additional 25-45 damage.
	~If you use this on something not in combat, the conditional doesn't happen as the script applies after the arrow hits. 
	~This is best used to defend NPCs as it can result in +65 damage bonuses every 3 seconds at a low cost.
	~Works well with Frenzy spells. Frenzy causes whatever it hits to randomly attack nearby NPCs/creatures, which almost guarantees that the conditional applies.
	~Works well with any time of companion mod and summoning spells.

-Stinging Shot (Bow attack): Causes +15-55 points of damage minus 1% for every point of armor on target creature.
	-Effective for hunting wolves, bears, or anything that doesn't wear armor.
	-Don't use against heavy armor.
	-Since the maximum armor is 90, this will do at least 5 damage at maximum skill level.

-Venom Burst Shot: Requires the additional features. Costs 15 fatigue. If your magicka is above 40, lose 40 magicka and send out 8 venom bolts and an arrow causing Damage Health 5 points for 2-8 seconds. 
	-Even if the arrow does not hit anything you lose 40 fatigue and send out 8 venom bolts.
	-The first special attack to cost both fatigue and magicka.

Venom Transferrence Arrow(Marksman): Costs 15 magicka and does +5-10 damage. Target creature loses its weapon poison. If a weapon poison was removed, your arrow has the poison that was removed.
	-This doesn't work with Weapon Empowerments due to scripting limitations.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




A few tips: Sometimes, names of abilities give hints as to their effects(sometimes)

Examples are:
Electromagnetic = Slowdown/block/obstruct/knock down creatures suffering from shock damage.
Furious-bonus if target creature is attacking you/bonus if you are low on health
Energy-Various bonuses depending on your Health/Magicka/Fatigue(usually magicka)
Kinetic, Force-Bonus for having good supply of Fatigue/affected by fatigue/conditional on fatigue
Intervention- One-time bonus when health is below 40%, only useable once per minute
Recall- Teleport back to where the ability was used
Shadow (of)- Invisibility, dispelled when invisibility wears off
Life (drain?), Restorers, etc...-Gain Health
Form:Makes you very powerful for some time. Only useable once every 60 seconds.
Blight:Bonus vs creatures above half health
Focus:Your special attacks cost less resources
Subtle:Bonus against anything with more health
Glowing:Bonus against anything suffering from fire damage/bonus when you are suffering from fire damage
Vortex:Area of effect centered on character, usually knockdown effect.
Frozen:Cold damage, often with immobilizing effect
Downward:Bonus against knocked-down creatures
Dark Energy:Low cost but usually costs you health/bonus against creatures with low health/bonus for having low health
Renew, Renewing:Bonus when you stop recovering.
Efficiency, Focus:Special attacks cost less
Reclaim: Gain back a percentage of lost health/magicka/fatigue
Blast/Vortex: Area damage
Power: Consume percent of current magicka(usually half)
Berserker:Knockdown/Stagger or Bonus when you are near anything attacking you.
Heavy:Inflicts staggered/bonus on hitting something staggered
Stability:Immune to stagger/recoil
Focused: In a special attack-damage on certain conditions, in other abilities, ends if you attack/cast

Here are a few good hotkey setups containing abilities that work well with each other. This assumes that you have both ability mods installed.


"Plasma Cannon": Weapon:Longsword-Flame Blade form. Hotkeys:Recharging Flame, Darkflare, Fireblast, Power Blast, Light of Kyth, Life Energy Infusion, Defender's Intervention. (This build is for people who like fire damage and area of effect.)

"Energy Wielder":Weapon:Claymore. Hotkeys: Life Energy Diffusion, Energy Infusion, Light of Kyth, Energy Leech, Power Blast, Energy Shock, Blaze Lightning, Furious Intervention.

"Ninja":Weapon:ShortSword-Normal form for Boomerang Strike. Hotkeys:Power Blast, Shadow of Teleport, Shadow of Recall, Light of Kyth, Distortion, Frozen Ground, Blast Energy, Summon Energy (Good for people who like to teleport everywhere)

"Siegeworks":Weapon:Hammer with area damage ability. Hotkeys:Blaze Lightning, Energy Shock, Power Blast, Frozen Blast, Thundering Blast, Light of Kyth, Staggering Surge, Energy Infusion. (Everything is an area of effect.)

"Short Circuit":Weapon:Lightning Hammer. Hotkeys:Blaze Lightning, Energy Shock, Superconductivity, Frozen Blast, Stun, Thundering Blast, Light of Kyth, Energy Infusion. (This one puts Storm Atronachs to shame. I just threw Frozen Blast in there for Superconductivity. Lightning Hammer works great with Thundering Blast.)

"Unnatural Disaster":Weapon:Hammer or Claymore. Hotkeys:Meteor Shower, Freezing Rain, Energy Pulse Wave, Blaze Lightning, Stun, Light of Kyth, Energy Infusion, Power Blast



Abilities that work well together:
Random Walk + Berserker Form-Lets you teleport to creatures to maintain Berserker Form.

Random Walk + Power Blast-Teleport to creatures and power blast them. They never see it coming until they take 250+ damage.

Fracture Effects + Disrupt Effects-Apply Disrupt Effects and then a load of other spell effects. Fracture the effects, doing 5-20 damage(fracture effects) + 10-35 damage(disrupt effects) FOR EACH ONE.

Energy Shock + Blaze Lightning-This is probably the most obvious. Sure, Blaze Lightning works well by itself, but it helps not having to waste a lot of resources for mediocre lightning damage per second.

Darkflare + Shatterfreeze-Another obvious combination. Simply apply Darkflare to something above half health to inflict burning and the follow up with Shatterfreeze for a cheap 160 damage.

Shared Instability + Exhausting Strike(special attack on Kyth's Mace) + Any Summon-Apply Shared Instability, preferably on multiple creatures. Then repeatedly use Exhausting Strike and it will knock you down, knocking down the other creatures as well. Your summon goes after them and they can't retaliate.

Disrupt Energy + Overloading Strike- Both of these are found as special attacks on the Energy Wielder Claymore. Use disrupt energy to drain your opponent's magicka, and then strike for as much as +90 damage with overloading strike, for less than 30 magicka.

Flamestrike + Powered Fire Blade- Flamestrike causes your opponent to burn, reducing the cost of Powered Fire Blade. I even put them on the same Longsword form so it should be easy to figure out.

Frozen Blast + Superconductivity + any shock damage- It's easy enough to figure out.

Frozen Ground + any ranged spell that doesn't hit instantly- Problems with creatures dodging your ranged spells? Frozen Ground stops them from moving.


Other random hints:

"Random Walk" actually appears to find a random NPC and when used repeatedly, it always picks that NPC. I guess I should have called it Pseudorandom Walk.


By the way: I hope you like how I actually named this documentation after the corresponding mod instead of calling it "Readme" like everyone else and leaving you to figure out which readme to pick.

There are no hidden abilities, combos or secrets in this mod. If it isn't written in here(by the time this documentation is complete which it isn't yet) then it probably isn't in the mod.

If you find something that isn't documented here, just post it on the forums in the thread for this mod.

Post all feedback to my Planet Elder Scrolls/Forum Planet threads.


Thanks to------


ON THE OFFICIAL ELDER SCROLLS FORUMS:
qzilla:for trying to help me find workarounds for ridiculous scripting limitations and random suggestions, and suggesting that people use my mod.

SkyRanger-1:for finding GetSpellType.

kyoma: for showing me how to ignore scripts that were not modified and reducing the size of the OBSE mod to 400 	kilobytes(long time ago, now the mod is about 1.3MB or 325 KB compressed).

Taurucis: for testing the mod and concept of Earthrender, complaining about the previously ridiculous cost of the new special abilities, the house south of Leyawiin from the non-OBSE mod, and the idea of "Restore Companion's Items", finding lots of bugs so I could fix them, "Flameburst Hazard", "Kinetic Vector Shot", and a few more abilities.

Everyone who made the Oblivion Script Extender for making the OBSE part of the mod(and over 200 abilities) possible.

Bethesda for Elder Scrolls IV:Oblivion and the TES Construction Set.

xzibition: for helping design the thread for this mod, "Renewing Fury", and "Energy Multiplier".

CLShade: for helping answer people's questions on the forums.

DragoonWraith: for helping with Ability Display mod.

bg2408: for helping fix the NPC selling ability scrolls.

xilverbulet:for doing the best job of anyone out there at rewriting my stuff(Fire Beam, Fire Aura, Meteor Shower....).

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On Planet Elder Scrolls:

Borgin, YX33A, and fismeleep for their support.

YX33A for the ability remover.

Jaffah, for helping me notice how bad the documentation was before Version 3.03. Hopefully Jaffah will give the next version of KAOS a better score than 6.5/10.

xzibition, for posting once in my thread and forgetting about it.
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vector64.com: for hosting this mod.