亚特兰大种族

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的亚特兰大种族 Mod,由Raxyx7制作。leafalucard在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: Raxyx7 Mod版本: 2.2x Mod大小: 21.6 KB 更新时间: 2019-09-30 18:07:41 发布时间: 2019-09-30 18:07:41

详细说明

对于亚特兰蒂斯种族,请访问:亚特兰蒂斯种族-强大的战士


种族概要:

所有来自亚特兰蒂斯神秘土地的人都拥有增强的身体能力。我们都知道。

相应地,亚特兰大人造成并抵制更多的物理伤害,同时也具有举足轻重的地位。

在巅峰时刻,他们可以击倒任何挡在路上的人。


关键细节:

起源-亚特兰蒂斯

身高-男性= x1.25或〜7'6,女性= x1.20或〜7'2


种族被动/特质:

+ 25%额外先天物理伤害输出

+ 25%先天物理伤害抗性

+ 25%施加的交错和交错抵抗

常规攻击有25%几率造成轻微的交错

强力攻击有20%几率降低敌人

+ 50%基础运载重量= 450初始连续

先进的再生修复因子= 1%HP / s

等级增强的无武装战斗

击倒免疫


种族力量:

亚特兰大力量-力量攻击将敌人降落到地面,x2物理DMG输出(30秒)


较小的功率(1分钟CD):

动能-+ 40%移动速度并向敌人冲锋会使其退回(10秒)

迅捷摆动-+ 40%武器摆动速度(10秒)


统计/技能属性:

-50魔法(50),+50生命(150),+50耐力(150)

+10技能点:两只手,一只手,重型装甲,轻型装甲。总起点奖金= 40


第2版更新-增强了非武装作战:

基础15 DMG。对于裁判,Khajiits = 22基础DMG,Sapien / Elven Races = 4基础DMG

常规徒手攻击造成轻微交错的机率提高25%

所有动力打孔机造成交错

电动打孔机有20%几率完全取代敌人

到达距离增加12.5%

无武装伤害等级(每10级增加+ 10%,在100级时最多+ 100%)


第2版更新-战士专家的劣势:

起始Magicka = 50,Magicka回复速度= 0.5x,施法的效果降低50%。

亚特兰大的大小,密度和质量会阻止您精通隐形艺术。

偷偷摸摸,扒窃和扒窃难度提高25%。您的运动声音也更容易检测到25%。


注意:有一个可选的主文件版本,如果您愿意,可以将任何nerf都不适用于magicka / stealth。


游戏中外观:-

亚特兰大的外观与其他人类相似,只是它们的尺寸,强度和耐用性明显更高。因此,从表面上看,尽管规模如此之大,但实际上并不是一个真正的亚特兰大人。毕竟,重要的是内部。因此,这场比赛将利用您游戏中现有的Nord预设和相关资产。目的是让玩家在设计比赛角色时可以自由使用自己喜欢的任何自定义资产。


要求:-

上证所的种族兼容性

-天际特别版。确保为特殊版启用了DLC。它们是默认启用的。


推荐型号:-

-IDRS-改进的残障种族缩放-与某些游戏中物体互动时,防止将尺寸缩放到1.0。

-播放器尺寸调整器和第一人称摄影机修复-允许根据不同种族的高度改变第一人称摄影机的视图。


兼容性:-

只要您安装了RaceCompatibility For SSE,就可以与所有DLC和其他Race Mod兼容。


如果您想使用CK或SSEEdit调整此文件的某些方面,只需搜索以前缀“ RXY”开头的记录。


鸣谢/确认: - 

-Expired6978

-TMPhoenix

-StackEmHigh


屏幕截图/视频中使用的相关模块:

-天际由Firemanaf重新订制ENB

-Jedi Sith轻型装甲,Alduin78和Zzjay

-ApachiiSkyHair

-Mangaclub的生动天气

-Chesko的可穿戴灯笼

-浮动健康栏到期

-Inigoblade和OBIS团队的-OBIS

-FrankFamily坦率地说,高清Dawnguard装甲和武器

版本2的理由:

长期以来,如果玩家希望成功完成Khajiits比赛,那么他实际上是唯一可以选择纯粹/几乎没有武装的直通比赛的可行比赛。它们的基本徒手伤害是其他Sapien / Mer种族的5.5倍。其他种族(阿尔贡人除外)的拳头伤害值仅为4点。认为如果除了猫夫/女夫以外的其他任何人,仅依靠拳头就可以走得太远是不明智的。同样,在任何种族的任何有能力的人的手无寸铁的攻击下,缺少任何种类的交错/ CC也是不好的。下颚侧面有一个完全成熟的钩子,可以使对手均匀地向后退。第2版中的增强功能旨在至少增加除Khajiit之外的另一种种族,尽管使用实际的体面武器仍然比较好,但是使用拳头可以走很长一段路。对于这种具有足够强度/身高的种族来说,传递巨大的打击并具有普遍的伸手优势也将是有意义的。就原始的手无寸铁的伤害输出而言,由于其锋利的爪子具有明显的>导致出血的能力,因此女性种族仍然保持领先地位。 (22 DMG vs 15)。但是,亚特兰大人的命中率会更高,因此有可能根据进攻的力量挫败对手。总体而言,本意是使亚特兰大人的无武装伤害输出明显高于其他种族,但仍低于Khajiits。但是,他们通过在发动攻击时让敌人退缩来提供进一步的攻击机会,从而弥补了伤害缺口。从最新版本(v2.2)开始,无武装伤害会自动增强,并具有更高的体验水平。因此,您最终将成为毫无武装的伤害输出的无可争议的#1选择竞赛。此更改至少可以使您的基本未武装伤害输出在整个游戏过程中始终保持静态。


要注意的是,徒手攻击的范围仍小于手持匕首的攻击范围。还应注意的是,正常打孔和强力打孔造成的交错幅度均小于单手剑强力攻击时造成的交错幅度。请记住,在亚特兰大力量阶段,所有物理伤害输出都会加倍,因此动力打孔器的基本徒手伤害会提高四倍(15> 60)。因此,至少每天一次,持续30秒,您将成为潜在的无武装伤害输出之王。从v2.2开始,在30级时以30为基数> 120。


在战斗/战斗中,尤其是在较高级别的游戏过程中,使用实际的体面武器还是更好的选择,但是此更新的目的只是提高您的非武装战斗赌注,比正常水平高一点,并且不具有特定的游戏风格完全没用。武器化的战斗状态/能力在版本2更新中保持不变。干杯。


在2.2x版中-主文件旨在通过对隐身和Magicka相关技能/属性进行妥协来平衡亚特兰大人稍强的身体战斗能力。亚特兰大人将拥有:-50首发魔卡,-50%魔卡恢复和50%的有效法术减少。更大的尺寸也有缺点:偷偷摸摸,锁定和扒手能力降低25%。由您的动作引起的声音也将易于检测25%。这些变化应该更好地鼓励纯粹或以战士为中心的游戏。尽管您现在在隐身和魔法领域的能力较弱,但这并不是说如果您真的愿意的话,您不能在以后的演练中成为一个受人尊敬的偷窃贼/刺客或既定的巫师。您现在实际上实际上必须付出适当的努力(变通方法)来尝试掌握与直接物理战斗无关的技能。


随身携带的书呆子,偷窃,扒窃和移动声音的变化将是有意义的,因为随着尺寸,密度和质量的增加,隐身部门的熟练程度也会受到不利影响。您的存在应该更可检测。用手增大时,您在锁定运动和应付项目方面的手动技巧也会受到阻碍。亚特兰大的生理秩序在发展和维持特殊的身体状况上消耗了大量的能源。因此,亚特兰大人通常(尽管并非总是如此)阻碍了涉及魔力能量存储和利用的大多数过程。


为了补偿v2.2x中出现的这些与隐身和Magicka相关的nerf,对相对物理能力进行了一些进一步的增强:

-高级治疗因子=恒定的1%HP / s(与普通种族中的0.7%HP / s和0.49%HP / s的战斗相比)。

-强力武器攻击有20%几率掉落敌人

-25%冰霜抗性

亚特兰大的生理学与人类的生理学略有不同。一个区别是亚特兰大人的解剖结构具有更高的密度,从而使受损组织与介导愈合过程的因子具有增强的相互作用。亚特兰大的血液具有更高的浓度和更多种类的再生因子,相对于其他种族,它们也有助于晚期愈合。这有助于大大提高亚特兰大人队的整体耐久力。


注意:“亚特兰大”竞赛不是错字。您没看错。该种族与大西洋人无关。种族的起源-亚特兰蒂斯-与更常见的亚特兰蒂斯版本无关。 (请相信我,如果不是这样,与水相关的能力将是我分配给这场比赛的第一件事)。因此,我为这场比赛(Atlantan)选择了另一个别名,它也恰好是指佐治亚州亚特兰大州的人们。再次完全无关。文件封面图像恰好是海洋蓝色也无济于事。无论如何,对于由此命名约定造成的任何不便,我们深表歉意。事后看来,应该使用种族名称“ Atlanton”以避免某些不确定性。


其他出版的文件:

-巨像卡萨纳-战士伴侣(StandAlone)

-亚特兰蒂斯的雷琳-符咒之刃伴侣(StandAlone)

-超大披风-结合元素披风咒语和减少的披风图形效果

增强的宇航员-带有水平召唤


快速种族背景(摘自RAELYN的注册表):-

关于亚特兰蒂斯和她的人民:


关于亚特兰蒂斯神秘土地的信息很少。大部分已知的仍然是奥秘的知识,这些知识一直牢牢掌握在这片土地的学者们的范围之内。他们说,“要保持诚信”。居住在坦姆雷尔(Tamriel)的亚特兰大人没有散布关于其家园的任何东西-亚特兰蒂斯(Atlantis)-一个坚守的誓言。亚特兰大人来到塔姆瑞尔本身是一种偶然事件,在历史上的任何给定时间都没有记录到大陆上有两个或更多亚特兰大居民的实例。


尽管如此,尼尔恩还是有一些普遍接受的观点。也许最值得注意的是,那些起源于亚特兰蒂斯的人拥有丰富的身体,智力和魔法特质。几个世纪以来出现在坦姆雷尔(Tamriel)的少数人都被目击到身材高大,身材健壮。他们拥有超越普通人/人的超凡实力。据说他们也拥有独特的能力,可以帮助他们做出各种努力。这样,他们取得了令人难以置信的壮举,而普通人只能在塔姆瑞尔度过的时光,梦想成真,并被誉为传奇巫师,战士等。


除了观察到明显的迹象外,已建立机构的大美人和主要学者还进行了各种精心的测试,以确认一个人是否具有亚特兰大血统,然后才正式承认其为亚特兰大身份。为了打败那些声称自己是亚特兰大人的人们,实际上并没有这样做,这已经并将永远是一种习惯做法,尽管他们取得了许多成就或他们似乎拥有质量特征。

这些外国有势力的人的罕见,分散的到来激发了自然的好奇心,不可避免地引起了Tamriel的原住民的许多疑问。其答案仍然是个谜的最著名的宗教裁判所涉及的是亚特兰蒂斯神秘土地的确切位置和地理属性。踏入这九个省的土地上的亚特兰大人发誓说,他们不会泄漏自己的家园。不知道为什么必须将这些信息隐藏在常识领域之外。据报道,亚特兰大人已经通过许多不同的入境点采用了各种运输方式,以带自己来到这个大陆。这些范围包括通过门户或魔法传送,龙背,在Tamriel周围的不同地方登陆等。这些观察结果甚至都没有丝毫暗示与感知的方向有关的方向,相对于我们自己的位置,这些方向落在天上的亚特兰蒂斯之地。不足为奇的是,学者们对亚特兰蒂斯本人是否存在于自然界或空灵界中存有争议。我们不能肯定地说。这甚至引起了一些质疑,即亚特兰蒂斯的实际存在是真实的还是只是普遍的幻想。尽管不能否认亚特兰大人确实是绝对来自世俗的,这是由于在各个职业者,传教士和学者的共同监督下进行了广泛的实验室分析。据说亚特兰大的血液富含独特而有力的物质,这与坦姆瑞尔其余物种和生命形式中发现的其他物质不同。这些独特的标识符物质以及其他物理标识符特征由亚特兰大人共享,并被认为是驱动其某些强大特征和能力的关键组成部分。这些标识符是在进行测试时要搜索的内容,然后当其为正时,将其正式分类为亚特兰大。尽管所有亚特兰大人都具有共同的特质,例如身材高大,身体强壮/耐久,但每个人都具有独特的力量,这将极大地有助于他们的命运。这些力量是极其特殊的,包括具有某些额外的身体能力,某些抵抗力或心灵的特殊能力等。


亚特兰大人被广泛认为是自然界中的贵族,他们利用自己的能力来对抗更大的邪恶。亚特兰大人的到来总是与历史上的某个时期相吻合,在这段时期里,泰姆瑞尔和她的人民正经历着由不屈不挠的黑暗势力或共同的敌人造成的可怕的艰难时期。因此,许多人认为亚特兰大人是作为命运的任务而派遣的-旨在帮助一个国家克服对压倒性实体和其他威胁的激烈战争,有时还会进行秘密战争,否则将无法成功...

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For The Atlantean Race, visit: The Atlantean Race - Powerful Warriors 


RACIAL SUMMARY:-
All who hail from the mystical lands of Atlantis are blessed with enhanced physical prowess. It is known.
Accordingly, Atlantans deal and resist greater amounts of physical damage whilst also having the stature to show for it.
During pinnacle moments, they can knockdown anyone that stands in their way.

KEY DETAILS:
Origins - Atlantis
Height - Males = x1.25 or ~7'6, Females = x1.20 or ~7'2

RACIAL PASSIVES/TRAITS:
+25% Extra Innate Physical Damage Output
+25% Innate Physical Damage Resistance
+25% Applied Stagger And Stagger Resist
25% Chance For Regular Attacks To Cause Slight Stagger
20% Chance For Powered Attacks To Drop Enemies
+50% Base Carry Weight = 450 Starting CW
Advanced Regenerative Healing Factor = 1%HP/s
Levelled Enhanced Unarmed Combat
Knock Down Immunity

RACIAL POWER:
Atlantan Power - Power Attacks Drop Enemies To The Ground, x2 Physical DMG Output (30 Sec)

LESSER POWERS (1 Min CD):
Kinetic Charge - +40% Move Speed & Charging Towards Enemies Knocks Them Back (10 Sec)
Swift Swings - +40% Weapon Swing Speed (10 Sec)

STAT/SKILL ATTRIBUTES:
-50 Magicka (50), +50 Health (150), +50 Stamina (150)
+10 Skill Points: Two Handed, One Handed, Heavy Armor, Light Armor. Total Starting Point Bonus = 40

VERSION 2 UPDATES - ENHANCED UNARMED COMBAT:
Base 15 DMG. For ref, Khajiits = Base 22 DMG, Sapien/Elven Races = Base 4 DMG
25% Chance For Regular Unarmed Attacks To Cause Slight Stagger
All Powered Punches Cause Stagger
20% Chance For Powered Punches To Displace Enemies Completely
12.5% Increase In Distance Of Reach
Unarmed Damage Levelling (+10% Increments Every 10 Levels Up To +100% At Level 100)

VERSION 2 UPDATES - WARRIOR SPECIALIST DISADVANTAGES:
Starting Magicka = 50, Magicka Regen Rate = 0.5x, Spells Cast Are 50% Less Effective.
Atlantan Size, Density & Mass Prevents You From Being As Proficient In The Arts Of Stealth. 
Sneaking, Lockpicking & Pickpocketing Is 25% Harder. The Sound Of Your Movement Is Also 25% Easier To Detect.

NOTE: There is an optional main file version which has no nerfs applied to magicka/stealth whatsoever if you prefer.


IN-GAME APPEARANCE:-
The Atlantan outer appearance resembles that of other humans except that they are significantly greater in size, strength and durability. So upon superficial observation, it isn't outright apparent that one is actually Atlantan despite the size. It's whats on the inside that counts, after all. For this reason, this race will make use of the existing Nord presets and related assets in your game. The intention was to also allow players to have the freedom of using whatever custom assets they please when designing characters of this race.

REQUIREMENTS:-
RaceCompatibility For SSE
-Skyrim Special Edition. Make sure you have DLCs enabled for Special Edition. They're Enabled By Default.

RECOMMENDED MODS:-
-IDRS - Improved Disabled Race Scaling - Prevents size scaling to 1.0 when interacting with certain in-game objects.
-Player Size Adjuster & 1st Person Camera Fix - Allows the alteration of 1st person camera view according to the heights of different races.

COMPATIBILITY:-
Tested to be compatible with all DLCs and other race mods so long as you have installed RaceCompatibility For SSE.

If you feel like tweaking certain aspects of this file using the CK or SSEEdit, just search for records beginning with the prefix 'RXY'.

CREDITS/ACKNOWLEDGMENT:-
-Expired6978
-TMPhoenix
-StackEmHigh

Relevant mods used in screenshots/video:
-Skyrim Re-Engaged ENB by Firemanaf
-Jedi Sith Light Armor by Alduin78 and Zzjay
-ApachiiSkyHair by Apachii
-Vivid Weathers by Mangaclub
-Wearable Lanterns by Chesko
-Floating Health Bars by Expired
-OBIS by Inigoblade and the OBIS Team
-Frankly HD Dawnguard Armor and Weapons by FrankFamily

VERSION 2 RATIONALE:-
For too long, Khajiits have been really the only viable race to choose for a pure/mostly unarmed play-through if a player wishes to do so and successfully. They have 5.5x more base unarmed damage than other Sapien/Mer races. The other races (except Argonians) have a pitiful base 4 points worth of fist damage. It's just not wise to think one could go far relying only on their fists if they were anything other than the catmen/women. Also, the lack of any kind of stagger/CC when attacked by unarmed power attacks from any able one of any race just isn't okay. A full-blown hook to the side of the jaw should set an evenly-matched opponent back. The enhancements that come in v2 aim to at-least add another race other than the Khajiit that can go quite a long way by using their fists, despite still being better off using actual decent weaponry. It would also make sense for this race of sizeable strength/stature to deliver colossal blows and have a general reach advantage. In terms of raw unarmed damage output, the felinistic race still remain on top due to the slashing>cause bleeding capacity of their razor-sharp claws. (22 Base DMG vs 15). However, The Atlantans do hit harder and therefore will have the potential to setback their opponents depending on the power of their attack. Overall, the intention was for the Atlantan unarmed damage output to be significantly higher than other races, yet still remain below that of Khajiits. However, they make up for that damage gap by opening up further attacking opportunities by setting back their enemies whilst delivering their attacks. As of the latest update (v2.2), unarmed damage auto enhances with higher level experience. So you will eventually become the uncontested #1 choice race for unarmed damage output. This change makes it at-least so that your base unarmed damage output does not remain static all the way through your game-play.

It is to be noted that the reach of unarmed attacks is still less than reach distance of attacking with a dagger at hand. It is also to be noted that both magnitudes of staggers caused by normal and powered punches are less than the magnitude of the stagger that is caused when one is power attacked by a one-handed sword. Do keep in mind that during Atlantan Power Phase, all physical damage output is doubled and so powered punches will deliver quadruple the base unarmed damage (15>60). So once a day for 30 seconds at least, you will be the king of potential unarmed damage output. As of v2.2, base 30>120 at Lvl 100.

It is still better off to use actual decent weaponry during fights/battles especially during higher level game-play, however this update just aims to raise your unarmed combat stakes just that little bit higher than normal and doesn't make that particular play-style completely useless. Weaponized combat stats/abilities remain unchanged with the version 2 updates. Cheers.

In version 2.2x - The main file aims to balance out the slightly powerful physical combat prowess of Atlantans with compromizations applied to stealth and magicka-related skills/stats. The Atlantans will have: -50 Starting Magicka, -50% Magicka Regen and 50% Less Effective Spells. Greater Size also has its Drawbacks: 25% Reduction in Sneaking, Lockpicking and Pickpocket Abilities. The sound caused by your movement will also be 25% easier to detect. These changes should better encourage a pure or specialist warrior-centric playthrough. While you are now less potent in the stealth and magic sector, it's not to say that you can't become a revered sneak thieft/assassin or an established wizard later on in your play-through if you really wanted to. You just now actually have to put proper effort (workaround) into attempting to master skills other than those relating to direct physical combat.

The nerf changes to sneak, lockpicking, pickpocketing and movement sound would make sense as with increased size, density and mass comes drawbacks to proficiency in the stealth department. Your presence ought to be more detectable. Your manual dexterity in the ways of locksport and copping items whilst on one's person would also be hindered with increased hand size. Atlantan physiological order expends extensive energy resources in the development and maintenance of exceptional physical condition. Consequently, the majority of processes which involve the storage and utilization of magickal energy are typically - though not always - hindered in Atlantans.

To compensate for these stealth and magicka-related nerfs that come in v2.2x, slight further enhancements to relative physical prowess has been added:
- Advanced Healing Factor = Constant 1% HP/s (Contrast to Vanilla Race Regen of 0.7% HP/s and 0.49% HP/s in Combat.
- 20% Chance for Powered Weapon Attacks To Drop Enemies
- 25% Frost Resistance

Atlantan physiology is slightly different to that of humans. One difference is that the anatomical structure of Atlantans is of higher density, allowing damaged tissues to have enhanced interactions with factors that mediate the healing process. Atlantan blood possesses a greater concentration and more diverse array of regenerative factors that also contribute to the advanced healing relative to other human races. This helps to increase the overall durability of Atlantans significantly.

NOTE: The 'Atlantan' Race is not a typo. You read that right. This race is not associated/related to The Atlanteans. The origin of this race - Atlantis - is also unrelated/separate to the more commonly depicted version of Atlantis. (Trust me, if it had been otherwise, water-related abilities would have been the first things I would have assigned to this race). So I chose a different demonym for this race (Atlantan) which also happens to refer to the people of the Georgian state of Atlanta, lol. Again completely unrelated. It also doesn't help that the file cover image happens to be oceanic blue. Anyway, apologies for any inconveniences caused due to this naming convention. In hindsight, should have went with the racial name 'Atlanton' to avoid some of the uncertainty.

OTHER PUBLISHED FILES:-
-Casana the Colossan - A Warrior Companion (StandAlone)
-Raelyn of Atlantis - A SpellBlade Companion (StandAlone)
-Ultra Cloak - Combined Elemental Cloak Spell With Reduced Cloak Graphics FX
-Enhanced Atronachs - With Levelled Summons

QUICK RACIAL BACKGROUND (EXSCRIPT FROM RAELYN'S REGISTRY):-
Regarding Atlantis And Her People:

Information pertaining to the mystical lands of Atlantis is scarce. Most of which is known remains arcane knowledge that is kept firm within the bounds of the scholars of the land. ‘To keep the integrity’, so they say. Atlantans that resided in Tamriel have dispersed none that can be said about their homelands - Atlantis - an oath vigorously preserved. The arrival of an Atlantan in Tamriel is an occasionality itself, with there being no recorded instance of two or more Atlantan dwellers within the continent at any given time in history.

Despite this, there are some universally accepted viewpoints shared across Nirn. Perhaps the most notable of all is that those who trace their origins to Atlantis are blessed with enhanced physical, intellectual and magical traits. The few that have emerged in Tamriel over the centuries were all witnessed to have been fairly tall and sturdily built in stature. They possessed exceptional strength and capabilities that exceeded those of average man/mer. They are also said to have been blessed with unique abilities that aided them in whatever their endeavours. With that, they achieved incredible feats that the ordinary can only dream of and were hailed as legendary wizards, warriors and more during their time spent in Tamriel.

In addition to the observation of the apparent signs, grand maesters and major scholars of established institutions conduct various and elaborate tests to confirm whether or not an individual has blood of Atlantan origin before officially recognizing one as of Atlantan status. This has and always will continue to be a custom practise in order to discount those who claim themselves as Atlantan - when in fact they are not - however many feats achieved or quality attributes they seem to possess.

The rare, separated arrivals of these powerful individuals of foreign origin sparked natural curiosity and inevitably led to many questions being aroused among native citizens of Tamriel. The most prominent inquisition whose answer remains a mystery relate to that of the exact location and geographical properties of the mystical lands of Atlantis. The Atlantans that have set foot within the land of the nine provinces have vowed that they would spill no knowledge of their homeland. It it not known as to why such information has to be concealed away from the realm of common knowledge. Atlantans are reported to have used various methods of transportation via many different entry points to bring themselves to this continent. These range from teleportation via portals or magic, dragonback, landing ashore at different locations around Tamriel etc. These observations have given not even the slightest hint pertaining to the perceived direction which befalls the land of Atlantis within the heavens relative to our very own location. It is no surprise then that scholars remain in dispute as to whether or not Atlantis herself exists in a physical or ethereal plane. We cannot say for sure. This has led to some even questioning whether or not the actual existence of Atlantis is real or just a widespread fantasy. Though it cannot be denied that Atlantans are indeed absolutely of other-worldly origin due to extensive laboratorial analysis supervised by various maesters, apocatheries and scholars alike. Atlantan blood is said to be enriched with unique and powerful substances which is unlike anything other that is found within the rest of Tamriel’s species and life forms. These unique identifier substances as well as other physical identifier characteristics are shared by all Atlantans and are thought to be a key component in driving some of their powerful characteristics and abilities. These identifiers are what is searched for when one undergoes testing, after which when positive, one is officially classed as Atlantan. While all Atlantans share common attributes such as being great in stature and physically strong/durable, each and every one wielded unique power(s) that would greatly aid in their destined path in life. These powers were extravagantly exceptional and included having certain extra physical capabilities, certain resistances or exceptional capabilities of the mind etc.

Atlantans are widely regarded as being noble in nature, having harnessed their abilities to engage against greater evils. The arrival of an Atlantan has always coincided with periods in history where Tamriel and her people were experiencing terrifyingly troubling times caused by an unrelenting dark force or mutual enemy(ies). Due to this, many believe that Atlantans are sent as an assignment of fate - destined to aid a nation in overcoming the raging and at times surreptitious wars against overwhelming entities and other threats which would otherwise be impossible to succeed...


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