头盔-护甲等级= 15，重量= 4，价值= 150
胸甲-护甲等级= 28，重量= 18，价值= 325
护手-护甲等级= 10，重量= 3，价值= 75
靴子-护甲等级= 10，重量= 3，价值= 75
头盔-护甲等级= 20，重量= 5，价值= 350
胸甲-护甲等级= 41，重量= 35，价值= 750
护手-护甲等级= 15，重量= 5，价值= 150
靴子-护甲等级= 15，重量= 5，价值= 150
头盔-护甲等级= 22，重量= 8，价值= 800
胸甲-护甲等级= 44，重量= 35，价值= 1,700
护手-护甲等级= 17，体重= 5，价值= 350
靴子-护甲等级= 17，重量= 6，价值= 350
现在，每件乌木法术骑士盔甲的装甲等级都比普通乌木高1点，重量也要轻一些。 Creation Club的默认值将每件作品放在通用乌木之上的四个点，这没有什么意义。与钢制套件所做的更改保持一致，需要使用空盐进行升级。
显然，您需要从Creation Club购买并安装Spell Knight Armor才能使Mod正常工作。
Spell Knight Armor is one of the better things to come out of the Creation Club. However, the enchantments on the quest reward sets obviously had very little thought put into them. Additionally, some of the stats don't make enough sense. For example, the Ebony set is over-tuned in comparison to generic Ebony. I've rebalanced it to only be slightly more potent than its material equivalent; as well as added an extra, small price to pay for upgrading it. I've also changed the Steel set to be slightly above Steel Plate. The Iron set has been converted into light armor. I felt that it needed a little gimmick to make it stand out a bit more from the other two. I didn't design this mod to turn the armors into "easy mode," but rather, to make them more immersive and more logical.
Helmet - Armor Rating = 15, Weight = 4, Value = 150
Cuirass - Armor Rating = 28, Weight = 18, Value = 325
Gauntlets - Armor Rating = 10, Weight = 3, Value = 75
Boots - Armor Rating = 10, Weight = 3, Value = 75
Upgrade Material: 1 Iron Ingot, 1 Leather
Iron Spell Knight armor is equivalent to Banded Iron, but is classified as light armor, and weighs more than Leather. I felt that making it any better than that would not make sense, given the material tier. This change makes logical sense because the armor itself actually looks like a hybrid of light and heavy. I even went as far as to change the sound of the footsteps. So if you're playing with Immersive Sounds Compendium, it won't sound like heavy armor when running! NOTE: Iron and Leather armors do not benefit from any vanilla smithing perks when upgrading.
Helmet - Armor Rating = 20, Weight = 5, Value = 350
Cuirass - Armor Rating = 41, Weight = 35, Value = 750
Gauntlets - Armor Rating = 15, Weight = 5, Value = 150
Boots - Armor Rating = 15, Weight = 5, Value = 150
Upgrade Material: 1 Fire Salts, 1 Corundum Ingot
Each piece of Steel Spell Knight armor now has one point higher armor rating than Steel Plate, weighs slightly less, and requires the Advanced Armors perk to craft. You will pay for the slight advantage in the form of needing Fire Salts to upgrade it. Magical armor needs magical items to improve!
Helmet - Armor Rating = 22, Weight = 8, Value = 800
Cuirass - Armor Rating = 44, Weight = 35, Value = 1,700
Gauntlets - Armor Rating = 17, Weight = 5, Value = 350
Boots - Armor Rating = 17, Weight = 6, Value = 350
Upgrade Material: 1 Void Salts, 1 Ebony Ingot
Each piece of Ebony Spell Knight armor now has one point higher armor rating than generic Ebony, and weighs slightly less. The default values from the Creation Club put each piece at four points above Generic Ebony, which made very little sense. Remaining consistent with the changes made to the Steel set, Void Salts are required for upgrading.
The quest to track down the knight's corrupted heart brought to my mind the conflict between light and dark in Star Wars. Purifying the heart is obviously the light side choice, and leaving it corrupted is the dark side choice. My new enchantments focus on one set being defensive, and the other being offensive. Do you want to be a scourge that lays waste to your enemies in a blazing flame? Or, do you want to play it cool, and survive inside a sanctuary of magical energies? Choose wisely. Each one is powerful, but depending on one's playstyle, the choice could make a big difference. I designed the effects to be fitting of a Spell Knight, which I imagine to be a spellsword in heavy armor. Of course, enchanting your own gear will always be the meta for end game, but this will make your early to mid game far more interesting.
Light Side Set: Defensive - Purify the heart
Helmet - Magicka is increased by 50 points. Armor spells last 50% longer.
Cuirass - Health is increased by 50 points. Regenerate 2% of max Health per second while an Armor spell is active.
Gauntlets - Alteration and Restoration spells cost 15% less Magicka to cast. Take 15% less damage while casting a spell.
Boots - Magic Resistance is increased by 15%. Resist 30% of incoming Stagger.
Armor Spells include: Oakflesh, Stoneflesh, Ironflesh, Ebonyflesh, and Dragonhide. 2% of max Health is stacked on top of the base rate, which is 0.7% per second, bringing it to a total of 2.7%. This number can be affected by normal enchantments, as well. For example, an enchanted ring that increases Health regeneration by 100% will turn 0.7% into 1.4%, and will turn 2.7% into 5.4%. This set will make you quite difficult to kill, and you'll sustain through long fights very well, but the tradeoff is having no bonuses to damage output. I've included an optional file for those that use Survival Mode, so that half the enchantment isn't useless. (SM disables Health regeneration for the player.)
Dark Side Set: Offensive - Leave the heart corrupted
Helmet - Magicka is increased by 50 points. Cloak spells last 50% longer.
Cuirass - Stamina is increased by 50 points. Deal 30% more Attack Damage while a Cloak spell is active.
Gauntlets - Fire, Frost, and Shock spells are 15% stronger, and cost 15% less Magicka to cast.
Boots - Power Attacks with Melee Weapons deal 20% more damage, and cost 20% less Stamina.
Cloak Spells include: Flame Cloak, Frost Cloak, Lightning Cloak, Stendarr's Aura, and Whirlwind Cloak. The 30% bonus Attack Damage includes: All melee weapons, bows, crossbows, unarmed strikes, and ammunition; i.e. all forms of physical damage. This set is designed to allow you to slug out multiple devastating power attacks even as a low level character, and output a fair amount of elemental spell damage in the process. There are no aids to survivability other than the armor itself, so play smart. The dark side set is the very definition of, "Killing before you're killed."
I made no changes to the quest, or any NPCs. Only the armor stats and crafting recipes were tampered with. Additional magic effects, enchantments, and perks shouldn't adversely effect anything in the way of compatibility.
There is a potential issue for those that use any mod which adds new Cloak or Armor spells with their own IDs. They won't receive any of the bonuses, or trigger the chest piece effects, due to them not existing within the conditions.
I went ahead and scanned the file with SSEEdit to make sure there weren't any accidental dirty edits. So don't worry about that.
While it isn't necessary, it may be a good idea to use this on a new game; or at least on a save before you've done Crypt of the Heart. If it is already completed it, however, then the new effects will show up on the set that you acquired.
There aren't any Star Wars references in game. I was just using that as a comparison for the mod description. :P
Obviously you need to have bought and installed Spell Knight Armor from the Creation Club in order for the mod to work.
Lastly, I am aware of the issue of the giant, annoying pauldron being painfully visible in 1st person. At this time, I have no idea how to fix it, as CC assets are locked up tight. Digging around the internet has proven to be unhelpful. If I discover a way to remove the pauldron from the 1st person mesh, then I will promptly release an update.