《天际之毒魔术》（Poison Magic of Skyrim）-由Animejunky54制作，此模组为游戏增添了平衡且有趣的毒法。
CoK Spider Appearance-这是我已作为可选文件上传的简单皮肤替代品。 它将您变成的蓝色冻伤蜘蛛变成普通的（即褐色）冻伤蜘蛛。 我这样做是为了使其与冻疮蜘蛛纹理替代品更兼容。
非常感谢Bluarchon首先创建了这些德鲁伊mod。 我在这里所做的一切都归功于他。 没有他，像这样的调整模型根本不可能。 我还要感谢ArtemusTeam107将Bluarchon的mod转换为SSE。————————————————————————————————————————————————
I've always loved Bluarchon's Champion of Kynareth and Wrath of Nature mods. It really added some much-needed druid flavor to Skyrim. However, I felt that the transformations added were a bit unbalanced. For Wrath of Nature, it seemed that the Ice Wolf and Fire Tiger were too weak. They didn't deal enough damage and couldn't take very much damage. The bear, however, seemed overpowered. Not only did it do the most damage out of all the aspects (there was a massive difference in damage between the bear and the other 3 aspects), but it could also take the most damage by far. The Spriggan form, too, although reasonably powerful, felt underwhelming due to its magicka limitations. It could run out of magicka quickly and it would regenerate magicka rather slowly.
I felt similar problems plagued the Champion of Kynareth mod. The Spider form was immensely powerful... too powerful. It would steamroll pretty much any enemy you went against. The Wasp form, on the other hand, while cool in theory, moved extremely slowly and dealt too little damage. This mod aims to fix these ailments.
I tried to keep the aspects balanced with each other, each having their own strengths and weaknesses. I wanted to not make the user feel locked in to using a particular form all the time (i.e. only the bear or spider form). Each form should be viable in combat for its own reasons. Below, I've posted specific changes I've made to each aspect
Aspect of Frost
Increased damage of the Icicle spell (left & right attack at the same time) - I did this because it seemed too weak for being a powerful stamina-using ability. Some of the icicles also tend to miss, so I made it so having only 1 or 2 hit will still be worth using the stamina it costs to cast
Changed Icicle spell from alteration school to destruction - this will allow the spell to benefit from destruction perks. It seemed odd to me that an ice-shooting damage spell was classified as alteration.
Increased damage of all melee attacks - the wolf just seemed too weak to me. Although it was fast, its severely lackluster attack damage outweighed all potential benefit of the increased speed (in my opinion). I still wanted the wolf to be a viable combat option.
Further increased damage of its lunge attack (jump move) - Pressing space would cause the wolf to pause for a brief moment and then do a lunge attack... but this attack didn't do that much more damage than its regular attack. I made it so the brief pause would be worth it because you'll do extra damage. I also reclassified it as a power attack so it will break through blocks.
Allowed water walking at all levels - No longer will you have to wait until level 40 to obtain water walking. It seemed a bit strange for me that a practical ability like that was gated behind a level. No matter what level you are, you will now always have access to the water walking ability as a wolf.
Aspect of Fire
Increased damage of the Incinerate spell (right attack spell) - this stamina-using ability didn't do enough damage for my liking. I didn't make it so strong as to be as powerful as regular attacks, but I did make it a viable option for ranged fights if, for some reason, you aren't able to close the gap on an enemy. Melee attacking as the fire aspect is still more efficient, but this should at least make the incinerate spell somewhat useful
Increased damage of all melee attacks - the aspect of fire now deals the most damage out of any aspect, he's not overpowering, but there's a clear difference between the tiger and the other aspects added by WoN. I wanted this aspect's strengths to be in his damage.
Slightly lowered movement speed - it's probably not even noticeable, but I lowered the movement speed of the tiger ever so slightly. It felt that there wasn't a big enough gap between the wolf and the tiger to rationalize using the tiger. This very slight nerf should (hopefully) fix that.
Aspect of Earth
Reduced damage of all melee attacks - the bear was doing overwhelmingly more damage than the other aspects. It wasn't even close. This made him the only viable aspect for combat. I'm hoping that reducing his damage will still make him viable, but not so clearly a better choice for combat between all the others. This way, the bear's strengths are within the ability to survive and soak up damage. The bear should act a tank, but a tank and and DPS.
Further reduced damage of its stomp attack (left & right attack at the same time) - this move would practically one-shot all opponents. It was way too strong. However, I didn't want to nerf it into the ground so hard that it wasn't worth it to use. The move is still sufficiently powerful and it does give the bear a reason to use it, but it's not so strong where you feel like you're not killing enemies quickly enough if you don't use it. The stomp is slow and lumbering, and successfully pulling it off without being interrupted should still feel rewarding without feeling like cheating.
Lowered movement speed - the bear was nearly as fast as the wolf. This didn't make much sense to me. I slowed down the bear's movement so it's no longer nearly matching the speed of the wolf. The bear is now the slowest out of the wolf and tiger, but can still take the most damage and deal sufficient damage.
Aspect of Nature
Increased magicka pool - the spriggan mostly relies on magicka, but didn't actually provide any extra magicka. The other aspects (bear, wolf, tiger) relied on stamina, mostly, and also increased your stamina. This boost in magicka should hopefully make the spriggan more usable.
Increased magicka regeneration - not much to be said here. I didn't want to give the spriggan infinite magicka as to feel you can just hold down the left mouse button forever, but also didn't want it to feel like your resources were so limited that you couldn't cast spells for long periods of time in battle. Magicka will now regenerate much more quickly in battle, meaning you will still need some small amount of time to regenerate used magicka, but will still be useful in longer battles as well.
Aspect of Shock
Increased damage of sting attack (jump move) - I increased the damage of this attack to make the wasp ever so slightly more viable in melee combat. It's still more efficient to stay at range and use the lightning spells, but if an enemy just continuously closes the gap on you, you will be able to hold your own a little more up close
Added a short paralyze spell to the sting attack (jump move) - I felt it would go nicely with the fantasy if the wasp could inject a numbing toxin into the enemy, paralyzing their every move. If you manage to hit a target with your stinger, they will be paralyzed briefly. This also makes it so they're easier to hit with your shock spells. I found it difficult to be able to hit a moving enemy with the shock spells while in the wasp form, so this should help. The paralyze spell is affected by alteration perks, so you can extend its duration with the alteration perk tree.
Increased damage of lightning bolt (left attack spell) - I felt that the wasp was too weak in combat, especially since it was supposed to excel at ranged damage dealing. The lightning bolt will now deal more damage to enemies.
Further increased damage of lightning orb (left attack spell) - it seemed strange to me that a slower moving, more difficult to hit attack dealt the same damage as the quicker, easier to hit bolt. The lightning orb now does even more damage than the bolt, giving further incentive to use it if you feel you can hit your opponent (like if they're paralyzed, for instance ;))
Increased movement speed - for a flying wasp, this aspect always seemed a bit slow to me. The wasp now moves much more quickly, and should serve as a reasonable way to travel. NOTE: you need to unsheathe your attacks in wasp form for the speed boost to take affect
Aspect of Shadow
Decreased damage across the board - the spider did overwhelmingly more damage than the other aspects (except for the bear) and was so strong that it wasn't viable to use any other aspects. One or two attacks would kill an enemy. This nerf should bring it in balance with the other aspects a little more
Increased damage of the lunge attack (jump move) - in Skyrim, spiders that lunge at you do more damage with that attack than they do swiping at you with their mandibles. It seemed odd that, originally, this move actually did less damage than the mandible swipe. Now, the pause before the lunge will be worth it, as you'll do more damage to your opponent at the cost of brief vulnerability (i.e. the spider pauses before it lunges).
Increased poison damage caused by lunge (jump move) - like regular frostbite spiders, the lunge will now inject a powerful toxin into the enemy's bloodstream, doing strong (but brief) damage over time. This further increases the reason to utilize the spider's lunge attack
Aspect of Decay
Changed absorb health enhancement - the aspect of decay will no longer shoot absorb health bolts. This aspect specializes in melee combat exclusively. If you manage to successfully hit an enemy with a melee attack, you will absorb their health.
Increased health steal of absorb health - the attack will now heal you for more and damage the enemy for more. The health stealing aspect felt a little weak. This should, hopefully, remedy that
Decreased armor rating - not only was Adros's armor set relatively easy to obtain at a low level... it also had insane armor rating. More than daedric armor, even. I've lowered the armor rating to match that of glass armor. This still makes it powerful at early levels, but not overwhelmingly so.
Decreased weight - to compensate for the lower armor rating, I decreased the weight of the armor to that of glass as well.
Aspect of Fire
Make Incinerate work with destruction perks - currently, the incinerate spell doesn't work correctly with the destruction perks. I tried to change this, but still didn't work properly, so I'm going to try to change the magic effect in calls upon to allow it to work with the perks
Make Blazing Inferno more consistent (left & right attack at the same time) - like incinerate, the blazing inferno spell doesn't work correctly with destruction perks. It also doesn't seem to damage enemies consistently. I'm going to try a similar approach where I change the magical effect it calls upon when cast to make it work more consistently
Aspect of Shock
Make all shock spells work with destruction perk - like the tiger, the spells cast by the wasp don't seem to be affected consistently with destruction perks. I want to try a similar solution to that stated above.
Optimize flight script - the flying aspect of the wasp is cool, but it tends to break over time the longer one uses it during a gameplay session, forcing one to save and then reload that save if they want to fix the flying. I want to try to swap out the old flight script with a new one that works better
Aspect of Shadow:
Add slowing poison to lunge attack (jump move) - I want to try to add to the fantasy of a spider poisoning an enemy by adding a slow effect to the lunge attack for the duration of the poison damage
Aspect of Decay
Increase stamina regeneration rate - the aspect of decay is a strong damage dealer and a fast runner, but once you're out of stamina, it takes a while for it to regenerate. I want to change this so the aspect regenerates stamina more quickly both in and out of combat
Decrease overall damage - this aspect still does too much damage for my liking. Because the aspect uses the werewolf framework, editing its damage stats is a bit more complex than the other aspects. Still, I want to try to lower the damage of this aspect to bit less overpowering
Aspect of Water
Increase damage - I want to increase the damage of the slaughterfish across the board. It still feels a little weak
Further increase uppercut damage (left & right attack at the same time) - the uppercut barely does more damage than the left or right attack. I want there to be a real reason to use this attack over the other two in certain situations. It's slower and should be more powerful as a result.
I didn't make any changes to the slaughterfish with the first iteration of this mod because it's a very niche aspect that's only used when swimming. Testing water combat would be tedious and so I've chosen to leave this aspect out of the patch for now. If this patch becomes popular and people want the water aspect to be tweaked, I will do so.
Decrease health/armor of aspects - sometimes the aspects make you feel too tanky at higher levels. I want to try to lower the health or armor (or both) of the aspects as to further emphasize their strengths/weaknesses (the wolf shouldn't be able to take as many hits as the bear)
Tweak the cloaks/passive effects of aspects - to further emphasize their strengths/weaknesses, I want to tweak their passives to be more meaningful. For instance, the wolf should take significantly less frost damage, but more fire damage. The tiger should take more ice damage, but less fire damage. The bear should be more vulnerable to magic damage, and the spriggan should be less vulnerable to magic damage. This, I feel, would further add to the fantasy of playing each aspect. Maybe all of the cloaks can do even more damage as to feel more meaningful
Change some of the models used - nothing too fancy... maybe I could change the bear to a different type of bear (snow bear, if requested? or cave bear?), turn the spriggan into a burnt spriggan, etc. Small things like that. I would try to change the look of their spells/cloaks to match the new color scheme, of course
Perhaps some color replacment? - I've always been interested in the corrupted druids, and I'd love to try to change some of the colors of the aspects to a more black-and-red color scheme. I'd take a lot of influence from the Emerald Nightmare druids from World of Warcraft. Corrupt druids just seem to look so cool to me.
Wrath of Nature (SSE Port)
Champion of Kynareth (optional; this is only if you want to use the CoK patch)
Because this is a simple stat-editing mod, it can be installed at any time on any playthrough via your favorite mod manager. Uninstalling is equally simple. You can uninstall at any time with no consequences, as I neither add nor edit any scripts.
Kishar - A Spriggan Utility Follower - I cannot recommend this mod enough. Made by Nyphani, it adds a small rescue mission type event in which you rescue a spriggan and make it your follower. The spriggan has several skins to choose from (located in a MCM, so you can change it to any skin at any time on any save) and has different colored spells to match the skin. If you like the idea of having a nature-y follower with you, this mod is for you
Poison Magic of Skyrim - made by Animejunky54, this mod adds balanced and fun poison spells to the game. The mod is fair and reasonable, and it feels as if these spells could've been in vanilla Skyrim
Armor of the Old Gods Truly Unique - Made by Gogsynxr7, this is a beautiful mesh replacer of the armor you get from the "No One Escapes Cidhna Mine" quest. It truly makes you feel like a powerful druid (albeit a corrupt one).
CoK Spider Appearance - this is a simple skin-replacer I've uploaded as an optional file. It changes the blue frostbite spider you turn in to to a regular (i.e. brownish) frostbite spider. I did this as to make it more compatible with frostbite spider texture replacers.
A huge thank you to Bluarchon for creating these druid mods in the first place. All credit of everything I do here goes to him. Without him, a tweak-mod like this wouldn't even be possible. I'd also like to thank ArtemusTeam107 for converting Bluarchon's mods to SSE.