About this mod
Freyr overhauls the standing stones, changing them into race specific bonuses and powers. It synergises with race overhaul Mannaz to provide an array of unique bonuses that greatly enhance replay value!
- Requirements
- Permissions and credits
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Translations
- Spanish
- Changelogs
- Donations
Features
- Freyr replaces all standing stone effects.
- To increase variety and replay value, standing stones are now based on player race.
- Futhark project: Freyr integrates with race overhaul Mannaz.
New standing stones
Argonian
- Apprentice - Regrow Limbs: Argonians regenerate 5% of maximum Health per second below 25% Health.
- Atronach - Hist Spores: Caustic Spit causes creatures and people to attack randomly for 20 seconds.
- Lady - Swamp Dweller: Argonian blood grants 50% Disease Resist.
- Lord - Dissolve: Caustic Spit turns targets below 20% Health into ash.
- Lover - Waterhome: Amphibious also restores Magicka and Stamina.
- Mage - Caustic Burn: Caustic Spit lasts twice as long.
- Ritual - Blood in the Water: Argonians gain 25% attack damage and critical damage whenever there is a nearby foe below 25% Health.
- Serpent - Basilisk: Caustic Spit paralyzes targets for 3 seconds.
- Shadow - Swamp Poison: Argonians reduce the Poison Resist of nearby foes within 20 feet by 25%.
- Steed - Polished Scales: Ampihibious increases swim speed by an additional 100%.
- Thief - Chameleon: Argonians are 25% harder to detect when standing still.
- Tower - Melt Lock: While Caustic Spit is hitting a locked object, the lock is trivial to pick. (This effect has no duration.)
- Warrior - Histskin: Argonians regenerate an additional 2% of their maximum Health per second.
Health regeneration underwater is 100 points per second, unaffected by Survival Mode. This balances out the warmth penalty Survival Mode applies to Argonians.
Breton
Freyr changes the effects granted by the Breton racial ability Stones of Galen in Mannaz (additional standing stone effect) from generic effects to Freyr specific effects. As a result, each Breton standing stone effectively has two abilities:
- Apprentice - Arcane Initiate: Once per battle, Bretons may activate a foe to deal random elemental damage equal to half your Destruction level.
- Apprentice - Dragonheart: Power attacks, bashes and sneak attacks deal random elemental damage equal to half your Destruction level.
- Atronach - Coven Magic: The Atronach improves your spells and scrolls by 50% by consuming a Briarheart, Human Heart or Human Flesh from your inventory.
- Atronach - Wyrdcraft: The Atronach grants 15% chance to find a Human Heart or Human Flesh on humans they kill.
- Lady - Blessing of the Lake: The Lady grants 20% chance to absorb incoming spells, adding their Magicka to yours.
- Lady - Kingmaker: The Lady periodically gifts you gold or a small valuable or enchanted item.
- Lord - Crown of Autumn: Power attacks deal 30% more damage and critical damage, but Stamina does not regenerate in combat.
- Lord - Old Stone: Able to power attack when out of Stamina, dealing 50% less damage and critical damage.
- Lover - Poetry in Motion: Bretons become ethereal when entering combat, for up to 15 seconds or until they attack.
- Lover - Slam Poetry: When breaking out of ethereal state before its duration runs out, release a Warstomp that staggers nearby foes.
- Mage - Arcane Mastery: Breton spells and scrolls are 15% more effective.
- Mage - Mage's Path: All Mage skills improve 15% faster.
- Ritual - Druidom: When a staff is drawn, spells are 50% more powerful but cost 50% more Magicka.
- Ritual - Circle of Galen: Magicka does not regenerate. When a staff is drawn, drains its charge level to replenish Magicka.
- Serpent - Dark Constellation: In combat, the unstars in the Serpent disable Magicka and Stamina regeneration and drain 5 points per second.
- Serpent - Star Curse: The effects of Dark Constellation are inflicted on all nearby foes within 33 feet.
- Shadow - Dead Noon: Holding a drawn bow will mark foes after 1 second per 25 Health. Shooting a marked foe deals a critical strike for 10 times critical damage.
- Shadow - Outlaw: Bretons move 20% faster while holding a drawn bow.
- Steed - Horsemanship: Bretons are adept at handling horses, improving the speed of their horse and that of nearby allies by 25%.
- Steed - Roadside Rest: Bretons regenerate Magicka and Stamina 50% faster when standing still with hands down.
- Thief - Shadow Mastery: Bretons are 15% harder to detect when sneaking and deal 15% extra sneak attack damage.
- Thief - Thief's Path: All Thief skills improve 15% faster.
- Tower - Iron Mask: While in combat, sneaking is 50% better and sneak attacks deal 25% extra damage.
- Tower - The Donjon: Bretons may activate a living target while sneaking and out of combat to put the target in a mental slumber for 20 seconds or until struck by an attack. Costs 50 Magicka.
- Warrior - Combat Mastery: Bretons deal 15% extra attack damage and critical damage.
- Warrior - Warrior's Path: All Warrior skills improve 15% faster.
Circle of Galen will drain your left hand staff first if two staves are equipped, and then drain your right hand staff once it is depleted. Drain is 25 points per second, and you gain 100% faster Magicka regeneration in the process. Crown of Autumn and Old Stone work against each other for a total of 62.5% power attack damage when out of Stamina. Kingmaker gives an item every 10-20 minutes on average. The Donjon prevents the target from spotting you while sneaking or seeing you as an enemy, cancels their combat alarm status, and increases pickpocket chance by 20%.
Dark Elf
- Apprentice - Spirit Walker: Ancestral Protector is now available once per battle instead of once per day.
- Atronach - Ashlander: Dark Elven blood grants an additional 25% Fire Resist.
- Lady - Walk Alone: Dark Elves regenerate an additional 1% of their maximum Magicka and Stamina per second.
- Lord - Heart of Ash: (At-will power for 25 Magicka) Sacrifice 10 Health per second to improve attacks, critical strikes and spells by 30%. Cast again to disable.
- Lover - Ancestral Hearth: Ancestral Protector will also attack foes set on fire by Fireblood. This still consumes a daily activation.
- Mage - Spite: Dark Elves are up to 25% more effective with spells as Health decreases.
- Ritual - Passion: Fireblood automatically captures a fire when entering combat.
- Serpent - Ancestral Vengeance: Ancestral Protector deals extra damage equal to your Fire Resist.
- Shadow - Vendetta: Deal 25% extra attack damage and critical damage while Ancestral Protector is on cooldown.
- Steed - Blazing Speed: Fireblood grants 10% movement speed in addition to its other effects.
- Thief - Blinding Ash: Fireblood also blinds the target and forces them out of combat.
- Tower - Unwelcome Guest: Able to expend Fireblood to open any lock of expert level or below.
- Warrior - Dishonor: Dark Elves deal 20% extra attack damage and critical damage if the target is alone.
Heart of Ash deals damage on each heartbeat (85 bpm), averaging out to 10 points of damage per second.
High Elf
- Apprentice - Mythal: Inborn Magic lasts 10 seconds longer.
- Atronach - Faerie Fire: Changes Faerielight to inflict 50% weakness to magic for 10 seconds.
- Lady - Glare: Changes Faerielight to reduce armor by 500 points for 10 seconds.
- Lord - Superiority: Inborn Magic is 50% more effective.
- Lover - Unseelie: Changes Faerielight to drain Magicka equal to 20 plus 5 times level and transfer it to you.
- Mage - Highborn: High Elves get an extra 50 points of Magicka while a magical effect from Inborn Magic is active.
- Ritual - Crystalline: Regenerate Magicka and Stamina 200% faster, but lose 250 points of armor and 50% magic resistance.
- Serpent - Will o'Wisp: Changes Faerielight to blind targets for 20 seconds and force them out of combat.
- Shadow - Eclipse: High Elves sneak 15% faster.
- Steed - Unicorn: Spells are 15% more effective while a magical effect from Inborn Magic is active.
- Thief - Mischievous: Changes Faerielight to briefly disarm the target.
- Tower - Cellar: Gain invisibility for 10 seconds when Inborn Magic activates.
- Warrior - Autumn: Changes Faerielight to drain Stamina equal to 20 plus 5 times level and transfer it to you.
The Faerielight upgrades replace your Faerielight effect, removing the original effect. A new Inborn Magic spell trigger can only be set once a day, but once set, it can activate an unlimited number of times. Minor magical effects last 15-30 seconds (based on the condition) and include: restore 2% Health per second, restore 2% Magicka per second, restore 2% Stamina per second, 150 points of armor, 25% magic resistance, move 15% faster, or 15% extra attack damage. Faerielight drains 5 Magicka at level 1, +4 Magicka per level.
Imperial
- Apprentice - Dedication: Imperials improve all skills 8% faster.
- Atronach - Faith: Imperials are 20% more effective with healing spells and effects.
- Lady - Zeal: Imperials deal 20% more attack damage and critical damage when fighting more than one opponent.
- Lord - Ardor: Imperials take 15% less attack damage when fighting more than one opponent.
- Lover - Fidelity: Bribe lasts twice as long.
- Mage - Wisdom of Saints: Imperials regenerate Magicka 50% faster.
- Ritual - Devotion: Bribed characters will follow you and Bribe lasts five times as long, but only one person at a time can be Bribed.
- Serpent - Prosperity: Imperial Gold has an 8% chance to find a rare item, including enchanted items.
- Shadow - Diplomacy: Bribe also improves pickpocket chance and sneak attack damage by 25%.
- Steed - Vigor: Imperials speed up nearby allies within 25 feet by 20% (including your horse).
- Thief - Cunning of Saints: Imperials regenerate Stamina 50% faster.
- Tower - Fervor: Imperials raise the attack damage of nearby allies within 25 feet by 20%.
- Warrior - Strength of Saints: Imperials regenerate Health 50% faster.
Devotion will cause the most recently Bribed target to follow you until it dies.
Khajiit
- Apprentice - Night Eye: (At will) Improved night vision for 60 seconds.
- Atronach - At the Crossroads: Khajiit receives a large sum of gold, but must pay it back with interest when the Atronach Stone is relinquished, or else...
- Lady - Moondew: Khajiit blood improves consumed potions and ingredients by 20%.
- Lord - Knead: Khajiit can power attack with single claws while sneaking, and claw damage is improved by 10 points.
- Lover - Purr: When an ally is within close range, Khajiit and ally recover Magicka and Stamina 50% faster.
- Mage - Bling: Khajiit spells cost 5% less for each digit of gold carried, up to 50%.
- Ritual - Lunar Rush: Khajiit can jump out of their attack swings and spellcasts, and take 15% less attack damage while jumping.
- Serpent - Shiny Distraction: Khajiit can activate humanoid opponents for 40 Gold per level to steal all Magicka and Stamina.
- Shadow - Prowl: Khajiit sneak 10% faster and are 40% harder to detect, but sneaking costs 10 Magicka per second.
- Steed - Lunar Sprint: Khajiit can enter sneak while sprinting, sneaking 15% faster but becoming 30% easier to detect.
- Thief - Lucky Coin: Khajiit is 5% harder to detect for each digit of gold carried, up to 50%.
- Tower - Whiskers: Khajiit have 30% chance to find extra gold and 10% chance to find small valuables on humanoids they kill.
- Warrior - Swagger: Khajiit takes 5% less damage from power attacks for each digit of gold carried, up to 50%.
At the Crossroads allows you to choose either 1K, 10K or 100K gold, or to opt out of the Atronach Stone entirely. Interest is 10% and losing the Atronach Stone ability without having the required sum of gold in your inventory leads to death. Lunar Rush is an animation cancel and can be used to get out of power attack commitments, crossbow reloads or to avoid incoming damage. Whiskers grants an average of about 10 gold per kill.
Nord
- Apprentice - Elder of Runes: The Apprentice transfers half of base Stamina regeneration to Magicka.
- Atronach - Shamanic Trance: All-Maker Stone powers used during Rage are returned to you if Rage is maintained for a further 8 seconds.
- Lady - Dream Journey: Sleeping grants a random All-Maker Stone power if you do not already have one.
- Lord - Atmoran Heritage: Nord blood grants 50% Frost Resist.
- Lover - Moth's Grace: Nords are immune to stagger from power attacks and bashes during Rage.
- Mage - Owl's Insight: Nord wisdom causes your Rage to drain Stamina instead of Magicka.
- Ritual - Hakkerskaldyr: Shouts used during Rage have 50% chance to get a cooldown of 3 seconds.
- Serpent - Fox's Cunning: Nords deal 25% more damage against targets that are drawing a bow, casting a spell, or power attacking.
- Shadow - Blackbraid: You are 40% harder to detect during Rage.
- Steed - Rockslide: Move 15% faster during Rage.
- Thief - Wolf's Hunger: Nord fury heals you when you sneak attack an opponent, based on their level.
- Tower - Frith: Rage heals you for half of the Magicka drained.
- Warrior - Bear's Strength: Nord strength grants an additional 100 points of armor.
Elder of Runes almost doubles base Magicka regeneration due to the discrepancy between base Stamina regeneration (5%) and base Magicka regeneration (2.5%). All-Maker Stone effects will tie into an upcoming Futhark mod. Attacks of opportunity are a Valravn feature and result in extra damage when attacking an enemy from behind or while taking certain actions; Freyr no longer requires Valravn, but consult the Valravn mod page for more information.
Orc
- Apprentice - Berserk: (At-will power for 100 Magicka) Doubles attack damage and critical damage dealt and halves attack damage taken for 10 seconds.
- Atronach - Bloodhowl: Gain Berserk for 10 seconds when you fall below 25% Health. This effect has a 30 second cooldown.
- Lady - Carnage: 15% chance to gain Berserk for 10 seconds when you kill a foe. This effect has a 30 second cooldown.
- Lord - Warlordstomp: Warstomp also reduces armor by 500 points for 10 seconds.
- Lover - Bloodthirst: Orcs heal when they kill a foe. Healing is equal to 25% of its negative Health.
- Mage - Warlockstomp: Warstomp also inflicts 50% weakness to magic for 10 seconds.
- Ritual - Bloodrite: In combat, deal 25% more attack damage and critical damage but start combat with 50% Health missing.
- Serpent - Shock Trooper: Orc blood grants 50% Shock Resist.
- Shadow - Stampede: Orcs move 10% faster in combat.
- Steed - Warthogstomp: Warstomp also inflicts damage equal to 20% of a target's current Health.
- Thief - Pillage: Orcs have 5% chance to find rare items on humanoids they kill, including enchanted equipment.
- Tower - Tower Dive: Take no damage from falls when using Warstomp.
- Warrior - Orc Smash: Orcs inflict 20% extra damage and critical damage with power attacks.
Multiple sources of Berserk (with the Aetherial Crown) do not stack.
Redguard
- Apprentice - Contemplation: Redguards regenerate an additional 5% of maximum Mana per second when out of combat.
- Atronach - Adrenaline Rush: Changes Shehai to restore 5% of maximum Stamina per second and grant 15% movement speed instead.
- Lady - Conditioning: Redguard blood grants 50% Disease Resist.
- Lord - Ibex: Take 20% less attack damage from opponents if you are currently stronger than them.
- Lover - Shahrazad: Changes Shehai to summon a spellcasting spirit. Spell power scales with your attributes.
- Mage - Mummy's Touch: Spells and scrolls are 20% more effective when cast on targets in melee range.
- Ritual - Dust Storm: Redguards have 20% chance to knock targets down on a power attack, bash or sneak attack.
- Serpent - Black Obelisk: Poisons living foes in close range for 20% Alteration level per second if you are currently stronger than them.
- Shadow - Jinniya of the Lamp: Make a wish after enough time has passed.
- Steed - Endurance: Redguard sprinting is an additional 2 Stamina per second cheaper.
- Thief - Shamshir: Your Shehai has 15% chance to briefly disarm the target.
- Tower - Starlit Shores: (1/day; 50 Magicka) Once a day, while outside in Skyrim, use this power to teleport to a random location in the world.
- Warrior - Coyote: Deal 25% extra attack damage and critical damage to opponents if you are currently stronger than them.
Effects that trigger "if you are stronger than your opponents" take into account current number of opponents, level difference and current Health difference, so they will always activate at some point during any fight. Adrenaline Rush and Shahrazad replace your Shehai effect, removing the original effect. Adrenaline Rush has the same duration as Shehai. Shahrazad has the same duration as Shehai and spawns with a random Destruction and Conjuration staff based on level, dealing 1% of base Destruction damage per point of Magicka and 1% of base Conjuration duration per point of Stamina. Jinniya of the Lamp grants a wish every 1001 minutes (16 hours and 41 minutes), granting a choice of 100K-500K gold + 20-40 rare items; +10-20 to each attribute; +2-4 perk points; or +5-10 dragon souls. There is a countdown on the effect in your Magic Effects list.
Wood Elf
- Apprentice - Wanderer: Wood Elves regenerate Magicka and Stamina 50% faster when outdoors.
- Atronach - Firewatch: When a target detected by Wild Senses enters combat within 10 seconds, it loses 25% Health.
- Lady - Skyclad: Harrier has 33% chance to unequip the target's armor in combat if they are humanoid.
- Lord - Green Pact: Can ritually eat dead humanoid foes who had been marked by Harrier in combat, fortifying all attributes equal to its level for 15 minutes.
- Lover - Magpie: Harrier finds 2 rare items instead, including enchanted items.
- Mage - Wicker Man: Harrier inflicts an additional 25% weakness to fire, frost and shock.
- Ritual - Apex Predator: Harrier can also hunt people.
- Serpent - Green Man: Wood Elven blood grants 50% Disease Resist.
- Shadow - Hunter's Eye: Study targets with Wild Senses, reducing their armor by 500 points for 10 seconds.
- Steed - Forestwalk: Wood Elves move 10% faster when outdoors.
- Thief - Bushman: Wood Elves are 50% harder to detect by targets that are being spotted with Wild Senses.
- Tower - Aerie: While Harrier is not hunting or in combat, it accompanies you, regenerating 4% of maximum Health per second.
- Warrior - Thunderbird: Harrier has 50% chance to knock targets in combat into the air.
Firewatch and Hunter's Eye linger for 10 seconds after breaking Wild Senses, giving you a chance to attack them and activate the effects.
Installation
This mod can be installed during a playthrough, but a new game is recommended because Skyrim may not be able to cleanly replace standing stone abilities after starting the game.
Futhark
Freyr is part of the Futhark project. Futhark is a collection of Enairim mods designed to integrate with each other and share game systems between them. More mods will be added to Futhark in the future.
FAQ
- Do I need Mannaz: Yes.
- Do I need Valravn: The Valravn requirement was removed in 0.2.0.
- What is Futhark: Integrated mod suite in development, each mod will build upon the previous ones, culminating in perk overhaul Althing.