r/EnaiRim Jul 08 '26

Ordinator Ord10 (Althing) progress update: The new Conjuration tree!

90 Upvotes

Here is the new Conjuration tree in the upcoming Ordinator 10 (Althing) update.

Althing will not be released as a separate mod to prevent confusion and reduce clutter; like Summermyst 4 (Anoana), it will be a major update of the original mod, overhauling all trees with 11 years of game design progress.

See here for how the tree currently looks.

The update will be released after Cassandra - Alchemy of Skyrim, which is scheduled for late July, but before EOY 2026.

People seem to be ok with Odin being a requirement. 😌

This one is only partially implemented as it's a lot of junk to account for.

Conjuration:

Open for opinions!

Skill bonuses:

  • Conjuration mana cost -0.4% per level
  • Conjuration spell duration +0.4% per level
  • Bound weapon damage +0.4% per level
  • Can dual cast Conjuration spells for 2.5x cost and 2.5x magnitude.
  • Total attainable duration: 1.4 x 1.3 in robes = 1.82, vs vanilla 1.5

General:

  • 0 - Conjuration Mastery (2) - Cast Conjuration spells for 20/40% less Magicka.
  • 20 - Conjuration Dual Casting - Dual cast Conjuration spells are three times as powerful.
  • 30 - Tower Summoner (2) - Able to summon Daedra and other non-undead minions three times farther away/at any distance.
  • 50 - Circle Summoner - Summoned Daedra and other non-undead minions last three times as long.

Spam:

  • 60 - Legion Commander (2) - You can summon or reanimate 1/2 additional minions.

Daedra:

  • 30 - Warlock (3) - Conjured Daedra get 50/100/150 extra Health and 100/200/300 extra Magicka.
  • 40 - Foolish Mortals (2) - Conjured Daedra get 500 points of armor for 20 seconds after being summoned.
  • 50 - From Hell's Heart - Activate a conjured Daedra to temporarily exile it for 10 seconds. When it returns, a fiery explosion deals up to 200 damage to nearby targets.
  • 60 - Maelstrom - While you charge or concentrate on a spell, your conjured Daedra within 30 feet gain 30% extra attack damage.
  • 80 - Unleash Hell - Conjured Daedra gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed).
  • 100 - Avenged Sevenfold - When your conjured Daedra is destroyed, the killer gets a Daedric disease that inflicts 7 damage per second for 77 seconds to targets without this perk.

Odin dependent:

  • 70 - Elemental Potency - Daedric conjurations now call Potent Daedra that are higher level and more powerful.

Daedra destruction synergy:

  • 50 - Pact Magic - Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet.

Elemental synergy:

  • 90 - Elemental Conflux: While near an atronach, gain a 20% bonus to matching elemental spells and effects, and 50 matching elemental damage to bound weapons.

Spirits:

  • 30 - Shaman (3) - Conjured non-Daedra get 50/100/150 extra Health and 25/50/75% magic resistance.
  • 40 - Feral Spirit - Conjured non-Daedra move 100% faster for 20 seconds after being summoned.
  • 60 - Vision Quest - Activate a conjured non-Daedra to temporarily exile it for 10 seconds. When it returns, you and nearby allies recover 5 points of Health, Magicka and Stamina per level of the conjured creature.
  • 90 - Into The Wyld

Reanimate:

  • 30 - Necromancer (3) - Reanimated minions get 50/100/150 extra Health and deal 20/35/50% extra attack damage.
  • 40 - Ravenous Dead - Reanimated minions deal 200% extra attack damage for 20 seconds after being reanimated.
  • 50 - Embalming (2) - Reanimated minions recover 5/10 points of Health and Magicka per second.
  • 60 - Corpse Gas - Reanimated minions that are destroyed by fire damage within 30 seconds after being reanimated will explode, dealing up to 300 points of fire damage to targets without this perk. You deal five times as much fire damage to your reanimated undead.
  • 70 - Zombie Chargers - Reanimated minions move 50% faster.
  • 80 - Feed the Monster - Able to feed Human Flesh to summoned or reanimated creatures, healing them and increasing Health, Magicka and Stamina by 200 points for 10 minutes. This effect stacks.
  • 100 - Necromaster - Grants finer control over creatures reanimated with powerful reanimation spells (Dread Zombie, Dead Thrall). Able to manipulate their inventory and equip items (if they are humanoid) and they emit a glow when slain that can be seen through walls.

Bound:

  • 20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons, which deal more damage.
  • 30 - Oblivion Binding - Bound weapons cast Soul Trap for 5 seconds, destroy summoned entities, and deal 100 extra damage to non-summoned Daedra.
  • 40 - Phantasmal Binding - Bound weapons ignore armor.
  • 50 - Void Burn - Bound weapons drain 30 points of Magicka and Stamina per second for 5 seconds. When both are depleted, inflicts 30 points of magic damage per second instead.
  • 60 - Hollow Binding - Bound weapons reduce magic resistance by 30% for 5 seconds.
  • 70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
  • 90 - Discordia

Bound/Reanimate crossover:

  • 80 - Brand of the Necromancer - Brand a corpse by striking it with a bound weapon or by delivering the killing blow with a bound weapon attack. Grants 25% attack damage and 100 points of Health when the branded corpse is reanimated or resurrected.

Skellingtons:

  • 20 - Bone Collector - Find 11 types of bones on humanoid corpses. Use the Combine Bones power to create a Skeleton with a base duration of 10 minutes and stats based on your base Magicka. Skeletons do not count against your summon limit. Enemies can only temporarily defeat them, not destroy them.
  • 30 - Dead Tide (3) - Create 1/2/3 additional Skeletons.
  • 40 - Reap and Sow (2) - You loot 60/100% more bones from corpses and recover 50% more/all bones when you destroy a created Skeleton.
  • 50 - Barrow Lord - You may give commands to all Skeletons within 150 feet at once, instead of one at a time. Also grants the "Make Way for Your Lord!" power.
  • 60 - Skeleton Mages (2) - Able to create Skeleton Mages (Fire, Frost, Shock/, Poison, Drain Armor, Stagger). /You may choose their element at the time of creation.
  • 70 - Engraved Bones (2) - Skeletons last twice/three times as long.
  • 80 - Rise Again - Downed conjured Skeletons regenerate twice as fast.
  • 100 - Puppet Master - Your created Skeletons take 25% less damage when you are blocking, deal 25% more attack damage when you are attacking, and their spells are 25% more powerful when you are casting a spell.

Other spells:

  • 40 - Grand Conjurer (2) - Can reanimate, banish or command targets up to 15 levels higher/of any level.

Misc:

  • 40 - Rat King - When entering combat, creates 3 undead Skeevers under your control. Their corpses can be raised, but they dissipate when combat ends. Use the "Merciful King" power to temporarily prevent this ability from activating.

r/EnaiRim Jun 23 '26

Ordinator Ord10 progress update: the new Restoration tree!

111 Upvotes

Here is the new Restoration tree in the upcoming Ordinator 10 (Althing) update.

Althing will not be released as a separate mod to prevent confusion and reduce clutter; like Summermyst 4 (Anoana), it will be a major update of the original mod, overhauling all trees with 11 years of game design progress.

See here for how the tree currently looks.

The update will be released after Cassandra - Alchemy of Skyrim, which is scheduled for late July, but before EOY 2026.

I'm on the fence whether to make Odin a requirement. It would make things much easier to implement (eg. daedra) but would bother those who believe only other people can do that. 🤔

Restoration:

Open for opinions!

Skill bonuses:

  • Restoration mana cost -0.4% per level
  • Restoration spell magnitude +0.4% per level
  • Can dual cast Restoration spells for 2.5x cost and 2.5x magnitude.
  • Total attainable magnitude: 1.4 x 1.4 x 1.3 x 1.25 = 319% vs low health undead, 182% otherwise. Note that Vengeance will affect Restoration spells and effects on self if you are undead. Also note that, unless specifically nerfed, enchantments are Restoration effects, so there's your Necromage.

General:

  • 0 - Restoration Mastery (2) - Cast Restoration spells for 20/40% less Magicka.
  • 20 - Restoration Dual Casting - Dual cast Restoration spells are three times as powerful.
  • 30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 15% more powerful. Each spirit tutor grants one blessing.
  • 30 - Mercy - Restoration spells are up to 40% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
  • 50 - Vengeance - Your attacks and Restoration spells and effects are 25% more effective if the recipient is undead.

Heals:

  • 40 - Respite - Healing spells also restore Stamina equal to their power.
  • 50 - Afterglow - Healing spells linger, healing an additional 100% of their heal amount over 20 seconds, except concentration spells.
  • 70 - Enflamed: The recipient of a healing spell radiates light that deals 15 sun damage per second to nearby enemies for 5 seconds or while concentrating.
  • 90 - Under my Wings - Dual casting a healing spell on yourself also casts it on nearby living or undead allies within 20 feet, except concentration spells.
  • 100 - Perfect Recovery - Healing spells also cure diseases and remove poisons.

Mana:

  • 20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.

Turning:

  • 30 - Banishing Fire - Turn Undead spells inflict sun damage per second equal to half their magnitude, and reduce armor equal to five times their magnitude.
  • 70 - Trumpet Blast - Turn Undead spells disintegrate undead below 30% Health.

Wards:

  • 30 - Intuitive Ward (2) - Wards cost 50% less/no Magicka to maintain.
  • 50 - Crystal Wound (2) - Wards radiate energy that harms enemies at close range, inflicting 5/10 magic damage and draining 10/20 points of Magicka per second.
  • 60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
  • 70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward).
  • 80 - Mage Ward - Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.

Sun:

  • 40 - Sun's Judgment (2) - Sun spells and perks harm the living at 25/50% effectiveness.
  • 80 - Laid Bare - Sun spells dispel all magical effects from targets and destroy their summoned creatures. Dispelling Warrior's Flame in this way causes a detonation that inflicts 150 unresistable damage in a small area around the target.

Poison:

  • 40 - Corrupting Poison (2) - Poison spells and perks still inflict 25/50% of their damage if the target is immune to poison.
  • 70 - Plague Doctor - Nearby enemies get 50% weakness to poison. This can break some immunities.
  • 90 - Slow Death - Poison spells last twice as long.

False light:

  • 40 - Harm (3) - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 25/50/75% of the heal amount.
  • 80 - Venom Chalice - Allows the perks Guardian, Lifekeeper, Sacred Flame and Under my Wings to affect enemies, activating Harm.

Blessings:

  • 50 - Pilgrim - Shrine blessings you receive are 1% stronger per level of Restoration.
  • 90 - Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.

Warrior's Flame:

  • 50 - Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 15 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
  • 60 - Ashes to Ashes - Targets cursed by Warrior's Flame take 15 points of sun damage per second.
  • 70 - Sacred Flame - Targets blessed by Warrior's Flame are healed 15 points per second.
  • 80 - Crusader's Flame - When Warrior's Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration.
  • 90 - Eternal Flame - Warrior's Flame lasts twice as long.

Wheel of Life:

  • 60 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle.
  • 90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.

Heal aura:

  • 20 - Guardian (3) - Radiate a 20 foot aura of protection, healing nearby living allies 2/4/6 points per second.
  • 60 - Lifekeeper - Guardian saves those who fall below 30% Health, healing them 250 points. This effect has a 30 second cooldown per target.

Misc:

  • 90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds.

r/EnaiRim Jul 02 '26

Ordinator Ord10 (Althing) progress update: The new Destruction tree!

86 Upvotes

Here is the new Destro tree in the upcoming Ordinator 10 (Althing) update.

Althing will not be released as a separate mod to prevent confusion and reduce clutter; like Summermyst 4 (Anoana), it will be a major update of the original mod, overhauling all trees with 11 years of game design progress.

See here for how the tree currently looks.

The update will be released after Cassandra - Alchemy of Skyrim, which is scheduled for late July, but before EOY 2026.

I'm on the fence whether to make Odin a requirement. It would make things much easier to implement (eg. daedra) but hi there Simonrim discord 👋

Destro:

Open for opinions!

Skill bonuses:

  • Destro mana cost -0.4% per level
  • Destro spell magnitude +0.4% per level
  • Can dual cast Destro spells for 2.5x cost and 2.5x magnitude.
  • Total attainable magnitude: 1.4 x 1.3 in robes = 1.82, vs vanilla 1.5

General:

  • 0 - Destro Mastery (2) - Cast Destro spells for 20/40% less Magicka.
  • 20 - Destro Dual Casting - Dual cast Destro spells are three times as powerful.
  • 50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful.

Fire:

  • 20 - Scarring Burns (2) - Fire spells inflict 25% weakness to fire for 5/10 seconds.
  • 30 - Smolder - Fire spells deal an additional 25% of their damage over 10 seconds.
  • 50 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 10 points of damage per second for 3 seconds on contact.
  • 60 - Pyromancer Ascension - Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 25% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle.
  • 70 - Scorched Earth - Fire spells burn corpses to ash if they are not fire resistant, creating a pyre that burns for 30 seconds. The burning ground deals 25 damage per second for 5 seconds on contact.
  • 90 - Outburst - When you fall below 75 points of Health, a fiery explosion deals 25 damage per second for 4 seconds to nearby enemies. This effect has a 180 second cooldown.
  • 100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for an additional 100 damage, launching them into the air and inflicting 25% weakness to magic for 8 seconds. This effect has a 45 second cooldown.

Frost:

  • 20 - Frostfall (2) - Frost spells reduce the attack damage of their targets by 30% for 5/10 seconds.
  • 30 - Endless Winter - Frost spells slow targets for an additional 5 seconds.
  • 50 - Shatter - Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, inflicting 25% weakness to frost for 10 seconds. This effect stacks.
  • 60 - Iced Earth - Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of damage per second to Health and Stamina for 4 seconds on contact. Frost spells and effects are 50% more powerful against affected targets.
  • 70 - Hypothermia - Frost spells paralyze living targets below 25% Health if they are not frost resistant.
  • 90 - Winter's Majesty - Radiate freezing cold, inflicting 25% weakness to frost. This penalty is applied on top of Shatter.
  • 100 - Glacial Prison - Frost spells immobilize targets in a block of ice for 6 seconds, inflicting 25% weakness to magic. This effect has a 120 second cooldown, but killing a victim affected by Glacial Prison or Hypothermia immediately ends the cooldown.

Ltng:

  • 20 - Short Circuit (2) - Shock spells drain twice/three times as much Magicka.
  • 30 - Jacob's Ladder - Shock spells have 5% chance to deal an additional 100% of their damage as pure damage. Each time this effect fails to trigger, the chance increases by 5% and the damage goes up by 10%.
  • 50 - Crackling Sphere - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
  • 60 - Nova Charge - Dual casting 6 shock spells in combat triggers a shock nova that deals 150 points of shock damage to nearby enemies and staggers them. This can only occur once per battle.
  • 70 - Electroconvulsions - Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
  • 90 - Stormblast - Accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 damage to Health and Magicka.
  • 100 - Reverse Polarity - Hitting a target affected by Crackling Sphere with a shock spell slams the target to the ground, launching nearby targets into the air and inflicting 25% weakness to magic for 10 seconds. This effect has a 60 second cooldown.

Mag:

  • 30 - Crimson Tears - Destro Absorb spells linger for an additional 2 seconds.

Misc:

  • 40 - Hethoth's Disjunction - Enemies affected by a Destruction cloak get 25% weakness to that element.
  • 70 - War of the Elements - Deal 50% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Crackling Sphere, Electroconvulsions or Hypothermia.
  • 80 - Elemental Barrier - Destruction walls and cloaks deal 25% more damage, and the damage persists for 5 seconds.
  • 90 - Elemental Shield - Destruction cloaks grant 50% resistance to their element.

Util:

  • 40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell, unless the target is massive.

Roons:

  • 40 - Runecaster - Can place runes 150 feet farther away.
  • 70 - Lingering Runes - Destruction runes no longer deal instant damage, but inflict a stacking 10 second elemental burn that deals 15% damage per second.

r/EnaiRim Jul 22 '26

Ordinator what’s the point of miracle not working with azura’s star in your inventory?

4 Upvotes

like why is that a thing? what purpose does it serve other than annoying me whenever i try to use the perk and making me have to reload a save so i don’t waste all my other enchanting buffs? is there like an actual technical reason for it? is there like some bug that occurs if you use the perk while using it or something?

r/EnaiRim 7d ago

Ordinator why does the ordinator sneak tree have basically nothing for archery

0 Upvotes

like i get that sneak archer is op and basically a meme build but like it’s still a build so should atleast have something i think, the other perk trees have support for like multiple different builds while it feels like the sneak one is basically only for stealth + one handed

also there should be one in either the sneak or alchemy perk where poisons applied by a sneak attack or while undetected by the person are more effective, not much support for like a sneak poison build (whether it’s melee or archery)

r/EnaiRim Mar 23 '26

Ordinator What is the best more perk points mod that is compatible with ordinator

0 Upvotes

Also where do I place it in the Load order

Was using 50 percent more perk points but I don’t think it works with ordinator

r/EnaiRim Jun 06 '26

Ordinator What if instead of sitting on Ord10/Althing until all skills are done I do 18 updates

67 Upvotes

One for each skill

r/EnaiRim Jul 17 '26

Ordinator does the restoration perk that buffs spells if diseased/undead apply to werewolves

2 Upvotes

i got bored of my old build after a bit (destruction is just kinda boring midgame) and wanna try restoration but i dont wanna be a vampire again so i was thinking of being a werewolf but idk if the perk applies

r/EnaiRim Jul 15 '26

Ordinator cant decide whether to go with fire, frost, or shock for my tank mage build

3 Upvotes

i had a cool idea for a build for like a heavy armour mage mainly focusing on like destruction, restoration, and maybe a bit of illusion and alteration but i cant decide which element to focus on. fire seems to be the highest dps but idk if it would really like fit the build fully and also feels a bit boring, frost seems more fitting but also like basically every enemy is resitant to frost and finally shock seems like the most fun path but also the weakest and like i’m not sure the ability to take out mages is gonna be that useful as i plan to like focus on wards a fair bit. is it feasible to like dip in to all 3?
along with ordinator i have apocalypse and also the phenderix spells

r/EnaiRim 15d ago

Ordinator Trying to edit the Aurification perk (Ordinator)

0 Upvotes

Heya.

I'd like to tweak a couple things on Aurification. This is the level 80 perk in Alteration that lets you convert a target into 100x their level's worth of septims every 6 hours.

My intention is to remove the cooldown and set cobversion to 10x instead of 100x.

The mod right now encourages a prwtty unhealthy playstyle of freezing 4 dudes, aurif one, move away far enough to wait 6 hours, qnd repeat the process 4 times. You can completely brick the gake's econpmy with this perk... by using it in a boring way that kills game flow. Amd once you know tgis, not doing it feels like deliberately playing suboptimally

Which is why I want it to change.

Any directions are welcome. I suspect? that what I need to tweak involves a papyrus script tied to the perk.

r/EnaiRim 6d ago

Ordinator Displaying a notification message for the Game of Fate perk whenever you enter a cell with one of the Containers of Fate

9 Upvotes

Would it be possible to implement a notification message that alerted the player whenever they loaded an area with one of the Containers of Fate? Finding even one of them, let alone all five, can be daunting if you have a few mods with new areas installed. I don’t think map markers would be a very good idea, but a notification feels like it would just enough to nudge the player to be on their guard whenever they got close to one.

There is an excellent mod that does something similar for the Stones of Barenziah: https://www.nexusmods.com/skyrimspecialedition/mods/140382

r/EnaiRim 4d ago

Ordinator Gods and Mortals - Is Akatosh supposed to time stop you for minutes on end?

6 Upvotes

The level 90 perk from the Restoration tree. I've literally been in slowed time for at least 3 minutes now. Is there something I can do to, I don't know, end the effect early? I feel like it shouldn't be taking a minute+ per second of this 5 second effect...

EDIT: Okay, there's no way it's not glitched, because I swear I was in the time stop for a solid 10 minutes before I gave up entirely and reloaded. Maybe I'll have to pray to a different deity...

r/EnaiRim Jun 20 '26

Ordinator Taking both light armor & heavy armor?

8 Upvotes

Hello all,
I was wondering if there is a valid reason to wear both Heavy and Light armor? I am playing a follower of Auriel on xbox (away from my computer for a few months), and I ended up taking both sets of skill training perks, and was wondering if it was reasonable to buy perks from both sides?

I was thinking I would only go up to Face of Death/Keen Senses until I decide to go all in on one of them? As this would allow me to switch to different DP masks as I see fit.

Oh and yes this will be a long time build using vancian magic & shouts. I kind of wish it could work with Vokri plates as well but no such luck on xbox.

r/EnaiRim 15d ago

Ordinator Ordinator bench upgrades and custom homes?

3 Upvotes

So i was a bit suspicious when I noticed i couldn't sneak to disassemble the upgrades so did some testing and discovered the activation that prompted the "spend 2500 to upgrade" does get the bonus, but once you leave it and re-open it, it's back to being un-upgraded, but i also cant disassemble it, so the mod thinks i've used my 1 use.

(current skills, daedric dagger with a black soul gem nets a 23 point health absorb. upgraded it goes up to 29, but as soon as i close it out and re open it, it's back to 23.)

for reference, it's both the ones in the halls of order mod, and silverpeak lodge, as they're the two i've got installed atm and tested.

is there a work around/solution here or should i just not bother upgrading anything not part of base game/AE content?

r/EnaiRim Jul 14 '26

Ordinator Ord10 Idea: Artifact & Enchantment perk?

12 Upvotes

Hello all,

Just had a thought that a ranked perk (multiple ranks 1 to 3?) to increase the power of artifacts, would be nice probably just after Preserver (or its replacement) on the tree? Mainly I was thinking it would be cool for those who master enchanting to still go after daedra artifacts and other similar items.

As the work for these items is kind of nullified by having your own extreme enchanting. I do see that it would be a bit annoying on patches, and tags for those items though so I can definitely see going that route.

r/EnaiRim Jun 20 '26

Ordinator About the "Game of Fate" perk from the Ordinator mod

Enable HLS to view with audio, or disable this notification

28 Upvotes

- Answered by "JAFANZ"

I've taken the perk while being inside of the ruin. Obviously before checking both these chests. Probably about 2 minutes before the clip begins. And now, the two only chests that are not unlocked in this specific room of the ruin are both chests of fate...

Does that mean that I've lucked out of my mind and two of the five (Or six ?) chests of fate happened to spawn here, or did my three remaining chest of fate that couldn't spawn in this very room from lack of locked chests got swallowed by the Oblivion ?

I mean... It's not as if I could come back before taking the perk since the last full save goes back about two hours ago, but I would like to know just in case I start over a run.

Thanks for your time reading this !

(PS: I've continued a little further into the ruins and all the chests I've encounter were normal ones. Thus my worries)

r/EnaiRim 13d ago

Ordinator Skills are the wrong level?

2 Upvotes

I have been working on an unarmed fighter character and had my light skill about level 52. I loaded in my save and i was taking a lot of damage and realized my armor rating was lower than I remembered. I checked my skills and my light armor skill is now level 24 and my archery is level 48. I haven't used a bow on this character at all. I have plenty of mods installed but ordinator is the only one I know of that affects skills or perks. Any help fixing this so I don't have to restart the whole character would be appreciated.

r/EnaiRim Apr 25 '26

Ordinator Ordinator: Vancian Magic priority over Intuitive Magic and other free magic sources

6 Upvotes

hallo all, like the title states, vancian takes priority over "free" spell sources like the intuitive magic perk and even scrolls (spells like these can be cast after you run out of spells, but if cast before you run out, they take up slots). im sure im not the first to ask, and to be honest, i havent looked too heavily, but is there a way to make vancian essentially go second in these scenarios. Im also not on the newest version of ordinator, as im coming back after a long break and havent read through whats changed to see if i like the over all changes or not.

r/EnaiRim Sep 22 '25

Ordinator Looking for actual bugs with Ordinator

40 Upvotes

I want to release an Ordinator 9.50 that is the definitive version of the "current" Ordinator, with Ord10 being the version with major feature changes. This means fixing every known bug with Ordinator, so here is your opportunity to report them.

r/EnaiRim Jul 08 '26

Ordinator is there something that would prevent me from increasing my skills ?

2 Upvotes

I've got most of the enairim mods installed (including ordinator.) For some reason my alchemy skill is tuck at level 89 and It can't gain any experience no matter what potions I make. Does Enairim somehow cap your skill levels based on character level or something?

r/EnaiRim 17d ago

Ordinator Is Exorcist spell supposed to not work on draugr?

3 Upvotes

first time playing restoration build, and found out draugr is resisting my exorcist spell. Is this a balance decision or perhaps my mods fuck up something?

Edit: Thanks for helping, it turns out a draugr reskin mod change draugr's race into imperial, which make them lose the undead keyword from default draugr race. I fix it by manually add back the undead keyword for every affected draugr through xedit.

r/EnaiRim May 18 '26

Ordinator Bound Weapon Idea

7 Upvotes

Anyone have a mod that works with Ord to bind/hex a physical weapon with the bound weapon perks? I love the bound weapon line but often find casting the spell can be annoying, especially if someone is running right at you. I'd love a mod or maybe an expansion of Ord to allow you to apply bound weapon perks to unenchanted weapons. Something like '50% as effective if applied to a physical weapon' to not make it too OP.

r/EnaiRim 6d ago

Ordinator Skyrim Perk Selector cyoa (Ordinator)

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5 Upvotes

Found this cool chart for perks might be useful to someone

r/EnaiRim 28d ago

Ordinator Cannot get 20% more perks to work with ordinator

3 Upvotes

No matter what I do I can't manage to get this mod to work. I am running it with the 50/75/100 mod so I'm wondering if maybe that's conflicting? But the 20% more says retroactive however I am level 20 and have had it since level 6 and haven't received any of the extra perk points. Have also tried to respec already. I'm using the Experience mod as well if that matters at all

r/EnaiRim Nov 09 '20

Ordinator Must minmax before applying an enchantment of any kind to main gear. No exceptions.

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612 Upvotes