Jarrin root now has the alchemy effect of lingering Damage health
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
It's a tiny mod, there was very little work involved. If you do use it (somehow) I'd appreciate a little bit of acknowledgement you got the idea from me... but honestly it's not like you couldn't have come up with the idea yourself considering it is so simple so whatever.
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Donations
No donations accepted
Jarrin root now has the alchemy effect of lingering Damage health, instead of damage magicka regen. Because seriously, the damage magicka regen is such a waste. It has the same magnitude though (of 100 for those effects) so it's very powerful however. Jarrin root's other effects (damage health, damage stamina, and damage magicka) are all unchanged and have the same magnitude, I just swapped out the damage magicka regen, which is hilariously easy to get 100% of from other sources and feels like a disappointment on this super awesome, single use poison plant. Now, you can combine it with something like Imp stool and another paralysis ingredient to get a poison that deals several hundred to several thousand (based on perks and effects) in instant damage, then paralyzes, then does several hundred lingering damage thanks to the magnitude of the Jarrin root as well.
Also the ingredient now has a weight of 0, because it's a single item only available once and I think it's odd for most quest items to have weight anyways.