Enderal - The Shards of Order is a total conversion in development for Skyrim and the sequel to Nehrim: At Fate's Edge by SureAI. The story of Enderal is not set in the Elder Scrolls world of Tamriel, but takes place in its own universe, creating a new, interesting world completely unrelated to Skyrim with a complex, dark storyline and thousands of secrets to discover.


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Walk blessed,

this time I want to take a closer look at the soundtrack of Enderal, which currently encompasses more than 4 hours of music composed by Marvin Kopp, Nicolas Lietzau, Simon W. Authenrieth, Andreas Makusev and several others.

Enderal’s soundtrack uses mainly 2 tracks as leitmotifs:

“Towards the Horizon”

And “Black Light”

Parts of their melodies appear constantly throughout the entire soundtrack – also in the pieces used as exploration tracks.

These tracks are specific for each region; you will hear completely different background music when walking through the desert as when exploring the Northwind Mountains.

Several examples:

As exploring in Enderal usually is far from peaceful there are also several action/battle themes which are unique for the area you currently visit, too.

When you are neither exploring nor battling you will often hold talks with several people in the vast world. Among those there are many important people such as your 2 followers and comrades Jespar and Calia. These people all have their own character themes which capture their emotions and way of living.
Calia’s theme is “Two Souls”, Jespar’s “Every Day as the last”

The main quest of Enderal also has many special tracks which were adjusted to certain scenes and themes of the main story, such as “Echo of the Past” or “The Dead don't forget”

This already marks the end of our journey into the soundtrack of Enderal – if you liked it I hope you are willing to hear more of Enderal’s soundtrack; either in Youtube or in soundcloud. :-)

Another sneak peek into the Alpha and several small announcements

Another sneak peek into the Alpha and several small announcements

News 12 comments

Though this video is already several months old I saw it wasn't shown here yet and it is certainly interesting if you want to know more about the landscape...

Enderal - German Voice Acting sample and screenshots

Enderal - German Voice Acting sample and screenshots

News 10 comments

Even though our English-speaking fans won't be able to understand much, here's nonetheless a sample of the German localization of Enderal. It is close...

A small glimpse in Enderal's Alpha-Build!

A small glimpse in Enderal's Alpha-Build!

News 6 comments

A small glimpse into the first scenes our current Alpha-Build, put together by the YouTuber "Frank Sirius" - this time even with ENB. Thanks a bunch...

Thank you, A new chapter, "Das Tal" - Campaign

Thank you, A new chapter, "Das Tal" - Campaign

News 4 comments

The first days of summer have finally arrived and the temperature’s rising. But don’t worry, despite the temptation to go outside, Enderal is advancing...

Post comment Comments  (50 - 60 of 559)
FRGCWRU
FRGCWRU

I finally got around to playing Nehrim: At Fate's Edge since I knew it was going to take up a big amount of time. Believe me--it doesn't disappoint.

Such a stellar mod. It is basically how Oblivion could have been. And that's saying a lot coming from me, considering that I think Oblivion is my favorite game ever.

I am very much looking forward to playing Enderal.

The only possible thing I am still a bit worried about that might possibly go wrong is balance. Nehrim--in my opinion--is perfectly balanced and I sure hope that the same great modders who were responsible for the balance in that game are also working on Enderal. See my favorite skill is Conjuration and the complete school of magic. In Oblivion conjuration was horribly under-powered with the 20 to 45 second summons with severely gimped down versions of the creatures (weaker; don't summon anything) that were useless if your level even increased just slightly. In Nehrim conjuration is perfect: 180 seconds is just long enough and I love that the creatures have a slight autoheal because with all the other schools of magic the effect of something doesn't diminish over time either. If I had been the one to implement the Conjuration system I would've done it 100% exactly the same way. Also great compared to Oblivion is the Weapon Enchantments that they hold far more charges. It makes hunting down staffs and getting to use them in combat very addicting (oh and Rune collecting is fun too).

I thank the SureAI team for their devotion and work. And if it's any consolation: I think any fan of the Elder Scrolls series who played your mod would not be opposed to paying a bit for the next installment as long as the price is reasonable and not the admittedly expensive retail prices of new games (the reason why I always wait to buy a game because the initial full retail price is simply too much for me to be able to afford). And if you don't sell the mod there's still plenty of other ways to make money off of it on the internet. It is indeed simply a bit abhorrent that there are so many people out there who take the entire modding community for granted. I can only imagine how many hours of work went into Nehrim. It literally makes every little thing I discover in the game a joy because I know someone put their hard work and effort putting it there in the hopes that someone would enjoy obtaining it there. You guys should never forget that there are plenty out there who do!

Voted for Mod of the Year--it's the least it deserves.

Regards.

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FRGCWRU
FRGCWRU

I think I should've formulated my post more as a question, which would be if Conjuration in Enderal is going to be the same as it is in Nehrim.

Another question that just came to mind: Is the enemy variety in Enderal going to be the as diverse as in Nehrim? Because Skyrim was in my opinion very bland and limited in its enemy variety compared to Oblivion so there'd have to be a lot of self-made creatures. Nehrim is very addicting because there's so many different creatures to fight.

Regards.

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Caleb8980 CreatorOnline
Caleb8980

Both Conjuration as well as weapon enchantments stay untouched from Nehrim to Enderal other than enchanting weapons working the same way as in Skyrim instead of using jewels ;-) (still the amount of charges/uses is much higher compared to Skyrim)

As for the monster variety - like in Nehrim there will be a nice mix between custom monsters and vanilla ones - new ones include the Oorbaya (google it ;-)), the earth golem, the vatyrs, the myrads and many more; on the other hand most (if not all) of the vanilla ones are renamed to fit into the lore of Enderal. Some time ago the author of the Monster Mod even allowed SureAI to take any monster they like for Enderal from his mod - so there could be many more than I know about ^^

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FRGCWRU
FRGCWRU

Absolutely fantastic to hear. Now it'll be even more difficult to wait for Enderal. I won't be looking at any of the development videos or pictures though; I wouldn't want any spoilers and everything to be surprising and enticing world of discoveries.

Now that we're on the topic: Will spell variety also be as remarkable? I found Skyrim also a bit lacking in terms of the options with the schools of magic and all the available options. It felt more like a hack-and-slasher than a high fantasy experience (hopefully if Bethesda is going to tackle a game set in the Elven Provinces that will change for the better).

Can I deduce from your answer that you and the rest of the team are trying to make the experience between the SureAI titles a bit more consistent than the TES installments? From playing Nehrim I am really getting the vibe that you guys are taking your own Lore seriously.

See the entire time it took for Skyrim to come out I wasn't as excited for it as I was wary. I just couldn't get myself to look forward to the game, because I was simply too preoccupied with worrying about what they were going to change drastically and what I wouldn't like. Of course, change can always be good, but I've found in life that I'm more of a "if it ain't broke don't fix it" kind of person when it comes to games and entertainment.

Irregardless of everything I said, I wish you and all of the SureAI team the best and I thank you for your polite answer.

Now I'm going back to playing some more Nehrim. I just arrived at the Monastery.

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Caleb8980 CreatorOnline
Caleb8980

Well - 17 days later it isn't a mistake anymore... ^^

Though I am not officially a member - just for updating this site here ;-)

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Caleb8980 CreatorOnline
Caleb8980

Number 1 mistake people make when conversing with me about Enderal is assuming I'm part of SureAI :D
I am just a german fan who is quite invested in the english community, hence I also made the english Q&A for Enderal at SureAI's homepage.
But worry not, you can take what I say at face value as I only answer questions if SureAI has already answered them themselves (often only in german though ;-))

But back to topic:
Spell variety: it works basically the same as in Nehrim with spell circles, but there will be at least one completely new kind of magic - most likely called chaos magic: this magic has a good variety of spells in itself and their power is higher as the other categories of magic but to compensate each of these spells consume mana+health at the same time.

As for consistency: yeah they work with that principle as well, though they are aiming at fixing their glaring mistakes, e.g. in hindsight they regret their idea with the desert and Ostian in Nehrim so that it could only be visited after solving the main quest far enough ;-)

If you want to know more I advise you to look at my Q&A for Enderal (http://sureai.net/forum/viewtopic.php?f=140&t=7011 )
As you want to avoid any visual spoilers you just have to do 2 things: 1. don't look at any videos I posted, 2. don't look at the screenshot section at the end of it (but as I put it under a spoiler tag you would need to actually want to see them xD)
Also as I try to avoid spoilers whenever possible there aren't any story spoilers in there so you can read it without worry :)
But what you really should look at is the soundtrack section as Enderal has a truly wonderful soundtrack (imo even bettern than Nehrim's)

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Zsombi
Zsombi

"the desert and Ostian in Nehrim so that it could only be visited after solving the main quest far enough"

That is not true. Of course it is if you stay on the road, or the land mass for that matter... but if you get into the water, you can simply swim around the barrier. Then activate the travel point in the city and not worry about the barrier anymore.

Nehrim Spoiler:

Even in the highest difficulty it is possible to get there relatively easily even under level 10 and get one of the best (if not THE best) "armor" wearables in the game ... just lure a wild creep close enough to a desert necromancer and hide until things calm down.

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Hazzmat305
Hazzmat305

magic winds set best set most op set in the game

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Caleb8980 CreatorOnline
Caleb8980

Which is a glitch and not intented from SureAI's side ;-)
You could also just use tlc in the console and simply walk through the wall :P

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FRGCWRU
FRGCWRU

Ah sorry I thought you were part of the team, but thanks for your help with the questions none the less.

Thanks for clarifying those things. But why is the unlocking of new areas via the Main Quest in Nehrim a bad idea?

Well, with the way I play the game I am not hindered by that in the least and it actually makes it more fun. I only progress the story very gradually. Usually not even a full main quest for every 8 or so hours of gameplay.

I explore the areas which are viable to go to for my level and do a lot of dungeon crawling/character building before I progress the story a bit. When it's time to go to a new area I'll have leveled up enough and the Main Quest will grant these newer areas to explore. This continues to keep the game interesting. In the TES games it is unfortunate that you can get everywhere immediately. I can't help myself and within no time I've already seen most of the outer world. When I get a quest in those games I'm mostly like "Oh there... yeah I know what it looks like and how to get there", even if I haven't seen the inside yet. This drastically decreases the interest to progress further and discover more. A game should be a bit like Christmas, which is a lot less fun if you already know what's inside every present. And an open-world fantasy RPG game should be like that even more so. Not to mention the emotional investment in the main quest. When I got to go to Arkwend I saw this area for the first time during the quest itself. You get to see the destruction yourself for the first time and you experience the impact of the story.

The first thing I did in Nehrim was try to explore everything. The game blatantly refused me that option which at first I saw as negative. But after about five hours of gameplay I started to appreciate the value of this a lot.

But yeah, that's just my opinion on the matter. If the rest of the community does not concur so be it.

In regards to the soundtrack: I'm looking forward to it. Nehrim has some splendid music. Especially the harp music and such. I'm a sucker for classical music. This fits right in. Almost if not just as good as Soule's scores. But definitely loads better than his battle music. The battle music in Skyrim and Oblivion is rather tiring. In Nehrim it is heaps more subtle.

Regards.

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Caleb8980 CreatorOnline
Caleb8980

No prob at all, as said you aren't the first nor will you be the last I bet :D

The problem is that one of SureAI's main principles is that they want to encourage exploring with their worlds, not hinder it. That alone made the whole situation with the desert a headache.

This is btw also the reason why you can find a special item at the end of each dungeon as treasures are always a good reason for "dungeoneering" ^^

This principle is, as unbelievable as it seems, not in the slightest "hurt" by level zones, just like you described above - actually these zones encourage exploring as you #1 wanted to enter a certain zone to see what lay in there and #2 you tried to find and enter as many dungeons in your currently manageable zones to get strong enough for the higher leveld region :P (and yes level zones come back for Enderal ;-))

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Guest
Guest

Do you perchance know if the SureAI team ever made an official statement pertaining to the release of the scores to their games? Sure you can download them off YouTube, but I'm talking about some sort of complete release on here in an uncompressed format.

Just curious.

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MarvinKopp
MarvinKopp

Yes we did :) the soundtrack will be released in Wav format together with the finished game. Probably as a digital download on our website.

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Guest

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Guest
Guest

And the Nehrim: At Fate's Edge and other scores too?

Anyway awesome to hear.

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