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1) Leveling System
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"It does not matter how strong or smart one is. It only matters what one can do." - M'aiq the Liar
- Almost every leveled aspect of the game world is now static:
° Enemies and Allies no longer are leveled (except for followers at the moment) - you'll find any enemy the game has to offer from level one on - it's now only based on chance and location what you may find in the land of Skyrim
° Items are no longer generated based on the players level (this includes merchants wares, random loot and much more). You can find everything in the world, though the higher the quality, the rarer the item
° All quest rewards are no longer dependant on your level
° The amount of leveled locks has been reduced
° The damage traps deal is no longer based on your level. It's always lethal, now
For a more comprehensive depiction of enemy encounter difficulty, have a look at this list:
°Low Level Enemies (managable from first level on, IF taken on appropriately)
- Animals (Skeever, Mudcrabs, Wolfs, Bears, Sabrecats, Slaughterfish, Horkers)
- Bandits
- Forsworn (If they're still human!)
- Normal Humans in general
- Skeletons, Armored Skeletons (if they're about a human's size)
- Baby Frostbite Spiders
°Mid Level Enemies (might still be somehow managable from first level, but requires great amounts of skill and tactics!)
- Soldiers and normal Guards
- Draugr
- Most other zombie-like creatures
- Witches/Hagravens
- Trolls
- Icewraiths
- Spiders
- Spriggans
- Mammoths
- Fire Atronachs
- Ghosts
- Giant Slaughterfish
°High Level Content (don't expect to have a chance against these without greatest preparations)
- Giants
- Vampires
- Mages
- Dragons
- Falmer
- Dwemer Constructs
- Werewolfs
- Giant Trolls
- Gigantic Mudcrab
- Dragonpriests
- Dremora
- Xivilai
- Frost Atronachs
- Storm Atronachs
- Elite Troops (For example, Bodyguards of Rulers etc.)
What's behind it techniqally:
- All leveled lists have been changed so that they can spawn all available NPCs, Items etc. from level one on, without changing the possibility of getting another result with an increased level.
Also, some leveled lists have been altered slightly to support the atmosphere (for example, you'll now find more small mudcrabs than big ones and more wolfs than bears, more unskilled people than skilled people etc.)
- Almost all NPCs have been redone - mere bandits will always be managable from low levels on IF you go on them with some tactics - if you don't see an archer in a dark corner, he's most likely to kill you.
Also, NPCs that you'd expect to be very skilled now actually are very skilled - for example, guards who protect important people will always be experienced combatants that most likely mob the floor with you if you're not a high level.
In case of dungeons - most of them will be very static and their difficulty is quite hard to be described - basically, it's now all about tactics and preparation. If you play all your cards right, you might find many of them managable. If you're not, well, any dungeon might just prove to be quite devastating.
2) Skills & Perks
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"That looks good. Who knows, with enough practice, you might forge the most legendary weapons one day..." - Alvor
Skills
- In general, the impact of skill points is smaller than in vanilla. Perks are more relevant, making jack-of-all-trade characters much harder to acquire.
- The skill of the player is still relevant, but what your character is able to do is now much more important. If you have the right timing, that's good, but it will be of not much use if your character cannot benefit from that. Examples:
Blocking will only be efficient if you actually have perks invested to it. If not, you can of course still block, but the damage you receive will still be very high and your stamina will be drained by it. If you have both ranks in the first perk, you'll feel a great difference in blocking compared to the former situation.
Sneaking is always possible, but if you do not have at least some perks in it, your character is extremely clumsy. Even sneaking slowly most likely will cause enough noise for enemies to go searching for you - not to talk of running, the noise of your footsteps will alert foes quite a distance away.
This applies to many other aspects, too!
- Most skill rates have been adjusted to lower values, so the skill leveling should be a little bit slower than the Vanilla rates *
- Most Skill books do not increase of your skill level by 1, but only a bit
- All starting skills that aren't modified by your chosen race will start on 5, not on 15 *
- Available Training Units have been halved (and rounded up to 3 units per level) *
- Armor will increase your respective skill rating very slowly when you wear it while running and sprinting in it
Perks
- You start out with three free perk points to define your character on the first level
- Completely redone perk trees and new perks with more fleshed out descriptions and effects
- The descriptions now do not offer any numbers, but barely describe the effect in a more oldschool style in order to prevent power gaming triumphing over roleplaying (It might sound odd, but be assured, it's completely sufficient to just pick the perks that reflect what you want your character to be able to do)
Examples:
°Nightly Thief: "You have learned how not to wake up targets during your "nightly visits", so you can free them from their worldly burdens with ease."
°Intense Flames -> Cremation: "Your fire spells burn so ferociously that they deal more damage by setting foes ablaze, often causing them to run away in agony."
° Regeneration (a new perk in the alchemy tree): "Having consumed extracts from troll fat and fish eggs, you are now able to regenerate when immersed in water."
° Mimicry (a new Speechcraft perk): "You've become an extraordinarily good actor and are now able to use disguise yourself perfectly." (This allows you to become a faction member of some selected factions upon donning their related chest slot robe/armor)
- You'll notice a greater difference in gameplay now when it comes to the weapons you use and their related specializations:
- Swords will be even faster when perked, allowing true flurries of blows that are ideal for dealing damage with elemental enchantments or to take down unarmored foes - though you'll have a tough time against foes that aren't that easily sliced by your blade's edge.
- Maces and Hammers will still be the slowest, but because many enemies now actually posses a really high armor rating, making them more then welcome when you face fully armored enemies (which also have been increased in number).
- Axes now are a middlething between the two - they offer both increased damage and a weaker form of armor penetration than that of the maces.
- Twohanded weapons will profit more from some of their associated perks than onehanded weapons - for example, when fully specialized in, maces ignore up to 50% of armor, while warhammers ignore 75% of it, as they have a much higher weight that can be made used off when fighting with it correctly. However, twohanded weapons will be hard to handle, as they won't allow you to use a shield for protection from arrows. Use them with care!
- You now need to specialize more in the trees to get the best perks available. For instance, if a perk tree splits like the Illusion tree and both strangs lead into one single perk, you have to learn every perk in both branches to get the last one - to make this up, most High End Perks have received a major boost, like increased effects or unique spells.
- Smithing Perks (except Basic Blacksmithing and Advanced Blacksmithing) now require the player to have certain books in his inventory that depict how the equipment related to the given perk is made and worked with - you can find these books in the game world or at some vendors. You'll recognize them by their description! *
- Smithing perks are now required to temper things associated with the given material. Magic items can also be improved as soon as you have the related material perk.
3) Magic
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"Fancy yourself a wizard, eh? You know, if you think you got the aptitude, you should consider joining the college of Winterhold..." - Farengar Secret-Fire
Spells
- All existing spells have been redone to suit the mod better (adjusted effects, changed some graphics, renamed for better sorting and much more) *
- Almost all spells now improve with a better spell school skill level *
- Spell costs will double when you only have a very small amount of stamina left
- Heavy Armor increases magicka cost for all spells (up to incastability) - Ongoing Battlemages can get rid of this by investing in certain Heavy Armor perks *
- Light Armor will also slightly increase magicka cost with each piece worn *
- All summonable creatures have been improved
- All magical projectiles are twice as fast
- Magelight (Light II) and all Wall spells can produce an unlimited amount of wall sections/light sources
- Firesparks (aka Flames), Lightning Sparks (aka Sparks), Icewind (aka Frostbite) and all Wall spells are fired for a fixed amount of time (3 seconds) and then have to be recast instead of being continous (this is to prevent stacking their effects by just recasting them rapidly). *
- Some low level spells are not available at any vendor except those in Winterhold (for instance, Healing/Heal Self I or Fast Healing/Heal Self II). They still can be found randomly in the gameworld, however, or through investing perks in Restoration!
- About 100 new custom spells, some of them scripted, some of them copy pasted to provide a more wide-spread and extended quantity of them, most of them being available only in Winterhold.
Alteration:
- Featherfalling (25): Negates Falling Damage
- Transmute Muscles (25): The caster hardens his arm and hand muscles, making them like stone. All unarmed damage is drastically increased.
- Animate Lockpick (25): Improves lockpicking based on skill level and perks
- Absorb [Attribute] (0 to 100): Drains the targets lifeforce, magic energy,... and gives it to the caster. (5 Different variations. ranging from touch to multi-effect spells)
- Lightning Speed (100): The caster moves almost as fast as light, making everything slow down almost to motionlessness.
- Detect Aura (Rank III) (100): Fire and Forget detection spell, reveals all creatures and even highlights corpses.
- Telekinetic Disarry (75): Removes all clothing from the target and disarms it.
- Telekinetic Blast (100): A concentrated blast of telekinetic Force, sending anyone it strikes flying through the air while tearing appart their very skeletons. (+3 more Telekinesis-based offensive spells)
- Transcendance (100): Basically works like the Shout Etheralness (Both self and targeted)
- Transmute Corpus (100): The caster attempts to turn the target into a slimey pile of ectoplasm.
Conjuration:
- Summon Ghostly ... (0 to 100): Summons a ghost of the respective creature. (12 variations currently, among them are hounds, mudcrabs, Draugr and Werewolves)
- Summon Swarm (0 to 25): Summons insects from the planes of Oblivion that deal poison damage. (2 variations)
- Summon Ghostly Steed (50): Summon the ghost of a horse that's a quite unqiue mount - it's the fastest mount available, while being completely invulnerable - it can even fall down all of mount High Hrothgar without taking a scratch. Also, the caster becomes ethereal, too, when mounting it, also making him or her invulnerable for as long as sitting on the steed. However, this also prevents attacking from this mount!
- Spectral Arrow (50): Conjures a single bound arrow and fires it at the target.
- Teleport I (50): Works like a Mark and Recall spell.
- Teleport II (75): Teleports the caster to the target location; it does work in combat, and it even allows the teleportation through bars and other obstackles that do not block line of sight.
- Conjure Dremora Archer (100): Summons a dremora Archer
- Conjure Dremora Warlock (100): Summons a dremora Warlock
Destruction:
- Lightning Jolt (25): A damage over time shock spell that stacks with itself (+2 more lightning based spells in different variations)
- Arcane Missle (50): A missle of pure arcane energy that is fired instantly and deals non-specified damage, penetrating most mortal resistances (+2 more variations that deal higher damage and pierce more resistance)
- Toxic Spray (50): Cover your foes in toxic and corrosive slime (+5 more poison based spells in different variations)
- Ice Grasp (50): The touched targets is dealt frost damage (+2 more frost spells in different variations)
- Lightning Cascade (100): The target is tormented by ferocious lightning for a limited duration.
- Firestrike (100): A meteor that annihilates everything in its impact radius (+4 more firebased spells in different variations)
Illusion:
- Umbral Vision (25): You can see in the dark. Toggable.
- Arcane Resonance (25): Works like the shout "Throw Voice", but as a spell version
- Phantasmal Killer I (50): Kills the sleeping humanoid target instantly without any sounds.
- Phantasmal Killer II (75): Causes the target humanoid to commit suicide.
- Phantasmal Killer III (100): Causes the target to either face its most feared nightmares or die from a terrible heartattack.
- Fury IV (Domination): Causes the target to go beserk without the caster risking to be detected as the spell's source.
- Arcane Dominance (Domination): Completely control the minds of all nearby weak individuals, causing them to not attack you even when threatened, to give you outrageous prices while bartering and to submit to almost any proposal...
Restoration:
- Protection from Poison (25 to 50): Increases resistance to poison (targeted and self)
- Healing Aura (25 to 100): Grants a small passive health regeneration for a few ingame hours. Stronger versions also protect from drain effects (targeted and self) (+2 more healing based spells in different variations)
- Dispel (50 to 100): Removes all poisons, diseases and temporary magic effects (self and targeted)
Enchantments
- New and unique enchantments are available via certain enchantment perks. A new mechanism has been built in to get them in a more immersive way
Examples:
°Flame/Shock/Frostburst: The weapon causes elemental explosions that deal damage to all hit targets. Bows actually cause all targets nearby the arrow to explode. But every enchanter should beware when using this potent enchantment, for it also damages the caster - using it in melee will require protection from the respective element!
°Spellbreaking: The weapon has a certain chance to dispel all magic from the target - which also can kill any summoned creature instantly.
- Many other enchantments in the game have been edited, too, some with all-new effects.
Shouts
- All shouts have been improved so that whenever you make use of your Thu'um, it will really feel like your literally shouting your unfortunate foes apart! *
- Shouts receive fully dynamic bonuses based on what you do:
°Every 5 levels decrease the player's shout cooldown by 2%. Caps at 20%.
°Every six words of power known, the player gets another 4% cooldown bonus, which caps at 40%.
°Every hundred times the player shouted, there is a slight bonus of 1% cooldown bonus, which caps at 10%.
Standing Stones
- All Standing Stones have been overhauled, somewhat according more to the original effects. Also, you'll now have to make a tougher choice, as you will only be able to change the stone blessings between those stones that belong to your chosen guardian constellation: *
Those who have chosen the Mage will never be able to have another sign but The Mage, The Apprentice, The Atronach or The Ritual.
° The Mage grants 100 magicka
° The Apprentice grants 300% additional magicka regen, but also a 100% weakness to magic
° The Atronach grants 200 magicka next to its absorption bonus, but disables magicka regen. Also, you'll no longer be able to use food either as a stamina or magicka source due to its Wombburned curse
° The Ritual has been increased in its default effect
Those who have chosen the Warrior will never be able to have another sign but The Warrior, The Lady, The Lord or The Steed.
° The Warrior grants 20% bonus damage with all weapons
° The Lady grants a doubled Stamina regeneration rate
° The Lord gives you 15% magick resistance and the default armor bonus
° The Steed gives you 100 Stamina
Those who have chosen the Thief will never be able to have another sign but The Thief, The Shadow, The Lover or The Tower.
° The Thief gives you a small 10% bonus on Ranged Weapons, Onehanders, Pickpocketing, Sneaking and Lockpicking
° The Shadow has been increased in its default effect and also makes you ultra-silent
° The Lover gives you a speech craft/bartering bonus
° The Tower grants you 50 additional carry weight
If you don't choose a guardian constellation, you can do it later - Or, you can choose the Snake, which renders all other signs inobtainable! Your choice is permanent, so choose wisely!
° The Snake allows to paralyze a target for 5 seconds and deals 750 poison damage over 30 seconds once a day
Shrines of the Divines
- Shrines now only grant bonuses if you do not have commited too much crime during your adventure in Skyrim - for criminals aren't favored by the divines! Also, the duration of the blessings has been increased greatly. Also, if you do certain deeds, some gods might grant you even more power - for instance, Mara's blessing enhances your health if you've completed her temple quest. On the other hand, some gods might also refuse to bless you - for instance, if you join the Imperial Legion, Talos will refuse to bless you for this blashpemy. If you do not use any options, such effects are permanent, so think twice before leaving the path of righteousness! *
4) Combat & Attributes
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"The best techniques are handed on by the survivors..." - Gaiden Shinji
Combat
- The Difficulty is now static - turning it up or down won't have any effect *
- Combat now varies a lot. All weapon damage is drastically increased (that counts for all weapons, even those from other mods); tactic is now of high value, and can easily turn the sides of battle. Just wildly engaging in battle straightforward will most often end up in a painful death if your character is not much more powerful than the faced foes.
- Many foes now possess more perks and skills, making combat even more thrilling - if you see someone wielding a mace, he most likely has also training in its use, so make yourself ready for some armor-penetrating blows!
- NPCs are more intelligent: They will block, bash and attack more often and will always go for the best weapon available. They also have received a higher chance to carry potions with them, which they'll most likely use if things begin to look bad for them. And as they use potions, they might also use some poison on you - as you're not the only one who can take and use it from frostbite spiders! They also persue your character much longer. *
- NPCs will yield in a more believable way. When they say it, they mean it! If left alive, they'll be affected by a fear effect that will cause them to panically run away from you for quite some time.
Also, many NPCs might choose to flee even sooner when their health drops to a critical value and the player is not severly injured or paralysed - however, certain factions and races are much more fierce in combat and do not flee that easily.
Some animals are also affected by fear when their health drops a critical value, making them quickly run away from you when they sense their death - you'll have to chase them in that case, or you can leave them be. *
- Armor is required to survive direct combat, unarmored targets are dispatched in a trice, therefore, all armor ratings have been improved greatly (this also applies to custom armors from other mods) *
- Heavy armor is extremely hard to wear if you're not having at least some perks invested into the respective skill tree, for if not, it'll drain your stamina, increase sprint cost by about 100% for EACH piece worn and will also increase power attack stamina consumption. *
- The caps of armor, blocking and resistances have been increased to about 95% - don't be fooled by this high amount, for the hardest encounters, this will be neccessary. You might even want to be much above this cap, though, as now, there is much more in the game world that makes use of armor piercing attacks. *
- Blocking is essential. Not blocking in combat is almost like suicide if you don't wear a second skin made of pure steel - as many enemies also have armor piercing attacks, even that might not save you from a painful death. But don't even think about blocking when you're not trained in it...
You can also try to dodge, but that won't always be an easy task, especially when fighting creatures that are faster than you. *
- Bashing has been tweaked a lot: It does not stagger by default, but only when they hit something that is in an attack animation. Thus, you need to time them correctly. Fast attacks are almost impossible to counter, so it's best to wait until an opponent starts a power attack.
Some creatures cannot be staggered by bashes at all anymore, though.
- Bashing an archer will almost always disarm him.
- Bashing with a shield can even knock your enemy down; this depends on various factors.
- You will be staggered much more often. Whenever you're hit, in fact, though this can be prevented by fulfilling one of these terms: *
° You wear a full set of heavy armor or a full set of glass or dragonscale armor or have at least 300 armor rating
° You are undead (a vampire, for instance)
° You are currently blocking
° You are using a Mage Armor spell while having invested at least one perk in it
- Archers are now extremely deadly. Arrows are much faster, NPCs aim better, drawing a bow takes more time for untrained persons. A normal human will go down with one or two hits when not being armored heavily - for a piece of wood and metal in your intestines isn't something you just shrug off.
Warriors should remember that arrows can actually be blocked manually, but that requires a great amount of skill and somewhat a bit of luck - besides having more than just some perks in blocking, timing and angle will also be of great importance. If you're feeling lucky, try to position yourself so that you look about 10 to 15 degrees to the right while blocking with a shield so it points to the archer - you might just be able to deflect it! But you've been warned!
Also, Heavy Armor is almost unpenetrable by bows over longer distances, while every archer receives a high armor penetration bonus when the target is almost in melee range. Certain Light Armors (Elven, Glass, Dragonscale) also decrease taken damage from ranged weapons, but by far not as much as Heavy Armor does.
Also, the range you can score a sneak attack with ranged weapons now depends on your archery skill level - if unskilled, you'll have to get VERY close to deal extra damage - if on 100, the range is without any limits.
Also, NPCs do not have unlimited ammo anymore, as they now use the arrows in their inventory. When they're all used up, they either flee or, much more likely, engage in melee combat, so if you're struggling in a fight against archers, you can try make them exhaust their ammo!
In addition to this, the damage you deal with ranged weapons is also generally dependant on your skill level in relation to the distance your target is away from you. Don't expect to be a perfect sniper without any skill! *
- Being hit in melee while carrying a bow/crossbow can result in a broken ranged weapon if it is not made mainly out of metal; reusuable materials are scavenged automatically. This applies both to the player and NPCs. Thus, if you want to scavenge a lower material ranged weapon from an NPC, try to kill him in one blow, make him exhaust his ammo, force him into melee, use ranged means to kill him or sneak attack him. *
- The range of all melee weapons and bashing has been decreased *
- Many essential characters can now be killed when you hit them with a weapon, but not with most spells (characters that are important for the main quest aren't affected by this at the moment) *
- In general, all things you will face in battle now possess very unique traits:
- Especially strong spellcasters now can telepathically monitor their sorroundings, which translates to tremendours sneaking penalties for the player - However, a Muffle enchantment or a Silence spell can negate this effect completely.
- Creatures with no clear, vulnerable anatomy cannot be sneak attacked for extra damage
(Ghosts, most Undead, Constructs, Atronachs)
- Creatures with carapaces and such now actually have a considerable armor value that can only be cracked by experinced fighters or by magic means
- Creatures that use poisons against you (Spriggans, Falmer, Spiders, Charusses etc.) will "check" your poison resistance whenever you're hit by a poisonous attack by them - if it is above a certain threshold unique to the respective creature type, the poison will not affect you in any way - if it's below, well, then you've got yourself a serious problem.
- Giants are strong. VERY strong. Their powerful strikes easily knock down the entire vicinity around them, and probably can only be bested in melee when killed very quickly with a fast charge, or by making them fall with the Power of the Dragonborn's Thu'um...
- Draugr are what one would expect of a zombie: a walking tank that feels no pain. They are very resistant to physical damage, as no critical damage to organs is applied - though bladed weapons show the greatest effect. Also, they will suffer even less from frost and shock. But they're vulnerable to fire and silver, and the latter is probably the only good option for an archer to get rid of them, as they cannot be harmed by piercing them with a small, sharp stick. *
- Fire Atronachs consist mostly of animated fire and molten lava. Therefore, physical damage will have almost no effect on them. Also, they'll explode much faster and MUCH more violently when they die, so better don't even think about engaging in melee if you don't know what you're doing.
- Trolls have immense regenerative abilities - one can actually see the wounds that even a greatsword inflicted closing within a trice. Only a severe amount of damage will suffice to slay such a beast - though some say that fire stops the regeneration completely...
- Ghosts are almost immune to all forms of physical damage, requiring severe weapon damage to destroy them - magic is highly advised, though silver coated weapons might also be of great help
- Constructs are a real pain to fight - They're highly resistant to all forms of physical damage, arrows will just bounce off them with no effect and they're immune to paralysis, poison and highly resistant to fire and frost. Only severe overloads of eletric energy seem to have a great effect on them, though one can still fight them with normal weapons - but that will be a long fight, indeed! But make sure to have proper resistances, as these constructs will probably cook you alive with hot steam and electricity... *
- Dragons are truly gruesome creatures, being protected by a strong shell of scales that grants them a high armor rating. They also have much more Health, a strong resistance from the element of their breath, though they also are vulnerable to the opposed one. Their bite will tear anything to shreds if its not wearing the best armor one could think of. They will also strike fear in the hearts of many! By the way, dragons now stay true to their color pattern, meaning that red/yellowish ones always use fire, white ones use frost, gray ones can use both. Green ones have been completely changed so that they now are more melee oriented characters with short ranged poison breath and a paralyzing bite.
Attributes
- Magicka, Stamina and Health are now even more important for they also grant passive, dynamic bonuses - basically, they now do what Attributes did in older titles, with Magicka representing Willpower and Intelligence; Stamina standing for Dexterity, part Endurace and Speed; and Health also reflecting raw physical power.
The bonuses granted by these are very small at the beginning, but you'll notice them when you've reached a higher level and have access to enchantments like Fortify Health, Magicka or Stamina, which of course are also calculated for these bonuses!
This list provides the statistics in a more detailed way:
Magicka
Every 40 points increase Magic Resistance by 1%. Caps at 25% *
Every 40 points increase Magicka Regen by 8%. Caps at 200% *
It regenerates half as fast as in vanilla Skyrim by default. Running and Sprinting will disable magicka regeneration unless you have the Focused Mind perk or are a vampire.
Health
Every 40 points increase damage in hand-to-hand combat by 1.5 points. Caps at 50 points *
Every 40 points increase damage with melee weapons (except daggers because of a vanilla bug) by about 1.4%. Caps at 50% *
Every 40 points increase carry weight by 4 points. Caps at 100 *
Every 40 points increase poison resistance by 1%. Caps at 25% *
Every 40 points increase disease resistance by 1%. Caps at 25% *
It does not regenerate at all anymore naturally, even when sleeping (Sleeping however does restore it completely if you are affected by a Restore Health effect) *
If your health drops below 30 points, you are so injured and crippled that your movement is reduced by 25%. This can stack with the low stamina penalty. *
Stamina
Every 40 points increase damage with bows by about 1.4%. Caps at 50% *
Every 40 points increase stamina regen by 8%. Caps at 200% *
Every 40 points increase your rate of movement by 2%. Caps at 50% *
Every 40 points increase poison resistance by 1%. Caps at 25% *
Every 40 points increase disease resistance by 1%. Caps at 25% *
- It regenerates half as fast as in vanilla Skyrim.
- Running low on stamina during a fight is possibly the worst thing to happen with this mod:
If you become hit by a spell, arrow or whatever sort of attack while your stamina is really low (absolute value), you will become staggered and won't regenerate any stamina for some moments. Also, you are practically unable to block when having a very low amount of stamina, as you won't have any more strength to parry or deflect incoming blows effectively. Also, you'll move slower as long as you have only a small amount of stamina left. *
- Having a practically depleted stamina will result in a high risk of losing the grip on your weapon and shield and will also half all physical damage you deal *
- Running (not sprinting) now also consumes a small amount of stamina (about 0.2 points/second) and negates regeneration - standing still or walking solves this problem! Or you cook some more nutrtitous meal... *
- Swimming also consumes stamina, depending on how much armor you wear *
- Sprinting costs have been drastically reduced
- You receive less carry weight by leveling up Stamina *
- Also, if you have more than 200 Health and Stamina each and do sprint into an enemy of about your size or a non-armored weakened one, you might be able to send him (or her) down to the ground. The same is true if you wear a full set of heavy armor.
- Added Lockbreaking to certain weaker doors and containers:
When you melee attack such a door or container (basically all which are made mainly out of wood and those with padlocks), a script attached to it will check the player's adjusted breaking value (which is 2x your health + 1x your stamina) - if it's at least equal to the break value of the lock, the container/door will be open after you hit it.
Breaking values are as follows:
Novice: 350
Apprentice: 550
Adept: 750
Expert and Master level locks cannot be broken, however, regardless of the material!
5) Atmosphere
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"You know what's wrong with Skyrim these days? Everybody is obsessed with death!" - Jon Battle-Born
Handplaced Things
- Fleshed Out the Start in Helgen - if you look carefully, you'll find more background information, small secrets and stuff that'll help you survive for the next few minutes.
- Handplaced unique non-respawning creatures, some of them named - some just for atmospheric reasons, others might carry unique loot or guard something of interest...
- Certain Quest-related locations received some handplaced items that will help you at the beginning.
- Certain Quests have been edited to be much harder than in vanilla Skyrim. For instance, enemies related to Daedric Quests have been made stronger.
- Many minor tweaks to many cells (handplaced locks, rearranged items and more)
User Interface
- A new, more RPG-ish custom font is bundled with the mod. *
- A lot of effects now come with visual effects affecting your screen: Poisons will make your vision blurry and sicklgy-greenish. Alcohol, Drugs and Diseases also received such effects.
- Messages the player receives have been changed to First Person Singular, depicting thoughts and feelings. *
- Loading screens will only tell you lore-related stuff. No more hints and advises of how to interprete the HUD and such things.
- If the player dies, he'll be send to the loading screen almost immediately to represent the fact that he/she is dead - no more time to look around the enviroment. If something has managed to take you out without you noticing it... You'll have to be more careful the next time. *
- Removed Quick/Auto - save/load messages *
Trading
- Merchants will rip you off if you aren't good in speechcraft or don't bring some illusion magic. *
- Merchants are now more different. Smaller ones will have less money and goods, while those in less rural locations do have much more in stock. Their goods also somewhat depend on their location, like Alchemists in Markarth selling a lot of dwarven oil and much more of such smaller things.
- Most merchants' wares are now actually accessible via certain chests in which they store most of their wares - they are masterly locked, however!
Thievery
- Pickpocketing requires at least one rank in the first perk (This does not apply to Khajiit) *
- Lockpicking is actually hard: Don't expect to even open a Novice Lock without the proper perks, raw physical strength or advanced magical help *
- Added a lot of locks to the game world
- Wearing any heavy armor will render most thieving activities much harder or even impossible
- No more easy sneaking in heavy armor. Others will most likely spot you before you spot them.
- Sneaking tweaks: *
° Sneaking in general is harder
° Enemies field of view has been reduced
° Enemies will search much longer for you
° Standing in Light now means a greater risk for being detected
° The impact of your sneak skill has been reduced slightly
- A sleeping target is now always dispatched by a successful sneak attack
Races
- Every playable race starts with different stats (Health, Stamina, Magicka, regen rates, unarmed damage, carry weight, speed, starting skill levels)
- Without at least one perk in Sneaking, your character will get high penalties when sneaking. This does not apply to Vampires, Khajiit, Argonians, Wood Elves and Dark Elves.
- Without at least one perk in Alchemy, your character's selfmade potions will be very weak. This does not apply to Argonians, Wood Elves, Bretons and High Elves and Dark Elves.
- Without at least one perk in Enchanting, your character's selfmade enchantments will be very weak. This does not apply to Bretons and High Elves and Dark Elves.
- Many racial abilities have been changed and new ones added:
° Argonians: 75% disease resistance, 90% poison resistance, Strong Stomach (allows them to eat Raw Meat), Racial Power now regenerates Health, No stamina drain while swimming unarmored, Skill Rates +10%: Light Armor, Lockpicking, Skill Rates +5%: Pickpocketing, Sneak, Alteration, Restoration *
° Bretons: 15% magic resistance, Dragonskin only lasts 30 seconds, 10% increased power attack cost, Skill Rates +10%: Conjuration, Skill Rates +5%: All other magical ones, Alchemy *
° Dark Elves: 75% fire resistance, Ancestor Guardian grants 95% damage resistance for 30 seconds, Skill Rates +10%: Destruction, Onehanded, Skill Rates +3%: Everything else *
° High Elves: 25% weakness to magic, 10% increased power attack cost, 5% cheaper spell cost, 10% more range with spells, 5% longer duration and higher power, faster passive magicka regeneration, Highborn now lasts only 30 seconds, but makes their magicka practically inexhaustable, Skill Rates +10%: All magical ones *
° Imperials: 20% reduced power attack cost, halved sprinting cost, stamina bonuses, "Voice of the Emperor" grants a five minute speechcraft bonus, Skill Rates +10%: Speechcraft, Restoration, Skill Rates +5%: Destruction, Onehanded, Block, Heavy Armor *
° Khajiit: Night Eye is toggable, higher claw damage (25), 15% speed bonus, Strong Stomach, reduced Falling damage, can pick Novice Locks without any training/bonuses, Skill Rates +10%: All skills related to the Thief pattern, 15% more expensive spell casting costs *
° Nord: "The Dragon Within" allows to shout 5 seconds without triggering cooldowns, 50% frost resistance, 25% shock resistance, 25% reduced power attack cost, Skill Rates +10%: Twohanded, Smithing, Skill Rates +5%: Light Armor, Heavy Armor, Block, Onehanded *
° Orcs: Strong Stomach, Berserk lasts 30 seconds but also increases stamina greatly, 35% reduced power attack cost, Skill Rates +10%: All of the Warrior pattern, except Archery *
° Redguards: 75% disease resistance, 75% poison resistance, Adrenaline Rush lasts 30 seconds, regenerates stamina even faster, slows down time slightly and protects from paralysis, 20% reduced power attack cost, Skill Rates +15%: Onehanded, Skill Rates +5%: Block, Archery, Smithing, Destruction, Alteration *
° Wood Elves: 75% disease resistance, Strong Stomach, Cannibalism (certain enemies drop special "Strange Meat"), 15% increased power attack cost, Skill Rates +15%: Archery, Skill Rates +5%: Sneak, Lockpicking, Pickpocketing, Light Armor, Alchemy *
- Starting max unmodified weight is reduced to 85 to 125 units, depending on your chosen race *
- Removed most starting spells - only some races still have some (Bretons, Dunmer, High Elfs) *
- The "Strong Stomach" feature also applies to Werewolves and Vampires, and also can be achieved by possessing the Ring of Namira.
- Improved all race descriptions in the character creation menu
- Added a few dozen more predefined characters to the character creation menu
Animals
- The inventory of Horses with saddles can now actually be accessed - just mount/dismount while you do not have anything equipped to your right hand, and its inventory screen will pop up.
- Horses can sprint much longer and are faster
- Horses will avoid combat more often (except certain unique ones)
- Horse charge: Weak and small enemies are trampled down when a horse charges into them. Be sure to be careful when riding, therefore - it's now like driving a car. If you do it too carelessly and produce an accident, you'll be hold responsible! *
- Many animal factions have been tweaked so that there are more hostile encounters - for example, Spiders now actually are hunting Skeevers if there are any nearby.
- Many animals now come in different sizes and have improved movement statistics and some more minor tweaks
- Don't expect to find anything but fur, intestines and other natural stuff on almost all animal corpses. No more gold, jewelry or stuff like that that would make one think: Did this beast just swallow a treasure chamber, mayhap?
Vampires & Werewolves
- Werewolves now all have static claw damage and tweaked abilities (more Health, slightly faster, stagger resistance)
- If the character becomes a Vampire, the character will receive the Vampire Template of this mod, which decreases all damage from non-bladed weapons (Maces, Warhammers, Bows) by 66% and all falling damage greatly. In addition, being a vampire also has increased benefits (Like the Fortify Health effect now granting +300 HP). Besides, vampires do regenerate their health by default, have an improved magicka and stamina regeneration, and a higher carrying capacity. Most vampire powers also have been edited, however, the penalties for being in daylight are also far more dangerous and can kill you if you do not have more than [Current Vampirism Stage x 100] health points, as is the weakness to fire. *
Miscellaneous Settings
- Ore veins yield more loot
- All falling damage has been increased.
- Faendal & Sven are no longer available as followers *
- No more fasttraveling. Use a cart, teleport, buy a horse. Or even better: Walk. *
- Time will now run slower. (The mod's value for that is 10, meaning one minute real times equals 10 minutes ingame time) *
- Diseases are a plague. You'll want to avoid them and always carry at least one cure for it with you or make sure the divines are willing to free you of your afflictions...
- Player homes are now automatically locked when you leave them for immersive reasons (Who doesn't lock his house when leaving it alone?)
- Nordic and Dwemer Triggerplates are now invisible - now, your character will only be totally safe from traps when you invest into the respective perk in sneaking. * (You can overwrite this as you see fit with the mod "Subliminal Traps")
- Many sounds have been replaced with silence, for instance the critical hit sound, some sound effects when updating a quest and so on. *
- Most hostile NPCs now have much shorter and similar "names" so you aren't able to tell if you're facing a weenie little guy with no experience or the ex-grandmaster of the arena himself. You'll have to judge about him by looking at the equipment, for instance...
- Blood Splatter on the screen when becoming hit will stay only for few seconds
- Blood on your weapon will last multiple minutes and fade away slowly
- Allies will become hostile after two hits from you
- Cleared Dungeons will not respawn - This is both for immersive reasons and because you can now think about actually storing some stuff or even claim a conquered dungeon as a new home (though still in some cases, there might be some trouble - as it would be realistic, there is always a certain risk that another faction occupies it) *
- Random dragons spawn less often *
- And of course, Eastereggs! But of course, lorefriendly and placed sparringly!
6) Items
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"Some may call this junk, me, I call them treasures..." - Belethor
New Items
- New Weapons (Selected stuff from Weapons of the Third Era)
- New armors (Selected stuff from Immersive Armors and other mods)
- New Food (Milk, Water, Mudcrab Meat and some more stuff)
- New Hunting Loot (Fat, Hearts, Claws, Fur, Meat...)
- New Recipes (Sweetrolls, Bread, new ways to smelt down metals (from clutter items or equipment) *, new weapons at the forge, craftable enchanted arrows and some unique ones acquired by perks)
- New Books (some are from previous Elder Scrolls Titles, others are completly new and have been written by myself)
- New special items (for example, the "Bag of Holding", which increases your maximum carry weight by 100 as long as it is in your inventory)
- Teleport scrolls
- Most new items have been integrated in loot tables, vendor lists, can be carried by NPCs, or can be crafted
- Hundreds of handplaced items and treasures (and still counting)
- Craftable Staffs at the forge:
° Depending on your enchantment skill and perks, you'll gain new recipes for magical staffs of different materials. The better the material, the better the spell it can hold.
- The perk "Advanced Blacksmithing" allows to grind Rubies, Garnets and Sapphires into Red or Blue Glitterdust at a forge, which can then be used for alchemy.
- Alchemists who have the second rank of Alchemical Lore can now craft special oils at the forge that work like poisons and deal elemental damage or have another very specific purpose
Unfortunately, they only work on living enemies.
- Every character can now create "Healing Poultice":
It's a very weak form of medicine that now is pretty common in Skyrim, made from weak Alcohol (Ale), Tundra Cotton and Blue Mountain Flowers. It serves as a basic medicine somewhat simillar to a bandage, but is more potent than that. To craft it, you need to have the recipe (available at some alchemists and as random loot) in your inventory and then activate a tanning rack.
Old Items
- Questionable items like Skooma or Black Soulgems can only bought from/sold to more sinister merchants
- Some items are cursed - equipping them can lead to penalties ranging from attribute mali to an almost instantaneous death, so watch out... Some curses also only affect you under certain conditions. Example? All artifacts associated with Meridia will cause anything undead to crumble when even touching it!
- Though not depicted ingame, gold now has a weight. You'll have to find a place to store it... *
- Though not depicted ingame, arrows and bolts also have a weight: *
°Light Ammo (Forsworn, Elven, Glass) weigh 0.1 units each
°Medium Ammo (Iron, Silver, Steel, Draugr, Nord Hero) weigh 0.2 units each
°Heavy Ammo (Orcish, Dwarven) weigh 0.3 units each
°Very Heavy Ammo (Ebony, Daedric) weigh 0.5 units each
° Custom Ammo (yes, even those from other mods) and magical ammo are considered to be Light Ammo
- All Potions have been changed in effect and have been renamed to make sorting somewhat less of a pain.
- You can only have one potion of every type active at a time - potion effects will not stack anymore, and drinking one while one other of its type is already active will just result in a wasted potion!
- All scrolls are now somewhat more useful - you'll think twice if you really want to sell them immediately!
- All staves have been overhauled
- Some unplayable armors and weapons have been made playable and handplaced in the gameworld (Greybeard Robes, Executioner equipment and more)
- Many ingredients and their effects have been altered
Examples:
°Nirnroots' effects are stronger than that of normal ingredients
°Daedra Hearts are extremely powerful ingredrients:
They make your health, stamina or magicka inexhaustable for 30 seconds or can be used to make a very deadly poison that could possibly even slay a dragon...
- Food will restore both Magicka and Stamina instead of Health when consumed out of combat. Raw food, on the other hand, will damage these attributes, unless you belong to a beast race, in which case you'll receive a bonus instead when eating it out of combat.
Also, the effects of cooked food now last much longer, making it more worth the while. Concerning how Stamina now works, you will want to have at least some food with you on longer journeys so you can restore your stamina more quickly so you'll actually want to eat/drink something once in a while.
- Many other misc items have been changed, be it in prize, weight or use. Hunting pays off more, stealing precious and handcrafted things pays off even more, plus much more.
- Completley redone artifacts with more fitting roleplay-like descriptions and effects
Examples:
° Dragonmasks are now worthy to be considered as equipment, not to mention what power the best of them all now bestows upon its wearer...
° Daedric Artifacts are now much more that what they should be. A few examples:
The Wabbajack:
- You can create Soul Tomatoes with it at a cooking pot
- Added the following effects: Summon exploding burning dogs, Summon exploding burning goats, uncloth, remove Draugr hair, freeze, make invisible, make invisible and paralyze, fear, set ablaze, *this one is secret*
- Tweaked the existing effects, charge consumption and more
The Oghma Infinium:
According to the story, reading this book will give you almost demi-god-like power. With vanilla, you got +30 skill points at best from it. With Requiem, this is much different:
- Instead of any skill points, you get 7 perk points instead, regardless of your choice
- Depending on your choice, your character gets +200 Stamina, Health or Magicka permanently