Oblivion

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��Summary:

Oblivion is, without doubt, a captivating game, but lacks a number of essential details including quality voice acting; variety of beasties; and balanced, challenging gameplay. This patch is an effort to at least attend the balance and challenge deficiencies. Godly items, or any combination of items that leads a player to be invulnerable to attack rather defeats the purpose of playing, so far as I'm concerned. That in mind, a number of enchantments have been notably reduced, and the offensive potential of critters and NPC's have been increased, and elite varients of existing critters have been introduced, posing a notably increased threat. To survive these changes, your character must be balanced in offensive and defensive capabilities!

Fear not! As well as making foes more imposing, and all but eliminating the potential for invulverability, other aspects of the game have been altered to help you reach the needed balance. All weapons in the game have been revamped for greater efficacy (as well as eliminating certain native bugs therein), and Sigil Stones have become significantly more powerful, now offering a total of six effects each -- three offensive, three defensive. Numerous other changes, some small, some large, have been made, including, but not limitted to, more sensibly designated barter gold for nearly all merchants, a complete overhaul of alchemical ingredients, and a few bug fixes otherwise not addressed by the Unofficial Oblivion Patch (which I highly recommend downloading).

There are three critical rules employed in the making of this patch. First, that characters should not be impervious to all attacks. This is the reason for the impairment of a number of enchantments. Second, that things should make at least -some- sense; I.E.: no endoskeletal remains from crabs, spider daedra, and land dreughs; oysters (not clams) that produce pearls. And thirdly, that for each new threat, there should be an appropriate defensive option, which may prove to be in the form of running the hell away from something you know you can't take down yet.

For a complete list of details on all changes is shown below, but you might want to preserve the mystery to add to the ensemble... which might give you a laugh... or a headache. Oh, and if you want a black hood or robe at any time, talk to Shady Sam. He sells them now.

This patch has been designed for use with Elys Uncapper, which requires the Oblivion Script Extender (OBSE), and a game difficulty level of 75%. If you find something awry with the patch, or if you have any suggestions for additions to it, please let me know.



--- Overview of Major Changes by Category ---



Alchemy:

The entire distribution of alchemical properties has been reexamined

to provide a wider array of effects, and for those effects to better

reflect the ingredient and where it comes from, as alchemy is supposed to, although the connecting logic on what attributes apply to what ingredients is very open to interpretation and may link attributes ranging from appearance and physical properties rather than actual chemical properties and medicinal uses of the same ingredient. The ingredients were broken into five categories: Foods, Helpful Herbs (3/4 - 4/4 beneficial), Harmful Herbs (3/4 - 4/4 poison), bitter-

sweet herbs (half beneficial, half poison), and Beastie Bits. Certain effects are much less commmon (I.E.: Burden, which is virtually useless as a poison), and some effects are no longer present in a particular category (I.E: food items that damage health...). There are, however, temporary negative effects in certain foods that reflect some property of the plant it comes from, or the real-world effect of eating such a thing (I.E.: Foods that make you sleepy after eating them might drain your speed or agility). The rarity of the ingredient has bearing on the presense of more powerful effects, and no ingredients are completely or partially useless, like the Nirnroot.



Armor:

The durability for all armors is doubled. This is to offset the

insane damage caused by the elite critters dealing more than a hundred

points of damage per blow.



Sigil Stones:

Every Sigil Stone at every quality level has been overhauled to make sigil stones stones worthwhile instead of something to be discarded or collected as a useless trophy. The root effects of each class of stone are the same (with the sole exception of the Turn Undead/Detect Life stone which was changed from Turn Undead to Weakness to Poison for hunting), but all have been renamed to reflect the enchanting powers of the stone rated from 'petty' to 'grand'. Some effects from the original stones have been lessened to preclude the making the invulnerable characters, but additional effects have been added to all stones, making for a total of six effects per stone -- 3 defensive, 3 offensive.



Miscelaneous Item Price Changes:

Early in the game, it's more than a little challenging to accumulate gold for training, rent, gear, etcetera, furthermore, a great many items have no value, when they should. As such, common junk otherwise serving no purpose, but found -everywbere- has been assigned at least some value, and others have had their values increased to aid barter at lower levels. Additionally, a number of items have been renamed to better reflect the nature of the item and to differentiate like-named items with notably different models.

Evidently, whoever was responsible for the design of the callipers and tongs didn't know what callipers look like and got it backwards. The model assignments have been corrected.



Weapons:

The stats for nearly every weapon in the game have been modified to

better suit the class and grade of each weapon. Weapons associated

with light armor classes are lighter and faster, but deal less damage.

Weapons of heavy armor material are conversely slower but deal more

damage per strike. Maces now use the same range as shortswords and

war axes (0.8), and although slower than either, deals the most damage

of the three classes, with war axes second in speed and damage. Longswords fall inbetween war-axes and maces for speed and damage with

a retained range of 1.0. Two-handed weapons are roughly the same distribution of stats. Claymores are the fastest, have the longest

range (1.3), but deal the least damage. Warhammers are the slowest, have the shortest range of two-handed weapons (1.2), but deal -very- heavy blows. Be very cautious engaging a foe carelessly who's weilding one of these until you're sure you can take the punnishment! Battleaxes fall inbetween claymores and warhammers for speed, range, and damage.



World Changes:

Plants objects have been edited to make ingredients seasonal where appropriate, which is virtually all of them. Some plants are placed in environments they'd never flourish in reality. There is, however, a limit to how much work I plan on putting into this patch, so only a select few issues are addressed by this patch. Foremost those include the following:



- Mushrooms that grow underwater, which is just silly. Those have

been deleted wherever found (If I missed some, please do tell).

There are also some instances of shrubs growing underwater in

the swamps. These have also been removed.



- Lilly of the Valley plants prefer warmer environments, partial

shade, and silty or sandy soil. More to the point, they do not

belong in the open fields of Cyrodiil's Gold Coast region. Such

instances have been replaced with Tiger Lillies, and the Lilly

of the Valley plants can now be found in the forests of County

Skingrad and the Niben Basin. Additionally, Tiger Lillies are

generally edible, if not tasty, and Lilly of the Valley is flat

poisonous. As such, Tiger Lillies and Lilly of the Valley now

have seperate ingredients.



- For whatever strange reason, Rice plants were given a model,

name, and ingredient, but weren't given a home in Cyrodiil. As

rice generally grows in shallow waters, you can find this plant

in the bogs of Blackwood. Five Hundred Forty-Two rice plants

have been lovingly distributed in the shallows of the bogs.



- I found the Pitcher Plants quite aggrivating when I first

started playing. They mock your efforts to harvest them for

alchemical ingredients. Therefor, they now offer forth their

digestive fluids for use in making poisons. Being in a

swampland, they produce their juices all year round, but prefer

the Summer.



--- Prerequisites ---



Oblivion Script Extender

http://www.nexusmods.com/oblivion/mods/37952/?

Elys Uncapper

http://www.nexusmods.com/oblivion/mods/31464/?



--- Suggested Mods ---



Darnified UI

http://www.nexusmods.com/oblivion/mods/10763/?



!!! Compatibility Warning !!!

This mod effects spellmaking magnitude by modifying the menus

for spellmaking. If you install Darnified UI, do not select the

spellmaking option, or install Darnified UI -before- installing

this mod!



HGEC Draconic Armor

http://www.nexusmods.com/oblivion/mods/18805/?

Unofficial Oblivion Patch

http://www.nexusmods.com/oblivion/mods/5296/?



--- Bug Fixes ---



Only bugs not otherwise adressed by the Unofficial Oblivion Patch

are adressed by this patch. If you've not done so already, you'll

likely see benefits by obtaining the patch at the adress above.



- "Allies for Bruma" - Quest related Oblivion Gates vanish:

Though I know not how it happens, it is possible for the quest-

related Oblivion gates regarging "Allies for Bruma" to vanish as

though they were never there, but a quest marker to where the gate -should- be still manifests when you ask for the aid of a count

who's city's related Oblivion Gate has not been closed down yet.

I found this extremely annoying, and found no existing solution

offered by any forum, only "sucks to be you" type comments. If

this does happen to you, simply asking for the aid on Bruma's

behalf of any count who's not already sent aid will trigger the

script responsible for these gates' appearance thereby resolving

the issue. I've seen no ill effect by running the script multiple

times regardless of whether the gates are active or not. Any gate

previously closed, remains that way. The detritus of such gates

will manifest again where the gate once was.



- Ambroise Canne - A journeyman block trainer that doesn't train

The AI flags for this NPC have been set to correct this issue,

as well as his idle standing about when he's supposed to be

tending the yard of the Surilie brothers.



- "Miscarand" - Miscarand Key does nothing

Flags for the two doors locked upon obtaining the Great Welkynd

Stone have been corrected so that the Miscarand Key unlocks them.



--- Important Notes ---



- This mod affects all merchant NPC's barter gold except fences, but

may not affect certain NPC's unless this mod is used from the

beginning of your character. To correct this, hit the tild key

(~) when in sight of the NPC (not while talking with them). This

will show their name and editor ID number at the top-center of the

screen. Then type in "setbartergold #", without quotes, where # is

double the NPC's barter gold. See NPC changes for intended barter

gold values.



-----------------------



New Creatures:

Baby Rats:

Mostly this just amused me. They're fun to blow up with a nice

fireball! Have fun!



Clannfear Brute:

Make sure you're either very well protected from melee, or a

very fast runner, else just one of these guys will quickly take

you down. Even at lower levels, this cast of Clannfear are able

to deliver well over 100 damage to undefended targets, and they do

not relent.

Level: 9 - 36

Strength 90 Speed 42

Intelligence 15 Endurance 65

Willpower 90 Personality 10

Agility 100 Luck 50

Health Multiplier 13

Magicka Multiplier 0

Fatigue Multiplier 300

Attack Multiplier 60

Combat 100 Magic 5 Stealth 25



Elder Scamp:

Signifiantly larger and stronger than any other scamp, these

critters pack a punch both in melee and ranged attacks, and they

reflect a notable amount of damage, so pay attention to how you

intend to down an Elder Scamp!

Level: 18 - 32

Strength 80 Speed 50

Intelligence 60 Endurance 65

Willpower 80 Personality 10

Agility 50 Luck 60

Health Multiplier 18

Magicka Multiplier 5

Fatigue Multiplier 22

Attack Multiplier 30

Combat 100 Magic 90 Stealth 25



Frostfire Atronach:

A nasty, elite version of the Flame Atronach. These sirens are

as aggressive as they are deadly, and not to be taken lightly.

Don't get caught offguard lest they kill you by surprise. Often

they spawn in pairs, so plan accordingly.

Level: 14 - 34

Strength 75 Speed 35

Intelligence 65 Endurance 70

Willpower 60 Personality 10

Agility 65 Luck 80

Health Multiplier 13

Magicka Multiplier 13

Fatigue Multiplier 9

Attack Multiplier 40

Combat 70 Magic 80 Stealth 25



Master Imp:

Slightly larger than a normal Imp, but much stronger. Expect to

run into these beasties anywhere you'd normally find Imps. Be on

your guard! These little buggers are strong and can cast spells

that deal much more elemental damage than their smaller kin.

Level: 18 - 28

Strength 75 Speed 40

Intelligence 35 Endurance 65

Willpower 100 Personality 10

Agility 50 Luck 70

Health Multiplier 18

Magicka Multiplier 30

Fatigue Multiplier 70

Attack Multiplier 13

Combat 35 Magic 80 Stealth 20



Troll Brute:

As the name suggests, these Trolls are much tougher to kill as

they deliver a punch that will affect the most heavily armored

opponent.

Level: 18 - 36

Strength 100 Speed 60

Intelligence 45 Endurance 50

Willpower 90 Personality 50

Agility 60 Luck 50

Health Multiplier 20

Magicka Multiplier 0

Fatigue Multiplier 50

Attack Multiplier 22

Combat 22 Magic 50 Stealth 20





New Items:

Argonian Heart (Ingredient):

Kill some lizards and eat their hearts!

Restore Health 15*3 Water Breathing 36s

Resist Disease 15*12 Resist Poison 15*12s



Bow of Blackest Ice:

Daedric Bow that deals 30 point of frost damage on strike



Bow of Firestorm:

Daedric Bow that deals 30 points of fire damage on strike



Bow of Paralysis:

Daedric Bow that deals for one second on strike



Bow of Thunder:

Daedric Bow that deals 30 points of shock damage per strike



Elf Blood (Ingredient):

Bleed those Mer!

Fortify Intelligence 5*8s Restore Magicka 15*3s

Weakness to Magic 25*12s Fortify Willpower 5*8s



Lilly Nectar (Ingredient):

Upon some light research, it came to light that a Tiger Lillies

and Lilly of the Valley are radically different. Tiger Lillies

are edible, though not necessarily choice cuisine, whereas Lillies

of the Valley are deathly toxic. As such this ingredient has been

added to reflect that difference.

- 1: Damage Health Q7 - 2: Damage Fatigue Q7

- 3: Weakness to Poison Q5 - 4: Damage Endurance Q5



Longsword of Acid:

Daedric Longsword that corrodes weapons 120 points per strike



Longsword of Blackest Ice:

Daedric Longsword that deals 30 points of frost damage on strike



Longsword of Firesworm:

Daedric Longsword that deals 30 points of fire damage on strike



Longsword of Thunder:

Daedric Longsword that deals 30 points of shock damage on strike



Orc Teeth (New):

Bash in those ugly orc faces!

Damage Intelligence 5 Fortify Strength 5*8s

Resist Normal Weapons 20*10s Paralysis 3s



Pitcher Plant Digestive Fluids (Ingredient):

Finally, those blasted pitcher plants do something more than taunt

those seeking to exploit them!

- 1: Damage Health Q4 - 2: Fire Damage Q5

- 3: Damage Agaility Q3 - 4: Paralysis Q3



Stone of the Atronach (Sigil Stone):

Resist Fire 30 Weakness to Fire 100*10s

Resist Frost 30 Weakness to Frost 100*10s

Resist Shock 30 Weakness to Shock 100*10s



Warhammer of Blackest Ice:

Daedric Warhammer that deals 30 points of fire damage on strike



Warhammer of Firestorm:

Daedric Warhammer that deals 30 points of frost damage on strike



Warhammer of Liquification:

Daedric Warhammer that corrodes armor 120 points per strike



Warhammer of Thunder:

Daedric Warhammer that deals 30 points of shock damage on strike



Ammunition Changes:

- All arrows now cost nothing to carry

- All arrows of from Steel to Daedric have improved damage and speed

- All enchanted arrows have had their stats set to match the base

arrow of the same class

- Arrow damage has been significantly improved to make archery much

more effective, and archer NPC's more of a threat.

- Archers' inventories and loot containers that spawn arrows now

carry more arrows, with an increased chance of spawning enchanted

arrows. Bear in mind how this affects taking on archers.



Arrow of Savage Frost:

- Corrected the model and icon to match the ID as a Dwarven Arrow



Container Changes:

"Corpse" containers:

- Now include human skin or a human heart as loot



Grain sacks:

- Renamed to "Sack of Grain"

- Now set to respawn



"Clams":

- Renamed to "Oysters" as clams do NOT produce pearls

- Now set to respawn

- Now spawn Flawless pearls at PC level 5 and up



Creature Changes:

Clannfear:

- Level now ranges 5 to 24

- Increased strength and HP

Clannfear Runts:

- Inventory now includes Clannfear Claws

Flame Atronachs:

- Level now ranges from 7 to 25

- Increased strength and HP

Goblin Berserkers:

- Level now ranges from 8 to 27

- Increased attack damage, HP, and stamina

Goblin Shamens:

- Max level set at 35

Goblin Skirmishers:

- Level now ranges from 4 to 22

- Increased attack damage, HP, and stamina

Goblin Warlords:

- Max level set at 38

- Increased attack damage

Land Dreughs:

- Level now ranges 15 to 25

- Increased strength

- No longer gives silverware or bones

Minotaur Lord:

- Max level set to 45

Mud Crabs:

- No longer gives silverware or bones

Ogres:

- Max level set to 40; 45 for boss ogres

- Reduced healthh some, increased attack damage a lot

Rats:

- Doubled the Speed attribute of all rats

Scamps:

- Now reflect 6% physical damage

Spider Daedra:

- No longer gives silverware or bones

Stunted Scamps:

- Inventory now includes Scamp Skin

- Now Reflect 2% physical damage



Enchantment Changes:

The Escutcheon of Chorrol

- Reflect Damage reduced from 10 to 35% to 5 to 15%

The Amulet of Axes, Necklace of Swords, and Ring of the Iron Fist

- Reflect Damage lowered from 33% to 13%

Mundane Ring:

- Reflect Spell lowered from 35 to 20

- Resist Magic lowered from 50% to 30

Ring of Vitality:

- Reduced Resist Disease, Paralysis, and Poison to 50%

All Chameleon Enchantments:

- The maximum magnitude of the Chameleon enchantments native to

the game is 15%



Game Settings:

- Alchemy gold increased to 4 from 1

- Arrow Speed inreased to 2000 from 1500

- Glass buoyancy reduced to -1.6 from -0.2

- Metal buoyancy reduced to -3 from -1

- Stone buoyancy reduced to -2.2 from -0.75

- Chameleon effect now caps at 90% (no more invulnerability)

- Disposition multiplier from fame reduced to 0.15 from 0.3

- Disposition multiplier from personality reduced to ? from 1

- Enchanting maximum constant effect at Enchanting Altars reset so

Petty Soul Gems count as 10 from 15, Lesser Gems the same (25),

Common as 45 from 40, Greater as 70 from 60, Grand as 100 from

- Soul Gems' spell point values all doubled



Hand to Hand:

- Maximum damage increased from from 15 to 20

- Damage multiplier by strength reduced to 0.5 from 0.75



Ingredient Changes:

Boar Meat weight reduced from 2 to 1

Clannfear Claws weight reduced from 2 to 0.5

Crab Meat weight reduced from 1 to 0.1

Daedra Heart weight reduced from 2 to 1

Daedra Silk weight reduced from 0.5 to 0.2

Daedra Venin weight reduced from 0.2 to 0.1

Daedroth Teeth weight reduced from 0.5 to 0.3

Dreugh Wax weight reduced from 1 to 0.5

Human Heart weight reduced from 2 to 1

- Effect 2 changed to Fortify Endurance

- Effect 3 changed to Weakness to Magic

Human Skin weight reduced from 1.5 to 0.2

- Effect 2 changed to Restore Strength

- Effect 3 changed to Shield

Imp Gall weight reduced from 0.2 to 0.1

Mort Flesh weight reduced from 2 to 1

Mutton Weight reduced from 2 to 1

Ogre's Teeth weight reduced from 3 to 0.3

Painted Troll Fat weight reduced from 2 to 1

Rat Meat weight reduced from 0.5 to 0.3

Rice weight reduced from 0.2 to 0.1

Scamp Skin weight reduced from 1.5 to 0.2

- Effect 2 changed to Weakness to Shock

Troll Fat weight reduced from 2 to 1

Venison weight reduced from 2 to 1

Wheat Grain weight reduced from 0.2 to 0.1



The below ingredient effect changes are a part of the "VMS Alchemy Patch" and not of the main 'esp'. This is for the sake of providing you the option of retaining the 'vanilla' effects, despite their intellectual disparity with the traditions of alchemy and reality.



--- Foodstuff ---



- Apple:

Restore Fatigue 16*3s Fortify Agility 3*6s

Drain Luck 2*5s Fire Shield 3*6s



- Beef

Restore Health 15*3s Fortify Health 30*18s

Drain Speed 5*8s Fortify Strength 3*6s



- Blackberry

Restore Fatigue 20*3s Restore Magicka 9*3s

Restore Personality 3 Fortify Magicka 30*18s



- Boar Meat

Restore Health 15*3s Shield 5*8s

Fortify Strength 4*7s Weakness to Normal Weapons 25*12s



- Bread Loaf

Restore Fatigue 8*3s Restore Health 9*3s

Shield 3*6s Drain Willpower 3*6s



- Carrot

Restore Fatigue 4*3s Night-Eye 60s

Detect Life 25*24s Fortify Intelligence 4*7s



- Cheese Wedge

Restore Fatigue 12*3s Restore Health 9*3s

Frost Shield 2*5s Weakness to Fire 10*6s



- Cheese Wheel

Restore Fatigue 20*3s Restore Health 15*3s

Frost Shield 5*8s Weakness to Shock 25*12s



- Corn

Restore Fatigue 16*3s Fortify Endurance 3*6s

Light 25*24s Shock Shield 5*8s



- Crab Meat

Restore Health 9*3s Drain Speed 4*7s

Water Breathing 60s Shield 3*6s



- Flour

Restore Fatigue 8*3s Restore Health 6*3s

Fortify Endurance 3*6s Feather 100*96



- Garlic

Restore Intelligence 2 Drain Personality 5*8s

Cure Disease Resist Disease 15*12s



- Grapes

Restore Fatigue 20*3s Fortify Health 18*12s

Night-Eye 36s Dispel 100



- Ham

Restore Health 15*3s Restore Fatigue 20*3s

Silence 6s Restore Strength 3



- Ironwood Nut

Restore Fatigue 8*3s Shield 3*6s

Resist Fire 6*6s Fortify Intelligence 4*7s



- Leek

Restore Fatigue 8*3s Night-Eye 36s

Invisibility 15s Cure Disease2



- Lettuce

Restore Fatigue 4*3s Water Breathing 36s

Weakness to Cold 25*12s Water Breathing 60s



- Mutton

Restore Health 12*3s Fortify Health 24*15s

Drain Agility 3*6s Resist Cold 12*10s



- Onion

Restore Fatigue 8*3s Water Breathing 36s

Resist Disease 9*8s Cure Poison



- Orange

Restore Fatigue 16*3s Resist Disease 12*10s

Restore Personality 3 Weakness to Cold 20*10s



- Pear

Restore Fatigue 12*3s Water Breathing 36s

Fortify Agility 5*8s Drain Strength 3*6s



- Potato

Restore Fatigue 8*3s Fortify Strength 4*7s

Detect Life 15*16s Chameleon 12*10s



- Pumpkin

Restore Fatigue 12*3s Drain Speed 3*6s

Light 20*20s Resist Fire 9*8s



- Radish

Restore Fatigue 8*3s Detect Life 20*20s

Feather 100*96 Resist Poison 15*12s



- Rice

Restore Fatigue 8*3s Resist Magick 3*6s

Dispel 100 Fortify Intelligence 3*6s



- Shepherd's Pie

Restore Fatigue 12*3s Cure Poison

Fortify Fatigue 24*15s Restore Health 9*3



- Strawberry

Restore Fatigue 20*3s Fortify Health 12*9s

Restore Magicka 15*3s Restore Luck 5



- Sweetcake

Restore Fatigue 20*3s Drain Intelligence 4*7s

Fortify Fatigue 18*12s Feather 100*96



- Sweetroll

Restore Fatigue 20*3s Fortify Luck 3*6s

Drain Magicka 30*18s Resist Magick 3*6s



- Tomato

Restore Fatigue 8*3s Water Breathing 36s

Weakness to Normal Weapons 20*10s Fire Shield 3*6s



- Venison

Restore Health 12*3s Feather 125*120

Chameleon 15*12s Restore Speed 3



- Watermellon

Restore Fatigue 16*3s Restore Willpower 2

Fortify Magicka 24*15s Restore Magicka 12*3



- Wheat Grain

Reflect Damage 2*5s Weakness to Normal Weapons 20*10s

Fortify Endurance 3*6s Shock Shield 5*8s



- S'jirra's Potato Bread

Restore Fatigue 16*3s Fortify Strength 5*8s

Restore Health 12*3s Shield 4*7s



--- Beastie Bits ---



- Argonian Heart (New):

Restore Health 15*3 Water Breathing 36s

Resist Disease 15*12 Resist Poison 15*12s



- Bonemeal

Weakness to Fire 25*12s Damage Fatigue 15*2s

Drain Speed 3*6s Damage Intelligence 4



- Clannfear Claws

Fortify Strength 4*7s Damage Health 10*2s

Weakness to Shock 15*8s Reflect Damage 5*8s



- Daedra Heart

Restore Health 15*3s Restore Intelligence 3

Restore Willpower 3 Spell Absorption 2*5s



- Daedra Silk

Restore Strength 3 Weakness to Shock 25*12s

Damage Speed 4 Weakness to Normal Weapons 15*8s



- Daedra Venin

Damage Health 10*2s Silence 6s

Paralyze 5s Damage Strength 3



- Daedroth Teeth

Damage Intelligence 4 Fire Shield 3*6s

Damage Agility 3 Dispel 80



- Dreugh Wax

Frost Damage 6*2s Damage Luck 5

Resist Magick 3*6s Weakness to Normal Weapons 20*10s



- Ectoplasm

Resist Cold 15*12s Weakness to Fire 15*8s

Resist Poison 15*12s Weakness to Normal Weapons 25*12s



- Elf Blood (New):

Fortify Intelligence 5*8s Restore Magicka 15*3s

Weakness to Magic 25*12s Fortify Willpower 5*8s



- Fire Salts

Resist Fire 15*12s Fire Damage 10*2s

Weakness to Cold 15*8s Restore Strength 5



- Frost Salts

Resist Cold 15*12s Frost Damage 10*2s

Weakness to Fire 15*8s Restore Endurance 5



- Glow Dust

Light 25*24s Resist Paralysis 15*12s

Resist Poison 15*12s Weakness to Normal Weapons 25*12s



- Human Heart

Restore Health 12*3s Fortify Endurance 4*7s

Weakness to Magick 15*8s Silence 8s



- Human Skin

Damage Magicka 15*2s Restore Strength 3

Shield 4*7s Damage Health 6*2s



- Imp Gall

Damage Health 10*2s Damage Fatigue 12*2s

Resist Magick 5*8s Fortify Willpower 5*8s



- Minotaur Horn

Restore Endurance 5 Cure Disease

Cure Poison Shield 5*8s



- Mort Flesh

Damage Fatigue 9*2s Weakness to Fire 20*10s

Resist Disease 15*12s Frost Damage 6*2s



- Orc Teeth (New):

Damage Intelligence 5 Fortify Strength 5*8s

Resist Normal Weapons 20*10s Paralysis 3s



- Ogre's Teeth

Frost Damage 10*2s Damage Speed 3

Shield 5*8s Fortify Strength 5*8s



- Painted Troll Fat

Fortify Magicka 30*18s Restore Health 15*3s

Fortify Health 30*18s Restore Magicka 15*3



- Rat Meat

Damage Fatigue 9*2s Detect Life 25*24s

Resist Disease 15*12s Silence 6s



- Scales

Water Breathing 60s Weakness to Shock 15*8s

Shield 2*5s Restore Luck 3



- Scamp Skin

Restore Intelligence 2 Cure Paralysis

Damage Willpower 3 Reflect Damage 2*5s



- Taproot

Restore Luck 5 Resist Shock 9*8s

Restore Willpower 3 Weakness to Fire 10*6s



- Troll Fat

Restore Health 15*3s Restore Agility 3

Damage Fatigue 15*2s Weakness to Fire 15*8s



- Vampire Dust

Resist Disease 15*12s Damage Magicka 15*2s

Silence 6s Weakness to Poison 25*12s



- Void Salts

Resist Shock 15*12s Damage Willpower 3

Resist Poison 15*12s Frost Damage 10*2s



--- Helpful Herbs ---



- Alkanet Flower

Damage Fatigue 9*2s Fortify Intelligence 4*7s

Frost Shield 3*6s Cure Paralysis



- Arrowroot

Restore Endurance 3 Fortify Agility 3*6s

Cure Disease Restore Health 15*3



- Bergamot Seeds

Resist Fire 15*12s Drain Endurance 3*6s

Fortify Willpower 4*7s Weakness to Poison 15*8s



- Bloodgrass

Fortify Health 30*18s Fortify Endurance 5*8s

Chameleon 9*8s Feather 75*72



- Bog Beacon Asco Cap

Light 25*24s Night-Eye 36s

Restore Magicka 9*3s Fortify Willpower 5*8s



- Cairn Bolete Cap

Restore Health 15*3s Shock Shield 3*6s

Restore Willpower 2 Fortify Agility 4*7s



- Cinnabar Yellow Cap

Shock Shield 5*8s Light 15*16s

Restore Speed 4 Fortify Luck 3*6s



- Cinnabar Red Cap

Fire Shield 5*8s Chameleon 12*10s

Restore Agility 4 Fortify Health 30*18s



- Elf Cup Cap

Cure Poison Cure Disease

Restore Intelligence 5 Reflect Spell 4*7s



- Ginkgo Leaf

Fortify Luck 5*8s Fortify Health 18*12s

Restore Luck 5 Spell Absorption 3*6s



- Lavender Sprig

Restore Personality 3 Fortify Magicka 18*12s

Resist Disease 12*10s Restore Magicka 9*3



- Peony Seeds

Fortify Endurance 4*7s Restore Intelligence 4

Restore Luck 2 Resist Magick 5*8s



- Primrose Leaves

Invisibility 15s Resist Shock 9*8s

Weakness to Cold 15*8s Resist Paralysis 9*8s



- Redwort Flower

Invisibility 25s Fire Shield 4*7s

Paralyze 3s Damage Agility 3



- Root Pulp

Cure Paralysis Cure Poison

Resist Poison 15*12s Restore Health 15*3



- Somnalius Frond

Restore Speed 2 Feather 125*120

Reflect Spell 3*6s Fortify Speed 3*6s



- Stinkhorn Cap

Fortify Luck 3*6s Invisibility 15s

Shock Shield 3*6s Resist Magick 4*7s



- Summer Bolete Cap

Fortify Agility 3*6s Weakness to Disease 25*12s

Fire Shield 3*6s Fortify Personality 5*8s



- Viper's Bugloss Leaves

Night-Eye 36s Resist Poison 12*10s

Drain Health 30*18s Fortify Speed 4*7s



- Water Hyacinth Nectar

Fortify Personality 3*6s Water Breathing 60s

Restore Magicka 15*3s Reflect Spell 2*5s



--- Harmful Herbs ---



- Clouded Funnel Cap

Frost Shield 5*8s Damage Intelligence 4

Damage Magicka 15*2s Drain Willpower 5*8s



- Columbine Root Pulp

Drain Fatigue 30*18s Weakness to Magick 20*10s

Silence 10s Fire Damage 8*2s



- Dryad Polypore Cap

Frost Damage 10*2s Damage Luck 5

Damage Strength 5 Weakness to Normal Weapons 25*12s



- Emetic Russula Cap

Damage Health 10*2s Drain Agility 5*8s

Damage Intelligence 5 Weakness to Disease 25*12s



- Green Stain Shelf Cap

Damage Health 6*2s Weakness to Poison 25*12s

Damage Strength 4 Frost Damage 10*2s



- Harrada

Damage Health 8*2s Damage Magicka 12*2s

Silence 10s Paralyze 5s



- Lady's Smock Leaves

Damage Luck 5 Weakness to Shock 25*12s

Damage Personality 5 Cure Disease



- Lilly Nectar

Damage Health 10*2s Damage Fatigue 15*2s

Weakness to Poison 20*10s Damage Endurance 4



- Milk Thistle Seeds

Drain Personality 4*7s Damage Endurance 3

Dispel 100 Drain Endurance 5*8s



- Monkshood Root Pulp

Paralyze 5s Damage Intelligence 5

Damage Strength 5 Damage Endurance 5



- Morning Glory Root Pulp

Damage Magicka 12*2s Drain Magicka 30*18s

Frost Damage 10*2s Damage Intelligence 5



- Nightshade

Damage Health 10*2s Damage Personality 3

Drain Magicka 24*15s Drain Intelligence 4*7s



- Nirnroot

Drain Health 24*15s Drain Fatigue 30*18s

Drain Agility 5*8s Drain Speed 5*8s



- Pitcher Plant Digestive Fluid (New)

Damage Health 8*2s Fire Damage 6*2s

Damage Agility 2 Paralyze 3s



- Spiddal Stick

Drain Speed 5*8s Damage Health 8*2s

Fire Damage 6*2s Frost Damage 6*2s



- White Seed Pod

Weakness to Poison 15*8s Light 25*24s

Drain Speed 4*7s Frost Damage 8*2s



- Wisp Stalk Cap

Damage Health 10*2s Damage Intelligence 3

Damage Willpower 4 Drain Endurance 5*8s



- Wormwood Leaves

Weakness to Poison 25*12s Damage Health 6*2s

Drain Agility 5*8s Drain Strength 5*8s



--- Bittersweet Herbs ---



- Dragon's Tongue

Light 25*24s Frost Damage 6*2s

Fortify Intelligence 4*7s Damage Health 10*2s



- Fennel Seeds

Resist Paralysis 9*8s Damage Luck 5

Fortify Fatigue 24*15s Frost Damage 10*2s



- Flax Seeds

Fortify Health 24*15s Damage Health 10*2s

Fortify Speed 3*6s Fire Damage 10*2s



- Fly Amanita Cap

Fortify Willpower 4*7s Drain Intelligence 5*8s

Fortify Fatigue 18*12s Damage Personality 3



- Foxglove Nectar

Fortify Health 18*12s Weakness to Disease 25*12s

Fortify Magicka 18*12s Weakness to Magick 20*10s



- Ginseng

Fortify Fatigue 30*18s Restore Fatigue 12*3s

Damage Endurance 3 Damage Health 8*2s



- Lady's Mantle Leaves

Feather 75*72 Drain Magicka 30*18s

Drain Fatigue 24*15s Resist Shock 9*8s



- Mandrake Root

Resist Disease 9*8s Damage Health 8*2s

Restore Willpower 5 Drain Intelligence 3*6s



- Motherwort Sprig

Damage Fatigue 9*2s Restore Health 9*3s

Resist Disease 6*6s Drain Agility 3*6s



- Sacred Lotus Seeds

Fortify Personality 3*6s Damage Health 6*2s

Feather 100*96 Drain Intelligence 5*8s



- St. John's Wort Nectar

Shock Shield 5*8s Damage Agility 3

Restore Willpower 4 Drain Speed 3*6s



- Steel-Blue Entoloma Cap

Frost Shield 4*7s Frost Damage 10*2s

Weakness to Shock 10*6s Restore Agility 3



- Tiger Lily Nectar

Fire Shield 3*6s Drain Luck 3*6s

Restore Strength 2 Weakness to Cold 20*10s



- Tinder Polypore Cap

Fortify Strength 2*5s Weakness to Disease 20*10s

Resist Cold 15*12s Drain Personality 3*6s



- Tobacco

Restore Fatigue 20*3s Drain Health 24*15s

Fortify Speed 3*6s Drain Endurance 3*6s



Leveled Creature Changes:

Wild Critters:

- Anywhere one would expect to find Imps or Trolls, now, after

level 17, you'll find Master Imps, Trull Brutes, Blesseed

Spriggans, and more.



Daedric Beasts:

- Now includes Frost Atronachs as a possible random spawn

- Now possible to still run into Scamps, Flame Atronachs, and

Clannfear at higher levels.

- Now possible for multiple creatures to spawn at one site

- Added Elder Scamps to the list of Daedric beasties



Goblins:

- Now possible to encounter Skirmisher and Berserker classes at

higher levels

- Now possible to encounter two goblins at one spawn site



Magic Effect Changes:

Projectile Speeds:

Fire Damage projectile speed increased to 2.5 from 1

Frost Damage projectile speed increased to 2 from 1

Shock Damage projectile speed increased to 3 from 2

- All other projectile speeds increased to 1.5 from 1



Effect Costs:

Damage Health effect cost reduced to 5.8 from 12

Damage Fatigue effect cost reduced to 2.4 from 4.4

Damage Magicka effect cost reduced to 1.8 from 2.45

Fire Damage effect cost reduced to 4.1 from 7.5

Frost Damage effect cost reduced to 3.8 from 7.4

Shock Damage effect cost reduced to 4.5 from 7.8

Chameleon effect base cost increased to 2 from 0.63

Command Creature effect base cost reduced to 0.3 from 0.6

Command Humanoid effect base cost reduced to 0.45 from 0.75

Demoralize effect base cost reduced to 0.2 from 0.49

Disintegrate Armor effect base cost reduced to 3 from 6.2

Disintegrate Weapon effect base cost reduced to 3 from 6.2



Magick:

- Penalty multiplier range based on armor skill expanded to -50%

to 0%, from -30% to -5%

- Cost multiplier for ranged spells reduced to 1.2 from 1.5



Apprentice: 25.5

Journeyman: 62.5

Expert: 149.5

Master: 399.5



Spell Making:

Resist Magic can no longer be used for spell making *Rule 1



Miscelaneous Item Price Changes:

Scales of Pitiless Justice 100



Cheese! For everyone!

Blue Cheese 0

Cheddar Cheese 0

Olroy Cheese 0

Marble Cheese 0



Gems and Precious Metals:

Gold Nugget 25

Silver Nugget 15

Pearl 5

Flawed Pearl 2

Topaz 10

Flawed Topaz 5

Flawless Topaz 20

Ruby 20

Flawed Ruby 10

Flawless Ruby 40

Sapphire 30

Flawed Sapphire 15

Flawless Sapphire 60

Emerald 40

Flawed Emerald 20

Flawless Emerald 80

Diamond 50

Flawed Diamond 25

Flawless Diamond 100



Household Tools and Supplies:

Hand Scythe 0

Hoe 0

Broom 0

Calipers 0

Pickaxe

Pitchfork

Rake

Scythe

Shears

Shovel

Tongs

Large Tongs

Yarn 1

Yarn 2



Lockpick 3



Cloth 4

Folded Cloth 2



Animal Pelts:

Bear Pelt 30

Lion Pelt 10

Wolf Pelt 10





Alied Statue

Varla Stone

Welkynd Stone



Garriden's Tear

Reward Painting

Oar

Paintbrush 1

Paintbrush 2

Paintbrush 3

Paintbrush 4

Paintbrush 5

Paintbrush 6

Brush Jar

Paint Palette

Repair Hammer

West Weald Bear Fang

Stone Brick 1

Stone Brick 2

Stone Brick 3

Stone Brick 4

Stone Brick 5

Llathasa's Bust

Imperial Legion Seal



Crystal Ball - Pewter 5

Crystal Ball - Gold 5

Hourglass 0

Inkwell 0

Parchment

Scales

Weight

Quill



Lower Class Dinnerware:

Tan Bowl 1

Tan Bowl 2

Tan Bowl 3

Bowl 1

Bowl 2

Bowl 3

Stone Cup 1

Stone Cup 2

Stone Cup 3

Fork

Knife

Ladle

Stone Mug

Stone Pitcher

Plate

Spoon

Covered Pot 1

Covered Pot 2

Tan Cup 1

Tan Cup 2

Tan Cup 3

Tan Jug 1

Tan Jug 2

Tan Jug 3

Tan Jug 4

Tan Jug 5

Tan Jug 6

Tan Mug

Tan Pitcher

Tan Plate

Basket (Tall)

Basket (Flat)



Middle Class Dinnerware:

Clay Bowl 1

Clay Bowl 2

Clay Bowl 3

Tan Bowl 1

Tan Bowl 2

Tan Bowl 3

Pewter Bowl 1

Pewter Bowl 2

Pewter Cup 1

Pewter Cup 2

Pewter Cup 3

Pewter Cup 4

Pewter Fork

Pewter Knife

Pewter Mug 1

Pewter Mug 2

Pewter Mug 3

Pewter Pitcher

Pewter Plate 1

Pewter Plate 2

Pewter Spoon

Pewter Pot 1

Pewter Pot 2

Pewter Pot 3

Covered Red Bowl

Covered Tan Bowl

Clay Cup 1

Clay Cup 2

Tan Cup 1

Tan Cup 2

Clay Goblet

Tan Goblet

Metal Bowl

Metal Goblet

Metal Plate

Metal Tankard 1

Metal Tankard 2

Metal Tankard 3

Metal Tankard 4

Metal Tankard 5

Metal Urn 2

Metal Urn 2

Clay Pitcher 1

Clay Pitcher 2

Clay Pitcher 3

Tan Pitcher 1

Tan Pitcher 2

Tan Pitcher 3

Clay Plate 1

Clay Plate 2

Tan Plate 1

Tan Plate 2

Clay Tankard

Tan Tankard

Urn 1

Urn 2

Clay Urn

Tan Urn 1

Tan Urn 2

Tan Urn 3

Clay Vase

Tan Vase



Upper Class Dinnerware:

Ceramic Bowl

Ceramic Cup

Ceramic Goblet

Ceramic Pitcher 1

Ceramic Pitcher 2

Ceramic Plate

Silver Bowl 1

Silver Bowl 2

Silver Glass

Silver Goblet 1

Silver Goblet 2

Silver Knife

Silver Pitcher 1

Silver Pitcher 2

Silver Plate

Silver Spoon

Silver Tankard

Silver Urn 1

Silver Urn 2

Silver Vase

Ceramic Tankard

Ceramic Urn

Ceramic Vase



Home Decore:

Boquet of Flowers 0

Metal Planter 1

Metal Planter 2

Metal Planter 3

Planter 1

Planter 2

Planter 3

Planter 4

Planter 5

Planter 6



NPC Changes:

Argonians:

- All argonians now have an Argonian Heart as their death item.

(This is the ingredient, not the "clutter" item)



Bretons:

- Base magic resistance lowered from 50 to 25



Elves:

- Elf Blood can be obtained by slaughtering some of the Mer.



Dremora:

- At higher levels, you will not encounter Kynmarchers

- Now possible for two Dremora to spawn at one site

- Now possible to encounter archers anywhere you'd find Dremora

(This adds greater threat to characters that reflect damage)

- Dremora Valkynez archers now can possess enchanted Daedric Bows

and Daedric Longswords

- Melee and Mage class Dremora Valkynez are now more likely to

have enchanted Daedric Warhammers



Dremora Archers:

- Changed combat style to NPCMarauderMissile to prevent archers

that do naught but stand they as they die.



Humans:

- All humans give either their skin or heart as their death item.



Merchants:

- All merchants have had their barter gold modified to better

reflect their bartering skill and the town or tavern to which

they belong. Below is the table used for those modifications:

Imperial City 30 x Mercantile

Skingrad 30 x Mercantile

Cheydinhall 28 x Mercantile

Chorrol 28 x Mercantile

Anvil 26 x Mercantile

Leyawiin 26 x Mercantile

Bruma 24 x Mercantile

Bravil 22 x Mercantile

Wealthy Publicans 12 x Mercantile

Poor Publicans 6 x Mercantile

Kvatch 2 x Mercantile

Hackdirt 2 x Mercantile

Exception:

- Varel Morvayn: Maintains 1200 barter gold because of

shipping traffic through Anvil



Below follows a list of all merchants affected by this mod:

- Abhuki 480 - Agnete the Pickled 2400

- Alves Uvenim 1040 - Andreas Draconis 300

- Angalmo 1120 - Ardaline 880

- Augusta Calidia 360 - Bugak gro-Bol 1560

- Bogrum Gro-Galash 180 - Borba gra-Uzgash 1680

- Calindil 1800 - Candice Corgine 192

- Christophe Marane 300 - Claudette Perrick 2400

- Daenlin 880 - Davela Hlaren 300

- Delmar 2400 - Delos Fandas 240

- Dervera Romalen 360 - Diram Serethi 240

- Edgar Vautrine 1200 - Eilonwy 1120

- Elsynia 1560 - Emfrid 180

- Enilroth 780 - Erina Jeranus 480

- Ernest Manis 360 - Estelle Renoit 840

- Etira Moslin 80 - Falanu Hlaalu 1200

- Felen Relas 780 - Fjotreid 960

- Foroch 300 - Gilgondorin 240

- Gundalas 1560 - Gunder 1200

- Hafid Hollowleg 240 - Hamlof Red-Tooth 1200

- Jensine 900 - Julienne Fanis 2400

- Karinnarre 1440 - Kirsten 180

- Ley Marillin 480 - Luther Broad 240

- Mach-Na 2240 - Maenlorn 780

- Magra gro-Naybek 840 - Malene 300

- Manheim Maulhand 180 - Margarte 910

- Mariana Ancharia 240 - Maro Rufus 1200

- Nerussa 180 - Nilawen 880

- Mog gra-Mogakh 360 - Norbert Lelles 1040

- Nordinor 660 - Ogier Georick 1200

- Olav 180 - Olfand 1440

- Ormil 240 - Palonirya 3000

- Phintias 2400 - Rasheda 2240

- Rindir 900 - Rohssan 2400

- S'drassa 156 - Sabine Laul 840

- Selena Orania 960 - Sergius Verus 1800

- Shady Sam 765 - Shuravi 240

- Sinderion 240 - Skjorta 1440

- S'thasa 180 - Suurootan 864

- Tadrose Helas 660 - Talasma 480

- Tertia Viducia 1680 - Tertullian Verus 1800

- Thoronir 1200 - Tun-Zeeus 1040

- Ungarion 880 - Urbul gro-Orkulg 1200

- Varnado 1800 - Velus Hosidius 360

- Viator Accius 1800 - Vlanhonder Moslin 80

- Wilbur 360 - Willet 240

- Witseidutsei 180



Orcs:

- Their lovely teeth can be taken with you upon their death.



Vampires:

- All vampires that had Vampire Dust in their inventory instead of

set to be their death item have been corrected.



Ambroise Canne:

- The AI flags in his schedule have been corrected for him to

actually use his rake and offer training services during the

day. Also, he now unequips his weapon when in the chapel.



Valus Odill:

- Minor correction to sync the subtitles with his spoken words.



Shady Sam:

- Now sells Black Robes and Hoods.



Telaendril:

- Edited conversation with Gorgron gro-Bolmog to correct a minor

punctuation error in the subtitles.



Sigil Stones:



Stone of the Acrobat:

Fortify Acrobatics 25 Absorb Agility 25*6s

Fortify Agility 20 Damage Agility 5

Feather 180 Drain Fatigue 100*6s



Stone of Good Health:

Resist Disease 50 Absorb Health 25

Resist Poison 50 Absorb Endurance 25*6s

Fortify Endurance 20 Weakness to Magic 150*3s



Stone of the Athlete:

Fortify Fatigue 100 Absorb Fatigue 50

Fortify Speed 20 Damage Endurance 5

Fortify Athletics 25 Paralyze 3



Stone of Regrowth:

Fortify Health 100 Absorb Health 25

Restore Health 7 Soul Trap 10s

Restore Fatigue 5 Absorb Fatigue 40



Stone of the Mind:

Fortify Intelligence 20 Absorb Intelligence 25*10s

Resist Magic 20 Damage Intelligence 5

Restore Magicka 6/s Drain Willpower 30*10s



Stone of Spellcasting:

Fortify Magicka 100 Absorb Magicka 50

Fortify Intelligence 20 Drain Intelligence 35*10s

Fortify Willpower 20 Drain Speed 50*10s



Stone of Haste:

Fortify Speed 20 Damage Speed 5

Resist Paralysis 100 Damage Health 50

Fortify Athletics 25 Paralyze 3



Stone of Might:

Fortify Strength 20 Absorb Strength 50*5s

Fortify Health 100 Damage Health 20

Fortify Fatigue 150 Damage Fatigue 30



Stone of Looting:

Feather 240 Damage Fatigue 30*3s

Fortify Strength 20 Drain Strength 30*10s

Fortify Speed 20 Damage Speed 5



Stone of Vigor:

Fortify Fatigue 100 Damage Fatigue 75

Fortify Agility 20 Damage Agility 5

Fortify Endurance 20 Damage Health 50



Stone of Blood:

Fortify Health 75 Damage Health 30

Restore Health 5 Weakness to Normal Weapons 100*5s

Resist Normal Weapons 25 Damage Fatigue 5



Stone of Nullification:

Resist Magic 20 Damage Magicka 60

Spell Absorption 15 Dispel 250

Reflect Damage 12 Drain Speed 25



Stone of the Overlord:

Fortify Willpower 20 Command Humanoid 140*15s

Fortify Illusion 25 Light 20*15s

Fortify Magicka 100 Drain Health 30*15s



Stone of the Stalwart:

Fortify Endurance 20 Disintigrate Armor 50

Shield 35 Damage Health 25

Resist Normal Weapons 15% Weakness to Normal Weapons 150*5s



Stone of Spelldrinking:

Spell Absorption 15 Dispel 250

Fortify Intelligence 20 Absorb Magicka 100

Restore Magicka 5 Paralyze 2



Stone of the Blademaster:

Fortify Blade 25 Disintegrate Weapon 50

Fortify Strength 20 Disintegrate Armor 150

Reflect Damage 13 Damage Endurance 5



Stone of the Axeman:

Fortify Blunt 25 Disintegrate Weapon 25*2s

Fortify Strength 20 Disintegrate Armor 75*2s

Reflect Damage 13 Damage Strength 5



Stone of Firestorm:

Fire Shield 25 Fire Damage 50

Resist Fire 25 Weakness to Fire 100*10s

Fortify Strength 20 Fire Damage 50*10



Stone of Embers:

Light 120 Fire Damage 30*5s

Resist Fire 25 Frenzy 140*10s

Restore Health 5/s Weakness to Fire 200*6s



Stone of Firewalking:

Resist Fire 50 Fire Damage 75

Fortify Strength 20 Weakness to Fire 300*3s

Restore Health 3/s Damage Health 20*3s



Stone of Blizzards:

Frost Shield 25 Frost Damage 50

Resist Frost 25 Weakness to Frost 100*10s

Fortify Endurance 20 Frost Damage 50*10



Stone of the Norse:

Resist Frost 50 Frost Damage 75

Fortify Endurance 20 Weakness to Frost 300*3s

Restore Fatigue 7/s Damage Fatigue 45*3s



Stone of Ice:

Water Walking Frost Damage 30*5s

Resist Frost 35 Demoralize 140*10s

Restore Fatigue 7/s Weakness to Frost 200*6s



Stone of Electrocution:

Night-Eye Shock Damage 30*5s

Resist Shock 35 Frenzy 140*10s

Restore Magicka 5/s Weakness to Shock 200*6s



Stone of the Void:

Resist Shock 50 Shock Damage 75

Fortify Willpower 20 Weakness to Shock 300*3s

Restore Magicka 3/s Damage Magicka 70



Stone of Thunder:

Shock Shield 25 Shock Damage 50

Resist Shock 25 Weakness to Shock 100*10s

Fortify Willpower 20 Shock Damage 50*10



Stone of Shadows:

Chameleon 10% Damage Health 30

Fortify Sneak 25 Silence 12s

Fortify Agility 20 Demoralize 140*12s



Stone of Deflection:

Resist Magic 20 Silence 15s

Resist Normal Weapons 20 Frenzy 140*15s

Reflect Spell 20 Dispell 250



Stone of Soul Eating:

Resist Magic 20 Soul Trap 10s

Fortify Destruction 30 Drain Speed 50*10s

Restore Magicka 4/s Absorb Magicka 15*10s



Stone of Hunting:

Detect Life 180 Weakness to Poison 100*15s

Fortify Marksman 25 Drain Health 100*5s

Fortify Agility 20 Fire Damage 25*5s



Stone of the Atronach:

Resist Fire 30 Weakness to Fire 100*10s

Resist Frost 30 Weakness to Frost 100*10s

Resist Shock 30 Weakness to Shock 100*10s



Spell Changes:

Chameleon Spells

- Predefined Chameleon spells now have a maximum magnitude of 11%



Weapon Changes:

Below is a table describing every base weapon of every class the describes the utility of each weapon. Some stats are lower than they once were to keep up the logic of the changes made.



Arrows: dmg spd wt dmg spd wt

Iron 8 1 0 Steel 10 1.1 0

Dwarven 16 1.2 0 Silver 12 1.2 0

Ebony 23 1.6 0 Elven 17 1.4 0

Daedric 26 1.7 0 Glass 20 1.5 0



Bow: dmg spd wt dur dmg spd wt dur

Iron 9 1 8 112 F Iron 9 1.1 7 123

Steel 12 1.02 10 144 F Steel 11 1.14 9 158

Dwarven 16 1.04 13 220 Silver 13 1.18 11 180

Ebony 20 1.06 16 364 Elven 17 1.22 14 264

Daedric 24 1.08 19 420 Glass 21 1.26 17 312



Dagger: rng - 0.5

dmg spd wt dur dmg spd wt dur

Iron 5 1.4 3 70 F Iron 5 1.45 2.5 77

Steel 6 1.42 4 112 F Steel 6 1.48 3.5 123

Dwarven 9 1.44 6 220 Silver 7 1.51 4.5 162

Ebony 10 1.46 7 442 Elven 8 1.54 6 286

Daedric 14 1.48 10 532 Glass 10 1.57 7 360



Shortsword: rng - 0.8

dmg spd wt dur dmg spd wt dur

Iron 8 1.2 8 98 F Iron 8 1.25 7 108

Steel 10 1.22 10 144 F Steel 10 1.28 9 158

Dwarven 14 1.24 13 260 Silver 12 1.31 12 198

Ebony 18 1.26 17 494 Elven 15 1.34 15 330

Daedric 22 1.28 21 588 Glass 18 1.37 18 408



War Axe: rng - 0.8

dmg spd wt dur dmg spd wt dur

Iron 10 1.1 9 112 F Iron 10 1.15 8 123

Steel 13 1.12 12 160 F Steel 12 1.18 11 176

Dwarven 17 1.14 16 280 Silver 14 1.21 14 216

Ebony 22 1.16 21 520 Elven 18 1.24 17 352

Daedric 28 1.18 26 616 Glass 23 1.27 22 432



Mace: rng - 0.8

dmg spd wt dur dmg spd wt dur

Iron 15 0.9 14 140 F Iron 13 0.9 12 154

Steel 18 0.92 17 192 F Steel 16 0.93 15 211

Dwarven 22 0.94 21 320 Silver 18 0.96 18 252

Ebony 28 0.96 26 572 Elven 22 0.99 22 396

Daedric 34 0.98 32 672 Glass 26 1.02 26 480



Longsword: rng - 1

dmg spd wt dur dmg spd wt dur

Iron 11 1 17 140 F Iron 10 1.05 15 154

Steel 14 1.02 20 192 F Steel 13 1.08 18 211

Dwarven 18 1.04 24 320 Silver 16 1.11 22 252

Ebony 23 1.06 29 442 Elven 20 1.14 27 396

Daedric 29 1.08 35 627 Glass 26 1.17 33 480



Claymore: rng - 1.3

dmg spd wt dur dmg spd wt dur

Iron 17 0.8 25 168 F Iron 15 0.85 21 185

Steel 22 0.81 30 224 F Steel 20 0.87 26 246

Dwarven 29 0.82 36 360 Silver 25 0.89 32 288

Ebony 36 0.83 43 624 Elven 33 0.91 39 440

Daedric 45 0.84 51 728 Glass 41 0.93 47 528



Battle Axe: rng - 1.25

dmg spd wt dur dmg spd wt dur

Iron 19 0.7 27 168 F Iron 17 0.73 24 185

Steel 25 0.71 33 224 F Steel 23 0.75 30 246

Dwarven 32 0.72 40 360 Silver 29 0.77 37 288

Ebony 41 0.73 48 624 Elven 36 0.79 44 440

Daedric 50 0.74 57 728 Glass 44 0.81 52 526



Warhammer: rng - 1.2

dmg spd wt dur dmg spd wt dur

Iron 21 0.6 30 196 F Iron 19 0.62 27 216

Steel 28 0.61 37 256 F Steel 25 0.64 34 282

Dwarven 35 0.62 44 400 Silver 32 0.66 41 324

Ebony 44 0.63 52 676 Elven 41 0.68 49 484

Daedric 53 0.64 61 784 Glass 49 0.70 57 576



Akaviri Weapons: dmg spd wt dur rng

Ancient Katana 20 1.05 18 240 1

Katana 18 1.04 20 200 1

Dai-Katana 27 1 24 240 1.25

Mishaxhi's Cleaver 28 1.03 24 240 1.25

Northwind 20 1.07 22 240 1

Ruined Katana 9 1.02 20 100 1

Sunderblade 20 1.04 18 350 1

Warblade 28 1.03 24 240 1.25



Cutlass: dmg spd wt dur rng

Captain Kordan's Sabre 28 1.02 25 180 1

Redwave 28 1.02 25 850 1

Rohssan's Antique Cutlass 18 1.02 25 40 1

Sharpened Cutlass 21 1.02 25 192 1

Cutlass 19 1.02 25 192 1



Dremora Class Weapons: dmg spd wt dur rng

Dremora Light Bow 10 1.12 8 60 ---

Dremora Bow 17 1.16 12 120 ---

Dremora Heavy Bow 22 1.2 17.5 240 ---

Dremora Claymore 29 0.9 35 340 1.3

Dremora Longsword 18 1.13 24.5 150 1

Dremora Mace 20 0.98 20 200 0.8



Unique Weapons: dmg spd wt dur rng

Battleaxe of Hatred 17 0.75 24 300 1.25

Blackwater Blade 29 1.08 35 725 1

Blade of Woe 11 1.46 7 400 0.5

Bow of Infliction 20 1.06 16 364 ---

Brusef Amelion's Sword 16 1.11 22 250 1

Calliben's Grim Retort 22 0.99 22 396 0.8

Chillrend 21 1.37 21 615 0.8

Chorrol Honorblade 23 1.06 29 610 1

Dagger of Discipline 7 1.51 4.5 70 0.5

Debaser 29 1.08 35 705 1

Destarine's Cleaver 25 0.75 30 350 1.25

Ebony Blade 25 1.17 23.5 800 1

Frostwyrm Bow 18 1.22 13 300 ---

Goldbrand 32 1.09 38 900 1

Hatred's Heart 41 1.02 38 672 0.8

Hatred's Soul 27 1.1 12 600 ---

Mace of Molag Bal 37 0.99 35 1500 0.8

Rockshatter 34 0.98 32 672 0.8

Rudgumph's Sword 25 0.89 32 700 1.3

Sinweaver 37 0.91 35 500 1.3

Shadowhunt 21 1.06 15 100 ---

Shimmerstrike 7 1.51 4.5 500 0.5

Spellbreaker (Sword) 16 1.11 22 700 1

Sufferthorn 9 1.55 7.5 70 0.5

Thornblade 29 1.08 35 705 1

Umbra 32 1.09 38.5 700 1

Volendrung 57 0.65 60 3200 1.2

Witsplinter 14 1.57 10 532 0.5