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About this mod

A trait system affecting enemy creatures' resistances and weaknesses to magic (fire/frost/shock), physical damage (blade/blunt/axes/arrows), poison and disease.

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SSE version available here.

tl;dr
Changes the resistances and weaknesses of creatures and armor to magic and physical damage enhancing combat challenge and variety.
21 books to be found throughout Skyrim that unlock extra effects.
Covers all vanilla armors, mage armor spells and enemies, except dragons and playable races.
Modular: choose only the creatures module, only the armors module, or both.
Compatible: Installs via a zEdit patcher for maximum compatibility.
Lightweight: only a handful of scripts, none runs more than once.



Summary

Know Your Enemy fixes Skyrim's repetitive combat by changing the resistance and susceptibility of different creatures and armor pieces to different types of damage. No longer will you be able to slaughter your way through Skyrim armed with only a single weapon or spell, instead you will need to flexibly adapt your strategy to the current foe.

Here's how it works: Know Your Enemy adds 33 different traits that affect how much an enemy is damaged by different kinds of attacks. Physical attacks are broken down into blades, axes, blunt weapons and bows. Magic attacks are broken down into fire, frost, shock, poison and disease. Each creature or armor piece is given a number of traits that stack to determine its overall resistances and weaknesses. Open the spoiler below for an armor example:

Spoiler:  
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Imperial light armor has two traits: Layered and Leathery. These have the following effects:

Layered: Resist arrows (x0.75)
Leathery: Resist fire (x0.75), weak to arrows (x1.25)

These combine to give the following effects:
Resistances: fire (x0.75), arrows (x0.93), 
Weaknesses: None! 

Armor effects will apply to both enemy NPCs and the player. So you can switch your attack style to deal with a tricky enemy, or change your own gear to withstand an enemy's attacks.


Here's a creature example too:

Spoiler:  
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Draugr have four traits: Undead, Vile, Cave dwelling, and Weak willed. The effects of these traits are as follows:
Undead: Resist shock (50%), blade (x0.75), blunt (x0.25) and arrows (x0.25. Weak to axe (x1.25). Immune to poison and disease (-1000%).
Vile: Resist disease (50%).
Cave dwelling: Resist poison (50%), weak to disease (50%).
Weak willed: No effect

These traits combine to give draugr the following overall effects:
Immunities: disease, poison.
Resistances: shock (-50%), blade (x0.75), blunt (x0.25), arrows (x0.25),
Weaknesses: axe (x1.25).


But that's not all! Know Your Enemy includes a series of 21 bestiaries that give information about creatures' weaknesses and unlock additional effects. The books can be found across Skyrim and will be a challenge to find, so happy hunting! To see an example of the unlockable effects, open the spoiler below:

Spoiler:  
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Let's return to the draugr's four traits, the four corresponding books unlock the following effects:
Undead: axe x1.25 -> x1.5, blade x0.75 -> x1
Vile: frost +25%
Cave dwelling: fire +25%
Weak willed: fire +25%, frost +25%, shock +25%

These stack with the base effects to give the following:
Immunities: disease, poison.
Resistances: shock (-25%), blunt (x0.25), arrows (x0.25),
Weaknesses: axe (x1.5), fire (+50%), frost (+50%)


There's one last book that acts as an in-game introduction to the armor system. It can be bought from any blacksmith.



Traits

Part of the fun is not knowing what the traits are and instead experimenting with different approaches to figure out good strategies. All the traits have corresponding loading screens that will give you tips too. But, if you really want to know exactly how each trait works and which enemies they apply to, open the spoiler below:

Creature traits:

Spoiler:  
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Note: remember each creature can have multiple traits, to see the total effect for each enemy type scroll to the creatures section below.
Note 2: the bonus effects are unlocked by finding books and are stacked on top of the regular effects

furred:
Furred creatures like wolves, bears and mammoths, are insulated against heat as well as the cold.
Resistant to frost (-50%).
Bonus effects:
Weak to fire (+25%).
Creatures: troll, Armored troll, frost troll, Armored frost troll, bear, cave bear, snow bear, goat, cow, dog, Husky, Armored husky, rabbit, fox, mammoth, sabre cat, horse, snowy sabre cat, vale sabre cat, skeever, deer, Vale deer, Werewolf, Werebear, Frostgiant, wolf, 

fat:
Fat insulates creatures like the horker against fire and frost, it also dissipates blunt impacts.
Resistant to fire (-50%).
Resistant to frost (-50%).
Resistant to axe (x0.75).
Resistant to blunt (x0.5).
Bonus effects:
Weak to arrows (x2.0).
Creatures: frost troll, Armored frost troll, snow bear, horker, mammoth, snowy sabre cat, Frostgiant, 

big:
Being big gives creatures thermal inertia, providing weak protection against fire and frost. It also reduces damage taken from blunt weapons, axes and arrows.
Resistant to fire (-25%).
Resistant to frost (-25%).
Resistant to axe (x0.75).
Resistant to blunt (x0.5).
Resistant to arrows (x0.75).
Bonus effects:
Weak to blade (x1.25).
Creatures: dwarven centurion, Forgemaster, chaurus reaper, gargoyle, frost atronach, ash guardian, bear, cave bear, snow bear, cow, giant, mammoth, sabre cat, snowy sabre cat, vale sabre cat, Hulking draugr, vampire beast, Lurker, Netch, Werewolf, Werebear, Frostgiant, 

small:
Small creatures like chickens and skeevers are vulnerable to extreme temperatures, making them weak to fire and frost. Arrows are particularly effective against the the delicate frames of small creatures.
Weak to fire (+25%).
Weak to frost (+25%).
Weak to arrows (x1.5).
Bonus effects:
Weak to blunt (x1.5).
Creatures: dwarven spider, Chaurus hunter fledgling, ice wraith, magic anomaly, chicken, goat, rabbit, fox, skeever, slaughterfish, Riekling, 

armored:
Armor protects against physical damage, particularly arrows. Axes are the best weapon to defeat an armored foe.
Resistant to blade (x0.5).
Resistant to blunt (x0.75).
Resistant to arrows (x0.25).
Bonus effects:
Weak to blunt (x1.25).
Creatures: chaurus, chaurus reaper, Chaurus hunter, Chaurus hunter fledgling, Ash hopper, Armored troll, Armored frost troll, Armored husky, spider, mud crab, keeper, Wrathman, FrozenChaurus, 

Dwarven Machine:
Frost interferes with the steam engines that power Dwemer Automata, but fire supercharges them while they are immune to shock.
The sturdy metal frame of Dwarven machines deflects arrows and bladed weapons, but it can be bent out of shape by blunt blows.
Resistant to fire (-50%).
Weak to frost (+25%).
Immune to shock (-1000%).
Resistant to blade (x0.25).
Resistant to axe (x0.5).
Resistant to arrows (x0.25).
Immune to poison (-1000%).
Immune to disease (-1000%).
Bonus effects:
Weak to frost (+50%).
Weak to blunt (x1.5).
Creatures: dwarven sphere, dwarven centurion, Forgemaster, dwarven spider, 

Undead:
The undead are immune to disease and poison, and without a functioning nervous system they are resistant to shock too.
Blunt weapons and arrows do little damage to undead creatures like Draugr, they must be hacked apart ideally with an axe.
Resistant to shock (-50%).
Resistant to blade (x0.75).
Weak to axe (x1.25).
Resistant to blunt (x0.25).
Resistant to arrows (x0.25).
Immune to poison (-1000%).
Immune to disease (-1000%).
Bonus effects:
Weak to blade (x1.25).
Weak to axe (x1.25).
Creatures: draugr, Hulking draugr, death hound, dragon priest, vampire, vampire beast, 

venomous:
Venomous creatures like the Chaurus are immune to poison.
Immune to poison (-1000%).
Bonus effects:
Weak to poison (+1000%).
Creatures: chaurus, chaurus reaper, Chaurus hunter, Chaurus hunter fledgling, spider, Lurker, FrozenChaurus, falmer, 

ice elemental:
Creatures with a magical affinity for ice are immune to frost, but weak to fire.
Weak to fire (+25%).
Immune to frost (-1000%).
Bonus effects:
Weak to fire (+50%).
Creatures: ice wraith, magic anomaly, frost atronach, frost troll, Armored frost troll, death hound, wispmother, FrozenChaurus, Frostgiant, 

fire elemental:
Creatures with a magical affinity for fire are immune to fire based magic, but weak to frost.
Immune to fire (-1000%).
Weak to frost (+25%).
Bonus effects:
Weak to frost (+50%).
Creatures: Forgemaster, flame atronach, Burnt spriggan, 

shock elemental:
Creatures with a magical affinity for electricity are resistant to shock damage.
Immune to shock (-1000%).
Bonus effects:
Weak to shock (+1000%).
Creatures: storm atronach, Netch, 

plant:
Living plants, like the Spriggan, fear the woodsman's axe above all else. They are also weak to fire and disease, but their wooden bodies can easily withstand blunt blows.
Weak to fire (+50%).
Resistant to shock (-50%).
Weak to axe (x1.5).
Resistant to blunt (x0.5).
Weak to disease (+50%).
Bonus effects:
Weak to frost (+50%).
Creatures: spriggan, Burnt spriggan, 

vile:
The vile inhabitants of Skyrim's dankest depths are resistant to disease.
Resistant to disease (-50%).
Bonus effects:
Weak to frost (+25%).
Creatures: chaurus, chaurus reaper, Chaurus hunter, Chaurus hunter fledgling, Ash hopper, gargoyle, spider, skeever, hagraven, draugr, Hulking draugr, death hound, dragon priest, Lurker, Werebear, FrozenChaurus, falmer, 

skeletal:
Animated skeletons are hard to hit with arrows, and without flesh they are resistant to bladed weapons, fire and shock too.
Resistant to fire (-75%).
Resistant to shock (-75%).
Resistant to blade (x0.5).
Resistant to axe (x0.75).
Resistant to arrows (x0.1).
Immune to poison (-1000%).
Immune to disease (-1000%).
Bonus effects:
Weak to shock (+75%).
Weak to blunt (x1.25).
Creatures: skeleton, boneman, keeper, Wrathman, Mistman, 

troll kin:
Troll blood brings with it a crippling weakness to fire.
Weak to fire (+50%).
Bonus effects:
Weak to fire (+50%).
Creatures: troll, Armored troll, frost troll, Armored frost troll, 

weak willed:
Subservient creatures like the undead and animated minions are weak to all kinds of magic.By domesticating them, humans tamed the wild spirits of animals, rendering them docile and weak to magic.
Bonus effects:
Weak to fire (+25%).
Weak to frost (+25%).
Weak to shock (+25%).
Creatures: Ash spawn, flame atronach, frost atronach, storm atronach, ash guardian, chicken, goat, cow, dog, mammoth, skeleton, draugr, Hulking draugr, death hound, Netch, 

strong willed:
The commanding power of certain magical creatures makes them resist all kinds of magic.
Resistant to fire (-25%).
Resistant to frost (-25%).
Resistant to shock (-50%).
Bonus effects:
Weak to blunt (x1.5).
Creatures: ice wraith, spriggan, Burnt spriggan, hagraven, dragon priest, wispmother, vampire, vampire beast, Seeker, Riekling, Dremora, 

cave dwelling:
Creatures than dwell in underground caves like the cold, being resistant to frost, but weak to fireLiving underground makes creatures vulnerable to diseases found on the surface, but feeding on mushrooms often found in caves gives poison resistance.
Resistant to poison (-50%).
Weak to disease (+50%).
Bonus effects:
Weak to fire (+25%).
Creatures: chaurus, chaurus reaper, Chaurus hunter, Chaurus hunter fledgling, gargoyle, draugr, Hulking draugr, vampire, vampire beast, Seeker, Riekling, FrozenChaurus, falmer, 

vascular:
The powerful hearts of ferocious beasts makes them fearsome predators, but weak to poisons.
Weak to poison (+100%).
Bonus effects:
Weak to blade (x1.25).
Creatures: gargoyle, troll, Armored troll, frost troll, Armored frost troll, bear, cave bear, snow bear, sabre cat, snowy sabre cat, vale sabre cat, Werewolf, Werebear, falmer, wolf, 

aquatic:
Aquatic creatures are resistant to fire, weak to frost, and devastated by shock.
Resistant to fire (-50%).
Weak to shock (+100%).
Bonus effects:
Weak to frost (+50%).
Creatures: mud crab, slaughterfish, Lurker, 

brittle:
Brittle creatures will shatter when struck with blunt weapons, though arrows are also effective.
Weak to blunt (x1.5).
Weak to arrows (x1.25).
Bonus effects:
Weak to axe (x1.5).
Creatures: chaurus, chaurus reaper, Chaurus hunter, Chaurus hunter fledgling, Ash hopper, ice wraith, magic anomaly, frost atronach, spider, mud crab, skeleton, boneman, Wrathman, Mistman, FrozenChaurus, 

supernatural:
Some creatures are not of this plane and are immune to all worldly poisons and disease.
Immune to poison (-1000%).
Immune to disease (-1000%).
Bonus effects:
Weak to shock (+50%).
Creatures: Ash spawn, ice wraith, magic anomaly, flame atronach, frost atronach, storm atronach, ash guardian, wispmother, Seeker, Dremora, 

rocky:
Creatures made from living rock are highly resistant to physical damage.
Resistant to fire (-50%).
Resistant to shock (-50%).
Resistant to blade (x0.25).
Resistant to axe (x0.5).
Resistant to blunt (x0.75).
Resistant to arrows (x0.25).
Bonus effects:
Weak to frost (+50%).
Creatures: Ash spawn, storm atronach, ash guardian, 

ghostly:
Ghosts are immune to all physical attacks, except silver, daedric, dragonbone, stahlrim, dawnguard, bound and ghostly weapons. They are still affected by magic and weapon enchantments.
Immune to physical.
Note that this only applies to the player. NPCs deal half damage to ghosts. This is to get around issues where quests trap you and a bunch of NPCs in a room full of ghosts, and also to stop the player abusing ghostly summons.


Armor traits:

Spoiler:  
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Note that only the main armor piece effects resistances and weaknesses - gloves, boots and helmets don't matter.

Warm:
Resistant to frost (x0.5).
Weak to arrows (x1.25).
Armors: Forsworn, Scaled, Stalhrim, Banded Iron, Steel, StormcloakOfficer, 

Leathery:
Resistant to fire (x0.75).
Weak to arrows (x1.25).
Armors: Hide, Studded, Leather, Nightingale, Scaled, Nordic carved, Dawnguard, Shrouded, Imperial light, StormcloakOfficer, Guard, Stormcloak, ThievesGuild, 

Brittle:
Weak to blunt (x1.25).
Armors: Elven, Chitin, Glass, Ebony, Dragonplate, Daedric, Falmer, 

Nonconductive:
Weak to fire (x1.25).
Weak to frost (x1.25).
Resistant to shock (x0.25).
Armors: Elven, Glass, Stalhrim, Dragonscale, Bonemold, Ebony, Dragonplate, Daedric, 

Thick:
Resistant to blade (x0.75).
Resistant to arrows (x0.5).
Armors: Chitin, Glass, Stalhrim, Dragonscale, Iron, Banded Iron, Steel, Bonemold, Dragonplate, Daedric, Falmer, Ancient Nord, 

Metal:
Weak to shock (x1.25).
Resistant to blade (x0.75).
Resistant to arrows (x0.75).
Armors: Iron, Banded Iron, Steel, Dwarven, Steel plate, Orcish, Nordic carved, Blades, Ancient Nord, Penitus Oculatus, Imperial, 

Layered:
Resistant to arrows (x0.75).
Armors: Studded, Nightingale, Elven, Scaled, Dragonscale, Bonemold, Orcish, Nordic carved, Dawnguard, Blades, Penitus Oculatus, Imperial, Imperial light, StormcloakOfficer, 

Deep:
Resistant to axe (x0.75).
Resistant to blunt (x0.5).
Armors: Dwarven, Steel plate, Ebony, Dragonplate,  




Creatures

Again, I suggest you play the mod and try to figure out enemies for yourself, but for a bit more info I've added a pdf as an optional download that discusses the distribution of resistances and weakness across creatures in considerable detail. If you really want to know exactly how different enemies are affected open the spoiler below.

Spoiler:  
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dwarven sphere:
Traits: Dwarven Machine, 
The Dwarven sphere is not alive, it is powered by a steam engine housed within its armored frame.
Immunities: shock, disease, poison, 
Resistances: fire (-50%), blade (x0.25), axe (x0.5), arrows (x0.25), 
Weaknesses: frost (+25%), 
Bestiary effects: frost (+25% -> +75%), blunt (x1 -> x1.5), 
Bestiary immunities: shock, disease, poison, 
Bestiary weaknesses: frost (+75%), blunt (x1.5), 
Bestiary resistances: fire (-50%), blade (x0.25), axe (x0.5), arrows (x0.25), 

dwarven centurion:
Traits: big, Dwarven Machine, 
The Dwarven centurion is not alive, it is powered by a steam engine housed within its enormous armored frame.
Immunities: shock, disease, poison, 
Resistances: fire (-75%), blade (x0.25), axe (x0.375), blunt (x0.5), arrows (x0.1875), 
Weaknesses: None
Bestiary effects: frost (+0% -> +50%), blade (x0.25 -> x0.3125), blunt (x0.5 -> x0.75), 
Bestiary immunities: shock, disease, poison, 
Bestiary weaknesses: frost (+50%), 
Bestiary resistances: fire (-75%), blade (x0.3125), axe (x0.375), blunt (x0.75), arrows (x0.1875), 

Forgemaster:
Traits: big, Dwarven Machine, fire elemental, 
The forgemaster.
Immunities: fire, shock, disease, poison, 
Resistances: blade (x0.25), axe (x0.375), blunt (x0.5), arrows (x0.1875), 
Weaknesses: frost (+25%), 
Bestiary effects: frost (+25% -> +125%), blade (x0.25 -> x0.3125), blunt (x0.5 -> x0.75), 
Bestiary immunities: fire, shock, disease, poison, 
Bestiary weaknesses: frost (+125%), 
Bestiary resistances: blade (x0.3125), axe (x0.375), blunt (x0.75), arrows (x0.1875), 

dwarven spider:
Traits: small, Dwarven Machine, 
The diminutive Dwarven spider is not alive, it is powered by a steam engine housed within its delicate metal frame.
Immunities: shock, disease, poison, 
Resistances: fire (-25%), blade (x0.25), axe (x0.5), arrows (x0.375), 
Weaknesses: frost (+50%), 
Bestiary effects: frost (+50% -> +100%), blunt (x1 -> x2.25), 
Bestiary immunities: shock, disease, poison, 
Bestiary weaknesses: frost (+100%), blunt (x2.25), 
Bestiary resistances: fire (-25%), blade (x0.25), axe (x0.5), arrows (x0.375), 

chaurus:
Traits: armored, venomous, vile, cave dwelling, brittle, 
The venomous chaurus lives in underground caves, its strong exoskeleton is a natural armor.
Immunities: poison, 
Resistances: blade (x0.5), arrows (x0.3125), 
Weaknesses: blunt (x1.125), 
Bestiary effects: fire (+0% -> +25%), frost (+0% -> +25%), axe (x1 -> x1.5), blunt (x1.125 -> x1.40625), poison (-1050% -> -50%), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), frost (+25%), axe (x1.5), blunt (x1.40625), 
Bestiary resistances: blade (x0.5), arrows (x0.3125), poison (-50%), 

chaurus reaper:
Traits: armored, venomous, vile, cave dwelling, big, brittle, 
The chaurus reaper is even larger and more dangerous that its smaller brethren.
Immunities: poison, 
Resistances: fire (-25%), frost (-25%), blade (x0.5), axe (x0.75), blunt (x0.5625), arrows (x0.234375), 
Weaknesses: None
Bestiary effects: fire (-25% -> +0%), frost (-25% -> +0%), blade (x0.5 -> x0.625), axe (x0.75 -> x1.125), blunt (x0.5625 -> x0.703125), poison (-1050% -> -50%), 
Bestiary immunities: None
Bestiary weaknesses: axe (x1.125), 
Bestiary resistances: blade (x0.625), blunt (x0.703125), arrows (x0.234375), poison (-50%), 

Chaurus hunter:
Traits: venomous, vile, cave dwelling, armored, brittle, 
The chaurus hunter has sacrificed some of its bulk for increased mobility.
Immunities: poison, 
Resistances: blade (x0.5), arrows (x0.3125), 
Weaknesses: blunt (x1.125), 
Bestiary effects: fire (+0% -> +25%), frost (+0% -> +25%), axe (x1 -> x1.5), blunt (x1.125 -> x1.40625), poison (-1050% -> -50%), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), frost (+25%), axe (x1.5), blunt (x1.40625), 
Bestiary resistances: blade (x0.5), arrows (x0.3125), poison (-50%), 

Chaurus hunter fledgling:
Traits: venomous, vile, cave dwelling, armored, small, brittle, 
The fledgling chaurus hunter is yet to reach full size.
Immunities: poison, 
Resistances: blade (x0.5), arrows (x0.46875), 
Weaknesses: fire (+25%), frost (+25%), blunt (x1.125), 
Bestiary effects: fire (+25% -> +50%), frost (+25% -> +50%), axe (x1 -> x1.5), blunt (x1.125 -> x2.109375), poison (-1050% -> -50%), 
Bestiary immunities: None
Bestiary weaknesses: fire (+50%), frost (+50%), axe (x1.5), blunt (x2.109375), 
Bestiary resistances: blade (x0.5), arrows (x0.46875), poison (-50%), 

Ash hopper:
Traits: armored, vile, brittle, 
an ash hopper.
Immunities: None
Resistances: blade (x0.5), arrows (x0.3125), disease (-50%), 
Weaknesses: blunt (x1.125), 
Bestiary effects: frost (+0% -> +25%), axe (x1 -> x1.5), blunt (x1.125 -> x1.40625), 
Bestiary immunities: None
Bestiary weaknesses: frost (+25%), axe (x1.5), blunt (x1.40625), 
Bestiary resistances: blade (x0.5), arrows (x0.3125), disease (-50%), 

Ash spawn:
Traits: rocky, supernatural, weak willed, 
an ash spawn.
Immunities: disease, poison, 
Resistances: fire (-50%), shock (-50%), blade (x0.25), axe (x0.5), blunt (x0.75), arrows (x0.25), 
Weaknesses: None
Bestiary effects: fire (-50% -> -25%), frost (+0% -> +75%), shock (-50% -> +25%), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: frost (+75%), shock (+25%), 
Bestiary resistances: fire (-25%), blade (x0.25), axe (x0.5), blunt (x0.75), arrows (x0.25), 

gargoyle:
Traits: big, vile, cave dwelling, vascular, 
The ferocious gargoyle disguises itself as a statue in underground ruins waiting for unsuspecting adventurers.
Immunities: None
Resistances: fire (-25%), frost (-25%), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: poison (+50%), 
Bestiary effects: fire (-25% -> +0%), frost (-25% -> +0%), blade (x1 -> x1.5625), 
Bestiary immunities: None
Bestiary weaknesses: blade (x1.5625), poison (+50%), 
Bestiary resistances: axe (x0.75), blunt (x0.5), arrows (x0.75), 

ice wraith:
Traits: small, ice elemental, strong willed, brittle, supernatural, 
A being of pure frost, the ice wraith is physically frail, but magically potent.
Immunities: frost, disease, poison, 
Resistances: shock (-50%), 
Weaknesses: fire (+25%), blunt (x1.5), arrows (x1.875), 
Bestiary effects: fire (+25% -> +75%), shock (-50% -> +0%), axe (x1 -> x1.5), blunt (x1.5 -> x3.375), 
Bestiary immunities: frost, disease, poison, 
Bestiary weaknesses: fire (+75%), axe (x1.5), blunt (x3.375), arrows (x1.875), 
Bestiary resistances: None

magic anomaly:
Traits: small, ice elemental, brittle, supernatural, 
Peculiar magical entities brought forth by accident, these creatures are nonetheless vulnerable to blunt blows.
Immunities: frost, disease, poison, 
Resistances: None
Weaknesses: fire (+50%), blunt (x1.5), arrows (x1.875), 
Bestiary effects: fire (+50% -> +100%), shock (+0% -> +50%), axe (x1 -> x1.5), blunt (x1.5 -> x2.25), 
Bestiary immunities: frost, disease, poison, 
Bestiary weaknesses: fire (+100%), shock (+50%), axe (x1.5), blunt (x2.25), arrows (x1.875), 
Bestiary resistances: None

flame atronach:
Traits: fire elemental, weak willed, supernatural, 
A magical servant of pure fire, flame atronachs will ceaselessly serve their masters while in this realm.
Immunities: fire, disease, poison, 
Resistances: None
Weaknesses: frost (+25%), 
Bestiary effects: fire (-1000% -> -975%), frost (+25% -> +100%), shock (+0% -> +75%), 
Bestiary immunities: fire, disease, poison, 
Bestiary weaknesses: frost (+100%), shock (+75%), 
Bestiary resistances: None

frost atronach:
Traits: ice elemental, weak willed, big, brittle, supernatural, 
A magical servant of pure ice, frost atronachs will ceaselessly serve their masters while in this realm.
Immunities: frost, disease, poison, 
Resistances: axe (x0.75), blunt (x0.75), arrows (x0.9375), 
Weaknesses: None
Bestiary effects: fire (+0% -> +75%), frost (-1025% -> -1000%), shock (+0% -> +75%), blade (x1 -> x1.25), axe (x0.75 -> x1.125), 
Bestiary immunities: frost, disease, poison, 
Bestiary weaknesses: fire (+75%), shock (+75%), blade (x1.25), axe (x1.125), 
Bestiary resistances: blunt (x0.75), arrows (x0.9375), 

storm atronach:
Traits: shock elemental, weak willed, supernatural, rocky, 
A magical servant of pure electricity, storm atronachs will ceaselessly serve their masters while in this realm.
Immunities: shock, disease, poison, 
Resistances: fire (-50%), blade (x0.25), axe (x0.5), blunt (x0.75), arrows (x0.25), 
Weaknesses: None
Bestiary effects: fire (-50% -> -25%), frost (+0% -> +75%), shock (-1050% -> +25%), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: frost (+75%), shock (+25%), 
Bestiary resistances: fire (-25%), blade (x0.25), axe (x0.5), blunt (x0.75), arrows (x0.25), 

ash guardian:
Traits: weak willed, big, supernatural, rocky, 
An ash guardian.
Immunities: disease, poison, 
Resistances: fire (-75%), frost (-25%), shock (-50%), blade (x0.25), axe (x0.375), blunt (x0.375), arrows (x0.1875), 
Weaknesses: None
Bestiary effects: fire (-75% -> -50%), frost (-25% -> +50%), shock (-50% -> +25%), blade (x0.25 -> x0.3125), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: frost (+50%), shock (+25%), 
Bestiary resistances: fire (-50%), blade (x0.3125), axe (x0.375), blunt (x0.375), arrows (x0.1875), 

spriggan:
Traits: plant, strong willed, 
Spriggan's are guardians and commanders of the forest, they will guard their land from any intruders.
Immunities: None
Resistances: frost (-25%), shock (-100%), blunt (x0.5), 
Weaknesses: fire (+25%), axe (x1.5), disease (+50%), 
Bestiary effects: frost (-25% -> +25%), blunt (x0.5 -> x0.75), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), frost (+25%), axe (x1.5), disease (+50%), 
Bestiary resistances: shock (-100%), blunt (x0.75), 

Burnt spriggan:
Traits: plant, strong willed, fire elemental, 
A burnt spriggan.
Immunities: fire, 
Resistances: shock (-100%), blunt (x0.5), 
Weaknesses: axe (x1.5), disease (+50%), 
Bestiary effects: frost (+0% -> +100%), blunt (x0.5 -> x0.75), 
Bestiary immunities: fire, 
Bestiary weaknesses: frost (+100%), axe (x1.5), disease (+50%), 
Bestiary resistances: shock (-100%), blunt (x0.75), 

troll:
Traits: troll kin, furred, vascular, 
Trolls are physically imposing, but their troll blood gives them a weakness to fire.
Immunities: None
Resistances: frost (-50%), 
Weaknesses: fire (+50%), poison (+100%), 
Bestiary effects: fire (+50% -> +125%), blade (x1 -> x1.25), 
Bestiary immunities: None
Bestiary weaknesses: fire (+125%), blade (x1.25), poison (+100%), 
Bestiary resistances: frost (-50%), 

Armored troll:
Traits: troll kin, furred, vascular, armored, 
An armored troll.
Immunities: None
Resistances: frost (-50%), blade (x0.5), blunt (x0.75), arrows (x0.25), 
Weaknesses: fire (+50%), poison (+100%), 
Bestiary effects: fire (+50% -> +125%), blade (x0.5 -> x0.625), blunt (x0.75 -> x0.9375), 
Bestiary immunities: None
Bestiary weaknesses: fire (+125%), poison (+100%), 
Bestiary resistances: frost (-50%), blade (x0.625), blunt (x0.9375), arrows (x0.25), 

frost troll:
Traits: troll kin, furred, fat, vascular, ice elemental, 
More powerful than their regular kin, frost trolls have a magical affinity for the cold, compounding their weakness to fire.
Immunities: frost, 
Resistances: axe (x0.75), blunt (x0.5), 
Weaknesses: fire (+25%), poison (+100%), 
Bestiary effects: fire (+25% -> +150%), blade (x1 -> x1.25), arrows (x1 -> x2.0), 
Bestiary immunities: frost, 
Bestiary weaknesses: fire (+150%), blade (x1.25), arrows (x2.0), poison (+100%), 
Bestiary resistances: axe (x0.75), blunt (x0.5), 

Armored frost troll:
Traits: troll kin, furred, fat, vascular, ice elemental, armored, 
An armored frost troll.
Immunities: frost, 
Resistances: blade (x0.5), axe (x0.75), blunt (x0.375), arrows (x0.25), 
Weaknesses: fire (+25%), poison (+100%), 
Bestiary effects: fire (+25% -> +150%), blade (x0.5 -> x0.625), blunt (x0.375 -> x0.46875), arrows (x0.25 -> x0.5), 
Bestiary immunities: frost, 
Bestiary weaknesses: fire (+150%), poison (+100%), 
Bestiary resistances: blade (x0.625), axe (x0.75), blunt (x0.46875), arrows (x0.5), 

bear:
Traits: big, furred, vascular, 
Bears are large and ferocious predators that live across Skyrim's wilderness.
Immunities: None
Resistances: fire (-25%), frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: poison (+100%), 
Bestiary effects: fire (-25% -> +0%), blade (x1 -> x1.5625), 
Bestiary immunities: None
Bestiary weaknesses: blade (x1.5625), poison (+100%), 
Bestiary resistances: frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 

cave bear:
Traits: big, furred, vascular, 
Cave bears are large and ferocious predators that are found in Skyrim's many caves and mountain ranges.
Immunities: None
Resistances: fire (-25%), frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: poison (+100%), 
Bestiary effects: fire (-25% -> +0%), blade (x1 -> x1.5625), 
Bestiary immunities: None
Bestiary weaknesses: blade (x1.5625), poison (+100%), 
Bestiary resistances: frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 

snow bear:
Traits: big, furred, fat, vascular, 
The snow bear's thick coat and insulating fat render it virtually immune to the cold.
Immunities: frost, 
Resistances: fire (-75%), axe (x0.5625), blunt (x0.25), arrows (x0.75), 
Weaknesses: poison (+100%), 
Bestiary effects: fire (-75% -> -50%), blade (x1 -> x1.5625), arrows (x0.75 -> x1.5), 
Bestiary immunities: frost, 
Bestiary weaknesses: blade (x1.5625), arrows (x1.5), poison (+100%), 
Bestiary resistances: fire (-50%), axe (x0.5625), blunt (x0.25), 

chicken:
Traits: small, weak willed, 
Small and brainless, the chicken is one of the least threatening creatures you will encounter in Skyrim.
Immunities: None
Resistances: None
Weaknesses: fire (+25%), frost (+25%), arrows (x1.5), 
Bestiary effects: fire (+25% -> +50%), frost (+25% -> +50%), shock (+0% -> +25%), blunt (x1 -> x1.5), 
Bestiary immunities: None
Bestiary weaknesses: fire (+50%), frost (+50%), shock (+25%), blunt (x1.5), arrows (x1.5), 
Bestiary resistances: None

goat:
Traits: furred, weak willed, small, 
Small groups of semi-domesticated shaggy goats are found across Skyrim, both in farms and in the wilds.
Immunities: None
Resistances: frost (-25%), 
Weaknesses: fire (+25%), arrows (x1.5), 
Bestiary effects: fire (+25% -> +75%), frost (-25% -> +0%), shock (+0% -> +25%), blunt (x1 -> x1.5), 
Bestiary immunities: None
Bestiary weaknesses: fire (+75%), shock (+25%), blunt (x1.5), arrows (x1.5), 
Bestiary resistances: None

cow:
Traits: furred, big, weak willed, 
The cows thick fur keeps in warm as it grazes in Skyrim's open areas.
Immunities: None
Resistances: fire (-25%), frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: None
Bestiary effects: fire (-25% -> +25%), frost (-75% -> -50%), shock (+0% -> +25%), blade (x1 -> x1.25), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), shock (+25%), blade (x1.25), 
Bestiary resistances: frost (-50%), axe (x0.75), blunt (x0.5), arrows (x0.75), 

dog:
Traits: furred, weak willed, 
Domesticated dogs are common in Skyrim, while friendly enough they lack the vital instincts of their wild cousins.
Immunities: None
Resistances: frost (-50%), 
Weaknesses: None
Bestiary effects: fire (+0% -> +50%), frost (-50% -> -25%), shock (+0% -> +25%), 
Bestiary immunities: None
Bestiary weaknesses: fire (+50%), shock (+25%), 
Bestiary resistances: frost (-25%), 

Husky:
Traits: furred, 
Wilder than your average dog.
Immunities: None
Resistances: frost (-50%), 
Weaknesses: None
Bestiary effects: fire (+0% -> +25%), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), 
Bestiary resistances: frost (-50%), 

Armored husky:
Traits: furred, armored, 
Bran and Sceolang.
Immunities: None
Resistances: frost (-50%), blade (x0.5), blunt (x0.75), arrows (x0.25), 
Weaknesses: None
Bestiary effects: fire (+0% -> +25%), blunt (x0.75 -> x0.9375), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), 
Bestiary resistances: frost (-50%), blade (x0.5), blunt (x0.9375), arrows (x0.25), 

rabbit:
Traits: furred, small, 
Wild rabbits are common in Skyrim, although they are rarely seen as they avoid larger animals.
Immunities: None
Resistances: frost (-25%), 
Weaknesses: fire (+25%), arrows (x1.5), 
Bestiary effects: fire (+25% -> +50%), blunt (x1 -> x1.5), 
Bestiary immunities: None
Bestiary weaknesses: fire (+50%), blunt (x1.5), arrows (x1.5), 
Bestiary resistances: frost (-25%), 

fox:
Traits: small, furred, 
Foxes are common throughout Skyrim, their fur protects against the cold, but they run from larger creatures.
Immunities: None
Resistances: frost (-25%), 
Weaknesses: fire (+25%), arrows (x1.5), 
Bestiary effects: fire (+25% -> +50%), blunt (x1 -> x1.5), 
Bestiary immunities: None
Bestiary weaknesses: fire (+50%), blunt (x1.5), arrows (x1.5), 
Bestiary resistances: frost (-25%), 

spider:
Traits: armored, venomous, vile, brittle, 
Spiders are a common threat, the exoskeleton is a natural armor and their venomous bite packs a punch.
Immunities: poison, 
Resistances: blade (x0.5), arrows (x0.3125), disease (-50%), 
Weaknesses: blunt (x1.125), 
Bestiary effects: frost (+0% -> +25%), axe (x1 -> x1.5), blunt (x1.125 -> x1.40625), poison (-1000% -> +0%), 
Bestiary immunities: None
Bestiary weaknesses: frost (+25%), axe (x1.5), blunt (x1.40625), 
Bestiary resistances: blade (x0.5), arrows (x0.3125), disease (-50%), 

horker:
Traits: fat, 
The thick layer of blubber under the skin of the Horker keeps them insulated and warm even along Skyrim's Northern edge.
Immunities: None
Resistances: fire (-50%), frost (-50%), axe (x0.75), blunt (x0.5), 
Weaknesses: None
Bestiary effects: arrows (x1 -> x2.0), 
Bestiary immunities: None
Bestiary weaknesses: arrows (x2.0), 
Bestiary resistances: fire (-50%), frost (-50%), axe (x0.75), blunt (x0.5), 

giant:
Traits: big, 
Groups of enormous giants lived scattered throughout Skyrim, while they usually ignore passers by, they will attack anything that threatens their mammoths.
Immunities: None
Resistances: fire (-25%), frost (-25%), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: None
Bestiary effects: blade (x1 -> x1.25), 
Bestiary immunities: None
Bestiary weaknesses: blade (x1.25), 
Bestiary resistances: fire (-25%), frost (-25%), axe (x0.75), blunt (x0.5), arrows (x0.75), 

mammoth:
Traits: furred, fat, big, weak willed, 
Domesticated by giants, mammoths are huge, with a thick coat and an even thicker layer of fat beneath.
Immunities: frost, 
Resistances: fire (-75%), axe (x0.5625), blunt (x0.25), arrows (x0.75), 
Weaknesses: None
Bestiary effects: fire (-75% -> -25%), frost (-125% -> -100%), shock (+0% -> +25%), blade (x1 -> x1.25), arrows (x0.75 -> x1.5), 
Bestiary immunities: None
Bestiary weaknesses: shock (+25%), blade (x1.25), arrows (x1.5), 
Bestiary resistances: fire (-25%), frost (-100%), axe (x0.5625), blunt (x0.25), 

mud crab:
Traits: armored, aquatic, brittle, 
The semi-aquatic mudcrab is a common pest, although somewhat protected by an armored shell it is relatively defenseless.
Immunities: None
Resistances: fire (-50%), blade (x0.5), arrows (x0.3125), 
Weaknesses: shock (+100%), blunt (x1.125), 
Bestiary effects: frost (+0% -> +50%), axe (x1 -> x1.5), blunt (x1.125 -> x1.40625), 
Bestiary immunities: None
Bestiary weaknesses: frost (+50%), shock (+100%), axe (x1.5), blunt (x1.40625), 
Bestiary resistances: fire (-50%), blade (x0.5), arrows (x0.3125), 

sabre cat:
Traits: furred, big, vascular, 
The speed and sterngth of the ferocious sabre cat make it one of the most terrifying beasts in Skyrim.
Immunities: None
Resistances: fire (-25%), frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: poison (+100%), 
Bestiary effects: fire (-25% -> +0%), blade (x1 -> x1.5625), 
Bestiary immunities: None
Bestiary weaknesses: blade (x1.5625), poison (+100%), 
Bestiary resistances: frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 

horse:
Traits: furred, 
Skyrim's horses are sturdy and reliable, their thick fur coat protects them against the harsh climate.
Immunities: None
Resistances: frost (-50%), 
Weaknesses: None
Bestiary effects: fire (+0% -> +25%), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), 
Bestiary resistances: frost (-50%), 

snowy sabre cat:
Traits: furred, big, vascular, fat, 
In the far North, sabre cats have evolved thick coats and insulating fat to survive the harshest Winters.
Immunities: frost, 
Resistances: fire (-75%), axe (x0.5625), blunt (x0.25), arrows (x0.75), 
Weaknesses: poison (+100%), 
Bestiary effects: fire (-75% -> -50%), blade (x1 -> x1.5625), arrows (x0.75 -> x1.5), 
Bestiary immunities: frost, 
Bestiary weaknesses: blade (x1.5625), arrows (x1.5), poison (+100%), 
Bestiary resistances: fire (-50%), axe (x0.5625), blunt (x0.25), 

vale sabre cat:
Traits: furred, big, vascular, 
A vale sabre cat
Immunities: None
Resistances: fire (-25%), frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: poison (+100%), 
Bestiary effects: fire (-25% -> +0%), blade (x1 -> x1.5625), 
Bestiary immunities: None
Bestiary weaknesses: blade (x1.5625), poison (+100%), 
Bestiary resistances: frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 

skeever:
Traits: small, furred, vile, 
Skeevers are vile and filthy rodents that spread disease across Skyrim.
Immunities: None
Resistances: frost (-25%), disease (-50%), 
Weaknesses: fire (+25%), arrows (x1.5), 
Bestiary effects: fire (+25% -> +50%), frost (-25% -> +0%), blunt (x1 -> x1.5), 
Bestiary immunities: None
Bestiary weaknesses: fire (+50%), blunt (x1.5), arrows (x1.5), 
Bestiary resistances: disease (-50%), 

hagraven:
Traits: vile, strong willed, 
Hagravens are disgusting creatures, once witches they have traded in their humanity for magical power.
Immunities: None
Resistances: fire (-25%), frost (-25%), shock (-50%), disease (-50%), 
Weaknesses: None
Bestiary effects: frost (-25% -> +0%), blunt (x1 -> x1.5), 
Bestiary immunities: None
Bestiary weaknesses: blunt (x1.5), 
Bestiary resistances: fire (-25%), shock (-50%), disease (-50%), 

skeleton:
Traits: skeletal, weak willed, brittle, 
Skeleton minions are a favorite of necromancers, these hateful creatures will not rest while their masters live.
Immunities: disease, poison, 
Resistances: fire (-75%), shock (-75%), blade (x0.5), axe (x0.75), arrows (x0.125), 
Weaknesses: blunt (x1.5), 
Bestiary effects: fire (-75% -> -50%), frost (+0% -> +25%), shock (-75% -> +25%), axe (x0.75 -> x1.125), blunt (x1.5 -> x1.875), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: frost (+25%), shock (+25%), axe (x1.125), blunt (x1.875), 
Bestiary resistances: fire (-50%), blade (x0.5), arrows (x0.125), 

boneman:
Traits: skeletal, brittle, 
A boneman.
Immunities: disease, poison, 
Resistances: fire (-75%), shock (-75%), blade (x0.5), axe (x0.75), arrows (x0.125), 
Weaknesses: blunt (x1.5), 
Bestiary effects: shock (-75% -> +0%), axe (x0.75 -> x1.125), blunt (x1.5 -> x1.875), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: axe (x1.125), blunt (x1.875), 
Bestiary resistances: fire (-75%), blade (x0.5), arrows (x0.125), 

keeper:
Traits: skeletal, armored, 
A keeper.
Immunities: disease, poison, 
Resistances: fire (-75%), shock (-75%), blade (x0.25), axe (x0.75), blunt (x0.75), arrows (x0.025), 
Weaknesses: None
Bestiary effects: shock (-75% -> +0%), blunt (x0.75 -> x1.171875), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: blunt (x1.171875), 
Bestiary resistances: fire (-75%), blade (x0.25), axe (x0.75), arrows (x0.025), 

Wrathman:
Traits: skeletal, armored, brittle, 
A wrathman.
Immunities: disease, poison, 
Resistances: fire (-75%), shock (-75%), blade (x0.25), axe (x0.75), arrows (x0.03125), 
Weaknesses: blunt (x1.125), 
Bestiary effects: shock (-75% -> +0%), axe (x0.75 -> x1.125), blunt (x1.125 -> x1.7578125), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: axe (x1.125), blunt (x1.7578125), 
Bestiary resistances: fire (-75%), blade (x0.25), arrows (x0.03125), 

Mistman:
Traits: skeletal, brittle, 
A mistman.
Immunities: disease, poison, 
Resistances: fire (-75%), shock (-75%), blade (x0.5), axe (x0.75), arrows (x0.125), 
Weaknesses: blunt (x1.5), 
Bestiary effects: shock (-75% -> +0%), axe (x0.75 -> x1.125), blunt (x1.5 -> x1.875), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: axe (x1.125), blunt (x1.875), 
Bestiary resistances: fire (-75%), blade (x0.5), arrows (x0.125), 

draugr:
Traits: Undead, vile, cave dwelling, weak willed, 
Animated corpses, Draugr mindlessly patrol their underground prisons attacking anything that enters from above.
Immunities: disease, poison, 
Resistances: shock (-50%), blade (x0.75), blunt (x0.25), arrows (x0.25), 
Weaknesses: axe (x1.25), 
Bestiary effects: fire (+0% -> +50%), frost (+0% -> +50%), shock (-50% -> -25%), blade (x0.75 -> x0.9375), axe (x1.25 -> x1.5625), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: fire (+50%), frost (+50%), axe (x1.5625), 
Bestiary resistances: shock (-25%), blade (x0.9375), blunt (x0.25), arrows (x0.25), 

Hulking draugr:
Traits: Undead, vile, cave dwelling, weak willed, big, 
A hulking draugr.
Immunities: disease, poison, 
Resistances: fire (-25%), frost (-25%), shock (-50%), blade (x0.75), axe (x0.9375), blunt (x0.125), arrows (x0.1875), 
Weaknesses: None
Bestiary effects: fire (-25% -> +25%), frost (-25% -> +25%), shock (-50% -> -25%), blade (x0.75 -> x1.171875), axe (x0.9375 -> x1.171875), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: fire (+25%), frost (+25%), blade (x1.171875), axe (x1.171875), 
Bestiary resistances: shock (-25%), blunt (x0.125), arrows (x0.1875), 

death hound:
Traits: Undead, vile, ice elemental, weak willed, 
Undead wolves with a magical affinity for ice, death hounds are subservient to their vampire masters.
Immunities: frost, disease, poison, 
Resistances: shock (-50%), blade (x0.75), blunt (x0.25), arrows (x0.25), 
Weaknesses: fire (+25%), axe (x1.25), 
Bestiary effects: fire (+25% -> +100%), frost (-1000% -> -950%), shock (-50% -> -25%), blade (x0.75 -> x0.9375), axe (x1.25 -> x1.5625), 
Bestiary immunities: frost, disease, poison, 
Bestiary weaknesses: fire (+100%), axe (x1.5625), 
Bestiary resistances: shock (-25%), blade (x0.9375), blunt (x0.25), arrows (x0.25), 

dragon priest:
Traits: Undead, vile, strong willed, 
Even in death, the powers of the Dragon Priests cannot be contained and their appearance spells doom for any mortals they encounter.
Immunities: disease, poison, 
Resistances: fire (-25%), frost (-25%), shock (-100%), blade (x0.75), blunt (x0.25), arrows (x0.25), 
Weaknesses: axe (x1.25), 
Bestiary effects: frost (-25% -> +0%), blade (x0.75 -> x0.9375), axe (x1.25 -> x1.5625), blunt (x0.25 -> x0.375), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: axe (x1.5625), 
Bestiary resistances: fire (-25%), shock (-100%), blade (x0.9375), blunt (x0.375), arrows (x0.25), 

deer:
Traits: furred, 
Deer are a common sight in the wilderness of Skyrim where they keep a watchful eye for predators.
Immunities: None
Resistances: frost (-50%), 
Weaknesses: None
Bestiary effects: fire (+0% -> +25%), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), 
Bestiary resistances: frost (-50%), 

Vale deer:
Traits: furred, 
A Vale deer.
Immunities: None
Resistances: frost (-50%), 
Weaknesses: None
Bestiary effects: fire (+0% -> +25%), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), 
Bestiary resistances: frost (-50%), 

slaughterfish:
Traits: small, aquatic, 
The slaughterfish prowls Skyrim's rivers and lakes looking for prey, it will happily take on swimmers who stray too far from the shore.
Immunities: None
Resistances: fire (-25%), 
Weaknesses: frost (+25%), shock (+100%), arrows (x1.5), 
Bestiary effects: frost (+25% -> +75%), blunt (x1 -> x1.5), 
Bestiary immunities: None
Bestiary weaknesses: frost (+75%), shock (+100%), blunt (x1.5), arrows (x1.5), 
Bestiary resistances: fire (-25%), 

wispmother:
Traits: strong willed, supernatural, ice elemental, 
The wispmother is a fabled magical being found in mountainous areas, it uses glowing wisps to lure travellers away from the road.
Immunities: frost, disease, poison, 
Resistances: shock (-50%), 
Weaknesses: None
Bestiary effects: fire (+0% -> +50%), shock (-50% -> +0%), blunt (x1 -> x1.5), 
Bestiary immunities: frost, disease, poison, 
Bestiary weaknesses: fire (+50%), blunt (x1.5), 
Bestiary resistances: None

vampire:
Traits: strong willed, Undead, cave dwelling, 
A vampire.
Immunities: disease, poison, 
Resistances: fire (-25%), frost (-25%), shock (-100%), blade (x0.75), blunt (x0.25), arrows (x0.25), 
Weaknesses: axe (x1.25), 
Bestiary effects: fire (-25% -> +0%), blade (x0.75 -> x0.9375), axe (x1.25 -> x1.5625), blunt (x0.25 -> x0.375), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: axe (x1.5625), 
Bestiary resistances: frost (-25%), shock (-100%), blade (x0.9375), blunt (x0.375), arrows (x0.25), 

vampire beast:
Traits: strong willed, Undead, cave dwelling, big, 
A vampire beast.
Immunities: disease, poison, 
Resistances: fire (-50%), frost (-50%), shock (-100%), blade (x0.75), axe (x0.9375), blunt (x0.125), arrows (x0.1875), 
Weaknesses: None
Bestiary effects: fire (-50% -> -25%), blade (x0.75 -> x1.171875), axe (x0.9375 -> x1.171875), blunt (x0.125 -> x0.1875), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: blade (x1.171875), axe (x1.171875), 
Bestiary resistances: fire (-25%), frost (-50%), shock (-100%), blunt (x0.1875), arrows (x0.1875), 

Lurker:
Traits: aquatic, vile, venomous, big, 
a lurker
Immunities: poison, 
Resistances: fire (-75%), frost (-25%), axe (x0.75), blunt (x0.5), arrows (x0.75), disease (-50%), 
Weaknesses: shock (+100%), 
Bestiary effects: frost (-25% -> +50%), blade (x1 -> x1.25), poison (-1000% -> +0%), 
Bestiary immunities: None
Bestiary weaknesses: frost (+50%), shock (+100%), blade (x1.25), 
Bestiary resistances: fire (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), disease (-50%), 

Seeker:
Traits: strong willed, cave dwelling, supernatural, 
a Seeker
Immunities: disease, poison, 
Resistances: fire (-25%), frost (-25%), shock (-50%), 
Weaknesses: None
Bestiary effects: fire (-25% -> +0%), shock (-50% -> +0%), blunt (x1 -> x1.5), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: blunt (x1.5), 
Bestiary resistances: frost (-25%), 

Riekling:
Traits: cave dwelling, small, strong willed, 
a Riekling
Immunities: None
Resistances: shock (-50%), poison (-50%), 
Weaknesses: arrows (x1.5), disease (+50%), 
Bestiary effects: fire (+0% -> +25%), blunt (x1 -> x2.25), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), blunt (x2.25), arrows (x1.5), disease (+50%), 
Bestiary resistances: shock (-50%), poison (-50%), 

Netch:
Traits: shock elemental, weak willed, big, 
a Netch
Immunities: shock, 
Resistances: fire (-25%), frost (-25%), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: None
Bestiary effects: fire (-25% -> +0%), frost (-25% -> +0%), shock (-1000% -> +25%), blade (x1 -> x1.25), 
Bestiary immunities: None
Bestiary weaknesses: shock (+25%), blade (x1.25), 
Bestiary resistances: axe (x0.75), blunt (x0.5), arrows (x0.75), 

Werewolf:
Traits: vascular, big, furred, 
a Werewolf
Immunities: None
Resistances: fire (-25%), frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: poison (+100%), 
Bestiary effects: fire (-25% -> +0%), blade (x1 -> x1.5625), 
Bestiary immunities: None
Bestiary weaknesses: blade (x1.5625), poison (+100%), 
Bestiary resistances: frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), 

Werebear:
Traits: vascular, big, furred, vile, 
a Werebear
Immunities: None
Resistances: fire (-25%), frost (-75%), axe (x0.75), blunt (x0.5), arrows (x0.75), disease (-50%), 
Weaknesses: poison (+100%), 
Bestiary effects: fire (-25% -> +0%), frost (-75% -> -50%), blade (x1 -> x1.5625), 
Bestiary immunities: None
Bestiary weaknesses: blade (x1.5625), poison (+100%), 
Bestiary resistances: frost (-50%), axe (x0.75), blunt (x0.5), arrows (x0.75), disease (-50%), 

Dremora:
Traits: supernatural, strong willed, 
a Dremora
Immunities: disease, poison, 
Resistances: fire (-25%), frost (-25%), shock (-50%), 
Weaknesses: None
Bestiary effects: shock (-50% -> +0%), blunt (x1 -> x1.5), 
Bestiary immunities: disease, poison, 
Bestiary weaknesses: blunt (x1.5), 
Bestiary resistances: fire (-25%), frost (-25%), 

FrozenChaurus:
Traits: armored, venomous, vile, cave dwelling, ice elemental, brittle, 
The frozen chaurus has lain dormant, trapped within ice, waiting for its next victim.
Immunities: frost, poison, 
Resistances: blade (x0.5), arrows (x0.3125), 
Weaknesses: fire (+25%), blunt (x1.125), 
Bestiary effects: fire (+25% -> +100%), frost (-1000% -> -975%), axe (x1 -> x1.5), blunt (x1.125 -> x1.40625), poison (-1050% -> -50%), 
Bestiary immunities: frost, 
Bestiary weaknesses: fire (+100%), axe (x1.5), blunt (x1.40625), 
Bestiary resistances: blade (x0.5), arrows (x0.3125), poison (-50%), 

falmer:
Traits: vile, cave dwelling, vascular, venomous, 
The vile Falmer dwell in perpetual darkness far below the surface of Skyrim.
Immunities: poison, 
Resistances: None
Weaknesses: None
Bestiary effects: fire (+0% -> +25%), frost (+0% -> +25%), blade (x1 -> x1.25), poison (-950% -> +50%), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), frost (+25%), blade (x1.25), poison (+50%), 
Bestiary resistances: None

Frostgiant:
Traits: big, fat, furred, ice elemental, 
A frost giant.
Immunities: frost, 
Resistances: fire (-50%), axe (x0.5625), blunt (x0.25), arrows (x0.75), 
Weaknesses: None
Bestiary effects: fire (-50% -> +25%), blade (x1 -> x1.25), arrows (x0.75 -> x1.5), 
Bestiary immunities: frost, 
Bestiary weaknesses: fire (+25%), blade (x1.25), arrows (x1.5), 
Bestiary resistances: axe (x0.5625), blunt (x0.25), 

wolf:
Traits: furred, vascular, 
Packs of wolves hunt across Skyrim's wilderness, while weak individually, their numbers make them a threat.
Immunities: None
Resistances: frost (-50%), 
Weaknesses: poison (+100%), 
Bestiary effects: fire (+0% -> +25%), blade (x1 -> x1.25), 
Bestiary immunities: None
Bestiary weaknesses: fire (+25%), blade (x1.25), poison (+100%), 
Bestiary resistances: frost (-50%), 



Armors

Know Your Enemy takes both worn armor and mage armor spells into account. For worn armor it uses the main armor piece to determine resistances and weakness, so you can wear whatever gloves, boots and helmet you want. The patcher will add the effects of the armor to its description (see installation section if you want to turn this off) and an in-game introduction to the armor system is provided by a book that can be bought from all blacksmiths. For a sneak peak open the spoiler below:

Worn armor:
Spoiler:  
Show
Hide:
Traits: Leathery, 
Resistances: fire (x0.75), 
Weaknesses: arrows (x1.25), 

Forsworn:
Traits: Warm, 
Resistances: frost (x0.5), 
Weaknesses: arrows (x1.25), 

Studded:
Traits: Layered, Leathery, 
Resistances: fire (x0.75), arrows (x0.9375), 
Weaknesses: None

Leather:
Traits: Leathery, 
Resistances: fire (x0.75), 
Weaknesses: arrows (x1.25), 

Nightingale:
Traits: Leathery, Layered, 
Resistances: fire (x0.75), arrows (x0.9375), 
Weaknesses: None

Elven:
Traits: Layered, Nonconductive, Brittle, 
Resistances: shock (x0.25), arrows (x0.75), 
Weaknesses: fire (x1.25), frost (x1.25), blunt (x1.25), 

Chitin:
Traits: Thick, Brittle, 
Resistances: blade (x0.75), arrows (x0.5), 
Weaknesses: blunt (x1.25), 

Scaled:
Traits: Layered, Warm, Leathery, 
Resistances: fire (x0.75), frost (x0.5), 
Weaknesses: arrows (x1.171875), 

Glass:
Traits: Thick, Nonconductive, Brittle, 
Resistances: shock (x0.25), blade (x0.75), arrows (x0.5), 
Weaknesses: fire (x1.25), frost (x1.25), blunt (x1.25), 

Stalhrim:
Traits: Thick, Nonconductive, Warm, 
Resistances: frost (x0.625), shock (x0.25), blade (x0.75), arrows (x0.625), 
Weaknesses: fire (x1.25), 

Dragonscale:
Traits: Thick, Nonconductive, Layered, 
Resistances: shock (x0.25), blade (x0.75), arrows (x0.375), 
Weaknesses: fire (x1.25), frost (x1.25), 

Iron:
Traits: Thick, Metal, 
Resistances: blade (x0.5625), arrows (x0.375), 
Weaknesses: shock (x1.25), 

Banded Iron:
Traits: Thick, Metal, Warm, 
Resistances: frost (x0.5), blade (x0.5625), arrows (x0.46875), 
Weaknesses: shock (x1.25), 

Steel:
Traits: Thick, Metal, Warm, 
Resistances: frost (x0.5), blade (x0.5625), arrows (x0.46875), 
Weaknesses: shock (x1.25), 

Bonemold:
Traits: Thick, Nonconductive, Layered, 
Resistances: shock (x0.25), blade (x0.75), arrows (x0.375), 
Weaknesses: fire (x1.25), frost (x1.25), 

Dwarven:
Traits: Metal, Deep, 
Resistances: blade (x0.75), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: shock (x1.25), 

Steel plate:
Traits: Metal, Deep, 
Resistances: blade (x0.75), axe (x0.75), blunt (x0.5), arrows (x0.75), 
Weaknesses: shock (x1.25), 

Orcish:
Traits: Layered, Metal, 
Resistances: blade (x0.75), arrows (x0.5625), 
Weaknesses: shock (x1.25), 

Ebony:
Traits: Nonconductive, Deep, Brittle, 
Resistances: shock (x0.25), axe (x0.75), blunt (x0.625), 
Weaknesses: fire (x1.25), frost (x1.25), 

Nordic carved:
Traits: Leathery, Metal, Layered, 
Resistances: fire (x0.75), blade (x0.75), arrows (x0.703125), 
Weaknesses: shock (x1.25), 

Dragonplate:
Traits: Thick, Nonconductive, Deep, Brittle, 
Resistances: shock (x0.25), blade (x0.75), axe (x0.75), blunt (x0.625), arrows (x0.5), 
Weaknesses: fire (x1.25), frost (x1.25), 

Daedric:
Traits: Nonconductive, Thick, Brittle, 
Resistances: shock (x0.25), blade (x0.75), arrows (x0.5), 
Weaknesses: fire (x1.25), frost (x1.25), blunt (x1.25), 

Dawnguard:
Traits: Leathery, Layered, 
Resistances: fire (x0.75), arrows (x0.9375), 
Weaknesses: None

Falmer:
Traits: Thick, Brittle, 
Resistances: blade (x0.75), arrows (x0.5), 
Weaknesses: blunt (x1.25), 

Blades:
Traits: Metal, Layered, 
Resistances: blade (x0.75), arrows (x0.5625), 
Weaknesses: shock (x1.25), 

Shrouded:
Traits: Leathery, 
Resistances: fire (x0.75), 
Weaknesses: arrows (x1.25), 

Ancient Nord:
Traits: Thick, Metal, 
Resistances: blade (x0.5625), arrows (x0.375), 
Weaknesses: shock (x1.25), 

Penitus Oculatus:
Traits: Layered, Metal, 
Resistances: blade (x0.75), arrows (x0.5625), 
Weaknesses: shock (x1.25), 

Imperial:
Traits: Layered, Metal, 
Resistances: blade (x0.75), arrows (x0.5625), 
Weaknesses: shock (x1.25), 

Imperial light:
Traits: Layered, Leathery, 
Resistances: fire (x0.75), arrows (x0.9375), 
Weaknesses: None

StormcloakOfficer:
Traits: Warm, Leathery, Layered, 
Resistances: fire (x0.75), frost (x0.5), 
Weaknesses: arrows (x1.171875), 

Guard:
Traits: Leathery, 
Resistances: fire (x0.75), 
Weaknesses: arrows (x1.25), 

Stormcloak:
Traits: Leathery, 
Resistances: fire (x0.75), 
Weaknesses: arrows (x1.25), 

ThievesGuild:
Traits: Leathery, 
Resistances: fire (x0.75), 
Weaknesses: arrows (x1.25), 


Mage armor:
Spoiler:  
Show
Oakflesh:
Oakflesh mimics the plant trait from the creatures module, its resistances/weaknesses are a mixed bag.
Resistances: shock x0.75, blunt x0.75
Weaknesses: fire x1.25, axe x1.25

Stoneflesh:
Stoneflesh mimics a combination of the armored and brittle creature traits, its physically great.
Resistances: blade x0.5, arrows x0.5

Ironflesh:
Ironflesh mimics the metal armor trait. It's a beefed up version of stoneflesh, but is weak to magic.
Resistances: blade x0.75, arrows x0.75
Weaknesses: shock x1.25.

Ebonyflesh:
Ebonyflesh mimics the nonconductive armor trait, it has no physical effects, but is great against magic.
Resistances: shock x0.25
Weaknesses: fire x1.25, frost x1.25.


Installation

Installation:
Know Your Enemy installs via two zEdit patchers (one for creatures, one for armor) that create esp files custom to your load order. This avoids compatibility problems with other mods and lets you install one module or both. The patchers are bundled in the download, and you will need to run them for the mod to work, here's how:

  • Download and install the mod. Make sure know_your_enemy.esp is active.
  • Install zEdit. You can get it here. If using MO2 make sure to add zEdit as an executable within MO2 and always run it from there.
  • Install the patchers manually (automatic installation is bugged in zEdit 0.6.6). First locate and extract the zipped patchers that installed with the mod, they are within Skyrim/Data/zEdit patchers. Then copy the folders "KnowYourEnemyPatcher" and "KnowYourArmorPatcher" into zEdit/Modules. Then restart zEdit.
  • Run the patchers. Start zEdit and load your full load order. Click the "jigsaw" button in the top right to see your installed patchers. Build them both individually (do not use the build all button). Then exit zEdit, saving the newly created esps. Note that if your load order includes more than 254 plugins, you will need to use this tool to load the relevant subset.
  • Play. Activate the patch esps and load your game.


Update:
Delete the esps created by the patchers, install the new version of the mod, and re-run the patchers. Bear in mind updating mid playthrough is risky.

Uninstall:
Uninstalling mods mid playthrough is a bad idea unless you are very careful. KYE adds perks to the player, as well as to enemies and the there is a possibility for null references to remain after uninstall. If you want to do it though, it's straightforward: deactivate the esps and remove them from your load order. Here are some extra tips: uninstall in a cell with no enemies loaded, make sure you have no copies of the KYE books on you, use a save cleaner.

Requirements:
Skyrim

Performance impact:
None.


Compatibility


Know Your Enemy is designed for maximum compatibility. As of v7, with the addition of zEdit patchers, it does not edit vanilla records until the patcher is run and so it is (technically) compatible with everything. Issues can arise with mods that add new kinds of NPCs/armors/resistances as the patcher might skip them, however, I have made the patcher robust to many common mods.

100% Compatible:
Advanced Adversary Encounters - the patcher removes AAEs resistance system and replaces it with KYE's
Animal tweaks
Armor rating redux

Arrows and bolts tweaks
Artifact - The Breton Paladin

Audio overhaul Skyrim 2
Beasts of Tamriel
Better Vampires
Beyond Reach
Beyond Skyrim: Bruma

Birds and flocks
Birds of Skyrim
Carved Brink
Cats of Skyrim
Cloaks of Skyrim
Colorful Magic

Combat evolved
Complete Alchemy and Cooking overhaul
Complete crafting overhaul remade
Cutting Room Floor
Disparity

Diverse dragons - KYE doesn't touch dragons
Druagr Upgrades and Improvements
Elemental Destruction Magic
- you will need the mod 'Know Your Elements' if you want the new elements added by EDM to be affected by KYE, otherwise don't load EDM when the patcher runs.
Falskaar
Forgotten Dungeons

Genesis - Dynamically increased spawns
Hammet's Dungeon Pack

Heavy Armory - the added weapons use vanilla keywords and so will fall into the following categories.
                             Blade: shortswords, glaives, spears, shortspears, daggers, tantos etc, tridents
                             Axe: halberds, battleaxes, hatchets
                             Blunt: clubs, maces, warhammers, quarterstaves, mauls, long maces
Height adjusted races
Helgen Reborn
High Level Enemies
Hunt of Hircine
Immersive Armors
Immersiver Horses

Imperious
Increased Enemy Spawns
Konahrik's Accountrements
Magic Tweaks
Mihail's various mods
Moonlight Tales
Morrowloot Ultimate
Mortal Enemies

OBIS
Ordinator
Project AHO
Racial body morphs
Shadow Spells Package
- you will need "KYE Light and Shadow" if you want the new spells added by SSP to be affected by KYE.
SidePannel's Leveled Skyrim
Simply Balanced
SkyBirds
Skyrim Immersive Creatures
Skyrim Revamped - Complete Enemy Overhaul
Skyrim Sewers
Skyrim Underground
Skyrim Unleveled
SkyTest
Smilodon
Tomebound
- the patcher will tweak some spells so they are affected by the appropriate resistances/weaknesses
True Armor - See FAQ below
Ultimate Combat
Undeath
Vanilla Creatures and Bosses Tweaked
Vigilant

Violens
Weapons, Armor, Clothing and Clutter Fixes

Wildcat
Wild World



Mods to be careful with
Bring Your Silver - the effects of BYS will stack with those from KYE making creatures like undead extremely powerful. If you are using KYE I wouldn't use BYS aswell.
Daedric Entity Restoration Project - NPCs in new races will not be affected by KYE.
Monster Mod SE -  no KYE traits will be applied to the new NPCs added by MM.
Plague of the Dead - I haven't bought it, so can't guarantee the patcher will patch the zombies.
Revenge of the enemies - effects will stack with KYE making even tougher enemies.
Ultimate Deadly Encounters/Sands of Time - the patcher will probably skip some of the new enemies



Future plans


Adjust the patcher to add compatibility with more mods.


FAQ


1) Why use traits instead of just giving each species its own specific resistance and weaknesses?
Two reasons. First, traits that affect multiple species allow you to use past experience with enemies to guess at likely strategies for similar enemies. Second, traits combine in interesting and fun ways. Sometimes a creature ends up with an immunity, not from a single trait, but from how all its traits work together. Similarly, some enemies end up with crippling weaknesses.

2) Does this make the game harder?

Yes and no. If you try to play like vanilla Skyrim and use a single strategy for all enemies you will probably find some enemies extremely difficult. If you use the spoilers above to see each species weaknesses you will probably find the game a little easier (though only a few enemies have crippling weaknesses and some have none at all). If you play the way I intend and experiment with different approaches you will find new enemies tough at first, but as you learn strategies to deal with them they will become more manageable. As you discover the books new approaches will open up too.

This said, NPC AI does not take this sort of stuff into account so sometimes NPCs will have a very hard time. For instance, in one of the companion quests you are accompanied by Aela and Farkas etc and must fight ghosts. However, the weapons carried by these NPCs don't damage ghosts with KYE installed and so it will basically be up to you to kill the ghosts while the companions simply distract them. In another quest, you and Neloth (an NPC who mostly knows shock spells) fight dwarven automata, however, with KYE these are immune to shock so Neloth won't be much help. Nonetheless, these moments are few and far between, and when NPCs are your followers you can change their equipment strategically yourself (though you can't make the read the books due to an engine limitation). As such this shouldn't be a major problem.

3) Will this mod force me to play as a jack-of-all-trades?
No, however single weapon builds are less viable with this mod. Instead you should invest in two or three different attack types. So you could combine blunt weapons with offensive restoration spells (from Apocalypse for instance). Or you could combine shock magic with poison and bows. You can certainly go for a pure magic or pure physical build though; combining swords and hammers should work well too. That said, depending on which skills you favor you might still encounter a few really tricky enemies. If you really want to remain a specialist, then another option is to use a complementary follower, someone with strengths against enemies you struggle with.

4) Do I need a bashed patch?
No. The books are added to leveled lists at runtime via a script and so will be added to lists without the need of a bashed patch.

5) Where can I find the books?
The armor book is sold by all blacksmiths, but the creature books are much rarer. They can be found in boss chests associated with human(ish) enemies (bandits, imperial legion, stormcloaks, forsworn, hagravens, vampires and mages). Different books are more likely to be owned by different types of enemy (e.g. mages are more likely to own magic-relevant volumes), but any book can be found with any of the above enemies. Each boss chest has about a 10% chance of containing a book but some are much rareer than others. In general I wouldn't expect you to find all 21 volumes until you get to a very high level.

6) What's the difference between KYE's armors module and True Armor? Can I use both?
True Armor is a great mod, but you probably don't want to use it and KYE's armors add-on at the same time. For this reason, I made KYE's armors a separate esp so you can use True Armor with the KYE creatures module no problem. That said, I do think KYE's armors module is good! In general I think KYE's armors module is simple and stripped-down compared to True Armor. Here are some specific differences between the two:
- KYE's armors module is script free, True Armor uses scripts.
- KYE's armors module is has no MCM, True Armor has an MCM.
- KYE's armors effects are flat resists/weaknesses, True Armor's effects are more complex and stochastic.
- KYE's armors module is only based on the cuirass, True Armor takes all armor pieces into account.
Try both and let me know what you think!

7) Why use a zEdit patcher instead of patching via esps?
There are many reasons why a zEdit patcher is preferable to the traditional method of making patch esps:
- Because KYE edits NPCs, without the patcher it would require lots of patches, this clutters up your load order. The zEdit patcher produces a single patch esp.
- While esp patches resolve conflicts between a pair of mods, they exacerbate conflicts between more than 2 mods. Imagine you have already installed and patched AAE and SRCEO. If you tried to add KYE via patch esps this would reintroduce the incompatibility between AAE and SRCEO. With the patcher, once you have resolved the conflicts between AAE and SRCEO, KYE can be added on top without messing anything up.
- Maintaining patches for constantly updating mods is a huge amount of work, the patcher will only rarely need to be updated.
- The patcher will automatically accommodate most mods, while traditional esp patches only accommodate the mods they were built for.
- zEdit allows patchers to have optional settings (e.g. adding optional descriptions to the armor), esp patches cannot be configured this way.
Overall zEdit patchers are the future for mods that edit commonly affected records (like NPCs, races etc) and I am exceptionally grateful to Mator for providing the community with the ability to create them.


Synergistic mods

Know Your Enemy overhauls enemy defenses, but you'll probably want an enemy offense mod too. I use Skyrim Revamped - Complete Enemy Overhaul, but Advanced Adversary Encounters is another option (both are compatible with KYE). You should also pick up Mortal Enemies too and you might consider fixing up enemy combat AI, with smilodonwildcat or combat evolved (all fully compatible with KYE).

KYE gives you more reason to carry around multiple weapons, so why not show them off with a mod like visible favorited gear? You can also get a greater variety of weapons with a mod like heavy armory.


My other mods

Know Your Enemy - A resistance and weakness overhaul for enemies and armors
Trainers Galore - An expansion of the training system designed for "training only" leveling
Challenging Spell Learning - Spell Tomes trigger a costly ritual you must pass to learn spells
Pick Your Poison - An alchemical handbook to support strategic foraging
NPC Stat Rescaler - A patcher that adjusts NPC stats for faster, fairer, and less spongy combat.
XP Editor - A patcher that adjust xp gain and leveling


Acknowledgements


Thanks to Mator for creating zEdit. It is an incredible tool that offers a solution to the "rule-of-one" that plagues modding.

Special thanks to mooglerampage who helped with the design of the mage armor effects and who created Know Your Elements.

Special thanks to Sthaag, /u/TendiesForBreakfast, Takahirn, sirjesto, sasnikol, SidePannel, thelegg77, SpaceOden, purplepharaoh, theCeige, novastark, OriginalDint and FeelTheBerne who have contributed to the development of this mod by providing patches. Extra special thanks to thelegg77 whose support has been tireless.

Thanks also to tx12001 and sirjesto for their work on Advanced Adversary Encounters which was a major inspiration for this mod; the folks over at r/skyrimmods who offered feedback and encouragement, particularly Arindel who helped with adding books to leveled lists via a script and the 340 users who completed a questionnaire that helped me balance KYE; and, finally, thanks to Bethesda for making such an easily modded game that I can't put down.