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Daggerfall Mod:Daggerfall Unity/Character Creation Differences

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Character creation has been rebalanced in Daggerfall Unity, and several familiar exploits have been removed.

Acute HearingEdit

In Daggerfall, Acute Hearing's practical benefits were not evident.

In Daggerfall Unity, Acute Hearing increases the range from which enemy sounds can be heard by 25%, or by 50% if enhanced by a magic item. Github source

Adrenaline RushEdit

In Daggerfall, Adrenaline Rush's practical benefits were not evident.

In Daggerfall Unity, Adrenaline Rush increases combat odds by 5, or by 8 if enhanced by a magic item. Github source

AthleticismEdit

In Daggerfall, Athleticism's practical benefits were not evident.

In Daggerfall Unity, Athleticism makes a character lose fatigue 10% slower, or 20% slower if enhanced by a magic item.

In Daggerfall Unity, Athleticism also increases jump height by 10%, or by 20% if enhanced by a magic item. This does not stack with a Jumping spell effect. Github source

PersonalityEdit

In Daggerfall, many characters could engage in normal conversation with 10-15 Personality and suffer no repercussions.

In Daggerfall Unity, a character usually needs 40 or more Personality to get favorable responses from most townspeople.

Resistances and ImmunitiesEdit

The ordinary Daggerfall Unity character has 50% resistance to all effects: Disease, Fire, Frost, Magic, Paralysis, Poison, and Shock. This can be altered during character creation, as follows:

  • Critical Weakness to something reduces resistance to 0% (a 50% reduction).
  • Low Tolerance to something reduces resistance to 25% (a 25% reduction).
  • Resistance to something increases resistance to 75% (a 25% increase).
  • Immunity to something increases resistance to 100% (a 50% increase).

As in Daggerfall, the Breton's additional 30% racial resistance to Magic and the Nord's additional 30% racial resistance to Frost are applied after any of the above changes.

Magic ImmunityEdit

In Daggerfall, Magic immunity/resistance/low tolerance/critical weaknesses applied also to Disease, Paralysis, and Poison effects.

In Daggerfall Unity, Magic immunity/resistance/low tolerance/critical weaknesses only refer to the Magicka element of spells, similar to the Fire, Frost, and Shock elements, and no longer provide immunity/resistance/low tolerance/critical weakness to Disease, Paralysis, or Poison effects.

Paralysis Immunity and Poison ImmunityEdit

It has been claimed that, in Daggerfall, choosing "Immunity to Poison" would grant immunity to spider and scorpion paralysis attacks.

In Daggerfall Unity, Immunity to Paralysis is a separate effect that must be chosen on its own.

High Elves and Paralysis ResistanceEdit

High Elves naturally have immunity to paralysis, but unlike Daggerfall, in Daggerfall Unity, this can be reduced through disadvantages, as follows:

  • A High Elf with no weakness to paralysis will have full immunity to paralysis.
  • A High Elf with low tolerance to paralysis will have 75% resistance to paralysis (a 25% reduction).
  • A High Elf with critical weakness to paralysis will have 50% resistance to paralysis (a 50% reduction).