Stats and LevelingEdit
The leveling system has been overhauled to resolve problems that occurred under the original game's system.
- All skills now contribute to increasing the player character's level, just as in Skyrim. However, Minor Skills provide 12.5% less XP, making Major Skills the fastest way to level up.
- Attribute increases are no longer determined by the specific skills the player has raised. Instead, a new system has been implemented:
- When the player levels up, they are given 12 virtues to distribute amongst their attributes to increase them.
- Each virtue assigned to an attribute increases it by a single point, however Luck requires 4 virtues to increase by a single point.
- Up to 5 virtues can be assigned to a single attribute, and only up to 3 different attributes can be increased per level up.
- Luck can only be increased by 1 point per level up.
- Endurance attribute increases are now applied retroactively to Health gain when levelling up.
- Enemy scaling as the player increases their level has been adjusted.
- Multiple skills now level up based on the magnitude of performed actions, rather than the number of those actions that are performed.
- Mercantile experience gain is determined by the total price of items sold (including stacks), instead of being a flat rate for every item sold.
- Athletics experience is gained more rapidly when sprinting.
- Magic schools, such as Restoration, Destruction, Mysticism, Illusion, Alteration and Conjuration, now have their experience correlate with the base magicka price of the spell cast, meaning more expensive spells now advance the skill level faster, and preventing the strategy of casting the lowest-magicka spell on repeat.
- Speedy leveling involves maximizing the total base cost of spells in the school cast per minute. This might look like a loop of Fortify Restoration 3s, Fortify school 20s, casting expensive spell until nearly depleted, Fortify Restoration 3s, and Fortify Willpower 15s to recharge magicka.
PerksEdit
Perks have been overhauled, with certain skills now having completely different perks, and others having their perks moved to different ranks. Only the changed ranks/perks are listed below:
Combat SkillsEdit
- Armorer
- Apprentice: Can repair magic items (was a Journeyman perk in the original game).
- Journeyman: Repair Hammers last twice as long (was an Apprentice perk in the original game).
- Blade
- Novice: No longer has any perks.
- Apprentice: Power attacks deal 20% more damage, and weapons are 20% more durable.
- Journeyman: Power attacks apply a 15% Weakness to Normal Weapons for 5 seconds.
- Expert: Regular attacks have a 20% chance to make the target Bleed for 10 seconds.
- Master: Power attacks apply a 30% Weakness to Normal Weapons for 10 seconds.
- Block
- Novice: Shields and weapons lose durability when blocking an attack.
- Apprentice: Shields and weapons no longer lose durability when blocking an attack.
- Journeyman: Consume 25% less Fatigue when blocking an attack.
- Expert: Consume 50% less Fatigue when blocking an attack, and perform a Shield Bash that staggers opponents.
- Master: Consume 75% less Fatigue when blocking an attack, and deal 150% more damage when using Shield Bash.
- Blunt
- Novice: No longer has any perks.
- Apprentice: Power attacks deal 20% more damage, and weapons are 20% more durable.
- Journeyman: Power attacks grant 15% Shield for 5 seconds.
- Expert: Regular attacks have a 20% chance to apply Silence for 10 seconds.
- Master: Power attacks grant 30% Shield for 10 seconds.
- Hand-to-Hand
- Novice: Attacks deal Fatigue damage equal to 50% of Health damage. Cannot recoil opponents when blocking.
- Apprentice: Power attacks deal 20% more damage, and can now always recoil opponents when blocking.
- Journeyman: Power attacks have a 25% chance to disarm the opponent.
- Expert: Attacks deal Fatigue damage equal to 75% of Health damage.
- Master: Attacks deal Fatigue damage equal to 100% of Health damage.
Magic SkillsEdit
- Alchemy
- Novice: Recognizes only the first alchemical property of a substance (no change), and can only handle 4 simultaneous potion effects.
- Apprentice: Recognizes the first two alchemical properties of a substance (no change), and 25% chance to craft an additional potion.
- Journeyman: Recognizes three alchemical properties of a substance (no change), and can handle 6 simultaneous potion effects.
- Expert: Recognizes all four alchemical properties of a substance (no change), and always crafts an additional potion.
- Master: Can make potions from a single ingredient (no change), and can handle 10 simultaneous potion effects.
Illusion - earns more exp the more a skill costs with cast on self spells. (Example: starlight cost 3 took more than a cared to try (over 50 casts) to level up from 75 to 76. I also cast Eyes Of Eventide cost 11 and Eyes Of Midnight cost 22 a few times and earned more exp respectively but still didn't quite hit 76. Candlelight cost 34 only 11 casts from 76 to 77.) - It's easy to see and simply count out your casts. - Vampirism gains from +5 to +20 in this skill. The increase gives you your skill bonuses as well. Which means they are permanently increased skills. If you become a vampire before hitting level 100 in this skill you will lose the levels you could have gained from earning the levels first.
Destruction - Vampirism gains from +5 to +20 in this skill. The increase gives you your skill bonuses as well. Which means they are permanently increased skills. If you become a vampire before hitting level 100 in this skill you will lose the levels you could have gained from earning the levels first
Mysticism - cast on self spells earn more exp per cast for using more magicka or higher leveled spells as you level up, just like illusion - Vampirism gains from +5 to +20 in this skill. The increase gives you your skill bonuses as well. Which means they are permanently increased skills. If you become a vampire before hitting level 100 in this skill you will lose the levels you could have gained from earning the levels first
Restoration - cast on self spells earn more exp per cast for using more magicka or higher leveled spells as you level up, just like illusion
Casting on target also seems to work with most spells casting higher leveled spells for more exp. (Example: find a ruin with a close combat enemy, agro enemy, jump up high where they can't reach, when enemy stops below you at wall turn difficulty to master and shoot the strongest spells you have)
Stealth SkillsEdit
- Acrobatics
- Novice: No longer has any perks.
- Apprentice: Can Dodge by pressing Block + Jump while moving.
- Journeyman: Consumes 50% less Fatigue when jumping.
- Expert: Can jump over the surface of water (was a Master perk in the original game).
- Master: Consumes 75% less Fatigue when jumping and takes 50% less fall damage.
- Light Armor
- Master: The 50% increase in protection is not tied to wearing all light armor- rather exclusively light armor, i.e - a master of light armor in the original must wear a full set of light armor (Boots, Cuirass, Gauntlets, Greaves, and Helm) to benefit- their equipped shield is ignored. A master of light armor in Remastered may wear a single light armor piece and benefit, but their shield is included when determining if they are light armor exclusive.
- An example breakdown- a Master of Light Armor using variations of Shrouded Armor, Shrouded Hood, and Escutcheon of Chorrol
- Original Armor Rating Full Set - 48.75 (Shrouded Armor + Shrouded Hood)* Master Armor Bonus + Escutcheon of Chorrol (15+2.5)*1.5 + 22.5 = 48.75
- Remastered Armor Rating Full Set - 40 (Shrouded Armor + Shrouded Hood)+ Escutcheon of Chorrol (15+2.5) + 22.5 = 40
- Original Armor Rating No Hood - 37.5 Shrouded Armor + Escutcheon of Chorrol 15 + 22.5 = 37.5
- Remastered Armor Rating No Hood - 37.5 Shrouded Armor + Escutcheon of Chorrol 15 + 22.5 = 37.5
- Original Armor Rating No Shield - 26.25 (Shrouded Armor + Shrouded Hood)* Master Armor Bonus (15+2.5)*1.5 = 26.25
- Remastered Armor Rating No Shield - 26.25 (Shrouded Armor + Shrouded Hood)* Master Armor Bonus (15+2.5)*1.5 = 26.25
- Original Armor Rating No Hood or Shield - 15 Shrouded Armor
- Remastered Armor Rating No Hood or Shield - 22.5 Shrouded Armor* Master Armor Bonus 15*1.5 = 22.5
- Master: The 50% increase in protection is not tied to wearing all light armor- rather exclusively light armor, i.e - a master of light armor in the original must wear a full set of light armor (Boots, Cuirass, Gauntlets, Greaves, and Helm) to benefit- their equipped shield is ignored. A master of light armor in Remastered may wear a single light armor piece and benefit, but their shield is included when determining if they are light armor exclusive.
- Mercantile
- Apprentice: Always sell items as if they were in perfect condition (no change). Merchants offer better items.
- Journeyman: Buy and sell any item to any vendor, even if they usually do not barter that type of wares (no change). Merchants offer even better items.
- Expert: Can invest in a shop to permanently increase that merchant's available gold by 500 (no change). Additionally, all shops in the world always have 500 more gold available for barter (was a Master perk in the original game).
- Master: Buys and sells items for base cost (no change). Merchants offer their best items.
- Security
- Novice: Up to four tumblers will fall when you fail and break a lockpick. (used to drop all tumblers when breaking a pick)
- Apprentice: Up to three tumblers will fall when you fail and break a lockpick. (used to keep one tumbler when breaking a pick)
- Journeyman: Up to two tumblers will fall when you fail and break a lockpick. (used to keep two tumblers when breaking a pick)
- Expert: Only one tumblers will fall when you fail and break a lockpick. (used to keep three tumblers when breaking a pick)
- Sneak
- Novice: Sneak Attacks with a Dagger deal 5 times more damage. Sneak Attacks with Bows, one-handed weapons and bare hands deal 2 times more damage.
- Apprentice: Sneak Attacks with a Dagger deal 8 times more damage. Sneak Attacks with Bows, one-handed weapons and bare hands deal 3 times more damage.
- Expert: Harder to detect in bright environments.
- Master: Your Sneak Attacks ignore the opponent's armor.
- Speechcraft
- Novice: No longer has any perks.
- Apprentice: Loses disposition 50% less rapidly when trying to persuade a character (was a Journeyman perk in the original game).
- Journeyman: Gain a free rotation of the a wedge when trying to persuade a character (was an Apprentice perk in the original game).
- Expert: Bribes cost 50% less (was a Master perk in the original game).
- Master: Disposition doesn't decrease over time when trying to persuade a character. disposition is also less impacted by the most disliked action.