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Changes From Vanilla

Mieekaserra edited this page Sep 27, 2022 · 3 revisions
  • All encounters are no longer leveled, the appearance of a given NPC or creature only depends on your current location and luck.

  • Some creature encounter lists have been altered, for example you will see more small than large mudcrabs and more wolves than bears.

  • Loot is no longer dependent on your level, but high quality items are of course much rarer.

  • Quests rewards are decoupled from your level.

  • Most locks are no longer leveled.

  • Trap damage is now independent of your level and therefore much higher and often even lethal.

  • Your enemies are more skilled than before. If somebody wields a mace, you better expect some armor crushing blows from him.

  • Weapon damage has increased significantly, especially archery, which is now deadly. A skilled archer can frequently take out an unarmored humanoid with a single shot. But drawing a bow now also takes considerably more time.

  • Blocking and/or dodging is now essential if you want to survive melee combat.

  • Some quests have had starting requirements changed to accommodate for the rewards, no more doing daedric weapon quests at level 5.

  • Survival has a much, much greater importance, you can and will die if you don't eat, sleep or stay warm.

  • Houses have had their prices or quest requirements altered.

  • Dragons are the flying, magic casting tanks with teeth that you should be afraid of.

  • Dragon priests are even worse.

  • Blacksmithing and enchanting are no longer mandatory, blacksmiths and court wizards can do these services for you.

  • Level cap is 82, therefore Perk points are limited. Plan where you are going to spend them accordingly.

  • Your initial Carry weight is lower, but you can craft or buy Backpacks to increase it.

  • Weight of your armor affects your magicka pool, clothing is better for mages, Spell sword is not something to be at level one, either focus the sword or the spells.

  • Don't expect to be wearing heavy armor and running marathons from level 1. It takes perks, time, and training to master the art of being a walking tank.

  • It’s dark when it's supposed to be, night vision, a torch, or lantern is required for dungeon diving.

  • Getting sick and/or drunk and/or consuming a lot of alchemy ingredients gives a visual effect/blurring on your screen.

  • Heavy Armor makes sneaking impossible.

  • Sneak mages can’t exist. Spells Make noise to cast until you are deep into the illusion tree.

  • Stamina is a precious resource at lower levels. Wearing any armor without the first perk causes a drain standing still, even with the first perk you will lose it if you are running around. Anyone with armor should be investing in stamina restoration food.

  • Vampires are Allergic to sunlight, and restoration spells don't work. They have their own healing spell in the conjuration tree.

  • You are not forced to perk into lock picking. Spells for unlocking, scrolls for unlocking and just plain smacking the lock can be used instead.

  • If you have played our legendary edition mod pack and want to see the differences between that build and the SE release, You can do so here

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