Tes2Mod:Daggerfall Unity/Character Creation Differences

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

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

Acute Hearing[edit]

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

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

Adrenaline Rush[edit]

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

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

Agility[edit]

In Daggerfall, Agility had an extremely limited effect on to-hit chance in combat. Forum source

In Daggerfall Unity, Agility has been rebalanced to prove far more important for combat odds.

Athleticism[edit]

In Daggerfall, Athleticism's practical benefits are 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 20% if enhanced by a magic item. This does not stack with a Jumping spell effect. Github source

Immunity to Magicka[edit]

In Daggerfall, players often chose Immunity to Magicka to gain immunity to paralysis, disease, and poison. Enemies were erroneously coded to apply these effects through magic.

In Daggerfall Unity, Immunity to Magicka only refers to the magicka element of spells, similar to the fire, frost, and shock elements. To gain immunity to paralysis and poison and disease, the appropriate advantages have to be chosen in the Classmaker.

Personality[edit]

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[edit]

The ordinary Daggerfall Unity character has 50% resistance to all effects: fire, frost, shock, poison, paralysis, magicka, and disease. This can be altered as follows:

  • Critical Weakness to something reduces resistance to 0%.
  • Low Tolerance to something reduces resistance to 25%.
  • Resistance to something raises resistance to 75%.
  • Immunity to something raises resistance to 100%.

High Elves[edit]

High Elves naturally have immunity to paralysis, but this can be reduced through disadvantages.

  • A High Elf with no weakness to paralysis will have full immunity to it.
  • A High Elf with low tolerance to paralysis will have 75% resistance to it.
  • A High Elf with critical weakness to paralysis will have 50% resistance to it.

Poison[edit]

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.