Summary: Oblivion is, without doubt, a captivating game, but lacks a number of essential details including quality voice acting; variety of beasties; and balanced, challenging gameplay. This patch is an effort to at least attend the balance and challenge deficiencies. Godly items, or any combination of items that leads a player to be invulnerable to attack rather defeats the purpose of playing, so far as I'm concerned. That in mind, a number of enchantments have been notably reduced, and the offensive potential of critters and NPC's have been increased, and elite varients of existing critters have been introduced, posing a notably increased threat. To survive these changes, your character must be balanced in offensive and defensive capabilities! Fear not! As well as making foes more imposing, and all but eliminating the potential for invulverability, other aspects of the game have been altered to help you reach the needed balance. All weapons in the game have been revamped for greater efficacy (as well as eliminating certain native bugs therein), and Sigil Stones have become significantly more powerful, now offering a total of six effects each -- three offensive, three defensive. Numerous other changes, some small, some large, have been made, including, but not limitted to, more sensibly designated barter gold for nearly all merchants, a complete overhaul of alchemical ingredients, and a few bug fixes otherwise not addressed by the Unofficial Oblivion Patch (which I highly recommend downloading). There are three critical rules employed in the making of this patch. First, that characters should not be impervious to all attacks. This is the reason for the impairment of a number of enchantments. Second, that things should make at least -some- sense; I.E.: no endoskeletal remains from crabs, spider daedra, and land dreughs; oysters (not clams) that produce pearls. And thirdly, that for each new threat, there should be an appropriate defensive option, which may prove to be in the form of running the hell away from something you know you can't take down yet. For a complete list of details on all changes is shown below, but you might want to preserve the mystery to add to the ensemble... which might give you a laugh... or a headache. Oh, and if you want a black hood or robe at any time, talk to Shady Sam. He sells them now. This patch has been designed for use with Elys Uncapper, which requires the Oblivion Script Extender (OBSE), and a game difficulty level of 75%. If you find something awry with the patch, or if you have any suggestions for additions to it, please let me know. --- Overview of Major Changes by Category --- Alchemy: The entire distribution of alchemical properties has been reexamined to provide a wider array of effects, and for those effects to better reflect the ingredient and where it comes from, as alchemy is supposed to, although the connecting logic on what attributes apply to what ingredients is very open to interpretation and may link attributes ranging from appearance and physical properties rather than actual chemical properties and medicinal uses of the same ingredient. The ingredients were broken into five categories: Foods, Helpful Herbs (3/4 - 4/4 beneficial), Harmful Herbs (3/4 - 4/4 poison), bitter- sweet herbs (half beneficial, half poison), and Beastie Bits. Certain effects are much less commmon (I.E.: Burden, which is virtually useless as a poison), and some effects are no longer present in a particular category (I.E: food items that damage health...). There are, however, temporary negative effects in certain foods that reflect some property of the plant it comes from, or the real-world effect of eating such a thing (I.E.: Foods that make you sleepy after eating them might drain your speed or agility). The rarity of the ingredient has bearing on the presense of more powerful effects, and no ingredients are completely or partially useless, like the Nirnroot. Armor: The durability for all armors is doubled. This is to offset the insane damage caused by the elite critters dealing more than a hundred points of damage per blow. Sigil Stones: Every Sigil Stone at every quality level has been overhauled to make sigil stones stones worthwhile instead of something to be discarded or collected as a useless trophy. The root effects of each class of stone are the same (with the sole exception of the Turn Undead/Detect Life stone which was changed from Turn Undead to Weakness to Poison for hunting), but all have been renamed to reflect the enchanting powers of the stone rated from 'petty' to 'grand'. Some effects from the original stones have been lessened to preclude the making the invulnerable characters, but additional effects have been added to all stones, making for a total of six effects per stone -- 3 defensive, 3 offensive. Miscelaneous Item Price Changes: Early in the game, it's more than a little challenging to accumulate gold for training, rent, gear, etcetera, furthermore, a great many items have no value, when they should. As such, common junk otherwise serving no purpose, but found -everywbere- has been assigned at least some value, and others have had their values increased to aid barter at lower levels. Additionally, a number of items have been renamed to better reflect the nature of the item and to differentiate like-named items with notably different models. Evidently, whoever was responsible for the design of the callipers and tongs didn't know what callipers look like and got it backwards. The model assignments have been corrected. Weapons: The stats for nearly every weapon in the game have been modified to better suit the class and grade of each weapon. Weapons associated with light armor classes are lighter and faster, but deal less damage. Weapons of heavy armor material are conversely slower but deal more damage per strike. Maces now use the same range as shortswords and war axes (0.8), and although slower than either, deals the most damage of the three classes, with war axes second in speed and damage. Longswords fall inbetween war-axes and maces for speed and damage with a retained range of 1.0. Two-handed weapons are roughly the same distribution of stats. Claymores are the fastest, have the longest range (1.3), but deal the least damage. Warhammers are the slowest, have the shortest range of two-handed weapons (1.2), but deal -very- heavy blows. Be very cautious engaging a foe carelessly who's weilding one of these until you're sure you can take the punnishment! Battleaxes fall inbetween claymores and warhammers for speed, range, and damage. World Changes: Plants objects have been edited to make ingredients seasonal where appropriate, which is virtually all of them. Some plants are placed in environments they'd never flourish in reality. There is, however, a limit to how much work I plan on putting into this patch, so only a select few issues are addressed by this patch. Foremost those include the following: - Mushrooms that grow underwater, which is just silly. Those have been deleted wherever found (If I missed some, please do tell). There are also some instances of shrubs growing underwater in the swamps. These have also been removed. - Lilly of the Valley plants prefer warmer environments, partial shade, and silty or sandy soil. More to the point, they do not belong in the open fields of Cyrodiil's Gold Coast region. Such instances have been replaced with Tiger Lillies, and the Lilly of the Valley plants can now be found in the forests of County Skingrad and the Niben Basin. Additionally, Tiger Lillies are generally edible, if not tasty, and Lilly of the Valley is flat poisonous. As such, Tiger Lillies and Lilly of the Valley now have seperate ingredients. - For whatever strange reason, Rice plants were given a model, name, and ingredient, but weren't given a home in Cyrodiil. As rice generally grows in shallow waters, you can find this plant in the bogs of Blackwood. Five Hundred Forty-Two rice plants have been lovingly distributed in the shallows of the bogs. - I found the Pitcher Plants quite aggrivating when I first started playing. They mock your efforts to harvest them for alchemical ingredients. Therefor, they now offer forth their digestive fluids for use in making poisons. Being in a swampland, they produce their juices all year round, but prefer the Summer. --- Prerequisites --- Oblivion Script Extender http://www.nexusmods.com/oblivion/mods/37952/? Elys Uncapper http://www.nexusmods.com/oblivion/mods/31464/? --- Suggested Mods --- Darnified UI http://www.nexusmods.com/oblivion/mods/10763/? !!! Compatibility Warning !!! This mod effects spellmaking magnitude by modifying the menus for spellmaking. If you install Darnified UI, do not select the spellmaking option, or install Darnified UI -before- installing this mod! HGEC Draconic Armor http://www.nexusmods.com/oblivion/mods/18805/? Unofficial Oblivion Patch http://www.nexusmods.com/oblivion/mods/5296/? --- Bug Fixes --- Only bugs not otherwise adressed by the Unofficial Oblivion Patch are adressed by this patch. If you've not done so already, you'll likely see benefits by obtaining the patch at the adress above. - "Allies for Bruma" - Quest related Oblivion Gates vanish: Though I know not how it happens, it is possible for the quest- related Oblivion gates regarging "Allies for Bruma" to vanish as though they were never there, but a quest marker to where the gate -should- be still manifests when you ask for the aid of a count who's city's related Oblivion Gate has not been closed down yet. I found this extremely annoying, and found no existing solution offered by any forum, only "sucks to be you" type comments. If this does happen to you, simply asking for the aid on Bruma's behalf of any count who's not already sent aid will trigger the script responsible for these gates' appearance thereby resolving the issue. I've seen no ill effect by running the script multiple times regardless of whether the gates are active or not. Any gate previously closed, remains that way. The detritus of such gates will manifest again where the gate once was. - Ambroise Canne - A journeyman block trainer that doesn't train The AI flags for this NPC have been set to correct this issue, as well as his idle standing about when he's supposed to be tending the yard of the Surilie brothers. - "Miscarand" - Miscarand Key does nothing Flags for the two doors locked upon obtaining the Great Welkynd Stone have been corrected so that the Miscarand Key unlocks them. --- Important Notes --- - This mod affects all merchant NPC's barter gold except fences, but may not affect certain NPC's unless this mod is used from the beginning of your character. To correct this, hit the tild key (~) when in sight of the NPC (not while talking with them). This will show their name and editor ID number at the top-center of the screen. Then type in "setbartergold #", without quotes, where # is double the NPC's barter gold. See NPC changes for intended barter gold values. ----------------------- New Creatures: Baby Rats: Mostly this just amused me. They're fun to blow up with a nice fireball! Have fun! Clannfear Brute: Make sure you're either very well protected from melee, or a very fast runner, else just one of these guys will quickly take you down. Even at lower levels, this cast of Clannfear are able to deliver well over 100 damage to undefended targets, and they do not relent. Level: 9 - 36 Strength 90 Speed 42 Intelligence 15 Endurance 65 Willpower 90 Personality 10 Agility 100 Luck 50 Health Multiplier 13 Magicka Multiplier 0 Fatigue Multiplier 300 Attack Multiplier 60 Combat 100 Magic 5 Stealth 25 Elder Scamp: Signifiantly larger and stronger than any other scamp, these critters pack a punch both in melee and ranged attacks, and they reflect a notable amount of damage, so pay attention to how you intend to down an Elder Scamp! Level: 18 - 32 Strength 80 Speed 50 Intelligence 60 Endurance 65 Willpower 80 Personality 10 Agility 50 Luck 60 Health Multiplier 18 Magicka Multiplier 5 Fatigue Multiplier 22 Attack Multiplier 30 Combat 100 Magic 90 Stealth 25 Frostfire Atronach: A nasty, elite version of the Flame Atronach. These sirens are as aggressive as they are deadly, and not to be taken lightly. Don't get caught offguard lest they kill you by surprise. Often they spawn in pairs, so plan accordingly. Level: 14 - 34 Strength 75 Speed 35 Intelligence 65 Endurance 70 Willpower 60 Personality 10 Agility 65 Luck 80 Health Multiplier 13 Magicka Multiplier 13 Fatigue Multiplier 9 Attack Multiplier 40 Combat 70 Magic 80 Stealth 25 Master Imp: Slightly larger than a normal Imp, but much stronger. Expect to run into these beasties anywhere you'd normally find Imps. Be on your guard! These little buggers are strong and can cast spells that deal much more elemental damage than their smaller kin. Level: 18 - 28 Strength 75 Speed 40 Intelligence 35 Endurance 65 Willpower 100 Personality 10 Agility 50 Luck 70 Health Multiplier 18 Magicka Multiplier 30 Fatigue Multiplier 70 Attack Multiplier 13 Combat 35 Magic 80 Stealth 20 Troll Brute: As the name suggests, these Trolls are much tougher to kill as they deliver a punch that will affect the most heavily armored opponent. Level: 18 - 36 Strength 100 Speed 60 Intelligence 45 Endurance 50 Willpower 90 Personality 50 Agility 60 Luck 50 Health Multiplier 20 Magicka Multiplier 0 Fatigue Multiplier 50 Attack Multiplier 22 Combat 22 Magic 50 Stealth 20 New Items: Argonian Heart (Ingredient): Kill some lizards and eat their hearts! Restore Health 15*3 Water Breathing 36s Resist Disease 15*12 Resist Poison 15*12s Bow of Blackest Ice: Daedric Bow that deals 30 point of frost damage on strike Bow of Firestorm: Daedric Bow that deals 30 points of fire damage on strike Bow of Paralysis: Daedric Bow that deals for one second on strike Bow of Thunder: Daedric Bow that deals 30 points of shock damage per strike Elf Blood (Ingredient): Bleed those Mer! Fortify Intelligence 5*8s Restore Magicka 15*3s Weakness to Magic 25*12s Fortify Willpower 5*8s Lilly Nectar (Ingredient): Upon some light research, it came to light that a Tiger Lillies and Lilly of the Valley are radically different. Tiger Lillies are edible, though not necessarily choice cuisine, whereas Lillies of the Valley are deathly toxic. As such this ingredient has been added to reflect that difference. - 1: Damage Health Q7 - 2: Damage Fatigue Q7 - 3: Weakness to Poison Q5 - 4: Damage Endurance Q5 Longsword of Acid: Daedric Longsword that corrodes weapons 120 points per strike Longsword of Blackest Ice: Daedric Longsword that deals 30 points of frost damage on strike Longsword of Firesworm: Daedric Longsword that deals 30 points of fire damage on strike Longsword of Thunder: Daedric Longsword that deals 30 points of shock damage on strike Orc Teeth (New): Bash in those ugly orc faces! Damage Intelligence 5 Fortify Strength 5*8s Resist Normal Weapons 20*10s Paralysis 3s Pitcher Plant Digestive Fluids (Ingredient): Finally, those blasted pitcher plants do something more than taunt those seeking to exploit them! - 1: Damage Health Q4 - 2: Fire Damage Q5 - 3: Damage Agaility Q3 - 4: Paralysis Q3 Stone of the Atronach (Sigil Stone): Resist Fire 30 Weakness to Fire 100*10s Resist Frost 30 Weakness to Frost 100*10s Resist Shock 30 Weakness to Shock 100*10s Warhammer of Blackest Ice: Daedric Warhammer that deals 30 points of fire damage on strike Warhammer of Firestorm: Daedric Warhammer that deals 30 points of frost damage on strike Warhammer of Liquification: Daedric Warhammer that corrodes armor 120 points per strike Warhammer of Thunder: Daedric Warhammer that deals 30 points of shock damage on strike Ammunition Changes: - All arrows now cost nothing to carry - All arrows of from Steel to Daedric have improved damage and speed - All enchanted arrows have had their stats set to match the base arrow of the same class - Arrow damage has been significantly improved to make archery much more effective, and archer NPC's more of a threat. - Archers' inventories and loot containers that spawn arrows now carry more arrows, with an increased chance of spawning enchanted arrows. Bear in mind how this affects taking on archers. Arrow of Savage Frost: - Corrected the model and icon to match the ID as a Dwarven Arrow Container Changes: "Corpse" containers: - Now include human skin or a human heart as loot Grain sacks: - Renamed to "Sack of Grain" - Now set to respawn "Clams": - Renamed to "Oysters" as clams do NOT produce pearls - Now set to respawn - Now spawn Flawless pearls at PC level 5 and up Creature Changes: Clannfear: - Level now ranges 5 to 24 - Increased strength and HP Clannfear Runts: - Inventory now includes Clannfear Claws Flame Atronachs: - Level now ranges from 7 to 25 - Increased strength and HP Goblin Berserkers: - Level now ranges from 8 to 27 - Increased attack damage, HP, and stamina Goblin Shamens: - Max level set at 35 Goblin Skirmishers: - Level now ranges from 4 to 22 - Increased attack damage, HP, and stamina Goblin Warlords: - Max level set at 38 - Increased attack damage Land Dreughs: - Level now ranges 15 to 25 - Increased strength - No longer gives silverware or bones Minotaur Lord: - Max level set to 45 Mud Crabs: - No longer gives silverware or bones Ogres: - Max level set to 40; 45 for boss ogres - Reduced healthh some, increased attack damage a lot Rats: - Doubled the Speed attribute of all rats Scamps: - Now reflect 6% physical damage Spider Daedra: - No longer gives silverware or bones Stunted Scamps: - Inventory now includes Scamp Skin - Now Reflect 2% physical damage Enchantment Changes: The Escutcheon of Chorrol - Reflect Damage reduced from 10 to 35% to 5 to 15% The Amulet of Axes, Necklace of Swords, and Ring of the Iron Fist - Reflect Damage lowered from 33% to 13% Mundane Ring: - Reflect Spell lowered from 35 to 20 - Resist Magic lowered from 50% to 30 Ring of Vitality: - Reduced Resist Disease, Paralysis, and Poison to 50% All Chameleon Enchantments: - The maximum magnitude of the Chameleon enchantments native to the game is 15% Game Settings: - Alchemy gold increased to 4 from 1 - Arrow Speed inreased to 2000 from 1500 - Glass buoyancy reduced to -1.6 from -0.2 - Metal buoyancy reduced to -3 from -1 - Stone buoyancy reduced to -2.2 from -0.75 - Chameleon effect now caps at 90% (no more invulnerability) - Disposition multiplier from fame reduced to 0.15 from 0.3 - Disposition multiplier from personality reduced to ? from 1 - Enchanting maximum constant effect at Enchanting Altars reset so Petty Soul Gems count as 10 from 15, Lesser Gems the same (25), Common as 45 from 40, Greater as 70 from 60, Grand as 100 from - Soul Gems' spell point values all doubled Hand to Hand: - Maximum damage increased from from 15 to 20 - Damage multiplier by strength reduced to 0.5 from 0.75 Ingredient Changes: Boar Meat weight reduced from 2 to 1 Clannfear Claws weight reduced from 2 to 0.5 Crab Meat weight reduced from 1 to 0.1 Daedra Heart weight reduced from 2 to 1 Daedra Silk weight reduced from 0.5 to 0.2 Daedra Venin weight reduced from 0.2 to 0.1 Daedroth Teeth weight reduced from 0.5 to 0.3 Dreugh Wax weight reduced from 1 to 0.5 Human Heart weight reduced from 2 to 1 - Effect 2 changed to Fortify Endurance - Effect 3 changed to Weakness to Magic Human Skin weight reduced from 1.5 to 0.2 - Effect 2 changed to Restore Strength - Effect 3 changed to Shield Imp Gall weight reduced from 0.2 to 0.1 Mort Flesh weight reduced from 2 to 1 Mutton Weight reduced from 2 to 1 Ogre's Teeth weight reduced from 3 to 0.3 Painted Troll Fat weight reduced from 2 to 1 Rat Meat weight reduced from 0.5 to 0.3 Rice weight reduced from 0.2 to 0.1 Scamp Skin weight reduced from 1.5 to 0.2 - Effect 2 changed to Weakness to Shock Troll Fat weight reduced from 2 to 1 Venison weight reduced from 2 to 1 Wheat Grain weight reduced from 0.2 to 0.1 The below ingredient effect changes are a part of the "VMS Alchemy Patch" and not of the main 'esp'. This is for the sake of providing you the option of retaining the 'vanilla' effects, despite their intellectual disparity with the traditions of alchemy and reality. --- Foodstuff --- - Apple: Restore Fatigue 16*3s Fortify Agility 3*6s Drain Luck 2*5s Fire Shield 3*6s - Beef Restore Health 15*3s Fortify Health 30*18s Drain Speed 5*8s Fortify Strength 3*6s - Blackberry Restore Fatigue 20*3s Restore Magicka 9*3s Restore Personality 3 Fortify Magicka 30*18s - Boar Meat Restore Health 15*3s Shield 5*8s Fortify Strength 4*7s Weakness to Normal Weapons 25*12s - Bread Loaf Restore Fatigue 8*3s Restore Health 9*3s Shield 3*6s Drain Willpower 3*6s - Carrot Restore Fatigue 4*3s Night-Eye 60s Detect Life 25*24s Fortify Intelligence 4*7s - Cheese Wedge Restore Fatigue 12*3s Restore Health 9*3s Frost Shield 2*5s Weakness to Fire 10*6s - Cheese Wheel Restore Fatigue 20*3s Restore Health 15*3s Frost Shield 5*8s Weakness to Shock 25*12s - Corn Restore Fatigue 16*3s Fortify Endurance 3*6s Light 25*24s Shock Shield 5*8s - Crab Meat Restore Health 9*3s Drain Speed 4*7s Water Breathing 60s Shield 3*6s - Flour Restore Fatigue 8*3s Restore Health 6*3s Fortify Endurance 3*6s Feather 100*96 - Garlic Restore Intelligence 2 Drain Personality 5*8s Cure Disease Resist Disease 15*12s - Grapes Restore Fatigue 20*3s Fortify Health 18*12s Night-Eye 36s Dispel 100 - Ham Restore Health 15*3s Restore Fatigue 20*3s Silence 6s Restore Strength 3 - Ironwood Nut Restore Fatigue 8*3s Shield 3*6s Resist Fire 6*6s Fortify Intelligence 4*7s - Leek Restore Fatigue 8*3s Night-Eye 36s Invisibility 15s Cure Disease2 - Lettuce Restore Fatigue 4*3s Water Breathing 36s Weakness to Cold 25*12s Water Breathing 60s - Mutton Restore Health 12*3s Fortify Health 24*15s Drain Agility 3*6s Resist Cold 12*10s - Onion Restore Fatigue 8*3s Water Breathing 36s Resist Disease 9*8s Cure Poison - Orange Restore Fatigue 16*3s Resist Disease 12*10s Restore Personality 3 Weakness to Cold 20*10s - Pear Restore Fatigue 12*3s Water Breathing 36s Fortify Agility 5*8s Drain Strength 3*6s - Potato Restore Fatigue 8*3s Fortify Strength 4*7s Detect Life 15*16s Chameleon 12*10s - Pumpkin Restore Fatigue 12*3s Drain Speed 3*6s Light 20*20s Resist Fire 9*8s - Radish Restore Fatigue 8*3s Detect Life 20*20s Feather 100*96 Resist Poison 15*12s - Rice Restore Fatigue 8*3s Resist Magick 3*6s Dispel 100 Fortify Intelligence 3*6s - Shepherd's Pie Restore Fatigue 12*3s Cure Poison Fortify Fatigue 24*15s Restore Health 9*3 - Strawberry Restore Fatigue 20*3s Fortify Health 12*9s Restore Magicka 15*3s Restore Luck 5 - Sweetcake Restore Fatigue 20*3s Drain Intelligence 4*7s Fortify Fatigue 18*12s Feather 100*96 - Sweetroll Restore Fatigue 20*3s Fortify Luck 3*6s Drain Magicka 30*18s Resist Magick 3*6s - Tomato Restore Fatigue 8*3s Water Breathing 36s Weakness to Normal Weapons 20*10s Fire Shield 3*6s - Venison Restore Health 12*3s Feather 125*120 Chameleon 15*12s Restore Speed 3 - Watermellon Restore Fatigue 16*3s Restore Willpower 2 Fortify Magicka 24*15s Restore Magicka 12*3 - Wheat Grain Reflect Damage 2*5s Weakness to Normal Weapons 20*10s Fortify Endurance 3*6s Shock Shield 5*8s - S'jirra's Potato Bread Restore Fatigue 16*3s Fortify Strength 5*8s Restore Health 12*3s Shield 4*7s --- Beastie Bits --- - Argonian Heart (New): Restore Health 15*3 Water Breathing 36s Resist Disease 15*12 Resist Poison 15*12s - Bonemeal Weakness to Fire 25*12s Damage Fatigue 15*2s Drain Speed 3*6s Damage Intelligence 4 - Clannfear Claws Fortify Strength 4*7s Damage Health 10*2s Weakness to Shock 15*8s Reflect Damage 5*8s - Daedra Heart Restore Health 15*3s Restore Intelligence 3 Restore Willpower 3 Spell Absorption 2*5s - Daedra Silk Restore Strength 3 Weakness to Shock 25*12s Damage Speed 4 Weakness to Normal Weapons 15*8s - Daedra Venin Damage Health 10*2s Silence 6s Paralyze 5s Damage Strength 3 - Daedroth Teeth Damage Intelligence 4 Fire Shield 3*6s Damage Agility 3 Dispel 80 - Dreugh Wax Frost Damage 6*2s Damage Luck 5 Resist Magick 3*6s Weakness to Normal Weapons 20*10s - Ectoplasm Resist Cold 15*12s Weakness to Fire 15*8s Resist Poison 15*12s Weakness to Normal Weapons 25*12s - Elf Blood (New): Fortify Intelligence 5*8s Restore Magicka 15*3s Weakness to Magic 25*12s Fortify Willpower 5*8s - Fire Salts Resist Fire 15*12s Fire Damage 10*2s Weakness to Cold 15*8s Restore Strength 5 - Frost Salts Resist Cold 15*12s Frost Damage 10*2s Weakness to Fire 15*8s Restore Endurance 5 - Glow Dust Light 25*24s Resist Paralysis 15*12s Resist Poison 15*12s Weakness to Normal Weapons 25*12s - Human Heart Restore Health 12*3s Fortify Endurance 4*7s Weakness to Magick 15*8s Silence 8s - Human Skin Damage Magicka 15*2s Restore Strength 3 Shield 4*7s Damage Health 6*2s - Imp Gall Damage Health 10*2s Damage Fatigue 12*2s Resist Magick 5*8s Fortify Willpower 5*8s - Minotaur Horn Restore Endurance 5 Cure Disease Cure Poison Shield 5*8s - Mort Flesh Damage Fatigue 9*2s Weakness to Fire 20*10s Resist Disease 15*12s Frost Damage 6*2s - Orc Teeth (New): Damage Intelligence 5 Fortify Strength 5*8s Resist Normal Weapons 20*10s Paralysis 3s - Ogre's Teeth Frost Damage 10*2s Damage Speed 3 Shield 5*8s Fortify Strength 5*8s - Painted Troll Fat Fortify Magicka 30*18s Restore Health 15*3s Fortify Health 30*18s Restore Magicka 15*3 - Rat Meat Damage Fatigue 9*2s Detect Life 25*24s Resist Disease 15*12s Silence 6s - Scales Water Breathing 60s Weakness to Shock 15*8s Shield 2*5s Restore Luck 3 - Scamp Skin Restore Intelligence 2 Cure Paralysis Damage Willpower 3 Reflect Damage 2*5s - Taproot Restore Luck 5 Resist Shock 9*8s Restore Willpower 3 Weakness to Fire 10*6s - Troll Fat Restore Health 15*3s Restore Agility 3 Damage Fatigue 15*2s Weakness to Fire 15*8s - Vampire Dust Resist Disease 15*12s Damage Magicka 15*2s Silence 6s Weakness to Poison 25*12s - Void Salts Resist Shock 15*12s Damage Willpower 3 Resist Poison 15*12s Frost Damage 10*2s --- Helpful Herbs --- - Alkanet Flower Damage Fatigue 9*2s Fortify Intelligence 4*7s Frost Shield 3*6s Cure Paralysis - Arrowroot Restore Endurance 3 Fortify Agility 3*6s Cure Disease Restore Health 15*3 - Bergamot Seeds Resist Fire 15*12s Drain Endurance 3*6s Fortify Willpower 4*7s Weakness to Poison 15*8s - Bloodgrass Fortify Health 30*18s Fortify Endurance 5*8s Chameleon 9*8s Feather 75*72 - Bog Beacon Asco Cap Light 25*24s Night-Eye 36s Restore Magicka 9*3s Fortify Willpower 5*8s - Cairn Bolete Cap Restore Health 15*3s Shock Shield 3*6s Restore Willpower 2 Fortify Agility 4*7s - Cinnabar Yellow Cap Shock Shield 5*8s Light 15*16s Restore Speed 4 Fortify Luck 3*6s - Cinnabar Red Cap Fire Shield 5*8s Chameleon 12*10s Restore Agility 4 Fortify Health 30*18s - Elf Cup Cap Cure Poison Cure Disease Restore Intelligence 5 Reflect Spell 4*7s - Ginkgo Leaf Fortify Luck 5*8s Fortify Health 18*12s Restore Luck 5 Spell Absorption 3*6s - Lavender Sprig Restore Personality 3 Fortify Magicka 18*12s Resist Disease 12*10s Restore Magicka 9*3 - Peony Seeds Fortify Endurance 4*7s Restore Intelligence 4 Restore Luck 2 Resist Magick 5*8s - Primrose Leaves Invisibility 15s Resist Shock 9*8s Weakness to Cold 15*8s Resist Paralysis 9*8s - Redwort Flower Invisibility 25s Fire Shield 4*7s Paralyze 3s Damage Agility 3 - Root Pulp Cure Paralysis Cure Poison Resist Poison 15*12s Restore Health 15*3 - Somnalius Frond Restore Speed 2 Feather 125*120 Reflect Spell 3*6s Fortify Speed 3*6s - Stinkhorn Cap Fortify Luck 3*6s Invisibility 15s Shock Shield 3*6s Resist Magick 4*7s - Summer Bolete Cap Fortify Agility 3*6s Weakness to Disease 25*12s Fire Shield 3*6s Fortify Personality 5*8s - Viper's Bugloss Leaves Night-Eye 36s Resist Poison 12*10s Drain Health 30*18s Fortify Speed 4*7s - Water Hyacinth Nectar Fortify Personality 3*6s Water Breathing 60s Restore Magicka 15*3s Reflect Spell 2*5s --- Harmful Herbs --- - Clouded Funnel Cap Frost Shield 5*8s Damage Intelligence 4 Damage Magicka 15*2s Drain Willpower 5*8s - Columbine Root Pulp Drain Fatigue 30*18s Weakness to Magick 20*10s Silence 10s Fire Damage 8*2s - Dryad Polypore Cap Frost Damage 10*2s Damage Luck 5 Damage Strength 5 Weakness to Normal Weapons 25*12s - Emetic Russula Cap Damage Health 10*2s Drain Agility 5*8s Damage Intelligence 5 Weakness to Disease 25*12s - Green Stain Shelf Cap Damage Health 6*2s Weakness to Poison 25*12s Damage Strength 4 Frost Damage 10*2s - Harrada Damage Health 8*2s Damage Magicka 12*2s Silence 10s Paralyze 5s - Lady's Smock Leaves Damage Luck 5 Weakness to Shock 25*12s Damage Personality 5 Cure Disease - Lilly Nectar Damage Health 10*2s Damage Fatigue 15*2s Weakness to Poison 20*10s Damage Endurance 4 - Milk Thistle Seeds Drain Personality 4*7s Damage Endurance 3 Dispel 100 Drain Endurance 5*8s - Monkshood Root Pulp Paralyze 5s Damage Intelligence 5 Damage Strength 5 Damage Endurance 5 - Morning Glory Root Pulp Damage Magicka 12*2s Drain Magicka 30*18s Frost Damage 10*2s Damage Intelligence 5 - Nightshade Damage Health 10*2s Damage Personality 3 Drain Magicka 24*15s Drain Intelligence 4*7s - Nirnroot Drain Health 24*15s Drain Fatigue 30*18s Drain Agility 5*8s Drain Speed 5*8s - Pitcher Plant Digestive Fluid (New) Damage Health 8*2s Fire Damage 6*2s Damage Agility 2 Paralyze 3s - Spiddal Stick Drain Speed 5*8s Damage Health 8*2s Fire Damage 6*2s Frost Damage 6*2s - White Seed Pod Weakness to Poison 15*8s Light 25*24s Drain Speed 4*7s Frost Damage 8*2s - Wisp Stalk Cap Damage Health 10*2s Damage Intelligence 3 Damage Willpower 4 Drain Endurance 5*8s - Wormwood Leaves Weakness to Poison 25*12s Damage Health 6*2s Drain Agility 5*8s Drain Strength 5*8s --- Bittersweet Herbs --- - Dragon's Tongue Light 25*24s Frost Damage 6*2s Fortify Intelligence 4*7s Damage Health 10*2s - Fennel Seeds Resist Paralysis 9*8s Damage Luck 5 Fortify Fatigue 24*15s Frost Damage 10*2s - Flax Seeds Fortify Health 24*15s Damage Health 10*2s Fortify Speed 3*6s Fire Damage 10*2s - Fly Amanita Cap Fortify Willpower 4*7s Drain Intelligence 5*8s Fortify Fatigue 18*12s Damage Personality 3 - Foxglove Nectar Fortify Health 18*12s Weakness to Disease 25*12s Fortify Magicka 18*12s Weakness to Magick 20*10s - Ginseng Fortify Fatigue 30*18s Restore Fatigue 12*3s Damage Endurance 3 Damage Health 8*2s - Lady's Mantle Leaves Feather 75*72 Drain Magicka 30*18s Drain Fatigue 24*15s Resist Shock 9*8s - Mandrake Root Resist Disease 9*8s Damage Health 8*2s Restore Willpower 5 Drain Intelligence 3*6s - Motherwort Sprig Damage Fatigue 9*2s Restore Health 9*3s Resist Disease 6*6s Drain Agility 3*6s - Sacred Lotus Seeds Fortify Personality 3*6s Damage Health 6*2s Feather 100*96 Drain Intelligence 5*8s - St. John's Wort Nectar Shock Shield 5*8s Damage Agility 3 Restore Willpower 4 Drain Speed 3*6s - Steel-Blue Entoloma Cap Frost Shield 4*7s Frost Damage 10*2s Weakness to Shock 10*6s Restore Agility 3 - Tiger Lily Nectar Fire Shield 3*6s Drain Luck 3*6s Restore Strength 2 Weakness to Cold 20*10s - Tinder Polypore Cap Fortify Strength 2*5s Weakness to Disease 20*10s Resist Cold 15*12s Drain Personality 3*6s - Tobacco Restore Fatigue 20*3s Drain Health 24*15s Fortify Speed 3*6s Drain Endurance 3*6s Leveled Creature Changes: Wild Critters: - Anywhere one would expect to find Imps or Trolls, now, after level 17, you'll find Master Imps, Trull Brutes, Blesseed Spriggans, and more. Daedric Beasts: - Now includes Frost Atronachs as a possible random spawn - Now possible to still run into Scamps, Flame Atronachs, and Clannfear at higher levels. - Now possible for multiple creatures to spawn at one site - Added Elder Scamps to the list of Daedric beasties Goblins: - Now possible to encounter Skirmisher and Berserker classes at higher levels - Now possible to encounter two goblins at one spawn site Magic Effect Changes: Projectile Speeds: Fire Damage projectile speed increased to 2.5 from 1 Frost Damage projectile speed increased to 2 from 1 Shock Damage projectile speed increased to 3 from 2 - All other projectile speeds increased to 1.5 from 1 Effect Costs: Damage Health effect cost reduced to 5.8 from 12 Damage Fatigue effect cost reduced to 2.4 from 4.4 Damage Magicka effect cost reduced to 1.8 from 2.45 Fire Damage effect cost reduced to 4.1 from 7.5 Frost Damage effect cost reduced to 3.8 from 7.4 Shock Damage effect cost reduced to 4.5 from 7.8 Chameleon effect base cost increased to 2 from 0.63 Command Creature effect base cost reduced to 0.3 from 0.6 Command Humanoid effect base cost reduced to 0.45 from 0.75 Demoralize effect base cost reduced to 0.2 from 0.49 Disintegrate Armor effect base cost reduced to 3 from 6.2 Disintegrate Weapon effect base cost reduced to 3 from 6.2 Magick: - Penalty multiplier range based on armor skill expanded to -50% to 0%, from -30% to -5% - Cost multiplier for ranged spells reduced to 1.2 from 1.5 Apprentice: 25.5 Journeyman: 62.5 Expert: 149.5 Master: 399.5 Spell Making: Resist Magic can no longer be used for spell making *Rule 1 Miscelaneous Item Price Changes: Scales of Pitiless Justice 100 Cheese! For everyone! Blue Cheese 0 Cheddar Cheese 0 Olroy Cheese 0 Marble Cheese 0 Gems and Precious Metals: Gold Nugget 25 Silver Nugget 15 Pearl 5 Flawed Pearl 2 Topaz 10 Flawed Topaz 5 Flawless Topaz 20 Ruby 20 Flawed Ruby 10 Flawless Ruby 40 Sapphire 30 Flawed Sapphire 15 Flawless Sapphire 60 Emerald 40 Flawed Emerald 20 Flawless Emerald 80 Diamond 50 Flawed Diamond 25 Flawless Diamond 100 Household Tools and Supplies: Hand Scythe 0 Hoe 0 Broom 0 Calipers 0 Pickaxe Pitchfork Rake Scythe Shears Shovel Tongs Large Tongs Yarn 1 Yarn 2 Lockpick 3 Cloth 4 Folded Cloth 2 Animal Pelts: Bear Pelt 30 Lion Pelt 10 Wolf Pelt 10 Alied Statue Varla Stone Welkynd Stone Garriden's Tear Reward Painting Oar Paintbrush 1 Paintbrush 2 Paintbrush 3 Paintbrush 4 Paintbrush 5 Paintbrush 6 Brush Jar Paint Palette Repair Hammer West Weald Bear Fang Stone Brick 1 Stone Brick 2 Stone Brick 3 Stone Brick 4 Stone Brick 5 Llathasa's Bust Imperial Legion Seal Crystal Ball - Pewter 5 Crystal Ball - Gold 5 Hourglass 0 Inkwell 0 Parchment Scales Weight Quill Lower Class Dinnerware: Tan Bowl 1 Tan Bowl 2 Tan Bowl 3 Bowl 1 Bowl 2 Bowl 3 Stone Cup 1 Stone Cup 2 Stone Cup 3 Fork Knife Ladle Stone Mug Stone Pitcher Plate Spoon Covered Pot 1 Covered Pot 2 Tan Cup 1 Tan Cup 2 Tan Cup 3 Tan Jug 1 Tan Jug 2 Tan Jug 3 Tan Jug 4 Tan Jug 5 Tan Jug 6 Tan Mug Tan Pitcher Tan Plate Basket (Tall) Basket (Flat) Middle Class Dinnerware: Clay Bowl 1 Clay Bowl 2 Clay Bowl 3 Tan Bowl 1 Tan Bowl 2 Tan Bowl 3 Pewter Bowl 1 Pewter Bowl 2 Pewter Cup 1 Pewter Cup 2 Pewter Cup 3 Pewter Cup 4 Pewter Fork Pewter Knife Pewter Mug 1 Pewter Mug 2 Pewter Mug 3 Pewter Pitcher Pewter Plate 1 Pewter Plate 2 Pewter Spoon Pewter Pot 1 Pewter Pot 2 Pewter Pot 3 Covered Red Bowl Covered Tan Bowl Clay Cup 1 Clay Cup 2 Tan Cup 1 Tan Cup 2 Clay Goblet Tan Goblet Metal Bowl Metal Goblet Metal Plate Metal Tankard 1 Metal Tankard 2 Metal Tankard 3 Metal Tankard 4 Metal Tankard 5 Metal Urn 2 Metal Urn 2 Clay Pitcher 1 Clay Pitcher 2 Clay Pitcher 3 Tan Pitcher 1 Tan Pitcher 2 Tan Pitcher 3 Clay Plate 1 Clay Plate 2 Tan Plate 1 Tan Plate 2 Clay Tankard Tan Tankard Urn 1 Urn 2 Clay Urn Tan Urn 1 Tan Urn 2 Tan Urn 3 Clay Vase Tan Vase Upper Class Dinnerware: Ceramic Bowl Ceramic Cup Ceramic Goblet Ceramic Pitcher 1 Ceramic Pitcher 2 Ceramic Plate Silver Bowl 1 Silver Bowl 2 Silver Glass Silver Goblet 1 Silver Goblet 2 Silver Knife Silver Pitcher 1 Silver Pitcher 2 Silver Plate Silver Spoon Silver Tankard Silver Urn 1 Silver Urn 2 Silver Vase Ceramic Tankard Ceramic Urn Ceramic Vase Home Decore: Boquet of Flowers 0 Metal Planter 1 Metal Planter 2 Metal Planter 3 Planter 1 Planter 2 Planter 3 Planter 4 Planter 5 Planter 6 NPC Changes: Argonians: - All argonians now have an Argonian Heart as their death item. (This is the ingredient, not the "clutter" item) Bretons: - Base magic resistance lowered from 50 to 25 Elves: - Elf Blood can be obtained by slaughtering some of the Mer. Dremora: - At higher levels, you will not encounter Kynmarchers - Now possible for two Dremora to spawn at one site - Now possible to encounter archers anywhere you'd find Dremora (This adds greater threat to characters that reflect damage) - Dremora Valkynez archers now can possess enchanted Daedric Bows and Daedric Longswords - Melee and Mage class Dremora Valkynez are now more likely to have enchanted Daedric Warhammers Dremora Archers: - Changed combat style to NPCMarauderMissile to prevent archers that do naught but stand they as they die. Humans: - All humans give either their skin or heart as their death item. Merchants: - All merchants have had their barter gold modified to better reflect their bartering skill and the town or tavern to which they belong. Below is the table used for those modifications: Imperial City 30 x Mercantile Skingrad 30 x Mercantile Cheydinhall 28 x Mercantile Chorrol 28 x Mercantile Anvil 26 x Mercantile Leyawiin 26 x Mercantile Bruma 24 x Mercantile Bravil 22 x Mercantile Wealthy Publicans 12 x Mercantile Poor Publicans 6 x Mercantile Kvatch 2 x Mercantile Hackdirt 2 x Mercantile Exception: - Varel Morvayn: Maintains 1200 barter gold because of shipping traffic through Anvil Below follows a list of all merchants affected by this mod: - Abhuki 480 - Agnete the Pickled 2400 - Alves Uvenim 1040 - Andreas Draconis 300 - Angalmo 1120 - Ardaline 880 - Augusta Calidia 360 - Bugak gro-Bol 1560 - Bogrum Gro-Galash 180 - Borba gra-Uzgash 1680 - Calindil 1800 - Candice Corgine 192 - Christophe Marane 300 - Claudette Perrick 2400 - Daenlin 880 - Davela Hlaren 300 - Delmar 2400 - Delos Fandas 240 - Dervera Romalen 360 - Diram Serethi 240 - Edgar Vautrine 1200 - Eilonwy 1120 - Elsynia 1560 - Emfrid 180 - Enilroth 780 - Erina Jeranus 480 - Ernest Manis 360 - Estelle Renoit 840 - Etira Moslin 80 - Falanu Hlaalu 1200 - Felen Relas 780 - Fjotreid 960 - Foroch 300 - Gilgondorin 240 - Gundalas 1560 - Gunder 1200 - Hafid Hollowleg 240 - Hamlof Red-Tooth 1200 - Jensine 900 - Julienne Fanis 2400 - Karinnarre 1440 - Kirsten 180 - Ley Marillin 480 - Luther Broad 240 - Mach-Na 2240 - Maenlorn 780 - Magra gro-Naybek 840 - Malene 300 - Manheim Maulhand 180 - Margarte 910 - Mariana Ancharia 240 - Maro Rufus 1200 - Nerussa 180 - Nilawen 880 - Mog gra-Mogakh 360 - Norbert Lelles 1040 - Nordinor 660 - Ogier Georick 1200 - Olav 180 - Olfand 1440 - Ormil 240 - Palonirya 3000 - Phintias 2400 - Rasheda 2240 - Rindir 900 - Rohssan 2400 - S'drassa 156 - Sabine Laul 840 - Selena Orania 960 - Sergius Verus 1800 - Shady Sam 765 - Shuravi 240 - Sinderion 240 - Skjorta 1440 - S'thasa 180 - Suurootan 864 - Tadrose Helas 660 - Talasma 480 - Tertia Viducia 1680 - Tertullian Verus 1800 - Thoronir 1200 - Tun-Zeeus 1040 - Ungarion 880 - Urbul gro-Orkulg 1200 - Varnado 1800 - Velus Hosidius 360 - Viator Accius 1800 - Vlanhonder Moslin 80 - Wilbur 360 - Willet 240 - Witseidutsei 180 Orcs: - Their lovely teeth can be taken with you upon their death. Vampires: - All vampires that had Vampire Dust in their inventory instead of set to be their death item have been corrected. Ambroise Canne: - The AI flags in his schedule have been corrected for him to actually use his rake and offer training services during the day. Also, he now unequips his weapon when in the chapel. Valus Odill: - Minor correction to sync the subtitles with his spoken words. Shady Sam: - Now sells Black Robes and Hoods. Telaendril: - Edited conversation with Gorgron gro-Bolmog to correct a minor punctuation error in the subtitles. Sigil Stones: Stone of the Acrobat: Fortify Acrobatics 25 Absorb Agility 25*6s Fortify Agility 20 Damage Agility 5 Feather 180 Drain Fatigue 100*6s Stone of Good Health: Resist Disease 50 Absorb Health 25 Resist Poison 50 Absorb Endurance 25*6s Fortify Endurance 20 Weakness to Magic 150*3s Stone of the Athlete: Fortify Fatigue 100 Absorb Fatigue 50 Fortify Speed 20 Damage Endurance 5 Fortify Athletics 25 Paralyze 3 Stone of Regrowth: Fortify Health 100 Absorb Health 25 Restore Health 7 Soul Trap 10s Restore Fatigue 5 Absorb Fatigue 40 Stone of the Mind: Fortify Intelligence 20 Absorb Intelligence 25*10s Resist Magic 20 Damage Intelligence 5 Restore Magicka 6/s Drain Willpower 30*10s Stone of Spellcasting: Fortify Magicka 100 Absorb Magicka 50 Fortify Intelligence 20 Drain Intelligence 35*10s Fortify Willpower 20 Drain Speed 50*10s Stone of Haste: Fortify Speed 20 Damage Speed 5 Resist Paralysis 100 Damage Health 50 Fortify Athletics 25 Paralyze 3 Stone of Might: Fortify Strength 20 Absorb Strength 50*5s Fortify Health 100 Damage Health 20 Fortify Fatigue 150 Damage Fatigue 30 Stone of Looting: Feather 240 Damage Fatigue 30*3s Fortify Strength 20 Drain Strength 30*10s Fortify Speed 20 Damage Speed 5 Stone of Vigor: Fortify Fatigue 100 Damage Fatigue 75 Fortify Agility 20 Damage Agility 5 Fortify Endurance 20 Damage Health 50 Stone of Blood: Fortify Health 75 Damage Health 30 Restore Health 5 Weakness to Normal Weapons 100*5s Resist Normal Weapons 25 Damage Fatigue 5 Stone of Nullification: Resist Magic 20 Damage Magicka 60 Spell Absorption 15 Dispel 250 Reflect Damage 12 Drain Speed 25 Stone of the Overlord: Fortify Willpower 20 Command Humanoid 140*15s Fortify Illusion 25 Light 20*15s Fortify Magicka 100 Drain Health 30*15s Stone of the Stalwart: Fortify Endurance 20 Disintigrate Armor 50 Shield 35 Damage Health 25 Resist Normal Weapons 15% Weakness to Normal Weapons 150*5s Stone of Spelldrinking: Spell Absorption 15 Dispel 250 Fortify Intelligence 20 Absorb Magicka 100 Restore Magicka 5 Paralyze 2 Stone of the Blademaster: Fortify Blade 25 Disintegrate Weapon 50 Fortify Strength 20 Disintegrate Armor 150 Reflect Damage 13 Damage Endurance 5 Stone of the Axeman: Fortify Blunt 25 Disintegrate Weapon 25*2s Fortify Strength 20 Disintegrate Armor 75*2s Reflect Damage 13 Damage Strength 5 Stone of Firestorm: Fire Shield 25 Fire Damage 50 Resist Fire 25 Weakness to Fire 100*10s Fortify Strength 20 Fire Damage 50*10 Stone of Embers: Light 120 Fire Damage 30*5s Resist Fire 25 Frenzy 140*10s Restore Health 5/s Weakness to Fire 200*6s Stone of Firewalking: Resist Fire 50 Fire Damage 75 Fortify Strength 20 Weakness to Fire 300*3s Restore Health 3/s Damage Health 20*3s Stone of Blizzards: Frost Shield 25 Frost Damage 50 Resist Frost 25 Weakness to Frost 100*10s Fortify Endurance 20 Frost Damage 50*10 Stone of the Norse: Resist Frost 50 Frost Damage 75 Fortify Endurance 20 Weakness to Frost 300*3s Restore Fatigue 7/s Damage Fatigue 45*3s Stone of Ice: Water Walking Frost Damage 30*5s Resist Frost 35 Demoralize 140*10s Restore Fatigue 7/s Weakness to Frost 200*6s Stone of Electrocution: Night-Eye Shock Damage 30*5s Resist Shock 35 Frenzy 140*10s Restore Magicka 5/s Weakness to Shock 200*6s Stone of the Void: Resist Shock 50 Shock Damage 75 Fortify Willpower 20 Weakness to Shock 300*3s Restore Magicka 3/s Damage Magicka 70 Stone of Thunder: Shock Shield 25 Shock Damage 50 Resist Shock 25 Weakness to Shock 100*10s Fortify Willpower 20 Shock Damage 50*10 Stone of Shadows: Chameleon 10% Damage Health 30 Fortify Sneak 25 Silence 12s Fortify Agility 20 Demoralize 140*12s Stone of Deflection: Resist Magic 20 Silence 15s Resist Normal Weapons 20 Frenzy 140*15s Reflect Spell 20 Dispell 250 Stone of Soul Eating: Resist Magic 20 Soul Trap 10s Fortify Destruction 30 Drain Speed 50*10s Restore Magicka 4/s Absorb Magicka 15*10s Stone of Hunting: Detect Life 180 Weakness to Poison 100*15s Fortify Marksman 25 Drain Health 100*5s Fortify Agility 20 Fire Damage 25*5s Stone of the Atronach: Resist Fire 30 Weakness to Fire 100*10s Resist Frost 30 Weakness to Frost 100*10s Resist Shock 30 Weakness to Shock 100*10s Spell Changes: Chameleon Spells - Predefined Chameleon spells now have a maximum magnitude of 11% Weapon Changes: Below is a table describing every base weapon of every class the describes the utility of each weapon. Some stats are lower than they once were to keep up the logic of the changes made. Arrows: dmg spd wt dmg spd wt Iron 8 1 0 Steel 10 1.1 0 Dwarven 16 1.2 0 Silver 12 1.2 0 Ebony 23 1.6 0 Elven 17 1.4 0 Daedric 26 1.7 0 Glass 20 1.5 0 Bow: dmg spd wt dur dmg spd wt dur Iron 9 1 8 112 F Iron 9 1.1 7 123 Steel 12 1.02 10 144 F Steel 11 1.14 9 158 Dwarven 16 1.04 13 220 Silver 13 1.18 11 180 Ebony 20 1.06 16 364 Elven 17 1.22 14 264 Daedric 24 1.08 19 420 Glass 21 1.26 17 312 Dagger: rng - 0.5 dmg spd wt dur dmg spd wt dur Iron 5 1.4 3 70 F Iron 5 1.45 2.5 77 Steel 6 1.42 4 112 F Steel 6 1.48 3.5 123 Dwarven 9 1.44 6 220 Silver 7 1.51 4.5 162 Ebony 10 1.46 7 442 Elven 8 1.54 6 286 Daedric 14 1.48 10 532 Glass 10 1.57 7 360 Shortsword: rng - 0.8 dmg spd wt dur dmg spd wt dur Iron 8 1.2 8 98 F Iron 8 1.25 7 108 Steel 10 1.22 10 144 F Steel 10 1.28 9 158 Dwarven 14 1.24 13 260 Silver 12 1.31 12 198 Ebony 18 1.26 17 494 Elven 15 1.34 15 330 Daedric 22 1.28 21 588 Glass 18 1.37 18 408 War Axe: rng - 0.8 dmg spd wt dur dmg spd wt dur Iron 10 1.1 9 112 F Iron 10 1.15 8 123 Steel 13 1.12 12 160 F Steel 12 1.18 11 176 Dwarven 17 1.14 16 280 Silver 14 1.21 14 216 Ebony 22 1.16 21 520 Elven 18 1.24 17 352 Daedric 28 1.18 26 616 Glass 23 1.27 22 432 Mace: rng - 0.8 dmg spd wt dur dmg spd wt dur Iron 15 0.9 14 140 F Iron 13 0.9 12 154 Steel 18 0.92 17 192 F Steel 16 0.93 15 211 Dwarven 22 0.94 21 320 Silver 18 0.96 18 252 Ebony 28 0.96 26 572 Elven 22 0.99 22 396 Daedric 34 0.98 32 672 Glass 26 1.02 26 480 Longsword: rng - 1 dmg spd wt dur dmg spd wt dur Iron 11 1 17 140 F Iron 10 1.05 15 154 Steel 14 1.02 20 192 F Steel 13 1.08 18 211 Dwarven 18 1.04 24 320 Silver 16 1.11 22 252 Ebony 23 1.06 29 442 Elven 20 1.14 27 396 Daedric 29 1.08 35 627 Glass 26 1.17 33 480 Claymore: rng - 1.3 dmg spd wt dur dmg spd wt dur Iron 17 0.8 25 168 F Iron 15 0.85 21 185 Steel 22 0.81 30 224 F Steel 20 0.87 26 246 Dwarven 29 0.82 36 360 Silver 25 0.89 32 288 Ebony 36 0.83 43 624 Elven 33 0.91 39 440 Daedric 45 0.84 51 728 Glass 41 0.93 47 528 Battle Axe: rng - 1.25 dmg spd wt dur dmg spd wt dur Iron 19 0.7 27 168 F Iron 17 0.73 24 185 Steel 25 0.71 33 224 F Steel 23 0.75 30 246 Dwarven 32 0.72 40 360 Silver 29 0.77 37 288 Ebony 41 0.73 48 624 Elven 36 0.79 44 440 Daedric 50 0.74 57 728 Glass 44 0.81 52 526 Warhammer: rng - 1.2 dmg spd wt dur dmg spd wt dur Iron 21 0.6 30 196 F Iron 19 0.62 27 216 Steel 28 0.61 37 256 F Steel 25 0.64 34 282 Dwarven 35 0.62 44 400 Silver 32 0.66 41 324 Ebony 44 0.63 52 676 Elven 41 0.68 49 484 Daedric 53 0.64 61 784 Glass 49 0.70 57 576 Akaviri Weapons: dmg spd wt dur rng Ancient Katana 20 1.05 18 240 1 Katana 18 1.04 20 200 1 Dai-Katana 27 1 24 240 1.25 Mishaxhi's Cleaver 28 1.03 24 240 1.25 Northwind 20 1.07 22 240 1 Ruined Katana 9 1.02 20 100 1 Sunderblade 20 1.04 18 350 1 Warblade 28 1.03 24 240 1.25 Cutlass: dmg spd wt dur rng Captain Kordan's Sabre 28 1.02 25 180 1 Redwave 28 1.02 25 850 1 Rohssan's Antique Cutlass 18 1.02 25 40 1 Sharpened Cutlass 21 1.02 25 192 1 Cutlass 19 1.02 25 192 1 Dremora Class Weapons: dmg spd wt dur rng Dremora Light Bow 10 1.12 8 60 --- Dremora Bow 17 1.16 12 120 --- Dremora Heavy Bow 22 1.2 17.5 240 --- Dremora Claymore 29 0.9 35 340 1.3 Dremora Longsword 18 1.13 24.5 150 1 Dremora Mace 20 0.98 20 200 0.8 Unique Weapons: dmg spd wt dur rng Battleaxe of Hatred 17 0.75 24 300 1.25 Blackwater Blade 29 1.08 35 725 1 Blade of Woe 11 1.46 7 400 0.5 Bow of Infliction 20 1.06 16 364 --- Brusef Amelion's Sword 16 1.11 22 250 1 Calliben's Grim Retort 22 0.99 22 396 0.8 Chillrend 21 1.37 21 615 0.8 Chorrol Honorblade 23 1.06 29 610 1 Dagger of Discipline 7 1.51 4.5 70 0.5 Debaser 29 1.08 35 705 1 Destarine's Cleaver 25 0.75 30 350 1.25 Ebony Blade 25 1.17 23.5 800 1 Frostwyrm Bow 18 1.22 13 300 --- Goldbrand 32 1.09 38 900 1 Hatred's Heart 41 1.02 38 672 0.8 Hatred's Soul 27 1.1 12 600 --- Mace of Molag Bal 37 0.99 35 1500 0.8 Rockshatter 34 0.98 32 672 0.8 Rudgumph's Sword 25 0.89 32 700 1.3 Sinweaver 37 0.91 35 500 1.3 Shadowhunt 21 1.06 15 100 --- Shimmerstrike 7 1.51 4.5 500 0.5 Spellbreaker (Sword) 16 1.11 22 700 1 Sufferthorn 9 1.55 7.5 70 0.5 Thornblade 29 1.08 35 705 1 Umbra 32 1.09 38.5 700 1 Volendrung 57 0.65 60 3200 1.2 Witsplinter 14 1.57 10 532 0.5