Daggerfall Mod: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 several familiar exploits have been removed.

Acute Hearing[edit]

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 Rush[edit]

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

Athleticism[edit]

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

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 and Immunities[edit]

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 Immunity[edit]

In Daggerfall, Magic immunity/resistance/low tolerance/critical weaknesses also applied 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 Immunity[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.

High Elves and Paralysis Resistance[edit]

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).