Daggerfall Mod:Daggerfall Unity/Character Creation Differences
Character creation has been rebalanced in Daggerfall Unity, and several familiar exploits have been removed.
Contents
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).