

Weapons that are made from Ebony, Sthalrim, Glass, Silver, Chitin, or Wood (Such as the Spiked Club, "Iron" Club, or "Iron" Warhammer) can damage Magical Beings, however, they either have extremely low durability, or cost more, or a combination of both.

These Pros and Cons are sorted as following:įor example, Iron, Steel, Dwarven and Adamantium weapons will have the best general durability, accessibility, and amongst the lowest cost: However, they cannot damage Magical beings such as Scamps, Atronachs or Daedra, and they also lack Enchantment Capacity. All weapons have unique Pros and Cons depending on their material. Instead of some weapons simply being "better" than others, this Mod lets all Weapons have a use in the game. Races who don't get a Bonus Power will instead get an extra Skill Bonus of 5. This means that Khajiit can always see in the dark, or Argonians can always breathe underwater.Īll Races will also get a Bonus Power. You are therefore no longer forced to play with the very exact skills the game tells you to anymore.Īll Races have had their Abilities/Powers realtimed.

This will raise the Max Level cap to 77, and lower the Minimum Max Level cap to 65. This Mod will completely change the way Weapons, Armour, Spells and Racial Skill Bonuses work.Īll Weapons, Armours, Races and Racial abilities have carefully been tweaked manually by hand.Īll Races will now start with one Skill Bonus, but at 65. (Yes, this Mod is compatible with OpenMW) Note: To the right of Elone in Arrille's tradehouse, in the corner, you can find a book that describes what this Mod does. You will need to start a new game for the Mod to take effect!
