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Editor's Note
This mod is currently in Beta so any inconsistincies you may or may not encounter
between the manual and what you see ingame will be remedied in the near future,
having said that do enjoy and thank you for actually reading this.
Table of Contents
1. Races of D&D
2. Armory of D&D
3. Magic of D&D
4. Vampirism of D&D
5. Lycanthropy of D&D
6. Enemies of D&D
7. Loot of D&D
8. Crime of D&D
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Races of D&D
The races in Dungeons & Dovahs have all been overhauled, once per day racials have been removed in favor for
experience bonuses and better or worse prices, each race starts with the following stats...
Altmer
Highborn
25% resistance to Disease, 30+ starting Magicka and 40% faster Magic Regeneration
Racial Bonus
10% greater XP gain in Illusion and Alteration skills
Imperial
Imperial Luck
25% chance to find more gold
Silvertongue
20% better prices with all races except Nords and Dunmer
Racial Bonus
10% greater XP gain in Speechcraft and Restoration
Nord
Racial Bonus
10% greater XP gain in Speechcraft and Two-Handed skills
Argonian
Reptilian
75% resistance to poison and disease and can breath underwater
Amphibious
Swims 10% faster
Racial Bonus
10% greater XP gain in Alchemy and Restoration skills
Breton
Lionheart
10% resistance to hostile Magic and 40% faster magic regeneration
Racial Bonus
10% greater XP gain in Light Armor and Conjuration skills
Dunmer
Ashlander
20% resistance to Fire and Shock related effects
Racial Bonus
10% greater XP gain in One-Handed and Destruction skills
Khajiit
Moonborn
Khajiit Claws do +20 extra unarmed damage in combat
Darkvision
The Khajiit Can see in the dark at will
Racial Bonus
10% greater XP gain in Stealth and Pickpocket skills
Orsimer
Forged in Fire
10% resistance to hostile Magic and +30 extra Health
Racial Bonus
10% greater XP gain in Heavy Armor and Smithing skills
Redguard
Bosmer
Racial Bonus
10% greater XP gain with Marksman and Sneak skills
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Armory of D&D
Weapons in Dungeons and Dovahs deal much greater damage then they do in the vanilla game, all weapons
(including arrows) deal 4x the vanilla damage value resulting in much more challenging gameplay for both the
player and for NPCs, one mistake and it can cost you your life, your skills are more important then your stats, take
that to heart and prepare and you will survive.
Armor in Dungeons and Dovahs works very differently from Armor in the vanilla game, Armor is highly punishing
and can alter your playstyle drastically.
The "Spellsword" perk reduces the Light Armor (Magic Penalty) by 50%
Heavy Armor peices reduce increase spellcost by 6% when worn
"The "Battlemage" per reduces the Heavy Armor (Magic Penalty) by 50%
Light Armor per peice worn reduces movement speed by 4% per peice worn
The "Unhindered" perk reduces the Light Armor (Movement Penalty) by 50%
Heavy Armor per peice worn reduces movement speed by 6% when worn
The "Warlord" perk reduces the Heavy Armor (Movement Penalty) by 50%
Light armor peices provides a hidden 6% resistance to physical damage per peice worn
Heavy armor provides a hidden 12% resistance to physical damage per peice worn
RARE ARTIFACTS
There are many rare artifacts placed in the world for you to find, so far Dungeons & Dovahs features 3 high quality
armor sets all with unique abilities for you to find
There are 4 peices to the Aetherial Armor and Mage Lord sets and 3 peices for the Druid set, each item is hidden
somewhere in Skyrim and beyond.
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Magic of D&D
The magic system has been overhauled drastically, in additon to being effected by worn armor as mentioned above
all spells have been given a description overhaul that is more immersive and "fun" then vanilla.
Many new spells have also been added, several spells can not be learnt and can only be used by wearing a specific
item for example...
"Aetherial Annihalation" is gained from equipping the item "The Aetherial Crown"
"Conjure Skeleton Thrall" is gained from equipping the item "Necromancer's Band"
"Conjure Frost Monarch" is gained from equipping the item "Crown of the Arch-Curate"
Some spells only come in "Scroll" form meaning they also cannot be learnt, the advantages of a scroll are that they
do not require any magicka and are "instant", some spells can only be used by casted by using a magic scroll for
example...
"Immolating Blast" deals 240 damage in a 30 foot radius and is usuable via the "Scroll of Immolating Blast"
"Severence" which disables spell absorbtion for 60 seconds and is usable via the "Scroll of Severence"
Magic also scales very differently in Dungeons & Dovahs from the vanilla game for example...
Novice of Destruction Increases Novice Destruction spell damage by 1.0% per skill point.
Apprentice of Destruction Increases Apprentice Destruction spell damage by 1.0% per skill point.
Journeyman of Destruction Increases Journeyman Destruction spell damage by 1.0% per skill point.
Expert of Destruction Increases Expert Destruction spell damage by 1.0% per skill point.
Master of Destruction Increases Master Destruction spell damage by 1.0% per skill point.
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Vampirism of D&D
The Vampirism feature in Dungeons and Dovahs is perhaps the largest and most complex vampirism system in any
complete Skyrim game overhaul, Vampirism is a curse but for those who master it, Vampirism can become the
greatest power that they have.
Upon first transforming into a "creature of the night" you will find that you will lose your racial abilities, this is
intended as Vampirism is a very complex change both Mentally and Physically which alters your biology to the
extent you are no longer your former species, in return the vampire will receive a number of vampire specific
abilities and overtime they may gain even more.
The following powers and spells are gained by default upon first
transforming into a vampire...
Vampire Darkvision
The Vampire can see in the dark at will
Vampire Seduction
Can put a non-hostile humanoid in a trance allowing you to feed off of them
Vampire Bat Form
Transform into a bat and manouver 30 feet
Vampiric Drain
Siphon 20 points of health per second from the target transferring it to you
Vampiric Reanimation
Reanimate a target up to level 40 for 60 seconds
Supernatural Awareness
Detect nearby hostiles up to 200 feet away
The following powers can be unlocked the longer you stay as a vampire...
Immeasurable Strength
Increases your unarmed damage by 5x, weapon damage by 25%, Carryweight by 50% and bash damage by 100%
for 10 seconds with a 20 second cooldown between uses
Unnatural Celerity
Increases your movement speed by 50% for 10 seconds with a 20 second cooldown between uses
Devouring Swarm
Surround yourself in a bloodthirsty swarm of Vampire Bats that siphon 5 points of health per second from
surrounding targets for 15 seconds with a 20 second cooldown between uses
Weakness to Sunlight
You take 10 points of damage to health every second and are blinded when exposed to sunlight (Vampires who are
Vampire Lords do not receive the damage effect)
Unwelcome Guest
You take 10 points of damage to stamina every second and are blinded when while trespassing (Vampires who are
Vampire Lords do not receive the damage effect)
Weakness to Silver
The vampire takes +50 damage from Silver weapons
Supernatural Resistance
The vampire takes 25% less damage from physical attacks and falling damage
Immunity to Paralysis
The vampire cannot be Paralyzed
Enhanced Stamina
The vampire regenerates stamina 100% faster
Unholy Presence
Intimidation checks are 25% greater
Resist Frost
The vampire takes 25% less damage from frost effects
Resist Shock
The vampire takes 25% less damage from shock effects
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Lycanthopy of D&D
Although not as extensive as the Vampirism system the Lycanthropic system is sure not to dissapoint and make you
truly feel the strength and savergry of being a werewolf.
The following powers and spells are gained by default upon first becoming
a lycanthrope...
The Animal Within
100% resistant to the effects of disease
Predator's Instinct
Detect nearby hostiles up to 200 feet away (werewolf form only)
Werewolf Darkvision
The Werewolf can see in the dark at will
The following powers can be unlocked the longer you stay as a Werewolf...
Beastial Strength
Increases your unarmed damage by 5x, weapon damage by 25%, Carryweight by 50% and bash damage by 100%
for 10 seconds with a 20 second cooldown between uses
Hunter's Andrenaline
Increases your movement speed by 50% for 10 seconds with a 20 second cooldown between uses
Hircine's Rage
Become 25% resistant to physical harm for 10 seconds with a 20 second cooldown between uses.
Heightened Intensity
100% weakness to Poison (werewolf form only)
Bloodmoon
In between 11:59pm and 12:01am you will be forced into werewolf form if outdoors under the light of the moon,
taking shelter before this time is advised if you do not wish to be transformed against your will
(Wearing the Ring of Hircine will prevent lunar transformations from occuring and will grant Hunter's Andrenaline
increasing stamina regeneration by 100% but only if you are a lycanthrope)
The 3 Totems of Power are powerful relics that harness ancient magics to
bolster the abilities of a werewolf...
Totem of the Hunt
A dreadful howl that fears those up to level 30 for 10 seconds
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Enemies of D&D
Enemies in Dungeons and Dovahs are very different from the vanilla game, they
feature new abilities, new resistances and enhanced Combat AI, in addition enemies no
longer scale with the player, instead they possess a static level divided by several tiers.
Docile Animal Level Range > 0 - 10
Different types of enemies have different types of resistances utilizing a sort of trait
like system, in addition many enemies also have a "Phobia" system where certain
creatures will not engage each other out of natural fear.
Flame Atronachs
60% resistant to weapons base damage, 100% resistance to Fire damage, Poison and Disease, 150% weakness to
Frost damage.
Frost Atronachs
70% resistant to weapons base damage, 100% resistance to Frost Damage , Poison and Disease and 150% weakness
to Fire Damage.
Storm Atronachs
80% resistant to all weapons base damage, 100% resistance to Shock Damage, Poison and Disease.
Ghosts
90% resistant to all weapons base damage, 100% weak to magic, takes 2x as much base damage from silver, takes
+30 unresistable damage from the Ghostblade.
Automatons
60% resistant to bladed weapons, takes 10% greater damage from blunt weapons, 75% resistance to Fire Damage,
25% weak to Frost Damage, 100% resistant to Shock Damage, takes 50 damage per second if submerged.
Skeletons
90% resistant to arrows, 70% resistant to physical damage, 30% weak to blunt weapons, takes 2x as much base
damage from silver, 100% resistant to Frost, Shock, Poison and Disease.
Vampires
25% resistant to all weapon base damage, 25% resistance to fall damage, takes +50 damage from silver, 25%
resistance to Frost, 100% resistant to poison and disease, 150% weakness to Fire, Takes 10 damage per second
when in Sunlight, when in a Holy location or while Trespassing.
Draugr
25% resistant to all weapon base damage, 25% resistance to falling damage, takes 2x as much base damage from
silver, 25% to Frost, 25% resistance to Shock, 100% resistance to Poison and Disease and 150% weakness to Fire.
Dragon Priests
25% resistant to all weapon base damage, 100% resistance to fall damage, takes 2x as much base damage from
silver, 25% resistance to Frost, 150% weakness to fire, 100% resistant to poison and disease, 25% resistance to
shock, 100% spell absorbtion
Ash Spawn
90% resistance to Fire, 60% weakness to Frost, takes 80 damage damage per second when submerged in water.
Fire Dragons
70% resistant to Fire and 30% weakness to Frost, 100% resistance to Disease, 50% weakness to Poison.
Frost Dragons
70% resistant to Frost and 30% weakness to Fire, 100% resistance to Disease, 50% weakness to Poison.
Troll
50% weak to Fire, restores health rapidly in combat.
Frost Troll
75% weak to Fire, 25% resistance to Frost, restores health rapidly in combat.
Slaughterfish
Takes 5 damage per second when not submerged water.
Giants
30% resistance to Frost.
Frost Giants
70% resistance to Frost, 30% weakness to Fire.
Frostbite Spider
10% resistance to Frost, 80% resistance to poison.
Lycanthropes
Werewolves and Werebears are rare enemies, in combat they will utilize a fear howl that will scare lower level NPCs
away, the Werewolf or Werebear will also deal massive damage in Melee damage and can kill even high level
characters rather easily, the best way to defeat them is to use poison for all Werewolves receive 100% extra damage
from poison effects, this does extend to the player so do be careful, if you are wearing good armor you could try
using a "Silver weapon" Silver weaponry deals 2x as much damage as normal to Lycanthropes.
Dragon Priests
Dragon Priests are Lategame tier enemies and should be best avoided at lower levels, these Lichs are undead foes
who will start the battle by releasing their power which will grant them 200 damage resistance for as long as it
lasts, they will also absorb all incoming spell damage, to get past this you can use a spell such as "Dark Flare" or use
a "Scroll of Severence" to disable their magic absorbtion barrier for 60 seconds, because they are levitating they
take no damage from falls.
Vampires
Vampires are the single most powerful non-unique enemy type in the game, all Vampires (Including Falmer
Vampires) will be effected by Sunlight, while Trespassing or while in a Holy Location such as the Temple of Kynareth
in Whiterun or the Temple of Talos in Windhelm, you can take advantage of these weaknesses when doing battle
with one, also do note that like all undead they take 2x as much damage from silver and are extremly weak to the
effects of Fire, Vampires in Dungeons and Dovahs will also utilize the "Vampire Bat Form" power which is usable by
the player upon becoming a Vampire, this can make enemy Vampires tricky to keep up with when in combat.
Ghosts
Ghosts should best be avoided by those who are unprepared, unlike corporal undead such as Vampires, Lichs and
Draugr the Ghosts ethereal body renders it almost immune to harm by conventioal weapons, Ghosts are identifiable
by their ethereal appearance and the unatural mist which surrounds them, using magic or the "Ghostblade" are the
most effective ways of dealing with spirits such as these, they are weak to silver as well but due to their abnormally
high resistance the damage bonus is minimal at best.
Automatons
Automatons are heavily armoured Dwemer Machines, because of this they are virtually immune to projectile
attacks but due to being so heavy they take additional fall damage, just as the ingame books suggests these
machines are rather weak to frost but are highly resistant to fire and immune to shock magic, a well placed "Scroll
of Disruption" can cripple an automaton for a short time.
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Loot of D&D
Loot tables are now static so the items you may find on your adventurer are not dicated by your character's level,
many of these Loot tables make much greater sense then what you see in the vanilla game for example this is what
you can expect to find on the corpse of some slain creatures...
Giant/Frost Giant
10 giant toes + randm pelts and Mammoth cheese (Giant only)
Sabre Cat
2 Sabre Cat eyes + 2 Sabre Cat fangs and a Sabre Cat pelt
Deer/Elk
3 peices of Venison + Antlers + Deer Hide
Hagraven
6 Hagraven Feathers + 8 Hagraven Claws
Mammoth
1 mammoth snout + 4 Mammoth Tusks
Troll/Frost Troll
Troll Skull + Troll Fat
Don't let the numbers fool you though for even though you may get a greater number of items, these particular
items are worth little and these creatures are less likely to be carrying gold or items you can sell for a profit.
Tamriel has a great number of artifacts many of which have found their way into Skyrim, Dungeons & Dovahs
features a few new artifacts such as...
Bag of Holding
This small unassuming satchel was ordered from wayrest by the altmer "Calcemo" some say he had it enchanted but
few now what the enchantment does or where he keeps the thing.
Ring of Khajiiti
This legendary artifact has found it's way to Skyrim, unknown is it's current location however, it is said the wearer
becomes almost undetectable.
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Crime of D&D
Unlike the vanilla game Crime in Dungeons and Dovahs is quie punishing, city fines such as those in Solitude or
Windhelm are 20% higher then the fines in smaller towns.
Murder
10,000 Gold Fine
Assault
2500 Gold Fine
Trespassing
250 Gold Fine
Stealing
0x5 Gold Fine in Towns
Shapechanging
10,000 Gold Fine
Escaping Prison
5,000 Gold Fine
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FAQs...
A. Probably not, you see much of this mod is made in a way that it will work with other
parts of the mod, adding a non Dungeons and Dovahs mod may cause inconsistincies
and at the time of writing this the mod has no patches as of yet and it makes thousands
of edits to the game, these include weapon changes, leveled list changes, race changes,
perk changes and so on so fourth, you are free to make any patches or translations for
this mod as you see fit, although not all mods will require one, I want people to enjoy
what I have spent countless hours conjuring up in the Creation Kit
A. Well for a gameplay approach I understand that a mere 1000 gold for murder is
acceptable but not if you take a realistic approach, something like murder should be
very punishing hence the 10,000 bounty, the same applies to being a known monster so
you should best avoid transforming into a Werewolf or Vampire Lord in front of people
who may take offence of your supernatural nature.
A. Vampires get a lot of Bonuses because the NPC Vampires get a lot of Bonuses, you
become undead, your not a mere mortal anymore, Vampirism as well as Lycanthropy
should alter your playstyle drastically, they should be the defining trait of your
playstyle, it being a minor affliction that you can ignore is unacceptable for this mod's
approach, on the downside you do have a lot of issues to contend with such as being
weak to sunlight, unable to safely enter a holy temple or trespass into someone's home
without an invite, you also cannot get blessings nor are you effected by Food, Potions
or restorative healing magic.
Q. Why are some things so expensive? I could sell this and become rich!!
A. Actually the prices may be inflated on certain items however that does not mean you
can sell the items for that much, no merchant can afford the Staff of Magnus which is
valued at 42,500 Septims, most they can offer you is about 1,000 Septims instead, ask
yourself though is such a powerful weapon worth so little? the inflated prices exist
soley for the immersion factor, you would expect a rare and sought after item to be
worth a lot, worth so much few could even afford it.
A. Would you expect anything less from a weapon created by a God? they are weapons
of immense power, not some tinker toy created by a common enchanter, as per the
notes in the FAQ section below, it says this mod is not balanced, Real Life is not blanced
so why should this mod be any different?
A. This mod contains a complete overhaul of all the enemies in the gam which is based
upon "Advanced Adversary Encounters" although it is highly altered, enemies no
longer scale, Vampires use weapons as well as a Scripted Bats Ability, NPC mages are
less OP and so on so fourth, the changes would take far too long to list, the mod
SPECTRE as well as a highly altered varient of Curse of the Vampire have also been
fully implemented into the mod as a Default feature so you do not require any of those
mods if you have them.
I have done my best to insure that any patches for Vampirism mods and so fourth
should be easy to make if you desire to use another mod such as Sacrosanct although I
make no promises that it will or will not be simple, if you are using a mod such as
Sacrosanct, load it after Dungeons and Dovahs with the patch beneath it like so...
Sacrosanct.ESP
Your Patch.ESP
Most mod authors say to load their mods near the bottom but given this is a complete
overhaul of the game and will be a core mod in your load order, I really mean it
otherwise your game will not run as fully-intended.
I tried using LOOT and it placed the mod near the middle of my load order, this caused
overwrite issues so it is best placed at the bottom, the only exceptions are mods you
wish to overwrite Dungeons and Dovahs as well their patches which may also be
required.
Q. How do I make a patch for this?
A. Same as any mod really although it may take a bit longer, to put it simple...
Set all leveled lists from your mod to 1, also alter Encounter Zones and disable combat
boundries.
Give NPCs their respective perks from Dungeons and Dovahs based on whether they
are undead, an automaton and so fourth.
Make any blessings consistent with the effects from the blessings in this mod, for
instance Vampires will be harmed by touching "Aedric" shrines, if your mod contains a
shrine to a daedra like "Molag Bal" then they will not be harmed but if it is too
"Merida", you get the idea, I am going to assume you are an intellgent person who can
figure out what to do.
Food items should be given the proper effects, raw food will give a chance to poison the
consumer, alcohol will have a chance to cause drunkeness and Skooma will also have a
chance to effect you, look at existing Food items for more specific details.
Set custom race regeneration rates to match Dungeons and Dovahs Defaults and
reduce carryweight to 150, it is optional but you wish to create a skill experience
bonus for your race, Dungeons and Dovahs races do not possess once a day greater
powers, removal of said powers is entirley up to you.
Alter spell descriptions so they start with something along the lines of "Utilize the
power of <Destruction>"
And now your mod should be 100% consistent with Dungeons and Dovahs, if your mod
does not contain any of the above then you may not need a patch, check in Xedit or
Zedit to see if there are any overwrites.
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NOTE TO USERS
Note: This overhaul is not "Balanced" between certain build types and that is intended
for the realistic approach, a warrior will have greater prowess in combat at lower
levels then a mage will but at later levels the mage will possess incredible power that
the warrior could only ever dream of and yes Vampires and Werewolves are OP, how
powerful did you expect a creature with the strength of a dozen men to be? Also level
does not mean as much in Dungeons & Dovahs as it does in the vanilla game and
equipment is more important then ever, the world does not revolve around you nor do
the inhabitants care what level you are, Miraak is not going to be level 1 just because
your character is, he is a 5000 year old Dragonborn and had plenty of time to reach his
level 125 state so if you cannot beat him then you are not ready to engage him...
remember that and don't get me started on Alduin, he is a Dragon God.