Requiem Manual
Requiem Manual
Requiem Manual
If you do the normal start at Helgen, this happens upon entering the keep. If you use Alternate Start - Live Another
Life
M7
, this happens once you leave the prison cell. In general it happens once you have changed your ``location'', usually
it is sucient to change for example from an exterior to an interior cell or vice versa.
5
If you encounter any problems on your travels, have a look at the Frequently Asked Questions. Most
beginners' questions should be covered by this list.
Troubleshooting
If you encounter any problems which are not covered by the FAQ (gameplay-related or technical), feel free
to visit the Nexus presence of this mod and ask your questions in the comment section. Before you do so,
make sure that all prerequisites are properly installed and Requiem is at the bottom of your loadorder. If
you don't follow these guidelines, it is very unlikely that we can help you. If there are dozens of mods
loaded after Requiem, which are most likely unknown (in the sense of ``never used myself'') to us, it is
impossible to say which one causes the conict.
6
Preface 3
Quickstart Guide 4
Prerequisites and Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
First Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
I. Requiem in a Nutshell 11
1. What is Requiem about? 13
1.1. The world's leveling system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.2. Attributes, Skills and Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1.3. Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
1.4. Magic, Shouting, the Divines and Standing Stones . . . . . . . . . . . . . . . . . . . . 18
1.5. Exploration, Economy and Atmosphere . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.6. Crafting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
1.7. Rogue's skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
1.8. Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
1.9. Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
1.10. Bugxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2. Customizing Requiem 23
2.1. Recommenced INI-settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.2. Adjusting the diculty settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
7
Contents
2.3. Font selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
2.4. Optionals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
2.4.1. Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
2.4.2. Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
2.4.3. Skills & Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
2.4.4. Atmosphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
2.4.5. Compability & Debug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
2.5. Alphabetical Option Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3. Frequently asked questions 31
3.1. Questions related to Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.2. Questions related to Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.3. Questions related to Skills and Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.4. Questions related to Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3.5. Questions related to Atmosphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3.6. Questions related to Compability with other mods . . . . . . . . . . . . . . . . . . . . 36
3.7. FAQ - Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
II. Players Handbook 39
4. Combat 41
4.1. Defense - Armors Types and Blocking . . . . . . . . . . . . . . . . . . . . . . . . . . 43
4.1.1. Heavy Armor Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
4.1.2. Evasion Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
4.1.3. Block Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
4.2. Oense - Weapon Types and Special Attacks . . . . . . . . . . . . . . . . . . . . . . . 49
4.2.1. Special attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
5. Magic 53
5.1. Illusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
5.1.1. Illusion Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
5.1.2. Illusion Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
5.2. Alphabetical Index of Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
8
Contents
6. Game Mechanics 65
6.1. Resistance versus illusion spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
6.2. The derived attributes system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
6.3. The mass eect - how the weight of your equipment changes everything . . . . . . . . . 69
6.4. Thu'um mastery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
6.5. Stamina costs for normal attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
6.6. Knockdown attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
III. Hall of Heroes 73
A. Credits 75
B. Compatibility with other mods 78
C. Referenced Mods and Tools 79
D. Nexus Proles from referenced Modders 82
9
Part I
Requiem in a
Nutshell
11
What is
Requiem
about?
1. What is Requiem about?
1. What is Requiem about?
Requiem is a major overhaul and as such it touches almost every part of the game. The changes are by far
too many to list them all here, but this chapter will give you an overview of the general design concepts,
more details on specic topics can be found in the following chapters. Please note that many of these
changes can be adjusted to your personal preferences, as described in the chapter Customizing Requiem.
1.1. The world's leveling system
In general, Requiem makes most aspects of the leveled world from Skyrim static and therefore independent
of your level. You will nd all enemies the game has to oer right from the start, if you visit the wrong
areas, and you can nd any equipment right from the start. In general, the following changes have been
made to the leveling system:
All encounters are no longer leveled, the appearance of a given NPC or creature only depends on
your current location and chance.
Some leveled lists have been altered in their general outcome to support the immersion, for example
you will see more small than large mudcrabs and more wolves than bears.
Loot is no longer dependent on your level, but high quality items are of course much rarer.
Quests rewards are decoupled from your level.
Most locks are no longer leveled.
Trap damage is now independent of your level and therefore much higher than in Vanilla Skyrim,
often even lethal.
Apart from these changes to the leveled lists the NPCs and creatures themselves are subject to major
changes. The dierent versions of enemies (e.g. "Bandit", "Bandit Marauder", "Bandit Thug" etc) now
share the same name, but the dierent versions still exist. But in contrast to Vanilla Skyrim they will
not replace the low-level versions but instead they will mix with them, giving you a variety of dierently
skilled opponents within one faction. If you nd a particular specimen of a given faction much more di-
cult than his friends, then he is likely much more experienced than they are.
The NPCs themselves no longer level with the player, since the previously discussed mixing of dierent
variants oers a much better way to include some variance into the skills of faction members. In general,
the dierent factions or creatures can be classied into three tiers, which are shown in Table 1.1.
14
1.2. Attributes, Skills and Perks
low-level encounters mid-level encounters high-level encounters
skeevers, mudcrabs soldiers and guards giants
slaughtersh, horkers draugr vampires
wolves, bears witches/hagravens mages
bandits trolls dragons
forsworn (if still human) icewraiths falmer
humanoid skeletons spiders dwemer automatons
frostbite spiders (baby size) mammoths werewolves
re atronachs dragonpriests
frost atronachs most daedra
elite soldiers
Table 1.1.: A rough classication of the enemies you will encounter on your journey. Low-level enemies
are in general manageable from the rst level on if you use your brain. Mid-level encounters
can in principle also be mastered from the rst level on, but these will require a great deal of
preparation at this point of the game. Finally, high level encounters are a one-way ticket to
Oblivion, unless you come well prepared and experienced.
If you are looking for a mod that delevels the world like described above, but are uncomfortable with all the
other changes and additions fromRequiem, you should instead check out SkyrimScaling Stopper
M9
or Skyrim Unleashed
M10
.
1.2. Attributes, Skills and Perks
Requiemintroduces some major changes to the perk and skill systems. In summary, the focus is shifted from
skills to perks. While in Vanilla Skyrim having a high skill level was sucient to excel in the profession,
you will now need to invest perks into the skills you want to master. Furthermore, most perktrees are
completely redone and now oer an all new experience. Besides these major changes, several other aspects
of the skill system changed:
At the beginning of the game you will receive three perk points for free to choose a starting profession.
You will now only receive ve attribute points per level (and no extra carry weight if you choose
stamina).
A passive attribute system emulates the old TES-attributes in an immersive way.
Your Thu'um now behaves as a skill and will also progress the more you use it and learn new words.
15
1. What is Requiem about?
Many perks now have additional requirements, like almanacs with smithing knowledge or certain
ingredients to brew a mutagen.
The base value of starting skills (excluding racial bonuses) has been reduced from 15 to 5.
Skill leveling rates, experience gain from books
*
and training sessions have been adjusted for a more
immersive experience.
Armor skills will increase passively by exploring the world while wearing the respective type of
armor. Clothing contributes to the Evasion skill.
The perk descriptions no longer show any precise numbers to increase the immersion and shift the
focus from powergaming to roleplaying.
Many perks now grant dynamic bonuses, often depending on your skill level.
The above mentioned attributes are a backport fromthe systemused in Morrowind and Oblivion. However,
instead of adding tedious extra menus to manage attributes like strength or endurance, we decided for a
more intuitive approach. Requiem grants you passive bonuses, similar to those the attributes granted in
earlier games, based on your three base attributes health, magicka and stamina. You can see your current
bonuses at any time in a newMCM-menu (named ``Requiem- Skills Menu'') and nd a detailed description
of this attribute system in the appendix The derived attributes system. The Thu'um leveling is described in
more detail in Thu'um mastery.
1.3. Combat
Combat has been overhauled completely to yield a more deadly and tactical experience. Thinking about the
tactics you want to employ is mandatory, a berserker assault will often lead to an untimely death. The
most notable changes to combat are:
Your enemies are more skilled than before. If somebody wields a mace, you better expect some armor
crushing blows from him.
The AI is in general more versatile, using special attacks and poisons more often than before.
Armor is mandatory to survive combat, unarmored humanoids are dispatched in a thrice.
Weapon damage has been increased signicantly, especially archery, which is now deadly. A skilled
archer can often take out an unarmored humanoid with a single shot.
*
You will receive a xed amount of skill experience instead of an instant increment by one skillpoint.
16
1.3. Combat
Light and heavy armor now have more distinct characteristics. While light armor oers only lim-
ited protection, heavy armor absorbs great amounts of damage and oers incredible protection from
arrows at the price of a reduced agility. Heavy armor also quickly exhausts all those who are not
accustomed to it.
Blocking and/or dodging is now essential if you want to survive melee combat.
NPC archers now only have a limited supply of arrows/bolts. If you cannot think of any smarter
tactic, you can simply try to dodge all their arrows and force them into melee.
The maximal resistances have been increased to 90%. But beware, many enemies have armor piercing
or similar attacks so you might want to have a resistance higher than the capping value.
Archery damage now depends on the range and your skill level, furthermore the skill determines the
maximal distance up to which you can score a sneak attack critical.
NPCs are now less prone to stagger (and some creatures are even immune) to prevent ``stagger-
locking'' your enemy, while the player at the same time is staggered more often, every enemy hit can
stagger you. This inconsistency is necessary due to the engine aw that the player can still perform
actions while being staggered, but NPCs cannot.
Being hit in combat now has side-eects beyond reducing your health: it will also drain magicka
(from the concentration loss) and stamina and possibly stagger or disarm you. Most of these eects
can be countered by several means.
Being exhausted or critically injured now has severe side eects like reduced speed or damage.
Bash attacks disarm archers or even break their weapons.
NPCs now yield in a more realistic way and will not attack you again ve seconds later.
Most essential NPCs can now be killed by the player.
Many creatures nowhave unique traits and abilities which will require dierent tactics to overcome.
The diculty bar in the option menu has no eect to prevent a too easy or too dicult setting to
spoil your initial Requiem experience. If you nd the game too dicult or easy, you can adjust it
later in the MCM.
The duration of the deathcam is reduced to almost zero to prevent you from learning the position of
the foe that killed you.
17
1. What is Requiem about?
1.4. Magic, Shouting, the Divines and
Standing Stones
The magic systemhas experienced a large variety of changes in Requiem. First of all, all schools oer lots of
new spells and most existing spells have been altered to better t the theme of the mod. As with everything
in Requiem, the focus also here shifted from skill levels to perks, requiring you to invest perks into your
favourite schools, if you really want to master them. Important changes are:
your skill level no longer reduces the casting costs of spells
with the right perks, your skill level will augment the power/duration of your spells
Casting spells now requires freedom of movement; armor, especially heavy armor, will increase the
casting costs. Heavy armor can make most spells uncastable if you do not have the proper training
as a battle mage.
Casting spells while being exhausted is also a very dicult task and doubles the casting costs.
In addition to the possibilities oered by Vanilla Skyrim, you can also learn new spells by acquiring
new spellcasting perks. (You may choose freely from the spells of the respective spell tier and school,
there is no pre-dened choice you have to accept.)
The shouting system is in general the same as in the original game, but as for the spells, most shouts have
been overhauled to be more impressive. Other important changes for the Thu'um are:
The speechcraft perktree now oers a second branch with perks that will empower your Thu'um.
These perks are independent of your speech skill and will be unlocked by certain events of the main
storyline. (Hints are given in the perk descriptions.)
The Thu'umis nowmuch more dicult to master. At the beginning all shouts will have a 50%longer
cooldown than usual, but you will gain experience in the usage of your Thu'um. The more you know
about the Dragon language and the more often you use it, the easier it will become for you to shout.
Worshipping the divines works similar to Vanilla Skyrim, but has some important dierences:
The divines now also oer an empowered blessing for those in their favor. To obtain this blessing
you usually have to solve the quest associated with their temple and/or fulll some other conditions
related to the domain of this god.
Your crime record will now determine if the divines will bless you or not, for murderers are not
favored by the divines. Also, if you have stolen too many items or your lifetime bounty is too high,
you will be denied the blessing of the divines.
18
1.5. Exploration, Economy and Atmosphere
The restoration perktree now oers the perk ``Painful Regrets'' which can be taken without prereq-
uisites once your crime record passed the limits tolerated by the divines. At the expense of permanent
debus this perk will increase the maximum number of crimes tolerated by the gods. However, it
does not allow you to regain the favor of any god.
The standing stones system is now divided into groups to nd a compromise between the static birthsigns
we had in Morrowind and the dynamic system used in Skyrim. When you rst choose a standing stone,
you will be restrained to its group afterwards and can only change to other signs within this group. The
available groups are:
Warrior's group: The Warrior, The Lady, The Lord, The Steed
Mage's group: The Mage, The Apprentice, The Atronach, The Ritual
Thief's group: The Thief, The Lover, The Shadow, The Tower
Snake's group: The Snake
Beside these subgroup restraints, most of the standing stone eects have be reworked to better suit the
mod's theme.
1.5. Exploration, Economy and
Atmosphere
Requiem alters many regions and dungeons from the original game (like the Helgen Keep) to add a more
immersive feeling, starting from hand placed items and background material to unique creatures. Other
changes related to the atmosphere, trading and exploring the world are:
Horses are now much more useful: They are faster, have a higher endurance and have usable sad-
dlebags (you can access them with the ``Search'' power). Furthermore, you can also use them for a
charge attack to trample down your foes.
Animals have been tweaked for more variety in size and more inter-faction ghts. In addition, you
will no longer nd strange loot like gold or gems when slaying an animal.
Fast travel is no longer possible, use a horse or the cart driver services.
Your passive stamina and magicka regeneration rates are approximately halved. Health does no
longer regenerate at all, but regenerative abilities can be obtained by several means.
Running and swimming now consume stamina.
Diseases are now much more serious.
Ore mines and plants have their yield increased.
19
1. What is Requiem about?
The falling damage is now signicantly higher and most trap triggers are invisible.
The respawn times have been increased to prevent fast re-occupation of cleared cells. Randomdragon
spawns are also less frequent.
The storage chests of most merchants are now accessible and can be looted by highly skilled thieves.
Merchants now will rip you o if you have no clue about bartering.
The stock of dierent merchants now varies more, depending on their region and importance.
Dubious merchandise (like Skooma) is no longer sold or bought by honest merchants.
The default timescale is now 10, this means one real-time minute equals ten minutes game-time.
A few lore friendly easter eggs are placed across Skyrim.
Another feature which you might nd useful on your explorations is the lock bashing. Requiem oers you
the possibility to break locks up to adept level on wooden crates and doors. To break a lock by force simply
attack the locked object, if your health and stamina exceed a threshold determined by the locklevel, you
will open the chest.
*
1.6. Crafting
Crafting has be overhauled such that it no longer provides loopholes to craft totally overpowered items. To
achieve this, the fortify enchantment/ smithing/ alchemy eects have been removed from ingredients and
you can only buy some potions with these eects.Further changes are:
Without the basic perks (or a racial background) you cannot craft anything useful.
Many enchantments have been revised and new ones have been added.
Recharging your magical weapons with lled soulgems now requires the second rank of the basic
enchantment perk or a scroll which you can obtain from most court wizards.
Smithing perks are no longer auto-didactic perks, to master a new material you will have to acquire
a suitable handbook rst.
Acquiring enchanting perks now unlocks the power to imbue battlestas with your spells to create
your own stas.
Some gems can be grinded into alchemical dust with the appropriate smithing knowledge.
Skilled alchemists can also craft special powder bags, which behave similar to poisons but are not
aected by poison resistance.
Each character can buy the Healing Poultice recipe from an alchemist co craft this item at a tanning
rack. It serves as a long lasting health regeneration boost while out of combat.
*
Please note that the HUD does not update the displayed lock-status until you refocus on the object in question.
20
1.7. Rogue's skills
1.7. Rogue's skills
Also the rogue's skills are aected by Requiem's changes. As with all other skills you will now need at
least one invested perk to put these skills to any use (unless you have a racial anity). Pickpocket and
Lockpicking are impossible without their basic perks and Sneaking suers from severe penalties which will
make you an easy target.
Sneaking parameters are tweaked: Sneaking is overall more dicult, the AI is more alert and will
search longer for you once they become suspicious.
Heavy armor severely penalizes rogue activities and makes them almost impossible.
A sneak attack against a sleeping target will usually do beyond fatal damage.
Many new locks have been added to the world.
1.8. Equipment
Requiem adds a lot of new equipment to the world (new models and textures are courtesy from other mod-
ders who allowed us to use their fantastic material), a few examples being: sabres and katanas, explosive
arrows, new hunting loot (e.g. hearts) and food, new books for your library, artefacts like the bag of
holding and teleportation scrolls. But also existing equipment has been altered in several ways:
Most artefacts have been reworked to actually match the power attributed to them in the lore.
Several items are now cursed, with consequences ranging from attribute penalties to almost instant
death. Some curses can be broken by certain conditions.
Potion eects no longer stack and most ingredients have their eects altered.
Gold now has a weight of 0.01 per coin (never depicted in the item card of Vanilla interface)
Arrows and Bolts nowalso have a weight (never depicted in the itemcard due to engine limitations).
Light ammo (forsworn, elven, glass) weighs 0.1 units each.
Medium ammo (iron, silver, steel, draugr, nord hero, ammo from other mods) weighs 0.2 units
each.
Heavy ammo (orcish, dwarven) weighs 0.3 units each.
Very heavy ammo (ebony, daedric) weighs 0.5 units each.
Raw food will damage your stamina and magicka unless you have a race with the Strong Stomach
feat. Cooked food on the other hand will restore your magicka and stamina, if consumed out of
combat.
21
1. What is Requiem about?
Many misc items have been altered in price and weight with the general scheme that activities like
hunting or stealing precious items now pays o more than before.
1.9. Interface
Most noteworthy in this category is the custom font shipped with this mod which better ts the mod's
theme. Further changes to the interface are:
A new MCM shows your secondary attributes like resistances and regeneration rates.
Another MCM allows you to congure many aspects of Requiem to your personal preferences.
Notications have been changed to rst-person texts.
Quicksave/load messages are no longer shown.
The loading screen hints no longer contain meta-knowledge like how to interpret your HUD.
1.10. Bugxes
Besides all the new features listed above, Requiem also alleviates a few shortcomings of the original game:
Stealing somebody's pants while he wears them is simply no longer possible
You can no longer abuse restoration to empower your enchanted gear
*
.
Many keyword associations have been xed.
Conjuration spells and diseases no longer will be absorbed by your own magic absorption.
Circlets and masks are now compatible with hooded robes.
The random vampire raids from Dawnguard were disabled because it does not make sense for the
vampires to slaughter their food source.
Please note that these bugxes are no replacement for the Unocial Skyrim Patch
M11
and its DLC
variants.
*
Please note that this is currently achieved by removing the ``fortify power mod'' eects from the game, if another mod
introduces these eects again, you can still end up with this issue.
22
Customizing
Requiem
2. Customizing Requiem
2. Customizing Requiem
Requiemoers a lot of dierent features, which may or may not be to everyone's liking. Instead of splitting
Requieminto a set of modules, we have decided to develop the mod as a single module. This design approach
allows us to intertwine the individual components much more than we could in a modular approach.
To maintain a measure of customization nevertheless, we decided to implement switches for disabling or
adjusting many of those features.
In general, we have two kinds of switches: Most options can be accessed from the Mod Conguration
Menu
*
(MCM) integrated into SkyUI
M3 M4
delivered together with this mod. A few specialized options
however were not suited for the transfer to the MCM based approach and therefore remain as additional
esps, which have to be loaded after the main le. In this chapter, we will rst go through some special
options and then discuss the bulk of the available options in detail, ordered by categories. In addition, this
chapter also features an index of all available options.
2.1. Recommenced INI-settings
For immersive reasons, we recommend that you alter a few entries in your Skyrim.ini (normally
lo-
cated in C:\Users\[Username]\Documents\My Games\Skyrim by default). If the following entries are
already present, modify their values to those given below, otherwise add these lines at the end of the le.
bShowCompass = 0
bShowFloatingQuestMarkers = 0
bShowQuestMarkers = 0
These settings disable the compass (since there is currently no way to only disable the location markers),
the oating questmarkers displayed ingame and the quest markers on the map. Because the Vanilla quest
objectives are rather useless without their eeting markers, we strongly encourage you to use the mod Even
Better Quest Objectives
M12
in conjunction with these settings.
*
As of version 1.7 the old optional les are no longer supported, except the few still present in the download. Do not use the
old optional esps together with the new version, there will be conicts.
Details can be found in The mass eect - how the weight of your equipment changes everything
43
4. Combat
4.1.1. Heavy Armor Perks
A heavy armor is a warrior's second skin, transforming him into a mobile stronghold. It provides vital
protection against melee weapons and is almost impenetrable for the unskilled archer. The experienced
combatant can even transform his armor into a weapon by barreling head-on into his unfortunate foe.
However, this type of equipment requires a lot of training until it can be used eectively. Do not even
think about wearing it without some basic training.
Figure 4.1.: Heavy armor reects a warrior's talent in wearing heavy armor and ghting in it.
Relentless
Onslaught (20)
Combat
Casting (25)
Combat
Meditation (75)
Combat
Training (25)
Combat
Trance (50)
Battle
Mage (100)
Condition-
ing (0)
Power of the
Combatant (75)
Jugger-
naught (100)
Fortitude (50)
44
4.1. Defense - Armors Types and Blocking
Conditioning [requires skill 0]
Description: You've accustomed yourself to wearing heavy armor, allowing you to not become
tired just by wearing it.
Relentless Onslaught [requires skill 20]
Description: After extensive training you now can sprint in heavy armor without problems.
Your familarity with your armor also allows you to deect most melee attacks harmlessly while bull
rushing.
Combat Casting [requires skill 25]
Description: You're able to keep concentrated enough in heavy armor to cast fundamental and
advanced spells without severe penalties.
Combat Training [requires skill 25]
Description: You require no extra stamina for power attacks when wearing heavy armor and
your gauntlets improve your unarmed damage.
Combat Trance [requires skill 50]
Description: Your heavy armor distracts you even less, allowing you to cast sophisticated spells
with almost no penalty.
Fortitude [requires skill 50]
Description: Your training made you stronger. You receive additional stamina and an increased
carry weight.
Combat Meditation [requires skill 75]
Description: You're accustomed to your heavy armor so much that you can nowcast even superior
spells with relative ease.
Power of the Combatant [requires skill 75]
Description: Once a day, you can now push yourself to continue ghting, allowing you to re-
generate stamina very fast.
Battle Mage [requires skill 100]
Description: You have mastered spellcasting while wearing heavy armor and now can even cast
masterly spells with ease. Bolstered by wearing your full heavy armor, you can concentrate even
more and cast all spells easier.
Juggernaught [requires skill 100]
Description: You've reached perfection in the skill of wearing heavy armor, decreasing its weight,
increasing its protection and your overall maneuverability in it.
45
4. Combat
4.1.2. Evasion Perks
Evasion is the art of using mobility and agility for the personal defense. All perks from this perktree can be
used as long as you only wear clothes and light armor. The use of any heavy armor restricts your movements
too much to benet from this skill.
Figure 4.2.: Evasion is the art to evade enemy blows and allows a character to defend eciently if he
wears only light or even no armor.
Windrun-
ner (75)
Dodge (20)
Agility (0)
Dexterity (50)
Meteoric
Reexes (100)
Finesse (25)
Combat
Reexes (75)
Agile Spell-
casting (50)
Vexing
Flanker (50)
Agility [requires skill 0]
Description: You can move much more swiftly, decreasing all falling damage greatly and increas-
ing your movement speed.
Dodge [requires skill 20]
Description: Your trained reexes allow you to dodge incoming blows when wearing no heavy
armor. By suddenly rushing sidewards you now can often escape your hostile attacks.
46
4.1. Defense - Armors Types and Blocking
Notes: To use this power ingame, press the sprint button, while moving sidewards. You can also
dodge backwards, but this is usually less eective.
Finesse [requires skill 25]
Description: You inict increased damage with all your power attacks, for you're able to hit more
precisely.
Agile Spellcasting [requires skill 50]
Description: You learned how to avoid the limitations light armors bestow upon somatic spell
components. Thus, you can cast spells in them unhindered.
Dexterity [requires skill 50]
Description: You are able to balance your weapon better. Thus, you can decrease the eort to
execute power attacks.
Vexing Flanker [requires skill 50]
Description: You deal more damage with melee weapons while you are running, for you have
learned to ank your enemies with ease.
Combat Reexes [requires skill 75]
Description: You've gained the ability to act faster in combat, though doing so will quickly
exhaust you.
Windrunner [requires skill 75]
Description: Your training increased your endurance and allows you to regenerate Stamina when
running and to regenerate it even faster while not wearing any Heavy Armor.
Meteoric Reexes [requires skill 100]
Description: Your reexes are lightning fast and grant you a chance to decrease the damage of
incoming melee attacks while not wearing any Heavy Armor.
4.1.3. Block Perks
Blocking is the warrior's primary survival skill; without blocking many incoming blows can prove fatal.
An experienced warrior can even turn his trusted shield into a mighty oensive weapon to stagger or knock
down his enemies.
Improved Blocking [requires skill 0]
Description: You strengthened your shield arm and trained to parry blows a little, thus you can
now block somewhat better.
47
4. Combat
Figure 4.3.: Blocking reects a warrior's skill in parrying and deecting blows and his aptitude with a
shield.
Disarming
Bash (75)
Unstoppable
Charge (100)
Overpowering
Bashes (50)
Experienced
Blocking (20)
Improved
Blocking (0)
Strong
Grip (15)
Powerful
Bashes (25)
Defensive
Stance (75)
Elemental
Protection (50)
Strong Grip [requires skill 15]
Description: You hold on to your shield like you would hold on to your life. Blocking is even
more eective and your equipped shield weighs less.
Experienced Blocking [requires skill 20]
Description: Be it with a weapon or a shield - you can block almost any blow with a rock-solid
condence. Also, when being hit while blocking, you feel the adrenaline rushing through your veins,
granting you a slight stamina bonus.
Powerful Bashes [requires skill 25]
Description: By gathering your strength for a short while, you can performa much more powerful
bash. Bashing an enemy like this with your shield or the pommel of your two-handed weapon will
likely put him o balance.
48
4.2. Oense - Weapon Types and Special Attacks
Elemental Protection [requires skill 50]
Description: You've learned how to block damaging spells so that you can now increase your
resistance against them when blocking with a shield.
Overpowering Bashes [requires skill 50]
Description: You put all of your power into your shield bashes, often overpowering your foes.
They will be staggered much more now and likely will even trip and fall.
Defensive Stance [requires skill 75]
Description: You have honed your defensive movements to perfection. Therefore, blocking in-
coming attacks will no longer slow you down.
Disarming Bash [requires skill 75]
Description: Sometimes, you are able to hit your foes with your bashes so precisely that they drop
their weapon because of the pain.
Unstoppable Charge [requires skill 100]
Description: When bull rushing with your shield raised, you are a tremendous force to deal with.
In addition to likely being knocked down, your unfortunate enemies will also suer serious wounds
from the impact itself.
4.2. Oense - Weapon Types and Special
Attacks
Dierent types of weapons now also have more distinguishable properties. While swords remain the fast
and agile all-round weapons of choice, axes and blunt weapons now have good reasons to be used too. A
sword may slice an unarmored opponent with a few slashes, but you will run into severe trouble if your
opponent is a heavily armored juggernaut. This is when a warhammer really comes in handy, especially
if you have the perks to use it properly. An axe on the other hand might be especially useful against
certain creatures, like Draugr (no veins to open, no organs to crush, so chop o their limbs) or Spriggans
(essentially they are living rewood) Bows are nowextremely powerful, a single arrowmight easily take
out an unarmored foe, but beware, your eective combat range is skill-determined and your bow is of little
use against heavily armored combatants. Crossbows on the other hand have a natural armor penetration,
but suer from a longer reloading time than bows need to redraw them.
49
4. Combat
4.2.1. Special attacks
Requiem features a number of special attacks you can execute to turn the tide to your favor. Some of these
attacks are available for everybody, some can be upgraded with perks and others can be used only when
you have a given perk. More information on the mechanics behind the knockdown eects can be found in
Knockdown attacks.
Bull Rush
The enemy stands in your way and won't let you pass? Then just charge and barrel into him with full force,
knocking him o his feet! If you sprint
*
directly into your enemy without executing any attacks. When
you hit the enemy, you have a certain chance to knock him down, which mainly depends on your mass
ratio.
In any case you will stagger him and deal some damage proportional to your mass, while he will
stop your charge. With the perk Relentless Onslaught you will be able to sprint in heavy armor without
tiring in an instant. Furthermore, it signicantly reduces the damage you take from melee attacks while
bull rushing. The perk Unstoppable Charge allows you to block while charging and, especially in heavy
armor, the condence gained by your trusty shield makes you move faster than when doing a normal bull
rush. Furthermore, the perk signicantly enhances the eectiveness of your bull rush when you charge
with your shield raised, dealing way more damage.
Mounted Charge Attack
As an alternative to a normal bull rush attack you can also charge with your trusted steed into battle. Just
sprint straight into your enemy, as you would do for a bull rush and let your horse trample them into the
ground. The main advantage in comparison to the bull rush is that your horse's mass is combined with your
own to determine the impact force, a successful knockdown is therefore more likely. As for the bull rush,
you rst need to build up some momentum before you can trample somebody (or something, in principle you
can also bull rush or trample creatures) and your charge will end after hitting the rst target.
*
You need to sprint for at least two seconds before the impact to acquire enough momentum.
are:
Undead are immune to anything below the ``Sophisticated'' tier.
Daedra and Automatons can only be aected by the ``Superior'' tier spells or higher.
Dragons are immune to all illusion spells.
*
For now, only illusion spells are included.
These are implemention-based restrictions, the long-termgoal is to simply give these creature types a higher natural resistance.
55
5. Magic
The level bound is replaced by a dynamic resistance chance which depends on the illusion skill of the caster
compared to magicka, illusion skill, level and magic resistance of the target (see section 6.1 for details).
This chance is evaluated directly after the spell's impact and every two seconds thereafter. Once the target
manages to resist the spell, it will be dispelled. If the target resists the spell directly on impact, it will
vanish without any eects. These spells grant no experience when cast, but give you an continuous stream
of XP as long as they aect the target.
5.1.1. Illusion Perks
Apart from the listed skill requirements all perks which aect a specic group of spells (like Visual Ma-
nipulation) have the additional requirement that you must know at least one of the mentioned spells.
Figure 5.1.: The School of Illusion involves manipulating the perception of the weak-minded.
Advanced
Illusion (20)
Fundamental
Illusion (0)
Phantas-
magoria (90)
Delusive
Phantasms (15)
Superior
Illusion (60)
Acoustic Ma-
nipulation (25)
Domina-
tion (90)
Pain and
Agony (50)
Otherwordly
Phantasms (45)
Masterly
Illusion (80)
Sophisticated
Illusion (40)
Shadow
Shaping (70)
Visual Manip-
ulation (35)
Environmental
Manipu-
lation (65)
Obliterate the
Mind (70)
56
5.1. Illusion
Fundamental Illusion [requires skill 0]
Description: You've taught yourself a few fundamental spells and learned how to cast them
with decreased eort while your newfound knowledge also allows you to augment the strength and
duration of all Illusion spells.
Delusive Phantasms [requires skill 15]
Description: You have studied the most common spell formulae that aect basic emotions like
fear, calmness and courage. Thus, you can empower related spells and increase their overall eec-
tiveness.
Advanced Illusion [requires skill 20]
Description: By further studying Illusion, you've gained knowledge of some advanced spells
which you can now cast with less eort. You also learned to augment the strength and duration of
Illusion spells further.
Acoustic Manipulation [requires skill 25]
Description: After studying spells like Mue, Arcane Resonance or Dampening Rune you are
now familiar with manipulating sounds. Thus, you can empower these spells and require less con-
centration to maintain them.
Visual Manipulation [requires skill 35]
Description: You experimented with spells like Dark Vision, Invisibility or Blur to manipulate
your surroundings. After a lot of training you can now empower those spells and concentrating on
them requires less eort.
Sophisticated Illusion [requires skill 40]
Description: By advancing even further in the school of Illusion, you've gained some sophis-
ticated spells and learned how to cast them more easily. You also can augment the strength and
duration of Illusion spells even more.
Otherwordly Phantasms [requires skill 45]
Description: You have extended your knowledge of aecting emotions, being able to turn your
foes into berserking maniacs or cause themto fall asleep with ease. You also learned howto empower
related spells.
Pain and Agony [requires skill 50]
Description: Having studied spells like Phantasmal Pain and Waking Nightmare, you can now
invoke terrible agony in your foes with ease. In addition, you also learned how to empower related
spells.
57
5. Magic
Superior Illusion [requires skill 60]
Description: You've mastered the higher arts of Illusion and acquired some superior spells and
learned how to cast them more easily. You're also able to augment the strength and duration of
Illusion spells to almost otherworldly extends.
Environmental Manipulation [requires skill 65]
Description: After a long training with spells like Shadow Stride, Veil of Silence or Invisibility
and Muing Spheres you gained a deep insight into the connections between light and sound. You
can now empower these spells and maintain them with less eort.
Obliterate the Mind [requires skill 70]
Description: You have studied spells like Fog of Shadows, Phantasmal Killer and Blackout.
Thus, you can now empower them and shatter your foes' minds with ease.
Shadow Shaping [requires skill 70]
Description: By studying spells like Shadow Shield or Shadow Simulacrum, you gained even
deeper insights into the weave of shadows. Thus, you can empower them and cast them with less
eort.
Masterly Illusion [requires skill 80]
Description: Your knowledge of Illusion has become all-encompassing. You can cast even Master
spells, of which you developed one yourself, with less eort and augment the strength and duration
of Illusion spells beyond mortal limits.
Domination [requires skill 90]
Description: Having studied spells like Phantasmal Miasma and Mind Maelstrom, there is no
thinking being that can escape your inuence. <Br> Also, these spells can now be empowered and
require less eort while casting and maintaining them.
Phantasmagoria [requires skill 90]
Description: You have mastered the most powerful forms of Shadow Magic. Therefore, spells
like Veil of Shadows, Shadow Sanctuary and Mistress of the Dark can now be empowered and cast
with highly decreased eorts.
5.1.2. Illusion Spells
Please note that all spells are listed with their base magnitude and duration. Taking the respective perks
and advancing your skill in this school will dramatically enhance their power.
58
5.1. Illusion
Charming Touch [Fundamental Illusion, Base Magicka Cost: 150]
Description: The touched target considers the caster a good friend and stops all hostilities for
up to 40 seconds. If empowered, the strain drains 2 magicka and stamina per second.
Darkvision [Fundamental Illusion, Base Magicka Cost: 50]
Description: With a whispered word and a magical gestures, the caster's eyes become able to
reveal what lies hidden in the dark. Empowering the spell grants nightvision. Upkeep-Cost: 2
Frightening Orb [Fundamental Illusion, Base Magicka Cost: 150]
Description: The caster evokes an orb of vile, red magical energy. If a target is hit by this orb,
it will ee in despair for up to 40 seconds. If empowered, the target is so terried that it totally
neglects its defense and loses 30 armor rating.
Lionheart [Fundamental Illusion, Base Magicka Cost: 150]
Description: The caster's touch inspires valor. The target will not ee and gains 25 extra stamina
and magicka for up to 40 seconds. If empowered, the target will also regenerate these attributes
50% faster.
Arcane Resonance [Advanced Illusion, Base Magicka Cost: 150]
Description: The caster creates a loud noise at the target location, distracting nearby enemies.
If empowered, the noise binds the attention of nearby targets to its origin, decreasing their ability
to spot distant targets by 20% for 30 seconds.
Blur [Advanced Illusion, Base Magicka Cost: 75]
Description: The caster becomes blurred and takes randomly decreased damage from ranged
attacks and gains 50 armor rating. Empowering the spell signicantly improves the ranged damage
reduction. Upkeep-Cost: 5
Enraging Orb [Advanced Illusion, Base Magicka Cost: 250]
Description: The target hit by this orb will attack anything nearby for up to 30 seconds. Em-
powering the spell causes a tireless rage, increasing damage and stamina regeneration by 25%.
Hibernation Touch [Advanced Illusion, Base Magicka Cost: 250]
Description: The touched target will fall into a deep slumber for up to 40 seconds. Empowering
causes an uneasy sleep, reducing magicka and stamina regeneration by 30%.
Notes: This spell does not allow you to perform a sneak attack against the target. To instantly kill
the target, you have to use the empowered Nightmare spell.
59
5. Magic
Invisibility [Advanced Illusion, Base Magicka Cost: 100]
Description: The caster becomes invisible until he interacts with the environment. The caster
also gains 40 armor rating while he cannot be aimed at precisely. If not empowered, the spell breaks
if the caster runs. Upkeep-Cost: 5
Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately.
This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
Mue [Advanced Illusion, Base Magicka Cost: 80]
Description: The caster mues his movement, reducing the generated noise by 30%. If not
empowered, the caster can only move at walking speed. Upkeep-Cost: 3
Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately.
This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
Rune of Dampening [Advanced Illusion, Base Magicka Cost: 275]
Description: Places an arcane rune on the ground which absorbs all sound generated by nearby
cast illusion spells. If not empowered, the rune also drains the spell's essence, increasing casting
costs by 20%
Enraging Rune [Sophisticated Illusion, Base Magicka Cost: 400]
Description: The targets crossing this rune will attack anything nearby for up to 30 seconds.
Empowering the spell causes a tireless rage, increasing damage and stamina regeneration by 25%.
Frightening Sphere [Sophisticated Illusion, Base Magicka Cost: 400]
Description: The caster unleashes an orb which will explode upon impact. Aected targets
will ee in despair for up to 30 seconds. If empowered, the targets are so terried that they totally
neglect their defenses and loose 25 armor rating.
Hibernation Spray [Sophisticated Illusion, Base Magicka Cost: 400]
Description: The targets in the cone will fall into a deep slumber for up to 30 seconds. Empow-
ering causes an uneasy sleep, reducing magicka and stamina regeneration by 30%.
Notes: This spell does not allow you to perform a sneak attack against the target. To instantly kill
the target, you have to use the empowered Nightmare spell.
Nightmare [Sophisticated Illusion, Base Magicka Cost: 300]
Description: The touched faces his worst nightmare, dealing 10% less damage for up to 30
seconds. Empowering the spell can kill sleeping targets instantly.
Phantasmal Pain [Sophisticated Illusion, Base Magicka Cost: 300]
Description: The touched target believes to have suered a grievous wound, reducing health by
40 for up to 30 seconds. If empowered, the severe pain also reduces movement speed by 10%.
60
5.1. Illusion
Shadow Shield [Sophisticated Illusion, Base Magicka Cost: 150]
Description: The caster shifts his body partially out of this plane, raising his armor rating by
30. Empowering the spell grants immunity to most impact eects and increases his attack speed by
10%. Upkeep-Cost: 5
Shadow Stride [Sophisticated Illusion, Base Magicka Cost: 100]
Description: The caster becomes invisible until he interacts with the environment. The spell also
increases armor rating by 40 and reduces movement noises by 40%. Sprinting will break the required
concentration for this spell. If the spell is not empowered, running will also break it. Upkeep-Cost:
8
Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately.
This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
Blackout [Superior Illusion, Base Magicka Cost: 800]
Description: The caster evokes an orb that causes a mental blackout on impact, draining 10 mag-
icka per second and reducing the magicka regeneration by 50% for up to 24 seconds. If empowered,
the spell also negates the victim's every thought, causing unconsciousness for up to 4 seconds.
Fog of Shadows [Superior Illusion, Base Magicka Cost: 750]
Description: The caster evokes vile shadow magic, weaving pure darkness into a maddening fog
that renders those within its bounds more susceptible to illusions for up to 24 seconds. If empowered,
it reduces magicka regeneration and skills by 10%.
Invisibility Sphere [Superior Illusion, Base Magicka Cost: 200]
Description: The caster creates a 13 foot wide sphere which renders nearby allies and himself
invisible until they interact with the environment. All inside the sphere also gain 40 armor rating
while they cannot be aimed at precisely. If not empowered, swift movement will break the spell.
Upkeep-Cost: 5
Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately.
This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
Muing Sphere [Superior Illusion, Base Magicka Cost: 200]
Description: The caster creates a sphere which dampens all sound caused by movement by 40%.
The sphere has a radius of 11 feet. If not empowered, the spell breaks if the caster attempts to move
swiftly. Upkeep-Cost: 3
Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately.
This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
61
5. Magic
Phantasmal Killer [Superior Illusion, Base Magicka Cost: 900]
Description: The caster commands a weak-minded humanoid target to kill itself by cutting its
arteries, causing it to faint and die soon after because of the severe loss of blood. Empowering the
spell will cause a terrible heart attack, likely killing the target outright.
Shadow Simulacrum [Superior Illusion, Base Magicka Cost: 300]
Description: The caster calls upon the power of shadow magic, weaving darkness into a semi-
real illusion of a dremora. Those who realize the deception suer less grievous wounds from him.
Empowering the spell allows the shadowweave to quickly restore itself after being severed. Upkeep-
Cost: 7
Veil of Silence [Superior Illusion, Base Magicka Cost: 200]
Description: The caster enshrouds himself in a veil of silencing shadows that absorbs whatever
sound is caused by his illusion spells and 40% of the noises caused by his movement. If not empow-
ered, the caster cannot maintain the spell while moving swiftly. Upkeep-Cost: 6
Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately.
This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
Mind Maelstrom [Masterly Illusion, Base Magicka Cost: 1100]
Description: The caster unleashes an orb which will release a huge mind maelstromupon impact.
Its victims may be aected randomly by fear or charm eects. If empowered, the victims can also
be aected by frenzy or sleep.
Mistress of the Dark [Masterly Illusion, Base Magicka Cost: 500]
Description: The caster calls upon the power of shadow magic, weaving darkness into a semi-
real illusion of a dremora countess. Those who realize the deception suer less grievous wounds from
her. Empowering the spell will make her move like lightning. Upkeep-Cost: 5
Phantasmal Miasma [Masterly Illusion, Base Magicka Cost: 300]
Description: The caster creates a 10 foot wide sphere of doom and suering, causing illusions
of painful injuries. Targets who do not resist the spell have their health reduced by 40 as long they
stay within the bounds of the aura. If empowered, the severe pain also reduces movement speed by
10%. Upkeep-Cost: 5
Shadow Sanctuary [Masterly Illusion, Base Magicka Cost: 500]
Description: The caster shifts his body out of this plane, becoming invisible and invulnerable.
It also reduces his movement noises by 40% and negates all his damage done. If the spell is not
empowered, running or sprinting will break it. Upkeep-Cost: 6
Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately.
This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
62
5.1. Illusion
Veil of Shadows [Masterly Illusion, Base Magicka Cost: 400]
Description: The caster creates a 11 foot wide sphere which enshrouds nearby allies and himself,
making them invisible until they interact with the environment. The sphere also reduces the noise
caused by movement by 40% and grants 40 armor rating. If not empowered, the caster cannot
maintain the spell while moving swiftly. Upkeep-Cost: 4
Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately.
This spell is released by using the lesser power you gain upon casting the spell, not by recasting it.
63
5. Magic
5.2. Alphabetical
Index of Spells
Arcane Resonance [Advanced Illusion]
Blackout [Superior Illusion]
Blur [Advanced Illusion]
Charming Touch [Fundamental Illusion]
Darkvision [Fundamental Illusion]
Enraging Orb [Advanced Illusion]
Enraging Rune [Sophisticated Illusion]
Fog of Shadows [Superior Illusion]
Frightening Orb [Fundamental Illusion]
Frightening Sphere [Sophisticated Illusion]
Hibernation Spray [Sophisticated Illusion]
Hibernation Touch [Advanced Illusion]
Invisibility [Advanced Illusion]
Invisibility Sphere [Superior Illusion]
Lionheart [Fundamental Illusion]
Mind Maelstrom [Masterly Illusion]
Mistress of the Dark [Masterly Illusion]
Mue [Advanced Illusion]
Muing Sphere [Superior Illusion]
Nightmare [Sophisticated Illusion]
Phantasmal Killer [Superior Illusion]
Phantasmal Miasma [Masterly Illusion]
Phantasmal Pain [Sophisticated Illusion]
Rune of Dampening [Advanced Illusion]
Shadow Sanctuary [Masterly Illusion]
Shadow Shield [Sophisticated Illusion]
Shadow Simulacrum [Superior Illusion]
Shadow Stride [Sophisticated Illusion]
Veil of Shadows [Masterly Illusion]
Veil of Silence [Superior Illusion]
64
Game
Mechanics
6. Game Mechanics
6. Game Mechanics
This part of the manual contains more in-depth information about the game-mechanics used by Requiem.
Reading this section might help you get a deeper understanding of Requiem, but it is not mandatory to
play the mod.
6.1. Resistance versus illusion spells
Whenever an oensive illusion spell is cast, the game calculates a ``break-free chance'' for the victim. This
chance is afterwards compared to the result of a random number generator (imagine it as a dice throw).
If the generated number is smaller than the chance, the target immediately resists the spell, otherwise it
is aected. If the target is initially aected by the spell, the chance is evaluated
*
once again every two
seconds. If the target again does not break free from the spell, the eect continues until it is nally resisted
or its natural duration expires.
The calculation of the break-free chance is a comparison between the caster's spellpower, determined by her
illusion skill, and the willpower of the target, determined by level, magicka pool, illusion skill and magic
resistance; the precise relation is given by:
Break Free
Chance in %
=
1
1 + 0.5
[
0.01
|
|
+
25
2
+ 2
2
+ 20
2
(1 +
) (
+ )
2
]
(6.1)
0 else
(6.2)
all values are specic to the corresponding attribute
= scaling prefactor // = base health/magicka/stamina
= the threshold value
//
= weighting factor for health/magicka/stamina
Figure 6.2.: The progression curves for your derived attributes, illustrating Equation 6.2. The parame-
ters for each derived stat are shown in the following table. All bonuses are in %, except the
``unarmed damage'' and the carry weight, these are absolute values.
attribute
attribute
magic resistance 1 150 0.0 1.0 0.0 magicka regeneration 8 100 0.0 1.0 0.0
disease resistance 4 100 0.4 0.0 0.6 poison resistance 4 140 0.6 0.0 0.4
stamina regeneration 8 100 0.0 0.0 1.0 unarmed damage 3 125 1.0 0.0 0.0
movement speed 5 125 0.2 0.0 0.8 carry weight 4 110 0.8 0.0 0.2
one-handed damage 4 150 0.5 0.0 0.5 two-handed damage 4 150 0.8 0.0 0.2
bow/dagger/unarmed damage 4 150 0.2 0.0 0.8
80 100 120 140 160 180 200 220 240 260 280 300
(Weighted and Summed) Base Actor value(s)
0
20
40
60
80
100
120
B
o
n
u
s
Magicka derived
Magicka regeneration rate
Magic resistance
Health+Stamina derived
Disease resistance
Poison resistance
Stamina regeneration rate
Unarmed Damage
Movement Speed
Carry Weight
Weapon Damage
68
6.3. The mass eect - how the weight of your equipment changes everything
You can check your current bonuses by visiting the page ``Derived Attributes'' from the ``Requiem - Skills
Menu'' in the mod conguration menu.
6.3. The mass eect - how the weight of
your equipment changes everything
The weight of your currently equipped gear has a signicant impact on many things you do. It aects your
mobility, your spellcasting and your combat eectiveness. Your character now has a dynamic ``mass''
which is dened by
= 1 +
1
100 [
equipped
armor
armor
+
equipped
weapons
weapon
]
(6.3)
where denotes the base weight (i.e without the 20% weight reduction for currently equipped armor
pieces) of the armor or weapon and the sums go over all pieces of equipment you have currently equipped,
with the exception of arrows and bolts. This mass factor is then used to determine several other statistics:
stamina costs for normal attacks are scaled linearly with your mass
without heavy armor training, power attack stamina costs are also scaled linearly by the mass
falling damage you receive now scales linearly with the mass
your movement noises generated while sneaking are also linearly amplied by your mass
nally it also aects your movement speed and your spellcasting costs (see formulas in Table 6.1)
movement speed
reduction in %
= ( 1) 50 (6.4)
spellcasting cost =
{
1
1
(6.5 )
= see table on the right
= base cost for spell
casting circumstances value in 6.5
only clothes worn 1.0
light armor without perk 2.0
light armor with perk 1.0
heavy armor without perk 5.0
heavy armor with perk 2.0
Table 6.1.: Spellcasting and movement penalties caused by the weight of your equipment.
The impact of wearing armor, especially heavy ones, is illustrated in Figure 6.3 for the casting of spells.
The light (or heavy) armor curves apply as soon as you wear at least one part of light (or heavy) armor. It
69
6. Game Mechanics
0 50 100 150
Weight of your worn armor and weapons
0
5
10
15
20
C
a
s
t
i
n
g
C
o
s
t
F
a
c
t
o
r
Worn Armor Type
Clothes only or
Light Armour with perk
Clothes+Light Armour or
Heavy Armour with perk
Heavy armour
Figure 6.3.: The impact of your worn armor and weaponry on spellcasting.
does not matter if it is a full plate armor or just a pair of gloves, but the weight dierence will actually
make them behave dierently. The perk Battle Mage, which is required to cast masterly spells in heavy
armor with reduced penalties, also grants a general reduction on all casting costs in heavy armor.
6.4. Thu'um mastery
In Requiem, you will actually have to learn the usage of the Thu'um to use it eciently. At the beginning
of the game, shouting will be a very exhausting task, requiring long pauses between consecutive shouts
(50%longer cooldowns than in Vanilla). In time you will gain more and more understanding of the Thu'um
by learning new words of the draconic language and honing your rhetoric skills by using the Thu'um.
The passive bonuses granted are similar to those granted by the derived attributes system discussed in the
preceding section: The bonuses for shout recovery time have a square root scaling and a threshold which
you must bypass before beneting from the bonuses. The detailed scaling rules are:
shout cooldown
reduction in %
=
2
3
[
known
+
mastered
+
usage]
(6.6)
70
6.5. Stamina costs for normal attacks
known
=
{
2
known
5
known
5
0 else
known
= number of thu'um words you know
mastered
= 5
mastered
mastered
= number of thu'um words you have mastered
usage
=
{
0.5
shouts
50
shouts
50
0 else
shouts
= how often you have alreaedy used your thu'um
The cooldown reduction described above is relative to the new cooldown times, not the vanilla ones.
6.5. Stamina costs for normal attacks
In contrast to Vanilla Skyrim, stamina is now an important attribute that determines the rise and fall
of any warrior. Running, sprinting, jumping, blocking and attacking, all these actions now cost stamina.
And without stamina you are exhausted and become a simple target for most enemies since you can no
longer block eectively and your attacks are also less dangerous. But the same also applies to your foes
The stamina costs for attacks apply a constant drain that is active until the character nishes the weapon
swing or res the arrow after drawing his bow. The precise formula for the drain is given in Equation 6.7.
stamina drain
per second
=
(
4.0
2
100
)
(
1
3
4
)
(6.7)
= current mass of the character = character's skill with the used weapon
= used weapon is a crossbow? = character has base perk for weapon?
= character is not dual-wielding or has the Flurry perk?
As it can be seen from the above formula, your prowess with the used weapon has a major impact on
how tiring the swings of your weapon are, as a grandmaster of your weapon the stamina drain is halved.
Furthermore, it can also be seen that special conditions apply for dual-wielding and the use of crossbows.
If you dual-wield, you need to have the ``Flurry'' perk to get the bonus from your one-handed skill applied
and if you use a crossbow the nal stamina cost is reduced by 75% since the crossbow only requires you to
aim.
*
*
Changes to the reloading mechanism are unfortunately not possible.
71
6. Game Mechanics
6.6. Knockdown attacks
The chance to knock down an opponent, or being knocked down yourself primarily depends on your mass
(see The mass eect - how the weight of your equipment changes everything). If an actor tries to knock
down another one, either with his natural attacks (bears and sabrecats for example can knock you down
with their power attacks) or with special attacks like Bull Rushing or Overpowering Shield Bashes, the
chance for success is given by:
Knockdown
chance in %
= 25 (1 + )
+ 0.5
(6.8)
= attacker is sprinting?