Iliac Codex

Your character

Advantages and disadvantages

The price of every special advantage and the refund of every disadvantage.

Positive numbers raise your difficulty; negative numbers lower it. You can take at most 7 advantages and 7 disadvantages.

Rules the builder enforces

  • The same pick cannot be taken twice. Each weapon, shield or effect is a separate pick, so forbidding all four shield types is four picks worth −1 each.
  • Expertise In and Forbidden Weaponry cannot name the same weapon.
  • Bonus to Hit and Phobia cannot name the same enemy.
  • For any one effect (fire, poison, paralysis and so on), only one of Immunity, Resistance, Low Tolerance or Critical Weakness may be taken.
  • Only one Increased Magery, one Darkness-Powered Magery and one Light-Powered Magery.

Advantages

PickChoicePoints
Acute HearingHear enemies sooner.—+1
Adrenaline RushStronger when badly hurt.—+4
AthleticismBetter running, jumping and climbing.—+4
Bonus to HitCannot share an enemy type with Phobia.Animals+6
Daedra+3
Humanoid+6
Undead+6
Expertise InA bonus to hit and damage with that weapon type, worked out from your stats. Cannot share a weapon with Forbidden Weaponry.Axe, Blunt Weapon, Hand-to-Hand, Long Blade, Missile Weapon, Short Blade+2
ImmunityExcludes Resistance, Low Tolerance and Critical Weakness for the same effect.To Disease, To Fire, To Frost, To Magic, To Paralysis, To Poison, To Shock+10
Increased MageryOnly one per class.INT in Spell Points+2
1.5× INT in Spell Points+4
1.75× INT in Spell Points+6
2× INT in Spell Points+8
3× INT in Spell Points+10
Rapid HealingGeneral+4
In Darkness+3
In Light+2
Regenerate HealthGeneral+14
In Darkness+10
In Light+6
While Immersed in Water+2
ResistanceThe cheaper cousin of Immunity.To Disease, To Fire, To Frost, To Magic, To Paralysis, To Poison, To Shock+5
Spell AbsorptionGeneral+14
In Darkness+12
In Light+8

Disadvantages

PickChoicePoints
Critical WeaknessTo Disease, To Fire, To Frost, To Magic, To Paralysis, To Poison, To Shock-14
DamageFrom Holy Places-6
From Sunlight-10
Darkness-Powered MageryOnly one per class.Lower Magic Ability in Daylight-7
Unable to Use Magic in Daylight-10
Forbidden Armor TypeChain-2
Leather-1
Plate-5
Forbidden MaterialAdamantium-5
Daedric-2
Dwarven-7
Ebony-5
Elven-9
Iron-1
Mithril-6
Orcish-3
Silver-6
Steel-10
Forbidden Shield TypesEach shield type is a separate pick.Buckler, Kite Shield, Round Shield, Tower Shield-1
Forbidden WeaponryEach weapon type is a separate pick.Axe, Blunt Weapon, Hand-to-Hand, Long Blade, Missile Weapon, Short Blade-2
Inability to Regen Spell Points—-14
Light-Powered MageryOnly one per class.Lower Magic Ability in Darkness-10
Unable to Use Magic in Darkness-14
Low ToleranceTo Disease, To Fire, To Frost, To Magic, To Paralysis, To Poison, To Shock-5
PhobiaAnimals, Daedra, Humanoid, Undead-4

Good value, whatever you play

  • Expertise In (+2). The cheapest real combat boost in the game: a bonus to hit and to damage with the weapon type you name, worked out from your stats. Name the type you will actually use. See Combat basics.
  • Resistance (+5) instead of Immunity (+10). Resistance To Paralysis is a common pick, since being paralysed alone in a dungeon is how characters die.
  • Forbidden restrictions are free points when they cost you nothing. Forbid the weapons, armour and shields your class would never use: a bow user forbids shields (−1 each), a caster forbids axes and plate, a fighter forbids bows. Each is its own pick.
  • Increased Magery turns Intelligence into spell points, from +2 for one times up to +10 for three times. Only casters need it.
  • Skip Regenerate Health (General) at +14. That is the same price as raising hit points per level from 8 to 22.