Iliac Codex

Reference

Classic rules, for when the mods are off

What changes if you switch the built-in mods off offline: the classic formulas for hits, damage, loot, repairs, loans and starting spells.

Offline you can switch the built-in mods off in the Mods pane. This page lists the classic rules you then get, next to the defaults the rest of the codex describes. See Which rules apply for the mods themselves. Online none of this applies: the room fixes the mods on.

Combat (Physical Combat And Armor Overhaul off)

Default (overhaul on)Classic
ArmourCuts the damage of a blow that landsMakes you harder to hit
Skill to hit1.5 × your weapon skillSkill counts once
Stats to hitLuck ÷ 10, Agility ÷ 4, Speed ÷ 8(Luck difference) ÷ 10 + (Agility difference) ÷ 10
Expertise InA bonus worked out from your stats+ your level to hit, + (level ÷ 3) + 1 damage
Racial bonusStat-driven, for six racesWood Elf + level ÷ 3 with bows, Dark Elf + level ÷ 4 with any weapon, Redguard + level ÷ 3 with anything but bows, both to hit and damage
Weapon material to hit2 per grade of bonus, plus 210 per grade of bonus
Metal a monster needsA weapon below it just hits weakerA weapon below it does nothing
Critical StrikeRaises damage as wellRaises hit chance only

Monsters

Meaner Monsters off gives the classic health, damage, level and armour. Each monster’s classic stats are listed on its page in Enemies, under Classic stats, wherever they differ.

Loot and drops (Unleveled Loot and the loot rebalance off)

  • Gold from a table is its range times the dropper’s level, and it is not divided on a corpse.
  • Weapon metal depends on your level. Take your level minus 10, doubled if positive and quadrupled if negative, add a random 0 to 255, and keep the result between 0 and 256. Then step along the metals, taking off each one’s share in turn: iron 64, steel 128, silver 10, elven 21, dwarven 13, mithril 8, adamantium 5, ebony 3, orcish 2, daedric 5. So a level 1 character sees silver or elven about one drop in ten and nothing better, and a high level one sees more of the rare metals.
  • Armour type is a roll of 1 to 100: leather under 70, chain 70 to 89, plate 90 or more. A plate piece’s metal uses the same ladder as a weapon.
  • The classic loot tables are different from the rebalanced ones in Loot tables.

Repairs, prices and banking (Roleplay & Realism off)

  • A smith’s repair costs a flat tenth of the item’s value, however damaged it is, before this game’s division by three.
  • A bank loan is capped at 50,000 gold per level.
  • Items cost their classic prices and weights, and bows and swords have their classic damage ranges. Where an item changed, its classic value is listed on its page in Items.
  • Underworld guilds never expel members.

Starting spells and gear (Roleplay & Realism: Items off)

  • Your class gives you 100 gold and its own weapon, not a kit chosen by skill.
  • Starting spells come from your class: the Mage and Sorcerer start with Fenrik’s Door Jam, Slowfalling, Buoyancy, Balyna’s Balm and Shock; the Spellsword with Shock, Chameleon and Slowfalling; the Battlemage with Shock, Buoyancy and Slowfalling; the Healer with Balyna’s Balm, Buoyancy, Fenrik’s Door Jam and Slowfalling; the Nightblade with Chameleon and Buoyancy; the Bard with Slowfalling. Other classes start with none.
  • A custom class with a magic skill among its primary or major skills gets the Spellsword set.

Levelling

The classic levelling system, one of the two offered at character creation, is described on Levelling and skills. Which one you use is a choice of your character, not a mod you switch off.