ELDER SCROLLS VI - Dominion - Differences from SkyrimGeneral* Instead of holds, Summerset is divided into baronies, each of which is centered in a city or town. Each barony tracks crime seperately. Each barony also has a seperate economy, many of which you can influence through various positive and negative actions. The Imperial City is a barony in itself.
* In respect to fervent complaints about Skyrim's Thieves' Guild quest (and others), none of the questlines require that the player commit their life, service, or soul to any of the daedric princes. For those eager to do so, daedric quests and artifacts can make a return.
* Increased maximums in skills exist, based on race. Any skill that is 20 initially tops out at 110 instead of the usual 100. The skill that starts at 25 (Two-handed for Nords, Destruction for Dunmer, etc.) has a maximum value of 120. Level cap is presumably increased to about 85-87.
* There are fewer essential characters, so you can "bust" a lot of non-mandatory quests. However, faction leaders and high-ranking elves are essential (at least, before the game allows you to kill them. As an alternative, attacks on them could result in the player being attacked by guards and dying instantly and unavoidably.
* The player will sink while wearing heavy armor, and can only swim slowly while wearing light armor. However, the player can only swim while in slallow water: coastal areas, rivers, or lakes. They cannot swim between islands, due to the carnivorous eels that live in deep water. Swimming players are warned when they approach deep water, and are instantly and unavoidably devoured when they reach it, regardless of level.
* As an anti-grinding measure, self-healing spells cease to level up Restoration beyond 50. Attacking essential characters does not level up fighting skills (this includes One-Hand, Two-Hand, Archery, and Destruction).
* The player cannot, under normal circumstances, change most aspects of their appearance. They can alter thair hairstyle, shave/restore facial hair (males only), or add/remove face paint, with the assistance of a barber. Each large city has one. Once you have purchased one of the large manors, Miles can provide this service at no charge.
Combat* Diminished Dual-wielding: Using two weapons simultaneously in combat makes each do only 75% damage, unless you train with Yadbaam. Sword n' Board or Sword n' Spell do normal damage regardless.
* If you train with Yadbaam, Dual-wielding does 100% damage. You also gain the Dual Wield Block power: pressing R2 with that power selected will allow you to use crossed weapons to ward off blows. This power functions like any other Block, though less effectively than a shield or two-handed weapon.
* Powers, not Shouts. You can only unlock one Shout (the ever-popular Fus-ro-dah). However, in addition to it, you start the game with your standard racial power, and can add Beast Transform and Dual-Wield Block. Other powers might become available as well, as part of various questlines.
* Spears, halberds, spiked clubs, and flails can be obtained or crafted. Redguard swords can also be crafted, as can katanas (now two-handed weapons). There are no dragons in the game, but dragon bone and scales can be found, and weapons/armor crafted from them by master smiths.
* Combat perks exist, but are fewer and less powerful. Fighting prowess is much more a function of skill level than perk selection.
* The player cannot save the game while in active combat.
Crafting* Smithing can only improve weapons so much, in terms of armor quality/value. No matter what ring/amulet/potion you use, degree of smithing improvement is capped at +5 (equivalent to Epic in Skrim) or 183.3% of base value.
* Smithed armor and weapons gradually lose their temper with use, and must be periodically re-smithed to retain their enhanced effectiveness.
* Gifts for certain NPC's (especially family) may be obtained or crafted: bouquets of flowers or jewelry or fine clothing for spouses. Or, child's clothing, dolls (from cloth and sawdust), stuffed toys, or various treats for children. Younger kids can receive wooden swords; only older kids can be given weapons.
* Realistic potion valuation system:
---- Positive and negative effects cancel out. Fortify Two-handed 200 + Reduce Health 100 = Net value of 100
---- Non-related effects go by the greater effect. Fortify Destruction 250 + Fortify Lockpick 150 = Net value of 250
---- Related effects are added together. Fortify Light Armor 200 + Fortify One-handed 250 = Net value of 450.
* Alchemy and Enchanting perks are fewer in number and somewhat less effective.
* Enchanting is less potent. Even with maximum perks, player enchantments top out at about 60% of the maximum power possible, compared to 80% for the best available professionally enchanted items. Only certain unique legendary items have the most powerful enchantments in existence (100%).
* Purchased enchantments are priced cumulatively. If a +5 Fire Damage spell cost 1,000 gold, a +10 might cost 3,000 and a +15 would run 6,000.
Traveling* Sleeping outdoors and in the wild will not result in death, since Summerset's climate is fairly temperate. It may result in the player being robbed of a small to moderate amount of gold, or attacked in their sleep (they cannot be directly killed thus). Only rented and owned beds are safe.
* Wagons are found outside of all barony capitals. They provide reasonably priced (free under certain circumstances) and
100% safe transport to other major locations.
* Fast traveling without wagons is possible, but it's
not safe. The player has a sizable chance (which increases based on distance, time of day, and location) of being attacked en route. Once the threat has been managed via escape or combat, the player can resume the fast travel, or stay to loot the bodies.
Choices and Consequences* Post-Main Quest encounters with disgruntled enemies are possible. If you favored the Dominion, you will be attacked by Invisible Hand operatives. If you defeated the Dominion, Thalmor assassins will go after you.
* If you have a bad reputation from having destroyed the economies of towns or baronies, you will also be attacked by gangs of mercenaries, whether you've completed the Main Quest or not.
* Followers can be enlisted, either by pay or by favor, by a system similar to that of Skyrim. Mercenary followers may require additional coin to be paid to them on a weekly basis (instead of a one-time fee of 500-gold, they might require 250 gold per week).
* Some followers are friendly to or opposed to the Aldmeri, and will abandon you once you commit to the opposite side, others are neutral and will stay with you regardless. Mercenary followers are always neutral.
Lodging and Storage* You can acquire beds and secure storage in various places. You can purchase rooms or cottages, and marry certain (neutral) NPC's at any time. Rooms or cottages consist of a double bed, storage space, and little else.
* Items left in non-secure storage
will disappear in a certain amount of time. Only storage in player-owned spaces (rooms, cottages, and manors) is secure. Storage in rented rooms at inns is secure only for the duration of the rental, then items left there will disappear. Chests in dungeons are secure until the player peeks inside them. Unclaimed items can and will disappear after that. This should relieve save file size issues.
* The two largest homes only become available at the end of the main quest: one is a large, somewhat run-down beach house on the outskirts of Firsthold, overlooking the glorious Summerset seaside. The other is a towering but dilapidated manor in the heart of beautiful Sunhold. Whether you support the Dominion or the Coalition, you can choose either of the two houses as your own (though not both), or defer your choice and continue to live in a room or cottage.
* Unlike most homes, which are furnishable but unstaffed, when you obtain a a big house (you can't purchase one), you are assigned a steward, a male Imperial named Miles. Through him, you can see to repairs around their new estate, by paying or possibly by furnishing necessary materials (cutting wood, mining stone, smithing metal, etc). They can pay for other improvements, too. Miles is an essential character.
* Each house has several "spaces" in addition to its main hall. One large one is automatically purposed as a bedroom for player and spouse. The steward is assigned a small one (and it's furnished already). Other possibilities include a children's room with up to three beds, storage, armory, greenhouse, and most or all of the options presented in Hearthfire, though the spaces are mostly interchangable. Outdoor improvements (forge, stable, etc.) are also available for construction or purchase.
* You can purchase themes for either of the two larger homes, once they have been fully repaired. This will modify both the house's interior and exterior to suit your personality. Once bought/constructed, themes are yours for good: you can revert to an old theme by taking it out of storage.
Domestic Life* Children of most or all races exist, and at three age levels: young ones (about 7), preteens (11 or so), and teens (about 14). All are essential, regardless of race or gender or age range. Teens might possess the ability to fight (and be hit), but will turn and run when their health is reduced. Preteens and young ones cannot even take damage, and will flee when hit.
* For logistical reasons, biological reproduction remains impossible, but adoption makes a return. There are children in the capital city's (competently run) orphanage who can only be adopted by those who serve the Dominion, and orphans in and around Firsthold who can only be adopted by those who aid the coalition.
* There are also kids on the street who can be taken in by anyone. For them, there may be alternate ways to aid them. One child might have relatives in another hold; you could reunite them. Raising a given city's rating to Prosperous may get another youngster taken in by a merchant suddenly in need of an apprentice. There should never be a child like Sofie, condemned to sleep in a snowbank because the Dragonborn adopted Blaise and Lucia.
* Some marriable NPC's are affiliated with one side or the other. They cannot be married until you are committed to supporting their side, or possibly until the main quest has been resolved.
* Your relationship with spouse and children can be improved or worsened. The former happens with your spouse if you bring gifts, spend time at home, or (if you're at the manor/beach house) make repairs around the place. With your kids, your relationship gets better if you play/train with them or give them a good allowance. Strengthening family relations will grant stronger Lover's Comfort and Parent's Love bonuses.
* Staying away from home or (especially) attacking spouse, children, or pets will cause relationships to deteriorate. Eventually, your spouse will divorce you or your child will run away. You can remarry, but you cannot replace runaway children (they disappear from the game).
* Just as your spouse can divorce you, you can divorce your spouse, and remarriage is possible. It is also possible if your spouse dies. If you murder your spouse (even if you get away with it), you
cannot remarry, however: the priestess at the temple will know the truth and refuse to give you another amulet. If your adopted child runs away, word of your incompetence as a parent spreads; you cannot adopt another.
Finance* There are more uses for money. Instead of investing small amounts of money in local businesses, you can invest large amounts for a share of the profits, and even huge amounts for part ownership, and a more sizable share. You can also make large charitable donations in certain cities.
* Investments in businesses and charitable donations, as well as other helpful actions (eliminating bandit gangs, for instance) will improve the Prosperity rating on the cities you aid/serve: streets will be cleaner, beggars and skeevers will disappear, and you will hear people make positive remarks. Local merchants will give you a discount, and some services will be free.
* Negative consequences for evil acts like theft, assault, and especially murder go beyond bounty and/or imprisonment. Your reputation will suffer, and not only will you be reviled and have to pay higher prices, but the Prosperity rating in the area will decline. Beggars will be more common, skeevers will multiply, and negative remarks will be heard. And as mentioned, mercenaries will come after you.
Shortcuts* Skipping all Tutorials - Players who want to get into the open world as quickly as possible may want to skip the tutorial sequence. They can choose to do so,
but will be denied the opportunity to loot fallen enemies. They will begin on the the outskirts of Firsthold with only the items that Tragil directs the player to acquire in the tutorial, which are listed below.
* When captured by the New Stormcloaks, the player may then decline to aid them. They will remain as a "guest" in the camp until the boatman returns and transports them to the mainland. What they looted from the prison will be returned, but they will have no gold or other loot. If they want to do the main quest, they will have to go back and do the New Stormcloaks' quests anyway.
* Skipping the tutorial and declining to help the New Stormcloaks will give the player quick (&--#60; 5 min.) access to the open world of the Summerset mainland, but with only the following:
&--#62; A few food items, but no gold.
&--#62; One set of Leather Armor.
&--#62; One set of Leather Beacers.
&--#62; One set of Leather Boots.
&--#62; One Long Bow
&--#62; 15 Iron Arrows
&--#62; One Iron Sword
&--#62; One Small Wood Shield
&--#62; Players with racial specialization in Two-hand (like Nords) will have an Iron Greatsword instead of a sword, and no shield.
Real Life Mode* The following changes can be automatic, or presented as an optional game mode, similar to F: NV's hardcoe Mode:
* The player has to periodically consume food and rest. Drinking is automatic, since the player always has a water skin with him, and drinking as often as you would have to IRL is a hassle. Lack of food drains stamina, then health. Lack of sleep drains magicka (due to the loss of concentration that comes with it). Deprivation of either will cause you to die eventually.
* Riding a wagon will cause the player to automatically eat and sleep (it is presumed that food is included in your transport fee, and that you get some sleep while traveling).
Fast travel will not!* Diseases get worse over time, if left untreated. Ultimately, they cause death or severe debilitation.
* Health does not regenerate, except when sleeping (or using Restoration spells, of course). Magicka and stamina both regenerate over time, whether the player is awake or asleep.
Just a couple more posts to go...