Remastered Combat

Oblivion:Remastered Combat

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Combat[edit]

Health[edit]

Health now regenerates outside of combat, just as it does in Skyrim. The rate of regeneration is determined by the player's Endurance. There is a new formula for calculating health. Total health is now equal to two thirds of strength plus four third of endurance plus one tenth of endurance per level up. The endurance per level up always rounds down to the nearest ten. This effectively means each point of endurance is twice as valuable toward a player's health as strength.

Mechanics[edit]

Combat has been overhauled, and the player can no longer attack opponents with infinite swings. The difficulty slider has been removed in favor of explicit difficulty settings: Master, Expert, Adept, Apprentice, and Novice, from highest to lowest.

  • Hit reactions have been added, with opponents animating differently depending on which part of their body was struck by an attack.
  • The player can no longer randomly become staggered while blocking. It now only occurs when blocking with Fatigue fully depleted.
  • New visual and sound effects have been added to make combat more immersive and dynamic.

Melee[edit]

Each melee weapon type now has its own moveset with unique animations, as well as combo attacks with finishing moves. The original movement-based power attacks earned from skill perks have been removed or adapted as part of the new movesets.

  • At journeyman rank, blade and blunt weapons power attacks now apply Weakness to Normal Weapons and Shield respectively.
  • At expert rank, blade and blunt weapons now have a chance to apply Bleed and Silence respectively.
  • At expert rank, blocking with shields now have a bash ability to stagger opponents.

In addition to this, the range of most melee weapons has been reduced.

Ranged[edit]

  • Projectile speed has been increased.
  • All bows have had their damage increased.
  • Almost all arrows, save for Arrow of Extrication have had their damage increased. The exact damage values can be found at Ammunition subpage.
  • Projectile rigidity has been changed.
    • Arrows are always able to be recovered from corpses after shooting, rather than having a 50% chance of breaking like in the original version.
    • Arrows shot at skeletons now stick to the model and can be looted from the corpse instead of bouncing off after hitting and landing on the floor.
  • A new setting for Aim Assist has been added, but can only be used when playing with a controller.
  • Opening a container with a bow drawn now cancels the attack and returns the arrow to the quiver.

Magic[edit]

Example of Clairvoyance spell in action
  • Spells can no longer be cast while blocking.
  • Sheathing a Bound Weapon no longer Dispels it. As the player is still unable to change weapon while spell lasts, this means the only way to get rid of a bound weapon prior to effect running out is the usage of a Dispel effect.
  • A new Clairvoyance spell has been added, guiding the player towards their current objective in a similar fashion to the same spell featured in Skyrim.
  • The bonus for The Lord birthsign has been changed to grant a 15% Shield and 15% Resist Magic constant effect instead of the Blood of the North lesser power and Trollkin ability.
  • Magicka regeneration is now a flat value per second, determined by your Willpower, rather than a percentage of your maximum magicka. Increasing your maximum magicka no longer affects your magicka regeneration in any way.

Stats[edit]

  • Damage for daggers and shortswords is now determined by Agility rather than Strength.
  • Fatigue is no longer tied with damage calculations directly, instead disallowing power attacking with low fatigue.
  • Many creatures have had their Fatigue reduced.
  • Several creatures have had their Health and damage adjusted.
  • Several weapons have had their reach and damage slightly modified.

Locomotion[edit]

  • The player can now sprint, just as in Skyrim. Sprinting rapidly consumes Fatigue, but perks for the Athletics skill have been changed to reduce Fatigue consumption while sprinting.
  • The dodge ability is now a dash instead of a roll, and is unlocked at apprentice rank instead of journeyman.
  • General player locomotion has been overhauled.
    • The player moves faster than in the original game, and velocity is applied to their movement causing it to accelerate and decelerate.
    • Inertia is applied when moving uphill, slowing movement.
    • A buoyancy system has been implemented, making the surface of water apply resistance to the player as they immerse into water.
    • The player no longer gradually slides down steep slopes and ledges.
  • Jumping consumes less Fatigue than in the original game.
  • Enemy movement speed has been reduced to add more weight to combat movement.
  • Horses have had their movement speeds increased.