Jump to content

Adella’s Survival Challenges


Adella

Recommended Posts

Hello everyone😀,

Welcome to Adella’s  Survival Challenges.

What kind of ‘Survival Challenge’?.....They are a tiered set of frameworks designed to test participants survival capability in Skyrim.   Each trial is not a competition per se, rather a personal challenge, although we like to compare notes and progress between participants. There is no prize for getting to the end, but the satisfaction and kudos of the accomplishment may give you a nice warm feeling inside.

There are two distinct types to choose from. The Gemstone Series based upon never levelling up and the Metal Series based upon regular levelling and perking skills.

How do they work?....Progressively each challenge works by reducing the help from assets and mechanics you can obtain in game, to make it more difficult and thrilling to play.  There are no lethal climate survival or Creation Club offerings, and required mods are both few and commonly available...in fact only the top tier challenges need a mod, should you feel brave enough to try😋.

It  is envisaged that if you are interested , you pick the level you will enjoy the most from the easiest Metal Challenge - Bronze to the insane Plutonium.  Alternatively the different Gemstone Series of Sapphire to Black Diamond.  If you want to do all of them, fill your boots!...and yes I test and tweak each Challenge through personally for balance and completability (Making a Challenge impossible is simple...Making it difficult to a measured degree requires much work).

Entry criteria

Just post your name or char name, race and how they identify.   The challenge is an open invite to all, and spectators are welcome to comment, but if survival gaming is not your cup of tea, please do not explain why you are not interested hmmm.

 

Ethos

Remember the trials are about testing your mettle....not seeing what can be gotten away with!  There are ingenious ways to exploit one's way through, but this is intended to be a personal challenge.....If you take an unconventional easy route or exploit a rule loophole, you are only trivialising your own accomplishment. Keep it real, keep the faith. 😌

Above all whether participating of spectating I hope you enjoy

Adella😀

 

  • Like 2
  • Thanks 1
Link to comment
Share on other sites

Gemstone Series Challenges
 
Introduction
 
My Gemstone Series are survival based challenges, but differ from the Metal Series in not allowing the character to level up and having a shorter less prescriptive rule set.
This makes for a very different feel and less grind.
Enjoy the experience
Adella
 
 
Black Diamond Challenge
(tough)
 
1.  Legendary Difficulty only
 
2.  Dead is Dead game play
 
3.  No Level Ups 
 
4.  No Ai controlled helpers of any type 
(Except those required for specific quests)
No horses
 
5.  Magicka use…Not Permitted
(Other than Tolfdir’s Ward and spells in the final chamber at Mzulft).
 
6.  No health related potions or consumables.  No Stamina related foods.
 
7.  No scrolls or Staffs
 
8.  No unique enchanted items 
(e.g. Daedric Prince items, Aetherium items, Yngol’s Helm etc)
 
9.  Paid training - permitted, but without levelling up you will get only one session, so choose wisely.
 
10.  Shouts are permitted, but only those obtained from Word Walls (excepting that Odahviing may be summoned once at Dragonsreach as the MQ requires). Additionally ALL ‘slow time’ effects are disallowed as being too easy…So no slow time shout, steady hand (Marksman skill) or Quick Reflexes (Block skill).
 
11.  Crafting is permitted.
 
12.  Zero Skills start
 
13.  Double Enemies mod required
 
Aspiration
To complete the MQ First (complete after seeing Arngeir upon return from Sovngarde)
CoW (complete after being pronounced Arch Mage)
Bard’s College (complete after retrieving the three bardic instruments)
 
 
Diamond Challenge
(The Battlemage play)
 
1.  Legendary Difficulty only
 
2.  Dead is Dead game play
 
3.  No Level Ups 
 
4.  No Ai controlled helpers of any type
(Except those required for specific quests and conjured Summons ).
No owned horses (because they defend you.  Stolen steeds are fine).
 
5.  Magicka use…Permitted
 
6.  No health or Magicka related potions or consumables  (The restriction to Magicka replenishment is deliberate). No Stamina related food.
 
7.  No scrolls or Staffs
 
8.  No unique enchanted items 
(e.g. Daedric Prince items, Aetherium items, Yngol’s Helm etc)
 
9.  Paid training - permitted from level 30 in the relevant skill.  Skills below 30 can  be raised only through use.
 
10.  Shouts are permitted
 
11.  Crafting is permitted.
 
Aspiration
To complete the MQ First (complete after seeing Arngeir upon return from Sovngarde)
CoW (complete after being pronounced Arch Mage)
Bard’s College (complete after retrieving the three bardic instruments)
 
 
Ruby Challenge
 
1.  Master Difficulty only
 
2.  DwC game play
(Reloadable DwC saves made at an inn after each completed entire Quest-Line (e.g The whole MQ).  Once used, the save must be deleted)
 
3.  No Level Ups 
 
4.  One Ai controlled helper permitted of any type at a time 
(eg: a horse, a summon, Lydia, Serana, Meeko)
 
5.  Magicka use…Permitted
 
6.  No health related potions or consumables
 
7.  No scrolls or Staffs
 
8.  No unique enchanted items (e.g. Daedric Prince items, Aetherium items, Yngol’s Helm etc).
 
9.  Paid training….Permitted
 
10.  Shouts are permitted
 
11. Crafting is permitted.
 
Aspiration
To complete the MQ (complete after seeing Arngeir upon return from Sovngarde)
CoW (complete after being pronounced Arch Mage)
 
 
Sapphire Challenge
 
1.  Expert Difficulty only
 
2.  DwC game play
(Reloadable DwC saves made at an inn after each completed featured Quest (e.g Bleakfalls).  Once used, the save must be deleted)
 
3.  No Level Ups
(To interrogate skills:  Make a save first, then open the skills menu, apply any mandatory level ups and the skills may then be ascertained.  When finished just load back into the save to restore the prior non-levelled condition.)
 
4.  Two Ai controlled helpers permitted of any type at a time, plus one horse
(eg: a summon + Lydia. Or Serana + Meeko etc)
 
5.  Magicka use…All schools permitted
 
6.  No health related potions or consumables
 
7.  Scrolls and Staffs…Permitted
 
8.  No unique enchanted items (e.g. Daedric Prince items)
 
9.  Paid training….Permitted
 
10.  Shouts are permitted
 
11. Crafting is permitted.
 
Aspiration
To complete the MQ (complete after seeing Arngeir upon return from Sovngarde)
Bard’s College (complete after retrieving the three bardic instruments)

 

                             METAL SERIES CHALLENGES

 

                              Bronze Challenge......The Rules

1. Expert difficulty only…

Only very slightly more spicey than default.

 

2. Playstyle...Death with Consequences (DwC)...

The purpose of DwC is to encourage a (much) more careful play style.  The consequence, does not involve the mere dropping of assets as usually employed by this mechanic, but something with far deeper ramifications.

Regular saves may be made at any time to guard against CTDs, glitches and of course at the end of a session. However, the ONLY save which may be reloaded upon death I shall term the “DwC save point”.  You will also need one initial DwC save made in Helgen or in the prison for LaL starts.

A single new DwC save point may be made at the successful end of each individual quest of the major quest line (eg: Bleakfalls Barrow), and it must be made inside an inn (to be well separated from the location of any prior demise).  Once a DwC save is used (i.e, Loaded in) it MUST be deleted.

In essence…..Every time you finish a quest, you qualify to add a new DwC save, and every time you die, you must use up one of your DwC saves. Dying more than quest solving, moves your reload point further back in time - and that is the real consequence here….best not to die then! 

If a genuine mistake occurs in contravention of the rules the latest DwC save must be reloaded.

You may purposely load up an older save just to test something out and if the char is killed that will NOT be counted as a death of your playthrough char. However, that test save version must not be used to replace the most current save. This means in practice you have a means to try things out, but you can not keep trying and dying until one attempt works then just carry on with the successful version. That would be conventional reload play, not DwC.  Once you have completed your tests/experiments with the old save, you must load back into your live character to resume progress and then take the risks as they come!

 

3. Consumables......Health and healing potions may NOT be used also no consumables that benefit healing, health or stamina (Includes soups, foods and ingredients).  Reason: instant healing removes almost all risk in combat. All other potions (including stamina) are permitted.

Essential exceptions: Those employing mods such as 'iNeed' will have to feed their character small regular meals. This is fine....just do not save up bags of apples etc to use during combat. Similarly, role playing requirements such as drinking wines etc is permissable, but any benefits must not be used to aid game play.

 

4.  Followers are permitted to a maximum of two Ai characters (units).

This includes any quest provided Ai units (e.g. Serana, Barbas) and all summons.

So, basically you can only have upto two Ai controlled helpers of any type with you at a time.

Housecarls left at home are not included as long as they stay at home. 

Horses are not classed as Ai units under this provision.

 

5.  Magicka may be used. i.e. conventional spell casting is permitted including healing.

 

6.  Magical staffs and scrolls…..permitted

 

7.  Unique enchanted artefacts and Daedric items.....permitted

 

8.  Map based fast travel plus carriages and boats….permitted

 

9.  No mods or exploits that make the trial easier.....it's about testing your mettle...

Mods that add settlement changes, weather, bug fixes, cosmetic and aesthetic textures are permissible.  Modded character builds for Role Playing and appearance purposes are also permitted providing any advantage or increase is limited to no more than 10% over vanilla (being upto 10% taller for example).  Mods that add difficulty and immersion (including extra foes, tougher combat mechanics and wildlife) are permitted....extra Kudos !

Mod weapons may be used...providing...their stats do not exceed those of vanilla gear that could be used at that time. The same goes for modded armour UNTIL the player can create and wear vanilla armour with an armour rating over the cap (567), after which there is no point in restricting armour because the cap will be in effect, and any armour may then be used.

Players wishing to role play in primarily non armoured clothing, may wear a piece or two of very high armour rating as long as the overall armour rating does not exceed that of vanilla gear that could be used at that time (e.g. instead of wearing vanilla armour of armour rating 400, you want to wear a robe and sandals yet still have that AR 400 protection. You may smith a helm or garment with a combined Rating of upto 400 thus providing the same as the armour protection.)

 

10. No paid training. You have to fight and toil to raise your skills!

Skills can still be raised to a degree by milking an extra point or two from a foe during most regular combat, however only the crafting skills may be ‘spammed’ (The practice of repeating a skill use for no other purpose than raising that skill).  For example: sneaking through a tomb will raise the sneak skill, but may be necessary to avoid detection, whereas sneaking back and forth in a barracks full of sleeping guards just to raise the skill is not necessary and considered a spam.

 

11. Levelling up

Level up's are to be taken as soon as practicable after being attained.

 

12. Legendary'ing skills

When skills reach 100 the game offers an option to get the skill perks back by dropping the skill back to 15. At this time I do not consider that necessary or desireable since by around levels 40 to 50 the build's defining skills will be perked sufficiently. By that time, new perks will be harder to obtain as the skills max out and the careful consideration of perk allocation should be regarded as a player skill in itself.

 

13.  Apparel load outs  

Only one set of combat armour may be carried in inventory at a time. No multiple pairs of alternative enchanted boots, gauntlets helmets etc etc.  However, alternative load outs may be retained in storage (e.g. in a player home). Mod armour sets may comprise more than the vanilla four piece sets (head, chest, hands and feet), but must still comply with the armour rating requirements at rule nine. Multiple rings and necklaces may be carried and swapped around as necessary (you can still only wear one ring and one necklace at a time).  

For the Role Players, non combatant apparal may be kept in inventory even if it does have an armour rating...shoes, evening wear etc. Armours being transported as spoils of combat, finds, theft or purchase for later use are not affected by this rule.

 

14.  Blocking.  Shields may be used and the Block Skill tree perked, but the Shield Charge perk must not be taken (it is too powerful).

 

15.   Allowances, prohibitions and special conditions: 

The scope of Skyrim’s game mechanics and components is so vast that inevitably there must be things which are desirable to include or exclude and allow or disallow outside of the regular rules in order to maintain the difficulty and balance of the Trial.

 

A.  The following vanilla features are considered too advantageous and are disallowed.

1)  Enchantments of:  Absorb Stamina - which enables unlimited power attacking moves.

2) The “Shadow Warrior” perk (in the Sneak skill tree). Shield Charge (in the Block skill tree).

 

Aspiration:

To complete the Main Quest with a single likeness (character).  Additional quests may be undertaken as desired, but the Challenge is complete when you speak with Master Arngeir after returning from Sovngarde, also don't forget to post updates to keep in touch.

 

 

Silver Challenge......The Rules

 

1. Master difficulty only… Only very slightly more spicey than expert.

 

2. Playstyle...Death with Consequences (DwC)...As per Bronze rules.  

 

3. Consumables....Potions which benefit any aspect of health or healing may NOT be used also no consumables that benefit healing, health or stamina (Includes soups, foods and ingredients).  Reason: instant healing removes almost all risk in combat. All other potions (including stamina) are permitted.

Essential exceptions: Those employing mods such as 'iNeed' will have to feed their character small regular meals, and role playing requirements such as drinking wines etc are permissable, but any benefits must not be used to aid game play.

 

4.  Followers/Ai helpers are limited to One unit (excluding horses). Basically a maximum of One Ai controlled helper in any form, at any time.  Housecarls left at home are not included as long as they stay at home.  This also means, if you already have follower with you when you pick up say Serana or Barbas for example, you must let your follower go.

 

5.  Magicka may be used. i.e. conventional spell casting is permitted with two exceptions: NO Restoration magic and NO Conjuration magic.

 

6.  Magical staffs and scrolls…..permitted with the same caveat as rule 5.

 

7.  Unique enchanted artefacts and Daedric items.....permitted with the same caveat as rule 5.

 

8.  Map based fast travel plus carriages and boats….permitted 

 

9.  No mods or exploits that make the trial easier.....it's about testing your mettle... Mods that add settlement changes, weather, bug fixes, cosmetic and aesthetic textures are permissible.  Modded character builds for Role Playing and appearance purposes are also permitted providing any advantage or increase is limited to no more than 10% over vanilla (being upto 10% taller for example).  Mods that add difficulty and immersion (including extra foes, tougher combat mechanics and wildlife) are permitted....extra Kudos!

Mod weapons may be used...providing...their stats do not exceed those of similar vanilla gear that could be used at that time. The same goes for modded armour UNTIL the player can create and wear vanilla armour with an armour rating over the cap (567), after which there is no point in restricting armour because the cap will be in effect if USSEP is installed.  If not using USSEP a manual cap of AR 1000 is to apply (Armour works differently when the mod patch is not used).

Players wishing to role play in primarily non armoured clothing, may wear a piece or two of very high armour rating as long as the overall armour rating does not exceed that of vanilla gear that could be used at that time (e.g. instead of wearing vanilla armour of armour rating 400, you want to wear a robe and sandals yet still have that AR 400 protection? You may smith a helm or garment with a combined Rating of upto 400 thus providing the same as the vanilla armour protection.)

 

10. No paid training. You have to fight and toil to raise your skills! Skills can still be raised to a degree by milking an extra point or two from a foe during most regular combat, however only the crafting skills may be ‘spammed’ (The practice of repeating a skill use for no other purpose than raising that skill).  For example: sneaking through a tomb will raise the sneak skill, but may be necessary to avoid detection, whereas sneaking back and forth in a barracks full of sleeping guards just to raise the skill is not necessary and considered a spam.

 

11. Levelling up 

Level up's are to be taken as soon as practicable after being attained. 

 

12. Legendary'ing skills

When skills reach 100 the game offers an option to get the skill perks back by dropping the skill back to 15. At this time I do not consider that necessary or desireable since by around levels 40 to 50 the build's defining skills will be perked sufficiently. By that time, new perks will be harder to obtain as the skills max out and the careful consideration of perk allocation should be regarded as a player skill in itself.

 

13.  Apparel load outs.   

Only one set of combat armour may be carried in inventory at a time. No multiple pairs of alternative enchanted boots, gauntlets helmets etc etc.  However, alternative load outs may be retained in storage (e.g. in a player home). Mod armour sets may comprise more than the vanilla four piece sets (head, chest, hands and feet), but must still comply with the armour rating requirements at rule nine. Multiple rings and necklaces may be carried and swapped around as necessary (you can still only wear one ring and one necklace at a time).  

For the Role Players, non combatant apparal may be kept in inventory even if it does have an armour rating...shoes, evening wear etc. Armours being transported as spoils of combat, finds, theft or purchase for later use are not affected by this rule, but you can not switch into them on the fly, for example to obtain a different benefit in combat.

 

14.  Blocking.  

Shields may be used and the Block Skill tree perked, but the Shield Charge perk must not be taken (it is too powerful).

 

15.   Allowances, prohibitions and special conditions:

The scope of Skyrim’s game mechanics and components is so vast that inevitably there must be things which are desirable to include or exclude and allow or disallow outside of the regular rules in order to maintain the difficulty and balance of the Trial.

A. Important for Silver edition. You may use only two Fortify weapon enchantment slots for each weapon skill (e.g. One ring of Fortify One handed, plus one necklace of Fortify one handed). This applies to all physical weapon skills: One Handed, Two Handed and Archery. Unarmed is too weak for this to be a problem, so that skill may continue to be improved with more than one enchantment.“

B.  The following vanilla features are considered too advantageous and are disallowed. 

1)  Enchantments of:  Absorb Stamina - which enables unlimited power attacking moves.

2)  The “Shadow Warrior” perk (in the Sneak skill tree). “Shield Charge“ (in the Block skill tree). The “Impact” Perk (in the Destruction skill tree).

C. For Silver edition, Creation Club items which provide anything more than an aesthetic are not to be used since some are OP compared to regular vanilla, but simple re-texturing of vanilla assets, jewellery without abilities or enchants are still fine.

Above all, Remember the trials are about testing your mettle....not seeing what can be gotten away with! There are ingenious ways to exploit one's way through, but this is intended to be a personal challenge.....If you take an unconventional easy route or exploit a rule loophole, you are only trivialising your own accomplishment. Keep it real, keep the faith. 😌 

 

Aspiration: 

To complete the Main Quest plus either The Companions or the Thieves Guild with a single likeness (character).  

Additional quests may be undertaken as desired, but the Challenge is complete when the two full quest lines have been completed. Also don't forget to post updates to keep in touch.

 

 

Gold Challenge......The Rules

 

1. Legendary difficulty only.

 

2. Playstyle...Death with Consequences (DwC)….More difficult than Silver

Regular saves may be made at any time to guard against CTDs, glitches and of course at the end of a session. However, the ONLY save which may be reloaded upon death I shall term the “DwC save point”.  This may only be made at the end of each entire quest line completed and to be in an inn of your choice.

Specifically...

Upon defeating Alduin in Sovngarde, obtaining the ArchMage’s robes, obtaining the Thieves Guild-Guild Master’s armour, being named Harbinger of the Companions by Kodlak’s spirit, completing the final questline mission for Nazir, obtaining the three Bardic Instruments for the Bard’s College staff, killing Gen Tullius or Ulfic Stormcloak in the Civil War, killing Lord Harkon, Killing Miraak at the end of the Dragonborn dlc.

 

Upon reloading using a DwC save point....the save MUST be deleted. More save points may be created and accrued as each quest line completes, even ones which are repeated due to untimely death.  You will also need one initial DwC save made in the Helgen Keep or in the prison for LaL starts.

In essence…every time you finish a quest line, you qualify to add a new DwC save, and every time you die, you must use up one of your DwC saves. Dying more than quest line completing therefore moves your reload point further back in time - and that is the real consequence here….best not to die then!

 

What if you have no more DwC saves left? Or die before completing any quest line at all?

In this case you will always default to the level one initial DwC save...that can’t be taken away (it effectively mirrors the same starting save you would have if making a Dead is Dead playthrough). The initial DwC save may be remade by the player, for example to change the character build.

If more than one questline is started at the same time a DwC save point may be made as each quest line completes...meaning possibly several close together at player discretion.

Special exceptions:

If a genuine mistake occurs in contravention of the rules the latest regular or DwC save may be reloaded.

You may purposely load up an older save just to test something out and if the char is killed that will NOT be counted as a death of your playthrough char. However, that test save version must not be used to replace the most current save. This means in practice you have a means to try things out, but you can not keep trying and dying until one attempt works then just carry on with the successful version. That would be conventional reload play, not DwC.  Once you have completed your tests/experiments with the old save, you must load back into your live character to resume progress and take the risks as they come!

In the unfortunate and rare event of current save corruption...it is permissible to drop back to the next youngest save and continue with that version.

Finally, avoiding death by quickly switching the machine/screen off (for example, whilst falling) so that the event is not actually seen is clearly a non acceptable fudge. Also to be clear, a char hopelessly stuck in a hole beyond every attempt to free them...is to be regarded as dead....as you would be for real.

 

3. Consumables.

Potions which benefit any aspect of health or healing may NOT be used also no consumables that benefit healing, health or stamina (Includes soups, foods and ingredients).  Reason: instant healing removes almost all risk in combat. All other potions (including stamina) are permitted.

Essential exceptions: Those employing mods such as 'iNeed' will have to feed their character small regular meals, and role playing requirements such as drinking wines etc are permissable, but any benefits must not be used to aid game play.

 

4.  Followers/Ai helpers are limited to One unit (excluding horses). Basically a maximum of One Ai controlled helper in any form, at any time.  Housecarls left at home are not included as long as they stay at home.  This also means, if you already have follower with you when you pick up say Serana or Barbas for example, you must let your follower go.

 

5.  Magicka may be used. i.e. conventional spell casting is permitted with three exceptions: NO Restoration magic, NO Conjuration magic and NO Alteration magic (Facelight and Cheatroom excepted for player convenience).

 

6.  Magical staffs and scrolls…..permitted with the same caveat as rule 5.

 

7.  Unique enchanted artefacts and Daedric items.....permitted with the same caveat as rule 5 (also affected by rule 14).

 

8.  Fast Travel initially by carriages and boats only.  Map based Fast Travel may be employed after completion of the Main Quest (So you must brave the steps and can not simply teleport back and forth from High Hrothgar avoiding danger!)

 

9.  No mods or exploits that make the trial easier.....it's about testing your mettle... Mods that add settlement changes, weather, bug fixes, cosmetic and aesthetic textures are permissible.  Modded character builds for Role Playing and appearance purposes are also permitted providing any advantage or increase is limited to no more than 10% over vanilla (being upto 10% taller for example).  Mods that add difficulty and immersion (including extra foes, tougher combat mechanics and wildlife) are permitted....extra Kudos!

Mod weapons may be used...providing...their stats do not exceed those of similar vanilla gear that could be used at that time. The same goes for modded armour UNTIL the player can create and wear vanilla armour with an armour rating over the cap (567), after which there is no point in restricting armour because the cap will be in effect if USSEP is installed.  If not using USSEP a manual cap of AR 1000 is to apply (Armour works differently when the mod patch is not used).

Players wishing to role play in primarily non armoured clothing, may wear a piece or two of very high armour rating as long as the overall armour rating does not exceed that of vanilla gear that could be used at that time (e.g. instead of wearing vanilla armour of armour rating 400, you want to wear a robe and sandals yet still have that AR 400 protection? You may smith a helm or garment with a combined Rating of upto 400 thus providing the same as the armour protection.)

 

10. No paid training. You have to fight and toil to raise your skills! Skills can still be raised to a degree by milking an extra point or two from a foe during most regular combat, however only the crafting skills may be ‘spammed’ (The practice of repeating a skill use for no other purpose than raising that skill).  For example: sneaking through a tomb will raise the sneak skill, but may be necessary to avoid detection, whereas sneaking back and forth in a barracks full of sleeping guards just to raise the skill is not necessary and considered a spam.

 

11. Levelling up 

Level up's are to be taken as soon as practicable after being attained. If a level up occurs when enemies are near (Red dots on the compass and/or during combat), the level up may still be taken at that time.  Level ups are not however, to be saved for future use as a healing tool.

 

12. Legendary'ing skills

When skills reach 100 the game offers an option to get the skill perks back by dropping the skill back to 15. At this time I do not consider that necessary or desireable since by around levels 40 to 50 the build's defining skills will be perked sufficiently. By that time, new perks will be harder to obtain as the skills max out and the careful consideration of perk allocation should be regarded as a player skill in itself.

 

13.  Apparel load outs.   

Only one set of combat armour may be carried in inventory at a time. No multiple pairs of alternative enchanted boots, gauntlets helmets etc.  However, alternative load outs may be retained in storage (e.g. in a player home). Mod armour sets may comprise more than the vanilla four piece sets (head, chest, hands and feet), but must still comply with the armour rating requirements at rule nine. Multiple rings and necklaces may be carried and swapped around as necessary (you can still only wear one ring and one necklace at a time).  .

 

For the Role Players, non combatant apparal may be kept in inventory even if it does have an armour rating...shoes, evening wear etc. Armours being transported as spoils of combat, finds, theft or purchase for later use are not affected by this rule.

 

14.  Blocking.  Only un-enchanted, non magical Shields may be used and the Block Skill tree perks must be limited to the five “Shield Wall” slots (So you do not get all the magic advantages, but you will get increased armour rating and Block skill).

 

15.   Allowances, prohibitions and special conditions:  The scope of Skyrim’s game mechanics and components is so vast that inevitably there must be things which are desirable to include or exclude and allow or disallow outside of the regular rules in order to maintain the difficulty and balance of the Trial.

 

A. Important for Gold edition. You may use four instances of the enchantment, Fortify weapon output for each weapon skill (i.e. With the ‘Extra Effect’ perk, you may have in total eight instances of Fortify weapon comprising a mix from the three weapon skill schools). Unarmed is too weak for restrictions to be necessary.

 

You must not use apparels of Fortify Alchemy when using the alchemy bench. Neither the in game alchemy equipment, nor player enchanted versions.

 

B.  The following vanilla features are considered too advantageous and are disallowed. 

1)  Weapon Enchantments of:  

a) “Absorb Stamina” (which enables unlimited power attacking moves)

b) “Absorb Health” (Vampire chars may still employ natural vampiric drain)

c)  “Paralyse” (Which enables almost everything to be rendered harmless)

 

2)  Specific Perks:  The “Shadow Warrior” perk (in the Sneak skill tree). The “Impact” Perk (in the Destruction skill tree).  The “Bullseye” perk (in the archery skill tree).  The “Steady Hand” perk (in the archery skill tree)

3)  Specific Shouts: The “Slow Time” shouts (which allow the player char to run rings around foes).  The “Marked for Death” shouts may only be used if the mod USSEP is active (otherwise it is too powerful).

4)  Alchemy created poisons of paralyse (they are too long lasting and easy to produce in quantity), however  the vanilla in-game paralyse poisons (such as those sold by vendors) may still be used. Alchemy created poisons of paralyse may continue to be sold for the purpose of generating income, but you must not use them to paralyse things!

C. For Gold edition, Creation Club items which provide anything more than an aesthetic are not to be used since some are OP compared to regular vanilla, but simple re-texturing of vanilla assets, jewellery without abilities or enchants are still fine.

 

Above all, Remember the trials are about testing your mettle....not seeing what can be gotten away with! There are ingenious ways to exploit one's way through, but this is intended to be a personal challenge.....If you take an unconventional easy route or exploit a rule loophole, you are only trivialising your own accomplishment. Keep it real, keep the faith. 😔

 

Aspiration: 

To complete the Main Quest, plus any two full quest lines selected from: The Companions, the Thieves Guild, the College of Winterhold, the Dark Brotherhood, Dragonborn or Dawnguard with a single likeness (Character).

Additional quests may be undertaken as desired, but the Challenge is complete when the three full quest lines have been completed. Also don't forget to post updates to keep in touch.

Good luck and enjoy!

Regards

 

Adella😃

 

  • Like 2
Link to comment
Share on other sites

Adella’s Advanced Challenges

 

Two advanced Challenges are available, Platinum and Plutonium.  These trials require patience, persistence and a high degree of player skill to complete. They are designed to test the player’s composure under the pressure of full Dead is Dead play and most of the beneficial game mechanics are disallowed. Only the most capable players need apply😜.

 

 

Platinum Challenge......The Rules 

 

 

1. Legendary difficulty only.

 

2. Playstyle... Dead is Dead only.

 

If your character dies for ANY in-game reason....you can not reload an earlier save. You may however begin again from level one with Hadvar or Ralof in Helgen. A starting save in the keep....where your char has their hands freed, or the prison for ‘Live Another Life’ starts...may be used to avoid rebuilding your char if desired. 

Game freezes, CTD, glitches, collision failure (e.g. falling through the floor) and rare hardware interface failures (e.g. the shout button failing to activate at a crucial moment) are permissible reloads.

 

Special exceptions.

You may purposely load up an older save just to try something out and if the char is killed that will NOT be counted as the death of your playthrough char.  However, the latest save must be loaded back in to progress the Challenge and take the risks as they come.

 

If the player makes a genuine mistake in contravention of the rules (eg: drinking a potion while trying to store it away) the last save must be reloaded to undo the transgression. Note however, reloading to restore preferred prior "in game conditions" such as a killed npc or undo a purchase is not permissible. You have to roll with consequences here, avoid them or employ a damage limitation strategy.

 

In the event of current save corruption...it is permissible to drop back to the next youngest save and continue with that version (Recommended: Maintain a few saves in rotation). Finally, avoiding death by quickly switching the machine off (eg: whilst falling) is clearly a non acceptable fudge. Also to be clear, a char hopelessly stuck in a hole beyond every attempt to free them...is to be regarded as dead....as you would be for real.

 

3. Zero starting skills...(requires a mod for console players to do this) I recommend 'Cheat Room' as an easy way to do this...On PC you can use console commands (Don't ask me how!)

 

4.  Consumables....

 

Only vanilla potions or poisons that can be purchased, stolen or found may be used, and no consumables that benefit healing, health or stamina (Includes soups, foods and ingredients) Alchemy may continue to be used and perked allowing coin to be made from sales and level ups will be unaffected.  This measure inevitably means that maximum smithing and enchanting levels will be reduced.

 

Essential exceptions: Those employing mods such as 'iNeed' will have to feed their character small regular meals. This is fine....but not used to aid combat. Similarly, role playing requirements such as drinking wines etc is permissable, but again any benefits must not be used to aid game play.

 

5. No followers or Ai helpers (Except as given for specific quests).... Followers that must be taken on a scripted quest are exempt, but they must be taken directly to their quest employ and not used for non essential purposes such as dungeon delving along the way. Lydia (and other assigned Housecarls)....may be employed as a steward in a Hearthfire home, but she must stay there. She will unavoidably fight any occaisional attacking bandits at home...thats fine, but she must not be used as a follower. No follower animals. However, vanilla horses are allowed. 

 

 

6. No Magicka use... No spells may be cast that normally use magicka....except...the Ward as instructed by Tolfdir and the fire and frost spells to be used only in the final chamber at Mzulft.

 

Additional Exeptions:

Shouts are permitted as they do not use magicka. 

Cheat Room use is permitted only to Zero the char starting skills or increase height (upto 5%).

The Dragonborn's shout will satisfy Faralda at the CoW to permit entry…No spell casting.

Zero cost spell casting by using enchantments is exploitative and disallowed...just to be clear. 

The Face Light mod is a non advantageous player convenience…Permitted.

 

 

7. No unique enchanted artefacts..... All Daedric artefacts are unique (including named books). This also includes Dwemmer unique enchanted items (e.g Aethereal items) and other unique artefacts such as Yngol's helm, Azhidals boots etc. If it is unique it probably has a name!   

 

Rare, but regular enchanted items such as the necklace of poison immunity are not unique since you can get two or more in game, these are permissible as are all other enchanted apparal, weapons and home crafted enchanted items. Unique enchanted items may be collected or sold for good coin, but not used. Special essential exceptions.........Rarely a unique item must be used to allow quest progression....eg. The Bloodskaal Blade or the Staff of Magnus. In these cases the unique quest item may be use soley for its quest function. Hermaeous Mora's Black Books may be used under this caveat also.....but due to the excessive advantages of the books....the Dragonborn DLC quest line (or Destiny) MUST be left until all other major quest lines (Destinies) have been fulfilled.

 

Disenchanting Unique items.  There are a very few unique items in the game which are able to be disenchanted.  Since they are unique, they may not be physically used in the Trial, but may still be disenchanted (thus destroyed) to learn their enchantments. The only exception being the ‘Notched Pickaxe’ (from the very highest point in Skyrim), this artefact confers a smithing bonus which affects everything being improved.  This item must not be used or disenchanted, but may still be collected or sold. 

 

 

8. No magical staff or scroll usage.... They are a form of spell casting.....and too much an easy advantage, but they may be collected or sold for good coin.  

 

 

9. No map based fast travel....carriages and boats are ok, as the rule says. The purpose is to deliberately expose the char to 'some' of the dangers of travelling. 

 

10. No mods or exploits that make the trial easier.....it's about testing your mettle... This is perhaps the most difficult and contentious of rules. The aim is to prevent powerful modded items or boosts to skills, coin and stats from giving an advantage over the vanilla benchmark. However, one is not expected to wreck their load order over some mods of low significance in this regard. For example mods that add village expansions, weather and lighting, lanterns, convenient horses, clear maps, bug fixes, textures etc are permissable and any small advantages obtained will not save you from a foe's ebony warhammer! Mods that provide extra enchantment slots such as extra rings, ear rings and other apparals may be worn for appearance only, not used. Modded character builds for Role Playing and appearance purposes are also permitted providing any advantage or increase is limited to no more than 5% over vanilla (being upto 5% taller for example), any benefit accruing being deemed insignificant to character survival.   Mod armour and weapons may be used...providing...their stats do not exceed those of vanilla gear that could be used at that time. For example if your current smithed ebony gear is at AR 700 and you wish to swap into more attractive modded gear of AR 600 thats fine. What you can not do is use modded equipment to gain advantage over vanilla.  Mods that provide advantageous esoteric effects such as gravity effects...non vanilla shouts....extra fast surface travel etc are clearly not within the spirit of the trials. Mods that add difficulty and immersion (including extra foes and wildlife) are permitted....extra Kudos ! 

 

 

11. No paid training. This means no easy skill ups for armour and weapons, you have to fight and toil for your skills! Skills can still be raised to a degree by milking an extra point or two from a foe during most regular combat, however only the crafting skills may be ‘spammed’ (The practice of repeating a skill use for no other purpose than raising that skill).  For example: sneaking through a tomb will raise the sneak skill, but may be necessary to avoid detection, whereas sneaking back and forth in a barracks full of sleeping guards just to raise the skill is not necessary and considered a spam. 

 

 

12. Levelling up. Level up's are generally to be taken as soon as practicable after being attained. Note: If it occurs during combat, the level up must be delayed until no more enemies are near (i.e. no red dots shown on the compass).  Level up's may not be held over to act as a healing aid at some later time. Perks may be saved or used at player discretion. 

 

 

13. Legendary'ing skills. When skills reach 100 the game offers an option to get the skill perks back by dropping the skill back to 15. At this time I do not consider that necessary or desireable since by around levels 40 to 50 the build's defining skills will be perked sufficiently. By that time, new perks will be harder to obtain as the skills max out and the careful consideration of perk allocation should be regarded as a player skill in itself.

 

14.  Apparel load outs.  Only one set of combat armour may be carried in inventory at a time. No multiple pairs of alternative boots, gauntlets helmets etc etc.  However, alternative load outs may be retained in storage (e.g. in a player home). Mod armour sets may comprise more than the vanilla four piece sets (head, chest, hands and feet), but must still comply with the armour rating requirements at rule ten. Multiple rings and necklaces may be carried and swapped around as necessary (you can still only wear one ring and one necklace at a time).  For the Role Players, non combatant apparal may be kept in inventory even if it does have an armour rating...shoes, evening wear etc.  Armours being transported as spoils of combat, finds, theft or purchase for later use are not affected by this rule.

 

15.  Blocking.  Shields must not be used and the Block Skill tree must remain completely unperked.  However, weapon blocking and bashing is permissible and the block skill will increase normally.

 

16.   Allowances, prohibitions and special conditions: 

 

The scope of Skyrim’s game mechanics and components is so vast that inevitably there must be things which are desirable to include or exclude and allow or disallow outside of the regular rules in order to maintain the difficulty and balance of the Trial.

 

A.  The following vanilla features are considered too advantageous and are disallowed.

 

1)  Enchantments of:  Paralyse, Absorb Stamina, Absorb Health.

 

2) Time slowing effects such as the “Slow Time” shout and “Steadyhand” (in the Archery skill tree), plus the “Quick Reflexes” perk (As covered in ‘Blocking’ at 15).

 

3)  Skill tree perks which confer excessive player advantages:  The “Shadow Warrior” perk (in the Sneak skill tree), the “Bullseye” perk (in the Marksman skill tree).

 

4)   Duel wielding is prohibited due to the excessive damage outputs of this mechanic.

 

 

B.   Small exceptions to the rule prohibitions are made to allow:

 

1)  The three uses only, of J'zargo's flame cloak scrolls (just so that his CoW side quest may be completed).  

 

2)  The necessary uses of Arniel Gane’s heating spell upon the Dwarven Convectors (just so the artefact “Keening” may be collected). 

 

3)   The drinking of the single potion “Vaermina’s Torpor” (just so the artefact “Skull of Corruption” may be collected).

 

4)   The “Facelight” mod.  This IS a spell, but it’s use is advantageous (only) as an aesthetic for recording purposes. It is regarded as a valued special exception and not a precedent.  Use it or not at player discretion.

 

Non unique enchanted items are permissable...(rings of health, daggers of burning, vanilla necklaces of resistance and immunity, amulets of the deities etc.  Plus of course player enchanted items.) Skills may be used and perked....providing the conditions above are met. Standing Stones....employ and swap around as desired.

 

Above all, Remember the trials are about testing your mettle....not seeing what can be gotten away with! There are ingenious ways to exploit one's way through, but this is intended to be a personal challenge.....If you take an unconventional easy route or exploit a rule loophole, you are only trivialising your own accomplishment. Keep it real, keep the faith.   Aspiration:

 

Aspiration:

 

 

To complete the Main Quest first (thus enabling dragons and shouts), plus any Four full quest lines selected from: The Companions, the Thieves Guild, College of Winterhold, the Dark Brotherhood, Dragonborn and Dawnguard (Dragonborn if chosen, must be played last due to the advantages of the black books). 

 

Ethos:

 

Like climbing Everest.....there is no reward for succeeding other than kudos amongst those who appreciate how tough this really is. Most people won't give a fig.....some will say it's insanity, but for those intrepid enough to try.....it will be an event that will live in our hearts and minds forever.

 

Good luck and enjoy! 

 

Regards Adella 😃

 

 

Plutonium Challenge

 

Overview:  This is the most difficult of my challenges. Participants must expect a long and testing path. It comprises all of the major quest lines plus some of the more difficult or involved side quests.  Maintaining rigorous care and concentration throughout will be essential as will be choice of strategy, tactical combat and discipline.  Only the most brave and capable need apply!

 

Ethos:  Like climbing Everest.....there is no reward for succeeding other than kudos amongst those who appreciate how tough this really is. Most people won't give a fig.....some will say it's insanity, but for those intrepid enough to try.....it will be an event that will live in our hearts and minds forever. 

Good luck and enjoy! 

Regards Adella 😃

 

 

Plutonium: The Conditions….

 

1. Legendary difficulty only.

 

2. Playstyle... Dead is Dead only.

 

If your character dies for ANY in-game reason....you can not reload an earlier save. You may however begin again from level one with Hadvar or Ralof in Helgen. A starting save in the keep....where your char has their hands freed, or the prison for ‘Live Another Life’ starts...may be used to avoid rebuilding your char if desired. 

Game freezes, CTD, glitches, collision failure (e.g. falling through the floor) and rare hardware interface failures (e.g. the shout button failing to activate at a crucial moment) are permissible reloads.

 

Special exceptions.

You may purposely load up an older save just to try something out and if the char is killed that will NOT be counted as the death of your playthrough char.  However, the latest save must be loaded back in to progress the Challenge and take the risks as they come.

 

If the player makes a genuine mistake in contravention of the rules (eg: drinking a potion while trying to store it away) the last save must be reloaded to undo the transgression. Note however, reloading to restore preferred prior "in game conditions" such as a killed npc or undo a purchase is not permissible. You have to roll with consequences here, avoid them or employ a damage limitation strategy.

 

In the event of current save corruption...it is permissible to drop back to the next youngest save and continue with that version (Recommended: Maintain a few saves in rotation). Finally, avoiding death by quickly switching the machine off (eg: whilst falling) is clearly a non acceptable fudge. Also to be clear, a char hopelessly stuck in a hole beyond every attempt to free them...is to be regarded as dead....as you would be for real.

 

3. Zero starting skills...(requires a mod for console players to do this) I recommend 'Cheat Room' as an easy way to do this...On PC you can use console commands (Don't ask me how!).  Only if  this is not available on your platform, the acceptable alternative forfeit measure is to play with zero head worn gear until reaching level twenty.

 

4.  Extra enemies…(requires a mod to do this). The requirement shall remain part of the challenge for as long as the enabling mods are available. The aim is to at least double the major foes excluding named bosses. On console, ‘Enemy Reinforcements’ or ‘Increased Spawns’ are two, but any other foe doubling mod should be fine. For example: This will swell a pair of sabrecats to become four, Draugr are doubled, even Calcelmo’s spider Nimhe gets an additional same sized friend!  If you can load (and survive) even more foes…extra Kudos, but don’t complain if they overwhelm and end your run!  For PS4 players there is a similar mod “More Enemys for Skyrim PS4 by Alaann” which is acceptable.

 

5.  Consumables....No potions or poisons use period and no consumables that benefit healing, health or stamina (Includes soups, foods and ingredients) Alchemy may continue to be used and perked to allow coin to be made from sales and level ups will be unaffected.  This measure inevitably means that maximum smithing and enchanting levels will be reduced and skills can not be temporarily fortified.

 

Essential exceptions:  The sole use of Vaermina’s Torpor  to enable the ‘Dream Stride’.  Those employing mods such as 'iNeed' will have to feed their character small regular meals. This is fine....but must not used to aid combat. Similarly, role playing requirements such as drinking wines etc is permissable, but again any benefits must not be used to aid game play. 

 

6. No followers or Ai helpers (Except as given for specific quests).... Followers that must be taken on a scripted quest are exempt, but they must be taken directly to their quest employ and not used for non essential purposes such as dungeon delving along the way. Lydia (and other assigned Housecarls)....may be employed as a steward in a Hearthfire home, but she must stay there. She will unavoidably fight any occaisional attacking bandits at home...thats fine, but she must not be used as a follower. No follower animals, and for this challenge horses are NOT allowed (so you can not gallop through foes or make the horse take all the damage) Reiterated at Rule 17.A.8.

 

 

7. No Magicka use... No spells may be cast that normally use magicka....except...the Ward as instructed by Tolfdir and the fire and frost spells to be used only in the final chamber at Mzulft.

 

Additional Exeptions:

Shouts do not use magicka, but are restricted to the Greybeards gifted shouts (Rule 17.A.1).

(The Dragonborn's shout will enable entry to the College of Winterhold…No spell casting).

Zero cost spell casting by using enchantments is exploitative and disallowed...just to be clear. 

Cheat Room use is permitted to Zero the char starting skills and/or set a new time rate if desired.

The Face Light mod is a non advantageous player convenience…Permitted (Rule 17.B.4).

 

8. No unique enchanted artefacts usage..... All Daedric artefacts are unique (including named books). This also includes Dwemmer unique enchanted items (e.g Aethereal items) and other unique artefacts such as Yngol's helm, Azhidals boots etc. If it is unique it probably has a name!   

Unique enchanted items must not be used to aid gameplay. This Challenge requires that the Daedric Prince artefacts are obtained at least temporarily, but then may be collected as trophys, sold or disposed of as desired (Nocturnal’s Skeleton Key however must be returned as per the associated quest).

Special essential exceptions.........Sometimes a unique item must be used to allow quest progression....eg. The Bloodskaal Blade or the Staff of Magnus. In these cases the unique quest item may be use soley for its quest function. Hermaeous Mora's Black Books may be used under this caveat also.....but due to the excessive advantages of the books....the Dragonborn DLC quest line MUST be left until all other major quest lines have been fulfilled.

Rare, but regular enchanted items such as the necklace of poison immunity are not unique since you can get two or more in game, these are permissible as are all other enchanted apparal, weapons and home crafted enchanted items. 

Disenchanting Unique items.  A few unique items are able to be disenchanted to learn the enchantment (e.g. Waraxe of fiery souls), this is permitted, but the item will be destroyed.   The only exception being the ‘Notched Pickaxe’ (from the very highest point in Skyrim), this artefact confers a smithing bonus and must not be used or disenchanted, but may be collected or sold. 

 

9. No magical staff or scroll usage.... They are a form of spell casting.....and too much an easy advantage, but they may be collected or sold for good coin.  

 

10. No map based fast travel....carriages and boats are ok. The purpose is to deliberately expose the char to 'some' of the dangers of travelling. 

 

11. No mods or exploits that make the trial easier.....it's about testing your mettle... This is perhaps the most contentious of rules. The aim is to prevent powerful modded items or boosts to skills, coin and stats from giving an advantage over the vanilla benchmark. However, one is not expected to wreck their load order over some mods of low significance in this regard. For example mods that add village expansions, weather and lighting, lanterns, clear maps, bug fixes, textures etc are permissable and any small advantages obtained will not save you from a foe's ebony warhammer! Mods that provide extra enchantment slots such as extra rings, ear rings and other apparals may be worn for appearance only, not used. Modded character builds for Role Playing and appearance purposes are also permitted providing no advantage is conferred.   Mod armour and weapons may be used...providing...their stats do not exceed those of vanilla gear that could be used at that time. For example if your current smithed ebony gear is at AR 600 and you wish to swap into more attractive modded gear of AR 500 thats fine. What you can not do is use modded equipment to gain advantage over vanilla.  Mods that provide esoteric advantages such as gravity effects, extra fast surface travel, flying, teleporting etc are clearly not within the spirit of the trials. Mods that add difficulty and immersion (including extra foes and wildlife) are permitted....extra Kudos ! 

 

12. No paid training. This means no easy skill ups for armour and weapons, you have to fight and toil for your skills! Skills can still be raised to a degree by milking an extra point or two from a foe during most regular combat, however only the crafting skills may be ‘spammed’ (The practice of repeating a skill use for no other purpose than raising that skill).  For example: sneaking through a tomb will raise the sneak skill, but may be necessary to avoid detection, whereas sneaking back and forth in a barracks full of sleeping guards just to raise the skill is not necessary and considered a spam. 

 

 

13. Levelling up. Level up's are generally to be taken as soon as practicable after being attained. Note: If it occurs during combat, the level up must be delayed until no more enemies are near (i.e. no red dots shown on the compass).  Level up's may not be held over to act as a healing aid at some later time. Perks may be saved or used at player discretion. 

 

 

14. Legendary'ing skills. When skills reach 100 the game offers an option to get the skill perks back by dropping the skill back to 15. At this time I do not consider that necessary or desireable since by around levels 40 to 50 the build's defining skills will be perked sufficiently. By that time, new perks will be harder to obtain as the skills max out and the careful consideration of perk allocation should be regarded as a player skill in itself.

 

15.  Apparel load outs.  Only one set of combat armour may be carried in inventory at a time. No multiple pairs of alternative boots, gauntlets helmets etc etc.  However, alternative load outs may be retained in storage (e.g. in a player home). Mod armour sets may comprise more than the vanilla four piece sets (head, chest, hands and feet), but must still comply with the armour rating requirements at rule eleven. Multiple enchanted rings and necklaces may be carried and swapped around as necessary (you can still only wear one ring and one necklace at a time).  For the Role Players, non combatant apparal may be kept in inventory even if it does have an armour rating...shoes, evening wear etc.  Armours being transported as spoils of combat, finds, theft or purchase for later use are not affected by this rule.

 

16.  Blocking.  Shields must not be used and the Block Skill tree must remain completely unperked.  However, weapon blocking and bashing is permissible and the block skill will increase normally.

 

17.   Allowances, prohibitions and special conditions: 

The scope of Skyrim’s game mechanics and components is so vast that inevitably there must be things which are desirable to include or exclude and allow or disallow outside of the regular rules in order to maintain the difficulty and balance of the Trial.

 

A.  The following features are considered too advantageous and are disallowed.
1)  Shouts:  All shouts are permitted except “Slow time”, summoning the Sovngarde Hero, and calling the dragons Odahviing and Durnhviir to assist the player in combat (these are Ai controlled helpers as defined in rule 6).  Odahviing can be called once, at Dragonsreach, as required to progress the Main Quest.
 
2)  Enchantments of:  Paralyse, Absorb Stamina, Absorb Health.
 
3) Time slowing effects such as the “Slow Time” shout and “Steadyhand” (in the Archery skill tree), plus the “Quick Reflexes” perk (As covered in ‘Blocking’ at 16).
 
4)  Skill tree perks which confer excessive player advantages:  The “Shadow Warrior” perk (in the Sneak skill tree), the “Bullseye” perk (in the Marksman skill tree).
 
5)   Duel wielding is prohibited due to the excessive damage output of this mechanic.
 
6)   Changes to the vanilla char height. This affects speed of movement and jumping distance. (Hence the shorter Breton can not outrun a Nord and a Nord can not outrun the taller Altmer. Plan your attack/escape strategy accordingly).  The Nord default height is 1.03 for reference.
 
7)   No aiming sight for ranged attacks while standing…You do not have an aiming sight in front of your face in real life so you haven’t one here either!  Really only affects 3rd person pov play. The crouched/sneak mode still has an aiming reticule for those who choose not to develop the free aiming skill (but you pay with movement speed and not shooting over cover).
 
8)  No horses period. They are a huge advantage by virtue of soaking up incoming damage, traversing near unclimbable inclines, speeding past and outrunning enemies, attacking or distracting foes when unmounted and carrying excessive weights. This prohibition makes exploring the wilds genuinely hazardous as intended.
 
B.   Small exceptions to the rule prohibitions are made to allow:
1)  The three uses only, of J'zargo's flame cloak scrolls (just so that his CoW side quest may be completed if desired).  
 
2)  The necessary uses of Arniel Gane’s heating spell upon the Dwarven Convectors (just so the artefact “Keening” may be collected if desired). 
 
3)   The drinking of the single potion “Vaermina’s Torpor” (just so the artefact “Skull of Corruption” may be collected as per Rule five).
 
4)   The “Facelight” mod.  This IS a spell, but it’s use is advantageous (only) as an aesthetic for recording purposes. It is regarded as a valued special exception and not a precedent.  Use it or not at player discretion.
 
Non unique enchanted items are permissable...(rings of health, daggers of burning, vanilla necklaces of resistance and immunity, amulets of the deities etc. and player enchanted items.) Skills may be used and perked....providing the conditions above are met. Standing Stones....employ and swap around as desired.

 

Above all, Remember the trials are about testing your mettle....not seeing what can be gotten away with! There are ingenious ways to exploit one's way through, but this is intended to be a personal challenge.....If you take an unconventional easy route or exploit a rule loophole, you are only trivialising your own accomplishment. Keep it real, keep the faith. 

 

Aspiration:

 

To complete ALL of the following quest endings. However, note the Main Quest MUST be finished FIRST thus enabling Dragons and shouts, and the Dragonborn dlc MUST be finished LAST because the black books provide some significant advantages. The rest may be ordered at player discretion.

 

A. Major quest lines as follows:

The Main Quest (Completed when you meet Arngeir after Sovngarde),

The Companions (Completed when Kodlak’s spirit calls you Harbinger), 

Thieves Guild (Completed when you have the Guildmaster armour and have returned the Skeleton Key for Nocturnal), 

College of Winterhold (Completed when you have the Arch Mage robes), 

Dark Brotherhood (Completed when the Night Mother gives you a ‘DB forever’ contract and Safia is eliminated),

Civil War (Completed upon the death of either Ulfric or Tulius), 

Bard’s College (Completed when the three Bardic Instruments have been retrieved),  

Dawnguard (Completed upon the death of Lord Harkon),

Dragonborn - The final quest, after section F below (Completed when you see Miraak killed),

 

B.  The quests to collect the thirteen Dragon Priest masks…

Ten as placed in the Bromjuunar sanctuary at Labyrinthian, plus the three from Solsthiem. In any order, but the masks must not be worn by the player char (except the wooden mask as required).

C.   The quests to collect all 16 Daedric Prince artefacts…

Specifically the artefacts are:

Sanguine Rose (Sanguine), Boethia Mail (Boethia), Ring of Namira (Namira), Saviours Hide or Ring of Hircine (Hircine), Rueful Axe or Masque of Clavacus Vile (Clavacus Vile), Wabbajack (Sheogorath), Skeleton Key (Nocturnal), Mephala’s Blade (Mephala), Mehrunes Dagon’s Dagger (Mehrune’s Dagon), Skull of Corruption (Vaermina), Spellbreaker (Peryite), Dawnbreaker (Meridia), Azura’s Star Black or White (Azura), Mace of Molag Bal (Molag Bal), Volundrug (Malacath), Ohgma Infinium (Hermaeous Mora).

In any order, but not use them to aid gameplay.

(Note: some artefacts maybe relinquished during quests e.g, the Skeleton key and Skull of Corruption.  Possessing the artefacts temporarily is all that is required to complete the objective. Also, some princes offer an either/or option (eg: Saviours hide or Ring of Hircine). Either counts as ok.  It is surviving the quest mission rather than owning the item itself that is important here).

D. Complete the side quest ‘In my time of need’…Aid or betray Saadia to finish it.

E. Complete the side quest ‘Lost to the Ages’ and kill Taron Dreth. The forged Aetherium items must not be used, but may be collected or sold.

F.  Complete the side quest in ‘Ansilvund’. Kill Lu’ah Al-Skaven and take the Ghostblade.

……

At this point ‘Dragonborn’ may be attempted. Upon completion, and with all the above quests complete under Plutonium Challenge rules, it only remains to say you truly are proven to be a Master of Skyrim Combat Survival…

Exceptionally well done.

 

Adella😀

 

 

 

  • Like 2
Link to comment
Share on other sites

Essentially yes....however in the interests of making it less daunting, I have reduced the number of full questlines needed to be completed.

It used to be all nine, which took hundreds of hours, but myself and a French chap ‘Pasdmena’ actually managed to finish the original...and he was a bit faster than me!

The huge length was in itself part of the challenge you see.  Surviving a couple of whole questlines on DiD might not seem too demanding if you are good....but when it is all nine....and you can’t die even once!  
Well statistical probability starts to catch up with you, and complacency plus having to stay on the track bend after bend, lap after lap often proves fatal in the most annoying ways.

Falling off a narrow ledge or backing into an unseen foe when already heavily wounded by the foes in front, or getting trapped in a dead end while retreating under fire.  I guess you have been there too huh!

Link to comment
Share on other sites

Yeah, the probability is pretty high of dying, and also I find it forces me to play too slow and defensive at times.  It's funny how that works, when you don't care about dying and reloading you get to enjoy a more aggressive and dynamic playing style, but at the same time after a while you loose the excitement to walk into an unexplored dungeon.  I see a possibility for a titanium, now that it's only four quest lines. :)

I have no idea how you find the interest do so many playthroughs, even with a different set of rules.  My goal all along has been to just find a way to play through the game that I find the most enjoyable for me and that's it.  I hate it when I have to restart and go through the exact same quests.  Maybe once I do all the interesting quests and decide to end the playthrough I'll feel the urge to do it again with a different character build, but I doubt it.  There's only so many skills and abilities in the game that I actually find fun to use and I'm already trying to use and switch between them to keep it interesting...

Link to comment
Share on other sites

<Chuckles> I am not immune to quest burn-out sweetpea and sometimes re-doing a DiD run for the n’th time feels like chewing through a really hard toffee.  One’s jaw is aching, but you refuse to spit it out.  Ugh!  What a terrible analogy!

The even harder, not yet formulated, super toughie is called  “Plutonium”.....I need my mind settled from all this forum upset malarky before sitting down to it, but I envision it to be my last in the series and so difficult that completion will be a real feat even for seasoned Skyrim survivalists.  All I will say is getting through my Challenges are never about needing good luck...Skill and patience will get the intrepid through:highfive:.  But you can expect for this one...not just all nine full questlines, but all Dragonpriest masks and maybe a little more hmmm!

However...I have a surprise extra Challenge to formulate too....It will be outside the metal series (Bronze to plutonium).  Probably a gem stone based nomenclature to make its difference clear (Sapphire, ruby or diamond maybe).  

It came about when I tried the old chestnut of simply not levelling up...at all.  It was hard and fun (Taking Restless Draugr down is dangerous).  There are limitations of course, not all quests and most foes are unavailable and worse some locations are pre-levelled by Bethesda and on level one, even with the best available gear you can not do them.  You also have zero perks of course, so high output equipment is impossible tho’ you can still smith a bit and skills continue to improve.  A wider scope would be possible if I allowed levelling up to a player self regulated cap of level 10...at least Dawnguard would then start and the player could get a Hearthfire home hmmm.  Well, it is still in planning, but certainly a different take on surviving the game!

Adella

  • Like 1
Link to comment
Share on other sites

Well, Skyrim is home afterall hmmm!

Ah, but I did spend three months in CP2077...with purple hair and really, really bad make up.  
 

rKoBr2Q.jpg

Sadly one can not fall in love with a game in which every one of the seven endings is emotionally dark and depressing.  Even the npcs you are encouraged to have empathy for, all end up in terrible situations, or dead!  
 

I seriously do believe the writers at CDPR have some very unfortunate mental baggage.  But I buy games to be entertained, not to be left weeping.  One genuinely good...or at least neutral ending is all I required.  The best ending by far, is where you keep your sanity and personality and leave the Night City hell hole with your bestie...only to die with extreme Alzheimers six months later.  Bloody marvellous Project Red!  I bet you guys are a riot at a party huh!

Next on the agenda will be...TES6 ta’da!  
If....M$ don’t cancel it, or Beth doesn’t dumb it down on skills and magic, remove the sandboxing elements, give you an enforced Redguard player char with an ill fitting Murican voice talent and an instant family with your kids stolen by bandits.

A.:lmao:

  • Like 3
Link to comment
Share on other sites

16 hours ago, Adella said:

The best ending by far, is where you keep your sanity and personality and leave the Night City hell hole with your bestie...only to die with extreme Alzheimers six months later.

If this is the best ending i really don't want to know what the others are. :( I was at least a little curious about the game but don't want to buy it for my old xbone. Maybe when i decide to get a series x and the game is on 10€ sale.

Link to comment
Share on other sites

14 hours ago, Rotzi said:

If this is the best ending i really don't want to know what the others are. :( I was at least a little curious about the game but don't want to buy it for my old xbone. Maybe when i decide to get a series x and the game is on 10€ sale.

I passed on CP2077 for the same reasons Adella didn't like it.  I watched a ton of gameplay, more than I normally would to become interested in a new game, because I kept looking for some story options that appealed to me and never found them...  Coming from over twenty years of Fallout fandom, Phat is very used to grey areas.  Phat loves grey areas and choices that make you chose which really is the lesser of two evils.  But, CP2077 seems to screw your character no matter what choices you make.  You get screwed regardless.  The only variance is the method of the screwing and which of your friends die.  That game is just evil with no good or gray choices.  That is just one observer's humble opinion and not intended to insult anyone that likes the game.  That's just the reasons why I passed on it.  Still love Witcher 3.  So, I'm hoping CDPR learns from CP2077's errors and does better next time.

Hope that helps, Rotzi my friend :)  Adventure on, Phat:blackhand:

  • Like 2
Link to comment
Share on other sites

On 5/27/2021 at 5:02 AM, Adella said:

<Chuckles> I am not immune to quest burn-out sweetpea and sometimes re-doing a DiD run for the n’th time feels like chewing through a really hard toffee.  One’s jaw is aching, but you refuse to spit it out.  Ugh!  What a terrible analogy!

The even harder, not yet formulated, super toughie is called  “Plutonium”.....I need my mind settled from all this forum upset malarky before sitting down to it, but I envision it to be my last in the series and so difficult that completion will be a real feat even for seasoned Skyrim survivalists.  All I will say is getting through my Challenges are never about needing good luck...Skill and patience will get the intrepid through:highfive:.  But you can expect for this one...not just all nine full questlines, but all Dragonpriest masks and maybe a little more hmmm!

However...I have a surprise extra Challenge to formulate too....It will be outside the metal series (Bronze to plutonium).  Probably a gem stone based nomenclature to make its difference clear (Sapphire, ruby or diamond maybe).  

It came about when I tried the old chestnut of simply not levelling up...at all.  It was hard and fun (Taking Restless Draugr down is dangerous).  There are limitations of course, not all quests and most foes are unavailable and worse some locations are pre-levelled by Bethesda and on level one, even with the best available gear you can not do them.  You also have zero perks of course, so high output equipment is impossible tho’ you can still smith a bit and skills continue to improve.  A wider scope would be possible if I allowed levelling up to a player self regulated cap of level 10...at least Dawnguard would then start and the player could get a Hearthfire home hmmm.  Well, it is still in planning, but certainly a different take on surviving the game!

Adella

Darling... so glad to see you've found a new home.  We seem to have much better landlords in this location.  The air is certainly much clearer and the neighbors are rather agreeable as well!:wub:   'Tis splendidly fab to see dear friends joining in already:hug:  This is most pleasing, indeed:highfive:

Just thought I'd chime in on the Hearthfire home... 

One need not be level ten to obtain Lakeview or at least open the door to owning the coveted homestead there in Falkreath, home of my precious Lake Ilinalta.  One must merely remember to pick up the lone bottle of Black-Briar mead by Raloff on the way out of the caves under Helgen keep.  In my game it's generally down in the stream sitting all by it's lonesome.  Take that bottle to Jarl Siddgeir at any level below ten and he'll send you off to kill the bandits that attempted to withhold Sidd's cut of the profits.  How soon you wish to charge into that bandit lair is then up to you, not the game's preset level ten to receive the letter from Siddgeir.  Amazing what a simple bribe of alcohol can achieve sometimes...  You still need to amass the five grand in gold septims and all of the necessary building supplies.  But, you can open that door at level one, straight out of Helgen.  One merely needs to survive the trek to Falkreath.  Not an easy task in itself at level one.  But, it can be and has been done.  Get to Falkreath, hunt and gather, buff the character, get rich on alchemy and enchanting and build Lakeview before level ten. 

Major Slack built an entire challenge around it.  He had to go straight to Falkreath from Helgen and could not leave the boundaries of Falkreath until he had fully built Lakeview Manor.  He did a similar Dragonborn challenge on Solstheim where he could not leave Solstheim until reaching level forty.  Now, Slack reloads with no DwC.  He runs on auto-saves except for safety saves outside of combat, like pre crafting saves.  Otherwise, the game auto-saves at the cave entrance.  So, if he gets all the way to the end of a dungeon and dies, he does have to replay the dungeon.  The consequences are a few hours of gameplay rather than days or weeks or longer all lost in an instant.  Good ideas are where you find them, just like good friends. 

Well... I certainly rambled on there.  Yet, it was good to just let all that out.  Hope it helps someone.  

Adventure ever on beloved Adella and dear friends, Phat:gnight:

Link to comment
Share on other sites

9 hours ago, phatbassanchor said:

I passed on CP2077 for the same reasons Adella didn't like it.  I watched a ton of gameplay, more than I normally would to become interested in a new game, because I kept looking for some story options that appealed to me and never found them...  Coming from over twenty years of Fallout fandom, Phat is very used to grey areas.  Phat loves grey areas and choices that make you chose which really is the lesser of two evils.  But, CP2077 seems to screw your character no matter what choices you make.  You get screwed regardless.  The only variance is the method of the screwing and which of your friends die.  That game is just evil with no good or gray choices.  That is just one observer's humble opinion and not intended to insult anyone that likes the game.  That's just the reasons why I passed on it.  Still love Witcher 3.  So, I'm hoping CDPR learns from CP2077's errors and does better next time.

Hope that helps, Rotzi my friend :)  Adventure on, Phat:blackhand:

Thanks for the help. Maybe one day i try it. When the Fail-of-the-Year edition comes out. :lmao:At the moment i am (a little) excited for Diablo 2 remaster and consider if i should buy Biomutant.

Out of reactions but have a :bigcookie:  Edit: Now it worked.

Edited by Rotzi
  • Like 1
Link to comment
Share on other sites

6 hours ago, Rotzi said:

Thanks for the help. Maybe one day i try it. When the Fail-of-the-Year edition comes out. :lmao:At the moment i am (a little) excited for Diablo 2 remaster and consider if i should buy Biomutant.

Out of reactions but have a :bigcookie:  Edit: Now it worked.

Diablo 2?  I still have it installed from my original disc!:highfive:  I have somewhere around fifty thousand hours in that game, maybe closer to a hundred thousand... IDK for sure.  But, it's a lot!:wub:

Link to comment
Share on other sites

Phat sweetie....What!  Splutter!  Once again you sweep me off my feet.

Level ten starts Dawnguard.  Lakeview, via Siddy’s invite letter actually starts at Level Nine.

However, I did not know you could force start it by handing a Blackbriar mead to Siddgeir.    That darling was a complete revelation to me!

But then...You told me how to change the camera to character distance in 3rd person and how to keep the wood chopping ani going with a simple forward press of the left controller stick (XB1).

I don’t know how you find out these little gems, but I am glad you do....Thank you sweetpea.

Adella😘
 

Oh and BTW.....You may not be surprised to know I can indeed get from Riverwood to Falkreath with in fact...very little danger (not quite zero...one must always be alert hmmm!).  I can tell you how...over dinner hmmm!

Link to comment
Share on other sites

1 hour ago, Adella said:

Phat sweetie....What!  Splutter!  Once again you sweep me off my feet.

Level ten starts Dawnguard.  Lakeview, via Siddy’s invite letter actually starts at Level Nine.

However, I did not know you could force start it by handing a Blackbriar mead to Siddgeir.    That darling was a complete revelation to me!

But then...You told me how to change the camera to character distance in 3rd person and how to keep the wood chopping ani going with a simple forward press of the left controller stick (XB1).

I don’t know how you find out these little gems, but I am glad you do....Thank you sweetpea.

Adella😘
 

Oh and BTW.....You may not be surprised to know I can indeed get from Riverwood to Falkreath with in fact...very little danger (not quite zero...one must always be alert hmmm!).  I can tell you how...over dinner hmmm!

Sounds marvelous darling:wub:  It's likely 3 AM your time now...  So, our clocks should align for sunrise your time through as late as afternoon tea if you catch me before bed or we can shoot for dinner your time once I awake again.  Your call leibchen.:wub: 

As to the tip...  I did that once on accident before I even got the letter the first time.  I was just lucky to stumble upon the jarl before the general store or I'd have just as likely have sold it.  He asked me to fetch him a bottle of Black-Briar mead and I just happened to have it.  So, that has been sitting in the back of my head around three years now.  You can thank Slack for bringing it back to the front of my thoughts with his Hearthfire challenge in Falkreath. :)  Slack gave me one of those, "Oh yeah...  I remember doing that" kind of moments. :) 

See you soon dearest.:hug:  Adventure on.:bunny:  Kisses, Phat:wub:

Link to comment
Share on other sites

  • 2 weeks later...

My kind of challenge...

Slack may have easily been joking when he went riffing on I am a Horker vaguely to the tune of I am the walrus, an all time favorite song.  He asked for someone to do the whole song.  Well... joke or not I took a stab at a Skyrim parody version.  I took it as a personal challenge that I might actually achieve.  I quoted my response to Slack below.  What do y'all think?  
Adventure on with big kisses darling, Phat:hug:

"Remember... You asked for this...  Okay Slack... here it is... 
I am the Horker by Phat and the Mudcrabs <3  Hahaha ;D

I am he as you are he as you are me
And we are now a dovah
See how they run like elk from the hunt
See how they fly
There's dragons
Sitting at the hearth baked
Waiting for the man to come
Sodding Thalmor reject, stupid bloody Ulfric
Man you've been a naughty boy
You let your face grow long
I am the dovah
They're not the dovah
I am the Horker
Zii Los Dii Du***
Whiterun City guardsman sitting
Pretty little guardsmen in a row
See how they fly like Talos in the sky, see how they run
There's dragons, There's dragons
There's dragons, There's dragons
Bend the will of dragons
Looking into Alduin's eye
Haelga ain't a fishwife, just a randy priestess
Boy, you've been a naughty girl, you let your knickers down
I am the dovah
They're not the dovah
I am the Mudcrab
Zii Los Dii Du***
Sitting in an Dunmer garden
Waiting for the sun
If the sun don't come you get a tan
From standing in the Skyrim rain
I am the dovah (now good sir)
They're not the dovah (a poor man, made tame to fortune's blows)
I am the Horker
Zii Los Dii Du***, goo goo goo g'jiub (good pity)
Expert, Khajiit skooma smokers
Don't you think the joker laughs at you (ho ho ho, hee hee hee, hah hah hah)
Cicero at night will stick you in the side, Brotherhood style
There's dragons
Busting skooma dope fiends
Climbing up Solitude Lighthouse
Elementary Riekling singing Gooba Wahkah
Man, you should have seen them kicking @$$ out in the snow
I am the dovah
They're not the dovah
I am the Horker
Zii Los Dii Du***, goo goo good g'jiub
Goo good g'jiub, goo goo good g'jiub, goo
Jiub, Jiub, Jiuba
Jiuba, Jiuba, Jiuba
Jiub, Jiuba
Jiub, Jiuba
Skooma Skooma Skooma
skooma skooma skooma...

Zii Los Dii Du*** Miraak's Devour Soul shout observed when fighting Miraak in Apocrypha.  Spirit Is Mine Devour, Zii Los Dii Du...  It's the only shout with four syllables to fit the rhythm, the rest are all three.  Enjoy ;D
Adventure on dear friends, Phat"

 

Link to comment
Share on other sites

  • 3 months later...

Shamefully I must admit defeat in my Black Diamond Challenge.  This one prohibits levelling up at all, and is Dead is Dead on Legendary.  Level one gives you low health, poor magic resistance, poor equipment and few ways to significantly improve anything…..In theory your foes are also stuck at their lowest levels too…but several of them are well above your capability, not counting bears, sabrecats and ice wolves, a few of which do exist even at player level one.

Anyhow, I tried and tried, but the odds are so stacked, even my best care and guile were no match.  I did get to release Esbern, but those Forsworn at Karthspire camp were too much no matter how many attempts I made (and Delphine with Esbern did most of the work).

So <big sigh> there comes a point where one has to be pragmatic.  Later I may revisit the rule set and see if there is some revision I can make that tips the balance without making the challenge unworthy.

For now….I am going to put my neck into a different noose and attempt my super hard metal series top challenge….Plutonium.  Should take about a year if I don’t get my likeness killed:rofl:

A.:woot:

  • Like 2
Link to comment
Share on other sites

I'm sorry to hear this.  I've had to admit defeat a few times when I set myself a challenge that I just couldn't seem to overcome (such as playing a non-magic-using, melee-only warrior in Oblivion who only wore street clothes and was crippled with a boatload of other bizarre, self-imposed restrictions).  So I think I know some of the frustration you must be feeling right now.  For me, it has always been hard to give up on a challenge.  It feels like going back to base camp when I am only halfway up Mount Everest.  But don't give up!  In time, as you say, you may find a way to get around these seemingly insurmountable obstacles. 

Anyway, I wish you better luck on your super hard metal series top challenge Plutonium Challenge!    

  • Like 2
Link to comment
Share on other sites

On 11/9/2021 at 9:06 AM, Adella said:

Shamefully I must admit defeat in my Black Diamond Challenge.  This one prohibits levelling up at all, and is Dead is Dead on Legendary.  Level one gives you low health, poor magic resistance, poor equipment and few ways to significantly improve anything…..In theory your foes are also stuck at their lowest levels too…but several of them are well above your capability, not counting bears, sabrecats and ice wolves, a few of which do exist even at player level one.

Anyhow, I tried and tried, but the odds are so stacked, even my best care and guile were no match.  I did get to release Esbern, but those Forsworn at Karthspire camp were too much no matter how many attempts I made (and Delphine with Esbern did most of the work).

So <big sigh> there comes a point where one has to be pragmatic.  Later I may revisit the rule set and see if there is some revision I can make that tips the balance without making the challenge unworthy.

For now….I am going to put my neck into a different noose and attempt my super hard metal series top challenge….Plutonium.  Should take about a year if I don’t get my likeness killed:rofl:

A.:woot:

In all honesty, my darling, I think the enemies level up when the player earns the level rather that when the player accepts the level.  The only way I've seen Skyrim beaten at level one was to run the main quest as quickly as possible, foregoing all else and calling it a victory with Alduin's defeat.  It's the traditional speed runner's challenge.  The longer you play without upgrading any of your skills, the more you stack the game against you with each new level earned.  What I have seen work is to not limit the character level beyond a cap of 81 with no legendary skill moves and limit the number of skills that can accept perks.  You could also limit the number and type of perks allowed.  How severely you limit the number of skills and perks allowable could be the balance that makes your ultimate challenge.  Major Slack plays his "pure race" challenges using only the skills for any given character race.  Bosmer Skills:  +10 Archery and +5 Alchemy, Light Armor, Lockpicking, Pickpocket, Sneak.  By Slack's pure race rules, those are the only skills the character can perk and train.  I'm certain that an Adella variation would not allow training. 

We learn by doing, right my beloved? :fear: Hahaha:lmao: 

Yes, Phat usually cheats... except in a challenge play.:redface:  I was successful in fixing my SLE.  So, my original plan to make a challenge LO with mainly textures and bug fixes will happen... eventually.  I need to get SSE modded to utter filth and running stable in the new machine.  Personally, I'm still thinking of making a modified Adella challenge, that Phat's Brass Ring idea I had.  It would still be your challenge but with a fast forward to the end game option.  Like starting the challenge at level 25 with HMS and skills with up to 24 perks in place.  Nothing that couldn't be earned in the expanse of normal grinding... without all the grinding.  Avoiding all that vanilla grind is why I started cheating in the first place!  Hahahahaha:rofl:  One would still need to obtain materials to manufacture or trade for items needed as well as any spells, enchantments and complete challenge quest tasks to earn saves to avoid a trip back to Helgen.  To keep it challenging, I'd keep the Silver rules on master and needing to complete an entire challenge quest to earn a save.  But, that's on the back burner for next year now. 

:wallbash::wallbash::wallbash::wallbash::wallbash::crash::crash::crash::crash::crash::wallbash::wallbash::wallbash::wallbash::wallbash:

Those emoticons represent what was going through my mind when I first heard you regale me regarding Black Diamond...  Yeah...  I kinda saw this coming.  Initially, I thought it impossible. 

Then I thought, if anyone can, it's Adella!:wub::run: 

Mais non...:facepalm:  Napalm face palm and move on...

Don't give up. :hug:  It actually makes sense to start with the impossible to find what is possible regardless of how difficult and improbable it might be :)  Adella knows challenges.  They are her forte and fame:wub:  So, I'm confident that you will come up with the ultimate challenge that is actually possible, dearest Adella.:hug:As far as I'm concerned, you did that a long time ago.  

I'm curious to know for certain if the enemies level up when the character level is earned or if it only happens after the player redeems the 10 point bonus to Magicka, Health or Stamina.  I think it's when the level is earned, just not entirely certain...  anyone else know? 

Anyway, that's Phat's two cents of wisdom and encouragement right there. 

Adventure ever on dearest friend, Phat:blackhand:

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...