Getting Started
Getting Started I
First Steps
Open Beta access, session keys, and the launcher.
Once you enter your Open Beta code on the access site, you can unlock the launcher download by pressing either (1) Generate a Session Key or (2) Use Existing Session Key.
After installing the launcher and running the exe, you will be prompted to enter your Session Key and Load Session. Session Keys are "accounts" and you will start with one default character. A Session Key can hold up to 10 characters and character setup can be done on one character at a time. Session keys can be shared but don't lose them, they will not be easy to recover. You can link your account to our forums or discord for more control over your Session Key.
The launcher works on the most recent SE/AE branch of TES V: Skyrim and manually enables all DLCs. The launcher validates the game files and gamemode version and can be updated by clicking the "Update Client" button, which will repair files and reinstall the newest version.
Getting Started II
Character Creation
Starting build, description, affliction, and first spawn.
When creating a fresh character in the launcher, you are able to set your starting build, write your character's description which can be seen by others, and choose a body affliction if you so choose.
Build lets you apply 4 +10 attribute points to your Magicka, Health, or Stamina. The world is unforgiving and these are an important 40 attribute points.
Description lets you set a current state description of your character which can be seen by others.
Affliction applies any selected disease to your character. You may choose the Sanguinare Vampiris or Lycanthropy and start as a vampire or werewolf, but if you pray at the temple of Riften you will become immune to those afflictions permanently.
After launching, you will spawn in a character creation menu at Winterhold and be able to customize and name your character.
After completion, you will spawn at one of the spawn points with a preliminary set of adventurer's equipment.
Getting Started III
Birthsign and Skills
The Standing Stone decision defines the character.
Your Birthsign will be the most important and defining part of your character.
You will start at level 1 with 0 in all skill trees, but you may visit a Standing Stone to get a one-time buff that matches your character's Birthsign.
Some major professions and skill trees will be gated behind these Birthsign Major and Minor Skill Level grants.
XP distribution is massively decreased, and truly advancing in specific skill trees will require a lifetime of work and specialization.
Choose your Standing Stone wisely because these Birthsign buffs are significant and re-specialization would equal a major life-changing decision.
Getting Started IV
Combat
Hostiles, parties, PvP, weapon classes, and specialization.
Combat has an increased difficulty scale, and engaging with hostiles will equal near-guaranteed death unless properly skilled and equipped.
World PvP, faction combat, dungeons, certain quest lines, and miscellaneous activities will all be available solo or as a party.
Melee and ranged combat, including kill moves and perks, are fully available and you may specialize in any combat category your character desires.
Choose a combat build wisely. You must consider competing builds and you want something that matches your character because you will often only specialize in a few combat and defensive skills over your lifetime, if any at all.
Getting Started V
Death
Downed state, corpse looting, respawn, and Temple Sanctuaries.
After death, your character will enter a downed state and begin a death timer of 90 seconds.
Corpse inventories are available for looting during the downed state.
On death, inventory will be completely wiped and you will respawn in a roughspun tunic and rags at one of the Halls of the Dead across Skyrim, temporarily debuffed.
If you've received a specific blessing from a Priest or Priestess of the Divines, they'll be alerted to your state and you'll have to await their treatment, or choose to respawn at their Temple Sanctuaries after 5 minutes.
Getting Started VI
Experience Gates
Major and Minor gates on skills and professions.
All skills are available, but your skill set should be focused as these gates mean you may be limited from some gameplay on that character.
XP distribution on Aurbis mirrors vanilla but is massively extended with our own rates.
Some skill trees will only be available via the correct Birthsign.
There are Major and Minor gates on certain skills and professions that restrict or limit your usage until either (1) Grinding the Skill Level or (2) Selecting the correct Birthsign.
Major gate restrictions are Skill Level 20, and Minor gates are Skill Level 10.
Major skill gates: Alchemy, Enchanting, Smithing.
Minor skill gates: Lockpicking, Pickpocket, Tanning, Smelting, Speech (Literacy).
Getting Started VII
Combat Gates
Weapon, armor, magic, and crosshair restrictions.
All combat is available, but your skill set should be focused as these gates mean you may be limited from some gameplay on that character.
Damage and combat on Aurbis mirror vanilla with a few specific rates for balancing purposes.
Some skill trees will only be available via the correct Birthsign.
There are Major and Minor gates on certain equipment, weapons, and combat skills that restrict or limit your usage until either (1) Grinding the Skill Level or (2) Selecting the correct Birthsign.
Archery only restricts the crosshair until Skill Level 10.
Major gate restrictions are Skill Level 20, and Minor gates are Skill Level 10.
Major skill gates: Heavy Armor, Two-Handed, One-Handed (Dual-Wielding).
Minor skill gates: Alteration, Conjuration, Destruction, Illusion, Restoration, Block (Shields), Archery (Crosshair Restriction).
Getting Started VIII
Standing Stone Skill Level Grants
Major grants are 20 Skill Levels. Minor grants are 10 Skill Levels.
| Stone | Major 20 | Minor 10 |
|---|---|---|
| The Warrior | Heavy Armor, Smithing, Two-Handed | Block, One-Handed |
| The Mage | Destruction, Alteration, Enchanting | Illusion, Speech |
| The Thief | Lockpicking, Pickpocket, Sneak | One-Handed, Speech |
| The Lover | Restoration | Speech |
| The Apprentice | Alchemy, Illusion, Restoration | Alteration, Conjuration |
| The Atronach | Destruction, Alteration, Enchanting | Conjuration, Smithing |
| The Lady | Alchemy, Light Armor, Speech | Archery, One-Handed |
| The Lord | Block, Heavy Armor, Speech | Archery, One-Handed |
| The Ritual | Conjuration, Illusion, Enchanting | Alteration, Speech |
| The Serpent | Alchemy, Speech, Illusion | Smithing, One-Handed |
| The Shadow | Archery, One-Handed, Sneak | Lockpicking, Pickpocketing |
| The Steed | Heavy Armor, Smithing, One-Handed | Block, Archery |
| The Tower | Lockpicking, Two-Handed, Heavy Armor | Restoration, Alteration |
- Major grants are 20 Skill Levels.
- Minor grants are 10 Skill Levels.
- Birthsigns provide 3 Major Skills and 2 Minor Skills.
- The Lover starts with 1 Major, 1 Minor, a lower XP multiplier, and 5 in all other Skill Levels.
Getting Started IX
Damage and XP Distribution
Damage terms, world difficulty, combat XP, and the custom Aurbis skill curve.
Damage Distribution
- Skill damage term: 1 + skill / 200.
- Skill 0 = 1.00x.
- Skill 20 = 1.10x.
- Skill 50 = 1.25x.
- Skill 100 = 1.50x.
- Current default world difficulty is Master.
- Player-to-world actor damage: 0.5x.
- Configured world/player incoming damage: 2.0x.
- PvP uses 1.0x.
- Power attack: 2.0x.
- Sneak: 2.0x, dagger sneak 6.0x.
- Bash: 0.4x.
- Armor mitigation: DamageResist * 0.0012, capped at 85%.
XP Progression
- Combat XP now uses custom Aurbis XP: damage * 0.05, clamped from 0.25 to 5 XP per accepted combat damage row.
- Aurbis skill curve is custom:
xp_to_next = 25 + level^1.95. - Vanilla use XP for combat skills is customized for One-Handed, Two-Handed, Archery, Block, Heavy Armor, Light Armor.
- Standing Stone permanent skill gain multiplier is configured as 1.25x with The Lover 1.07x.