The lowest-end enchantments have had their magnitude boosted to make them less pathetic compared to their highest-end versions. This is to help reduce the feeling that you “must” grind for a maximum potency version. It also makes random low end junk that you would ordinarily pass by or sell more useful. For example, Fire Damage now scales 15/18/21/24/27/30 pts of damage.
The weakest enchantments have been buffed a bit while the strongest have been nerfed a bit. In particular, fortify alchemy/smithing/speechcraft have been nerfed to 5-10% potency.
Pickpocket enchantments now increase Pickpocket instead of PickpocketMod, so that you cannot exploit the “100% pickpocket mod means you never get caught” thing that breaks the game so badly (however pickpocket mastery is still true mastery, which I feel is more fair because it is gated behind a lot of skill investment instead of merely stacking enchantments).
Finally, peerless enchants have been distributed to vendors across the world as stretch purchase goals and also to prevent the fact that you pretty much have to grind RR for a peerless enchant. You’ll still need to hunt down the correct vendor for each enchant, though, and some are in Raven Rock and Orc Strongholds.
Scrolls are much stronger, somewhat more expensive, and take a long time to cast compared to their base spells since you presumably have to read them. They also now use Requiem naming conventions instead of Skyrim ones (Oakflesh becomes Mage Armor (Rank I)) and so on)
Strange Scroll now summons Ogerboss when used within the time wound. Beware, he is far more OP than Alduin and will murder you extremely easily.
Each "material class" of weaponry now has its own special property when wielded. More or less copied over from AZtweaks with some changes.
Iron weapons drain less stamina overall, and are the best weapons for new characters.
Steel weapons have more range.
Ancient nord weapons deal much more damage when wielded by undead (including Draugr, beware!)
Imperial weapons have much cheaper power attacks.
Silver
weapons deal massive extra damage to undead (more than before, and even more to draugr) and can damage ghosts. They also regain the ability to ignore undead weapon resistances (a silver blunt weapon will do full damage to draugr instead of 1/2)
bolts/arrows have tier 3 expertise.
Orcish weapons inflict massive damage to low-armor targets, but quickly deal less and less damage to increasingly heavily armored foes because they count the foe’s armor rating as being much higher. Does not apply to ranged weapons.
Elven weapons are fast but weak.
Dwarven weapons are slow but strong.
Nordic weapons do extra damage to targets who are power attacking or normal attacking. They are crafted with steel again instead of ebony in Fozar’s patch.
Glass weapons deal much more damage while targets are casting.
Ebony weapons are more effective against the living.
Stalhrim weapons are extra receptive to enchantments.
Dragonbone weapons have really high damage
Daedric weapons ignore a portion of armor.
There’s a book in game sold by general stores which goes into detail about each material’s
properties and tries to provide some lore reasons for these effects.
Most armor is more valuable, especially heavy armor.
Slight increase to heavy armor AR and some decreases to weight for certain sets. In particular Falmer sets are very light.
Scaled armor is now an alternative to Elven, that is “Medium armor”, heavy and quite protective (like in AZTweaks)
Aetherium armor is still potent, but weighs a bit more and its enchantments are not quite as ridiculous so that you are incentivized to use other endgame heavy armor a bit more. It’s still basically TES-themed power armor though.
Delvin and Vex’s tgm armor is unlootable. You'll have to become the guild master the old fashioned way.
Sanguine Rose now summons a dremora for a very long amount of time instead of a pathetic 20 seconds. Treat getting nude and drunk as its summoning ritual.
Ring of Namira stamina boon nerfed.
Skull of Corruption uses thrice the charge. Takes 3 seconds to fully charge up a blast. Now only steals 1 dream instead of 5. It is still a very potent weapon but should no longer break the game as hard.
Oghma Infinium nerfed (+100 stat, +5 perk points, but now gives skill increase points)
Nightingale gear has been buffed. (Nightingale powers are also less useless: Nightingale Subterfuge no longer counts as a hostile action, Nightingale Shadow can be invoked repeatedly for 50 magicka each, and Nightingale Strife does vastly increased damage and is silent)
Linwe’s gear buffed.
Ghostblade buffed, and now ignores armor. Ansilvund is one of the most dangerous dungeons in the entire game, filled with obscenely lethal trap layouts and tons of mages, so it was incredibly disappointing to get a useless weapon for all that effort. It still has low base damage, so talented swordsmen will be able to do better with a higher-tier weapon (and ghostblade cannot be enchanted either)
Valdr’s Lucky Dagger now is skyforge quality.
Shrouded Robes and (Ancient) Armor have been buffed. Nightweaver’s Band has been buffed.
Weak dragon priest masks like Krosis and Volsung have been buffed. Volsung for example gives you big unarmed damage buffs. Some of the strongest masks (Konahriik, Morokei) have been nerfed.
Saarthal Amulet is less of a worthless trinket.
Savos Aren’s amulet is now competitive with the Necromancer’s amulet (arguably better for a generalist, but clearly worse for a necromancer)
Necromancer’s Amulet gives less magicka but still much more than any generic amulet. It also raises maxed minions reanimated. However, its stamina regen downside is now more impactful and its healratemult downside has been set to 250%, making healing potions much less effective. In addition, it also makes restoration spells that you cast that target you less effective and healing auras do not heal you while wearing it. You also need 200 base magicka to master its curse. Finally, it glues itself to your body when equipped. In order to unequip it, it will debuff you with 10/10sec + 1/600sec health damage.
Buff : Gadnor’s Staff of Charming, Poacher’s axe, Froki’s Bow, Eye of Melka, Hag’s Wrath, Briarheart Geis, Woodsman’s Friend, Froki’s amulet, Halldir’s Staff, Diadem of the Savant, Aegisbane, Rocksplinter. Etc.
“Vigilant’s” series of weapons can be used by Stendarr-worshipping players.
Several quest weapons are now more believable, such as Dravin’s Bow and Amren’s Sword. No longer are you sent to retrieve a generic, useless item that could be bought at the general store for much less effort. This also means you can run off with their stuff, if you’re so inclined.
Dragonslayer’s Blessing buffed.
There are a bunch lot of peerless in 3T here a list of them
Magic Resist - Ring - Fethis - Raven Rock
Magic Resist - Necklace - Calcelmo - Markarth
Fire Resist - Necklace - Balimund - Riften
Frost Resist - Necklace - Adrianne - Whiterun
Shock Resist - Necklace - Ghorza - Markarth
Poison Resist - Necklace - Falion - Morthal
Disease Resist - Necklace - Madesi - Riften
Two Handed - Ring - Shuftharz - Mor Khazgur
Two Handed - Necklace - Revyn - Windhelm (Baldur - Skaal)
One Handed - Ring - Lod - Falkreath
One Handed - Necklace - Moth gro-Bagul - Markarth
Marksman - Ring - Fihada - Solitude
Block - Necklace - Lucan - Riverwood
Lockpicking - Ring - Solaf - Falkreath
Lockpicking - Necklace - Birna - Winterhold
Smithing - Ring - Dushnamub - Narzulbur
Smithing - Necklace - Gharol - Dushnikh Yal
Health - Ring - Lisbet - Markarth (Filnjar - Shors Stone)
Health - Necklace - Sayma - Solitude
Health Regen - Ring - Sybille - Solitude
Stamina - Ring - Kerah - Markarth
Stamina - Necklace - Fralia - Whiterun
Stamina Regen - Ring - Wuunferth - Windhelm
Stamina Regen - Necklace - Rustleif - Dawnstar
Magicka - Ring - Farengar - Whiterun
Magicka - Necklace - Madena - Markarth
Magicka - Circlet - Urag - Winterhold
Magicka Regen - Ring - Wylandriah - Riften
Destruction - Ring - Hestla - Volkihar Castle
Destruction - Circlet - Faralda - Winterhold
Conjuration - Circlet - Phinis - Winterhold
Alteration - Circlet - Tolfdir - Winterhold
Restoration - Ring - Gunmar - Fort Dawnguard
Restoration - Circlet - Colette - Winterhold
Illusion - Ring - Garakh - Largashbur
Illusion - Circlet - Drevis - Winterhold
Light Armor - Ring - Grelka - Riften
Light Armor - Necklace - Eorlund - Whiterun
Heavy Armor - Necklace - Dengul - Windhelm
Pickpocket - Ring - Nelacar - Winterhold
Pickpocket - Necklace - Tonilia - Riften
Sneak - Ring - Bersi - Riften
Sneak - Necklace - Niranye - Windhelm
Waterbreathing - Necklace - Brand-Shei - Riften
Waterbreathing - Circlet - Alvor - Riverwood