The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

109 ratings
High Level Enemies
File Size
0.270 MB
Dec 9, 2012 @ 10:58am
Dec 17, 2012 @ 4:40pm
2 Change Notes ( view )

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High Level Enemies


- This mod adds 384 new high-level enemies to Skyrim!
- Each of Skyrim's main enemy types are covered including Bandits, Draugr, Dragon Priests, Falmer, Forsworn, Thalmor, Dwarven Constructs, Vampires, Warlocks, Trolls, Chaurus, Spriggans, Hagravens, Spiders and Wild Animals!
- For each enemy type the highest level variant scales with player level so the game doesn't get too easy!
- Countless hours were spent customizing the Stats, Skills, Perks, Spells, Damage Done and Armor Rating of each added creature to ensure that the difficulty stays consistent as the player levels!
- The scaling is non-linear and takes into account that high level players invest in at least 1 crafting skill (Smithing, Enchanting or Alchemy).


There are a number of great mods available that effect creature level and scaling. Some make the game harder at low levels and some harder at high levels but in each case there are difficulty spikes. Mods that delevel creatures usually render the game very difficult at low levels but easy at high levels. Mods that introduce level scaling don't properly account for the fact that the player's growth is non-linear so the game gets easy at high levels. Finally, mods that add high level creatures do a good job keeping the difficulty up at higher levels but still get easy when the player outlevels the added creatures.

High Level Enemies is designed to bring the best features of these different leveling systems together. It adds high level enemies as well as level scaling and at each step the enemy stats, perks, spells, damage done and armor rating were tweaked through rigorous testing to make sure the difficulty remains steady at high levels.


This mod adds higher level enemies and some level scaling for almost all of Skyrim's enemy types. New variants are added for Bandits, Forsworn, Draugr, Falmer, Vampires, Warlocks, Dragon Priests and more (see the details section for a full list). The stats, skills, perks, spells, damage dealt and damage mitigated of each variant were adjusted to keep enemies in line with the player's natural progression so that the game continues to provide a challenge at higher levels.

To give an example of what's been added, in Vanilla the highest level bandit was level 25 (28 for a boss). This mod adds bandits at levels 30, 40, 50 and 60 (66 for a boss). However, once you pass lvl 60 the game won't suddenly get easy. The top level enemies of each type will scale with your level. This means you'll still get the same variety of enemies you expect from Skyrim but you'll never outlevel everything ensuring the game remains challenging.

Don't hesitate to give feedback.

Please endorse if you enjoy!


New Enemies Added:

- 199 Bandits
- 56 Draugr
- 24 Forsworn
- 20 Warlocks (Necromancers, Conjurers, Pyromancers, Cryomancers and Electromancers)
- 20 Thalmor
- 13 Falmer
- 10 Dragon priests
- 10 Vampires
- 9 Dwarven Constructs
- 8 Spiders
- 3 Giants
- 2 Chaurus'
- 2 Trolls
- 2 Spriggans
- 2 Hagravens
- 2 Bears
- 2 Saber Cats
- 2 Wolves

Lore Friendly!

None of the enemies in Vanilla Skyrim have been changed! This mod only adds new enemies at high levels.

Bandits may now carry glass or ebony weapons but their armor has not changed.

I tried to give the new enemies names consistent with the naming convention in Vanilla Skyrim.


Compatible with most mods including anything that effects companions, perks, weapons and armor, the UI or the environment.

The only mods this won't be compatible with are mods that change creature levels or scaling (leveled lists). However, these can sometimes be made compatible with a bashed patch.


Q. At what level will I start seeing the new creatures?

A. New enemies will start showing up at level 25. After that more and more will show up as you reach higher levels.

Q. Why add bandits at lvl 30 40, 50, 60 and then autolevel the level 60 bandit instead of simply making 1 bandit and autoleveling it?

A. This allows enemies at each level to be tweaked individually allowing for a more consistent difficulty throughout the game. Also it adds variety to the game. If you only make 1 then all the enemies in the game will have generic names like "Bandit", "Draugr" and Vampire". I think it adds to the gameplay experience when you run into a cave and fight a group with a "Bandit Highwayman" "Bandit Plunderer" and "Bandit Conqueror" in it.

To do

I'm open to suggestions =).


0.8 - Slightly reduced melee damage of high-level Bandits.
- Reduced magic damage of high-level bandits and Dragon Priests.
0.7 - Added another tier of Dwarven Constructs (Spiders, Spheres and Centurions).
- Cleaned the esp using Tes5Edit.
0.6 - Added FaceGen data for Bandits, Forsworn, Warlocks, Thalmor and Vampires.
- Added level scaling to highest level animals.
0.5 - Added Frostbite Spiders, Chaurus, Hagravens and Spriggans.
- Increased Health of highest level Vampires.
0.4 - Increased Armor for Draugr, Falmer and Vampires.
- Added 2 more tiers for animals (level 50 and 60).
- Added 1 more tier for giants (level 62+) which scales with player level.
0.3 The top enemy in each tier now scales with player level.
0.2 - Added Necromancers, Conjurers, Elementalists and Vampires. Increased spell damage for casters level 40 and up.
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steffen44 Nov 21, 2015 @ 12:29pm 
like a basic mod still the best i have
Daddy Bung Bung Feb 21, 2015 @ 3:10pm 
Can you make this work with imperials and storm cloaks?
ll Dec 2, 2014 @ 12:19pm 
Pls maek le bunny OP too!1

Le bunny is lvl 1 and I rly want more combat coming from this enemy.
unbe.kannt Oct 5, 2014 @ 5:07pm 
Does the optional file "Raised ability caps" work only at higher levels or destroys it the balance on lower levels?
Dalquist  [author] Aug 17, 2014 @ 6:19pm 
Glad you like it! There's a bigger version available on Skyrim Nexus if you want to check it out. Couldn't post it here because Steam Workshop has a file size limit.
steffen44 Aug 12, 2014 @ 11:22am 
dude i can't thank you enough, this mod is just great have used this every time i played over the last couple of years and it really adds something to the game thanks
Dalquist  [author] Jul 30, 2014 @ 10:08pm 
You can use any difficulty setting mods you want. The load order shouldn't matter. On the Nexus site for this mod there's an optional addon that increases the difficulty.
Pumpernickel Jul 30, 2014 @ 9:23pm 
Thanks for the reply! Very impressive mod, thumbs up. I was excited to start using mods on the Workshop, but maybe I'll have to opt for Nexus. Your version there has skeletons on the list which is exciting for me. Are the difficulty settings rescaled in your Workshop version? Am I able to use other difficulty setting mods with yours? If they're later in the load order perhaps?... Don't know much about how that works yet.
Dalquist  [author] Jul 30, 2014 @ 7:04pm 
The amount of punishment enemies can take is adjusted through perks and health values. I didn't make any changes to enemy armor so that this mod would be compatible with armor mods (like Immersive Armors).
Pumpernickel Jul 30, 2014 @ 6:33pm 
Sounds awesome! You mention above that armor ratings of added enemies are improved yet the armor they wear doesn't change with their weapons. So, for example, bandits will still be wearing fur or the like at higher levels, but it will offer more protection?