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Everything posted by Aokami
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okay levitation with flames underneath the feet... wtf... why flames... levitation does not require any additional power or effect... why not put those flames underneath the players ass and call it 'super propulsion' draining stamina instead...
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wouldnt the ending depend on which side you were on... like if you went with ulfric you hold it in windhelm (yet it would be a military (displaying the hero and preparing for the 'world war' (thalmor attack)) festival), if you went with the empire it would be in solitude a grand festival where you see delegates of the thalmor attending, and if there was a modded neutral ending where you stood on your own side (against neither yet also against both the empire and the stormcloaks ( A) On your own you would be hunted as an outlaw either by the stormcloaks or the empire (depends on which wins) (because you are a threat) B) with the cooperation from the blades, local guilds and some jarls; to overthrow the thalmor and the stormcloaks) you have a festival in whiterun while preparing for 'world war' (against thalmor attack)
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You are still young in the ways of a mage, lad. Names of techniques and magic are always given an original name by their discoverer alongside their specific name... as well as there are hundreds of variating names given to the technique by its current users... as such specific name 'Fortify Speed' original name 'Haste' could be named differently by the mage using it example 'Tempus Riven'... the reasons are simple: for each ability, spell aso there are counters... and if every mage used the original or the specific as an incantation it would be easy to counter and the match would become a 'counter ability' bet on who has the most Ki or Mana... if there are different names the 'seen' form might be the only thing giving away the specific strategy to counter... yet that is deceptive as there are many techniques looking the same yet having different attributes... as an example one might want to take the very popular firemagic... there is magical fire, natural fire, cursed fire, dragon fire, phoenix fire, fire burning fire 'godfire', aso... With original names the fights between mages (from the ranger to the knight to the wizard to the mesmer (and every class in between)) become fights of the unknown and affords courage, wit and luck alongside technique and power for victory and last but not least there are certain people who fight better with their original technique-names...
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In skyrim (in an alternate plane) that would look epic indeed
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Another way of implementing that idea if possible would be to give the shout the fourth and final word of power although that is probably too difficult
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I would rather have a real sky castle inside a sea of clouds... something along the lines of a sea of clouds http://www.google.com/imgres?start=17&num=10&hl=en&gbv=2&biw=1680&bih=914&tbm=isch&tbnid=jS7ZgCnHSBA0eM:&imgrefurl=http://www.animevice.com/one-piece/10-55/all-images/84-57075/071/83-149265/&docid=RmZQwcCwt8Vg0M&imgurl=http://media.animevice.com/uploads/0/4479/149265-071.jpg&w=640&h=480&ei=igc6T_bNGcXbsgbutaT_Bg&zoom=1 in which lies an elven palace
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This will most likely be my last post... Life Aura not connected to mana; as it is life-stamina energy… and it should have something like an armorrating making received damage +- with softer or harder aura (ease of achieving harder aura better on right side: mage-rogue-warrior) from physical attacks and through resistances against magic (warrior-rogue-mage)... also warriors and knights aso should be able to use their aura for abilities (their special attacks) instead of mana... ( change: the aura may still be activated if the total needs are above x% even if 2 of the 3 needs are under x% Primary Needs are Hunger (partially included Thirst), Energy (Sleep) Secondary is Moral, which makes the character more powerful and additionally counters 'fear' {Created by 1. Victory or defeat in battle, 2. by being in comfortable surroundings [A. solo or group and B. Wilds, Dungeons or Cities] and 3. being satisfied personally/socially (C. talking, trading with npcs and spouse for more serious characters or D. by having played games (Cards, tag, aso for playful characters))} What the character is like playful or serious, Active (more food) or lazy (more sleep)… should be determined at the beginning… Intoxication of alcohol… resistance for alc. Poisoning should be parted with the strengthening of the effect Death option 3 becoming a ghost and using a 'ritual' to come back to life On option 1 (Spiritworld) and 3 (Ritual) the orb of constellations becomes an artifact, of which the purpose is unknown, but the character can't seem to dequip it. Polygamy not all are okay with it and if they find out… divorce may cost you Unconsciousness through wounds becomes harder to achieve with higher constitution… Other attributes have similar effects for other changes of states… For Races an Age bar from being a kid, a teen, an adult or an old person A Bar in character creator from fat to thin to muscular In Alchemy there are not only 4 ingredients but up to 13 different ingredients brewed into the potion at the proper time making up the alchemy minigame In forging: heating the metal and hammering is one action done for a certain time (as it is less tedious) but has to be done several times (Creates Grade), but cooling and sharpening as well as (upgrading, changing color (of hilt) or adding of clothes, robes, bags...) finishing are separate... Stages of the vampire (->blood) progression of the stages makes you weaker to vampiric weaknesses, losing abilities, but the attributes of the body become higher. Completing spells phase 2 (Combat)and 3 (meditation) may run parallel to each other… And abilities are also learned with learning only the normal attack pattern, on phase two activating arcane energy (or whatever), on phase three powerup, faster activation aso and on phase four fully powered ability like sweep or whatever… Sewers in towns http://forums.nexusm...-sewers-back-d/ I agree with 'daventry' on extinguishing infinite loops (like nightmother) if mines or other areas infested by draugur, ..., bandits are cleared and 'normal citizens' like miners go there, the ways back to their homes and the mines should be kept that way by guards and respawning of enemies is stopped... looted enemies looking looted (taking the heart of a human a hole in the chest, taking the tusks of a mammoth, taking the meat and skin of an animal skeletal corpes with little flesh on it, taking the eyes of...) http://forums.nexusm...f-this-out-yet/ Seasonal foliage water flow and maybe adding a slight ebbing and flooding effect to make it look more natural ... everything else and more Edit: Forgot to add the difference between fusing a spell and combining spells is not only the parrallel(dusing)/serial casting but also the way powers are added with combinations one effect is added to another spell, with fusion the whole spells become one... creating things like fireball+iceball->Aquaball, gust + lightning strike -> lighning explosion aso thanks for reading
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Sewers, at times underground hideouts and monsters, secret entrances and exits (through dungeons), ancient ruins or hidden underground temples...
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Helgen is part of falkreath... The Jarl owns the land! He may give you, as thane, a quest to rebuild helgen making it 'your property in his name by his authority'.
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i think you have yet to play the game... seriously wyverns already in the game... I have; I didn't see anything like a Wyvern, just lots of dragons. Where did you find the Wyv? Commonly suggested: wyverns are a type of dragon (or at times dragonlike creatures) (it is also called 'wurm, worm, wyrm') I go with them being a subspecies of dragons and Wyverns having two feet and two wings... Dragons being snakelike creatures with no, 2, 4... legs with or without multiple wings... http://en.wikipedia....iki/Dragonology http://en.wikipedia.org/wiki/Dragon http://www.monstrope...p?title=Dragons In my opinion races have four categories they fit in be it humanoid (inhabiter of the natural world), daemon (dwellers of darkness), animae (humanlike animals, like argonians, khajit, angels,...) or sprites (Spirits of other planes/dimensions; like all types of faerie, ents, dragons,... ) (differentiated by the attributes, appearance, weaknesses and strengths in the planes of X (x here 'skyrim') as well as their origin...)
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This one is for you go read... http://forums.nexusmods.com/index.php?/topic/470021-improving-the-blades/
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i have crazy... but not 'make something great' I have lazy though, which with crazy becomes a little hazy... Ok... it rimes... you can kill me now (dont take this serious, i am scared or was it scarred, no charred... or was it baked) Edit: When i talked about health of body limited to 150 it may be too much or too little... Everytime i look at health it feels off and i somehow get the feeling the full (body + aura) health should probably be somewhere between 1000 and 8000 at the end (through attribute distribution)... and durability of objects should be somewhere between 1000 and 100000000... and objects damaging each other as well (armor (chance of) damaging weapons and weapons damaging armor)... although if health is increased like that, mana and stamina would be increased as well as the damage and cost of spells and weapons... Also because i said enchantments on items only visible with 'mana sense (vision)', same should probably be with normal weapon stats with the Mysticist (Engineer, Blacksmith) being able to know the exact values... or optional to be toggled on and off as for those who want to know... For every status ailment like exhausted... there should be perks and abilities to resist them (either fully or cumulative)... The Status 'Staggered' was taken from ff13 and alike to how it was used there it should be used here... with a certain number of damage on the opponent creating this status (along with special abilities), for monsters with little health this wont be important, but for highlevel (who are at times resistant to other states) ones it will be... When i looked at the racial abilities i somehow get the feeling they should be upgradable (limited points? on higher difficulty)... and the 'elder soul' ability of altmer may change into something else if attribute distribution is used as i said before with a differentiation of their strengths and weaknesses Variations of dragons: ala dragon without legs snakelike body and wings; dragon with four legs snaklike body without wings; dragon with two hands, wings (like in the picture on page 1); dragon with four legs no wings; dragon with four legs and two wings; dragon with four legs and six wings as big as a small castle (highdragon); dragon with six or more legs and four or more wings as big as a small mountain (ancient dragon) dragon mouths variation with longer finer mouths or with beaks on the front of their mouths; dragons with small eyes or big eyes; dragontails and backs with horns; different colors... Other monsters and variations of monsters PS: When i said 'everything a must... maybe' i meant this in two ways... either in the way that not everything may be necessery or in the way that everything needs to be properly adjusted or even changed to create (balance) optimal gameplay...
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1) I like that about blushing and/or animating shyness (idle action, different running style...) 2) Thanks for the compliments... although i have to say two things... 1) everything a must have... maybe... 2) many ideas are from other sources... i just thought of them as good and implemented them and expanded a little at times! (although some ideas are original... but sooner or later someone else would have thought of them in one way or another... seeing as there is so much potential in this game... looking at posts or analysing parts of the game... on its own or comparing it to other games one can find many ways to enhance the experience of playing it) 3) More thoughts huh problem is a) 'i get bored fast...' so i often 'leave the rest... too luck' or my mania to come back... changing things, adding new ideas... again and again... and again... ... and again... b) i dont have more right now... I just give back to the community what i recieved from others (it's Amrak)... you know like having to read through 30 pages to understand where an idea is already... i use one page and that one is effective and i pile on top of it... who knows... maybe next i will be dissatisfied by all my changes and suggest to flood the whole world... ... ... ... ... noooo i would not do that... come on... or would i... no, i dont think so... whatever EDIT: PS: You know i get a headache from reading that thing too... and i do so every so often (to find flaws, to fantasize about that kind of world and how it would feel to really be able to fly and summon a fireball, which i know thanks to certain dreams, although i would prefer to have those abilities in this reality...)
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sayz the one talking about the lich kings horse... meh
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LE Khajiit/Argonian refugee underground
Aokami replied to Spl1nt3rC3ll's topic in Skyrim's Mod Ideas
like it too -
LE Simple(?) RP addition - Tullius apologises!
Aokami replied to Sthom1968's topic in Skyrim's Mod Ideas
Actually I have to agree with the original post... the main reason I haven't is the complete lack of a trial. If someone were to do this type of thing, perhaps something where he apologizes based on the players rank or fame or w/e it's called in skyrim - the idea that the player's accomplished so much for the province he realizes the error of his ways and forgives even the possibility of crimes. Either way though... they ordered my death. That makes me grumpy. seconded -
you make me cry... make the same for a dresser/closet.. you know as if you really put in your clothes... and shoes and daggers...
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Since your own craftmanship (will) takes time the craftmanship of these guys will also take time although they will be slightly faster (as for their years of experience)... depending on what you want (higher quality)... more time is needed of course... but it will be faster than making it yourself and it will give you slight bonuses (like durability takes less damage for x hours) it could involve quests... For example the (grand)master smith of whiterun would offer you his services after you brought him certain smithing tools for certain smithing styles... For the master alchemist there is this hut between riverwood and ivarstead... it could involve a quest finding him inside a cave petrified and surrounded by monsters... you would have to depetrify him first... with a mandrake potion (after you cleaned the cave)... and going back to his hut he will offer you his grandmaster abilities of making potions, poisons and else same goes for other craftsmen (and craftswomen) from apprentice rank to grandmaster rank... (as well as for the new crafts tailoring, scrollmaking, bookcopying and runemaking) These smaller crafts will create the items which were bought (they will craft not just one, but one after the other... until your last request has been fullfilled)... Coins should be droppable and you should be able to throw it... you should also be able to create gold ingots from a bunch of them (and vice versa) and the mysticist is able to create a bomb with coins (tarel, tiber or septim) shrine of divine quest are on the first levels like common ingredient hunts, pilgrimages,... on later levels (not playerlevel but divine point level) they are special quests for example: where you have to find special tools to extract the beating heart of a dragon; or the 'willpower (essence) of a certain ghost'; or you will have to find certain tools to find and/or open certain dungeons and do x... Since Jeffman12 pointed it out the variations for khajit and argonians... Not all magic spells are like 'throw-type' (like fireball or stream of fire) many are 'summons-type' (like in da:o a firestorm...; *often curses aren't thrown, but they are summoned onto the 'target locked (even without looking at them)'*) The zoidberg crab should be a colony of special mudcrabs somewhere on the coast (without zoidbergs head, but maybe different coloration); There should also be a 'bender' golem looking like one of the golems but saying 'benderthings' somewhere on a mountain (able to be reactivated if you are a mysticist)... Nightvision (Eye of the Night) of khajiit depends on rest light? and automatically readjusts to see normally but doesnt work where there is only darkness without light... Liquor cabinet, closet and chests filled? (http://www.thenexusf...liquor-cabinet/) Refugees of Skyrim: http://www.thenexusf...ee-underground/ Winterhold ruins underwater mermaid haven??? Bury the dead: http://www.thenexusf...im-undertakers/ In my topicpost about realistic moonlight i also meant the immersion like http://www.thenexusf...sive-moonlight/ + the fantasy feel of moonlight Adrenalin power boost makes stamina infinite for the amount of time in adrenalin (warrior perk)... Buying and owning shops rather than ownership i would ask for a few shops might be bought fully (like one in every major city; depending if you have reached a certain level on the skill for the shop...) partial ownership of other shops limited between 60 and 20%... (other shops inside major cities and villages as an investor alike to the speechcraft thing in vanilla but with other bonuses than vanilla) and as there are others, who might not want to give you their share of fortune some shops you outright cant buy... (Usually special stores who have great reputation, great and unique wares) the shops you buy are to be restored in levels (like in assassins creed 2 rebuilding the city... with the three levels for the merchants, the bank (guild) aso... and the special upgrades like the mine, the thieves guild, guard quarters, inn... Everything that is available inside the city can be restored.... also giving new places to look around and maybe finding an old treasuremap or an antique bow or something... each upgrade making the major cities more livlier with more travellers wandering around...) Quests for 'Jarls, nobles and highranking guards' as *Cook, courier or substitute guard*; for 'the butcher or the tailor' as a *hunter*; for 'caravans and carriages' as a *mercenary*; for 'inns' as a *bard or cook*; for 'the guilds/banks' as a *monster/treasure hunter*... Making changes too those places after you did a bunch of quests (achievement)... to make them look better afterwards (like in ac2 the villa looks old, ugly at first but then becomes colorful and clean)... Jumping death based not on height, but on speed...??? is it or not? Glider/parachute for nonmagical/nonmounted flight (http://www.thenexusf...umping-gliding/) Foresworn Improved (http://www.thenexusf...rsworn-faction/) The more powerful magic staffs have stronger magic (their own magic although magic of the same type gains a slight power up by being channeled through the staff) than the player... Staffs have bonuses to the power of spells... wands bonuses to casting and cooldown... orbs have bonuses to duration spells... scepters are slightly more powerful and have slightly better casting and cooldown... Grabbing (action/ability) people by assigning that action to 'A-P-u-B' (???) different use of 'use' (headbutt), 'left hand' (hit with knee or elbow), 'right hand' (opposite of left hand), 'A-P-u-B' (throw) A-P-u-B 'Use Spell/Power X' (like cast magic through {magic-}weapon (like normal casting, but with weapon still in hand; magic moves through weapon onto target; magical weapons like magic staffs can do it for anyone, but only the enchantment school unlocks all weapons to be 'cast-through-able'}' it is also the key to 'use the magic of Staffs, Orbs,... (if only one is wielded if there are two staffs the vanila use-power-button can take on magic of weapon 1 or 2}')] Idle animations should have 'like' ((very) approximately) a 60% chance to be idle (wait or whatever they usually do); a 30% chance to do minor things like smoke a pipe or a 10% chance to do something outrageous like dancing A few keymapping changes (summary): (maybe? assigning 'special ability to A-P-u-B' or 'crouch with jump' -> should be 'climbing' over obstacles, walls...; Holding jump and using a direction key results in a 'quick dodge'? (release of jump makes the jumping) or alternatively as a 'special ability' to be assigned to A-P-u-B While 'sprinting' the character should leap over smaller obstacles automatically... (holding 'block' without drawn weapons... the char should attempt to knock back people)... Keys 1 - 0 can have certain powers, abilities, spells, weapons or sets of weapons assigned... and there are sets of these assignments which you can cycle through... 'Masseffect Timestop Menu' with compact spell favorites on left side (or right side) and favorite weapons, and powers (abilities noncasting) on the low (down) side of the screen \/ // it may be better if pushing the key 'enters and ends' the menu rather than what masseffect has to hold the button for entering it... Maybe the FAVORITES Can be made into this menu NEW KEYS Z 'Lock target (Virtual lock not 'view lock')'; holding it is locking onto multiple targets// Y 'Block' // X 'Additional Power-use-Button (for magical weapons, spells and powers (casted through weapons (important: read A-P-u-B above) as well as with bare hands)' // W 'Change Form (Adjustable) (form is to be mapped onto a key (by holding the button menu appears like gears in a clock) to change X from a to b to c to a (X: either 'melee to ranged (for certain weapons like magical chakram, (sword-)rifle,...)' or 'knockout to kill' or 'one to twohanded' or 'strong to fast to group') V 'Combat or Action Menu' [For Combat: Style (Knockout and Kill); Weapon-use-form (two handed - Onehanded; Melee - Ranged); Weapon-style (stabbing style, slashing form); Combatform (Strong, fast, group); Spell-use-form (Fusing 2 spells or casting two spells); // for actions like using it active or assigning them to be used on every idle animation (smoking; taunting; dancing,...) U 'Regroup' key for comerades and pets (definately needed) T 'Go to x to do y on z' for comerades and pets as a command button (3 keys for 3 comerades [derived from stories/games the best infiltration/adventurer/... groups are often depicted as groups of 4]; how many you use is up to you) Magic versus Thuum Thuum is always more powerful... (comparing attack shout with attack magic)... But Magic is not that far behind (figuratively speaking) it IF you have completed your spells... Completing spells goes a little like this... at first you learn a spell... this is on phase one... failure rate is like between 30 to 90%... through a bit of training (just a little) you increase the chance of success as well as powering the spell up a little... with this you are on phase two... (when spells fail here they might blow into your face...) now you have to use the the spells you learned to use in battle a couple of times to increase its successionrate again as well as giving the spell an additional effect/ability -you are now in phase three (ability is dualovercharge; effects vary from spell to spell... elemental effects like burn, for others more damage, longer duration, partial guidance...)... on this stage you will have to meditate on the spell (this is to learn how to enhance the powers of the spell by aligning your energy with it... purifying, densening, hardening and forming its shape and nature... with an approppriate difficult minigame) to go into phase four in which you gain an additional effect (effects are now a little special: for example the all boltspells are fully guided... fireballs explode on impact... additional damage, protection, duration of spells) [before this some spells may have strong deficits aside from the successrate and power like candlelight with a small range is without the training like a normal light darkening the surroundings... but afterwards its range is increased at least threefold and there is no additional darkening of the not-lighted-up-grounds...] Also important is that similar spells like firebolt, fireball, firerain... they gain from learning one another, as such the masterlevel spell 'firerain' training will be easier when having learned the other two the conventional way. --- Important: Dont forget that the perklevel novice to grandmaster also influences the spell and the learning might fall away for certain spells if you have attained a certain perklevel Leveling, Difficulty and Ranking Everything here is only theoretical and is rough to say the least... this is still incomplete (in my thoughts there is something vital missing or not yet how it should be) Leveling goes with experience points gained from 'skill' learning, 'ability/spell' learning and battle The players rank is determined by his level... but with monsters the rank determines the approximate level Each level up from one rank into another and sometimes inside the rank has certain limiters, which the mage has to overcome to further progress... through certain ways of training, or doing x like fighting an outrageously superior opponent (going beyond the limits)... For certain races certain limiters fall away, while others may be more difficult to overcome... (limiter -> like achievements for body, spirit and/or soul) The following i am a little unsure of... how it could be negative or create difficulties<- i cant see... you must tell me... Races also have a difference in attribute and perk distribution as well as skill and ability/spell learning... Distribution of attribute points has small boni (and mali?) determined by what the strength and weakness of the race is (weaknesses (mali) can be trained away with perk?) when assigning for example 1 attribute point towards strength, but strength is a weakness of race x so the actual gained strength would be (about) between 0,25 and 0,75 or in another concept you have to assign 2 attribute points gaining only 1 up or something along the lines... The skill... learning is of course faster with certain attributes but some races have a faster comprehension for certain skills/abilities/spells... ... I already told you about the difficulty working like gears (cogwheels) the gear of your difficulty setting placing your character slightly above or below to what your normal rank would be like (Reduction of Damage, Protection; Attributes...) ... as well as making monsters slightly deadlier or weaker... The Normal setting places you on near equal terms to monsters of the same level (fair fights although they may be unbalanced if you dont use certain abilities or equipment... like magic against vampires or silver or holy weapons... aso) ... The players rank goes through his levels like this (with an approximate comparison to powerranking) Rank G is Rooky or Beginner rank equal to the fighting power of a rabbit up to a human (0-1) and goes from level 1 to level 10 Rank F is the Novice having power of a human up to a Martial Arts Master without ki (1-50) Going from level 10 up to level 22 Rank E is the Student with the strength of a (magic school) graduate [OWL] (50-100) from level 22 to level 36 Rank D would be the Apprentice; your average mage [sEAL] (~200) from level 36 to level 52 Rank C is the Journeyman being a high ranked mage (~600) from level 52 to 67 Rank B is an Expert equal to nonmagical dragons (~1000) from level 67 to level 79 Rank A is an Elite (~2000) from level 79 to level 90 Rank S is a Master (~8000) from level 90 to level 99 Rank SS is a Grandmaster {comparable in power to demons, true weres, truebloods,...} (~12000) from level 100 to level 100 ---__--- Rank X Heroic (10 Year Quests) is comparable in power to highdragons, 'ancient werewolfs' and nobles (pureblood vampires) Rank XXX Godlike (100 Year Quests) comparable in power to high-dragon-lords, demon gods,... [OWL Ordinary Weaver Level; SEAL Sanctified Extraordinary Arcanist Level] Comparison of power for Ranks of Monsters and others (with their limits to levels) there are of course certain npcs who although they may look like a normal citizen have the strength of an elite... or inside a guild some are weaker and some are stronger (although they have certain minimal levels as new ones get trained fast... ) From G Rooky to F Novice are beings who have almost no attack or defense like Herbivore animals like rabbit, deer,… normal children to weaker citizens) E Student (normal Citizens,…), D Apprentice (animals like wolfs, weaker bandits…), C Journeyman (average Guard; ice wolf, better bandit), B Expert (a lieutenant guards; minor bandit (and sub)bosses) , A Elite (like a captain and stronger bandit bosses), S Master (lowlevel boss monsters; Generals,...(Rare) Bandit Masters, Guildmasters and some Elite-npcs of Guilds...), SS Grandmaster (midlevel boss monsters) X Hero (highlevel bossmonsters; strongest magical 'black wyverns', purebloods,...) XX God (endlevel bossmonsters; highDragon lord/god of the black dragons (evil); Demongods...) The player usually isn't able to encounter endlevel bosses as they are in hidden dungeons with majestic treasures and artifacts... but he may encounter some of the lower bosses in certain dungeons at the beginning already (although there will be warnings like a skeleton with a note before such an encounter... and the chance to escape will still be there (usually) With progressing levels the player will encounter opened caves and doors into other parts of the dungeon... usually the (beginning) dungeon will be loaded with enemies again... depending on your own level you may encounter entire armies of undead critters sometimes with elites mixed in (or if you are not that far yet only a few groups)... (like in diablo going through the small ones easy but the stronger have to be worked at and the elites need strategy)... Some of these dungeons have black trenches, holes and caves the player can not enter... but through in the depths of these lie an unimaginable number of darklings, corrupted beings, lichs and undead... aso aso 'ranking of monster' vs 'ranking of player' + difficulty (although there is the illusion that monsters level with the player they have their walls and with progress more 'higherleveled' monsters appear (along with more) instead of always leveling with the player... so certain monsters will be difficult for the player even on his higher rank, but there will be others who will become quite easy to defeat although some of these may come in considerable number and may have leaders (elites, exceptions to levelwall) in their ranks...) Alchemy The difference in brews is the strength and the use Commonly accepted, the additional name potion like 'healing potion' is granted mostly to lower tier (1) of alchemical brews, although there are stronger and weaker ones and they are usually drunk although sometimes injected... Potions with original names and solutions are at least in the more advanced tier (2)... draughts are of the higher tier (3) and are usually sprinkled onto the skin and elixir mostly top tier (4) have a varying way to use... sometimes they must be sprinkled on specific food, drunk, sprinkled onto the body or inhaled... A little variation of size + structure to gain a new bossmonster like Chaurus... (for a monster (opponent) that could be ss or above rank: a chaurus with a giant body and many legs like a 1000 year old cantipede) Wyvern... (-> away with wings, four pairs of legs, 3 or more heads... size and difficulty increasing with head count... Hydra) Items should not be dependant entirely onto your level; loot should be adjusted according to the enemy in the dungeon (the strongest will be sealed anyway until you have the ability, although some dungeons will be open and escaping from those strong monsters if you went to deep will be quite a feat to accomplish) merchant items should not go with the flow of your character, but there are better and worse merchants and of course the better ones have lowlevel merchandise as well as the "restriction" for their merchandise... Some npcs have great weapons and skills (like jarls; guildmasters or highranked guildmembers) from the beginning... NPC factionwars should stay mostly between those who are enemies to each other... Question is it possible for spells to hit each other in the game? because if they can or if there is a system that makes something the likes possible i would like to suggest counter magic/skill Here is the thing in this manwha 'ID' the mages can counter certain spells and skills with others... some are protective but others are offensive against offensive... so each spell and skill has some others who counter or overpower each other, while others are unfaced and simply go through each other alike to an arcane energy or lighting sword against a normal sword (passing through) but energy against lightning blocking... while energy against energy forces an explosion dimensional magic (in the game it would be against meteor) http://www.mangareader.net/314-21902-8/id/chapter-8.html against a fireball - freeze magic http://www.mangareader.net/314-21904-13/id/chapter-10.html against lightning - thunder magic http://www.mangareader.net/314-21904-15/id/chapter-10.html against earth(vibration)magic groundwave - windmagic twist wind [whirlwind] http://www.mangareader.net/314-21904-17/id/chapter-10.html mangareader.net/314-21904-18/id/chapter-10.html against ice field - windmagic blaze windmill http://www.mangareader.net/id/142/7 silver cuspid against swordskill ashura triple blades http://www.mangareader.net/id/130/18 there are other things i like in this game for example conjuring spirits of nature (additionally channeling them onto the body [possibly enchantment school for elemental spirit summoning]) http://www.mangareader.net/314-21956-8/id/chapter-62.html mangareader.net/314-54971-9/id/chapter-104.html mangareader.net/314-54971-10/id/chapter-104.html mangareader.net/314-54971-11/id/chapter-104.html mangareader.net/314-54971-14/id/chapter-104.html mangareader.net/314-54971-15/id/chapter-104.html As you can probably tell i am quite fond of that manwha (although the scale of the manwha abilities go beyond the limit of skyrim in smaller form it may be wonderful to do) Some spells (graphics) of other games looking good watch?v=Uq2zc4wUhJc watch?v=geZ11REU9VQ some new abilities of course sorcery arcane orb (acts like a fireball without fire) slow time (bubble) Arcane storm conjuring 'Seal the soul' name change 'soul harvest' warring buddhas palm piercing (ranged attack going through any shield sending weak small stream of energy through the enemy) Inferno sealing palmstrike that is all for now
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i think you have yet to play the game... seriously wyverns already in the game...
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Index (of first post plus linked comments for better navigation and more explanations) Attributes (Comment 1, Comment 9- page 3) Health Regeneration Mana Stamina Fatigue (Comment 2) Luck Booster (Comment 3) Status Effects (Comment 1, Comment 3, Comment 9- page 3) Resistances (Comment 1, Comment 9- page 3) Karma (Comment 3, Comment 9- page 3) Reputation Relation Suspicion Danger/Threat level (with the extension of fear and the group counter of moral overpowering fear) (Comment 9- page 3) Balance (Mage-Rogue-Fighter) (Comment 3, Comment 9- page 3) Ranking System and leveled leveling of Difficulty (Comment 2, Comment 3, Comment 8-page 3) In-game-time to real-time (Comment 1) Effects (Graphics, Graphics on Screen, Animations and Sound) Survival – Tiredness, Hunger and Thirst, Temperature, Hygiene, Intoxication (Alcohol), Intoxication (Mana), Intoxication (Drugs) (Comment 9 – page 3) Diseases (Non- and Magical, non- to fatal; different progression, effects, alchemical treatment) Wounds Armor Races Appearance change (Races Bodies, Clothes, Armor and Weapons commonly seen) (Comment 2, Comment 3, Comment 4) Crafts (Cooking, Alchemy, Forging, Tailoring (*+inventory), Enchanting, Pickpocketing, Lockpicking (wrench), Fishing) (Comment 2, Comment 3, Comment 4, Comment 9- page 3) Perks (perkclasses with abilities, Spells and skills) (Comment 1, Comment 2) Master-'rank' (and grandmaster-'rank') using master spells and below Spell creation and Adjustment Target Lock (for guided magic and magically guided ranged attacks [not to lock the players view) Spell stacking/replacement Dualcasting (powerup) [and Spellfusion] (Comment 2) Incantations (Magic) effects on the world Twohanded/onehanded staff style with magic and melee magic (color and effect (more damage, armor penetration, burning aso through ether or elements) for melee depends on element/effects of spell) Racial Abilities, Perks, Abilities, Skills (Comment 1, Comment 2, Comment 3, Comment 4) Spell combination and Spellfusion Perks, Abilities, Skills (Slightly in Detail) (Comment 4) Classes Shouts (Comment 4) Unsorted perks Interface options Traditional rpg-interface (inventory,…) Crosshair Hotkeys Option of automatic level up through class -> classes -> for player but more importantly for npcs (with appropriate behavior using spells and abilities…) Different cool-down counters (Breath, Potion, Conjuration, Shout, Transformation) Dialogue coloration (and better reactivity for mouse) Player (outside of battle) Actions Atmosphere of times and places Weather Water Combatmusic Sneaking Sounds (Comment 4) Graphics (Comment 4) Life cycles Trust and giveaways People looks and behavior at night/day Repopulation (in the wilds and houses in villages and cities) Guard armors More people in skyrim (bigger and more livelier inns [coming and going of guests during the day, in the evening the highest amount of guest are there, some living there permanently some travelers as well as locals, they drink, eat, play cards, brawl, sing and dance, bards play different music through the entire evening or at request, between 10pm and 2am all guests go to sleep], more houses and multifamily [1st floor separated from ground floor] houses,…) Immersion and Utility: In village a 'Hut for smoking meat'; kitchen items to make cheese, brew juices, an oven to bake bread; Pots of plants in houses and castles near to windows and to fireplaces; More fireplaces on the streets for guards guardwatch at night; In towns there are a butcher, an inn, a cheese manufacturer, a bakery, a public bath, a tailor, a bank, a masonry, (house and vending booth /factory outside of town for 'smelly production centers' like the cheese manufacturer and the butcher); Bigger farms (amount of fauna,flora); Crafting cycles -> smith repairing mills in villages, around bigger towns and for extensions the masonry does the repairs, restoration and upgrades; longer nights (more monsters) -shorter days in winter; animals and animal behavior; merchant prizes and documents (for merchant, citizen and noble); common and rare items on lower level and on higher level (on merchants and the wilds (bandits,…)); No fast travel, but carriage traveling (asleep or awake) and teleportation stones at important places + mark and recall ability; (Comment 4, Comment 9-page 3) Container Companions of the dragonborn and farm/restored fort/restored temple/meadhall (inn, villa)/magetower/cave underneath a tree/treehouses/??? (for each territory one headquarter outside the cities and villages, with retainers and special objects like farm has cages and stables for animals; magetower has a door to oblivion (not working yet for other mods), a spell enchanting forge, and a teleportation stone being able to teleport the player to any place he visited; aso) (Comment 4) Social life courting, marriage, life of spouse and other npcs, romance, divorce and parties; holidays and festivals Dungeons, Dragons and Monsters (Undead darkness shield and corruption fog revival) Body decay… bugs and animals eating corpses… hunters either 'skinning' carcass or dragging entire animal behind or on shoulders to a nearby butcher Dragons Armor (Scales with scarred, weak places) and Weapons (Fangs and Claws) deadly and nearly impenetrable as well as resistant to magic; werewolves and vampires high regeneration and less damage from conventional weapons; Trolls and Mammoths with much more health and a little armor thanks to fat; … Dungeons with various less obvious traps; puzzles and labyrinths (with different (easier) paths with certain abilities); secret, hidden and blocked entrances to other parts of the dungeon (for new quests); extreme bossmonsters beside dragons NPC Actions and Battle Tactics and Formations (+disguises) (Comment 4) Journals from leaders Identification for bandits (not every time instant attack especially with disguises, communication on long distance 'Who are you?' "Password" 'I am opening the gate'…) Different types of weather in dungeons like Fog with effects positive for the monsters negative for you… in volcanic dungeons, ice dungeons, corrupted crypts and dungeons, thin veiled ghostcities (ghost of the dead respawning, demons coming into the world…),… Minigames like fistfighting in inns, dice poker, sexcard black jack, triple triade, drinking contests, ultimate Frisbee Wealth prizes; normal and luxury products; merchants money and prizes dynamic Crime reactions; Court; Bounty; murder, slavery and theft; Proper npc reaction (for weaklings); Charity and trust Dead owners things progression of a) jarl owns it now goes to further to selling it to the merchant after 3 days Stolen items lose tag after a week Archery Great (two-handed) weapons worn in one hand Blocking key Number slots for special attacks (with additional or other keys option) Climbing walls (sneak + hold jump) and/or entering houses through windows 'Stealth' (Knockout) attack style as option instead of 'Battle' (killing) attack style Bard instruments use and singing (outside of bardic battle songs) Realistic 1st person view (body) and more detailed 3rd person view (also known as the oobe or puppeteering view)… as well as animations Player and Npc weight + pushing automatically out of the way Swimming and Diving combat Killing and Deathblows (Comment 1) Command buttons for follower(s) 1 (universal) 'Regroup'; 2 (per follower (highest amount should be 3) Go (Do x) to x Combat tactics (Ability useage, targeting,...) and combat behavior menu for strategies against enemies [Behavior: Cautious (Chases Enemy up to range x, Moves away from AoE, Attacks when player attacks); Aggressive (Auto attack, Chases Enemy, Does not flee AoE, Attacks in melee); Defensive (Stays near player, Fights back in melee, does not attack by himself); Ranged (Auto attacks enemy, keeps away from enemy, responds to melee then fleeing, flees AoE); Ranged Defense (like ranged, but attacks only when player attacks, tries to stay near player except on AoE attacks] Unlocking Actions (like attack and block during jump) Counterattack deathblow Auto harvester for herbalist and thief Reading Books (time) Character creation (zoom) Corpses Level quotes Pets and Mounts (Mounted Combat (Horse, Halla, Bull, Mammoth, Unique horn, Nightmare…) - ~ (Tiger, Worg, …) – ~ (Dragon, Giant Eagle, …); Pet Follower Organic (spider, wolf, dog, crab, small dragon,…, Phoenix [special because it is a pet, but it can grab your shoulders and make you fly]); Pet Follower Inorganic (Mysticism dwemer constructs and special golems?); Mount (behavior, companions on mount); Some pets fight some pets don't like rabbits or normal birds (they only follow)) (Comment 2, Comment 4) Map (Comment 3) Orb of Constellations Rings on hand Armor Equipping and looting (enchantment spell passive-active 'Exquip' (makes quick armor change even during combat possible... and unlock for super fast looting) Sets of armor and weapons Weapons Torches Scabbards and quivers Imperial army outfit Astral cloak Already read for all books (including tomes) Transformations (Werewolves, Vampires, Lichs) (Comment 2, Comment 3, Comment 4) Riding, navigating boats and ships Dwemer Airship (Comment 2) Trophies, Banks and three coin types (Comment 2, Comment 4, Comment 9- page 3) Camping Neutral Questline Chestloot Notes Guildmasters and you as special guildmaster equal to the other guildmaster New Monsters, magical beasts and animals (Inferi, Undead,… , Dragon, Devil, Troll, Hellhound, Koshchey, Worg, Kraken, Kronosaurus, Shark, Gas giant,… , ducks, halla, sheep, pigs, Snow rhino, firan, dragon (friendly), uniquehorn, nightmare, dryad, fairy,…) Extensions (small friendly 'Christmas' trolls; Substitute guard; Talil's Temple; Monster (Hydra, Kraken,…) or Army from the seas attack; Mystic Forest [Comment 1, Comment 4] Own a castle/fort Improving the Blades SKIT: Skyrim Interhold Transit Dragonborn: The Fallen Greybeards Dragon Riders of Skyrim - An Eragon/Inheritance Based Mod [WIP] Skyrim: Global Evolution Comment 3 Add Shouts vs magic Comment 4 Add VIP Adopting Salt mines Better Giants, females and better Giant camps Halfgiant bandit bosses Younglings Variations of Rags Griffins and manticores Toys and Sweets Artifacts of power like astral cloak, god weapon (talks), Orb of constellations… gained from special dungeons guarded by spells, traps, walls (blockages like a door, hidden or locked with special key or ablility or a magical barrier, Chasm inside a cave,…), s level and above bosses Mines Black Briars City Defenders (Monster Hunters) Secret Organisation Quest Bandit Town Comment 8– page 3 Add Battle and Training XP and Kill XP Comment 9 – page 3 Add Shrines of Divines Edit: Player should not be able to have more than ~10(?) homes in all of skyrim each city plus some in the wilds... but he can sell houses too... he is taxed for each home; taxes depending whether citizen or noble headquarters, temple for blades, aso do not count as homes... they are 'forts' and provide security and/or economic wealth in the territory... the last companion headquarters either a tower in the sea or lake? 'Special' animals (pets) are different in coloration, magical abilities and/or talking like meeko the swearing crab or a sophisticated wolf companion... sarcastic black sheep... arrogant whatever... (talking styles also for companions and special companions like fairy, dryad...) As for the stages of the (weaker form) vampire something along the lines of... blood makes you stronger... not drinking weaker and it becomes more obvious to notice the vampirism... the progression of the stages makes you weaker to vampiric weaknesses, losing abilities... and being near prey in the last stage can make you lose control of your character (Screen goes red)... attacking them and sucking their blood... Driving carriages Make some witches normal (not the hargravens, but human witches like Anise near riverwood... once you discover her secret she attacks; why not explain to her that she can trust you if she is not evil) Generic start extended or Alternative starts (with different difficulty -> training, equipment) on other starting points with youth (training+adventure) start Agent; Either assassine gone rogue or agent for secret organisation with equipment (either hidden where they captured you or with you if alternative) (Youth: underground facility - training and tests) Landowner; Your father is the owner of a farm and lands and you see yourself grow up there... you learn how to fight with weapons from one of his hired guards... Although you arent the greatest warrior, your fathers money will keep you alive until you have prooven yourself... and you can always return home... (to tell of your heroic deeds and protect your family) (Youth: would include adventures in caves around the land of your father with a childhood friend, later companion/marriage option) Bandit; You are part of a small group of bandits in skyrim, as most people become, as the 'system' deems them 'unfit' to live in their society... this also happened to you. You saw your siblings die of sickness and hunger... while the lord and ladyships lived in decadence... You saw your father being executed... and the people around doing nothing... you saw your mother die, weakened by all the misfortune that befell her and your family... when the guards tried to take your only keepsake of your brethren you killed them all with your bare fists... running away you met bandits who amused themselves with you until you killed one of them... instead of killing you their boss made you one of them... giving you a place to live... (although you are only a rookie, you have your knife, your ragged leather armor, your bow and arrows and the will to do what must be done... - or - this was in your youth and now you are like left hand of the boss) (+ bounty and raiding quests) Fortune hunter; You have your clothes, your iron sword to find your future (Youth could include some 'normal' life like growing up in a village like rorikstead as the son of the local blacksmith the inn owners child (that one wants to become one anyways) Witch/Wizard: graduate from a better college of winterhold (searching for new students, investigating rumors of curses, supernatural events and magical beings) Slave; Your owner a lord searches for you (escaped) to bring you back into his services as a battle and sex slave... you could not remember him or the control divice his magician planted into you, because you were attacked and hit with some magic... Now that one of his other pets found you, you will have to find a way to escape once and for all... or go back to your enslavement... (Youth would be orphanage) Character creation: Age, Skill (attributes, skill points and abilities), wealth (gold, clothing, armor and weapons), companion (follower, mount, pet (with adjustable level)) [if linked to above starts skill, wealth and/or companion may be limited; if used on the vanilla start 'wealth and companion dont exist' or an alternative start without past everything is open... you spawn at some gate to another country depending on what race you are carried on a carriage to the next town] The alchemist gains the dialogue option to heal you instantly for prize (depending on what cure) Brothel in Riften Candlelight does not make the surroundings (outside of light) darker Racial abilities Argonian 'Waters' Gives health regeneration, more mana regeneration when the argonian is in rain or flowing water of a river, lake...???; 'Sunbathing' gives the argonian more health in sunlight...??? Orc 'Troll blood' gives the orc a constant bonus to health regeneration; 'Blood lust' gives the orc a constant bonus to strength and constitution; 'Berserker rage' is a slight slow time with more attack power and less defense; ? Khajit 'Catwalk' faster speeds for everything, higher jump lantern on belt running on oil, an amulet of candlelight ala lord of the rings (frodos amulet), (the light of lanterns, torches and magical lights destroy (gradually) the darkness shields and darkness... (based on allen wake (the game)) Crafting/Customizing weapons looks pommel, hilt, blade? (like different coloration, size, forms of the ... or designs on the ...) No 'low ranked' merchant should have two or three enchanted blades especially in villages... a blacksmith should have his/her craft in different qualities... a seller of all goods should have all goods, but not many weapons and even fewer enchanted weapons or weapons of superior craft or grade... also enchantments should not be visible on the blade, except if it has been identified (Spell 'Sense Magic' senses/sees mana, places of magic, traces of magic, identifies enchantments...))... merchants should sell things they dont usually have in their inventory to other merchants who have... Horses should not be able to ride up a mountain of stones... or at least have a high probability of falling and injuring themselves... making them unable to ride faster than a walk... and the horses need more stamina... (running horse will have stamina use for galloping not fast running as with vanilla; war horse and pack horse are like vanilla horse, but the war horse is a little faster, while the pack horse has more stamina... While riding with equipped torch, the torch should not be tucked into the stomach of the rider... For the Magic shooting torrent with soulgems there is already a trap doing that in the game... at folgunthur
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You know, judging by what bethesda made till know, i think i can say that whatever the modders create will not be inferior to what they made or will make... that is to say if i had the choice between a blades mod and a blades dlc i would go for the mod.
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City, village and houses overhaul (page 4) http://www.thenexusf...es/page__st__30 cannibal home immersion http://www.thenexusf...48#entry4294948 Moral (based on fullfilled needs and relationship), Fear ('part of' and 'extension of' threat level) and surrendering (page 2) http://www.thenexusf...er/page__st__10 Conversation with npcs http://www.thenexusf...cs-in-the-eyes/ status raging (which was replaced by status panicked earlier) is reintroduced as 'enraged' (it is the same as confused - attacking everything involuntarily - but enraged has powerup of attack and less defense) panicked makes your character involuntarily flee calm makes your character not able to make yourself ready for combat (unsheathing is blocked) NPCs have a cycle of when they eat, drink aso... different to the player whos needs change gradual, they have certain levels for their needs to which their rebalancing corresponds to... If possible: Banks, are also called 'Guild', and have generic (sub-) quest from people around the territories (either on a wall with posters, a set of cards or snitches[harry potter ball])... each visited bank opens the quests for its own territory in all other banks (guild)... while the quests inside the territory are highlighted... classified for rank of difficulty... http://www.mangareader.net/135-7139-9/fairy-tail/chapter-24.html smithing The forge should have a temperature, which can be increased with wood or different types of coal... certain smithing arts need certain temperature levels to be of better quality (not only the quality from broken to legendary, but the base values of damage, armor, durability become higher (low grade, high grade) and (supreme grade) sometimes have a unique bonus similar to enchantments (like a natural absorb magic with magic resistance for the weapon or others))... the temperature levels can be droped by sprinkling water into the forge (can be too much) or by waiting a little... higher ranked tiers of smithing (especially the higher (new, secondary) tiers of elven, orcish, dwarven,...) often need to be heated and hammered multiple times, then cooled in water, then 'sharpened' on grinding stone, then finished on workbench... Supreme grade weapons and armor/ (Class)Perk (abilities) for weapons and armor are somewhat similar to being 'enchanted' Fighter Type has more damage (w), more armor (a), more durability and attributes (usually strength, dexterity and constitution) Magician type has 'its own' magic (w, ranged) powered up, low physical damage but with high magic damage (w, melee), attributes (usually are intelligence, wisdom, charisma) Rogue type has magic parry (resist magic and or elements), magic absorb (integrating absorbed magic/elemental magic into next hit of weapon), better criticals, attributes (usually are dexterity, intelligence, luck) A magic parry with the absorb may nullify the magic and fully integrate it, while parry on its own may only reduce the damage Staffs, scepters, wands, orbs are created on a changed kind of 'atronach forge' where the base staff,... is enchanted with spells via a tool which looks like a rattle holding a soulstone Inventory... Staffs sheath option as walking stick (mandatory, if no inventory space (holding belt or bag) for weapon on back), other weapons and objects are held in hands (invisible to straight ahead look)... The shrines of the divines have four options 1) Blessing (enhancement from weak to strong; uses favorpoints according to strength up to the maximum held points [10 points at once]) 2) Healing (A disease is 'stopped' (made ineffective, quarantined) for x hours, afterwards it goes on as it would have done without this) 3) Cure (A disease is cured; uses favorpoints according to strength; fe.: highlevel (deadly, disastrous,...) diseases need 10 favor points) 4) Quest for the divine (For a gain of favor points you uptake certain quests, depending on the level of favor (from lowest of 1 to the max of 10 points [10 point are the maximum to have at once]) the rank of the quest increases If possible the enchantment table and the alchemy table need an overhaul (better looks not just better graphics; alchemy with storing compartments, glasses, vials, destille, other alchemy objects... enchantment no skull; orbs and soulstone candleholders, runes... lose the two dragon arms or make them smaller and make them item holders crossing each other on top of the table with the orb underneath and the orb candleholders on the sides of the table...) Bardic lore gains a desk ala monastery desk made of wood with inc and paper for making scrolls, renewing and copying books (You will be able to borrow books for one to three days from people... if you didnt bring it back by then... you get a bounty) Charmer cant make runestones or books, runestones are made by the 'enchantment' school (arcane warrior); and restoring books is of the 'bardic lore' school attributes (+) strength: ..., intimidation (charisma (coercion) + strength), crossbows (wielding,...), bonus damage for bows and powerattacks, staffs physical damage (next to nothing), wearing heavy armor and weapons (except magical, ranged and piercing) dexterity: ..., damage (piercing <- stabbing), blocking constitution: ..., stamina, blocking, natural armor, wielding alchemical weapons Intelligence: ..., persuasion (charisma + intelligence) Wisdom: ..., Spellpower, Magic resistance, Elemental resistance (little), Sense + Focus Charisma: ..., Magic penetration (resist magic resist), Focus (little) + Density of (arcane) energy (damage), mana, stamina (little) Luck: ... The balancing of the perktrees (classperks) is as said before (as for the essence of rogue>magician>fighter), but every classp. has 'normal' abilities, and specialized abilities (specialized in the sense that they have an additional bonus against ...) Magicians are powerful, often have magic penetration, many versitile spells... Sorcery, Enchantment are strong against fighters, but also have strong abilities against magicians Conjuration, Wizardry are strong against fighters (*2) Illusion, Restoration are strong against fighters, but also have strong abilities against rogues Rogues have natural magic resistances, Magic counters, Stealth, Mana sensing (keen senses), speed... Archery, Charming are strong against magicians, but also have strong abilities against rogues Thievery, Alchemy are strong against magicians (*2) Assassination, Bardic lore are strong against magicians, but also have strong abilities against fighters Fighters have 'hardened' auras, physical resistance, wear strong armor, have 'honed instincts' (being able to sense killing intent or missing/disturbed presence of nature),... Warring, Reaving are strong against rogues, but also have strong abilities against fighters knighthood, guarding are strong against rogues (*2) Duelling, Mysticism are strong against rogues, but also have strong abilities against magicians Elements and Ether Each element has its own (unique) effects (primary and secondary); like ether has ignore armor, fire has burn (prime; secondary is heat), ice has freeze (secondary is cold (slowing)); and effects like armor penetration, additional armor damage, slow, paralyze,... The elemental resistance on its own is also the natural resistance... Ether is also known in nature by the name of sacred energy... it is neutral and theoretically composed of all lesser elements Magic is composed of arcane energy (ether) primarily... and magic resistance is the first check against all magics except for arcane arts (which uses mana (ether) to influence and use nature and its elements (100% elemental)) after the magic resistance check... (with a chance to nullify magic), if magic goes through, its power may be lowered,... the elemental resistance comes to pass, reducing the damage and effects of the elements (according to percentage of elemental percentage). Magic penetration works on ether and the other elements (a little less for the elements) Spells (magics) are usually composed of primarily ether (from 100% to 40%) and elements (from 0% to 60% except arcane arts) Abilities are usually composed of primarily physical damage, but with the use of mana or even higher abilities with stamina do have etheric damage as well as sometimes elemental damage (not more than 20%) Abilities and spells may be influenced by karma to have bonus divine, sacred (miniature bonus to everything [only on perfect neutrality]) or demonic Takeover of charmer something along the lin diawolf ( http://www.mangafox.com/manga/monster_soul/v01/c001/42.html , http://www.mangareader.net/135-7170-19/fairy-tail/chapter-55.html , http://www.mangareader.net/noblesse/76/85 )
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this would be perfect for shacks and caves in the wild where cannibals live
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First of all the wind district is not the district of the poor so no shacks... (merchants and craftsmen may not be wealthy but they have money) here is my opinion for whiterun pictures... (Second) as for the pictures the most i could see to be realistic is a palisade made of wood or a low wall made of stone (in between the size of the walls around the farms and the whiterun walls)... it would be problematic if the walls extended too far (this is the inofficial poor district) so for picture one from the left side okay up to the point where the drawing of the fictional wall is seperated (where the water goes a little towards whiterun) is a big bit of space already as for picture two the brewery should stay where it is, but should gain some artificial beehives... As for vanilla whiterun there would definately be some space to squeeze in one or two homes for npc families... (one of which should be a tailoring shop) Cities should not be stretched over too much space... there is a tiny need for balance here. And dont forget that if everything is enhanced (only) a bit (like inns with a cellar and/or an attic for more rooms (plus with a room with a big tub for washing and a storeroom); farms with more harvestable plants and more animals; meatvendor outside works for a butchery, there is a bakery and a cheese manufactorer building (possibly these 3 could be in the poor district especially the butchery and the cheese manufactorer)) the immersionlevel kicks of immensely
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you know what i thought when i read the title... Oh my god, dont tell me (s)he wants to be married to children :blink: