raggidman Posted July 30, 2005 Share Posted July 30, 2005 This is based on the essential text begun by 1999 in the elderscrolls Oblivion Forum.If you locate new dev quotes, or have ideas as to what skill perks in Oblivion will be then please post them in this thread. I will not be posting the whole thread here, just the 'business end,' so if you want to see what the forum users over there actually said you will have to log on over there. What I will be doing here is integrate your ideas and observations into 1999's collection and also swapping updates with 1999 so he can update too. Maybe we will end up with the most comprehensive list anywhere. :D - raggidman ------------------------------------------- (Gavin Carter Interview)Skills have gotten a few tweaks here and there. Mainly we’re focusing on balance. There are now 21 skills total, with seven skills in each category – combat, magic, and stealth – which makes things a little easier to balance. The big addition is skill perks. These are added abilities that you get as you increase in skill. These can be very simple – such as the ability to repair an item all the way back to full health when you hit a certain skill in Armourer – or more involved – such as a chance to disarm your opponent at high weapon skills thanks to ragnar for finding the following from MrSmileyFaceDude: (MrSmileyFaceDude)Skill perks in Oblivion are not the same as in Fallout.In Oblivion, every skill has discrete levels -- Novice, Apprentice, Journeyman, Expert and Master. As you attain each of these levels, you are granted perks such as new power attacks for combat skills and an increased potion limit for alchemy. This is different from standard skill advancement, which basically just lets you get better at using the skill. What perks you get (if any) will depend on the skill being improved -- but sorry, we're not going to talk about the other skills for now. smile.gif Any guesses or more info on other perks? - please try to base yer guesses on some kinda hint or feel for what you have read about the game from devs an stuff... it aint easy I know from experience, as does my bruised ego, lol. but it can be fun... and also note that the devs are not yet using the formula I use here, so there will be the need to adjust categories and stuff to figure out exactly how some apparently cross-skill perks will work in practice. once all that is done I will then adjust the list to give the ealiest guess as well as first unconfirmed and confirming post - so one perk could have 3 different 'claimants!' nb this will take time... re confirmin quotes: I need to get to the place/web page where the dev actually posted his/her statement/answer - i.e. gotta see the inteview. If you can name the inteview (further details save time too) or copy a large enough chunk from the interview so that it can be identified (control+c will do this nicely) so that I can get to the actual page and read the Dev's words myself then you have confirmed the information. After that it is up to me to go to the page myself. ps links welcome! one exception to this is the mRSmileyFacedDude quote which I have allowed because I know he scanned this thread on the first day, so I believe he would have corrected any mistakes... The console Gold interview with Gavin Carter suggests that 'perks' (i hate that word, it's so out of style) go not only by skill but also by character occupation - ie thief, warrior magus. nb: Confirmed Status is based on Dev and Mod statements to date. The devs could change their minds at any time so the confirmed status of a possible perk could alter. I am trying to be as accurate as possible, so correct me when I err, thanks, 1999 nb: I am not going to integrate skill levels into this thread yet, but keep suggesting them and remember that there are now 5 skill levels, and there will be perks at eack level??? complicated to guess the appropriate level. I think it will be easier to assess possibilities if you look at all the potential for all 5 levels per skill and perk. Taking this into account the Armorer Repair Skill Perk might be graded, with a different % to % per level, success decided by a % roll against skill level? Sounds very messy, artificial and restricted to by numbers, hopefully the actual gaming experience will get away from this aspect. ----------------------------------- I will put up a list here with three categories: ----------------------------------- QUOTES CONFIRMED: Gavin Carter TVG interview quotes:armorer - repair to full healthweapons - block - disarm - spotted by ragnararcher - marksmanship - zoom - spotted by kendar Gavin Carter Console Gold interview quotes:All weapons master thief - stealth attack damage ignores armor ratings - confirmed by Wolfcp11 with assistance from St. Theophilusarcher - marksmanship - knock down Mr Smileyfaced Dude quoted by Ragnar and W40 Ashley interview quoter by Wolfcp11:alchemy - increased potions # limit - confirmed by ragnar (spotted in the quote above by Wolfcp11)weapons - power attacks (various unspecified) - confirmed by ragnar -------------------------------- QUOTES UNCONFIRMED - waitin for the exact location of quote to confirm or devs say maybe: sneak/heavy armor - likely stealth perk (noted this possibility in the GC Console Gold interview at the top of page 4.) Armor - doesnt affect spell casting - W4O Interview with Ashley spotted by Wolfcp11, claimed by Wonder Boy, - speculation initially offered by osoeovoeon confirmation of this would be nice relevant info:Its already confirmed that climbing will NOT be in the game - claims Wonder Boy? seem to remember something myself, from where? -------------------------------- BLATANT GUESSES: Armorer - artifact creation - offered by 1999 - really too generalarmorer - item upgrading - offered by 1999 - really too generalarmorer - upgrade ebony to daedric - offered by Coreadoon Sneak - unseen pickpocketing (esp of weapons) - offered by tricksta_666_wasneak- distract ability - offered by fool_sneak- continued sneak even while performing actions - offered by St. Theophilus Alchemy skill - only the good parts of a ingredient or potion affect you - offered by osoeovoeonalchemy skill - bonus for duration of potion effect for home-made potions - offered by osoeovoeonalchemy - Poisoned weapon - offered by St. Theophilus Alteration: - Spell levels to charm/enrage/command *2: if your spell is Charm Creature 20 seconds for 10 points (10 levels), its effect is actually 2*10=20 levels - offered by Darkelvealteration: - - Possible to manipulate objects while staying invisible - offered by Darkelvealteration - Identify - offered by LordJBeckman Conjuration: - Possible to summon several creatures of same type at once - offered by Darkelveconjuration: - Possible to make 'permanent' summons - offered by Darkelve destruction - high levels have more 'flashy' effects, eg, lightening - Lord Bowdendestruction - Disintegrate equipment - offered by LordJBeckman Enchant - unaffected by bad parts of an eqipped item - offered by osoeovoeonenchant - point bonus for items - offered by osoeovoeonenchant - always successful enchants - offered by osoeovoeonenchant - full recharges of items using soul gems - offered by osoeovoeonenchant - Continual effect enchantments - offered by St. Theophilus Mysticism: - Possible to recharge your mana by absorbing the souls in soulgems - offered by Darkelvemysticism: - Multiple Mark&Recall points - offered by Darkelvemysticism: - Short distance Teleport spell - offered by Darkelve Magic schools - area affect spells (not available at lowest level?) - offered by St. Theophilusthe various magic schools - Concentration being a reduced chance to fail - offered by NofrikinfuN Restoration etc - effective cast with armor - offered by osoeovoeonrestoration: - quicker mana restoration/CE mana restoration/mana restoration spell - offered by Darkelverestoration: - Restore Health spell also restores all attributes - offered by Darkelve Athletics/acrobatics - swimming with heavy armor - offered by osoeovoeonathletics/acrobatics - fighting/casting, fatigue is lessened - offered by osoeovoeonathletics - short rapid sprint - offered by Ragnarathletics - safe vertical building climb - offered by delcovathletics - second wind (stamina) - offered by -abyssmal terror Acrobatics - higher levels, ability to climb the side of a building without falling, maybe? acrobatics - Roll - offered by St. Theophilusacrobatics - Grasping a ledge and pulling yourself up - offered by St. Theophilusacrobatics - Attack while jumping/falling - offered by St. Theophilus acrobatics - Jump-Kick - - offered by Zannacrobatics - double jump - offered by -abyssmal terroracrobatics - evasion - offered by -abyssmal terror Swimming (either speed or/and holding your breath) - offered by St. Theophilus Blunt weapons - crushing attacks smash undead monsters - offered by Sphagneblunt weapons - crunching attacks smash arnor and shields - offered by 1999 (oops, there go my spoils, sob .) Spear: Use it as a pole-vault, so that you can do a jump-kick into a melee, or perhaps vault through a second-story window! - offered by St. Theophiluspolearm - Rush/Charge damage increase - offered by LordJBeckman Bow - less 'loading time' for arrows (shoot arrows faster) - offered by Darkelve Hand-to hand - Damage Reduction/Deflection with unarmed block - offered by NofrikinfuNH2H-- Eye gouge, blinds opponents for 5 seconds. - offered by St. TheophilusH2H - Damage health instead of fatigue) - offered by LordJBeckman Speechcraft - disposition bumps, suggestion (like a Jedi) - offered by St. Theophilusspeechcraft - truthread - offered by -abyssmal terrorspeechcraft - Seduce - offered by LordJBeckman meta perks - double or tripple skill perks, you have a certain high level in 2 or 3 skills then you get a perk which would in some way encompas each of them to allow you to do something verrrrrry cool - offered by osoeovoeon Security+armorer - Skeleton Key Creation (for various difficulty levels) - offered by St. Theophilus (+ me) took the liberty of assumin that the security skill alone might not be enough + there was an earlier post by someone else...will check that... Proficient (master) in all magic schools: - strong boost in maximum magicka - offered by Darkelve ---------------------------------- new stuff to be scanned compared assessed and, hopefully integrated: Security--Set traps (perhaps of a limited type) - offered by St. Theophilus [was there a dev comment on trap setting?] Mercure -Alchemy: potion effects increased (unlocking new recipes/ ingredients)alchemist + enchanter create enchanted arrows or coated arrows multischool magic - lowers the total mana costs and increases casting chance when several schools are put together. destruction: faster casting time/ less mana cost/ increased effect / lower casting cost for custom spells Master in magic: increased mana recovery (also during battle). <-- morrowind was way too easy for a fighter compared to a magic user. Alteration: increased duration / effect / less mana (u usually dont use this in combat only pre combat as a buff of some kind or to avoid combat (nothing like chameleon spells).Master alteration: Very long caster friendly effects for underwater breating/ levitate/ faster swim/ absorb dmg spells/ and reflect spells. Spears: throw spear -> if hit (100% recovery chance) but causes heavy dmg on enemy + heavy duration dmg. Jab: short thrust which is devastating vs cloth and leather. Shield: Shield wall; decreases all dmg taken by 50% for a y amount of time. -------------------------------------------Please note there is at least one thread that speculates on the final combination of new skills: Only 21 skills in Oblivion - by Jonnie Mactylerskills in Oblivion, 6 from Morrowind will be gone - by Dragatus ps - the disclaimer - I am upgrading this first post as the new info comes in and time allows - I expect to make mistakes here. So if you spot a mistake please correct me so that we get this as up to date as possible - the more accurate, the more fun. This post has been edited by 1999: Aug 8 2005, 08:45 AM -------------------- When the grain of sand guides the butterfly's wing... Link to comment Share on other sites More sharing options...
Dark0ne Posted July 30, 2005 Share Posted July 30, 2005 Will you be maintaining the developer comments section on TESSource.net? Link to comment Share on other sites More sharing options...
raggidman Posted August 1, 2005 Author Share Posted August 1, 2005 Developer Comments Section? Workin my way through this here net and hope to contribute once I find that section - this site is so massive that might take a while. Are you sure it actually exists? :P I know I will :embarassed: when you have to lead me by the hand to my appointed place... ;) Link to comment Share on other sites More sharing options...
raggidman Posted August 14, 2005 Author Share Posted August 14, 2005 Here is a comment from an eldercsrolls forum moderator (MrSmileyFaceDude @ Aug 8 2005, 11:08 AM)What makes you think skill perks are REPLACING anything? and the reply that 1999 made to MrSmileyFaceDude: That is an interesting way of looking at it, but I feel that this is a question of balance. If the skill perks are very powerful then it is very likely that they will be necessary = survival. That is always a decider in games. So then you are forced to 'develope' your character according to the path that the perks lay down - automatically provided = no choice. Personally I am happier where the skills and such are out there, and I choose, train and develope them myself. One reason that I like the idea of 'perks' coming from combinations of skills rather than solely developed from within individual skills is that then you choose the 'perks' (still hate that word ) to develope, and there remains potential for a creative challenge...if you will a continued character developement that you can follow or ignore according to your whim. whim? absolutely - there was time enough for the world of Morrowind, and to dwell upon and within the essential nature of your character in Morrowind... K? Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.