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Full list of skills


Povuholo

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Found this on the official forums. Someone who watched the trailer showed all the skills. Might be useful on the homepage?

 

http://www.elderscrolls.com/forums/index.p...pic=166816&st=0

 

ofcourse the skill list could have changed by now (probably not, but you never know) since the trailer is like 6 months old. But i don't think they add a whole new skill in those last 6 months, since it would mean new weapons and animations and so...

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Stela, sometimes I doubt your ability to read English.

 

Medium armor is out, so now armors are now either heavy metal plate or little bits of scales and fins. The axe skill is now cut -- axes are blunt weapons. Short blade and long blade have been merged, so now someone proficient in a dagger will be just as proficient swinging a claymore around. Enchant is gone -- your skill in it will be a function of your rank in the Mages' Guild. Spear is gone. Unarmored has been merged with Hand-to-Hand.

 

Acrobatics has changed to a Speed-based skill. Armorer and Block are both under Endurance now. Hand-to-Hand is now under Strength. Light Armor is also now under Speed. Mysticism is under Intelligence now. Finally, Security is now governed by Agility.

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  • 4 weeks later...
short and long blade merged..... honestly whats up with that? if u can poke someones eye out with a fork how are you automatically pro with a 6 foot steel blade? :/
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Well, since we're already running around fighting demons and casting spells, I don't think realism is really the best of arguments to try whipping out. The most important thing in a game will always be balance and fun, realism is wholly secondary or tertiary to those two things.

 

Or should be, at least.

 

Are there really any gameplay reasons to constantly stick with short blades? Are they stealthier? Does the speed make that much of a difference? Anything? The weight doesn't really matter unless you really have zero strength, at least it was so in Morrowind. I never found that there were any really convincing reasons to stick with short blades. Therefore, they're really just a lower step on the way to Claymores and Dai-Katanas, rather than a seperate choice with as much power.

 

So when it comes to gameplay balance, I feel that this makes sense. Realistically? No. Gameplay-wise? Yes.

 

What stats affect what skills I won't even bother with, only thing that really matters is that it all balances. That each stat has equally many skills, or possibly that the ones with more direct non-skill effects(Like Strength) affect less skills.

 

The lack of Medium Armor really annoys me. Though possibly they still have all of the types of armor, but have just filtered them as either Light or Heavy, it may be a decent idea.

 

Daggerfall-style Enchant is a good thing in my opinion.

 

Lack of Spear is annoying. Plus, you can't make completely new skills, right? So they'd have to be filed with Blunt or Swords or something, not good, in my opinion. Also, wait a moment. Are we down to "Blunt" and "Swords" as our only weapons skills now? I've defended the change some, but that's really just ridiculous.

 

Won't even try defending the merging of axes and blunt, that really doesn't make any sense. And there needs to be at least some degree of internal consistency in the game. Axes just plain aren't blunt weapons.

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Are there really any gameplay reasons to constantly stick with short blades?

 

With the new skill-level based bonuses, daggers will have the same generic bonus that claymores and war hammers have, and the anti-stealth or anti-magic penalties associated with carrying around a lightning rod anywhere you go (there probably are some, just as with torches and heavy amror) will hit you just as hard.

 

What stats affect what skills I won't even bother with...

 

They gimped Short Blade and Hand-to-Hand by making their use dependant on Strength. Now, the only way you can be proficient in any melee weapon is by investing heavily in an attribute that is only otherwise useful or trainable if you're a dedicated warrior. Kiss any usefulness in bound weapons goodbye, and welcome into the mix having to join warrior guilds just to have basic self-defense skills.

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Won't even try defending the merging of axes and blunt, that really doesn't make any sense. And there needs to be at least some degree of internal consistency in the game. Axes just plain aren't blunt weapons.

 

While blunt weapon is a bad name for it, the idea of a single class of weapons where the basic characteristtic is a long handle with most of the mass at the end (as opposed to a sword or similar where the weight is more evenly distributed and the weapon may be nearly as good whether thrusting or cutting/chopping) makes sense. (The characteristic of the combined axe/blunt weapon class is that it really is only effective when cutting or chopping, but that the amount of damage delivered is much more concentrated at one point (or a small area) than is true when cuttiting or chopping with a sword. Staves would not fit fell into the axe/blunt weapon (mace or club) type class however.)

 

The lack of Medium Armor really annoys me. Though possibly they still have all of the types of armor, but have just filtered them as either Light or Heavy, it may be a decent idea.

 

 

The Morrowind medium armor class never really much sense to me as a separate class. It's sort of heavy armor done on the cheap. The pieces of armor are slightly lightedr individually for normal materials (iron/steel) but not significantly, the base skill for Medium and Heavy is the same, and it really doesn't seem like the skills one would need to learn in reality for using the armor classed in either category in Morrowind would be significantly different. What always gets me in Morrowind especially is the split between Medium and Heavy armor for the Imperial Legion classes of armor so you end up getting armor for being promoted that is a completely different skill than the armor you start with. Is that any way to run an army??? So reducing armor to a split between heavy and light makes good sense to me for Oblivion for realism as well as game play justification. The reduction in weapon classes on the other hand mostly makes sense in the latter categroy rather than the former.

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