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Zaldir

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http://forums.bethsoft.com/index.php?/topic/1233759-sammuthegreats-skyrim-impressions-from-eg-expo/

 

- ORCS: Beserker

- REDGUARDS: Adrenaline Rush,

- WOOD ELF: resist poison, resisit disease, command animals

- NORD: Battlecry

- KHAJIIT: night-eye, claw attacks

- IMPERIAL: Voice of the Emperor, find more coins when looting

- HIGH ELF: regenerate Magicka more quickly

- DARK ELF: Ancestor's Wrath (surround self in fire), resist fire

- BRETON: Dragonskin (absorb spells), resist shock

- ARGONIANS: Histskin (regenerate health quickly), resist disease 50%, breathe underwater

 

Weight slider is quite cool - not a massive effect on women, turns them from skinny to "slender but not skinny". Men can get massively buff.

 

So I went into the game and ran immediately out of the starting cave (a demo-specific area I think, I couldn't go anywhere else). First thing I noticed was beautiful music. Better than Oblivion's in my view. I checked the "game stats" screen for any sign of werewolf-related stats, and found nothing - but I also found no mention of vampires either, so that's not proof. I then went straight to the perk trees, abs got as many as possible in my brief time (shorter than promised, because of queues).

 

- FIRST THING I NOTICED WAS THAT RACES HAVE DIFFERENT STATS TO START WITH. The baseline stat seems to be 15, with +5 in some stats and even +10 in others. For example:

- Argonians start with 25 in Lockpicking, 20 in Pickpocketing, Sneak, Light Amour, Restoration, Alteration

- Orcs start with 25 in Heavy Armour, 20 in Enchanting, Smithing (didn't see any more)

- Bosmer start with 20s in most of the thieving skills - Sneak, Alchemy, Pickpocket, Lockpicking - and a 25 in Archery

 

PERKS

 

Speech

- Buying and selling price 10% better (5 ranks)

- 10% price buying from opposite sex

- Invest in shops and increase available gold permanently in invested stores

- Master Trader - every merchant in world gains 1000 gold for bartering

- Buy and sell from any merchant regardless of what they normally buy and sell

- Intimidation attempts twice as successful

- Persuasion attempts more likely successful

 

Alchemy

- Potions 20% stronger (5 ranks)

- Potions for restore health, magicka or stamina are 25% more powerful (maybe ranked)

- Poisons 25% more effective (maybe ranked)

- Poisons last for twice as many hits

- Two ingredients are gathered from plants

- 50% resistance to all poisons

- All negative effects removed from potions and all positive removed from poisons

- 2 effects of an ingredient are revealed when testing it for the first time (instead of just one)

- Another (unclear recording, sorry!)

 

Illusion

- Dual casting overcharges effect for more powerful spell

- Cast Novice spells for 50% less magicka

- Cast Apprentice spells for 50% less magicka

- Cast Adept, Expert, Master etc spells for 50% less magicka (more levels this time around)

- Spells work on higher level animals

- Spells work on higher level people

- All spellcasting (from ANY school) is done silently

- Spells work on undead, daedra and automatons

- One I genuinely didn't understand, and it wasn't clear on the recording either - something about "Kindred Mage" or something.

- Fear spells work on higher level enemies

 

Conjuration

- Novice for 50% magicka etc (up to Master)

- Dual casting overcharges --> greater spell effect

- Bound weapons do more damage

- Bound weapons cast Soul Trap on target

- Bound weapons banish certain creatures (and I think summon creature in their place, not 100% on that though, dodgy recording)

- Reanimate undead with 100 more health

- Summon 2 Atronachs or reanimated zombies

- Summon Atronachs at twice the distance

- Summoned Atronachs twice as strong

 

Destruction

- More damage for each school (fire, frost and shock) - ranked

- Novice for 50% magicka etc.

- Shock damage chance to disintegrate targets if their health is under 10%

- Frost damage chance to paralyse targets if health low

- Fire damage chance to make low health enemies flee

- Place runes 5x farther away

 

Restoration

- Healing spells also restore stamina

- Novice for 50% less magicka etc

- Healing spells do 50% more healing

- Something about recharging healing spells (sorry about poor recording quality, it was in my pocket!)

- More is recharged with each hit with healing spells (again, sorry not 100% sure what this means!)

- Spells more effective against undead

- Once a day chance to autocast 250HP restoration when health drops low

- Magicka regenerates 25% faster

 

Alteration

- Novice for 50% less etc

- Alteration spells have greater duration (probably ranked)

- Absorb 30% magicka that hits you

- Another couple - bad recording again

 

Enchanting

- Enchants are 20% stronger (ranked)

- Enchanted armour 25% stronger

- "Soul gems provide extra magicka for recharging" - again, dodgy recording but that's what I heard, even if it doesn't make much sense

- Death blows to creatures but not people trap souls for weapon recharge

- Health, magicka and stamina enchants stronger

- Extra effect on already-enchanted weapon can be applied

- Shock, Frost and Fire enchants 25% stronger (individual perks for each element) (probably ranked)

 

Heavy Armour

- Increase armour rating 20% (5 ranks)

- Unarmed attacks with heavy armour gauntlets - damage increased by gauntlets' armour rating

- Half fall damage if all in heavy armour

- Heavy armour weighs nothing and doesn't slow you at all

- Additional 25% armour if in matching set

- 25% armour bonus if all in heavy armour (not necessarily matching)

- 50% less stagger if all in heavy armour

- 10% damage reflected back to enemy if all in heavy armour

 

2-handed weapons

- 2h weapons do 20% more damage (5 ranks)

- Attacks with warhammers ignore 25% armour (ranked)

- Attacks with battleaxes do extra bleeding damage (ranked)

- Attacks with greatswords do extra critical damage (ranked)

- Power attacks cost 25% less stamina

- Standing power attacks do 25% bonus damage, chance to decapitate

- Sprinting power attacks do double (critical) damage

- Sideways power attacks hit all targets

- Backwards power attacks have 25% chance of paralysis

 

Archery

- Bows do 25% more damage

- Zoom in

- Zooming slows time

- 10% crit chance

- Move faster with drawn bow

- Recover twice as many arrows from dead bodies

- 50% chance of paralysing for few seconds (might be 15%, can't really hear...)

- Draw bow 30% faster

- Another about arrows - can't hear

 

Sneak

- 20% harder to detect (ranked)

- Sneak attacks do 6x damage with 1h weapons

- Sneak attacks with bows do 3x damage

- Sneak attacks with daggers do 15x damage (end perk on skill tree)

- Noise from armour reduced 50%

- No longer activate pressure plates

- Sprinting while sneaking performs silent forward roll

- Running does not affect detection chance

- Crouching can make hostile enemies lose sight of you and search for a target

Thank you and kudos, good sir! That is indeed a mountain of info.

 

That said, I'm a bit underwhelmed by some of these perks. Lots of percentage damage/protection/mana cost perks in there...but Sneak sounds awesome! So does Destruction. It's hit or miss, in my opinion, but I'm excited nonetheless. :thumbsup:

 

Yeah it would be better if there were more varied perks. e.g. bloodthirster; health boost for every kill made, or "shield throw"; throw your shield at someone. Something like that.

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