Jump to content

Statistics of Weapons and Armor


Omeletter

Recommended Posts

In the E3 gameplay video, this is what I found out when Todd was scrolling through the inventory.

 

Weapons

 

Imperial Sword - 9 damage, 10 weight, 23 value.

Iron Arrow - 8, 0, 1

Iron Dagger - 3, 1, 10

Iron Sword - 8, 9, 25

Iron War Axe - 9, 11, 30

Long Bow - 23, 5, 30

Orcish Arrow - 12, 0, 1

Steel Battleaxe - 17, 21, 100

Steel Sword - 9, 10, 45

Woodcutter's Axe - Stats not shown, but it was in the inventory, just the proof that you can cut wood.

 

Apparel

 

Apprentice Hood of Magicka - 0 armor, 1 weight, 11 value, Enchantment/Armor Type: Increases Magicka by 10

Apprentice Robes of Conjuration - 0, 1, 10, Conjuration Skill increased by 5 when wearing

Banded Iron Shield - 25, 6, 100, Heavy Armor

 

Elven Armor (Top body and lower body) - 36, 9, 255, Light Armor

Elven Boots - 10, 2, 45, Light Armor

Elven Gantlets - 10, 2, 45, Light Armor

Elven Helmet - 16, 2, 110, Light Armor

Elven Full Set Stats - 72, 15, 455, Light Armor

 

(Iron Armor shown in the inventory, but stats not shown)

Iron Armor -

Iron Boots -

Iron Gauntlets -

Iron Helmet -

Iron Armor Full Set Stats -

 

Food

 

Carrot - 0 weight, 1 value, Effect: Restores 5 health

Horker Meat - 0, 3, Effect: Restores 5 health

Salmon Meat - 0, 3, Effect: Restores 5 health

Salmon Steak - 0, 4, Effect: Restores 10 health

Sweet Roll - 0, 2, Effect: Restores 10 health

 

Ingredients

 

Nirnroot - 0.5 weight, 10 value, Alchemy: Unknown, Unknown, Unknown, Unknown.

 

Other Info

 

We cannot use food as an alchemical ingredient. For Alchemy you go to the "Ingredients" tab. That also means you cannot eat ingredients.

 

When a Giant walked past the character, you could see the "Talk" Icon, and the text - "Talk Giant". That could possibly mean that Giants are classed as NPC's, such as the ones in cities, rather than Beasts such as Goblins, as they were in Oblivion. What this could also mean is that Giants' race might be playable after some modding.

Edited by Omeletter
Link to comment
Share on other sites

Carrot - 0 weight, 1 value, Effect: Restores 5 health

 

Why are the damn carrots weightless?

And it should be an ingredient for night eye, not food.

 

Imperial Sword is new.

 

Also, gold finally has normal value, not like in Oblivion where an Sword would cost 100 septims, here it's merely 45.

You actually feel wealthy if you have over 10,000 septims.

Edited by Iv000
Link to comment
Share on other sites

Why are the damn carrots weightless?

And it should be an ingredient for night eye, not food.

I hope that you will be able to use food in alchemy, too. But it is highly unlikely. What do you think about bows now? And the fact that the Orcish arrows have the same value as the iron ones?

Link to comment
Share on other sites

I hope that you will be able to use food in alchemy, too. But it is highly unlikely. What do you think about bows now? And the fact that the Orcish arrows have the same value as the iron ones?

 

Didn't notice that, and the demo was created way back in January, the values could be changed drastically now.

It doesn't make any sense that stronger arrows are at the same value then the weaker ones.

Would be the same if Daedric armor would cost as much as Iron armor.

Link to comment
Share on other sites

It seems to me that they have Food listed in it's own category instead of being under Ingredients, I think this probably means that you can't use food for alchemy anymore, but as a plus, food now heals you a bit.Since robes still don't give any armor rating, I wonder if this means they still have the penalty to magic applied if you have armor equipped that you're not skilled in?Also if the woodcutter's axe is a weapon, does this that the miner's pick is a weapon too?That would be awesome.
Link to comment
Share on other sites

I'm glad to see that food now heals you instead of restoring your fatigue. I know that fatigue restoration is a more realistic approach, but from a gameplay perspective health restoration makes the game much easier than having to rush around to find something to heal you while you have all this nice food already.
Link to comment
Share on other sites

Since robes still don't give any armor rating, I wonder if this means they still have the penalty to magic applied if you have armor equipped that you're not skilled in?

No, they didn't say anything if they were light or heavy. That means there is no magic penalty. When he was scrolling through the elven armor, I had to pause every millisecond to see each piece's stats.

 

Also, notice the armor rating for the iron shield compared to the Elven Armor. Blocking is now a really worthy skill, when an iron shield has that good armor rating.

Edited by Omeletter
Link to comment
Share on other sites

Since robes still don't give any armor rating, I wonder if this means they still have the penalty to magic applied if you have armor equipped that you're not skilled in?

No, they didn't say anything if they were light or heavy. That means there is no magic penalty. When he was scrolling through the elven armor, I had to pause every millisecond to see each piece's stats.

 

Also, notice the armor rating for the iron shield compared to the Elven Armor. Blocking is now a really worthy skill, when an iron shield has that good armor rating.

How can you tell whether not light or heavy armor applies a penalty to your spell-casting?In Oblivion, the magic penalty was displayed in the magic tab, they haven't shown us the magic tab in Skyrim yet.

Edited by Corakus
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...