Jump to content

Skill Mastery and Legendary Skill Mastery


Deleted56096192User

Recommended Posts

I couldn't make a solid argument about "keeping a skill at 100 without ever making it Legendary and actually making it Legendary", so I'll just get straight to to the point.

What I was thinking about a few days now is, why not make "perks" (that are actually "Active Effects") that player gets when you reach 100 in a skill (Skill Mastery), and reach 100 in a skill that was made Legendary (Legendary Skill Mastery)?

 

Here's what I had in mind for "Skill Mastery" perks:

 

Blademaster (100 One-Handed): One-handed weapons do %10 more damage and power attacks with one-handed weapons cost %5 less stamina.

 

Knight (100 Two-Handed): Two-handed weaponds do %10 more damage and power attacks with two-handed weapons cost %5 less stamina.

 

Ysgramor's Shield-Brother (100 Block): Blocking is %10 more effective and bashing does %5 more damage.

 

Hircine's Hunter (100 Archery): Bows do %10 more damage and can draw a bow %5 faster.

 

One with the Shadows (100 Sneak): You are %10 harder to detect while sneaking.

 

Kagrenac's Apprentice (100 Smithing): Can improve weapons and armors %10 better.

 

Lightfoot (100 Light Armor): %10 armor bonus if wearing all Light armor.

 

Chivalry (100 Heavy Armor): %10 armor bonus if wearing all Heavy armor.

 

Knowledge of Direnni (100 Alchemy): Potions and poisons you make are %10 stronger, potions you mix that restore Health, Magicka or Stamina are %5 more powerful, poisons you mix are %5 more effective.

 

Bard (100 Speech): Buying and selling prices are %10 better, %5 better prices with opposite sex.

 

Conjurer (100 Conjuration): Conjured Atronachs are %10 more powerful and last %5 longer.

 

Priest (100 Restoration): Healing spells cure %10 more, magicka regenerates %5 faster.

 

Warlock (100 Destruction): Fire, Frost and Shock spells do %10 more damage.

 

Telvanni Wisdom (100 Enchant): Fire, Frost, Shock enchantments on weapons and armor are %10 stronger, Health, Magicka, Stamina and Skill enchantments on armor are %10 stronger.

 

Ayleid Insight (100 Alteration): Alteration spells have %10 greater duration, block %5 of a spell's effects.

 

I know, these are just nerfed versions of in-game since I wrote them while looking at each skill's UESP page.

Also I couldn't think of anything better...

 

Here's what I had in mind for "Legendary Skill Mastery" perks:

 

Ebonarm (reaching 100 One Handed after making it Legendary, replaces Blademaster): One-handed weapons do %15 more damage, power attacks with one-handed weapons cost %10 less stamina, all power attacks do %10 more damage.

 

Champion (reaching 100 Two Handed after making it legendary, replaces Knight): Two-handed weapons do %15 more damage, power attacks with two-handed weapons cost %10 less stamina, all power attacks do %10 more damage.

 

Sword-Singer/Shinji (reaching 100 One Handed AND Two Handed after making them legendary, replaces Ebonarm and Champion, couldn't decide whether to name it Sword-Singer or Shinji, you could pick which one sounds better): One-handed and Two-handed weapons do %20 more damage, power attacks with One-handed and Two-handed weapons cost %15 less stamina, all power attacks with One-handed and Two-handed weapons do %15 more damage.

 

Forgemaster (reaching 100 Smithing after making it Legendary, replaces Kagrenac's Apprentice. If one wants you could change it's name to Kagrenac's Apprentice, and name Skill Mastery perk Forgemaster instead): Can improve weapons and armor %15 (%20, if one feels like doing it) better. Once a month, one can try improving a weapon or armor once more after its first improvement. If failed, the armor or weapon breaks (gets removed from inventory). If successful, armor rating or damage is increased %10. (If implementing it is not possible, just ditch the second idea)

 

Sharpshooter (reaching 100 Archery after making it Legendary, replaces Hircine's Hunter. Just like Forgemaster situation you could name this one Hircine's Hunter and the Skill Mastery perk as Sharpshooter instead): Bows do %15 (or %20) more damage, and can draw a bow %10 faster (%15, if you feel like doing it).

 

Bulwark (reaching 100 Block after making it Legendary, replaces Ysgramor's Shield-Brother. Feel free changing it to Ysgramor's Shield-Brother and Skill Mastery perk to Bulwark): Blocking is %15 more effective (or %20), bashing does %10 (or %15) more damage.

 

Ranger (reaching 100 Light Armor after making it Legendary, replaces Lightfoot): %15 armor bonus if wearing all Light armor. Optional: Stamina regenerates %10 faster if wearing all Light Armor.

 

Hallgerd's Understanding (reaching 100 Heavy Armor after making it Legendary, replaces Chivalry): %15 armor bonus if wearing all Heavy armor. Optional: Additional %10 chance to reflect melee damage back to the enemy while wearing all Heavy armor. Stacks with "Reflect Blows" perk, to a total of %20 chance, if possible.

 

Sinderion's Genius (reaching 100 Alchemy after making it Legendary, replaces Knowledge of Direnni. Feel free changing names with Knowledge of Direnni): Potions and poisons you make are %15 (or %20) more stronger, potions you mix that restore Health, Magicka or Stamina are %10 (or %15) stronger, poisons you mix are %10 (or %15) more effective.

 

Shadowfoot (reaching 100 Sneak after making it Legendary, replaces One with the Shadows. Feel free changing names with One with the Shadows): You are %15 (or %20) harder to detect while sneaking. Optional: Sneak attacks with bows now do six times damage, sneak attacks with daggers do sixteen (32 if wearing Shrouded Gloves) times normal damage.

 

Poet (reaching 100 Speech after making it Legendary, replaces Bard): Buying and selling prices are %15 better. %5 better prices with opposite sex from the Bard remains the same.

 

Oblivion Walker (reaching 100 Conjuration after making it Legendary, replaces Conjurer): Conjured Atronachs are %10 more powerful (not changed from Conjurer) and last %10 longer. Hidden effect: Conjured Atronachs are %1 more powerful and last %1 longer for every Daedric Artifact you have, to a maximum of %15 if one has all of them. (Would be cool if this could be implemented, if it's not possible you can make Atronachs %15 more powerful instead of 10)

 

Master-Wizard/Arcturian Heresy (reaching 100 Destruction after making it Legendary, replaces Warlock, you decide what to name it, I know "Arcturian Heresy" is a Lore topic that has nothing to do with this, you could name it Arctus Proficiency if it sounds better): Fire, Frost, Shock spells and runes do %15 (or %20) more damage.

 

Psijic Philosophy (reaching 100 Alteration after making it Legendary, replaces Ayleid Insight): Alteration spells have %15 greater duration, block %10 of a spell's effects, absorb %5 (or %10) of the magicka of any spells that hit you.

 

Living Saint of Mara (reaching 100 Restoration after making it Legendary, replaces Priest): Healing spells cure %15 (or %20) more, magicka regenerates %10 (or %15) faster.

 

Arcane Enchanter (reaching 100 Enchanting after making it Legendary, feel free changing names with Telvanni Wisdom): Fire, Frost, Shock enchantments on weapons and armor are %15 (or %20) stronger, Health, Magicka, Stamina and Skill enchantments on armor are %15 (or %20) stronger. Additional: The enchanter, if he or she has all types of Soul Gems (Petty, Lesser, Common, Greater, Grand) and if they are filled, one can try placing a third enchantment on a weapon or armor or trinket. If failed, the object and Soul Gems are destroyed. If successful, it can be done again after one month. This takes its toll on the person however, whether it's failure or success, as their Health, Magicka and Stamina is damaged by 200 and their regeneration rate is slowed by %75 for 2 days, and one can't enchant anything for 3 days. (Now, I'm not sure how this could be implemented or could it ever be implemented, seeing as how Ordinator already lets you place a third enchantment for once, and then there are the drawbacks. If it's not possible, just ditch the idea.)

 

Again, I know they're just nerfed versions of in-game perks with only Enchanting, Conjurer, Smithing, Sneak and One-Handed/Two-Handed having something interesting.

If anyone ever thinks of making this possible, I think these perks could be given to player by sleeping. You could make it so that a mesage, "You feel strange all of a sudden. Motivated, maybe? Perhaps you should rest." or something like this would appear in the top left of the screen.

Then, after the player sleeps, one of the leveling texts (which can be found here: https://en.uesp.net/wiki/Oblivion:Leveling) from Oblivion would show up, and player would get the perk associated with the skill.

 

I wrote this much mostly out of boredom and even if these ideas won't ever be possible, I thank you all for reading.

Have a great day and a great life.

Edited by Guest
Link to comment
Share on other sites

  • Recently Browsing   0 members

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