Create a Perk

Post » Mon Mar 14, 2011 2:17 pm

Trickster: you can sneak a "useful" item (healing potion, enchanted sword, etc.) on to an enemy in or out of combat and have it backfire on them completely (healing potion hurts enemy health, sword restores your health everytime you're hit with hit).

Kick 'Em When They're Down: stunned, paralyzed, frozen, or knocked down enemies receive triple the damage from all types of damage.

Enchantment Shield: enchanted weapons/armor receive an extra layer of protection from damage that regenerates every six hours. When this extra layer has been destroyed, all nearby enemies within a 20 meter radius are knocked down or stunned depending on size. All Enchantments on the weapon/armor are still active with the shield on.

Uncanny Aim: Any arrow shot past 30 meters will allow you the option to take control of it's flight path via magic. If the shot connects, the target is knocked down or stunned.
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CSar L
 
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Post » Mon Mar 14, 2011 1:34 pm

Mercy - instead of a fatal finishing move, you can opt to knock your enemy unconscious when they run out of health. But you can still pick-pocket them and leave them in their underwear :tongue:

Chivalry - NPC dispositions increase significantly more when you help them, as do their friends' and families

Teleport - a justification for fast travel, and making it an early perk would act to make it optional as well :thumbsup:

Bloodlust - you deal more damage when you're low on health, but your block effectiveness decreases as well

Savagery - like the bloody-mess perk, but elder scrollsy. Increases gore.

Sinister Expression - makes you more intimidating; enemies are more likely to flee
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Red Sauce
 
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Post » Mon Mar 14, 2011 8:29 pm

I'd rather leave the perks unnamed. Or at least, named practically, not cleverly or humorously.

I agree. Humorous names fit the fallout series but Elder Scrolls is a more serious series and comical names would seem very out of place.
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Chelsea Head
 
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Post » Mon Mar 14, 2011 3:47 pm

Nordic Blood - Resist Frost 75%

Dwemer's Beard - Fortify Blunt, Craftsmanship, Resist Frost 15%

Bosmer's Camradery - Summon Elk 30 Seconds on Self
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Ana Torrecilla Cabeza
 
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Post » Mon Mar 14, 2011 9:52 pm

Why won't you DIE?- At 50% health the player's physical damage resistance is increased bye 25%.

Blockborne- When using a shield, you may now strike with your main-hand weapon during a block.

Mudcrab's bane- Power strikes with spears now reach farther and are executed faster.
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Katey Meyer
 
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Post » Mon Mar 14, 2011 7:22 pm

Natural Instict - Increase Damage 30% on Self

Puppy Love - Charm 100 Points in 5 Seconds

Please, make it so that we can delete spells

BTW:

Strong Minded = Allows you to shrug of lesser mind affecting spells and effects

Nice SPELL - from: Tdroid
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Lloyd Muldowney
 
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Post » Mon Mar 14, 2011 2:15 pm

Butcher: Damage with daggers is permanently increased by 15%.
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Alessandra Botham
 
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Post » Mon Mar 14, 2011 8:22 pm

Assassins Slash - increases attacking speed with a dagger and chance to crit

Environmental Awareness - Shows things on the map that would not have appeared otherwise (ore deposits, high level mobs etc)

Charming Voice - People are 25% more positive when talking to you (like a disposition change)

Arcane Twining - Ability to use both spells together (Duel wielding) at the same moment to do an attack that is 25% more stronger than it would have been separately

there are hundreds that i could come up with lol
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Ebou Suso
 
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Post » Tue Mar 15, 2011 2:50 am

We only get one per level up, and they need to be tied to particular skills. If you look at the GI article you'll see that. Basically, if you come up with a perk, keep in mind that it has to be useful enough to be worth 1 out of the 50 perks you'll get to choose before your character growth goes down to almost nothing. And you also need to make sure it connects with a particular skill's use (within the category and benefiting characters that use that skill specifically).

Here's one more perk I'd really like, even if it is only a one time perk. Kinda reminds me of boosting your intelligence in Fallout 3.

Patient - If you use this perk you don't get any benefits this level. However, 5 levels from now, you get to choose 2 extra perks, so at level (Current level +5) you can choose a total of 3 perks.
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Sami Blackburn
 
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Post » Mon Mar 14, 2011 2:23 pm

Natural Instict - Increase Damage 30% on Self

Puppy Love - Charm 100 Points in 5 Seconds

Please, make it so that we can delete spells

BTW:

Strong Minded = Allows you to shrug of lesser mind affecting spells and effects

Nice SPELL - from: Tdroid

Thanks
Nordic/Orcish Smith training = Allows you to make nordic/orcish quality items with steel
Offensive mastery = All weapons do 15% more damage at the cost of 5% efficiency with armor
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Fluffer
 
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Post » Mon Mar 14, 2011 10:06 pm

Master Nord: you can drink more mead without getting drunk
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Rhiannon Jones
 
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Post » Mon Mar 14, 2011 2:01 pm

Blindfold - Blind opponent for 5 Seconds (useful when sneaking)

Overhaul Weather - Make it thunder, rain, snow and benefit from it

Skyrim's Mercy - Shield 50% on self, Resist Frost 50% on Self, Regain 1 Point Health for 120 Seconds on Self
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Mark Hepworth
 
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Post » Tue Mar 15, 2011 5:12 am

Deft Hands: Lockpicks break only after two unsuccessful lockpick attempts.
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Jonny
 
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Post » Mon Mar 14, 2011 3:04 pm

PlagueBearer - Melee attacks have a 10% of passing on your diseases to the enemy.
Natural Immunity - Minor disease effects are reduced by 50%, major diseases are reduced by 25%
Scatter Shot - Two arrows can be fired from a bow simultaneously at the cost of 35% accuracy
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Jessie Rae Brouillette
 
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Post » Tue Mar 15, 2011 3:20 am

Scatter Shot - Two arrows can be fired from a bow simultaneously at the cost of 35% accuracy


Or

Scatter Shot - Two arrows can be fired from now on, but you will have to wait more time for the bow to reload.
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Sara Lee
 
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Post » Mon Mar 14, 2011 1:23 pm

Necromancer: all humanoid/animal creatures killed will rise up as zombies and aid you in combat for five minutes or until killed. Out of combat, they will follow and protect you but cause towns to become hostile to you if they notice.

Close the Gap: Sprinting is now faster for you and will slow the movement and attack speed of your enemies while you are in full sprint. You may also transition smoothly from a sprint into an attack without breaking the sprint. This attack will deal extra damage but after the attack you will no longer be sprinting.

Weapon Master: using a weapon in each hand will automatically give you a 30% chance to passively block an enemy's melee attacks while you are also attacking.

Shield Guard: while using a shield you have a 30% chance to disarm your opponent with a well-timed block (within one second of the enemy's attack).

Berserker: while using a two-handed weapon you have a 30% chance to knock down or stun an opponent with a power attack.

Martial Artist: while using the unarmed style of combat, you have a 30% chance to take an opponent's weapon from them upon a successfully timed block (within one second of the enemy's attack).
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k a t e
 
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Post » Tue Mar 15, 2011 4:58 am

Champion of Khrone: Immunity to Magic, +25% Damage with Axes, -100 to Speechcraft/Barter and everytime you kill something you gain +5% Damage and 2% Crit. Chance.
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April D. F
 
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Post » Mon Mar 14, 2011 9:28 pm

Necromancer: all humanoid/animal creatures killed will rise up as zombies and aid you in combat for five minutes or until killed. Out of combat, they will follow and protect you but cause towns to become hostile to you if they notice.


I think that should be a kind of spell that the perk adds, sometimes you don′t want an army of zombies to aid you in combat ;)



--------------------------

Did you left this on the Dive Rock? - Adoring fan will eventually appear as a Ghost to help you against your enemies.
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Milad Hajipour
 
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Post » Mon Mar 14, 2011 1:17 pm

Lazy Eye: Congratulations! Your eyes are on their own time, now you see things in slow motion once activated. lasts for 60 seconds, or until you stop makin it easier and take enemies down like a grown man. WARNING! Can cause severe headaches and migraines, see the healer in case of nose bleeds.
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Lil Miss
 
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Post » Mon Mar 14, 2011 6:29 pm

Bar Brawler: Hand to hand increases when under the influence of alcohol.
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Ashley Clifft
 
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Post » Tue Mar 15, 2011 2:08 am

I think that should be a kind of spell that the perk adds, sometimes you don′t want an army of zombies to aid you in combat ;)


--------------------------

Did you left this on the Dive Rock? - Adoring fan will eventually appear as a Ghost to help you against your enemies.


That's a good idea. I'm not sure how being able to craft your own spells (hopefully) will affect these perks. Mages may be pretty overpowered considering their combo of perks AND custom spells.
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Harinder Ghag
 
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Post » Mon Mar 14, 2011 4:56 pm

Werewolf blaze : gain a boost of speed
Werewolf control 1: gain a little control on when you turn n how much control you have.
So on
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RAww DInsaww
 
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Post » Mon Mar 14, 2011 1:19 pm

Trap Setting: You can now set up your own traps. Disabling an existing small trap will allow you to recover it. You may also place an item from your inventory in these traps to lure enemies to them. Traps deal sneak attack damage and also have a chance of stunning or causing damage over time.

Arcane Wizard: spells that include fire, frost or lightning effects now have extra effects/enhanced effects. Fire causes massive damage over time. Frost may freeze an enemy and lightning may stun an enemy.

Mage's Bane: you now have a 20% chance to absorb any hostile spell and have it automatically re-emerge as an area of effect spell that damages everything within 10 meters of your character.
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dell
 
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Post » Tue Mar 15, 2011 5:19 am

Well a lot of people don't realize this that Daggerfall also had a perk system of sorts with Special Advantages and Special Disadvantages. Also Oblivion had a perk system even beyond that of those from leveling up skills, such as the constant effects that you receive from quests like Blessing of the Nightmother. (Or was it Gift of the Nightmother? I don't remember but you know what I mean lol)

Blessing of Dagon- Increases the damage of your fire spells by 10%.

Knowledge of Mora- Increases your Magicka by 10%

Trappings of Mephala- Spells that hit you have a 15% chance to be reflected back at the caster and increased by 100%.
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Theodore Walling
 
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Post » Mon Mar 14, 2011 8:41 pm

Telepath: You are now capable of reading the minds of other people. The good thing is that you can tell your lord if his followers are telling the truth or not. The bad thing is that you'll constantly be hearing people complaining about mudcrabs in their minds.
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Monika
 
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