Guessing the skill list!

Post » Mon Aug 02, 2010 4:46 am

Smi[/b]thing (almost certainly smithing but the word was cut off half way, who knows it could be Smiting Dragons!)

What if they instead replaced Speechcraft with a skill called Smiling? Better train hard on that one!
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Rhi Edwards
 
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Post » Sun Aug 01, 2010 3:59 pm

I don't get why everyone wants spears, enlighten me?

Because spears are awesome?

Really?

Every ancient civilization in history has had some form of pointed stick.

Sticks with points! Whats wrong with that?
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Darren
 
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Post » Mon Aug 02, 2010 1:58 am

Armor types could literally be taken out of the game...just base your AC on your dexterity.
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Dalton Greynolds
 
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Post » Mon Aug 02, 2010 7:06 am

7 attributes do not fit into the 18 skills well.

Attribute 1=Skill 1,2,3
A 2=S 4,5,6
A 3=S 7,8,9
A 4=S 10,11,12
A 5=S 13,14,15
A 6=S16,17,18
A 7=Luck
L2Count

As for spears, they have awesome range. Plus, since humans first walked the earth, there have been more spears than swords or clubs combined. Sharp rock + long stick = Don't get mauled by bear. Not sure how spears will fare with max-speed of walk in reverse though. They were all about staying just outside range of anything else.
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K J S
 
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Post » Mon Aug 02, 2010 4:47 am

At a guess:
Agile Melee: Not sure about the name. Could be One Hand, Dual Wield, Chain Attacks, or possibly still Blade
Strong Melee: Not sure about the name. Could be Two Hand, Power Attacks, or possibly still Blunt
Defensive Melee: Not sure about the name (again). Weapon and Shield, or just Blocking in general, and maybe counterattacks too.
Armor: I'm guessing that light armor is merged here. In all likelihood, it would mean that light armor requires less skill, heavy armor requires more. Especially if this skill mainly removes armor penalties.
Athletics: Running, swimming, maybe an encumbrance bonus. Could be that rather than having a fixed encumbrance limit, encumbrance just slows you down more and more, and this skill reduces that penalty.
Smithing: Armorer + Item Creation

Agility: Acrobatics + Speed Bonus and, if we're lucky, climbing and mantling and so on.
Alchemy
Marksman
Persuasion: Speech and Mercantile
Security: Hopefully traps will be back and governed by this skill
Sneak

Alteration
Conjuration
Destruction
Enchantment
Illusion
Restoration
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Brian LeHury
 
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Post » Mon Aug 02, 2010 12:43 am

snip


Did you know what I was talking about?
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Harry Hearing
 
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Post » Sun Aug 01, 2010 4:20 pm

Who the hell said mysticism was cut? Where'd you hear all this stuff from?
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Emily abigail Villarreal
 
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Post » Mon Aug 02, 2010 2:02 am

Who the hell said mysticism was cut? Where'd you hear all this stuff from?


Todd Howard.
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Mrs Pooh
 
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Post » Sun Aug 01, 2010 5:51 pm

Bolded are skills we know exist:

Blade (or 1h)
Blunt (or 2h)
Marksman
Block
Light Armor
Heavy Armor
Restoration
Alteration
Alchemy
Illusion
Conjuration
Destruction
Enchanting
Smi
thing (almost certainly smithing but the word was cut off half way, who knows it could be Smiting Dragons!)
Sneak
Security
Mercantile
Speech

Hand to Hand is worthless and I hope they cut it out unless it was seriously improved.

nah I bet sneak and security got combined, because there has to be Hand to Hand
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Rob
 
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Post » Mon Aug 02, 2010 6:50 am

Here is another take on the skill list for anyone interested. It assumes 6 derivative attributes for the skills.

Spoiler
Guesswork on what the whittled skill list might look like:
any outstanding corrections?

Combat
1-handed melee (swords, axes, maces) (Str)
2-handed melee (spears, greatswords,...other big hammers) (Str)
Armor (End)
Shield (block) (End)
Smithing (End)
?---? (Per?)*,**

Magic (all confirmed, placement guessed)
Alteration (Will)
Restoration (Will)
Destruction (Will)
Conjuration (Int)
Enchant (Int)
Illusion (Per)

Stealth
Alchemy (baking and the like) (Int)
Marksman (Agility)
Security (Agility)
Stealth (Agility)*
Speechcraft (Per)
H2H (Str)**

*If for whatever reason Sneak was classified under Personality, an Athletics or Dodge skill could fit the leftover Agility slot in the Combat section.
**H2H moves into Combat and Mercantile is introduced into the empty Stealth slot with Personality.

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Nick Swan
 
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Post » Mon Aug 02, 2010 5:06 am

well they said we can chose what we want in each hand.

does that mean we could dual wield spells? I loved spell weaving in Fable III. I thought that was the best part of the game tbh...
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Benji
 
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Post » Sun Aug 01, 2010 6:21 pm

well they said we can chose what we want in each hand.

does that mean we could dual wield spells? I loved spell weaving in Fable III. I thought that was the best part of the game tbh...


Yes you can dual wield spells.

You can both have one spell in each hand, or a single spell in both hands to give it more power.
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mollypop
 
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Post » Mon Aug 02, 2010 5:19 am

Yes you can dual wield spells.

You can both have one spell in each hand, or a single spell in both hands to give it more power.

Woah. This is confirmed?

[bolded the main part]
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Annick Charron
 
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Post » Sun Aug 01, 2010 5:43 pm

Armorer ---> Smithing

Unarmored
Light Armor
Medium Armor -------------> DEFENSY
Heavy Armor
Block


Short Blade
Long Blade
Axe
Blunt Weapon -----------------> ATTACKY
Spear
Hand-to-hand


Alchemy

Enchanting

Speechcraft

Mercantile

Acrobatics

Athletics

Restoration

Alteration

Illusion

Conjuration

Destruction

Sneak

Marksman

Security

Dragon Power Magic
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chinadoll
 
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Post » Mon Aug 02, 2010 6:58 am

Edit: saw the list with bolded confirms. No need to repeat.

Woah. This is confirmed? [referencing:same spell in two hands = more damage]

Yes: "...or put the same spell in both hands, letting you combine the spell to extraordinary effect."

@schnell: Move hand-to-hand into combat, then slide the empty personality down to stealth and call it mercantile. Not sure if there was anything about mercantile, but for now it completes your list.

@Peps: Your list is wrong. We already know athletics is out. Also, they mention a one handed weapon skill. Dragon shouts are not a skill. I don't want to correct you based on prior games because they are once again taking a revolutionary stance.
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Emmanuel Morales
 
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Post » Mon Aug 02, 2010 12:47 am

Yes: "...or put the same spell in both hands, letting you combine the spell to extraordinary effect."

Sweet, this is going to be fun.
@schnell:
Move hand-to-hand into combat, then slide the empty personality down to stealth and call it mercantile. Not sure if there was anything about mercantile, but for now it completes your list.

Fair enough. Didn't actually cross my mind with all the skill condensation. (though H2H still feels like a more sneaky skill than a combat skill)


So how about that nice condescending remark you left up earlier?
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Noraima Vega
 
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Post » Mon Aug 02, 2010 5:52 am

Those we know:

From the menu image...

1) Illusion
2) Conjuration
3) Destruction
4) Restoration
5) Alteration (The 5 schools of magic)
6) Alchemy
7) Enchanting
8) Smi... (Presumed to be Smithing)

From the rest of the article...

9) Marksman

Those we can reasonably deduce based specifically on the article:

10) One-Handed
11) Two-Handed
12) Sneak
13) Shield

What I expect will fill the gaps:

14) Speechcraft
15) Security
16) Hand to Hand
17) Mercantile
18) Acrobatics (unless Dodge is merged with Shield or a perk), Armored (Unless Beth did away with armor skills as some users have suggested)
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james tait
 
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Post » Sun Aug 01, 2010 6:39 pm

Those we know:

From the menu image...

1) Illusion
2) Conjuration
3) Destruction
4) Restoration
5) Alteration (The 5 schools of magic)
6) Alchemy
7) Enchanting
8) Smi... (Presumed to be Smithing)

From the rest of the article...

9) Marksman

Those we can reasonably deduce based specifically on the article:

10) One-Handed
11) Two-Handed
12) Sneak
13) Shield

What I expect will fill the gaps:

14) Speechcraft
15) Security
16) Hand to Hand
17) Mercantile
18) Acrobatics (unless Dodge is merged with Shield or a perk), Armored (Unless Beth did away with armor skills as some users have suggested)

Solid list, Mr. E, but speechcraft could have been combined with mercantile, leaving acrobatics and athletics a separate set.
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Marion Geneste
 
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Post » Sun Aug 01, 2010 9:52 pm

That will really depend on the attribute situation.
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Charlie Ramsden
 
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Post » Mon Aug 02, 2010 4:34 am

Solid list, Mr. E, but speechcraft could have been combined with mercantile, leaving acrobatics and athletics a separate set.

Yes, that is possible. I'm employing my own personal biases that (a) wish to see more possibilities to do common-folk stuff, like chopping wood and other such sweetness, and (B) think that there is more usefulness and character variation when separating Speechcraft from Mercantile than there is in separating Acrobatics from Athletics.
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OJY
 
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Post » Sun Aug 01, 2010 7:27 pm

Callin it right now: The Three Skills of TESV: Skyrim
1. Combat
2. Ranged Combat
3. Magic
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louise fortin
 
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Post » Sun Aug 01, 2010 4:58 pm

how do you know there are 18 skills? can someone point me in the direction of this information?
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Agnieszka Bak
 
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Post » Sun Aug 01, 2010 6:29 pm

What class is smithing and crafting under? Classes are still in because in the article todd mentions the magic class and the five skills associated with it.


Does the anyone know for sure that spears,crossbows,throwing knifes etc are'nt in the game?
Also with smithing or crafting looking like a new skill....i wonder if we can make throwing weapons or spears etc.
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Sarah Edmunds
 
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Post » Mon Aug 02, 2010 5:44 am

how do you know there are 18 skills? can someone point me in the direction of this information?

Game Informer.

Page 50
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Julie Serebrekoff
 
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Post » Mon Aug 02, 2010 7:26 am

I'm getting tired of stuff being dumb-downed or Fableized (spell in each hand=Fable 3)
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Veronica Martinez
 
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