Perks are special functionality/behavior/characteristic that a player can start with or gain because of advancing in a skill, holding a special item, completing a special quest, standing in a special place and doing a specific action, and so on...
- They can make each race special with individual characteristics that do not fade as one grows.
- They can make each stock or custom class a valid and strategic choice for character creation.
- They can make each birth sign a valid and strategic choice with lasting effects that would not gradually fade away.
- They can make advancing any skill a strategic choice, especially if well designed, and if one could not become a master of all skills.
- They can make unique items and relics even more unique, which would keep their usability for even more time.
- They can result in more exciting quest rewards. Special rewards that could not be obtained by any other means.
- They can result in special places, or environmental effects, that would give the player characters temporary special powers.
- They would give the game designers new options to reward the players for their choices, limited only by their imagination.
In fact the whole game can be made around a unified perk system that integrates all the actions into a single rule set, so there is no difference between picking a lock, casting a fireball spell, conversing with people, bashing some skulls, or using a device, and so on...
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Racial perks:
TES games are great RPG games, and they have some great characteristics, and some flaws, which keep the games from being just perfect.
One of the flaws is that any race choice affects the game-play only at the beginning, and as the player character grows in power, the effect of his race gradually fades, and it does not matter what race you do choose, your character at the later stages would mostly feel the same, reducing some replay-ability that could have been avoided.
But if each race had some perks/traits that could not be obtained otherwise, then it would always keep its flavor, no matter how much you developed your character, for instance:
Bosmers could have better stealth in the woods, and when using the bows to fight, they could start their second shot sooner than any other race, the third one just a little bit sooner, but the fourth one is like any other race, but after a little bit of cool down, they would become their agile self again.
Orcs could dual-wield weapons with less penalty for the off-hand weapon, and they could charge into a fight, and use their inertia for a huge initial damage.
These are just example which I give for inspiration, and hope some of the developers take a look, and if you can think of some interesting perks for any race, playable or not, please post them in this thread, so that we could have a nice collection for them to look at.
The format can be like this:
Racial perks:
Nords could throw any one handed weapon to make huge damage at a distance, and they could always retrieve those weapons later, but this action could damage those weapons more than just fighting with them.
Notice that we can define left mouse to trigger the default action of the item in our right hand, and the eight mouse button to trigger the default action of the item in our left hand, no matter if it is a weapon to wield/parry, or a shield for block.
And we could define other keys or the middle button for any available perk action, like throwing the axe in the left hand, and so on...
And the mouse wheel could cycle through available perk actions for that defined key or button.
And notice that spells could be obtained perks for any magic skills, learned from masters or spell tomes, or made by the help of the spell creation device/perk.
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Class specific perks:
Again, in the previous games, like the choice of races in the character generation phase, choice of the classes would become insignificant in the later stages of the game, and here is how to avoid that:
Each character class could have a few special perks not available elsewhere, and also a weapon/spell class of choice, so they could wield/cast them a bit faster than other classes, lose fatigue/magicka a little less, and also develop their related skill a bit faster, for instance:
Class specific perks:
Necromancer:
Spell class of choice: Conjuration-->Necromancy, so they would summon undead a little faster than other classes (less time preparing the spell with the animation and visual effects), they use less magicka conjuring undead, and they gain more conjuration experience when summoning undead.
Additional perks: All the perks under the necromancy perk, function as if you have 120% of your actual conjuration skill, so you could learn new perks/spells sooner, and cast more powerful spells, so when your conjuration is at level 25, you could learn necromancy perks that require level 30 conjuration, and cast them as if you actually have a level 30 conjuration.
Barbarian:
Weapon class of choice: Axe-->One handed axe, so they could wield one handed axes a bit faster than other classes, and lose less fatigue doing so, and develop their axe skill a bit faster when wielding one handed axes.
Notice that barbarian nords would make interesting characters, especially if naked. :frog:
Additional perks: Walks faster on rocky terrain, and has the unique perk of War-Cry to add more confidence to companions and frighten the enemy at the same time.
As for custom classes, you could create them like any stock class, and you would select a weapon or spell class of choice, and could select another perk from a list of available generic class perks.
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Birthsign perks:
These are what I suggest for birthsign perks that would keep their flavor forever, but the actual suggested numbers might need a bit of tweaking for balance.
Please add your comments or suggestions about those perks, thanks. :whisper:
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The Serpent:
You are tha-poison-master.
- All the poison damage that you inflict on the opponents is increased by 15 percent and that additional damage could not be resisted.
- +10 speed
- +10 agility
- +1 sun damage
- Active birthsign perk: Shadow Shield --> prevents sun damage for 6 hours, and recharges after the next sarcophagus sleep of 2 hours at least.
Great for backstabbing poisoned dagger wielding assassins, or the ones who want to become a vampire eventually.
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The Warrior:
You are better attacker when you are close to the target.
- All melee attacks would inflict 10 percent additional physical damage that could not be resisted.
- +10 strength
Great for any tank type who likes to be up front dealing melee damage.
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The Mage:
You are a fearsome spell caster and damage dealer.
- Any offensive spell effect is 10 percent more effective and that additional effect cannot be resisted.
- 50 percent of spell effect power cannot be reflected.
- Cannot absorb any spell effect.
- -20 percent total health
- +10 will power
Great for the nuke type characters who like to deal damage by casting offensive spells.
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The Atronach:
You can cast a lot of spells at one stand but need to recharge the power by unconventional means.
- +50 percent more magicka
- +50 percent absorb magic spell power, so you absorb half the power of any magic cast at you as magicka for yourself.
- Stunted magicka, so that you cannot gain magicka gradually in time.
Great for any kind of spell caster who likes lots of magicka and does not mind using potions to regain them, or any fighter type who likes the extra protection from magic spells.
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The Ritual:
You are the purifier of life.
- Any damage dealt to undead has a chance of causing them to flee, depending on the percentage of un-health taken from the target.
- +10 percent of the un-health taken from the undead is absorbed as health, fatigue or magicka in each attack, for self and companions, whichever is lower for each person.
- Active birthsign perk: Purify --> An area effect spell that confuses all the affected undead below your level for a while and damages vampires, and recharges at the next chapel altar. Confused undead might attack anything nearby, seat down covering their face or just wander blindly and fall down the pits. Vampires and Liches do not get confused more than a few seconds, and while confused they just stand with weapons or spells ready to cast.
- You can not summon any type of undead, and they hate your guts anyways.
- You can not become an undead yourself, like vampire or lich and so on...
Great for any type of vampire hunter and necromancy hater out there.
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The Thief:
You can pick your targets one by one without being noticed.
- +50 percent more sneak attack damage.
- +10 Luck
Great for any assassin, stalker or cleaner type of character.
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The Shadow:
You are great at infiltrating hard to enter places.
- When standing still, you gradually blend into your surrounding landscape, and the less light on the spot the faster you do it, and this effect is added to your sneak effect.
- The first physical action after that will gradually but rapidly diminish the shadow effect.
- Active birthsign perk: Distract --> a unique and silent spell that makes noise at the target destination, distracting nearby characters and monsters. Recharges after about 10 seconds.
- +10 Agility
Great for any character who likes nocturnal missions.
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The Tower:
You are great at sensing nearby danger or treasure.
- You see surrounding notable danger or treasure in the local map or HUD mini-map.
- The notable parameter depends on the level of the character and the amount of the danger or treasure.
- And the distance that they show depends on the target's concealment power or the treasure's importance.
- So the less important notable treasures will show themselves at larger distance than the more important ones.
- When near enough to the treasures or the danger, you might see visual or hear vocal signs about the nearby target.
Great for any character who likes treasure hunting in dangerous places.
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Skill perks:
Perks for skills are good choice even if those were not implemented right in Oblivion. They give the drive and motivation to advance, and instant satisfaction of a sensing difference at key points, but they should not be like divine gifts as you advance to a level of the skills.
Instead they should be as lessons from a master, like this:
In the course of the game, you find a master of security skill, and she would tell you I know a way to open Archaic locks, for both doors and chests, and I could teach the way to you, but you are still to in-experienced to be able to learn that, come back when you are ready and I will teach the trick to you.
After that the "open archaic locks" perks is added to your perk hierarchy page, but it is discolored and cannot be used, and when you click on it, a scribed scroll opens to show you your notes about that perk, and it would show a brief description for the perk, a minimum required level of 40 for security and the name and general address of the known master teacher(s) for that perk.
And when you finally reach the required security level of 40 for that perk, you could return to the master and learn how to open archaic locks after that. Quite a goal and reward for trying to advance your security to that level, and quite a satisfaction when you finally can open those locks in your next dungeon crawl.
Those locks require you to know how to open Archaic locks, but depending on their complexity, they might require a minimum security skill level as well, so it might seem like you are getting more skilled in opening those type of lock as you advance your security skill.
So when you learn a perk, you could perform new action, or you would gain new characteristics, and with advancement of the related skill and attributes, those perks become more effective, so we can say that we are getting better at them.
As another example, I want to repeat my old post for another perk, "Head Chop" for the skill, Long Blade. You can learn the trick from a master, and after that when you fight with a long blade, there is a chance that the head chop move is triggered, so the camera is changed to 3rd person view, and the action becomes slow-motion, and your character starts to spin on the foots and try for the neck of the opponent, and if the opponent could not dodge or parry successfully, he would take a massive amount of damage, and there is a chance of instant-kill, depending on your and his attributes and your long blade skill, and his primary defensive skill, like block, dodge, or parry.
If after the head chop move, your opponent's health is dropped to zero, or if the instant-kill effect is triggered, then you would see in a slow-motion, as the head thrown into the air and the body crumbles after a while.
But some significant/boss/huge/high level monsters could be immune to instant-kill moves, so you would only gain the added damage potential, when fighting them.
Those skill perks are like a hierarchy tree and some of them depend on others, so you need to know one to be able to learn the other, like the need to know how to dual-wield weapons in order to be able to perform the dual-weapon parry/attack combination trick.
And they could have some other requirements, like skill level or attributes, and so on...
Also those lessons should be quite expensive, and the more advanced the perk is, the more expensive it should be, so that in later stages of the game, we know where to spend our gold, and it would become a goal of the game, to gather enough gold in order to be able to pay for that new and attractive tricks, and when one spends gold to learn a new advanced tricks, one would be satisfied with the achievement.
In the end, for an integrated system for any action in the game, all the actions could be as visible or hidden perks, for skills, items, positions, and the like. Even spells can also be as skill perks for magic skills, and could be learned like any other skill perk from masters, or they could be made by a master or ourselves, and be added as new perks for our magic skills, and like any other perk, their effectiveness could be extended as we advance our related skill and attributes.
So when you learn how to throw a fire ball, we could start to throw some small ones, but as we advance in destruction and will power, then our fire balls would start to grow in size and power, but this power growth is a dampening one and the power of our fire-balls could not exceed their defined limit, so that we would have to learn more powerful spells after that, like "Infernal Wave" for instance.
I hope we can develop a list of great suggested perks(including spells) for suggested skills(old or new), for example:
Skill perks:
Conjuration-->Necromancy: you can raise undead, requires level 20 conjuration, and 35 intelligence, and the lesson needs 2500 gold and two human hearts that you have extracted yourself, one of an innocent and one of a villain, and a soul-gem filled with a "Twilight ghost", and so on...
Conjuration-->Raise skeleton: you can raise a skeleton from the remains of any corpse nearby (decorative or fallen foe), or conjure some weaker ones from the ground, requires 20 conjuration, and 35 intelligence, necromancy perk, and the lesson needs some bones and 400 gold.
Notice that learning necromancy is a lot more expensive than learning how to raise skeletons, because the necromancy perk is the gateway to learn a lot of new perks, and opens up a whole new world for the player, so it is harder to learn and requires more specialized items, and is more expensive and time consuming to learn.
Furthermore you could have to learn it at stages, so it can act like a quest, in which the master sends the player for the human heart extractions, and the "twilight ghost" and the lot, but to learn how to raise skeletons, you only supply the bones and the gold and be done with it.
Those perks do not advance themselves, but their related skill and attributes do, and it seems that you are becoming more efficient in those perks, so as you advance your conjuration, you might seem to advance in necromancy, because you can learn more advanced necromancy perks, and also as you advance in conjuration, it seems you are advancing in raising skeleton perk, because you could raise more powerful skeletons, with better equipment.
If you have chosen necromancer for your character, then all the perks under the necromancy perk, function as if you have 120% of your actual conjuration skill, so you could learn new perks sooner, and cast more powerful spells, so when your conjuration is at level 25, you could learn necromancy perks that require level 30 conjuration, and cast them as if you actually have a level 30 conjuration.
The same thing for instance can apply to the "Evoker" class and summoning elemental beasts, and so on...
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Item specific perks:
We could have some really unique items and relics with the help of item perks, so that with their help you could really perform some unique feats, instead of just some added scripted spell effects.
When you equip the item, a new perk would be added to your available perk list; some can have instant passive effect on yourself like constantly reducing the negative effect of the spells currently affecting your body; and some could add an active perk that you could chose to use as the current perk action, for example:
Item specific perks:
Robe of Cleansing: When worn, adds Cleanse Body perk that would constantly but gradually reduce the negative effect spell effects on your body until they disappear, so that drain strength effect gradually becomes weaker and weaker until it is gone, or that long-time poison effect. Great for keeping the increasingly more severe negative effects of unheeded diseases at bay, and so on...
Praesuram: A unique bow which adds an active perk called "Triple Shot" when equipped. You could use the default bow shot or use the new perk action to shoot triple shots when needed, one at center and two at sides with a small difference in the angle of their trajectory. Each shot would have 70% effectiveness of a normal shot but if you manage to hit a target with all the tree shots, the damage sum would add to more than twice the initial damage level.
Quite a strategic bow, as you could use the normal shot for long distant targets, and switch to the triple shot as they close their distance with you and become a threat, or usable when shooting at a group of low health monsters, sticking together.
I would define the perk action on the middle button, so you would shoot normally with left button, but switch to middle button when needed.
Angel Wings: A unique cape that adds a passive perk effect when you are in the midair more than a second, and it would capture the air in its folds and spread like wings to help you glide smoothly for a distance, and adds an active perk action that would shake the cape like a flag in a gale to propel you ahead, for a little more distance.
Quite a strategic tool for when you want to avoid those barriers/dangers ahead and glide over to land at some distance behind them, if you could find a high rock or tower nearby.
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Quest reward Perks:
Anybody who has played Fallout 3 and conquered the town captured by those giant fire ants knows what is a quest reward perk, but for those who have not, they can be unique perks that are only acquired through some specific quests, as the end or side reward, like the permanent effect of a rewarded unique potion, or the side effect of being the subject of an environmental effect on your body, or learning of a new trick from a master that would not teach you the trick otherwise, this trick can be a skill perk or an individual unique perk.
Examples for this section would need thinking of a quest-line, so I would add them as I think of some, but the format can be like this:
Quest reward Perk:
There can be a quest-line about a lost soul haunting a young lady wherever she goes; and this quest can start like this...
... In the end you could consume the essence of that soul and gain a new power, like this... But I can develop on this theme later...
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Environmental perks:
There can be some altars that when you stand in their proximity, they would add you some passive or active perks, like the power to sit and concentrate to gain magicka and fatigue at increased speed, or they could add a passive power to add more force to your blows and shots, or an aura to your weapons or arrows to add more damage to the undead and so on...
For the last example, if you are a vampire yourself, don't go near one, or you would take gradual damage from that aura.
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In the end I would gradually post any perk in any category that comes to my mind, but I hope to see a lot of perks from your imagination that would be surely different from what I can think of, and the end result can be a vast collection of different perks in those categories.
Cheers. :disguise: