Skills we know are confirmed

Post » Fri Feb 18, 2011 10:48 pm

It was kind of cool to be TES version of Flash thou.


At one point I was able to finally keep up with M'aig and chase him down... almost. He made a sharp turn at one point into some bushes and I lost him.

I hope I can kill that ass if he shows up in Skyrim.
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Milad Hajipour
 
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Post » Fri Feb 18, 2011 11:16 pm

And here I was hoping they might have gone back to a Morrowind type skill system.
I have to say, I like it better when there was more choices..adds to the role play and to me it just kind of makes sence from an imersion point of view.
1 handed weapons is kind of vague. Dagger's, katana's, axes and swords require different skills to use. Same with 2 handed, a claymore and a bo staff are not the same skill set.

Too bad they couldn't have a setting for the skill system, Robust for those that want more imersion and basic for those that want quick hack and slash.


That's what I want too. I love Morrowind's numerous and specific skills. Makes the game a bit tougher and more realistic (although realism is of course not all I'm going for).
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Amanda savory
 
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Post » Sat Feb 19, 2011 3:37 am

Yes the aft skill is speechcraft because the word is as long as conjuration....
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Amiee Kent
 
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Post » Fri Feb 18, 2011 10:49 pm

I think we have to change those categories a bit. The new screen shows alchemy and enchanting bordering the Thief and Warrior sign on each side of the Mage. Since alchemy is very useful for backstabbing and poisoning, but clearly also for mages, and enchanting is useful for both warriors and mages alike, we might be looking at seven skills per sign, but only five of those exclusive to each. :unsure:
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Tinkerbells
 
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Post » Fri Feb 18, 2011 8:50 pm

I don't think the combat/stealth/magic skill categories exist anymore.

they are just 18 skills, you can use as you see fit. more freedom deeper skill = greatness.


Yes that is true they said it now goes by how you play that I like more because I can use combat skills more after my stealth is blown and it will make more sense. But all we can do now is pray read watch cry over letdowns and cry over the long time wait. :(

EDIT: We can also chat alot and try to make our ideas and opinions known so we can have more of what we want in the game.
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patricia kris
 
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Post » Sat Feb 19, 2011 1:21 am

Not true at all. According to the UI article a skill is either covered by the Warrior, the Mage, or the Thief.


Seems kind of silly. We have 3 birth-signs that matter, and 10 that are junk now.
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matt white
 
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Post » Sat Feb 19, 2011 7:39 am

And here I was hoping they might have gone back to a Morrowind type skill system.
I have to say, I like it better when there was more choices..adds to the role play and to me it just kind of makes sence from an imersion point of view.
1 handed weapons is kind of vague. Dagger's, katana's, axes and swords require different skills to use. Same with 2 handed, a claymore and a bo staff are not the same skill set.

Too bad they couldn't have a setting for the skill system, Robust for those that want more imersion and basic for those that want quick hack and slash.


Many are saying simmilar thing but I think that with the Perk system we will have a fare bit of choice. I remember reading many people complaining about the Morrowind system that it annoyed them. They would become a Master in the use of a short blade and then pick up a long sword only a couple of inches longer and be unable to kill a rat. Many people on these forums rerquested a system that still gave insentive to specializing in 1 weapon while still allowing some skill in other weapon types. I think that this New system has potencial to do what we are wanting with out returning to the massive problems with Morrowind's combat
We will have to wait and see
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james reed
 
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Post » Sat Feb 19, 2011 2:43 am

Here is something. 6 Skills for each major area. So is alchemy going to be stealth? I could possibly understand that considering how poisons are related to assassins.

Either that or Enchanting is a Combat skill, which is pretty much just as likely.

I don't think the combat/stealth/magic skill categories exist anymore.

they are just 18 skills, you can use as you see fit. more freedom deeper skill = greatness.

They're actually confirmed:
Three prominent nebulae dominate the Skyrim heavens – the thief, the warrior, and the mage. Each of these represents one of the three master skill sets. Each nebula houses six constellations, each of which represents a skill.

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Ilona Neumann
 
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Post » Fri Feb 18, 2011 10:31 pm

Seems kind of silly. We have 3 birth-signs that matter, and 10 that are junk now.

To be honest, the old ones weren't great either. Most of them were useless, it's pretty refreshing to get this.

And the perk system will fill the gap.
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Rodney C
 
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Post » Fri Feb 18, 2011 10:44 pm

To be honest, the old ones weren't great either. Most of them were useless, it's pretty refreshing to get this.

And the perk system will fill the gap.


Yes I agree and I think that they could use a system in game like the birthsign stones from Oblivion to let you choose your sign while playing and then change it later if you find that you do not use or want its benefits any more
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glot
 
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Post » Fri Feb 18, 2011 10:39 pm

Seems kind of silly. We have 3 birth-signs that matter, and 10 that are junk now.

most of them svcked tho, other than the base 3, im pretty sure the only other ones used were: the attronaut (sorry cant spell), the shadow, and the steed.
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Alexx Peace
 
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Post » Sat Feb 19, 2011 1:55 am

go read the GI update. it talks about the warrior, thief, mage are the signs over the skill signs.

theres 6 skills per type. so magic is done we kno all 6. as for combat we kno half are confirmed at above, im still pretty sure hand-to-hand is safe to say is in (due to the fact how improved it was in FO3/NV plus it jus fits with the dual wielding). we kno marksman is in too or atleast somethin lik it.


One could make a case that H2H was removed and replaced with Dual Wield and that each hand is considered by the game to be 1 Hand Weapon's individually, makes sense from the perspective of consolidation and having each skills govern multiple different base objects -> I doubt we will see a generic H2H skill return.

Maybe but I want to achieve my ultimate goal of leaping across the map in a single bound :(

Really though I want to be able to out run my opponents. Doing it fallout style will mentally force me to play a stealth character just to get around... Just like I did in fallout3


I seem to remember one of the Articles mentioning the return of the Sprint Button so you can still run quickly, just not forever.

cant put that in since it hasnt been confirmed, there hasnt been any hints that its in. i personally hope its not in, and think its been mixed with smithing


Most likely if Armor Skills are gone we will get a system like that of FO3/FONV where "Current Durability/Max Durability" determines "Current Protection".
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Jessie
 
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Post » Sat Feb 19, 2011 3:51 am

And here I was hoping they might have gone back to a Morrowind type skill system.
I have to say, I like it better when there was more choices..adds to the role play and to me it just kind of makes sence from an imersion point of view.
1 handed weapons is kind of vague. Dagger's, katana's, axes and swords require different skills to use. Same with 2 handed, a claymore and a bo staff are not the same skill set.

Too bad they couldn't have a setting for the skill system, Robust for those that want more imersion and basic for those that want quick hack and slash.

There more choice now, because there are perk path for each weapon, unlike OB were blunt/axe were combined and there was not even two handed. This is giving us more options than OB and at least as much as MW.
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biiibi
 
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Post » Sat Feb 19, 2011 8:06 am

First I'd like to say hello to everyone, this is my first post on this forum.

Now on to the topic I'd say from the latest update that the skills will be the following.

Warrior-
one hand
two hand
defense (block/shield may also effect armor usage)
smithing
hand to hand
and athletics

Mage-
restoration
conjuration
illusion
destruction
alteration
and enchanting

Thief-
speechcraft
security
sneak
marksmen
alchemy
and acrobatics
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DarkGypsy
 
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Post » Sat Feb 19, 2011 9:58 am

My guess that Speechcraft was the skill on the far left is kinda accurate.

I'm thinking it's something similar to this

One Handed Weapon
Two Handed Weapon
Hand To Hand
Marksman/Archery
Light Armor
Heavy Armor
Alchemy
Alteration
Conjuration
Destruction
Illusion
Restoration
Enchanting
Smithery
Speechcraft
Sneak
Security
Block

Mysticism is definitely gone and I have a good feeling that Athletics is also gone but we'll have to wait and see.
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Greg Cavaliere
 
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Post » Fri Feb 18, 2011 8:27 pm

Many are saying simmilar thing but I think that with the Perk system we will have a fare bit of choice. I remember reading many people complaining about the Morrowind system that it annoyed them. They would become a Master in the use of a short blade and then pick up a long sword only a couple of inches longer and be unable to kill a rat. Many people on these forums rerquested a system that still gave insentive to specializing in 1 weapon while still allowing some skill in other weapon types. I think that this New system has potencial to do what we are wanting with out returning to the massive problems with Morrowind's combat
We will have to wait and see


Good point.
I would like to see a future game use a linked skill tree for stuff like that. Eg, for every 5 points of dagger you earned, you got 1 for short sword, for every 5 short sword you get 1 long sword.
Now this kind of system would be crazy ammounts of managment, but you could truely specialize.
And I know that there are a lot of people out there that would claw their eyes out over a system like that.
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Lil Miss
 
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Post » Fri Feb 18, 2011 8:10 pm

most of them svcked tho, other than the base 3, im pretty sure the only other ones used were: the attronaut (sorry cant spell), the shadow, and the steed.


I thought the shadow svcked. You could get the same effect and use it several times a day with potions or a spell. I always used The Lady a lot in Morrowind though.
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FoReVeR_Me_N
 
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Post » Fri Feb 18, 2011 8:07 pm

My guess that Speechcraft was the skill on the far left is kinda accurate.

I'm thinking it's something similar to this

One Handed Weapon, Two Handed Weapon, Hand To Hand, Marksman/Archery, Light Armor, Heavy Armor, Alchemy, Alteration, Conjuration, Destruction, Illusion, Restoration, Enchanting, Smithery, Speechcraft, Sneak, Security, Block

Mysticism is definitely gone and I have a good feeling that Athletics is also gone but we'll have to wait and see.

Personally I don't think athletics will be gone, I think they'll rather get rid of the armour skills like this poster suggests:

First I'd like to say hello to everyone, this is my first post on this forum.

Now on to the topic I'd say from the latest update that the skills will be the following.

Warrior-
one hand, two hand, defense (block/shield may also effect armor usage), smithing, hand to hand and athletics

Mage-
restoration, conjuration, illusion, destruction, alteration and enchanting

Thief-
speechcraft, security, sneak, marksmen, alchemy, and acrobatics

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Sudah mati ini Keparat
 
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Post » Sat Feb 19, 2011 8:16 am

I'm wondering if you can create your own spells again, because 85 just isn't enough. The game looks really good though, and I'll definitely be playing my warrior, mage, and archer characters again.
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Paula Ramos
 
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Post » Sat Feb 19, 2011 2:57 am

I thought the shadow svcked. You could get the same effect and use it several times a day with potions or a spell. I always used The Lady a lot in Morrowind though.

The shadow did svck but argonian players used it to 'roleplay'
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ANaIs GRelot
 
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Post » Sat Feb 19, 2011 8:47 am

I assume Block/Shield will be a skill, though I guess it's possible that they lump shields in with one-handed weapons and include some perks to compensate for removing the skill.

The same goes for H2H; it is very possible that they are lumping it in with one-handed weapons, though personally I doubt that will be the case.

I also expect there will be at least one armor skill, most like two (Light, Heavy). I'd love it if they included Unarmored but with only 18 skills I think that's pretty much out of the question.

I assume that the "-aft" skill is Speechcraft and that it includes Mercantile.

I doubt that we will see both Acrobatics and Athletics, but I would be a bit disappointed if they didn't at least combine those skills into a single Movement/Agility skill...

It is also possible that they add a Survival skill, but personally I don't think it is likely... I think that they would have talked about it by now if that were the case. Besides, the new crafting system sort of takes the place of a Survival skill. If there is a hardcoe mode, which at this point is completely up in the air, they could easily make do with the added crafting mechanics, and a couple of survival-oriented perks... So I think a Survival skill is unlikely.


I think this is the most likely scenario... It's the exact same as a list I made pretty much right after I read the GI article a few weeks ago; nothing they've released since then has changed my list and in fact I feel more confident that it is correct.

Combat Skills:
? One-handed weapons
? Two-handed weapons
? Smithing
? Heavy Armor
? Block
? Athletics (inc. Acrobatics) -OR- H2H

Magic Skills:
? Enchanting
? Alteration
? Restoration
? Destruction
? Conjuration
? Illusion

Stealth Skills:
? Alchemy
? Speechcraft (inc. Mercantile)
? Sneak
? Marksman
? Light Armor
? Security

I ended up being stuck with three skills and only two spots at the end... The skills were Security, H2H, and Athletics. I'm quite confident that they won't drop Security, so I think it's between H2H and Athletics.
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KiiSsez jdgaf Benzler
 
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Post » Fri Feb 18, 2011 8:06 pm

I wouldn't be surprised if athletics and acrobatics were cut entirely. Same with hand-to-hand.

I hope not! For acrobatics and athletics anyways. Acrobatics was so useful, I just wish they made it a bit more realistic.. My character could jump halfway over a river/stream, then think, "Hmm, I don't think I want to cross this." and go backwards while in midair to the bank. lol
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Anna Watts
 
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Post » Sat Feb 19, 2011 10:13 am

On the screen shot from the new update, http://img256.imageshack.us/img256/222/skillsmenu.jpg, you can see a skill to the far left that ends in "AFT" which we can assume is "SPEECHCRAFT"
So we know all magic skills and probably 3 combat skills. Speechcraft would most likely be stealth then.

I want to bring up another observation, and I want this spoken from the mountain tops.

In that picture Destruction is highlighted and its description goes:

  • "The School of Destruction covers the harnessing of elemental energies. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightening Bolt."



Easier to cast -> as in: difficulty in casting -> as in: not automatic success
And I feel very comfortable extrapolating that to:

chance of complete spell failure

hell yeah
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JD bernal
 
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Post » Sat Feb 19, 2011 4:46 am

@D4rk One I think that this list might be just as accurate, unless they confirmed that there will be two armor categories, the differentiation between light and heavy could simply be done via perks.

Combat Skills:
? One-handed weapons
? Two-handed weapons
? Smithing
? Armor
? Block
? Unarmored (inc. Hand to Hand)

Magic Skills:
? Enchanting
? Alteration
? Restoration
? Destruction
? Conjuration
? Illusion

Stealth Skills:
? Alchemy
? Speechcraft (inc. Mercantile)
? Sneak
? Marksman
? Athletics (inc. Acrobatics)
? Security

@schnell olfy "easier to cast" can also imply less magicka needed to cast the spell.

EDIT: Now that I think of it, unarmored could be combined with hand to hand given that those proficient in hand to hand combat would probably be using little if any armor.
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Lory Da Costa
 
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Post » Sat Feb 19, 2011 8:23 am

yep, I'm not saying that I am right.
I am saying that I really, really, really, really, really, think I am right.
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Fluffer
 
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