Spellbooks

Post » Tue Aug 31, 2010 12:52 am

I can't recall if there has been any mention of how we can manage our spell books this time round - are there any screenshots of the spell menu? Am hoping they will be easier to store and search through than previously.
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Anna S
 
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Post » Mon Aug 30, 2010 1:46 pm

Nope nothing's been said so far.
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Rob
 
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Post » Mon Aug 30, 2010 8:04 pm

Nothing has been said, but I'm sure we'll be able to delete them.
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Margarita Diaz
 
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Post » Mon Aug 30, 2010 2:07 pm

I doubt it i mean if you know something can you even forget how to do it.
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BaNK.RoLL
 
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Post » Tue Aug 31, 2010 12:32 am

I dont think we need to, with the new spell system maybe we just get the spell effects, and however we cast it changes the effects, it is probably why they took out the spellmaking
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Karine laverre
 
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Post » Mon Aug 30, 2010 9:39 pm

Yeah, hopefully with the new system it is dynamic enough that you the character can manipulate magnitude/duration/etc on the fly. This would eliminate the need for 4-5 of the exact same spell and constant trips back to the McSpellalter to repurchase a spell your character already knows.
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Georgia Fullalove
 
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Post » Mon Aug 30, 2010 5:25 pm

I can't recall if there has been any mention of how we can manage our spell books this time round - are there any screenshots of the spell menu? Am hoping they will be easier to store and search through than previously.

Well seems devs redone spell system not for deleting their unique spells, more likely there will be shortcuts to spells in spell book in favorites menu, magic will be more dynamic and magnitude and effects of spell will be based on charged magicka, skill levels, character levels, perks in such cases there will be no spells thats have only difference in magnitude, adding spell combos allow cast different spells from merging of two spells together like elemental shields spells based on shield effect and appropriate elemental spell without need of creating of special elemental shield spell, all premade spells will have side effects additionally to main ones so target can be affected at last with four spell effects at one time if not more.
Spells again will have requirements maybe no so strict like in Oblivion and more like reduced spell effectiveness high magicka cost until enough skill level will not be achieved, as well since Mage Guild is disbanded the supply of spells is limited now, spells become more rare then before maybe even cannot be purchasable in shops like before and can be found rare spell books or learned as reward in certain guilds, so overall spells become more rare and powerful.

But if spell system and UI will be opened for modding there also can be spell delete mod similar to Oblivion ones

Yeah, hopefully with the new system it is dynamic enough that you the character can manipulate magnitude/duration/etc on the fly. This would eliminate the need for 4-5 of the exact same spell and constant trips back to the McSpellalter to repurchase a spell your character already knows.

Indeed dynamic magic system will help with most of spell cluttering and will be awesome if we can have full access to it structure for creating new spells like done by developers as well expand spell combinations furtherer in CS.
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Alexandra walker
 
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