TES V Ideas and Suggestions # 178

Post » Mon Jan 31, 2011 12:24 pm

Yeah Id love a cooking system. It could work exactly like alchemy. You go to a stove, pick your ingredients, and your character cooks it on the stove/oven. That would go well with my fishing idea.

"that'd go well with some potatos.. and those little onions.. mmm"


Tatas? Whats tatas precious?
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Mon Jan 31, 2011 7:25 am

Tatas? Whats tatas precious?
You really should have had this talk with your parents.

http://api.ning.com/files/pNTFO12un8tINEpn6OnlFs5KYS1ZRLJv7H3cP8OQDdUHaWloKxokylzRxUK*GsBzwCmnJ4Tsng4u7mfK3wvKH9JcaKNXyLif/Revlon300Tatas1.jpg
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Mon Jan 31, 2011 2:45 pm

Area effect damage spells
More armor and weapons
Conversations
Choices in quests
Multiple voices for the player character
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Mon Jan 31, 2011 11:29 pm

Any detailed ideas on a crafting system?

Sure, why not. It's stuff I've posted before, but I suppose it's been long enough for a repeat. For those unaware, the reason for the "Word: Other Word" setup of skill names is for the subskill system I use in my own skill set.

Alchemy
Spoiler
1.2.5.1 Alchemy

The player may choose to use alchemy tools one at a time, in order to modify ingredients without making potions. For example, only the mortar and pestle would be used on a unit of stoneflower, creating a unit of stoneflower powder. Some ingredients (like a minotaur horn) would yield several units of powder, while others may require several pieces to make one full powdered unit. Use of a calcinator provides heat treatment, usually decomposing or separating ingredients in some way. Retorts distill ingredients, usually to obtain purer chemicals from rough materials. Alembics are used for transmutation, distilling two different ingredients into one another to create a third result. Use of any equipment other than the mortar and pestle requires a heat source.

Ingredients come from a variety of sources; plants, animals, minerals, almost any smallish material. This variety is deepened by the above ability to modify them, either changing the ingredient’s form (such as into a powder or liquid) or creating a new, third ingredient. The uses of these items are also many; a powder may be used as a new ingredient in making potions or salves, or can simply be thrown, perhaps as an irritant or to discover invisible objects. Liquids can be used as ingredients, be drunk as-is without being made into a potion, or be poured directly onto other things. Modified ingredients have new or changed effects from the original, allowing for a huge number of potential combinations. Trying to make a potion from mushrooms and graqes may have no useful effects, but by distilling yeast from the mushrooms first, it can be combined with a large number of graqes to create wine.

The Alchemy: Identification skill provides information on ingredients: name, list of effects, potency of effects, and response to various forms of modification. For example, “Restore Health (3), destroyed by distillation.” How much information is provided depends on skill level and how many times an item has been experimented with. If an item has four effects, the player may need an identification skill level of 25 to see the second one. Experimenting will raise experience, but will not reveal the effect until skill reaches 25. Likewise, even if the required skill is possessed, effects are not revealed until experimentation occurs. Effects may be learned beforehand through reading alchemy books and recipes. As well, especially high identification skill may auto-identify lesser effects. The further down the list, the harder it is to discover effects, and the same item type will have diminishing returns. A woodsman who knows how to make a healing salve from a plant may gain some alchemy experience and be highly familiar with that plant, but will never become a master alchemist by simply using the same formula over and over.

Alchemy: Brewing is used in the creation of actual potions. Its main effect is in the simple success rate, and to a lesser degree improves factors such as potion quality or how long it lasts before spoiling. The more ingredients used, and the more Variable Effects (seen below) that are artificially added/removed, the more difficult the potion is to make. At the very least, potions will require an empty bottle, a cauldron, and one liquid component. Potency is mainly determined by the items involved; if an ingredient with Restore Health (1) and another with Restore Health (3) are used, the potion will have a magnitude of 4. Attempting to simply pile together ingredients with shared effects will likely include Variable Effects that raise the difficulty of the potion beyond the player’s ability, meaning that skillful creation of powerful potions would require knowledge or discovery of recipes for what ingredients to modify in what way.

Modification of ingredients is done through Alchemy: Extraction. Higher skill increases the success rate of doing so, and lowers the chance that effects which are kept through the process lose potency (for example, powdering an herb may take its effect from Restore Health (4) to Restore Health (2), but it may retain its ability with higher skill). The skill also affects the odds of increased/decreased efficiency through modification, allowing the player to get a more productive yield.

1.2.5.1.2 Variable effects

In addition to standard effects applied to ingredients such as Fire Damage or Restore Health, some materials will also have Variable Effects that change the nature of the item. Variable Effects come in different scales of potency just like normal effects, and may be added/removed by modifying the ingredient through alchemical equipment. They can include the following and more.

Acid: Solution is corrosive to inorganic materials. Acidic materials lower the success rate of any potion that includes mineral-based ingredients (gems, bonemeal, etc.). Potions that include highly acidic materials risk damaging alchemy equipment lower than Master quality upon failure. Completed potions that include extremely acidic materials can only be stored in special bottles. Combined with Volatile materials, acidic potions are destructive to metal equipment or mineral-based enemies such as skeletons when thrown. Acids and bases nullify each other.

Base: Solution is corrosive to organic materials. Bases lower the success rate of any potion that includes organic material (plants, animal flesh, etc.). Potions with a Base component damage health when drunk. Combined with Volatile materials, Base potions cause painful chemical burns. Acids and bases nullify each other.

Volatile: Material is highly unstable. Every Volatile material included lowers the success rate of any potion type. Potions that include Volatile components will explode upon failure, risking damage to alchemy equipment lower than Master Quality, and risking damage to the player if strong components are involved. At least one Volatile component is required for a potion to be effectively used as a grenade-type thrown projectile, spreading its effects to targets in an area.

Flammable: Substance burns easily and violently. Flammable materials greatly reduce the success rate of any potion that includes the chosen trigger or a Charged effect, or one which must be heated. They are also difficult to modify via calcination. Combined with volativity, Flammable solutions can be splashed on a target before applying a source of ignition. Though fire by default, the alchemist may alter the potion to be ignited by another trigger, which may require an additional ingredient.

Toxic: Material is harmful when ingested. Frequently found in poisonous plants and mushrooms, and distorts perception and control similar to when the player is drugged or drunk. More potent doses are also dangerous to health.

Charged: Material contains a high energy level. Mostly found in radioactive or magical substances, and considerably raises failure rates when combined with Flammable or Volatile materials. Charged potions effectively increase the applied effects by one; a potion with two healing ingredients plus a charging effect has the potency of a potion with three healing items. The aftereffects of the potion also linger for a longer time, significantly increasing the delay between the character being able to drink more potions.

Mundane: Substance neutralizes energy. Very rare effect, nullifies the presence of any Volatile, Flammable, or Charged effects in a potion, including associated failure rates. Mundane potions stunt magicka regeneration for a time when drunk, and can be used in making anti-magic substances, such as an explosive that destroys charges from enchanted items.

Preservative: Increases the lifespan of a potion. Normal potions will only last a certain amount of time before spoiling (depending on player skill and ingredients used). Preservatives increase that time, with a high enough magnitude allowing potions to last almost indefinitely. Though mostly harmless themselves, preservatives frequently come attached to a Toxic effect, and their inclusion makes it harder to remove other effects.

Contaminant: Contaminating ingredients cannot be fully removed; any item with that Variable will add all of its effects to the potion, and though other items will not have their effects forcibly added, undesirable elements cannot be removed from them. The effects may be weakened, but attempts to do so will make the potion harder and more likely to fail. If the alchemist is not skilled enough to identify the Contaminant effect, only the creation text is effected, meaning that the alchemist may believe an effect has been removed while it remains active and invisible. Even if the undesirable effects are harmless, contaminated substances cannot be sold.

1.2.5.1.3 Ingredient forms and brewing

Powders are commonly obtained by grinding an ingredient with a mortar and pestle. Not all ingredients can be ground, including liquids and materials that are already in powder form (such as salts), while harder materials such as gems and some bones may require a higher quality mortar and pestle. When using the mortar and pestle, the player has two slots for an item. The first is for any solid material to be powdered. The second is only used when the player is combining two ingredients into something other than a potion. For example, while a powder and water may be mixed in a cauldron for a potion, that powder and a smaller portion of water can be used to make a paste with the mortar and pestle. Pastes/salves are usually their own item rather than another ingredient type, such as a healing medicine to make bandages more effective, or a balm that repels disease-carrying swamp insects for a time. Powders usually retain most of their effects compared to the original ingredient, but may experience weakening of some effects (or less commonly, strengthening) in the process of being dried out. Some ingredients must be powdered before they can be used as a potion ingredient: one cannot take a minotaur horn and some ogre teeth, drop them in a bottle of water, and call it a potion. Better mortar and pestles create finer, better-quality powder.

Calcination is not tied to a specific item type, instead having different effects depending on the intake. A “minotaur horn” which is normally too hard to be powdered may first be calcinated, becoming “soft minotaur horn.” The main focus of calcination is to change a material into something else, either by separation (reducing a more complex substance into its base components) , or by phase change (solid into liquid, liquid into gas). Though there are many potential uses, it is up to the player to discover most of them through reading or experimentation, as higher skill levels are required to auto-identify the effects it will have on an item. Much like changing a magnitude slider, the player decides how much heat is applied to the process, as every item has a certain amount of ability to withstand heat. Potential examples of use include: separating a desired ingredient from a substance by calcinating at a temperature the target can withstand but other components cannot, destroying them; boiling off liquids to turn something into a more useful solid; softening hard materials; destroying unwanted effects through longer “cooking.” For most uses, the best temperature is the one closest to an item’s destruction point without passing it, creating the desired effect more quickly. Lower temperatures are less likely to destroy materials, but take longer, weakening its effects (sometimes desirable). Calcination is often inefficient, requiring larger portions for a smaller amount of desired material. Superior calcinators can maintain greater heat and more exact ranges (a poor one may only take temperature in magnitudes of 40, 50, 60, etc, while a grandmaster’s could be set to within a decimal fraction).

Essences are obtained from a retort, and though like calcinations often require several units of an ingredient to create one essence, are typically far less wasteful, more reliably creating a certain amount. An essence basically takes the properties of an item and condenses them; the alchemist may take five Gold Kanet flowers, and distill them into a single dose of Gold Kanet Essence. Like potions, a bottle is needed to store essences, but because only small amounts are needed, a single bottle may contain multiple uses. Creating an essence typically enhances the ingredient’s most prominent effects, while weakening or outright removing others, but will also enhance or even add Variable Effects. Completely dry materials, such as powders, cannot be distilled (though many organic items such as flowers have enough inherent liquid), and the resulting essence is always a liquid. Because of their high potency and ability to act as a liquid component essences are used for the most powerful potions, but because of their high-magnitude Variable Effects they are also the most difficult ingredients to use. Quality retorts further enhance the strengthening/weakening of effects.

Chemicals are made from an alembic. They are unusual ingredients made by extracting Variable Effects, creating a substance that can be used to add that effect without changing other components, unlike adding an entirely new ingredient. Similar to a potion, which combines ingredients with shared effects, chemicals are made by using an alembic to combine two items and extract that single effect. Once obtained, they can be tricky to use; if the alchemist wants to create a Volatile potion from ingredients that lack the effect, a Volatile Chemical can be added. Likewise, a chemical can be created that nullifies the effect. Ingredients most be chosen carefully, however, as chemicals can react unpredictably and violently with each other or with certain ingredients (adding a Volatile Chemical to a mixture that contains an ingredient the alchemist is unaware has a Charged effect may result in an unexpected explosion). Even if the substance may be added safely and without any apparent ill effects, normal failure may become more dangerous. Alembics are also used for creating more mundane substances from unique item combinations, such as yeast for brewing alcohol or clothing dye. Higher-quality alembics improve the purity of chemicals and reduce the chance of failure in creating them.

A full potion is created through the use of a cauldron, in which the ingredients are mixed. Small, portable cauldrons may be used to create 1-5 bottles worth of a potion at a time, assuming the player has enough ingredients. To make a potion, there must be at least two ingredients with shared effects involved, at least one liquid component, and a bottle to store it in. The most common liquid is water, which is plentiful and has no modifying effects on the potion. However, water also dilutes the solution; by adding more water the alchemist may intentionally create a large amount of an increasingly weak, watered-down potion. Liquid ingredients such as essences, chemicals, or naturally liquid substances like blood do not have a diluting effect, but must be included as part of the formula without ruining it or increasing difficulty beyond the alchemist’s ability. Powders are easily added and mixed into the substance, but more “solid” dry ingredients such as meat or plant parts require that the brewing have a heat source, and will make it take longer.

For a potion to be viable, the combined effects must have a total potency of 5 or more, though skilled alchemists may be able to work with more. Variable Effects are always counted regardless of potency, and will always interact with any relevant status effects in the included ingredients regardless of potency. If the character mixes a potion with effects that they lack the skill to recognize, that effect is added to the potion but will not be visible during creation. Upon creation it is visible as a ? effect listing after the known effects. High enough identification skill can reveal these effects, but doing so is more difficult than identifying the separate ingredients.


Enchanting
Spoiler
1.2.5.2 Enchantment

Enchantment: Empower is used in the creation of magical items, while Flay and Seal contain more standard spell casting abilities. Lasting enchantments require the use of an altar, but the enchanter may also use the Empower effect to create much weaker forms on the fly. Things empowered in this way have severe limits on capacity and duration, and ignore the ability of higher skill to counter base enchantment value, meaning it cannot be used to create things like scrolls.

Enchanting may be used to create an altar, or an existing one can be used (though any not created by the player are owned and thus illegal to take). An altar can be moved like a piece of furniture. Aside from placement, this can be done when enchanting non-inventory objects which are selectable when near the altar. Other than an altar, the most important tool for the enchanter is a Focus. Foci act as the chief reagent in Enchantment spells, and are often used in item creation. Alongside being found or purchased, the mage can enchant an item into being a focus, usually an item naturally effective for such purposes, like a gem or crystal. Such gems may be equipped in several ways, like worn as an amulet or affixed into the hilt of a sword, and put a constant penalty on magicka regeneration as they absorb some of that power like a battery. When its capacity is full, the focus will still drain magicka, though less significantly. If a focus is considered “active” it will automatically supplement its stored energy into spells being cast, particularly Enchantment spells, reducing their cost and difficulty. A wizard can become too dependent on foci; by using several at once they can store large amounts of power, but end up unable to cast spells of their own when stacked foci draw their magicka regen into the negatives.

Creating an item with an altar requires a large amount of magicka, and may or may not involve a soul gem. As magic naturally flows into and through living things, soul gems are required for making enchantments that can gradually recharge their own power, with stronger souls improving capacity and recharge speed, as well as making the item more resistant to Flay spells. +/- buttons near the display of the soul’s recharge rate allow the enchanter to add to or draw power between the soul and enchantment, in order to create stronger enchantments in exchange for slower recovery or weaker ones that are renewed quickly. Stronger souls not only have a larger base but can have more added or removed to this number. Foci are generally needed when making magic items without soul gems, to compensate for the large amounts of energy used. Because they cannot recharge without outside help, focus-powered enchantments are usually used for items that are only used once anyway, such as magical reagents. Focus-based still list a regeneration rate, but this instead applies to the efficiency of using outside sources (magicka, foci, soul gems, etc) to recharge it. Hiring an enchanter removes the personal drain, but still requires a soul gem if desired and can still fail based on the skill of the NPC enchanter.

Each item has its own base enchantment value, the capacity for how large an enchantment it can safely hold. Some items may be modified to increase this value, usually by affixing gems or other small-but-efficient items into a larger piece of equipment. How much of the enchantment must fall within that parameter depends on the Empower skill; while lesser enchanters must rely on items that are naturally easier to work with, a master can enchant a fork as easily as a spear. Any effects that exceed the natural capacity of the item beyond what skill allows will damage the item when the ability is used or recharged, potentially destroying it if it lacks a durability rating. The base factors of difficulty when enchanting are skill in Enchantment: Empower, skill in the relevant schools of what effects are being added, how powerful the enchantment is, and whether it exceeds the capacity of the item. Failure typically wastes the magicka and soul stone involved, while more dramatic failure can damage or destroy the target item. Modified items generally have a larger enchantment value, but suffer greater difficulty in enchanting or low recharge efficiency. Powerful items modified to have high enchantment capacity as well as high efficiency are essentially artifact-class, and would require combined efforts from multiple master-level craftsmen and enchanters, if possible to create at all.

1.2.5.2.1 Enchantment types

Cast On Use: Creates an enchantment that is selected and individually used, similar to casting a spell. Such items can usually be used more quickly than a similar spell can be cast, and without the failure chance, but can burn out rapidly if overused. Requires a large amount of power to be made with a sizable energy capacity; a very powerful Destruction effect might only be usable once or twice, compared to the greater ease with which an actual master of Destruction could cast it.

Constant Effect: The enchantment is always active at a steady level. These items do not need to be equipped to be active (though they will not directly benefit the player by sitting in inventory), meaning it can be used to create items with outside functions, such as lights for a dark habitation. Creating a Constant Effect enchantment requires a soul gem. On the enchantment setup screen, the energy regeneration speed is listed, increasing depending on the gem. The drain of the enchantment must be equal to or less than the ability of the soul to provide it with power in order to create a Constant Effect item.

Cast On Strike: The most common enchantment used on weapons. The item must somehow be wieldable or used as a projectile to use this enchantment type. Effects activate the instant the weapon strikes something. The target does not need to be alive, though obviously nothing significant will happen if the effects do not have some sort of interactive ability with the target.

Cast On Reaction: Creates an enchantment that automatically activates when exposed to an effect chosen at creation. Usually used defensively, such as robes that activate a Resist Fire effect in response to Fire Damage, or a door that uses a Shield spell upon itself when attacked. Cannot be manually used.

Single Discharge: Very powerful, and difficult to create, enchantment type that uses its entire store of energy in one spell. These effects require a greater physical link between the item and the enchantment, and as such must be written onto the target in Daedric. The character must have at least basic ability to read and write Daedric in order to use or create Single Discharge items, and the ink used must itself be magical, such as a substance created through alchemy and/or infusion. Requires a soul gem to create. The Single Discharge option basically reduces the difficulty increase that comes with raising magnitude, allowing more powerful effects to be attached to the item. In exchange, that use consumes the entire enchantment, erasing it from the item entirely, and damages or destroys the base item in the process. Because paper is lightweight and expendable, Single Discharge effects are most commonly found in the form of scrolls.

Create Focus: Turns the desired object into a Focus. The natural enchantment value of the item acts as its base capacity. As with other enchantments, higher skill reduces dependency on base capacity and allows other items to be used. Gems and crystals are the most popular type of focus, due to their high natural capacity, limited other functions, and general durability and lightness. A focus may have other enchantments, but only if they are added at the time of its creation. Though additional effects make the item more useful as a general piece of equipment, they lower its effectiveness as a focus.

Modify Enchantment: An uncommon option that mainly appears during item modification, such as when an enchanted gem is affixed to a sword. This allows the character to adapt the circumstances to something more appropriate; for example, the gem in an amulet may have Cast On Use effects, but the player changes it to Cast On Strike to better benefit its addition to the sword. It also appears when the player chooses a second item during enchantment that is not part of the first, allowing them to create a set. This functions in basically the same way as regular item modification, combining items to raise total enchantment value, except that the additional effects only exist when the items are together. An example usage would be to enchant a sword and sheath together, so that the sword’s powers only manifest when paired with that specific sheath.

Infusion: Unique form of enchantment. Standalone, cannot be combined with other types. Used as a “basic” enchantment, Infusion is applied to enchant an object with simple, pure magicka rather than specific spell effects. The exact results of this vary; a blacksmith might combine enchanted steel with ebony to create a unique alloy, while an alchemist could enchant ground materials to create magical powders with new effects. Magnitude determines how much energy is applied to the object. Some items may not react to infusion at all, others require a minimum level of application, and some require a specific range, being destroyed by too much power. Specifics can be discovered by experimentation or finding recorded information.


Crafting
Spoiler
1.2.5.4 Crafting

Crafting: Forging is used in the creation of metal items. This commonly means weapons and armor, but may also include a wide variety of other objects such as personal safes, jewelry, decorative metal furniture, and so on. The creation of an item requires three things; tools, ingredients, and the knowledge of how. The most basic tools for shaping metal are a hammer and anvil, and in most cases, the character will also need considerable heat. For most this is provided by a forge. If the player does not own one, they may be able to rent the use of one from a city blacksmith. Other heat sources can be discovered, such as an enchanted anvil, or can even be provided by the character themself if they are competent with Destruction and know the Fire Damage spell effect. This is rarely done, however, as it requires comparable levels of both Destruction: Damage and Crafting: Forging, with a small penalty to each due to the added difficulty of multitasking. Forging is also used for the repair of metal items. Depending on the type and extent of damage needs may be reduced (simple dents can be mostly hammered out), but heavily scarred armor will need the use of a forge.

Learning how to make an item is commonly done through a blueprint. They may be bought from stores or smiths, acquired through lessons, found, "purchased" with perk points, or created by attempting to copy an existing item. This can be done in two ways; if an item is in the character's inventory or inside the "range" of the forge, it can be selecting during the item creation setup on the crafting screen. If an object is too large or otherwise can't be moved and the character has a piece of paper, they can attempt to use it on the item to create a blueprint of it. With a blueprint in possession, it can be selected for crafting. If the character's skill is up to task, they will succeed and the blueprint is consumed, as the item has been learned and the directions are no longer needed. If the attempt fails, the blueprint is not lost, but the time and a portion of the ingredients are. Copying an item instead of acquiring directions is more difficult and more likely to fail, though naturally the item to copy is not lost either. Creating a blueprint by observing an item has a chance to fail depending on the difficulty/quality of the item and the skill of the smith. The player will not know it has failed until the forging attempt is made, at which point the blueprint is discarded as useless.

Depending on the desired item, tools and ingredients needed to make it vary widely. Hammers have durability and quality levels, and may break during forging, especially if made of a weaker material than that being used. Because of the weight and difficulty of transporting metal, ingredients can be used as long as they are within range of the forge, instead of being in the character's possession. Character's running a professional forge, when purchasing material, can have it directly delivered to within range, or have others carry it if they have the necessary influence over them. Different metals have various factors that change the outcome of the item, as well as changing the difficulty of making it. In most cases, any item that needs "metal" will accept any type (iron, steel, mythril, ebony, etc.), but may change needed tools alongside other changes. More elaborate or delicate items may require the use of one or more molds. If one cannot be found or bought, the character can create one through the forging skill if they know how to make the base item. If trying to learn a blueprint that requires several molds, the player must first go through the try/fail process with each, as learning the blueprint requires possessing the molds.

Crafting: Stitching governs the creation of items made from flexible materials such as cloth and leather. Compared to forging, stitching typically require fewer and lighter tools and materials, nor does it need heat, allowing it to be done almost anywhere, but the objects it creates are generally much more fragile. Learning how to create items through stitching follows the same blueprint model. While stitched items can be repaired anywhere, unlike metal they cannot be "reforged". As such, repairs will reduce the quality of the item until it finally drops to nothing, requiring a full replacement and new materials. Though it uses the materials, stitching is not used for the basic creation of ingredients, such as weaving things into textile or turning hides into leather. Common items include clothing, carrying bags, and light armors. Stitching is also sometimes used in the creation of small finesse-based objects, such as trap components. Stitched items are in most cases very easy to modify, in ways such as attaching small gems to a piece of clothing to increase its value. However, such things are still not recommended for the unskilled; failure will only unravel or damage the item and increase the difficulty of working with it.

Crafting: Carpentry deals with items made from wood and other hard organic materials, such as bone and chitin. This includes not only large furniture items and exotic equipment, but smaller necessities such as arrows and boxes. Compared to other crafting skills carpentry is fairly simple to perform, with moderate need for tools, but its items are often difficult to impossible to repair without simply replacing the broken parts. Doing so usually involves gluing together pieces, which is time consuming and does little to restore original quality. As with other crafting skills, the same blueprint system is followed. Carpentry is often valuable for those living off of the wilderness, as it is used in making the most basic tools, such as spears and hammers from rocks and branches.

1.2.5.4.1 Custom items

When entering the crafting screen, the player has the option of choosing Custom when selecting a blueprint or memorized item type to use. This allows them build their own versions of a certain item, entering what is basically "facegen" for an inanimate object. A custom helmet design or clothing style would be designed here. Difficulty level is the same as the base item, but can be increased by elaborate and eccentric design choices. If the custom option is taken and the player chooses to use an item type they don't know, they are given the choice to spend perk points on "inventing" or self-teaching the item. Generally this is done to learn rare item types that may otherwise only be found in ruins, from a master smith, or are otherwise difficult to acquire. The blueprint is gained without failure and the points need only be spent once, but the difficulty of learning to create a self-taught item is much higher.

User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Mon Jan 31, 2011 2:20 pm

Bah, lots happened while I was away, again <_<

Spoiler
Mehrunes Dagon could open portals from Oblivion to Nirn due to a loop-hole. From what I remember when the Emperor was murdered, the Dragonfires went out. The Dragonfires were able to keep Mehrunes outta Nirn for a while. As it turns out, the Dragonfires were kinda-sorta a Daedra firewall too (has to do with a deal Alessia made). After Akatosh killed Dagon, he made sure the gates couldn't be opened again... or so they thought. And thus brings us to The Infernal City. :shrug:


And you'd know this without playing Oblivion? My point is, they often create new lore like this, and I can easily see it happening for the player. (nothing simple, of course, don't want to ruin neromancy)
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Mon Jan 31, 2011 9:45 am

Better Night Eye.

In a world where EVERYone is a spellcaster, and Nighteye is a minor spell, why the heck would they even invent things like candles and torches? In other words, TES4 failed with Nighteye. It should be costy! You'd rather use real light sources. Even Light spell should be cheaper in spellpoints, at least with that one you can adjust the radius.
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Mon Jan 31, 2011 11:43 pm

In a world where EVERYone is a spellcaster, and Nighteye is a minor spell, why the heck would they even invent things like candles and torches? In other words, TES4 failed with Nighteye. It should be costy! You'd rather use real light sources. Even Light spell should be cheaper in spellpoints, at least with that one you can adjust the radius.

To add to that, another vote for Actual Darkness, please. I never much knew or cared about the difference between lamps, torches, light spells and night eye when I have never once needed a light source. Every subterranean floor of a cave entered at midnight is lit up like a bunch of invisible people are having a party.
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Mon Jan 31, 2011 12:01 pm

Bah, lots happened while I was away, again <_<

And you'd know this without playing Oblivion? My point is, they often create new lore like this, and I can easily see it happening for the player. (nothing simple, of course, don't want to ruin neromancy)

Well I mean, it can happen. It's probably happened before, I'm just wondering how a zombie comes back to life, is all.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Mon Jan 31, 2011 10:02 pm

To add to that, another vote for Actual Darkness, please. I never much knew or cared about the difference between lamps, torches, light spells and night eye when I have never once needed a light source. Every subterranean floor of a cave entered at midnight is lit up like a bunch of invisible people are having a party.

This. Night and "dark" caverns are ridiculous. It has never been fixed throughout TES. I don't get the problem, myself. Lots of light sources should be dotted around towns, and inhabited caverns should have torches on the walls.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Mon Jan 31, 2011 9:30 am

Possibly It has already been suggested (in one of the previous 178 pages), but I'm annoyed by the fact that every TES title is losing complexity with each new release. Would it be THAT difficult to create a "Default" mode and a "Novice" mode (or "Default" and "Expert"), where one of them would be a stripped-down version of the complex one? (with less complexity in terms of abilities, spellmaking, enchanting...), and make it the way you could select the mode at startup? (remember the "Difficulty selection" in Monkey Island 1/2? Pretty much the same).

That way console-teens would be pleased, and TES gamers, too. And everybody would be happy :P
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Mon Jan 31, 2011 9:48 pm

Possibly It has already been suggested (in one of the previous 178 pages), but I'm annoyed by the fact that every TES title is losing complexity with each new release. Would it be THAT difficult to create a "Default" mode and a "Novice" mode (or "Default" and "Expert"), where one of them would be a stripped-down version of the complex one? (with less complexity in terms of abilities, spellmaking, enchanting...), and make it the way you could select the mode at startup? (remember the "Difficulty selection" in Monkey Island 1/2? Pretty much the same).

That way console-teens would be pleased, and TES gamers, too. And everybody would be happy :P


I get what youre saying, Morrowind was simplified from Daggerfall and worse is that Oblivion was more simplified than Morrwind. Imaging what will happen if TES:V is simplified from Oblivion! :(
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Mon Jan 31, 2011 2:39 pm

I think they should bring back Giants and Golems in TESV. Also it'd be awsome if you could become a Lich.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Mon Jan 31, 2011 6:52 pm

I get what youre saying, Morrowind was simplified from Daggerfall and worse is that Oblivion was more simplified than Morrwind. Imaging what will happen if TES:V is simplified from Oblivion! :(


That would be terrifying, I think if they read all the topics they would have made it much better.
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Mon Jan 31, 2011 11:23 pm

More birds
User avatar
Charles Mckinna
 
Posts: 3511
Joined: Mon Nov 12, 2007 6:51 am

Post » Tue Feb 01, 2011 1:36 am

They should also add a mimic or doppleganger(or however you spell it) type spell so you can temporarily look like another person or race.
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Mon Jan 31, 2011 2:41 pm

Sure, why not. It's stuff I've posted before, but I suppose it's been long enough for a repeat. For those unaware, the reason for the "Word: Other Word" setup of skill names is for the subskill system I use in my own skill set.

Alchemy
Spoiler
1.2.5.1 Alchemy

The player may choose to use alchemy tools one at a time, in order to modify ingredients without making potions. For example, only the mortar and pestle would be used on a unit of stoneflower, creating a unit of stoneflower powder. Some ingredients (like a minotaur horn) would yield several units of powder, while others may require several pieces to make one full powdered unit. Use of a calcinator provides heat treatment, usually decomposing or separating ingredients in some way. Retorts distill ingredients, usually to obtain purer chemicals from rough materials. Alembics are used for transmutation, distilling two different ingredients into one another to create a third result. Use of any equipment other than the mortar and pestle requires a heat source.

Ingredients come from a variety of sources; plants, animals, minerals, almost any smallish material. This variety is deepened by the above ability to modify them, either changing the ingredient’s form (such as into a powder or liquid) or creating a new, third ingredient. The uses of these items are also many; a powder may be used as a new ingredient in making potions or salves, or can simply be thrown, perhaps as an irritant or to discover invisible objects. Liquids can be used as ingredients, be drunk as-is without being made into a potion, or be poured directly onto other things. Modified ingredients have new or changed effects from the original, allowing for a huge number of potential combinations. Trying to make a potion from mushrooms and graqes may have no useful effects, but by distilling yeast from the mushrooms first, it can be combined with a large number of graqes to create wine.

The Alchemy: Identification skill provides information on ingredients: name, list of effects, potency of effects, and response to various forms of modification. For example, “Restore Health (3), destroyed by distillation.” How much information is provided depends on skill level and how many times an item has been experimented with. If an item has four effects, the player may need an identification skill level of 25 to see the second one. Experimenting will raise experience, but will not reveal the effect until skill reaches 25. Likewise, even if the required skill is possessed, effects are not revealed until experimentation occurs. Effects may be learned beforehand through reading alchemy books and recipes. As well, especially high identification skill may auto-identify lesser effects. The further down the list, the harder it is to discover effects, and the same item type will have diminishing returns. A woodsman who knows how to make a healing salve from a plant may gain some alchemy experience and be highly familiar with that plant, but will never become a master alchemist by simply using the same formula over and over.

Alchemy: Brewing is used in the creation of actual potions. Its main effect is in the simple success rate, and to a lesser degree improves factors such as potion quality or how long it lasts before spoiling. The more ingredients used, and the more Variable Effects (seen below) that are artificially added/removed, the more difficult the potion is to make. At the very least, potions will require an empty bottle, a cauldron, and one liquid component. Potency is mainly determined by the items involved; if an ingredient with Restore Health (1) and another with Restore Health (3) are used, the potion will have a magnitude of 4. Attempting to simply pile together ingredients with shared effects will likely include Variable Effects that raise the difficulty of the potion beyond the player’s ability, meaning that skillful creation of powerful potions would require knowledge or discovery of recipes for what ingredients to modify in what way.

Modification of ingredients is done through Alchemy: Extraction. Higher skill increases the success rate of doing so, and lowers the chance that effects which are kept through the process lose potency (for example, powdering an herb may take its effect from Restore Health (4) to Restore Health (2), but it may retain its ability with higher skill). The skill also affects the odds of increased/decreased efficiency through modification, allowing the player to get a more productive yield.

1.2.5.1.2 Variable effects

In addition to standard effects applied to ingredients such as Fire Damage or Restore Health, some materials will also have Variable Effects that change the nature of the item. Variable Effects come in different scales of potency just like normal effects, and may be added/removed by modifying the ingredient through alchemical equipment. They can include the following and more.

Acid: Solution is corrosive to inorganic materials. Acidic materials lower the success rate of any potion that includes mineral-based ingredients (gems, bonemeal, etc.). Potions that include highly acidic materials risk damaging alchemy equipment lower than Master quality upon failure. Completed potions that include extremely acidic materials can only be stored in special bottles. Combined with Volatile materials, acidic potions are destructive to metal equipment or mineral-based enemies such as skeletons when thrown. Acids and bases nullify each other.

Base: Solution is corrosive to organic materials. Bases lower the success rate of any potion that includes organic material (plants, animal flesh, etc.). Potions with a Base component damage health when drunk. Combined with Volatile materials, Base potions cause painful chemical burns. Acids and bases nullify each other.

Volatile: Material is highly unstable. Every Volatile material included lowers the success rate of any potion type. Potions that include Volatile components will explode upon failure, risking damage to alchemy equipment lower than Master Quality, and risking damage to the player if strong components are involved. At least one Volatile component is required for a potion to be effectively used as a grenade-type thrown projectile, spreading its effects to targets in an area.

Flammable: Substance burns easily and violently. Flammable materials greatly reduce the success rate of any potion that includes the chosen trigger or a Charged effect, or one which must be heated. They are also difficult to modify via calcination. Combined with volativity, Flammable solutions can be splashed on a target before applying a source of ignition. Though fire by default, the alchemist may alter the potion to be ignited by another trigger, which may require an additional ingredient.

Toxic: Material is harmful when ingested. Frequently found in poisonous plants and mushrooms, and distorts perception and control similar to when the player is drugged or drunk. More potent doses are also dangerous to health.

Charged: Material contains a high energy level. Mostly found in radioactive or magical substances, and considerably raises failure rates when combined with Flammable or Volatile materials. Charged potions effectively increase the applied effects by one; a potion with two healing ingredients plus a charging effect has the potency of a potion with three healing items. The aftereffects of the potion also linger for a longer time, significantly increasing the delay between the character being able to drink more potions.

Mundane: Substance neutralizes energy. Very rare effect, nullifies the presence of any Volatile, Flammable, or Charged effects in a potion, including associated failure rates. Mundane potions stunt magicka regeneration for a time when drunk, and can be used in making anti-magic substances, such as an explosive that destroys charges from enchanted items.

Preservative: Increases the lifespan of a potion. Normal potions will only last a certain amount of time before spoiling (depending on player skill and ingredients used). Preservatives increase that time, with a high enough magnitude allowing potions to last almost indefinitely. Though mostly harmless themselves, preservatives frequently come attached to a Toxic effect, and their inclusion makes it harder to remove other effects.

Contaminant: Contaminating ingredients cannot be fully removed; any item with that Variable will add all of its effects to the potion, and though other items will not have their effects forcibly added, undesirable elements cannot be removed from them. The effects may be weakened, but attempts to do so will make the potion harder and more likely to fail. If the alchemist is not skilled enough to identify the Contaminant effect, only the creation text is effected, meaning that the alchemist may believe an effect has been removed while it remains active and invisible. Even if the undesirable effects are harmless, contaminated substances cannot be sold.

1.2.5.1.3 Ingredient forms and brewing

Powders are commonly obtained by grinding an ingredient with a mortar and pestle. Not all ingredients can be ground, including liquids and materials that are already in powder form (such as salts), while harder materials such as gems and some bones may require a higher quality mortar and pestle. When using the mortar and pestle, the player has two slots for an item. The first is for any solid material to be powdered. The second is only used when the player is combining two ingredients into something other than a potion. For example, while a powder and water may be mixed in a cauldron for a potion, that powder and a smaller portion of water can be used to make a paste with the mortar and pestle. Pastes/salves are usually their own item rather than another ingredient type, such as a healing medicine to make bandages more effective, or a balm that repels disease-carrying swamp insects for a time. Powders usually retain most of their effects compared to the original ingredient, but may experience weakening of some effects (or less commonly, strengthening) in the process of being dried out. Some ingredients must be powdered before they can be used as a potion ingredient: one cannot take a minotaur horn and some ogre teeth, drop them in a bottle of water, and call it a potion. Better mortar and pestles create finer, better-quality powder.

Calcination is not tied to a specific item type, instead having different effects depending on the intake. A “minotaur horn” which is normally too hard to be powdered may first be calcinated, becoming “soft minotaur horn.” The main focus of calcination is to change a material into something else, either by separation (reducing a more complex substance into its base components) , or by phase change (solid into liquid, liquid into gas). Though there are many potential uses, it is up to the player to discover most of them through reading or experimentation, as higher skill levels are required to auto-identify the effects it will have on an item. Much like changing a magnitude slider, the player decides how much heat is applied to the process, as every item has a certain amount of ability to withstand heat. Potential examples of use include: separating a desired ingredient from a substance by calcinating at a temperature the target can withstand but other components cannot, destroying them; boiling off liquids to turn something into a more useful solid; softening hard materials; destroying unwanted effects through longer “cooking.” For most uses, the best temperature is the one closest to an item’s destruction point without passing it, creating the desired effect more quickly. Lower temperatures are less likely to destroy materials, but take longer, weakening its effects (sometimes desirable). Calcination is often inefficient, requiring larger portions for a smaller amount of desired material. Superior calcinators can maintain greater heat and more exact ranges (a poor one may only take temperature in magnitudes of 40, 50, 60, etc, while a grandmaster’s could be set to within a decimal fraction).

Essences are obtained from a retort, and though like calcinations often require several units of an ingredient to create one essence, are typically far less wasteful, more reliably creating a certain amount. An essence basically takes the properties of an item and condenses them; the alchemist may take five Gold Kanet flowers, and distill them into a single dose of Gold Kanet Essence. Like potions, a bottle is needed to store essences, but because only small amounts are needed, a single bottle may contain multiple uses. Creating an essence typically enhances the ingredient’s most prominent effects, while weakening or outright removing others, but will also enhance or even add Variable Effects. Completely dry materials, such as powders, cannot be distilled (though many organic items such as flowers have enough inherent liquid), and the resulting essence is always a liquid. Because of their high potency and ability to act as a liquid component essences are used for the most powerful potions, but because of their high-magnitude Variable Effects they are also the most difficult ingredients to use. Quality retorts further enhance the strengthening/weakening of effects.

Chemicals are made from an alembic. They are unusual ingredients made by extracting Variable Effects, creating a substance that can be used to add that effect without changing other components, unlike adding an entirely new ingredient. Similar to a potion, which combines ingredients with shared effects, chemicals are made by using an alembic to combine two items and extract that single effect. Once obtained, they can be tricky to use; if the alchemist wants to create a Volatile potion from ingredients that lack the effect, a Volatile Chemical can be added. Likewise, a chemical can be created that nullifies the effect. Ingredients most be chosen carefully, however, as chemicals can react unpredictably and violently with each other or with certain ingredients (adding a Volatile Chemical to a mixture that contains an ingredient the alchemist is unaware has a Charged effect may result in an unexpected explosion). Even if the substance may be added safely and without any apparent ill effects, normal failure may become more dangerous. Alembics are also used for creating more mundane substances from unique item combinations, such as yeast for brewing alcohol or clothing dye. Higher-quality alembics improve the purity of chemicals and reduce the chance of failure in creating them.

A full potion is created through the use of a cauldron, in which the ingredients are mixed. Small, portable cauldrons may be used to create 1-5 bottles worth of a potion at a time, assuming the player has enough ingredients. To make a potion, there must be at least two ingredients with shared effects involved, at least one liquid component, and a bottle to store it in. The most common liquid is water, which is plentiful and has no modifying effects on the potion. However, water also dilutes the solution; by adding more water the alchemist may intentionally create a large amount of an increasingly weak, watered-down potion. Liquid ingredients such as essences, chemicals, or naturally liquid substances like blood do not have a diluting effect, but must be included as part of the formula without ruining it or increasing difficulty beyond the alchemist’s ability. Powders are easily added and mixed into the substance, but more “solid” dry ingredients such as meat or plant parts require that the brewing have a heat source, and will make it take longer.

For a potion to be viable, the combined effects must have a total potency of 5 or more, though skilled alchemists may be able to work with more. Variable Effects are always counted regardless of potency, and will always interact with any relevant status effects in the included ingredients regardless of potency. If the character mixes a potion with effects that they lack the skill to recognize, that effect is added to the potion but will not be visible during creation. Upon creation it is visible as a ? effect listing after the known effects. High enough identification skill can reveal these effects, but doing so is more difficult than identifying the separate ingredients.


Enchanting
Spoiler
1.2.5.2 Enchantment

Enchantment: Empower is used in the creation of magical items, while Flay and Seal contain more standard spell casting abilities. Lasting enchantments require the use of an altar, but the enchanter may also use the Empower effect to create much weaker forms on the fly. Things empowered in this way have severe limits on capacity and duration, and ignore the ability of higher skill to counter base enchantment value, meaning it cannot be used to create things like scrolls.

Enchanting may be used to create an altar, or an existing one can be used (though any not created by the player are owned and thus illegal to take). An altar can be moved like a piece of furniture. Aside from placement, this can be done when enchanting non-inventory objects which are selectable when near the altar. Other than an altar, the most important tool for the enchanter is a Focus. Foci act as the chief reagent in Enchantment spells, and are often used in item creation. Alongside being found or purchased, the mage can enchant an item into being a focus, usually an item naturally effective for such purposes, like a gem or crystal. Such gems may be equipped in several ways, like worn as an amulet or affixed into the hilt of a sword, and put a constant penalty on magicka regeneration as they absorb some of that power like a battery. When its capacity is full, the focus will still drain magicka, though less significantly. If a focus is considered “active” it will automatically supplement its stored energy into spells being cast, particularly Enchantment spells, reducing their cost and difficulty. A wizard can become too dependent on foci; by using several at once they can store large amounts of power, but end up unable to cast spells of their own when stacked foci draw their magicka regen into the negatives.

Creating an item with an altar requires a large amount of magicka, and may or may not involve a soul gem. As magic naturally flows into and through living things, soul gems are required for making enchantments that can gradually recharge their own power, with stronger souls improving capacity and recharge speed, as well as making the item more resistant to Flay spells. +/- buttons near the display of the soul’s recharge rate allow the enchanter to add to or draw power between the soul and enchantment, in order to create stronger enchantments in exchange for slower recovery or weaker ones that are renewed quickly. Stronger souls not only have a larger base but can have more added or removed to this number. Foci are generally needed when making magic items without soul gems, to compensate for the large amounts of energy used. Because they cannot recharge without outside help, focus-powered enchantments are usually used for items that are only used once anyway, such as magical reagents. Focus-based still list a regeneration rate, but this instead applies to the efficiency of using outside sources (magicka, foci, soul gems, etc) to recharge it. Hiring an enchanter removes the personal drain, but still requires a soul gem if desired and can still fail based on the skill of the NPC enchanter.

Each item has its own base enchantment value, the capacity for how large an enchantment it can safely hold. Some items may be modified to increase this value, usually by affixing gems or other small-but-efficient items into a larger piece of equipment. How much of the enchantment must fall within that parameter depends on the Empower skill; while lesser enchanters must rely on items that are naturally easier to work with, a master can enchant a fork as easily as a spear. Any effects that exceed the natural capacity of the item beyond what skill allows will damage the item when the ability is used or recharged, potentially destroying it if it lacks a durability rating. The base factors of difficulty when enchanting are skill in Enchantment: Empower, skill in the relevant schools of what effects are being added, how powerful the enchantment is, and whether it exceeds the capacity of the item. Failure typically wastes the magicka and soul stone involved, while more dramatic failure can damage or destroy the target item. Modified items generally have a larger enchantment value, but suffer greater difficulty in enchanting or low recharge efficiency. Powerful items modified to have high enchantment capacity as well as high efficiency are essentially artifact-class, and would require combined efforts from multiple master-level craftsmen and enchanters, if possible to create at all.

1.2.5.2.1 Enchantment types

Cast On Use: Creates an enchantment that is selected and individually used, similar to casting a spell. Such items can usually be used more quickly than a similar spell can be cast, and without the failure chance, but can burn out rapidly if overused. Requires a large amount of power to be made with a sizable energy capacity; a very powerful Destruction effect might only be usable once or twice, compared to the greater ease with which an actual master of Destruction could cast it.

Constant Effect: The enchantment is always active at a steady level. These items do not need to be equipped to be active (though they will not directly benefit the player by sitting in inventory), meaning it can be used to create items with outside functions, such as lights for a dark habitation. Creating a Constant Effect enchantment requires a soul gem. On the enchantment setup screen, the energy regeneration speed is listed, increasing depending on the gem. The drain of the enchantment must be equal to or less than the ability of the soul to provide it with power in order to create a Constant Effect item.

Cast On Strike: The most common enchantment used on weapons. The item must somehow be wieldable or used as a projectile to use this enchantment type. Effects activate the instant the weapon strikes something. The target does not need to be alive, though obviously nothing significant will happen if the effects do not have some sort of interactive ability with the target.

Cast On Reaction: Creates an enchantment that automatically activates when exposed to an effect chosen at creation. Usually used defensively, such as robes that activate a Resist Fire effect in response to Fire Damage, or a door that uses a Shield spell upon itself when attacked. Cannot be manually used.

Single Discharge: Very powerful, and difficult to create, enchantment type that uses its entire store of energy in one spell. These effects require a greater physical link between the item and the enchantment, and as such must be written onto the target in Daedric. The character must have at least basic ability to read and write Daedric in order to use or create Single Discharge items, and the ink used must itself be magical, such as a substance created through alchemy and/or infusion. Requires a soul gem to create. The Single Discharge option basically reduces the difficulty increase that comes with raising magnitude, allowing more powerful effects to be attached to the item. In exchange, that use consumes the entire enchantment, erasing it from the item entirely, and damages or destroys the base item in the process. Because paper is lightweight and expendable, Single Discharge effects are most commonly found in the form of scrolls.

Create Focus: Turns the desired object into a Focus. The natural enchantment value of the item acts as its base capacity. As with other enchantments, higher skill reduces dependency on base capacity and allows other items to be used. Gems and crystals are the most popular type of focus, due to their high natural capacity, limited other functions, and general durability and lightness. A focus may have other enchantments, but only if they are added at the time of its creation. Though additional effects make the item more useful as a general piece of equipment, they lower its effectiveness as a focus.

Modify Enchantment: An uncommon option that mainly appears during item modification, such as when an enchanted gem is affixed to a sword. This allows the character to adapt the circumstances to something more appropriate; for example, the gem in an amulet may have Cast On Use effects, but the player changes it to Cast On Strike to better benefit its addition to the sword. It also appears when the player chooses a second item during enchantment that is not part of the first, allowing them to create a set. This functions in basically the same way as regular item modification, combining items to raise total enchantment value, except that the additional effects only exist when the items are together. An example usage would be to enchant a sword and sheath together, so that the sword’s powers only manifest when paired with that specific sheath.

Infusion: Unique form of enchantment. Standalone, cannot be combined with other types. Used as a “basic” enchantment, Infusion is applied to enchant an object with simple, pure magicka rather than specific spell effects. The exact results of this vary; a blacksmith might combine enchanted steel with ebony to create a unique alloy, while an alchemist could enchant ground materials to create magical powders with new effects. Magnitude determines how much energy is applied to the object. Some items may not react to infusion at all, others require a minimum level of application, and some require a specific range, being destroyed by too much power. Specifics can be discovered by experimentation or finding recorded information.


Crafting
Spoiler
1.2.5.4 Crafting

Crafting: Forging is used in the creation of metal items. This commonly means weapons and armor, but may also include a wide variety of other objects such as personal safes, jewelry, decorative metal furniture, and so on. The creation of an item requires three things; tools, ingredients, and the knowledge of how. The most basic tools for shaping metal are a hammer and anvil, and in most cases, the character will also need considerable heat. For most this is provided by a forge. If the player does not own one, they may be able to rent the use of one from a city blacksmith. Other heat sources can be discovered, such as an enchanted anvil, or can even be provided by the character themself if they are competent with Destruction and know the Fire Damage spell effect. This is rarely done, however, as it requires comparable levels of both Destruction: Damage and Crafting: Forging, with a small penalty to each due to the added difficulty of multitasking. Forging is also used for the repair of metal items. Depending on the type and extent of damage needs may be reduced (simple dents can be mostly hammered out), but heavily scarred armor will need the use of a forge.

Learning how to make an item is commonly done through a blueprint. They may be bought from stores or smiths, acquired through lessons, found, "purchased" with perk points, or created by attempting to copy an existing item. This can be done in two ways; if an item is in the character's inventory or inside the "range" of the forge, it can be selecting during the item creation setup on the crafting screen. If an object is too large or otherwise can't be moved and the character has a piece of paper, they can attempt to use it on the item to create a blueprint of it. With a blueprint in possession, it can be selected for crafting. If the character's skill is up to task, they will succeed and the blueprint is consumed, as the item has been learned and the directions are no longer needed. If the attempt fails, the blueprint is not lost, but the time and a portion of the ingredients are. Copying an item instead of acquiring directions is more difficult and more likely to fail, though naturally the item to copy is not lost either. Creating a blueprint by observing an item has a chance to fail depending on the difficulty/quality of the item and the skill of the smith. The player will not know it has failed until the forging attempt is made, at which point the blueprint is discarded as useless.

Depending on the desired item, tools and ingredients needed to make it vary widely. Hammers have durability and quality levels, and may break during forging, especially if made of a weaker material than that being used. Because of the weight and difficulty of transporting metal, ingredients can be used as long as they are within range of the forge, instead of being in the character's possession. Character's running a professional forge, when purchasing material, can have it directly delivered to within range, or have others carry it if they have the necessary influence over them. Different metals have various factors that change the outcome of the item, as well as changing the difficulty of making it. In most cases, any item that needs "metal" will accept any type (iron, steel, mythril, ebony, etc.), but may change needed tools alongside other changes. More elaborate or delicate items may require the use of one or more molds. If one cannot be found or bought, the character can create one through the forging skill if they know how to make the base item. If trying to learn a blueprint that requires several molds, the player must first go through the try/fail process with each, as learning the blueprint requires possessing the molds.

Crafting: Stitching governs the creation of items made from flexible materials such as cloth and leather. Compared to forging, stitching typically require fewer and lighter tools and materials, nor does it need heat, allowing it to be done almost anywhere, but the objects it creates are generally much more fragile. Learning how to create items through stitching follows the same blueprint model. While stitched items can be repaired anywhere, unlike metal they cannot be "reforged". As such, repairs will reduce the quality of the item until it finally drops to nothing, requiring a full replacement and new materials. Though it uses the materials, stitching is not used for the basic creation of ingredients, such as weaving things into textile or turning hides into leather. Common items include clothing, carrying bags, and light armors. Stitching is also sometimes used in the creation of small finesse-based objects, such as trap components. Stitched items are in most cases very easy to modify, in ways such as attaching small gems to a piece of clothing to increase its value. However, such things are still not recommended for the unskilled; failure will only unravel or damage the item and increase the difficulty of working with it.

Crafting: Carpentry deals with items made from wood and other hard organic materials, such as bone and chitin. This includes not only large furniture items and exotic equipment, but smaller necessities such as arrows and boxes. Compared to other crafting skills carpentry is fairly simple to perform, with moderate need for tools, but its items are often difficult to impossible to repair without simply replacing the broken parts. Doing so usually involves gluing together pieces, which is time consuming and does little to restore original quality. As with other crafting skills, the same blueprint system is followed. Carpentry is often valuable for those living off of the wilderness, as it is used in making the most basic tools, such as spears and hammers from rocks and branches.

1.2.5.4.1 Custom items

When entering the crafting screen, the player has the option of choosing Custom when selecting a blueprint or memorized item type to use. This allows them build their own versions of a certain item, entering what is basically "facegen" for an inanimate object. A custom helmet design or clothing style would be designed here. Difficulty level is the same as the base item, but can be increased by elaborate and eccentric design choices. If the custom option is taken and the player chooses to use an item type they don't know, they are given the choice to spend perk points on "inventing" or self-teaching the item. Generally this is done to learn rare item types that may otherwise only be found in ruins, from a master smith, or are otherwise difficult to acquire. The blueprint is gained without failure and the points need only be spent once, but the difficulty of learning to create a self-taught item is much higher.



What do you have to say about mysticism.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Mon Jan 31, 2011 9:17 pm

sorry, double post
User avatar
Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Mon Jan 31, 2011 5:53 pm

Perhaps there could be an Espionage skill - that allows you to infiltrate great houses, guilds or the city guard to accomplish quests. I could see how the doppelganger magicka could work with that.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Mon Jan 31, 2011 6:27 pm

Perhaps there could be an Espionage skill - that allows you to infiltrate great houses, guilds or the city guard to accomplish quests. I could see how the doppelganger magicka could work with that.


That would pretty much be sneak, but they would ahve to implement more ways to finish quests (which I would love)
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Mon Jan 31, 2011 12:03 pm

What do you have to say about mysticism.

Mysticism Spell Effects List
Spoiler
Mysticism is essentially "the magic of magic," dealing with the direct manipulation of magical forces instead of using magic to affect the physical world. While this leaves it largely ineffective for many more practical, immediate uses, a powerful mystic is often considered a step above "normal" mages, able to easily wield the forces that others only barely understand. Spells are powerful and versatile, but often of limited use away from the world of the exotic.

*Mysticism: Deform
-Dispel: While not easy to cast due its dual nature as a spell designed to unmake spells, Dispel is widely used and highly beneficial for any mage. The main equation in whether a spell is ended is the power of the dispel against the skill of the mage who cast the target, though some spells are inherently harder/easier than others to dispel. Not all effects are vulnerable to dispel, and may further change the odds by their nature. For example, dispel is frequently ineffective against a spell being generated by an altar, as targeting the result instead of the source is like trying to make someone dry as they stand under a waterfall. Similarly, spells that put a constant drain on a mage are more easily dispelled by targeting the mage instead of the area of the spell’s effect, while others that are simply cast and set on a duration may be dispelled directly. Some spells are weakened by a dispel that doesn’t destroy them outright, taking losses from duration and magnitude, or having their inherent skill level lowered. The caster may choose to cast a specific Dispel tailored to a particular spell effect, far more effective against that type but nearly useless against others. This is generally only recommended for intelligent and skillful mages, as aside from a basic understanding of a spell effect being needed to counter it, the caster must be able to recognize the subtle differences in patterns of magicka to know what they’re looking at, lest they waste all their energy trying different dispels on one target. While some spells must be simply waited out, the caster has the option of choosing their own spells from the list of specific types, in order to easily remove various magical effects they no longer want active.
-Reflect: Creates a unique shield that doesn’t simply block an attack, but throws it back. Like catching an arrow, it’s simple in concept but near impossible in application. Most mages can create a very weak reflection shield, but the skill and magicka required climb dramatically with magnitude. The power of the shield governs three things; amount blocked, amount reflected, and cohesion of the reflection. The energy that the shield blocks is the same energy that it uses to counterattack, and as such its defensive and offensive abilities mirror each other. Cohesion determines the form of the counterattack. A weaker shield may simply shatter the magical projectile, causing small spurts of energy in random directions, while a stronger one throws back a relatively intact projectile that is hurled in the relative direction of the attacker. The higher the spell’s power, the closer to “perfect” the counterattack gets, toward the ultimate goal of bouncing the exact spell it received back down the same path it traveled. Due to the highly difficult and poorly understood forces involved, reflection shields can only be built to reflect the most common forms of attack, specifically, either the elemental attacks of Destruction or physical assault. To defend against both requires two different shields, beyond the ability of most mages. The raw kinetic force of a weapon’s strike is what physical reflection shields react to, violently rejecting as much as it can catch, reducing the force of impact and flinging invisible shards of force at the attacker. Though melee combatants cannot dodge this reflection, the power of the shield still dictates accuracy, and not all of the energy may fly in the direction it came from. Wielders of ranged weapons are mostly safe from reflection shields, as long as they keep their distance. Due to the touchy and volatile nature of reflection shields, they tend to be unpredictable and hard to control, being highly prone to more explosive failure when casting and breaking down violently if overwhelmed.
-Mystic Shroud: Very popular with mages of any type, this power has many applicable uses at any magnitude. The spell creates a magical “fog” of sorts composed of frayed, chaotic energy, kept condensed within an area. It is not difficult for the mage to maintain, as the fog is not intentionally shaped or made intense like shields, akin more to a magical equivalent of breaking glass and keeping it swept in a pile. Though the effected area does not contain enough power to stop attacks, by its jagged nature the fog wears at the delicate structure of spells, breaking them down and particularly ruining the efforts of spells that require intense concentration. In basic terms, the shroud reduces the potency of magical status effects that enter its radius, such as mental illusions and attribute damage. It is also a major form of ward against “indirect” spells, blocking the access of scrying, curses (though it does not stop the effects of a curse already in place), teleportation, and similar. The fog is invisible to the naked eye, but presents as a thick cloud with detect magic, effectively also blocking detection within its radius. Wealthy persons and powerful mages will often invest in the creation of constant-effect items enchanted with a mystic shroud to leave in vaults or personal quarters, preventing unwanted magical access, or leaving high magnitude spells with a small radius on containers to protect them from things like lockswitch spells. Strong dispels can remove a mystic shroud that has been cast by a mage, but for persistent wards, the source item must be dealt with. While some spells can “fight” the shroud, such as someone trying to forcefully scry past a ward, it’s always easier for the shroud to block access than for the spell to gain it, making shrouds cast by powerful mages nearly impossible to breach by such means.
-Inversion: Twists the natural flow of magicka into living things, causing energy to pour out of the body instead. Can only be cast on self. Stored magicka is rapidly drained, faster than it can be naturally regenerated, though the higher the character's regeneration the more it blunts this effect, and the character becomes resistant to magicka restoring effects. During this time, all spells have reduced cost and difficulty rate to cast. Durations are considerably drawn out, becoming almost permanent while the effect lasts. Any such spells currently in effect will benefit from the boost. The mage must be careful to dispel the effect before magicka runs out, else the rest of their energy will continue to leave them in the form of stamina, until they finally lose consciousness and the spell ends with nothing left to burn. Has no set duration, ending only when dispelled or when the caster is drained. Magnitude determines both the draining speed and the bonus to spell efficacy.
-Psychic Crystal: Empties a portion of the caster’s magicka into a gem-like object, itself made from magic, which appears in the mage’s hand as a strange, transparent crystal partially filled with liquid. The crystal may be either placed into inventory or thrown, the latter causing it to shatter and explode on impact, dealing purely-magical damage to targets in its radius. Because the blast is not physical, it does no damage to objects such as doors or armor. Targets must have at least some personal magicka to be harmed, including most living things and undead, which are held together by magic. Inanimate objects or purely artificial animate ones such as dwemer centurions are not harmed. Magnitude determines what percentage of magicka is poured into the crystal, with larger amounts creating stronger blasts, and duration effecting how long the crystal lasts before it decays and vanishes. If placed into inventory it is treated as an item, potentially used for later or given to allies to be thrown.
-Infusion: Changes the magicka inherent in the caster's body with spell power without it actually leaving the body, instead being expelled with their blood. Every time the caster is hit with any attack, the chosen spell effect is automatically released, the power of which depends on skill in both Mysticism and the relevant school of the effect. Though more limited than other spells and obviously putting the caster at risk, infused magic cannot be dispelled, reflected, or otherwise interfered with by outside forces due to its complicated, hidden, and unique-per-person nature. The effect may be dispersed by the caster at any time, or selected and cast like a normal “outside” spell, also ending the effect.

*Mysticism: Bind
-Soul Trap: Used to fill soul gems, which have a variety of uses. Upon casting the spell, the target creature is “marked” by the effect. This part of the spell is relatively simple for any mage to create and maintain. If the creature is killed while the spell is in effect, the magic attempts to claim their soul before it departs and seal it within a soul gem. When this happens a spell failure % is checked; the more powerful the soul, the higher the skill the mage needs to trap it. If the caster fails the attempt or doesn’t possess any viable soul gems, the spell fades and the soul is lost. If successful, the soul is placed in a soul gem indefinitely, and will not escape or fade over time. The player may designate a specific gem in their inventory to take priority, otherwise the soul will inhabit the smallest gem available that can hold it.
-Spell Trap: Creates a magical shield or “net,” which lasts for only a very short time. If the shield is strong enough, any projectile-based spell that touches it is caught and trapped within a soul gem. Only one spell can be caught, at which point the shield disappears. The trapped spell may be released for the player’s benefit at any time as if they had cast it, even if they are normally unable to cast such a spell, or used for most basic functions of a charged soul gem.
-Telekinesis: Forms an unnatural magical connection between the caster and an object, allowing them to move it through the air with their mind. Unlike Levitation, which alters natural laws to make floating the “normal” state of an object, Telekinesis manipulates the magic around the object as if it were a part of the caster’s own body, creating an effect which is less powerful, but more controlled. The more inherent magic in an object, the harder it is to move with Telekinesis. Living things are rife with natural magicka and as such nearly impossible to move thus, though with enough power they can be “shoved” with the spell. The mage can choose to build up the magic gripping the object all in one space in order to launch it as a projectile, traveling a great distance and likely injuring any in its path, but doing so breaks the spell and the object has to be found and the spell recast for it to be moved again. Some purely magical structures, such as Mark spells and long-lasting area effects, can be moved with telekinesis. However, they can only be targeted or moved if made visible with a detect magic spell, and the combined effort of using both effects along with moving a construction made by another mage’s will makes this a very difficult process, often draining a great deal of magicka to only slightly move the target. Opposite to throwing it, the caster may choose to bring an item to them to and place it in their inventory directly. This may also be attempted with magical effects seen through a detect spell. Doing so traps an intact piece of the spell in a viable soul gem in the player’s possession, and has no effect if they don’t have one. Doing so does not damage or effect the target, and may fail depending on skill differences. This is mainly done for use with the Divine Source spell.
-Telekinetic Grip: An alternate and specific use of Telekinesis. Instead of distant and complicated manipulation of objects, they remain near the caster's hands, allowing easier and stronger control as if they were being physically held. In essence, this allows the caster to use equipment while using their magic-based stats and skills instead of physical strength, although the relevant weapon skill is still needed to use them effectively. Because the spell forgoes weight and flexibility limits, or the need for a solid grip, less feasible weapons can be wielded or dual-wielded as long as the mage's telekinetic power is capable of swinging them, even physically impossible pairings such as two longbows. The spell itself is fairly easy to cast and maintain, however, because of the added complexity of magically mimicking hands (which are typically involved in spellcasting), the difficulty rate of casting all other spells is increased for the duration (though reduced with Manifestation: Cast).
-Mark/Recall: Treated as one spell effect, whether the spell is a Mark or a Recall depends on setting the magnitude to positive or negative. Mark, aptly, marks a location with a magical signature. These marks are permanent unless removed by the caster, though it is possible for other mages to move or dispel them if they are made visible by detect magic. The number of active marks a caster can have at once depends on skill; the failure rate increases with each additional cast unless older marks are replaced. Recall teleports the target to a Mark of the caster’s choice. When teleporting, the caster enters a short minigame in which they must endure the Aetherius for a few seconds. The longer the trip, the longer and harder the “fight” to get there. Failure in this either leaves the caster where they started with wasted magicka, or randomly drops them somewhere between the start and destination. Assigning Recall to be On Touch or Target allows the caster to teleport items, which requires no minigame. Willing living things may be teleported, but this is more difficult than self teleportation. Unconscious targets may also be teleported, but this is especially difficult. Mark and Recall have other, more unusual uses for mages who think creatively. Casting them on containers can allow the teleportation of items between them, while casting Mark on an object can create a mobile destination. Agents can use this to enter forbidden areas, secretly marking supplies or documents scheduled to be brought in and then teleporting later, though this is risky as detection spells can catch both effects. Mages may choose to scry upon Marks, letting them spy on specific locations.
-Brand: Creates a small invisible "tattoo" upon the target for future reference. These marks are almost unnoticeable normally, but are easily found with a Detect Magic spell. Being easy to cast, Brands can last a long time, but standard On Target spells will eventually fade. A permanent Brand on an item can be done via enchantment (Constant Effect), while putting one on a living thing requires a small ritual. Naturally, if the target is unwilling, they must be restrained in some way so as not to ruin the spell. The use for a Brand comes into effect when joined with Detect spells. A mage can use a custom spell to detect their own Brands at any time. These detection spells are unique, as their range is almost indefinite. Any noticed Brand will appear on the map and create a marker on the compass. While active the spell will gradually drain magicka based on the number of detected Brands and their distance from the caster. The character can open their map and select/deselect specific ones, if they're only interested in one or want to reduce clutter. As well, the player can "name" a Brand at the time of casting if they choose, in order to create categories that can be separately detected. A mage can remove any permanent Brand they have cast, though they must be present (or skilled at projection) to do so. Removing a foreign Brand requires a specific reagent, as well as significant skill in Mysticism. Brands have various uses; it can be cast on a fleeing thief to aid the chase, enchanted upon a single coin in a treasure chest in order to track down stolen goods, applied to keep track of slaves, and so on.
-Inscribe/Activate Rune: As with Mark/Recall, this is two effects that rely on each other. An extremely versatile spell, as well as one that leans primarily on player ingenuity. Inscribing a rune is done on an object, essentially imbedding a pre-made spell into it. By default, a rune spell counts as “On Target” for the object; for example, a fire spell inscribed onto a door functions as though you had cast a fire spell AT the door, when activated. Depending on the situation, other options may be chosen. Almost any spell that the player can cast normally can be inscribed, though the inscription is more difficult than the cast, and ritual spells cannot be applied. Runes are dormant until Activated. Activate Rune is a universal spell, triggering any runes it’s cast upon, though the player may only trigger their own. This works partially as a shortcut, letting the character cast frequently used spells in their home without having to select them, and partially as a method of creating unique effects. For example, a mage might have a boulder blocking and hiding access to their tower. By inscribing a Kinetic Wall rune on the ground beneath it and a negative Weight rune on the boulder, both with 5 second durations, the mage can cast a small area effect Activate Rune spell and cause the boulder to briefly fly into the air, allowing access. Activate Rune may also be inscribed, and set to go off under specific conditions, making almost limitless magical traps and effects possible, from as grand as fireballs from the ceiling to as simple as triggering a Recall on a container if a Lockswitch spell is cast on it, transporting your valuables to a safe location if a thief gets into them. Runes may be dispelled and are visible to both the naked eye and detect magic, though are small and easily missed in both cases. Inscribing runes that can be fired more than once is very difficult, and becomes more so the more that are active, for balance reasons.
-Glyph: The other most common form of ward alongside Mystic Shroud, glyphs achieve a similar effect in a very different way. Rather than a spell-burning fog, a glyph carefully and painstakingly weaves magicka into a dense, rigid structure, effectively creating a wall of magic that is impenetrable to many spells. The time and difficulty involved in creating a self-sustaining spell prevent mages from spontaneously casting glyphs as a form of defense; rather, they are almost always cast into objects. A common practice is for powerful mages to cast glyphs upon the walls of their chambers to prevent interference from other mages. The key difference between glyphs and shrouds is the method of their protection. A shroud “clogs” an area, hindering magic within that space, while the glyph focuses on a specific spot, such as a wall or container. While shrouds may be pierced with difficulty, a glyph is nearly impossible to penetrate, but if one can find a hole in the defense there is no protection extended to the room beyond. The glyph is a self-sustaining spell, meaning it is extremely difficult to dispel, as it repairs damage done to itself. The downside to this is that it does not discriminate, and a mage trying to use remote spells from within a warded room will make little progress. In function glyphs are similar to runes, and to remove them the caster must locate the spot where it was inscribed. For this reason, it is generally unwise to ward a room from the outside. Worth noting is that because the glyph is focused on itself, it acts only to prevent the passage of magic, and does nothing to prevent damage to the object itself. A glyphed container may still be bashed, and armor still pierced. On that note, glyphs are generally a poor defense for armor, as mobility requires the piece to have many holes that magic can still get through. The pinnacle of a glyph spell is for a powerful mage to create one with a large area of effect on a small object, such as a gem, placed in the center of the room. This creates a sphere-shaped shield with no obvious holes, requiring a mage to physically enter to penetrate the space.
-Siphon: The mystic creates a link between themselves and the natural flow of magicka into a living being, leeching some of their magicka regeneration to speed up their own while reducing that of the target. Though a Siphon can be cast upon an enemy, it is far more effective when used with a willing assistant. While siphoning is in effect magicka regeneration will increase, but so too will spellcasting failure rates (especially catastrophic failures), as the rapid flow of magicka is difficult to control. An arrogant mage may have a group of followers linked to him, only to blow himself up with the next spell. As well, the range of the link is limited, and if the beings bound to the caster roam too far the spell is broken prematurely.

*Mysticism: Convert
-Spell Absorption: Creates a unique shield that attempts to both dismantle spells and turn them into basic energies that the mage can easily use to replenish their own. This effect is very complicated, and though more stable than reflection shields, casting it at the highest magnitudes is generally beyond even the most powerful mages. The magnitude of the spell effects how much of the incoming spell is absorbed. All spell types apply, unlike Reflection. In some cases the spell is weakened but still makes contact; the larger the discrepancy between the power of the spell and the power of the shield, the higher the chance that the incoming spell will be completely absorbed. The more different spell effects being dealt with at once, the more difficulty the shield has absorbing the spell. The amount of magicka given to the caster is generally very small, as most of it goes to maintaining the shield. Though powerful, the structures of magic involved are very specific and delicate, and absorption shields are easily dispelled.
-Detect: A versatile spell that allows the caster to see and recognize a wide number of magical signatures. Area determines how far the caster’s additional sense ranges, and magnitude determines how “refined” the effect is. For example, a low-powered detect magic spell might see an enchanted sword as a vague, purplish splotch, while a more powerful spell sees the magic as bright and sword-shaped. The limits of mortal comprehension mean that only one detection spell can be active at once; stacking effects makes the vision more specific, not more encompassing. A spell that detects both iron and magic will only pick up objects that fit both categories, in this case typically enchanted iron equipment. On their own, a caster can detect basic factors that they can inherently comprehend; detect life, heat, magic, movement. If holding a relevant object, the caster may channel magic through it to access new effects. For example, they might hold up several coins in their hand in order to cast Detect Gold, or a metal object to Detect Iron. Particularly small items or enchantments may not be visible with lower magnitude detection spells, or distinguishable from larger blobs of color near them. To detect items such as keys, a mage will typically carry the material they suspect the key to be made of and cast a detection spell with a very small radius and large magnitude, to search one room at a time. Detecting magic can brighten many visible effects and reveal many invisible ones, and some mages will choose to detect only a single school of magic to avoid being overwhelmed. Many spells will leave a lingering effect for a time after being cast, and criminals must take note that most relatively well-established towns employ mages to be aware of magics active in the area. Spells like curses and teleportation can be tracked to their source; you. Areas with high security will often be regularly searched for magic, making them no easier to infiltrate for a powerful mage than a skilled thief.
-Remove Curse: Attempts to unravel the forces behind a curse. Because curses typically rewrite the threads of magicka flowing through the world instead of simply creating an effect on top of them, more complicated curses cannot be dispelled. To remove a curse, it must first be made visible with detect magic (casters removing their own curse don’t need to “see” the effect, but must still have detect magic active before casting the Remove Curse effect On Self). The Remove Curse spell must then be cast and maintained for a certain duration; the more powerful the curse, the higher the magnitude and duration necessary. Both effects must be maintained, and if the detection spell ends before the curse is removed, the spell is broken and must be started over. Especially powerful curses may require that the altar sustaining them be destroyed before the curse can be removed. The caster of the curse is notified whenever a removal is being attempted; if they’re powerful enough and have quick enough reflexes, they may be able to use scrying to interfere with the process. The process of removal is disorienting to the target, and as such it is always easier to remove a curse from someone else than from yourself.
-Scry: Imprints the caster’s awareness onto the magical forces in the world, allowing their vision to leave their body. Scrying is activated through a minor ritual that puts the caster into a trance. Though their body remains in place, their vision becomes mobile, similar to a levitation effect. The further they range with their vision, the higher the strain on magicka. Scry effects are invisible unless detect magic is active, in which case they may be targeted with a dispel. Magnitude effects speed and ability to pierce mystic shrouds, though doing so is always difficult. When within a shroud, the speed of the scry is greatly reduced, vision is fogged, and the more time spent within it the higher the difficulty level of the spell, increasing the odds that the scry will spontaneously fail. The difference between the power of the scry and the power of the shroud determines the severity of all three effects, but even at the furthest extremes of power difference the spell will be hampered. At the start of the ritual the caster may opt for the scry to appear at a certain location instead of where they are. Locations include names from the list of known locations such as “____ City” and wilderness areas, though the player must have been there before; simply knowing the name is not enough. They may also choose to scry to locations where they have some power, including Mark spells and active curses. It is possible to cast some spell effects from a scry, though doing so is very difficult, primarily based on the Manifestation: Cast skill. This is often used for remote targeting, to place a curse from a distance or create Marks to teleport to locations the player hasn’t been to. The scry can be ended prematurely if the spell or the caster are hit with a dispel, or if the caster’s meditating body is injured.
-Divine Source: Tracks the threads of magicka attached to an object to their point of origin. Similar to scrying in some ways, but with several unique uses. In technical terms, the spell gives the player a brief vision of where in the game world an item was “created.” For example, if a sword is placed within a dungeon during world creation, the spell will reveal that spot within the dungeon regardless of the sword’s current location, while an apple might give you the image of a tree. However, the main use of this spell is in tracking magic. If the residue of a magical effect is tied to a soul gem by telekinesis, casting Divine Source on the gem will give a brief image of the caster. Doing so identifies the target regardless of whether you know their name; once the magic has been identified, a sample may be used to target the source with a curse, scry, or other remote spell. Magical divination is easily blocked by wards and shrouds. As with other spells, difference in caster level determines the difficulty of getting through, but it’s always inordinately difficult. The spell may be cast with or without a ritual; without, it’s defense-piercing ability is weaker, and the item being used may be destroyed (particularly soul gems). The spell may also be effectively used in the hunting of many other things. If, say, the caster wants to know where someone gets their many jewels, they can steal one, divine its source, and quickly cast a Mark spell through a scry to be able to teleport into the person’s secret mine. The rapid use of all three spells is difficult, but effective. More illegally inclined mages must be aware that Divine Source is used in the investigation of most crimes, and that magics such as invisibility and mark/recall are not a free ride to easy thievery, as being connected to energies found at the scene is highly incriminating evidence.
-Alert: A very small and easy to cast ward, with a simple use. Upon casting, an area effect is created, which may be named by the player like a map notice. The area is set with a condition to activate it, usually motion other than the caster within its radius. When an alert is triggered, a brief sound and visual effect enters the screen, informing the player. This creates a small icon in the character’s status screen that, when hovered over, gives a notice such as Alert “Tower Bedroom” breached. The player may click this icon to remove it at any time. Along with basic security uses, it is common for mages to cast alerts around themselves and sit in the center before performing a trance-inducing ritual such as scrying, to inform them of impending danger so that they can cancel the spell and protect themselves before their defenseless body is attacked.
-Mystic Regrowth: Simultaneously releases and transmutes the life force within an occupied soul gem, converting it into part of the target. The spirit from a daedra could restore damaged daedric equipment, a reptilian creature could heal an Argonian. How effective it is depends on both Mysticism skill and the power of the soul. If the soul used is incompatible with the target, the gem is still spent and subsequently wasted.


Reagents Commentary
Spoiler
Various spells would require more than magicka to cast. Rituals, for example, may involve drawn symbols, incense, and candles made from a specific material. Other spells might not require items, but could be improved by them. Such items would vary widely in quality and application.

Mysticism is used for soulgems, with gem quality and mysticism skill determining the power of a soul that can be held. Soulgems could be used for enchanting like they are currently, but have other properties as well. Many mysticism spells could be enhanced by them, increasing magnitude and duration without the normal difficulty increase, while other effects could be added upon, like telekinesis being used to directly throw someone to the ground (or off a cliff) with greater force than is normally available. It could be easily represented with an extra stat added to soulgems alongside weight, quality, and inhabitant, like “spell power +10%.” Additionally, the type of soul might boost specific effects, such as flame atronachs enhancing fire for the obvious example. Players saving a rare grand soul might be overwhelmed by a powerful lich and use the gem to cast an inordinately powerful reflect spell as a desperate measure. As above, soulgems could be used for spells by equipping them in the hand before casting, with the animation showing it being raised up and crushed in a flash of power.

User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Mon Jan 31, 2011 12:45 pm

The ability to sleep in other peoples beds ffs. Why can't you do that in IV?...
User avatar
xxLindsAffec
 
Posts: 3604
Joined: Sun Jan 14, 2007 10:39 pm

Post » Tue Feb 01, 2011 2:21 am

Creating your OWN guild. Making an emblem, choosing a name, profession... invite NPCs to join that guild... ahh :)

And another big feature I'd like to see is simular to Fallouts 3 karma, but more complex. Lets take Oblivion for example: Instead of helping Martin kill Dagon, you decide to stand BY Prince Dagon and see Nirn being demolished. Not a happy ending... but it would include loads of explosions!
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Mon Jan 31, 2011 4:52 pm

Types of armor should have different effects. Daedric should have a small chance of demoralizing the opponent upon strike; Mithril could have a very small reflect enchantment. Leather would be the best to sneak in; Chainmail VERY difficult; Glass, difficult, too. How can you sneak when you have a set of glow-in-the-dark armor?
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Mon Jan 31, 2011 11:21 pm

Here's something on the suggestion for regrouping the races, specially the argonian subtypes.

Here are some concepts for what the head types could look like:
http://a.imageshack.us/img413/3168/argonianheadtypes.gif
Yea I'm better at doing profiles than frontals :P

Also here's another I did quite a while ago:
http://a.imageshack.us/img195/5418/argonianheadconcept3.gif


Generally I'd want to see them more reptilian looking again but others that could look more amphibian (the middle ones) and in the new concept the more snake like look.

PS: Maybe the base heads should NOT be fixed to just one race of argonian though, having various base heads and then allowing to model those with FaceGen gives you a lot more design variations. Same for humans, elves and khajiit, they should have more than one base head and then edit them around.
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Tue Feb 01, 2011 2:36 am

Here's something on the suggestion for regrouping the races, specially the argonian subtypes.

Here are some concepts for what the head types could look like:
http://a.imageshack.us/img413/3168/argonianheadtypes.gif
Yea I'm better at doing profiles than frontals :P

Also here's another I did quite a while ago:
http://a.imageshack.us/img195/5418/argonianheadconcept3.gif


Generally I'd want to see them more reptilian looking again but others that could look more amphibian (the middle ones) and in the new concept the more snake like look.

PS: Maybe the base heads should NOT be fixed to just one race of argonian though, having various base heads and then allowing to model those with FaceGen gives you a lot more design variations. Same for humans, elves and khajiit, they should have more than one base head and then edit them around.

:thumbsup: I like 'em. :D

It would also help add variation. I also like the idea of Reptilian, Amphibian, and Snake-like... although Snakes are reptiles, but I think you know what I mean. :P

Anyway, there are supposed to be more "snake-like" Argonians, and more "Toad-like" Argonians, so it sort-of makes sense that they'd vary instead of all being the same.
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

PreviousNext

Return to The Elder Scrolls Series Discussion