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Update on Perks and Racial Abilities
One of the people who played the game at Eurogamer took some notes on a few of the perk trees:
PERKS Speech - Buying and selling price 10% better (5 ranks) - 10% price buying from opposite sex - Invest in shops and increase available gold permanently in invested stores - Master Trader - every merchant in world gains 1000 gold for bartering - Buy and sell from any merchant regardless of what they normally buy and sell - Intimidation attempts twice as successful - Persuasion attempts more likely successful Alchemy - Potions 20% stronger (5 ranks) - Potions for restore health, magicka or stamina are 25% more powerful (maybe ranked) - Poisons 25% more effective (maybe ranked) - Poisons last for twice as many hits - Two ingredients are gathered from plants - 50% resistance to all poisons - All negative effects removed from potions and all positive removed from poisons - 2 effects of an ingredient are revealed when testing it for the first time (instead of just one) - Another (unclear recording, sorry!) Illusion - Dual casting overcharges effect for more powerful spell - Cast Novice spells for 50% less magicka - Cast Apprentice spells for 50% less magicka - Cast Adept, Expert, Master etc spells for 50% less magicka (more levels this time around) - Spells work on higher level animals - Spells work on higher level people - All spellcasting (from ANY school) is done silently - Spells work on undead, daedra and automatons - One I genuinely didn't understand, and it wasn't clear on the recording either - something about "Kindred Mage" or something. - Fear spells work on higher level enemies Conjuration - Novice for 50% magicka etc (up to Master) - Dual casting overcharges —> greater spell effect - Bound weapons do more damage - Bound weapons cast Soul Trap on target - Bound weapons banish certain creatures (and I think summon creature in their place, not 100% on that though, dodgy recording) - Reanimate undead with 100 more health - Summon 2 Atronachs or reanimated zombies - Summon Atronachs at twice the distance - Summoned Atronachs twice as strong Destruction - More damage for each school (fire, frost and shock) - ranked - Novice for 50% magicka etc. - Shock damage chance to disintegrate targets if their health is under 10% - Frost damage chance to paralyse targets if health low - Fire damage chance to make low health enemies flee - Place runes 5x farther away Restoration - Healing spells also restore stamina - Novice for 50% less magicka etc - Healing spells do 50% more healing - Something about recharging healing spells (sorry about poor recording quality, it was in my pocket!) - More is recharged with each hit with healing spells (again, sorry not 100% sure what this means!) - Spells more effective against undead - Once a day chance to autocast 250HP restoration when health drops low - Magicka regenerates 25% faster Alteration - Novice for 50% less etc - Alteration spells have greater duration (probably ranked) - Absorb 30% magicka that hits you - Another couple - bad recording again Enchanting - Enchants are 20% stronger (ranked) - Enchanted armour 25% stronger - "Soul gems provide extra magicka for recharging" - again, dodgy recording but that's what I heard, even if it doesn't make much sense - Death blows to creatures but not people trap souls for weapon recharge - Health, magicka and stamina enchants stronger - Extra effect on already-enchanted weapon can be applied - Shock, Frost and Fire enchants 25% stronger (individual perks for each element) (probably ranked) Heavy Armour - Increase armour rating 20% (5 ranks) - Unarmed attacks with heavy armour gauntlets - damage increased by gauntlets' armour rating - Half fall damage if all in heavy armour - Heavy armour weighs nothing and doesn't slow you at all - Additional 25% armour if in matching set - 25% armour bonus if all in heavy armour (not necessarily matching) - 50% less stagger if all in heavy armour - 10% damage reflected back to enemy if all in heavy armour 2-handed weapons - 2h weapons do 20% more damage (5 ranks) - Attacks with warhammers ignore 25% armour (ranked) - Attacks with battleaxes do extra bleeding damage (ranked) - Attacks with greatswords do extra critical damage (ranked) - Power attacks cost 25% less stamina - Standing power attacks do 25% bonus damage, chance to decapitate - Sprinting power attacks do double (critical) damage - Sideways power attacks hit all targets - Backwards power attacks have 25% chance of paralysis Archery - Bows do 25% more damage - Zoom in - Zooming slows time - 10% crit chance - Move faster with drawn bow - Recover twice as many arrows from dead bodies - 50% chance of paralysing for few seconds (might be 15%, can't really hear…) - Draw bow 30% faster - Another about arrows - can't hear Sneak - 20% harder to detect (ranked) - Sneak attacks do 6x damage with 1h weapons - Sneak attacks with bows do 3x damage - Sneak attacks with daggers do 15x damage (end perk on skill tree) - Noise from armour reduced 50% - No longer activate pressure plates - Sprinting while sneaking performs silent forward roll - Running does not affect detection chance - Crouching can make hostile enemies lose sight of you and search for a target RACIAL POWERS: - ORCS: Beserker - REDGUARDS: Adrenaline Rush, - WOOD ELF: resist poison, resist disease, command animals - NORD: Battlecry - KHAJIIT: night-eye, claw attacks - IMPERIAL: Voice of the Emperor, find more coins when looting - HIGH ELF: regenerate Magicka more quickly - DARK ELF: Ancestor's Wrath (surround self in fire), resist fire - BRETON: Dragonskin (absorb spells), resist shock - ARGONIANS: Histskin (regenerate health quickly), resist disease 50%, breathe underwater Also he had this to say about starting bonuses for skills: - FIRST THING I NOTICED WAS THAT RACES HAVE DIFFERENT STATS TO START WITH. The baseline stat seems to be 15, with +5 in some stats and even +10 in others. For example: - Argonians start with 25 in Lockpicking, 20 in Pickpocketing, Sneak, Light Amour, Restoration, Alteration - Orcs start with 25 in Heavy Armour, 20 in Enchanting, Smithing (didn't see any more) - Bosmer start with 20s in most of the thieving skills - Sneak, Alchemy, Pickpocket, Lockpicking - and a 25 in Archery Source: http://forums.bethsoft.com/index.php…t__p__18664408 |
Nice find. Can't wait to play my Argonian swordsman character. Nice to see that Argonians get a lockpicking boost too.
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Nord lost resist cold?
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