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-   -   Official skills list for Oblivion (and new birthsign bonuses!) (http://www.ironworksforum.com/forum/showthread.php?t=63996)

Brayf 12-08-2005 11:22 AM

Not sure if this is news to anyone else, but it's the first I've heard of it (my Oblivion research consists solely of refreshing ElderScrolls.com every four hours).

http://www.elderscrolls.com/codex/co...mbatskills.htm

I think Acrobatics under Speed is a bit dodgy, but all in all I'd say that's a job well done.

The birthsigns actually interested me more: http://www.elderscrolls.com/codex/codex_birthsigns.htm

The Warrior and The Thief both look a bit more inviting, but I'm happiest about The Lord now only receiving a 25% weakness to fire. I love RP'ing with that sign, but 50% weakness was always a bit steep. Then again, it added a challenge...

Anyway! Your thoughts?

Kyrvias 12-08-2005 11:41 AM

Acrobatics under speed... should be agility. and blades in teh same category.... I disagree with alolt of it. The new Lord sign makes me happy though. Like you said. 50% was a bit steep.

NobleNick 12-08-2005 03:24 PM

<font color = mediumspringgreen>If the stat gains and balance (e.g., Magika cost of spells) in Oblivion is roughly the same as in Morrowind, then the sign that has me most excited is Atronach: 150 EXTRA Magika -AND- 50% spell absorbtion? WOOT!! I'm already thinking of ways to abuse it by negating the downside. Let me run this by you all, and see what you think...

1.) Find a cave, early on, that has a magic, only, users. Kill all other combatants; but not the magic users. Leave. Then, whenever the Magika batteries need a recharge, visit the Magic R US team for another round of attacks. As you progress, it might take more than several "pet" magicians to keep you recharged.

2.) Specialize in Alchemy, to get Restore Magika and Spell Absorbtion potions. (Boost your absorbtion even higher, for quicker and safer recharges!)

Really, caring around 3 times the magic you normally could PLUS being BETTER than immune to 50% of magic attacks is worth the extra housekeeping. If the downside could be negated enough, maybe this would even be a good sign for a heavy magic user?</font>

Kyrvias 12-08-2005 11:12 PM

Quote:

The Thief
The Thief ability grants a 10-point bonus to your Agility, Speed, and Luck attributes.
Now *this* I can live with.

And kind of off topic, but all of the Skill pics remind me of Greek/Roman Art.

[ 12-08-2005, 11:25 PM: Message edited by: Kyrvias ]

Lucern 12-08-2005 11:26 PM

Quote:

Originally posted by NobleNick:
<font color = mediumspringgreen>If the stat gains and balance (e.g., Magika cost of spells) in Oblivion is roughly the same as in Morrowind, then the sign that has me most excited is Atronach: 150 EXTRA Magika -AND- 50% spell absorbtion? WOOT!! I'm already thinking of ways to abuse it by negating the downside. Let me run this by you all, and see what you think...

1.) Find a cave, early on, that has a magic, only, users. Kill all other combatants; but not the magic users. Leave. Then, whenever the Magika batteries need a recharge, visit the Magic R US team for another round of attacks. As you progress, it might take more than several "pet" magicians to keep you recharged.

2.) Specialize in Alchemy, to get Restore Magika and Spell Absorbtion potions. (Boost your absorbtion even higher, for quicker and safer recharges!)

Really, caring around 3 times the magic you normally could PLUS being BETTER than immune to 50% of magic attacks is worth the extra housekeeping. If the downside could be negated enough, maybe this would even be a good sign for a heavy magic user?</font>

Clever, NobleNick, but I foresee a problem that exists in Oblivion but not Morrowind: enemies aren't confined to dungeons. Apparently, if what I've read is true, they'll follow you. Now, I really like this, because I felt like a cheating punk when I went from level 2 to 8 on a single skeleton on the way to Balmora, resting outside the door and fighting him again every few days. Those 'pets' would be chasing you the whole way. It's nice to have an entourage and all, but no thanks :D

Edit for afterthoughts: Btw Brayf, glad we've got ya obsessed with checking updates ;) On the skills, I'm a little disappointed that there's only four weapon types that I see, and that's counting your hands/claws. Even if long-handled weapons are put in there like spears, I'm not sure where they'd go. I mean, they'd go with blade weapons, but that barely makes sense. In terms of combat, I'd imagine axes being more similar to clubs than longswords too, and as far as short, stabby weapons go, having them in the same category as the claymores, well...argh.

[ 12-08-2005, 11:41 PM: Message edited by: Lucern ]

Kyrvias 12-08-2005 11:31 PM

Plus, the Mark and Recall spells don't exist, so going back would be much more of a hassle...

uss 12-09-2005 03:25 PM

I think I've pretty much decided by now that I'll create a jack-of-all-trades under the Thief sign. Oh yeah, the excitement. :D

Stratos 12-09-2005 04:03 PM

Here's my thoughts:

Skills:
*Block - I'm not sure I agree with Block being based on Endurance but perhaps they needed Endurance raising skills (assuming the level-up system is similiar to that of Morrowind.
*Blunt/Blade - I don't like that they've merged the combat skills. I don't like it at all. A player who have used a dagger for most of the game will find that he's also a master swordsman. :rolleyes: You can master all melee weapans with only two skills.
*Athletics - An Endurance skill, not a Speed skill. Nuff' said.
*No spears and staves - I'm one of those guys that wanted one-handed spears. Well, we don't get it, not even spears at all. And they've took away the staves for good measure as well. I must have been praying to the wrong Daedra lately. ;)

The rest looks fine.

Magic:
Nothing to comment on other than the fact that Mysticism doesn't fit as an Intelligence based skill.

Stealth:
Acrobatics shouldn't be based on Speed, otherwise all good. I wait with anticipation to see the new stealth system.

Birthsigns:
*The Lady - Nerfed but still OK. I don't know why they exchanged the Personality bonus for a Willpower bonus, though.
*The Lover - Seriously nerfed. Why did they take away the Agility Bonus? I mean, It's not like the Lover was a overpowered sign or anything. A 10 points permanent bonus to Personality would fit great here.
*The Serpent - This much-maligned sign has gotten a much-needed powerboost. Curing yourself and dispelling spells on yourself while using the special ability sounds like an interresting idea. Let's just hope it doesn't dispel your own protective magic you've gotten up.

The rest looks OK; the Thief looks like a very interresting choice.

Kyrvias 12-09-2005 06:06 PM

Yes, having a +10 to personality for The Lover makes more sense than totally nerfing it.

Kakero 12-09-2005 09:27 PM

I don't see much changes in the skills. Though only a small one here and there.

I forsee powergamers will choose The Thief sign. 3 stat bonus in 1 go. wow!

SecretMaster 12-09-2005 09:45 PM

Quote:

Originally posted by Kakero:
I don't see much changes in the skills. Though only a small one here and there.

I forsee powergamers will choose The Thief sign. 3 stat bonus in 1 go. wow!

Well that is questionable. Yes stat boosts = stronger but your exchanging abilities for stats. You have no unique special power, but just plain old statistics. And in the end, everyone will end up with high stats. But its the one with the unique powers that will triumph over the ones without unique powers. I'd say its good early on, but looses its usefullness late game.

I was always fond of the Ritual. That heal was such a lifesaver.

Kakero 12-09-2005 09:59 PM

Quote:

Originally posted by SecretMaster:
</font><blockquote>quote:</font><hr />Originally posted by Kakero:
I don't see much changes in the skills. Though only a small one here and there.

I forsee powergamers will choose The Thief sign. 3 stat bonus in 1 go. wow!

Well that is questionable. Yes stat boosts = stronger but your exchanging abilities for stats. You have no unique special power, but just plain old statistics. And in the end, everyone will end up with high stats. But its the one with the unique powers that will triumph over the ones without unique powers. I'd say its good early on, but looses its usefullness late game.

I was always fond of the Ritual. That heal was such a lifesaver.
</font>[/QUOTE]Yeah, I totally forgot about the stats. Now I remembered when I first played Morrowind I choose the lady sign. 10 to personality and something else. By the time I was in a high level. I actually asked myself " Why did I choose this sign? "

The Ritual's Restore Health spell can only be use once a day. I think it's better to use a normal heal spell or create one such spell yourself ( will they still have this in oblivion? ) and you can use it over and over again as long as you have enough magicka.

Since you mention it. I see The Atronach sign to be very tasty now. 150 bonus to magicka. Plus instant refilling when something bombard me with spells.

SecretMaster 12-10-2005 12:17 AM

Quote:

Originally posted by Kakero:
</font><blockquote>quote:</font><hr />Originally posted by SecretMaster:
</font><blockquote>quote:</font><hr />Originally posted by Kakero:
I don't see much changes in the skills. Though only a small one here and there.

I forsee powergamers will choose The Thief sign. 3 stat bonus in 1 go. wow!

Well that is questionable. Yes stat boosts = stronger but your exchanging abilities for stats. You have no unique special power, but just plain old statistics. And in the end, everyone will end up with high stats. But its the one with the unique powers that will triumph over the ones without unique powers. I'd say its good early on, but looses its usefullness late game.

I was always fond of the Ritual. That heal was such a lifesaver.
</font>[/QUOTE]Yeah, I totally forgot about the stats. Now I remembered when I first played Morrowind I choose the lady sign. 10 to personality and something else. By the time I was in a high level. I actually asked myself " Why did I choose this sign? "

The Ritual's Restore Health spell can only be use once a day. I think it's better to use a normal heal spell or create one such spell yourself ( will they still have this in oblivion? ) and you can use it over and over again as long as you have enough magicka.

Since you mention it. I see The Atronach sign to be very tasty now. 150 bonus to magicka. Plus instant refilling when something bombard me with spells.
</font>[/QUOTE]My Crusader wasn't very adept at magicka. Thus, the Ritual as you can imagine was useful when I ran out of me potions or early one when I couldn't afford them. But they definately have spellcreating in the game still. Its another trademark of the ES series that will never disappear.

Brayf 12-10-2005 10:56 AM

Quote:

Originally posted by Kyrvias:
Plus, the Mark and Recall spells don't exist, so going back would be much more of a hassle...
Gah, have they really scrapped Mark and Recall? That's completely ridiculous. It will of course be made up for by the inclusion of Fast Travel, but why change? Mark and Recall were great, they worked for any character as enchanted jewellery was easy to obtain, and they were more true to the role-playing genre. Haha, it's quite funny how annoyed I am about this. I'm in an extremely irritable mood today :D .

Kyrvias 12-10-2005 01:01 PM

Yeah... Instant Transit vs Mark and Recall

Who would win the age old battle? :D

NobleNick 12-12-2005 10:29 AM

Quote:

Originally posted by Stratos:
... *Block - I'm not sure I agree with Block being based on Endurance but perhaps they needed Endurance raising skills (assuming the level-up system is similiar to that of Morrowind.
<font color = mediumspringgreen> Here's a nugget that I learned recently about real life blocking: The Roman soldiers, in the days of the legions, carried javelins. These iron throwing weapons, IIRC, weighed about 8 pounds. The purpose of the Roman javelin was not to slay the enemy (although, if they got in a kill, I guess they'd take it). Instead, the object was to embed the javelin solidly into the enemy's wooden shield. Two javelin sticks added 16 pounds to the shield, making it very tiresome to hold up in the correct position for blocking missiles, and awkward for blocking swords after the enemy closed to melee. Therefore, endurance did become a factor in effective blocking (although I think strength would also play a big part).

I agree with your analysis, though: It was likely a gameplay thing, not a reality or roleplay consideration.</font>

Kyrvias 12-12-2005 10:38 AM

Wow...I never knew that. It makes sense. Odds are it wasn't intended that way ;)

Brayf 12-13-2005 07:54 AM

Y'know, I bet that wouldn't be awfully hard to implement into gameplay. Very interesting anyway, NobleNick! Where did you learn that snippet?

Kyrvias 12-13-2005 11:10 AM

One word. Internet.

NobleNick 12-13-2005 03:04 PM

Quote:

Originally posted by Brayf:
...Where did you learn that snippet?
<font color = mediumspringgreen>Could have been the internet, as Kyrvias suggests; but slightly more likely that it was TV. I watch a lot of the History Channel, military analysis shows, and those neat Engineering/Science programs that you get when you have 174 cable channels, but only 5 that you actually watch. I honestly don't remember where I picked it up; but I know it was in the last 6 months.</font>

[ 12-13-2005, 03:04 PM: Message edited by: NobleNick ]


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