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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!


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