"You can pick one of 10 races in Skyrim, each of which will begin the game with different statistics, along with custom bonuses and abilities. Which race do you think you'll want to play?
Also listed were some of the skill trees you can dump points into as you level to power up your character:
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)
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
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
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)
Novice for 50% Magicka etc.
Shock damage chance to disintegrate targets if their health is under 10%
Frost damage chance to paralyze 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
More is recharged with each hit with healing spells
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
Absorb 30% Magicka that hits you
Enchanting
*Enchants are 20% stronger (ranked)
Enchanted armor 25% stronger
"Soul gems provide extra Magicka for recharging"
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)
Heavy Armor
*Increase armor rating 20% (5 ranks)
Unarmed attacks with heavy armor gauntlets - damage increased by gauntlets' armor rating
Half fall damage if all in heavy armor
Heavy armor weighs nothing and doesn't slow you at all
Additional 25% armor if in matching set
25% armor bonus if all in heavy armor (not necessarily matching)
50% less stagger if all in heavy armor
10% damage reflected back to enemy if all in heavy armor
2-handed weapons
*2h weapons do 20% more damage (5 ranks)
Attacks with warhammers ignore 25% armor (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
Draw bow 30% faster
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 armor 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 "
Shockingly for a website of their size they literally too this info from a poster on the Bethesda Forums! This info is actually from Sammuthegreat and is already posted in the eorogamer thread. Pretty cheeky not even sure if they gave him credit.
One of the two Skyrim information/compilation heroes of UESP!
Steadily maintaining my 0 post average!
Right. In Oblivion didn't it work to a similar effect? Reducing physical damage taken by attacks? I remember the Bretons had some unique race ability like that.
Histskin is an ability to rapidly recover some health, Battlecry makes enemies flee for a short while, and Claw Attacks mean that they do more damage with hand-to-hand.
Last edited by SilentPsycho on Sat Oct 01, 2011 9:58 pm, edited 1 time in total.
River wrote:Shockingly for a website of their size they literally too this info from a poster on the Bethesda Forums! This info is actually from Sammuthegreat and is already posted in the eorogamer thread. Pretty cheeky not even sure if they gave him credit.
He didn't quote the whole article, just the information. They credit Sammuthegreat in the intro paragraph.
OT: Chance to disintegrate with shock spells if target has less than 10% hp! Awesome!!!!
River wrote:Shockingly for a website of their size they literally too this info from a poster on the Bethesda Forums! This info is actually from Sammuthegreat and is already posted in the eorogamer thread. Pretty cheeky not even sure if they gave him credit.
He didn't quote the whole article, just the information. They credit Sammuthegreat in the intro paragraph.
OT: Chance to disintegrate with shock spells if target has less than 10% hp! Awesome!!!!
Haha. :p I just copied and pasted this from my phone while I was walking home this morning from a friends. I found it interesting and thought I'd post it quick.
Trelares wrote:Some very nice perks, but most numbers/percentage seem really high. Means that an skill without the proper perks gets useless at higher level enemies?
This is what I think. It seems that usually skills have 5-step perk tree to double (+100%) the efficiency, which would mean that you would carefully choose what skills you develop with perks (as you have limited number of those to be used). This of course would mean that skills in which you have not sacrificed perks are not going to be as useful as their value would indicate.
The problem is that in some categories you can get not only +100% , look at heavy armor, 5 points = 100% , a full set = + 25% and all heavy is another + 25% this means a full developed heavy armor gives you 150-200% more armor (depends if additive or multiplicative) this seems like a very heavy change.
Another example could be steahlt, you get 6 times the damage for 1 handed , I hope that the endperk of 15 times dagger damage replace the former perk or it would be crazy.