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Attributes/Skills
Tweet Topic Started: Oct 3 2008, 05:56 PM (214 Views)
Post #1 Oct 3 2008, 05:56 PM crimson knight
Here are the attributes and the skills you can use for your character.

Attributes

Agility is the governing attribute for Marksman, Security, and Sneak. It affects:
* Your ability to hide and remain hidden in stealth mode.
* Chance to avoid being 'staggered' by enemy attacks.
* Damage delivered by bows
* Fatigue

Endurance is the governing attribute for Block, Armorer, and Heavy Armor. It affects:
* Fatigue
* Base health
* Health increase on leveling

Intelligence is the governing attribute for Conjuration, Mysticism, and Alchemy. It affects:
* Base Magicka

Luck governs no skills directly. However, it affects just about everything in the game.

Personality is the governing attribute for Mercantile, Speechcraft, and Illusion. It affects the Disposition of NPCs and Creatures. Therefore, Personality allows your character:
* To more easily obtain meaningful information from NPCs.
* To obtain better prices from merchants through haggling.
* To avoid combat more often. Fewer aggressive beings will attack you and more will accept yields.

Speed is the governing attribute for Acrobatics, Athletics, and Light Armor. It affects:
* Speed of travel
* The height of your jumps.

Strength is the governing attribute for Blunt, Blade, and Hand to Hand. It affects:
* Encumbrance (maximum weight that can be carried)
* Damage dealt with a melee weapon
* Fatigue

Willpower is the governing attribute for Alteration, Destruction, and Restoration. It affects:
* Regeneration rate of Magicka
* Fatigue

Skills

Blade is the skill that governs how well your character can use short handled sharp weapons such as daggers, swords, claymores, katanas, and cutlasses. Improving your blade skill allows you to deliver more damage with sharp weapons, and gives you access to power attacks.

Blunt is the skill that governs how well your character can use crushing weapons, such as maces, hammers, and axes. Improving your blunt skill allows you to deliver more damage with crushing weapons, and gives you access to power attacks.

Hand to Hand is the skill that governs how well your character can attack enemies using only fists. Hand to Hand attacks damage both the opponent's Health and Fatigue, unlike other types of melee attack. Improving your hand to hand skill allows you to deliver more damage with your fists, and gives you access to power attacks.

Armorer governs the use of repair hammers to repair both armor and weapons. As your skill improves, you can repair items more efficiently and will break repair hammers less often.

Block allows you to reduce damage from melee combat, using a shield, weapon, or hands. At higher levels, block gives you a chance to recoil, disarm, or knock down your opponent.

Heavy Armor skill determines how much protection is provided by heavyweight armor (iron, steel, dwarven, orcish, ebony, daedric), how much damage heavy armor takes, and how much heavy armor encumbers you.

Athletics is the skill that determines how quickly you run and swim. As your level increases, your Fatigue regenerates progressively faster when running.

Acrobatics allows your character to jump higher and fall further (without damage). At higher levels, jumping can be incorporated into combat.

Light Armor skill determines how much protection is provided by lightweight armor (fur, leather, chainmail, mithril, elven, and glass), and how much damage light armor takes each time it is hit.

Security is basically a polite word for lock-picking. Throughout the world you will find lockpicks on creatures (goblins and bandits tend to drop them, for example) and in chests. These can be used to pick locks on chests and doors that you will find everywhere.

Sneak skill allows you to move around undetected, pick pockets, and do more damage to targets if you attack while sneaking.

Marksman is the art of using bows and arrows. There are no crossbows or other ranged weapons in the game. While the trajectory of the arrow is predetermined and marksman skill doesn't change your accuracy, it significantly increases the damage of a ranged attack.

Mercantile skill governs bartering, which allows you to sell goods to merchants for more while buying for less.

Speechcraft affects disposition, i.e., how people react to you and how much they like you. Speechcraft can also be used to lower the disposition of some NPCs below their aggression rating as an alternative to a Frenzy spell.

Use the school of illusion to create light, conceal, charm, paralyze or alter an actor's aggression or confidence.

Alchemy is one of the seven skills that make up the Magical Arts. This skill allows you to identify the different properties of Ingredients. These ingredients can then be used to make potions and poisons. The potency and price of the potions/poisons you make is determined by your alchemy skill level.

Conjuration is the magic of summoning creatures from other planes, creating magical weapons and armor, and repelling undead creatures. Summoning creatures is particularly useful, providing the spellcaster with an ally in combat. A wide range of different creatures can be summoned, depending upon the spellcaster's ability.

The school of mysticism includes spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls.

Alteration is the magic of altering the physical world. It provides many useful effects that can make up for other character weaknesses, for example: Open can be used instead of Security to open locks; Feather can be used if your Strength is too weak; Shield can be used instead of armor. In addition, Water Breathing and Water Walking provide valuable capabilities.

Destruction magic provides many means of inflicting damage on enemies. Destruction spells use elements (fire, frost, or shock) and pure magic to damage health; an enemy's fatigue, magicka, skills, attributes, weapons, and armor can also be reduced either permanently or temporarily. Weaknesses can even be inflicted on enemies, amplifying the effects of subsequent spells.

Restoration involves the magical healing or augmentation of living tissue. You can cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. You can heal yourself while or after fighting with this type of spell.
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