Footnotes
(Some side information about the various items listed)
1500+ NPC?s:
There has been some debate over whether this includes the respawning guards/bandits/etc. Until I find something more specific, while the number is confirmed NPC's, the number that are unique is not and will just have to be something that is up in the air.
200+ Dungeons:
The dungeons are all hand crafted and will be darker this time around, with more diverse and ambient lighting.
21 Skills:
You will be able to choose 7 major skills (these will start at 15 and are the only ones that effect your leveling) and then the rest will be minor skills (will start at 5 and not effect your leveling). Also, the two attributes chosen to be your main ones will be raised 15 levels each. The starting numbers do not account for bonuses from race.
Each skill will have ranks (novice, apprentice, journeyman, expert, and master) depending on how high your level in it is, and for each new rank in that skill you will receive perks that are used automatically when needed. Here is the list of the skills over the 7 attributes (Luck plays a little into all skills) and the known skill perks. At the moment, we do not know how they are split up by specialization:
> Strength
> Blade (Master: Random paralyzing ?neck-strike?)
> Blunt (Master: Random paralyzing ?neck-strike?)
> Hand to Hand ("High-end" Levels: Probable counter-attack and disarming of enemies (when blocking), Master: Random paralyzing ?neck-strike?)
> Endurance
> Armorer (Master: Repair items to over 100%)
> Block ("High-end" Levels: Probable counter-attack and disarming of enemies)
> Heavy Armor (Progressive: Smaller penalty on using magic)
> Agility
> Marksman (Progressive: Zoom-in feature, Expert: Knock down opponent)
> Security
> Sneak
> Speed
> Acrobatics (?High-end? Levels: Dodge)
> Athletics
> Light Armor (Progressive: Smaller penalty on using magic)
> Intelligence
> Alchemy (Progressive: Able to drink more potions and have more current effects)
> Conjuration
> Mysticism
> Willpower
> Alteration
> Destruction
> Restoration
> Personality
> Illusion
> Mercantile (Master: Invest in stores to increase merchants maximum amount of money)
> Speechcraft
Additional Note: It has been said that each weapon will have its own sneak attack, and that when used will ignore an opponent?s armor rating to inflict more damage. It has now been confirmed by MSFD that you can still sneak and attack with 2-handed weapons, but you won't receive a bonus for the attack.
9 Major Cities:
Ok, here is a list of the 9 major cities in the
providence of Cyrodiil (please note that Kvatch does count as one of
the 9 major ones, even though it's destroyed). Special thanks to Astarsis
for the list:
> Anvil - Southwest
(Italian type port
city, stone buildings with red tiles rooftop)
> Bravil - South
(Small rundown
buildings)
> Bruma - North
(Skaal type city)
> Chorrol ? Northwest
(26 houses, walled city, fort, church with green windows, classic
imperial style, God: Stendar)
> Cheydinhal - Northeast
(Wooden buildings,
paradise pond and natural surroundings, God:
Arkay)
> Imperial City - Central Island
(Capital, 2.5x
Vivec, main hub 4x Chorrol, 100 NPC?s, smaller hub and port around,
roman stone builder with green rusted cooper domes,
God: Talos (Tiber Septim))
> Leyawiin - Southern Jungles
(rural/wooden style
with brown wooden buildings, long with high farm-style roofs)
> Kvatch - Southwest
(Seems classic imperial style but in ruins,
God: Akatosh)
> Skingrad - Southwest
(Tall stone
buildings)
Additional Note: You must use the city gates to enter and exit cities with walls now. You
will be unable to levitate/jump over the walls (but you will be able to see
landscape if it?s high enough to be seen over the walls).
It has not been stated exactly how the devs
plan on implementing this limitation.
The Arena (Guild):
You?ll be able to bet on fights as well as work your way through the ranks.
The Blades (Guild):
You?ll most likely do quests for them during the Main Quest (and perhaps various
side quests), but will be unable to join.
Borders:
Borders are invisible walls that prevent you from going
beyond the edges of Cyrodiil. These borders will be comprised of natural
boundaries (i.e. rivers, mountains, etc.) and other times will just be
unnoticeable invisible barriers blocking your path with a message telling
you to ?go back?.
Additional Note: You?ll still be able to see ?beyond? the borders
so you don?t feel awkward about them.
The Counts (5 Houses):
You'll be able to do quests for the five
Counts that are fighting for power in Cyrodiil, but will be unable to join
any one of them.
Dark Brotherhood (guild):
To gain admittance, you will need to kill someone innocent. Only then will
someone confront you about joining the guild.
Expanded Character Creation Process:
The new character selection
has gotten a complete overhaul from the one in Morrowind. You will now use
sliders to pick custom age, face, brow, cheeks, chin, forehead, jaw, mouth,
nose, skin tone, beard, eyes, eyebrows, lips, and nose (eyes will be chosen
from a list). There will be no ability to change body type (as this could
result in clipping issues). Also, age will be a cosmetic effect only. It
will have no effect on starting stats, or affect your stats while playing
the game. No character will age in game.
Additional Note:
There will be no modeled beards/facial hair. There will only be beard/facial
hair shaders, so you will look like you have a heavy 5 o?clock shadow. Also,
there is a RGB slider for hair color, so hair color can be as wild as you
want.
Forced Reloads (No List):
Ok, they changed it again, and to our
liking, I?m sure. They have taken out the forced reload and inserted in its
place a new condition. If you happen to attack and kill an essential NPC,
they don?t die, but instead go unconscious for a time. Eventually they will
get back up, and go about their daily business (most probably with a lowered
disposition towards you for killing them).
Additional Note:
Fortunately, it has been said that when an essential NPC has served their
purpose, the flag on them will be turned off and you can kill to your hearts
content. Also see the Yielding footnote.
Improved Combat:
With the new combat system implemented you'll be
able to manually block, attack quickly using different combos, or use one of
the five 'special' or 'super' attacks (per skill) all of which have their
own benefits when fighting. Holding up you shield will slow you down (unable
to run), and you also have to be facing your opponent to block an attack.
The block skill will govern all effectiveness of blocking, whether it is
done with a weapon, shield or your hands. Blocking with a weapon or shield
absorbs damage from the attack (preventing some of it from getting to you),
but they will also take damage. Blocking with you hands will not absorb
weapon damage, only hand to hand damage.
Additional Note:
Also this time a hit is a ?hit?. There is no ?to-hit roll? for hitting or
missing, it only does ?rolls? on your stats and skills to determine what
damage is done to the enemy. Also see the Yielding
footnote.
Interactive Jail (Escaping):
Picking the lock, stealing the key
from the guard when he walks by, starting a fight with the other prisoner so
the guard investigates, bribe the guard (possibly), wait until another
prisoner is to be released and then run out of the cell, etc.
Lockpicking Mini-game:
You are now taken to a different screen
when attempting to pick a lock. You will now have to use a lockpick to tap
tumblers into the ?unlock? position. The harder the lock, the more tumblers
there are and they are difficult it is to lock the tumblers in place.
Additional Note:
You can tell the game to solve the lock itself without having you do it
manually, and the game does a dice roll against the lock using your security
skill. The higher your skill, the better chance it opening without breaking
your pick.
New Persuasion Interface:
In the E3
demo, we saw a new interface that was almost a mini-game in itself, where
you pick a choice with your cursor (Boast, Admire, Joke, Bully) and watch
the NPC reaction to guage which one to choose. Since then we have been
informed that that interface has been scraped and a new one is in it's
place. At the moment, we have no new information about it.
Potion Application to Weapons:
You when you make a potion, you
can use it on a weapon of your choice to add that effect to the weapon, and
will be transferred to the next person you hit with the effected weapon. A
small green droplet icon appears on the screen indicating a potion has been
applied to the weapon
Radiant AI:
NPC?s will have 24/7 schedules, such as closing their
shop at night, or locking their door when they go to bed. They also have
full facial expressions and will react accordingly to what race they are
talking to (High Elves would have a lower disposition to a Wood Elf, than
say another High Elf).
Additional Note: It has been said that NPC?s will have many more
parameters that go into decisions that they choose. Just a couple of them
are confidence and responsibility.
Realistic clothing movement
(Maybe List):
Clothing is still unsure, but there will be no "bouncy breasts" or movable
hair on characters. There will be tails though, and they will be "havok'd".
Unfortunately the thread this issue is gone, and the topic is just about
dead. If anyone finds a new one, please contact me and I'll post the link to
it here.
TES Construction Set:
The CS has been improved to be simpler for
the developers and modders. Dialogue, landscaping, quests, scripting and
more have all been made easier to use. Modders will still need a separate
program to create objects, and another for skinning (just like for Morrowind).
Here is a quick rundown of some improvements to the scripting:
> Ability to call functions on any reference anywhere
> If statements can use the full range of logical operators: &&, 7C7C,
>, !=, etc., as well as nested parents
> Integration of script functions with "conditions" in the editor --
basically, any function that returns a value will be available to
conditionalize dialogue, etc.
> Variables can be used as parameters for most function calls
Unfortunately arrays, lists, pointer and string variables are unlikely to be
added.
Thieves? Guild:
To gain admittance, you will need to be thrown in
jail for a non-violent crime, or go through the conventional means of
talking to NPC?s.
Vampires:
If you should become a vampire you'll still be able to
continue the main quest, possibly everything, except that you'll be required
to get your daily helping of blood. With that, you should be able to
withstand the suns rays for the most part, and will be less recognizable as
a Vampire to most people.
Yielding:
To balance the improved combat and help solve the
essential NPC issue, the yield system has been implemented. So if in a fight
with any NPC, there is a chance they might yield (based on their
disposition, will to fight, etc.). You also have the chance to yield
yourself (just by clicking on the NPC during combat) and they can either
accept it or continue to fight (based on the same stats above).
Additional Note:
Creatures will never accept if you try to yield to them. Also see the
Forced Reloads and
Improved Combat footnotes.




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