ใกล้เข้าไปทุกทีแล้วกับ กำหนดการวางจำหน่ายของหนึ่งใน RPG ฟอร์มยักษ์ที่หลายคนรอคอยกัน กับเกม Elder Scrolls V:Skyrim จากทาง Bethesda Softworks ที่ตอนนี้ก็ได้เปิดเผยรายละเอียดของความสามารถ ของเผ่าพันธ์ต่างๆในเกม และ Perks ทั้งหมดที่ตัวละครของเราสามารถอัพเกรดได้ ออกมาให้เราได้ชมกันแล้ว ภายในงาน Eurogamer Expo 2011 ที่ทางเว็บไซต์ theelderscrollsskyrim ได้นำข้อมูลมาให้เราได้ชมกัน ส่วนตัวละครเผ่าไหนจะมีอะไรเด็ดๆหรือมี Perks ใหนที่ดูแหล่มและน่าสนใจบ้างก็ไปดูกันเลย Racial Abilities - ORCS: Beserker - REDGUARDS: Adrenaline Rush - WOOD ELF: Resist poison, resisit disease, command animals - NORD: Battlecry - KHAJIIT: Night-eye, claw attacks - IMPERIAL: Voice of the Emperor, find more coins when looting - HIGH ELF: Regenerate Magicka more quickly - DARK ELF: Ancestor’s Wrath (surround self in fire), resist fire - BRETON: Dragonskin (absorb spells), resist shock - ARGONIANS: Histskin (regenerate health quickly), resist disease, breathe underwater Note on racial stats: Each race starts off with different stats. -Argonians start with 25 in Lockpicking, 20 in Pickpocketing, Sneak, etc… -Orcs start with 25 in Heavy Armour, 20 in Enchanting, Smithing etc… Perk Trees 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 - Fear spells work on higher level enemies 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) – ranked - Novice for 50% magicka etc. - Shock damage chance to disintegrate targets if their health is under 10% - Frost damage chance to paralyse 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 - Recharging healing spells - More is recharged with each hit with healing spells (unclear) - 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 (ranked) - Absorb 30% magicka that hits you Enchanting - Enchants are 20% stronger (ranked) - Enchanted armour 25% stronger - “Soul gems provide extra magicka for recharging” – again, dodgy recording but that’s what I heard, even if it doesn’t make much sense - 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 Armour - Increase armour rating 20% (5 ranks) - Unarmed attacks with heavy armour gauntlets – damage increased by gauntlets’ armour rating - Half fall damage if all in heavy armour - Heavy armour weighs nothing and doesn’t slow you at all - Additional 25% armour if in matching set - 25% armour bonus if all in heavy armour (not necessarily matching) - 50% less stagger if all in heavy armour - 10% damage reflected back to enemy if all in heavy armour 2-handed weapons - 2h weapons do 20% more damage (5 ranks) - Attacks with warhammers ignore 25% armour (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 armour 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