Skyrim, the fifth game in the Elder Scrolls series, takes place in Skyrim 200 years after the Oblivion Crisis. A newly revealed language, the "tongue of the dragons", plays an "integral role" in the story. The High King of Skyrim has been murdered, triggering a civil war among the province's people, the Nords. Many Nords wish to secede from the empire, which has been declining in power since the fall of the Septim Dynasty 200 years earlier, while others believe the empire is still worth preserving. A prophecy foretold by the Elder Scrolls is fully realized by this last event; dragons have returned to the land, and the Nordic god Alduin rises to consume the world. The player character is the last of the "Dovahkiin" (or "dragonborn"), mortals who are born with the soul of a dragon and can speak their language. Esbern, one of the last remaining Blades who swore to preserve the Empire, serves as advisor. This prophecy is also spelled out on Alduin's Wall, a stone wall at Sky Haven Temple, the secret hidden refuge of the last of the Blades.
New gameplay features introduced include dual-wielding (assigning a weapon or spell to each hand, putting a spell in both hands makes an enhanced version of the spell), and new weapons that can be smithed at a forge from heated metal. Unique finishing attacks are used for each weapon. Players can challenge (and be challenged by) any NPC to a western-style duel in the streets. The third-person perspective has been improved, and the heads-up-display is optional. Stamina can be expended quickly by choosing to "sprint", and backward movement is slower than forward movement. Character development has been changed as well; "class" selection and "attributes" selection are no longer used, and instead of the twenty-one skills in Oblivion (twenty-seven in Morrowind), Skyrim will feature eighteen skills. Removed skills with no singularly defined skill replacement include Blade (shifted to other combat skills), Blunt (also shifted to other combat skills), Hand to Hand, Mysticism (spells shifted to other magic skills), Athletics, Acrobatics, and Mercantile (merged with another skill). The confirmed eighteen skills are Illusion, Conjuration, Destruction, Restoration, Alteration, Enchanting, Smithing, Heavy Armor, Block, Two-handed, One-handed, Archery, Light Armor, Sneak, Lockpicking, Pickpocket, Speech, and Alchemy. Faster player level increases can be achieved by increasing developed skills. Activating a Guardian Stone will speed the increase of its governed skills or give you a special power.
Gaining a level also grants the player level-specific skill abilities and an increase in health along with an option for a greater increase in health, or an increase in magicka or stamina. Each skill has a perk tree, and a player must choose a perk when leveling up. The confirmed perks for Block are: Shield Wall, Deadly Bash, Power Bash, Bash Disarm, Shield Charge, Deflect Arrows, Elemental Protection, Quick Reflexes. Leveling above level 50 will happen at a much decreased rate. Level-scaling will be used, but will be more comparable to the system in Fallout 3 than the one in Oblivion. Regarding the player's personal physical appearance; there will be ten playable races, the player character will still be very customizable, and beards and customizable body features will be among the new options available. The Sneak icon is a combination of the one in Fallout 3 and Oblivion; the eye icon from Oblivion will have the stages from Fallout. That is, a slightly open eye means the enemy knows something is out there, a medium eye means the enemy is searching, and an open eye means the enemy has found the player. Alchemy is now a Stealth skill, since it is the respective crafting skill (Smithing/Combat, Alchemy/Stealth, Enchanting/Magic). In common with Morrowind and Oblivion, Vampirism is present in Skyrim and it is possible for the player to become infected and become a vampire too. The main quest will take approximately 30 hours to complete in addition to the hundreds of hours of side quests to be completed. Players may choose to disable the HUD display including quest markers and the compass.
Trailers and Videoshttp://www.youtube.com/watch?v=JSRtYpNRoN0http://www.youtube.com/watch?v=w1AenlOEXaohttp://www.youtube.com/watch?v=k4GgjHoOYkU&feature=player_embeddedhttp://www.youtube.com/watch?v=VwMqpaDpaFUhttp://www.youtube.com/watch?v=zYcuyiMa-QY&feature=player_embeddedhttp://www.youtube.com/watch?v=zzVReasooII&feature=player_embedded
20 Minute demo with Todd Howard Narrating
http://www.youtube.com/watch?v=imH4Ncoe9Gshttp://www.youtube.com/watch?v=En3jCg7KYjs&feature=relmfuhttp://www.youtube.com/watch?v=r9ntoCxhGkw&feature=relmfuPicturesHow do I fix the crash to desktop?
Go to Start -> Control Panel -> Sound
In the Playback tab, right click on Speakers (or whatever has a green tick next to it), then click Properties
In the advanced tab on this new window, select 24 bit, 44100Hz (Studio Quality) in the drop down menu
How do I fix some sound issues, such as hearing static during NPC dialogue?
Go to Start -> Control Panel -> Sound
In the Playback tab, right click on Speakers (or whatever has a green tick next to it), then click Properties
In the advanced tab on this new window, select 24 bit, 44100Hz (Studio Quality) in the drop down menu
How do I disable the smooth mouse settings?
Go to your Steam Directory -> steamapps -> common -> skyrim -> Skyrim
Create a backup of the SkyrimPrefs.ini file
Open the file, then scroll down to where it says [Controls] and find bMouseAcceleration=1
Change to bMouseAcceleration=0
Save, exit, and play
How do I fix the vsync ("laggy mouse") problem?
Go to your Steam Directory -> steamapps -> common -> skyrim -> Skyrim
Create a backup of the SkyrimPrefs.ini file
Open the file, then scroll down to where it says [Display]
Add to the bottom of the section iPresentInterval=0
Save, exit, and play
How do I change the FOV?
Go to your My Documents -> My Games -> Skyrim -> skyrim
Create a backup of the skyrim.ini file
Open the file, then scroll down to where it says [General]
At the bottom of this section, add fdefaultfov=XX (where XX is the FOV value you want to change to)
Save, exit, and play
Posts
Altmer
To Imperials, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to fire, frost, and shock. They are among the longest living and intelligent races of Tamriel, and they often become powerful magic users, having centuries in which to practice their art. Some Altmers' incredibly strong minds make them naturally immune to all kinds of paralysis.
Racial Abilities, Powers, and Skill Bonuses
+10 Illusion
+5 Alteration, Conjuration, Destruction, Enchanting, Restoration.
+50 Magicka
Power: Highborn. Once per day, tenfold magicka regeneration for 60 seconds.
Argonian
Argonians (or Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know, yet they are fiercely loyal, and will fight to the death for those they have named as friends. While Argonians appear reptilian in nature at first glance, they also exhibit qualities of fish and amphibians: they are able to breathe underwater through small gills behind their ears, and swim using the same method as that of a tadpole or eel by moving their tail side-to-side to propel through the water. Argonians possess the most alien personalities in all of Tamriel from a human or meric perspective and it is often assumed that Argonians possess neither personality nor emotions. Of course this is not true; Argonians simply do not facially express their emotions as much as man and mer do, though anger easily detectable from their bared teeth and narrowed eyes. Argonians change gender; the time spent as either a male or female is known as a life-phase. Argonian hatchlings can be of either gender. Argonian appearance ranges from reptilian to almost human; this is decided by the amount of Hist sap they ingest as hatchlings, which ceremonially takes place on their Naming Day. Ancient cave paintings depict figures which appear to be more tree-like than Argonian.
Racial Abilities, Powers, and Skill Bonuses
+10 Lockpicking
+5 Alteration, Light Armor, Pickpocket, Restoration, Sneak.
Resist Disease 50%
Water Breathing
Power: Histskin. Once per day, tenfold health regeneration for 60 seconds.
Bosmer
The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap People is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not harm vegetation of Valenwood (though they are not averse to using wooden or plant-derived products created by others).
Racial Abilities, Powers, and Skill Bonuses
+10 Archery
+5 Alchemy, Light Armor, Lockpicking, Pickpocket, Sneak.
Resist Poison 50%
Resist Disease 50%
Power: Command Animal. Once per day, force an animal to be your ally for 60 seconds.
Breton
Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as, say, Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.
Racial Abilities, Powers, and Skill Bonuses
+10 Conjuration
+5 Alchemy, Alteration, Illusion, Restoration, Speech.
Resist Magic 25%
Power: Dragonskin. Absorb 50% of the magicka from hostile spells for 60 seconds (once per day)
Dunmer
The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races. Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be less friendly than those who grew up in the Imperial tradition.
Racial Abilities, Powers, and Skill Bonuses
+10 Destruction
+Alchemy, Alteration, Illusion, Restoration, Light Armor, Sneak
Resist Fire 50%
Power: Ancestor's Wrath. Once per day, shroud self in fire for 60 seconds, causing nearby enemies to take 8 points of fire damage per second.
Imperial
Known as Cyrodils, Cyrodilics or Cyro-Nordics before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.
Racial Abilities, Powers, and Skill Bonuses
+10 Restoration
+5 Block, Destruction, Enchanting, Heavy Armor, One-Handed
Imperial Luck: Loot more Gold.
Power: Voice of the Emperor. Once per day, calm nearby enemies for 60 seconds.
Khajiit
The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves and acrobats, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions. Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and digitigrade stance, i.e. toe walking) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians, make up the so called 'beast races' of the Empire, due to their therianthropic qualities. It is currently unclear whether a successful union between Khajiit and other races may occur, for no well-documented cases exist despite rumors. The divergent appearance and mannerisms of the Khajiit often lead bigoted members of other races
to look down on them.
Racial Abilities, Powers, and Skill Bonuses
+10 Sneak
+5 Alchemy, Archery, Lockpicking, Pickpocket, One-Handed.
Claw Attacks
Power: Eye of Night. Improved night vision for 60 seconds.
Nord
The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, often becoming renowned soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. They thrive in the cold and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along coasts of Tamriel.
Racial Abilities, Powers, and Skill Bonuses
+10 Two-Handed
+5 Block, Light Armor, One-Handed, Smithing, Speech.
Resist Frost 50%
Power: Battlecry. Once a day, cause target to flee for 30 seconds.
Orc (Orsimer)
Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated barbarian beastlike peoples of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium, also known as the "City of the Pariah" (the literal translation is "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.
Racial Abilities, Powers, and Skill Bonuses
+10 Heavy Armor
+5 Block, Enchanting, One-Handed, Smithing, Two-Handed.
Power: Berserker. Once a day, deal double damage while taking half damage for 60 seconds.
Redguard
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral human homeland of Atmora.
Racial Abilities, Powers, and Skill Bonuses
+10 One-Handed
+5 Alteration, Archery, Block, Destruction, Smithing.
Resist Poison 50%
Power: Adrenaline Rush. Once per day, tenfold stamina regeneration for 60 seconds.
Perks and Leveling
Leveling is similar to other Elder Scrolls games. You use your skills and they level up. After so many skills increases your character will level. You get one perk per level, and you can save them for however long you wish. 100 is the highest any one skill can go. The soft cap for character levels is 50, but the overall cap is between 70 and 75. It will be impossible to get every perk on one character. There are nearly 300 of them. When you level you can choose to increase one of three stats. Health, Stamina and Magicka. Your carrying capacity is determined by your Stamina. All characters start with the same numbers in those three stats.
Pictures of the perk trees
Mage
Thief
A perk selector
http://www.anuconsulting.com/skyrim/skyrimperkpicker.html
A handy chart that may help young adventurers.
Warrior Skills
Smithing
Archery
One-Handed
Two-Handed
Block
Heavy Armor
Mage Skills
Destruction
Alteration
Conjuration
Enchanting
Illusion
Restoration
Thief Skills
Alchemy
Light Armor
Lockpicking
Pickpocket
Sneak
Speech
Types of jobs one can do in the game
Cooking
Mining
Chopping Wood
Houses and Marriage
Fucking Shouts, how do they work?
Shouts are Draconic words of power that the Dragonborn learns and can...shout. You find walls all over the world. On these walls are the words in the dragon language. If you find a word it may unlock a shout. But before you run off and try to jump off a cliff using the ethereal shout you need to know a few things. In order to unlock the shouts you need to absorb the soul of a dragon. You can only do that by killing one. So, if you want shouts you can't ignore them dragons. Shouts also have multiple levels of power. In fact they have three words associated with them. So, in order for them to be at their greatest potential one must hunt down the walls that posess the other words and use even more dragon souls on it. On the console you use shouts by pressing an analog stick in. If you have unlocked more words in that shout you can hold it in for longer, so that the shout charges. There are 20 Dragon Shouts in the game. Each of which have 3 words of power needed to maximize them. Some known shouts are Become Ethereal, which makes you unable to be affected by the world and unable to affect the world. Fire breath, which is self explanatory. Ice Form, which lets you freeze enemies in ice. Slow Time, which allows you to move faster. Storm Call, which lets you summon a storm with lightning bolts. Unrelenting Force, which knocks enemies on their asses upon use. And Whirlwind Sprint, which makes your character dash at high speeds.
Shouts do not use your magicka. Instead they have recharge times which are progressively longer depending on how many words you use. Once they recharge you can use them again.
Music
Jeremy Soule has returned to weave more epic music in the game. It's a four disc affair. Here's a taste of it.
http://www.youtube.com/watch?v=YwFf0XYX8Nc
http://www.youtube.com/watch?v=KuHeTfy7gSY
http://www.youtube.com/watch?v=KcgkzXpBawg
What's happened across fair Tamriel since the end of Oblivion.
Fourth Era
First Century
4E 0 — End of the Oblivion Crisis.
The banishing of Mehrunes Dagon from Tamriel by the Champion of Cyrodiil, Martin Septim, and the avatar of Akatosh ends the Oblivion Crisis. The Septim bloodline ends and the Amulet of Kings is destroyed. The Third Era ends, marking the beginning of the Fourth.
The Fourth Era begins with no Emperor on the throne of Tamriel. High Chancellor Ocato, the Elder Council, and the Blades try to maintain order. The provinces start to take advantage of the Empire's weakened state.
4E ?? — Red Mountain erupts; Vvardenfell is destroyed.
In Vivec's absence, the Ministry of Truth becomes unstable. Vuhon creates an Ingenium that uses at first dozens of dying souls, then a small number of living ones to stabilize the rock. The soul of Sul's wife Ilzheven was among them. In a fight to free her, the Ingenium is destroyed and the rock crashes into the city of Vivec with all the energy it originally had. The impact causes Red Mountain to erupt and destroys the entire island of Vvardenfell, as well as causing massive destruction to the rest of the province.
4E ?? — The Empire Collapses
Black Marsh secedes from the Empire; it is soon followed by Elsweyr.
The Thalmor seize control of the old Aldmeri Dominion (Valenwood and the Summerset Isle).
The Argonians invade and conquer Morrowind after the eruption of Red Mountain.
4E ?? — Titus Mede is crowned the new emperor by conquest.
4E 18 — Prince Attrebus Mede is born.
4E 23 — Annaïg Hoïnart is born.
4E 40s — Umbriel, a floating city, appears on the coast of Black Marsh, heading toward Morrowind.
The city of Lilmoth, Black Marsh, the home of Annaïg, is destroyed in the process.
Second Century
4E 171 — The Great War ends with the Concordat of White Gold.
The Concordat is a peace treaty between the Empire and the Thalmor. The treaty is noted to have given the Thalmor free reign to stamp out the worship of Talos
throughout the Empire.
Third Century
4E 201 — Torygg, the High King of Skyrim, is assassinated by Ulfric Stormcloak at Solitude.
4E 201 — The Nords of Skyrim engage in a civil war.
Imperial General Tullius is charged with crushing the Stormcloak rebellion.
Before you run off to play Skyrim let's take some time to remember Oblivion and Morrowind.
http://www.youtube.com/watch?v=YjTLOKGQuqw&feature=player_embedded
http://www.youtube.com/watch?v=9NX-MvnYUEs
Skyrim's system requirements.
Minimum System Requirements
* OS: 7/Vista/XP PC (32 or 64 bit)
* CPU: Dual Core 2.0GHz or equivalent processor
* RAM: 2 GB
* HDD: 6 GB
* Graphics: 512 MB card
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c
* Internet for Steam activation
Recommended System Requirements
* OS: Windows 7/Vista/XP (32 or 64 bit)
* CPU: Quad-core Intel or AMD CPU
* RAM: 4 GB
* HDD: 6 GB free disk space
* Graphics: 1 GB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c
* Internet for Steam activation
Supported Graphics Cards:
Minimum – ?
Recommended -Nvidia GeForce GTX 260 or higher; ATI Radeon 4890 or higher
This has a list of graphics cards and where they rank. It will give an idea of where one's card may stand.
http://www.uesp.net/wiki/Skyrim:System_Requirements
Okay that's enough of that, Motherfuckers. Get out there and play that new shit. When it releases that is.
OP is fantastico, sir.
https://www.paypal.me/hobnailtaylor
http://www.youtube.com/watch?v=5p1ZBgcVEoo
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
http://www.youtube.com/watch?v=CrElT8XxptU
New Wave doesn't fit with this game.
Needs more metal.
Hey Satan!
Post
Amazon
Steam
I was so pissed off at Oblivion
I don't want to be disappointed again
No confirmation but they've said they are working on that happening for NA.
We should have an idea of when preloading starts later today.
but I don't really like the look of any of the races in the OP
especially those high elves
That's why I'm picking up the 360 version now and buying the GotY version off steam in a couple years.
Well, that and the fact that Amazon offered $10 off the 360 version.
I've bought Oblivion 3 times, I'll probably buy Skyrim at least twice.
Greaves and the cuirass have been combined into one piece. It's just called armor.
There are four armor pieces one can wear.
Helmet: covers your head
Boots: covers your feet and ankles
Gauntlets: covers your hands up to your elbow
Armor: covers your legs, chest and shoulders
Just.
Be.
Dinothor.
Thanks. I fixed it.
Those are just a couple of the default options. You can still completely customize your facial features and body type.
Here are all the default faces for the Altmer.
http://images.uesp.net/2/21/SR-race-Altmer.jpg
oh that's actually pretty cool
i had heard that it was all rolled into one thing and that sounded awful
i think i'm going to get this game
because whenever I play a game that has this much customization in terms of skills and such I just have no idea what to do and end up spending the whole game worrying that my guy is awful
I'm convinced the people doing let's plays and other videos are idiots. Sure using a controller is noticeable but come on.
Also, they all looked to have never known about the favorites system because they keep going through the menus to select spells and weapons.
some thread youve got here
Dinothor
Hammers and lightning magic while also being a dinosaur.
http://i.imgur.com/tAcFo.png
http://witnesstheabsurd.tumblr.com/
http://i.imgur.com/OPLlE.png
Commission me at http://tinyurl.com/cv3h2pl
!
Yep
They are part of one-handed. They don't have specific perks related to them like Axes and Maces (in the one-handed tree) but the damage, crit, power attack and dual wielding perks do have an effect on Dagger.