Skywind: Attributes, Classes, Skills, Perks | March 2024

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  • čas přidán 29. 06. 2024
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    Skywind is a total recreation of The Elder Scrolls III: Morrowind, built from the ground up in the more modern Skyrim: Special Edition engine.
    Skywind Website
    tesrskywind.com/
    Skywind Discord
    / discord
    Full Stream
    • Skywind Livestream - C...
    Sections
    00:00 - Start
    00:35 - Attributes
    01:39 - Classes
    04:13 - Skills
    06:03 - Levelling
    07:00 - Perks
    08:13 - Community QnA
    09:49 - Dream Time
    #morrowind #lore #tes #eso #oblivion #skyrim #bethesda
    =============================================
    Follow me - The Magicka Addict
    💬 Discord - / discord
    📡 Twitch - / about
    📸 Twitter - / magickaaddict
    💁🏽 Tip Jar - streamelements.com/kamyfc/tip
    📆 Support - / magickaaddict
    🎸 Music - Music from the games is used. All music belongs to the creators:
    The Elder Scrolls III : Morrowind
    The Elder Scrolls V : Skyrim
    The Elder Scrolls Online
    📝 Licensing Note
    I do make efforts to give credit when I’ve knowingly posted an image or information that I think might belong to someone. If I’ve used something that I shouldn’t have, or I haven’t credited you and I should, do get in touch and I’ll put things right.
    However the images used here falls under the “Fair Use” Copyright Disclaimer under Section 107 of the Copyright Act 1976. Allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.
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Komentáře • 24

  • @magickaddict
    @magickaddict  Před 3 měsíci +4

    This months video will have
    - Discussion
    - Community QnA
    - Dream Time Screenshots
    Have a great day all!

  • @user-un5xj1wl6p
    @user-un5xj1wl6p Před 3 měsíci +10

    If skywind has perks that "have a chance" like oblivion or skyrim luck could make those prock more often... like disarm perks for heavy power attacks would be Base Chance×(1+LUCK×0.02)

  • @sirjared21
    @sirjared21 Před 3 měsíci +2

    Just the world design so far is fantastic. Each area seems sculpted with a keen attention to detail, and love. The mesh & texture quality is also really good. I think with just an enb, you can get a pretty great visual experience without having to revamp textures or anything, and just enjoy the game!

  • @dalsifodyasjustock6633
    @dalsifodyasjustock6633 Před 2 měsíci +1

    Thanks for another great video - I really appreciate these, it's obvious how much work you put into each video ❤

  • @jeremytitus9519
    @jeremytitus9519 Před 3 měsíci +3

    Thank you so very much.

  • @TheLucidChiba
    @TheLucidChiba Před 3 měsíci +2

    "They're Morrowind purists...So anyways they're adding perks."

    • @DarknessProphet
      @DarknessProphet Před 3 měsíci +4

      Since Morrowind was rooted in TTRPG's that choice does make some sense.

  • @khatack
    @khatack Před 13 dny

    One way to make the spellmaking process better is to have spell components instead of sliders to provide a baseline for values like magnitude and area of effect that can then be modified by things like skill values, perks and attributes. Think of them as "phrases" or something, akin to what Obsidian did with Tyranny spellmaking with their sigils, accents, expressions and such. This sort of system would have the advantage of having the potential to add versatile extra components that modify the spell further; such as a phrase that when added to a spell reduces its mana cost but makes casting of the spell slower, or another that adds a chain effect to a spell, allowing for creation of spells like chain lightning. There could be a phrase that makes the spells projectile a guided one that always hits the target it was aimed at, there could be a phrase that splits the spell into multiple projectiles that can hit different targets, etcetera etcetera. There could even be a phrase that makes the spell consume a filled soul gem of specific size for significantly increased magnitude. This system would also add another layer to being a mage, a student of the arcane, as now you'd have to research, find, purchase or otherwise learn these phrases to construct your spells with, enhancing the mage fantasy.

    • @magickaddict
      @magickaddict  Před 12 dny

      Very interesting. So these phrases actually enhance spells and you can keep adding something new.

    • @khatack
      @khatack Před 12 dny

      ​@@magickaddict Well, "phrase" was just my suggestion of what to call the components, but essentially yes. Each phrase would have a function that it adds to the spell from determining the type of effect to the strength of the effect, duration, area of effect and any extra properties the spell might have. Each Sigil has to be learned separately from ancient carvings inside ancient ruins or from scrolls and such.
      ((Sorry in advance, this became a LONG post))
      ///
      The idea comes from Tyranny, the Obsidian RPG from 2016. In tyranny, each spell is made from components; first you choose a base SIGIL to to represent a general idea, for example healing or fire damage. Then you choose an EXPRESSION sigil that determines how the spell functions, ranging from ranged and tough attacks to self buffs and auras. After that the spell is essentially complete, but you can keep adding in ACCENT sigils that modify the spell further.
      Each component, except for the base sigil, has an associated lore requirement, lore being a spellcasting related skill every character has. For example, sigil of fire plus sigil of distant impact creates a fireball spell, which can be further modified by those accents I spoke of. Sigil of Distant Impact has a lore requirement of 30, meaning that the base spell without any accents to modify it requires 30 lore skill to cast. You can keep adding different accents to the spell to your hearts content, as long as you can meet the cumulative lore requirements. Fireball with Sigil of Strength III (Lore 40) and a Sigil of Bounding II (Lore 50) would be a fireball that jumps to 2 additional targets and does 40% extra damage and a cumulative lore requirement of 120.
      ////
      The system wouldn't probably be ideal in Morrowind in this form, but the basic concept is amazing and could be made to fit an elder scrolls game beautifully. The roots of Elder Scrolls lie in the D&D setting in which spells are formed from both words and hand gestures. You could have a root word that defines the base effect of the spell, another word determining the type of spell being cast, ranged, touch etcetera, and then minor words to modify the spell further. If taken to the extreme, each word could have an associated hand gesture to keep in with the D&D theme that was going strongly in the original Morrowind. Finally, there could be "spell technical" words that could be used to combine multiple effects into a single spell.
      Each component would add to the Magicka cost of the spell as well as the difficulty of its casting, whether a simple skill requirement of "need x skill to cast" or with the dice roll system. Spells with multiple base effects would obviously have skill requirements for all the associated schools, and all base words would have a school they belong to, for example "damage" belonging to the destruction while "healing" belonging to the restoration school. Some base words could even require to be combined, for example heal strength could be a combination of the "healing" base word and then a word for "strength", the same word which could also be used in combination with the destruction line "damage" base word to damage strength.
      The beauty of this system is that when taken to the extremes, you could even make enchanting work as a spell, you choose a base enchanting word to specify the spell as and the type of enchant, then add things like fire damage to a sword. The strength of the enchant could determine not only the magicka cost but also how strong of a soul is required for the enchanting. You could also have a spell that directly recharges an enchant using the caster's magicka instead of a soul gem.
      The enchanting system could even be divided so that you can cast temporary enchants on your equipment anywhere, but require an enchanting table and souls to make the same spell produce a permanent enchantment. IE, you could drop an item and target it with an enchanting spell anywhere to create a temporary enchantment on it, but you'd have to put the item on an enchanters table, add the appropriate soul gems to a soul gem receptible on that enchanters table and THEN cast the spell targeting the item.

  • @svitloorsvetlo
    @svitloorsvetlo Před 3 měsíci

    Thank you for making modding videos for Elder Scrolls games 🎉❤. I love your videos and I hope you keep going)

  • @zhoncinema
    @zhoncinema Před 17 dny

    I think luck should instead effect stamina and health used.

  • @DarknessProphet
    @DarknessProphet Před 3 měsíci

    I disliked the levelling multipliers, because they capped out at a certain point, so if you levelled an attribute's skills beyond that point you were essentially wasting those levels.

  • @BlottyWellRite
    @BlottyWellRite Před 3 měsíci

    I never worry about Luck in games...even in BG3.

  • @user-ec4ze9yq5t
    @user-ec4ze9yq5t Před 3 měsíci

    Thanks a lot! What about the release date? I'm not etern, you know...

    • @seileurt
      @seileurt Před 3 měsíci

      By estimates, the same time TES6 is launched.

  • @arolust
    @arolust Před měsícem

    Honestly, I dont have high hopes for classes to feel right. Without hit chance modification stuff its just either going to be terrible or just plain bad. We need the dice system, or something that closely mimics it.

    • @magickaddict
      @magickaddict  Před měsícem

      I like Dice rolls too. I do wonder if combat will result in enemies having large HP pools and more SPAM just like how it is in Skyrim. Let's hope they can create a balance.

    • @zhoncinema
      @zhoncinema Před 17 dny

      I think it will be more like oblivion where you can ignore it if you just want to have fun and play on low difficulty or the number actually matter with higher difficulty and more HP.

  • @khatack
    @khatack Před 13 dny

    God Please NO attribute multiplier system. That system is the most abhorrent pile of garbage ever to stain an rpg. Just please no, if there are changes anyway then let one of the changes be to the absolute worst aspect of the original game. Just give us free points to distribute, perhaps add +1 point per level to class favored attributes and that's it.

    • @magickaddict
      @magickaddict  Před 12 dny

      The multiplier system of Morrowind was made for a reason right?
      You improve certain skills and thus the governing attributes too increases as you level up.
      If freedom is given to the player, one can not use even a single 'Strength' (for example) based skill in the previous level and yet can improve that attribute.
      Can you explain why it is 'garbage'?

    • @khatack
      @khatack Před 12 dny

      @@magickaddict The intent behind the system is sound, but the implementation is garbage because it pretty much forces the player to either choose to play a suboptimal character or have a spreadsheet of your skill levelups at hand telling you when it is safe to level up to get those x5 multipliers. It gamifies leveling up to a place where natural gameplay is essentially punished with poor multipliers and this weird metagaming is rewarded.
      They could've easily just gone with a system that simply adds +1 to an attribute outside levelups every time you gain a total of 10 points in the skills that attribute governs. Same intent, infinitely better system mechanically. Makes more sense too, since if you lift weights your strength will improve regardless of whether you remember to put a tick next to a word strength every now and then.

  • @INeedHerPomPomJuice
    @INeedHerPomPomJuice Před 3 měsíci

    thank u bro for these videos