So lock picking only way to open chest now ?

Post » Sun Jun 03, 2012 5:34 pm

candlelight
oakflesh
magelight
stonelfesh
Detect life
ironflesh
telekinesis
waterbreathing
Detect dead
ebonyflesh (aromor my 100 for 60 sec, to head off any redguard jokes)
paralyze
dragonhide
mass paralysis
equilbrium
transmute


This is what he posted when asked what it lists for alteration spells.
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Katie Pollard
 
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Post » Sun Jun 03, 2012 1:47 pm

candlelight
oakflesh
magelight
stonelfesh
Detect life
ironflesh
telekinesis
waterbreathing
Detect dead
ebonyflesh (aromor my 100 for 60 sec, to head off any redguard jokes)
paralyze
dragonhide
mass paralysis
equilbrium
transmute


This is what he posted when asked what it lists for alteration spells.
Detect DEAD????
:facepalm:
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Zoe Ratcliffe
 
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Post » Sun Jun 03, 2012 12:06 pm

candlelight
oakflesh
magelight
stonelfesh
Detect life
ironflesh
telekinesis
waterbreathing
Detect dead
ebonyflesh (aromor my 100 for 60 sec, to head off any redguard jokes)
paralyze
dragonhide
mass paralysis
equilbrium
transmute


This is what he posted when asked what it lists for alteration spells.

So 10 spells, a few more if you count the upgraded armor spells. Lame.
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Gracie Dugdale
 
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Post » Sun Jun 03, 2012 6:27 pm

Alteration has more than enough useful spells as it is. If Open is in, it will be in another school.
While you are at it, could you persuade him to tell you what are spells in other schools? ^_^ Pretty please.
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ladyflames
 
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Post » Sun Jun 03, 2012 8:18 pm

Detect DEAD????
:facepalm:


yup, i'd seen that one quoted in other peoples posts too. maybe detect life only works on the living, and detect dead works on undead crap. guess i'll find out in 2 days...
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Natasha Callaghan
 
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Post » Sun Jun 03, 2012 5:31 pm

Detect DEAD????
:facepalm:


Eh, the find the dead body that rolled down the hill or is hidden in high grass spell.
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Nicole Mark
 
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Post » Sun Jun 03, 2012 5:15 pm

he said he went down the list of every spell and it wasn't listed, and then typed that list out to prove what was in alteration.
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Daniel Lozano
 
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Post » Sun Jun 03, 2012 7:17 am

Personally I would like to have Alteration for mages, Lockpicking for rogues and Lock Bash for warriors.

This. Wasn't it OOO that added Lock Bashing to Oblivion? I loved that ability.
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Chantel Hopkin
 
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Post » Sun Jun 03, 2012 6:43 pm

Detect DEAD????
:facepalm:

Undead probably. They ain't exactly... alive.

So 10 spells, a few more if you count the upgraded armor spells. Lame.

Any moer and it would be OP. Almost every spell (if not every) from Mysticism was moved here, as well as some from Illusion school.
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Ronald
 
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Post » Sun Jun 03, 2012 5:18 pm

CONJURATION

soul trap
dead -flame - frost -storm thrall
flaming familiar
bound sword-battleaxe-bow,
raise zombie
conjure flame -frost- storm atonach
reanimate corpse
banish daedra
revenant
command daedra
command dremora lord
dread zombie
expel daedra
summon arniels shade
summon unbound dremora.


he did manage to post the conjuration list before leaving.
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Cedric Pearson
 
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Post » Sun Jun 03, 2012 6:19 am

Eh, the find the dead body that rolled down the hill or is hidden in high grass spell.
Strangely, I never EVER had that problem....

I can see the usefulness for a necromancer, finding a corpse he didn't kill, but seriously???
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Daniel Brown
 
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Post » Sun Jun 03, 2012 2:44 pm

Saying Alteration invalidates lockpicking is like saying destruction invalidates archery :thumbsup:

Hardly, Alteration covers many bases other than just lockpicking; destruction and archery on the other hand both do the same thing: kill people.
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Isabell Hoffmann
 
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Post » Sun Jun 03, 2012 2:58 pm

Hardly, Alteration covers many bases other than just lockpicking; destruction and archery on the other hand both do the same thing: kill people.


Is it the problem of alteration for opening doors, or the problem with a skill called open locks that only open locks? It used to be called security and it handled traps as well. Improving on the traps part instead of removing it would have kept it as a viable skill now it svcks, getting rid of the open lock spell did not take the svck off the skill it just added some to the alteration skill.
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Ella Loapaga
 
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Post » Sun Jun 03, 2012 4:24 am

Hardly, Alteration covers many bases other than just lockpicking; destruction and archery on the other hand both do the same thing: kill people.

The style is different tough: archery is good for sneaking and uses bow and arrows as a feature. Can also be combined with smithing, enchanting and alchemy.
Destruction wastes mana and has various effects that can be useful, especially if you spend points on perks. And unlike archery, you can use it in close combat as well.

On other hand, the only difference between old Alteration and Security was the fact that Alteration is simply far more useful as a skill than lockpicking because it does that and much, much more (waste of mana matters only in middle of a battle).

Is it the problem of alteration for opening doors, or the problem with a skill called open locks that only open locks? It used to be called security and it handled traps as well improving on the traps part instead of removing it would have kept it as a viable skill now it svcks, getting rid of the open lock spell did not take the svck off the skill it just added some to the alteration skill.

For traps use the cheapest telekinesis spell to dispel the most powerful trap in existence. You can also use potions to protect yourself from the ridiculous effects if they are deadly (and unless you are an Altmer, they usually aren't even deadly).

Unless you make Security much more useful (which is hard) or give some big penalties to open Spell (which is also hard), balance will be screwed up. And Bethesda cares more about balance than quantity.
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Angelina Mayo
 
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Post » Sun Jun 03, 2012 10:54 am

candlelight
oakflesh
magelight
stonelfesh
Detect life
ironflesh
telekinesis
waterbreathing
Detect dead
ebonyflesh (aromor my 100 for 60 sec, to head off any redguard jokes)
paralyze
dragonhide
mass paralysis
equilbrium
transmute


This is what he posted when asked what it lists for alteration spells.


Ok wait...what about that super famouts shield spell that mages and necromancers were using? If this is the full list of alteration spells, then does this mean that the shield spell is under restoration? What about the classical "fire shield", "frost shield" and "shock shield"?
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Sweet Blighty
 
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Post » Sun Jun 03, 2012 4:21 am


For traps use the cheapest telekinesis spell to dispel the most powerful trap in existence. You can also use potions to protect yourself from the ridiculous effects if they are deadly (and unless you are an Altmer, they usually aren't even deadly).

Unless you make Security much more useful (which is hard) or give some big penalties to open Spell (which is also hard), balance will be screwed up. And Bethesda cares more about balance than quantity.

Unless the act of opening/unlocking something without disarming the trap is what set it off, or it included traps that were not in locks. And no making security a lot more useful would not be hard, it would actually be fairly easy especially given they have a set trap mechanic in the game via spells just add a mundane version of that into security let it work with alchemy so you can poison coat your traps and all of a sudden security is bad ass. And balance is fine and dandy but you should balance things up not balance them down.
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Solène We
 
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Post » Sun Jun 03, 2012 5:53 pm

Ok wait...what about that super famouts shield spell that mages and necromancers were using? If this is the full list of alteration spells, then does this mean that the shield spell is under restoration? What about the classical "fire shield", "frost shield" and "shock shield"?
Well I just did some sloothing, and can confirm that the op is full of [censored]. Both spell lists he posted are far from complete. Especially the conjuration tree, and the alteration tree's. So what are we just suppose to believe that water walking has been taken out to? Or how about bound maces, and armor they not make the final cut? How about the already confirmed familiar spell, that not in? Please even if those are the real spells they are from complete.

Here is a quote from somebody who already has the game.

Yes, you can use magic to open locks.

At least most locks. There do seem to be a few "story" locks which you can only open with the key.
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FoReVeR_Me_N
 
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Post » Sun Jun 03, 2012 7:32 am

Well I just did some sloothing, and can confirm that the op is full of [censored]. Both spell lists he posted are far from complete. Especially the conjuration tree, and the alteration tree's. So what are we just suppose to believe that water walking has been taken out to? Or how about bound maces, and armor they not make the final cut? How about the already confirmed familiar spell, that not in? Please even if those are the real spells they are from complete.

Here is a quote from somebody who already has the game.

Since the poster was asked about alteration spells and he ended up posting some from alteration and some from conjuration perhaps he missed some (the first alteration spells listed in the guide and the last conjuration spells listed in the guide). I don't know. I wish I had this guide myself. I'm afraid I won't know whether to invest on alteration or on restoration 'till, at least, Friday.
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Adrian Morales
 
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Post » Sun Jun 03, 2012 8:30 pm

Since the poster was asked about alteration spells and he ended up posting some from alteration and some from conjuration perhaps he missed some (the first alteration spells listed in the guide and the last conjuration spells listed in the guide). I don't know. I wish I had this guide myself. I'm afraid I won't know whether to invest on alteration or on restoration 'till, at least, Friday.
Don't have the game myself, but I have found several sources that have claimed spell unlocking was in.

1. Spell Making is not in Skyrim
2. Open Lock spells are in
3. I don't know what the highest level Open Lock spell is, but it does go in stages (Adept, Novicen Expert, Etc)
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kristy dunn
 
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Post » Sun Jun 03, 2012 6:04 pm

CONJURATION

soul trap
dead -flame - frost -storm thrall
flaming familiar
bound sword-battleaxe-bow,
raise zombie
conjure flame -frost- storm atonach
reanimate corpse
banish daedra
revenant
command daedra
command dremora lord
dread zombie
expel daedra
summon arniels shade
summon unbound dremora.


he did manage to post the conjuration list before leaving.

Either this list is inaccurate, or dremora are the only things you can command? No command humanoid? No command animal?
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Stryke Force
 
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Post » Sun Jun 03, 2012 11:38 am

I hope open lock spells are in =(
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R.I.P
 
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Post » Sun Jun 03, 2012 4:56 am

Well I just did some sloothing, and can confirm that the op is full of [censored]. Both spell lists he posted are far from complete. Especially the conjuration tree, and the alteration tree's. So what are we just suppose to believe that water walking has been taken out to? Or how about bound maces, and armor they not make the final cut? How about the already confirmed familiar spell, that not in? Please even if those are the real spells they are from complete.

Here is a quote from somebody who already has the game.

Don't blame JUST1N, I saw the same list posted that he did...he was just passing along the info. The guy didn't say the conjuration list was complete, but he did on alteration. I still am a bit wary he wasn't full of it...but some of these spells are new and look legit. Odd that candlelight and magelight are now in alteration. I wonder what dragonskin (spell absorption) and equilibrium are...and where's water walking and reflect?
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El Khatiri
 
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Post » Sun Jun 03, 2012 1:45 pm

at the end of the day lock-picking doesn't take up ur magic so its superior to unlock spell in that regard. unless you decide to be a mage or know what's sort of going on game mechanic wise (like everyone on these boards, i.e. a minority) then u'll probably automatically use lock-picking rather than the spell to unlock something...

Unless u happen to find that spell before u learn how to lock-pick.

this is for the majority of players here, not us guys who are probably planning how to play in advance.
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Michelle Serenity Boss
 
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Post » Sun Jun 03, 2012 4:46 am

We'll see soon enough.

There are a lot of people out there dispensing with false information.
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chirsty aggas
 
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Post » Sun Jun 03, 2012 5:34 am

good. I always hated how 1 spell could make a mage just as good as my entire maxed out skill
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Ellie English
 
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