Creating ESO: The Wamasu

Creating ESO: The Wamasu

Find out more about the creation of the legendary wamasu, terror of Black Marsh, in our new inside look at The Elder Scrolls Online development.

We held a vote on Facebook to find out what creature you wanted to see featured in this Creating ESO, and the wamasu crushed both the guar and the clannfear. Let’s take a closer look at the dangerous reptilian from the depths of Black Marsh and learn more about what it takes to create effects for creatures in ESO.

When we design any enemy, we first look to the lore for direction. The wamasu has never appeared in an Elder Scrolls game, and it’s rarely mentioned in existing lore, so we had some freedom to define and flesh out this intimidating foe. Our concept artists came up with a wide variety of thumbnails and ideas and worked with Bethesda Game Studios to finalize the art and design direction for the wamasu. Below, you can see some of these concepts for the wamasu and its eggs.

Once the concept was finalized, Figure Artists created the model and we worked to get the wamasu into the game. If you want to learn more of the details about how we take a creature from concept to in-game model, check out our article about the ogrim, which covers the whole process. You can see the wamasu as it appears in-game right now below.

Even though the wamasu was in the game, there was still plenty of work to do. One critical step in bringing an enemy to life is adding effects to it and its attacks. To create the effects you see in the game (like lightning, fire, and smoke), Effects Artists first build particle effects in an editor and paint any new textures needed for the final product. Once the first pass is done, they apply the effects to the monster in-game and start working to ensure that they fit perfectly with the enemy, look good in the environment, and are consistent with the game’s style. This often means going back to edit the particle effects and associated textures several times until they look just right. For simple effects, this process can take a matter of hours, but for enemies that need multiple complex effects, it can take a week or more of work.

Legend has it that the wamasu are enormous, frightening creatures with “lightning for blood,” and this mention helped drive the effects for its body and its lethal attacks. Electricity pulses up and down the wamasu’s spine, presenting a clear warning to potential challengers. Effects artists also gave flavor to the wamasu’s attacks. Its roar charges the air with a plasma-like effect, and its savage bite attack also has an electrical element.

We still weren’t done! The wamasu, like many of our creatures, has a more complex “boss” variation. Boss variants are bigger, deadlier, and have more devastating attacks, which means more work for Effects Artists. When you see this variety of wamasu (and the effects for its attacks) in the game, we think you’ll be impressed—and maybe a little afraid.

We hope you enjoyed a look at this new creature. We’ll bring you more of these articles in the future, so keep checking back and make sure to follow us on your favorite social media site.

 

 

Inside ESO Dungeons

Inside ESO Dungeons

Gather your allies and learn more about player roles and enemy behaviors in The Elder Scrolls Online’s dungeons.

In lieu of our regular Ask Us Anything feature this week, we want to take you inside ESO’s dungeons and give you a peek at what you and your party can expect. After you read this article, we want your questions about dungeons for our next Ask Us Anything—send them to community@elderscrollsonline.com and we’ll take a look.

There are lots of activities you’ll be able to participate in on your own in ESO, but you’ll also have the chance to explore dungeons, which are designed to be challenges for groups of allies. Dungeons are organized; you’ll need three other party members to stand a chance, and the four of you will have a version of the dungeon (and its bosses and loot) all to yourselves. We’ll be taking a closer look at the mechanics you’ll see in dungeons in this article.

Player Roles

In many MMORPGs, players are locked into performing one role in a group, whether they focus on damaging enemies (DPS, or Damage Per Second), keeping their allies in the fight (healing), or drawing the attention of enemies away from more vulnerable characters (tanking). These roles are still important for a successful dungeon group in The Elder Scrolls Online, but our open-ended skill system gives you much more flexibility. With the right combination of weapons and abilities, you can change your role on the fly to support your group’s needs.

For example, let’s say your group’s healer goes down during a boss battle. In many games, it would be impossible to recover at this point. However, you were prepared for just such a situation! You swap your two-handed sword out right in the middle of combat for a restoration staff, which activates your second hotbar (where you’ve cleverly slotted some healing abilities). Now, you can keep the party going.

That’s not the end of the differences you’ll notice in ESO dungeons. Here are some tips that will prepare you for success, no matter what role (or combination of roles) you choose:

DPS:

Monsters will attack you. Don’t panic, and don’t expect your tank to handle every enemy alone. You have a great toolbox to mitigate damage—you can interrupt, block, and dodge while dealing damage.
Focusing on one enemy at a time is helpful. Coordinate with your group and try to damage the same enemy, then move on to another. The longer the fight goes on, the more danger your party is in of running out of magicka and stamina.
Area of Effect (AoE) abilities are effective, but can be very dangerous. When you damage multiple enemies at once, you risk getting their attention and straining your healer. Be cautious when employing AoE attacks.
Be careful with your attacks! Avoid attacking monsters in the back lines of a pack (more details in the next section). Even getting too close to them can cause them to engage in the fight and threaten to overwhelm your party.

Healing:

Make sure your party has at least one player that can heal the group. The more players that bring healing abilities, the less need there is for a dedicated healer. Coordinate with your group—you might even find that, with the right abilities, each player can manage his or her own health.
Magicka potions can be a great boon, but make sure you choose when to use them carefully. Potions cannot be used in quick succession.
The tank won’t be the only party member taking damage. This is intended, and you will need to watch the other party members carefully.
You’ll take damage, too! Remember that you can interrupt, block, and dodge. Crowd control abilities that stun, slow, or otherwise incapacitate enemies can be extremely useful for healers, and so can damaging abilities.

Tanking

You won’t need to get every enemy’s attention. Every player can take a few hits from standard attacks, and they have lots of ways to take care of themselves. Many healing abilities affect an area, so your healer (if you only have one) should be able to take care of several party members.
In a fight with a large group of enemies, a tank’s ability to control the fight is critical. Stun the healers, interrupt the spellcasters—you’re the best party member for the job, because your stuns and interrupts will tend to get those enemies to attack you back.
You do need to stay engaged with tougher monsters, like bosses. They hit much harder, and your damage mitigation and extra health will keep you alive where other characters might die.

Monster Behaviors

What enemies attack which member of your party and why? When we set out to design the behavior system for enemies in dungeons, we overwhelmingly felt that we needed something different than a traditional threat system where, by design, only one player (the tank) should be receiving direct attacks from an enemy. We also realized that we couldn’t throw everything associated with a traditional threat system out—not only because that’s what many players know and understand, but also because it complements our role system well.

Another goal we have for combat in ESO is that we want to push you away from staring at the UI, instead engaging you in the game world through enemy animations, visual effects, and telegraphs to show you where danger is in the world.

Here are some of the key behaviors you’ll see from enemies in dungeons that should give you a better idea of what you can expect:

Enemies in any room in a dungeon are all aware of each other. When one is attacked, the others are alerted and prepare to fight back. We call this “pack mentality.”
By default, a pack of monsters spreads out, and each enemy chooses a target. Player actions can change their targets to some extent. For example, taunt abilities force an enemy to attack you for a fixed duration. Attacking an enemy that hasn’t been attacked recently can also cause its focus to switch to you.
Pack monsters don’t all attack at once. Some immediately join the fight, but others prepare in the back lines before moving in. If you get too close to backline enemies, or if you attack them, they’ll join the battle.
In general, enemies target the closest player that is attacking them. If they aren’t being attacked, different enemy types choose targets differently. For example, a ranged enemy is more likely to target a ranged player than a melee enemy is.

Dungeons represent some of the toughest challenges in The Elder Scrolls Online, and they add yet another adventure you can choose to experience as you explore Tamriel. We hope this peek behind the portcullis helped give you some insight about dungeon design, and we’re excited to see how you choose to tackle these dangerous delves in your own groups. Make sure to share this with your prospective party members so they’ll be prepared, too!

ESO-Ask Us Anything: Dungeons

Ask Us Anything: Dungeons

We answer your questions about dungeons in The Elder Scrolls Online. Read on to learn more.

Our recent article about ESO’s dungeons got you all thinking, and we’ve seen lots of new questions about them since posting it. In today’s Ask Us Anything, we’re shining the light further into the depths with some answers for you. We post new Ask Us Anything articles just about every two weeks, so make sure to send us your questions about the game at community@elderscrollsonline.com. Now, on to the answers:

Are there dungeons in ESO with multiple entrances and exits which allow you to enter the same dungeon in different ways? In the previous games, the dungeons were fairly linear and it was difficult to get lost. – By Ivan Colnat

ESO dungeons do offer some branching paths, and they often have convenient exits at the end of the dungeon. Philosophically though, we want the challenge from dungeons to focus on the combat encounters rather than from trying to navigate through them.

In the previous Elder Scrolls games, we always had the ability to wander into a cave, old fort, or sunken boat to explore, plunder, and pillage. With ESO being an MMO, will we still have the ability to do this in a solo-encounter type situation where we don’t run into any other players, or will we be seeing other players and having to wait for enemies/loot to spawn, or will these all only be group encounters? – by Brett S.

The Elder Scrolls Online is set up to be a fluid experience. As you wander the landscape you’ll encounter caves, forts, tombs, dungeons, and etc. Certain rare locales will just be for solo players, and some dungeons are meant for groups made only of people you choose to go in with. Most locales, however, will be accessible by everyone. Some might be too dangerous for you because of your current level, but you can always come back when you are more powerful if you want to complete them solo. We recommend grabbing a friend or grouping up with a stranger if it seems too tough, though, because that’s all part of the fun.

Will there be a lockout timer for dungeons, or can we run the same dungeon with different friends over and over if we want to? – Jeramiah Linscott

We don’t currently have any plans to use lockout timers. You can run through a dungeon as often as you like.

Will monsters in dungeons have the capacity to weapon swap and switch roles in the middle of combat like players? – By Redguard King

A select few monsters do have the capacity to do this. The Battlemage monster type is one example of this.

I am new to MMOs and am a little nervous about this aspect of the game. However, I am loyal to The Elder Scrolls, and I still hope to be able to play ESO! My question for the dungeons: must I be part of a party to play in each dungeon? Will party dungeons be well-marked for someone like me? – by Fajar

We’ll let you know if a dungeon needs more than just you to complete it through iconography in the world. Dungeons that require a group have a unique icon. While we want dungeons to make you a bit nervous, they are supposed to be fun affairs. If you’ve never gone through a dungeon with friends, it is definitely one of those things you don’t want to miss.

If you die in a dungeon and your party members cannot revive you, will you be able to rejoin the party after respawning? – By Scott C.

Each dungeon has Wayshrines inside where you can always resurrect. You will never be forced to leave your party because you died.

I’d like to know if the enemy NPCs will be in different locations each time a group of players enters a dungeon, or if they will have a static location. Or maybe, for example, a couple archers, a swordsman, and a healer in the first encounter the first run through, but then the next time in that dungeon, the first encounter is a couple healers and a couple swordsmen. – By Jon

Each group dungeon offers a quest which can sometimes change the location, behavior, or types of monsters you will encounter in the dungeon.

Will we find cookies in dungeons? :3 – By SOTD

As you are probably aware, in this time period there are no cookies. No one is certain why there are no cookies. Some believe it was due to the Knahaten Flu outbreak being directly linked to circular baked goods, which explains the oblong bread shapes prevalent at this time. Still others believe that Sheogorath made it so sugar became salt when used for baking cookies. It is rumored he did this over what he believed was an inappropriate bout of familiarity when his servant used a certain term of endearment. There is probably little truth to either of those theories. It is far more likely that a very bad batch of Bosmer Meat Cookies, meant as a sincere gift, soured the old emperor’s stomach and he ordered an edict to kill all bakers who even had cookies on their menu. So, no. No cookie for you.

In the recent dungeon article, you revealed that enemies function by a “pack mentality.” If one is attacked, the rest will react. What does this mean for stealthy characters trying to decrease the amount of mobs before the rest of the party engages in battle? – By Kevin Khan

Starting off a pack encounter with a stealth attack is a great strategy, though once your group has engaged in combat you’ll need special abilities (like the Nightblade’s Shadowcloak) to gain invisibility again.

 

E3 2013 Awards and Nominations

E3 2013 Awards and Nominations

How did The Elder Scrolls Online fare at E3 this year? Find out what the gaming press thought by taking a look at our awards and nominations.

It was an exciting E3 for us this year! We announced that ESO is coming to the Xbox One and PlayStation 4, released a new gameplay trailer, and we’ve seen tons of great interviews, articles, and hands-on impressions coming out all across the web. Now, we’re pleased to share with you the awards and nominations that ESO received. Take a look:

Awards

Digital Trends: Best MMO

Game Critics Award: Best Role Playing Game (Added 7/2)

Game Informer: Best MMO Game

GeekTi.me: Best MMO

IGN: Best MMO Game (Added 6/25)

Just Push Start: Best MMO of E3 2013 (Added 6/25)

MMORPG: Most Anticipated

OnlineWelten: Best E3 RPG

OXM: Most Valuable Game

PC Gamer: Most Valuable Game

Skewed & Reviewed: Best of Show

Ten Ton Hammer: Most Anticipated

The Escapist: We Love It Award

WarCry: Best MMO

 

ESO New Beta Invites – July 9th

New Beta Invites – July 9th

Check your email! We’re sending another round of invites to The Elder Scrolls Online beta.

We’ve started to send another wave of invitations to the ESO beta, as we continue to ramp up our beta program. Invites will be going out over the next few hours, so check your email periodically to see if you’ve been invited to the test. Don’t forget to check your spam folder! We’re looking forward to the next beta session and can’t wait for more of you to see the game.

If you don’t receive an invitation, don’t worry. The ESO beta continues to grow, and we’ll let you know when we send new invites. Thank you for your patience and enthusiasm; we can’t wait to see your feedback.

 

ESO Synopsis

Setting

Skyrim is not a direct sequel to Oblivion, but a new chapter in The Elder Scrolls series, set 200 years after the events of Oblivion.[16] The death of Martin Septim, and the end of the Oblivion crisis heralded the beginning of the Fourth Era. A Colovian warlord from Cyrodiil named Titus Mede conquers the Imperial City, beginning the Mede dynasty in absence of the previous Septim bloodline. In the Empire’s weak state, the provinces of Elsweyr, Black Marsh, Valenwood, and the Summerset Isles secede from the Empire. The provinces of the Summerset Isles and Valenwood, home to the Altmer and Bosmer, respectively, create the Aldmeri Dominion, an Elven empire, and rename the founding provinces to Alinor. Thirty years prior to the events of Skyrim, the Thalmor, who govern the Dominion, proceed to invade both Hammerfell and Cyrodiil, beginning “the Great War”, due to a rejection of an ultimatum presented by a Dominion ambassador to the current Emperor, Titus Mede II. The Empire manages to survive the Thalmor assault by agreeing to sign the White-Gold Concordat, a treaty which prohibits the worship of Talos throughout the Empire. Following the end of the Great War, the Blades, a secret order of warriors devoted to the protection of the Emperor of Tamriel, are hunted down and killed by the Thalmor, or else seclude themselves from the rest of the world. The Emperor is protected instead by an elite Imperial security force known as the Penitus Oculatus. Ulfric Stormcloak, the Jarl of Windhelm, establishes the Stormcloak faction and rebels against the Empire in order to liberate Skyrim after the ban of Talos worship. This culminates in Ulfric killing Skyrim’s High King, Torygg, in a duel. The Empire responds to the death of the High King by deploying the Imperial Legion to quell the rebel threat.

As with previous The Elder Scrolls games, Skyrim begins with the player character as an unknown prisoner. The player was caught in an Imperial ambush while attempting to cross the border into Skyrim, on a wagon with several Stormcloak soldiers, Ulfric Stormcloak himself, and a horse thief. They are all headed to Helgen to be executed. As the player character is about to be beheaded, a Dragon arrives, interrupting the execution and destroying the town. The player eventually learns that Skyrim’s civil war is the last in a sequence of prophetic events foretold by the Elder Scrolls, which also predicted the return of Alduin, the Dragon-god of destruction. Alduin is prophesied to destroy the races of Men and Mer, and consume the world. The player character is the latest “Dovahkiin”, a Dragonborn, an individual with the body of a mortal and the soul of a Dragon. Dovahkiin are anointed by the gods to help fend off the threat Alduin and other dragons pose to Skyrim and Tamriel. Among the individuals aiding the player are Delphine (voiced by Joan Allen) and Esbern (voiced by Max von Sydow), two of the last remaining Blades, and Master Arngeir (voiced by Christopher Plummer), a member of the Greybeards.[16]

Plot

Following the Dragon attack on Helgen, the player character may choose to escape either with Hadvar, an Imperial soldier, or Ralof, a Stormcloak rebel. After the escape, the player travels to the town of Riverwood. The player is asked to journey to the city of Whiterun, and request aid from the Jarl against the Dragon threat. The Jarl agrees to send soldiers to Riverwood, but asks that the player retrieve a Dragonstone. The player discovers a Word Wall in the process, learning their first “Thu’um”, one of the dragon shouts, in the process.

Upon returning to Whiterun, the player is asked to assist in defending the city from an attacking Dragon. After defeating the Dragon, the player character absorbs the Dragon’s soul. This gives the player great power. Astonished, the Whiterun soldiers tell the player that they may be a “Dragonborn”, a mortal with the soul of a dragon. After returning to the Jarl with news of the Dragon’s defeat, the player is summoned to meet with the Greybeards, an order of monks who live in seclusion in their temple of High Hrothgar on the slopes of Skyrim’s highest mountain, the Throat of the World. The Greybeards further train the player in the “Way of the Voice”, teaching the player more powerful Thu’ums and instructing the player on their destiny and role of the Dragonborn. As a further test, the Greybeards task the player with retrieving the legendary Horn of Jurgen Windcaller. However, the player discovers the Horn has been stolen by another, who wishes to meet with the Dragonborn. The thief reveals herself as Delphine, Riverwood’s innkeeper and one of the last surviving members of the Blades. Delphine and the player witness Alduin reviving a Dragon from a burial mound and defeat the Dragon. Afterwards, Delphine helps the player infiltrate the Thalmor Embassy near Solitude, the headquarters of the Aldmeri Dominion in Skyrim, to follow up on her suspicions about the Thalmor’s possible involvement with the Dragon threat. While there, Delphine and the player discover the Thalmor are searching for a man named Esbern, an archivist of the Blades Order. Delphine then instructs the player to locate Esbern, known to be hiding in the sewers and ratways of Riften.

The player character accompanies the Blades in search of “Alduin’s Wall”, located in an ancient Blades fortress known as Sky Haven Temple. While the Blades set up in the temple, the player character learns that the ancient Nords used a special Thu’um against Alduin called “Dragonrend”, representing mankind’s comprehensive hatred for the Dragons, to cripple his ability to fly so they could engage him. To gain more information, the player meets the leader of the Greybeards, an ancient Dragon, and once one of Alduin’s most feared generals, named Paarthurnax. Paarthurnax reveals that Alduin was not truly defeated in the past, but was sent forward to an unspecified point in time by the use of an Elder Scroll, in the hopes that he would get lost. The player manages to locate the Elder Scroll within the Dwemer ruin of Blackreach and uses it to travel back in time, learning the powerful Dragonrend Shout to combat Alduin.

Armed with the knowledge of how the ancient Nords defeated Alduin, the player battles Alduin on the summit of the Throat of the World. Overpowered by the player, Alduin flees to Sovngarde, the Nordic afterlife. The player learns that Dragonsreach, the palace of the Jarl of Whiterun, was originally built to trap and hold a dragon. The Jarl refuses to allow the player to utilize Dragonsreach and possibly endanger the city if the civil war between the Stormcloaks and the Imperial Legion still rages. With the help of the Greybeards, the player calls a council between General Tullius and Ulfric Stormcloak, successfully calling for a temporary armistice while the Dragon threat exists. If the war has already ended the Jarl will eventually agree with persuasion.

The player summons and traps a Dragon named Odahviing in Dragonsreach, learning from him that Alduin has fled to Sovngarde through a portal located high in the mountains, at an ancient fort called Skuldafn. Odahviing, impressed with the player’s Thu’um and ability to capture him, agrees to fly the player to Skuldafn, claiming Alduin has shown himself as weak and undeserving of leadership over the Dragons. Upon arrival at Skuldafn, the player travels to Sovngarde and meets with Ysgramor, the legendary Nord who, along with his Five Hundred Companions, drove the Elves out of Skyrim. Ysgramor informs the player that Alduin has placed a “soul snare” in Sovngarde, allowing him to gain strength by devouring the souls of deceased Nords arriving there. The player meets up with the three heroes of Nordic legend who defeated Alduin originally, and, with their help, destroys the soul snare, defeating Alduin.

If the player did not kill Paarthurnax in an earlier side quest, an alternate conclusion is given. The player returns to the summit of the Throat of the World in which Paarthurnax and the other Dragons wait. Paarthurnax explains that even if Alduin is defeated, they are in no condition to celebrate for he was once their ally and is still one of their kin. The Dragons leave and the player is left to continue the adventure.

Elder ScrollsV Gameplay

Gameplay

The nonlinear gameplay traditional in The Elder Scrolls series is incorporated in Skyrim.[3] The game may be played from a first-person perspective, viewing the game world through the eyes of their character, or from a third-person perspective, with the player character visible on the screen, and the camera able to be freely rotated. The player can explore the open world of Skyrim on foot or on horse, and fast-travel to cities, towns, and dungeons after they have been discovered.[4] Quests are given to the player by non-player characters (NPCs) in the world, and through the Radiant Story system, the quests can be dynamically altered to accommodate for player actions which may influence the quests, characters, and objectives. The Radiant Story then further directs the player’s interaction with the world by setting unexplored dungeons as quest locations.[5] When not completing quests, the player can interact with NPCs through conversation, and they may request favors or offer the player training in skills.[6] In addition to scripted quests certain ones will be dynamically generated, providing a limitless number to the player.[7] Some NPCs can become companions to the player to aid in combat.[8] The player may choose to join factions, which are organized groups of NPCs such as the Dark Brotherhood, a band of assassins.[9] Each of the factions has a headquarters, and they have their own quest paths which the player can progress through. The economy of cities and towns can be stimulated by completing jobs such as farming and mining, or spending large amounts of gold in the stores. Alternatively, the economy may be harmed by forging business ledgers and robbing the safes of stores.[10] Additionally, the player’s actions or statements often have an impact on their interactions with NPCs – such as taking sides in the Civil War or fighting dragons. When exploring the game world, the player may encounter wildlife. Many creatures in the wilderness are immediately hostile towards the player.[3] The inclusion of Dragons in Skyrim affords a major influence on both story and gameplay.

Character development

Character development is a primary element of Skyrim. At the beginning of the game, the player selects one of several human, elven, or anthropomorphic cat and lizard races, each of which has different natural abilities, and customizes their character’s appearance.[11] A perpetual objective for the player is to improve their character’s skills, which are numerical representations of their ability in certain areas. There are eighteen skills divided evenly between the three schools of combat, magic and stealth. Training skills until the necessary required experience is met results in the player’s character leveling-up. Previous The Elder Scrolls games made use of a class system to determine which skills would contribute to the character’s leveling, but its removal in Skyrim allows for a preferred play-style to be developed naturally.[5][12] When their character levels, the player may choose to select a skill-specific ability called a perk, or store perks for later use. Upon levelling fifty times, the player character can continue to level and earn perks, but the rate of levelling is slowed significantly.[13] Skills can be reset over and over again, effectively meaning there is no level cap.[14]

Dragons

During the game’s development, a team was set aside to work on Dragons and their interactions with the world.[5] In the world, a variety of different Dragons are encountered either alone or in small groups. They are randomly-generated, meaning their numbers are infinite, and they can attack cities and towns at any time.[15] Not every Dragon is hostile, and the player can interact with non-hostile Dragons. Early in the main quest it is discovered that the player character is Dragonborn, which allows the player to absorb the souls of dragons in order to use powerful spells called Dragon Shouts or “Thu’um”. Each Shout contains three words, and the strength of the Shout will vary depending on how many words have been spoken. Twenty different Thu’um can be discovered by visiting “Word Walls” in dungeons with an additional seven shouts available for discovery through the Dawnguard and Dragonborn DLC packages. The shouts are unlocked for use by spending the absorbed souls of slain Dragons.[16][17] A regeneration period limits the player’s use of Shouts in gameplay.[18]

Combat

A heads-up display appears when any of the player’s three main attributes are being depleted. Health is depleted primarily by damage through combat and although it is regenerated naturally over time, it can also be restored by spells, potions, or resting; the loss of all health results in death. Magicka is depleted by the use of spells and by being struck by lightning-based attacks, while stamina determines the player’s effectiveness in combat and is depleted by sprinting, power attacking, and being struck by frost-based attacks; both magicka and stamina can be regenerated in similar ways to health. The player’s inventory can be accessed from the menu and items can be viewed in 3D, which can be essential in solving puzzles found in dungeons.[19] The player’s effectiveness in combat relies on the use of weapons and armor, which may be bought or created at forges, and magic, which may also be bought or unlocked. Weapons and magic are assigned to each hand, allowing for dual-wielding, and can be swapped out through a quick-access menu of favorite items.[20] Shields can be used either to fend off enemy attacks and reduce the damage intake, or offensively through bashing attacks. Blunt, bladed and hacking weapons can be used in close combat and each have specific advantages and roles; as an example, the player can perform power attacks with each weapon. Magic can be used in the form of spells; each of the eighty-five spells has a different function, such as the regeneration of health or the depletion of enemy health.[21] The bow and arrow may be utilized in long-range combat, but the bow can be used as a defensive melee weapon in close combat. Another change from previous games in the series is the elimination of weapon and armor durability; in which a player would periodically have to repair or pay to have items repaired or risk rendering them broken and unusable.

The player can enter sneak mode and pickpocket, or deliver sneak attacks to unsuspecting enemies. If the player drops unwanted loot, such as a shield or item of clothing, some NPCs will attempt to pick the item up, some even asking the player’s permission to take the item.[22]

A player character preparing to battle a Dragon. Dragons can be encountered at random throughout Skyrim.