History Videogame / TheElderScrollsArena

25th Dec '17 8:33:52 AM Temporary14
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* LinearWarriorsQuadraticWizards: Any character but a an optimized combat class is going to run hard into EarlyGameHell, but the way that spells--especially well-made custom spells--scale with level (a 1 + 19 damage spell does only 20 damage at level 1, but ''400 damage'' at level 21, for the same cost) means that mages become nearly invincible at high levels, able to cast shields two or three times stronger than an equivalent warrior's entire hit points, while one-shotting even the final boss with incredibly powerful custom spells. Warrior classes, meanwhile, need to rely on potions, items, and enchanted items to make up for their [[MagicallyIneptFighter lack of flexibility]], which seriously screws over any combat class besides the Ranger, Knight, and Warrior (as only they can wear enchanted armor).

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* LinearWarriorsQuadraticWizards: Any character but a an who isn't optimized for direct combat class is going to run hard into EarlyGameHell, but the way that spells--especially well-made custom spells--scale with level (a (e.g. a 1 + 19 damage spell does only 20 damage at level 1, but ''400 damage'' at level 21, 21 for the same cost) means that mages become nearly invincible at high levels, able to cast shields that can take two or three times stronger than as much punishment as an equivalent warrior's entire hit points, warrior can before dying, while one-shotting even the final boss with incredibly powerful custom spells. Warrior classes, meanwhile, need to rely on potions, items, and enchanted items armor to make up for their [[MagicallyIneptFighter lack of flexibility]], which seriously screws over any combat class besides the Ranger, Knight, and Warrior (as only they can wear enchanted armor).



* {{Magically Inept Fighter}}s: Warriors and Rangers have a high number of HitPoints and a wide range of equipment to choose from but can't cast spells naturally.

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* {{Magically Inept Fighter}}s: Warriors Warriors, Knights, and Rangers have a high number of HitPoints and a wide range of equipment to choose from but can't cast spells naturally.
25th Dec '17 8:28:01 AM Temporary14
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* LinearWarriorsQuadraticWizards: Any character but a an optimized combat class is going to run hard into EarlyGameHell, but the way that spells--especially well-made custom spells--scale with level (a 1 + 19 damage spell does only 20 damage at level 1, but 400 damage at level 21, for the same cost) means that mages become nearly invincible at high levels, able to cast shields two or three times stronger than an equivalent warrior's entire hit points, while nuking even the final boss with incredibly powerful custom spells. Warrior classes, meanwhile, need to rely on potions, items, and enchanted items to make up for their [[MagicallyIneptWarrior lack of flexibility]], which seriously screws over any combat class besides the Ranger, Knight, and Warrior (as only they can wear enchanted armor).

to:

* LinearWarriorsQuadraticWizards: Any character but a an optimized combat class is going to run hard into EarlyGameHell, but the way that spells--especially well-made custom spells--scale with level (a 1 + 19 damage spell does only 20 damage at level 1, but 400 damage ''400 damage'' at level 21, for the same cost) means that mages become nearly invincible at high levels, able to cast shields two or three times stronger than an equivalent warrior's entire hit points, while nuking one-shotting even the final boss with incredibly powerful custom spells. Warrior classes, meanwhile, need to rely on potions, items, and enchanted items to make up for their [[MagicallyIneptWarrior [[MagicallyIneptFighter lack of flexibility]], which seriously screws over any combat class besides the Ranger, Knight, and Warrior (as only they can wear enchanted armor).
25th Dec '17 8:26:26 AM Temporary14
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* LinearWarriorsQuadraticWizards

to:

* LinearWarriorsQuadraticWizardsLinearWarriorsQuadraticWizards: Any character but a an optimized combat class is going to run hard into EarlyGameHell, but the way that spells--especially well-made custom spells--scale with level (a 1 + 19 damage spell does only 20 damage at level 1, but 400 damage at level 21, for the same cost) means that mages become nearly invincible at high levels, able to cast shields two or three times stronger than an equivalent warrior's entire hit points, while nuking even the final boss with incredibly powerful custom spells. Warrior classes, meanwhile, need to rely on potions, items, and enchanted items to make up for their [[MagicallyIneptWarrior lack of flexibility]], which seriously screws over any combat class besides the Ranger, Knight, and Warrior (as only they can wear enchanted armor).
19th Dec '17 11:52:46 AM Bauglir100
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* HammerspacePoliceForce: Much like Daggerfall after it, although guards don't even show up until the player decides to commit a crime. [[FridgeLogic Never mind the monsters that walk the streets every night]], [[SarcasmMode they apparently need to focus all their effort on]] slaughtering the jackass that [[DisproportionateRetribution attacks doors]] [[CantGetAwayWithNothing that are locked]].

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* HammerspacePoliceForce: Much like Daggerfall after it, although guards don't even show up until the player decides to commit a crime. [[FridgeLogic [[SkewedPriorities Never mind the monsters that walk the streets every night]], [[SarcasmMode they apparently need to focus all their effort on]] slaughtering the jackass that [[DisproportionateRetribution attacks doors]] [[CantGetAwayWithNothing that are locked]].
11th Sep '17 1:43:58 AM SpaceDrake
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** A lot of the series lore hadn't quite gelled yet, leading to an Elder Scrolls game with completely human-looking [[CatFolk Khajiit]], [[AmazingTechnicolorPopulation blue-skinned]] [[OurOrcsAreDifferent Tolkien Orcs]] (who are also not playable, as [[PromotedToPlayable that'd come later]]), much more humanoid Argonians, no playable ''Colovian humans'' (i.e. Imperials) for that matter, no mention of the word "Daedra" whatsoever, the barest mention of how Dunmer or Altmer religion works, no mention of the concept of ''-mer'' for that matter, the Dwarves being treated more like [[OurDwarvesAreAllTheSame Tolkien dwarves]] again "Dagoth Ur" being the name of the ''volcano'' on Vvardenfell (and no sign of the big man himself as you stomp through his pad), and a CosmicKeystone artifact that has never been seen again.

to:

** A lot of the series lore hadn't quite gelled yet, leading to an Elder Scrolls game with completely human-looking [[CatFolk Khajiit]], [[AmazingTechnicolorPopulation blue-skinned]] [[OurOrcsAreDifferent Tolkien Orcs]] (who are also not playable, as [[PromotedToPlayable that'd come later]]), much more humanoid Argonians, no playable ''Colovian humans'' (i.e. Imperials) for that matter, no mention of the word "Daedra" whatsoever, the barest mention of how Dunmer or Altmer religion works, no mention of the concept of ''-mer'' for that matter, the Dwarves being treated more like [[OurDwarvesAreAllTheSame Tolkien dwarves]] again dwarves]], "Dagoth Ur" being the name of the ''volcano'' on Vvardenfell (and no sign of the big man himself as you stomp through his pad), and a CosmicKeystone artifact that has never been seen again.
11th Sep '17 1:30:05 AM SpaceDrake
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* EarlyInstallmentWeirdness: A lot of the series lore hadn't quite gelled yet, leading to an Elder Scrolls game with completely human-looking [[CatFolk Khajiit]], [[AmazingTechnicolorPopulation blue-skinned]] [[OurOrcsAreDifferent Tolkien Orcs]], no mention of the word "Daedra" whatsoever, and a CosmicKeystone artifact that has never been seen again.

to:

* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
**
A lot of the series lore hadn't quite gelled yet, leading to an Elder Scrolls game with completely human-looking [[CatFolk Khajiit]], [[AmazingTechnicolorPopulation blue-skinned]] [[OurOrcsAreDifferent Tolkien Orcs]], Orcs]] (who are also not playable, as [[PromotedToPlayable that'd come later]]), much more humanoid Argonians, no playable ''Colovian humans'' (i.e. Imperials) for that matter, no mention of the word "Daedra" whatsoever, the barest mention of how Dunmer or Altmer religion works, no mention of the concept of ''-mer'' for that matter, the Dwarves being treated more like [[OurDwarvesAreAllTheSame Tolkien dwarves]] again "Dagoth Ur" being the name of the ''volcano'' on Vvardenfell (and no sign of the big man himself as you stomp through his pad), and a CosmicKeystone artifact that has never been seen again.
14th Aug '17 12:34:58 PM ArgonianLorekeeper
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* GameBreakingBug: Given that ''Arena'' was a hugely ambitious game for its time and ate up a lot of memory, there's quite a few of these. Even today and even if you have DOS box on the recommended settings, the game ''will'' crash and the only workaround is to save often.
** In the Temple of Agamanus (the dungeon you need to clear to get the location of The Halls of Colossus) the room which holds the item you were sent there to get requires you to swim through some trenches (unless you can use Passwall). The room has a bad habit of spawning a ghost or wraith, which levitates over the entrance, blocking you from getting in. The only possible fix (assuming you have no way of using Passwall) is to save under the enemy and reload[[hottip:*: Word Of Advice: use a different save file for this or else you'll make this UnwinnableByMistake]], which only ''sometimes'' works. Otherwise you'll have to backtrack through all 3 levels of the dungeon and go find an item with Passwall.
** Using your bare hands as a weapon will often cause the game to crash,
** Sometimes you will get stuck descending from a raised platform.
** Using the spell Passwall to get to a dungeon door from the opposite side will actually ''corrupt your save file.''
1st Jul '17 11:30:16 AM cdenton
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* GameBreaker: The Troll's Blood spell, which non-mages can also use through artifacts like the Lord's Mail or the Necromancer's Amulet. It regenerates health over time, which admittedly doesn't do too much good in a tough fight, but it makes dungeon crawling so much easier because you no longer have to worry about safely camping or stocking up on potions to restore your health. This is especially because it not only slowly brings your health back up, but the way the spell you only need to camp for one or two hours to bring yourself back to full health. Also its effect doesn't go away until you leave the dungeon you cast it in, ''even'' if you die in that dungeon.
** The drawback, at least for non-mages, is that if you use an artifact that has Troll's Blood too many times it disappears and you'll have to retrieve it from its dungeon again. Luckily you can restore the uses by getting the equipment repaired, albeit for a hefty price tag.
1st Jul '17 11:29:52 AM cdenton
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Added DiffLines:

* GameBreaker: The Troll's Blood spell, which non-mages can also use through artifacts like the Lord's Mail or the Necromancer's Amulet. It regenerates health over time, which admittedly doesn't do too much good in a tough fight, but it makes dungeon crawling so much easier because you no longer have to worry about safely camping or stocking up on potions to restore your health. This is especially because it not only slowly brings your health back up, but the way the spell you only need to camp for one or two hours to bring yourself back to full health. Also its effect doesn't go away until you leave the dungeon you cast it in, ''even'' if you die in that dungeon.
** The drawback, at least for non-mages, is that if you use an artifact that has Troll's Blood too many times it disappears and you'll have to retrieve it from its dungeon again. Luckily you can restore the uses by getting the equipment repaired, albeit for a hefty price tag.
28th May '17 3:35:36 PM rmctagg09
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* NiceDayDeadlyNight: Unlike its successors, cities at night feature enemies that can and will kill you, though during the day they're nowhere to be seen.
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