- Sleeping in a 'good' bed gives a bonus to magicka and health
- He describes how the weather changed from a light snow, to heavy and then a full on blizzard at which point he can barely see where he was going. I like this!
- You can get meat from a horse carcass.
- The previewer describes how he equipped a flame spell in his left hand and a lightning spell in the right. The streams are seperate when both are fired but they're so "thick and chaotic" that it actually looks like 1 big beam of lightning and flame.
- The player finds a shack just as it's getting dark which have glowing insects flying around it. You can harvest a 'Sparkfly thorax' from these little things.
- He has a quick go at alchemy and mixes nightshade and death's bane to produce a strong poison which he applies to his sword.
- The player describes a situation where he reaches a camp with imperial looking men. As he is attempting to cook the men suddenly run up the hill behind him where they are attacked by a Redguard woman raining arrows down upon them.
- Cooking turns raw stuff into stews for long term effects such as venison stew which steadily regenerates health for 5 minutes. Blacksmithing turns metal ores into weapons/armours but some of these are locked out until you get the right perk.
- Enchanting shrines allow you to add spell effects to any weapon and destroy magical weapons to learn their enchantments.
- You can join the imperial legion (Think I've heard this before though)
- Rift guards are a seperate faction from the imperial legion so they ignored the bounty on his head (until he got on a stolen horse right in front of them). At one point the rift guards that are chasing the player bump into the imperial guards who are also chasing him. A war breaks out between them!
- If you kill everyone who saw you commit a crime, you'll get a message saying there are no surviving witnesses
- Going to prison and serving your sentence doesn't result in your skills reducing. Instead the progress towards your next point in a few skills will be a reset.
- Player explores the city of Riften which has a river running through it. Cobbled streets with sharp drops to the water below. Below are subterraneon dwellings with their doors almost at water level, connected by wooden piers. Apparently there is a network down there called the ratways where the Theives guild is. Matt Carafano says Riften is a rundown lake down set in a beautiful forest area. Markarth on the other hand is built in an ancient dwarven ruin in cliff sides. Solitude is more like a castle city, Windhelm is like an ancient Nordic fortress and Whiterun is more of the classic Viking feel 'mountain-style' in the tundra.
- Chances of successfully pick pocketing depends on the value of the item.
- Player kills a thief and gets 'Gloves of the Pugilist' which grants +15 to unarmed attacks. He tests them by knocking off a huge portion of health from his attacker. He then attempts a power attack: "I grab him, he disappears off screen, there's a sickening crunch and I drop his limp body to the dirty ground". A finishing move perhaps?
- You can even mix spells with hand-to-hand, eg. lightning in the left, punchy punchy with the right
These perks could possibly change but here's some of which were seen:
Destruction: Reduce cost of low level spells like fireball
Destruction: Dual wield spells and combine into one
Sneak: Silent Roll allows you to perform a noiseless forward-roll
Sneak: Vanish allows the player to enter sneak mode in combat forcing your attacker to focus on another
Speechcraft: Bribe a guard to lose your bounty
Lockpicking: Sleight of Hand means you are undetectable while picking locks
Lockpicking: Wax Key automatically gives you the key that fits the lock you just picked
Pickpocketing: Night Thief means pickpocketing sleeping people always suceeds
Pickpocketing: Poisoned allows player to put poison into an NPC's inventory
Pickpocketing: Misdirection means the player can pickpocket an equipped weapon as long as it isn't drawn.
Pickpocketing: Perfect Touch means the player can pickpocket equipped items, even armour and weapons.
Marksman: Bullseye grants 15% chance of paralysing the target
Marksman: Ranger moves faster with bow drawn
Marksman: Focus grants the zoom ability while bow is drawn
Marksman: Steady Hand slows time slightly when bow is drawn
Illusion: Hypnotic Gaze means you can calm higher level people and creatures
Illusion: Master of the Mind makes illusion spells work on the undead too
Illusion: Silent Casting means spells from ALL schools are silent to others
Mercantile: Fence means you can sell stolen goods to any merchant you have invested in
Mercantile: Allure grants 25% discount from vendors of the opposite sex
Mercantile: Master Trader means every vendor has 10,000 gold to buy items with