This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | The Elder Scrolls IV: Oblivion | | | o======================================================================o Version 1.03 Written by: Nathan Garvin Email: Theendbringer (at) Hotmail (dot) com. If you're going to email me about this guide, make sure you put "OBLIVION" in the title, or I'll probably end up deleting it as junk. Guide Information <----------------------------------------------------------------------> This FAQ was made in Notepad, and is best viewed in a simple text editor. The default text is Lucida Console at size 10 font, but any fixed-width font will work... if not with the intended aesthetics intact. Note that this is an incredibly large FAQ, and depending on your computer, internet speed, and the restlessness of computer gremlins, you may have to refresh this file several times to get the whole thing to load. Look for the ***END OF FILE*** line at the bottom to ensure you've got the whole thing. Legal <----------------------------------------------------------------------> I have no affiliation with Bethesda, Zenimax, or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. Supporting HaeravonFAQs <----------------------------------------------------------------------> Now, I know this is a not-for-profit FAQ, but FAQ writing is time consuming work. 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Haeravon.com <----------------------------------------------------------------------> Yeah, there's a website, of course there's a website. You KNEW there would be a website eventually. If the meagre pickings of Facebook doesn't do it for you, if you want full articles, stories, opinion pieces, reviews, and even more in-depth gaming information provided by Haeravon and fellow contributors (die-hard nerds, one and all) check out Haeravon.com, a gaming community that really is made for-and by- gamers. Table of Contents o======================================================================o I. Introduction {INT001} II. Race/Gender {RNG001} III. Birthsigns {BRT001} IV. Class {CLS001} V. Leveling Up {LVL001} VI. Attributes {ATT001} VII. Derived Attributes {DAT001} VIII. Skills {SKL001| IX. Trainers {TRN001} X. Sample Character {CHR001} XI. Updates/Thanks {UPD001} o======================================================================o | | | Introduction {INT001} | | | o======================================================================o My Fallout 3 FAQ got quite a few hits, and a number of people e-mailed me about it.. generally with helpful and positive feedback. I even got a question asking if I would expand the FAQ to include the expansion(s). Since Bethesda made both Fallout 3 and Oblivion, and I spent just about as much time on one as the other, I decided I'd write another FAQ for Oblivion. I have my own opinions about the game.. obviously.. and I wont dig quite as deep into the game mechanics as other FAQs might, but I will tell you how I create characters, my thoughts on the attributes, skills, birthsigns, and what-not. This is a somewhat completionist FAQ. I'm incorrigible about min-maxing my stats, so I'll be taking that frame of mind when writing this FAQ. This is not really for casual gamers, although I'm confident what I have to say might be helpful to anyone looking for help. I will order the guide in the same order as options become available to your in the game. o======================================================================o | | | Race and Gender {RNG001} | | | o======================================================================o Okay, now for the fun part of actually making your character. You'll have a number of races to choose from, each with different abilities, skill bonuses, and starting attributes. You'll also get to be either male or female.. although the NPC interactions in this game aren't really too diverse either way, so don't pick for role-playing options.. Ugh.. Know that it hurt me to type that.. But it's true.. Rating: * Playing this race will actually make the game harder. Rating: ** This race has abilities that become obsolete. Rating: *** You will have abilities that are useful once in a while. Rating: **** You will have abilities that are actually boons. Rating: ***** Constantly useful abilities throughout the whole game. Which is the "Best"? o======================================================================o I hate this term, and I've seen it in too many FAQs, and on too many boards. Some people call Orcs/Reguards the "best" melee fighters, and some call Bretons the "best" mages. This is moot. Your starting attributes and skill bonuses only matter insomuch as they affect leveling. I do blame Bethesda somewhat for this nuisance, in so much as they say "such and such tends to favor the warrior class" or "blah blah make excellent thieves due to their natural agility." Yeah. At level 1, the playing field is far from level. At level 50..? All classes and races and genders can max out all attributes at 100. All characters can reach up to a score 100 in all skills. What's the difference between a Breton with 100 Strength and Blade fighting a Redguard with 100 Strength and Blade? Nothing. What does matter then? The following. <----------------------------------------------------------------------> Your starting Endurance will determine your maximum Health. A character who starts with 50 Endurance as compared to a character with 30 will gain 2 extra Health per level. which is a fairly big deal. Keep that in mind when looking at the classes, as the 'invisible' Health maximum is attached to those who start with higher Endurance. <----------------------------------------------------------------------> Racial Abilities. These matter. While I find attributes to be mostly level footing, and skills to be a non-issue except for the convenience of leveling, your racial ability sticks with you. Picking a race with a good one matters, and is probably the most important, if not the sole consideration to be made when choosing a race. <----------------------------------------------------------------------> Character Model. Seriously, this can be a long game. Even longer if you want to min-max. Make a character you like, and one that wont make you nauseous every time you open your inventory. Pick what you want to play by your avatar.. and use your imagination. The story of Oblivion is sadly irrelevant when it comes to your other choices. <----------------------------------------------------------------------> The fact that I don't think any race is really much 'better' at any activity in the long run than any other race doesn't mean that, objectively, there aren't some bonuses that make certain races better than others. That doesn't mean I'm contradicting myself. Make an Orc, make an Orc mage in fact, it doesn't really matter. Hell, make an Orc who can use all weapons, sneak, haggle, and cast all spells with a skill of 100. But keep in mind the various abilities of each class, which no amount of attribute/skill maxing can overcome. The Races o======================================================================o Below I will list the starting attributes of each race by gender. Following that, I will denote the skill bonuses each race gains, and after than the special abilities of each race. Finally, I will give my opinion of the race, and give it an entirely subjective score based mostly upon their abilities, with bonus points for having high starting Endurance. Argonian o======================================================================o This reptilian race, well-suited for the treacherous swamps of its homelands, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 40 50 40 40 40 30 30 50 320 Attributes, Male <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 40 40 30 50 50 30 30 50 320 Skill Bonuses <----------------------------------------------------------------------> Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5, Illusion +5, Mysticism +5, Security +10. Abilities <----------------------------------------------------------------------> Resist Disease Ability: Argonian Disease Resistance (75) Immune to Poison Ability: Argonian Poison Immunity (100) Water Breathing Ability: Argonian Water Breathing Opinion <----------------------------------------------------------------------> Argonians are a rare breed in that they have three abilities that are actually okay. A high disease resistance will help ignore some annoyances as you play the game, and poison comes up more than you'd think. Certainly the best disease/poison set out there. Also, water breathing is a cheap spell, and it can be found on an item fairly easily, but having it all the time prevents you from ever needing to worry in the first place. They are, at the least, some abilities you will get some use out of. The only real downside to the Argonian is their poor Endurance, which will set them back in the Health department, and the fact that they really don't have any combat oriented abilities. Rating: *** Breton o======================================================================o In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. They particularly skilled at summoning and healing magic. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 30 50 50 30 40 30 40 50 320 Attributes, Male <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 40 50 50 30 30 30 40 50 320 Skill Bonuses <----------------------------------------------------------------------> Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10 Abilities <----------------------------------------------------------------------> Dragon Skin Shield 50% for 60 seconds on Self Fortify Magicka Ability: Breton Enhanced Magicka (50) Resist Magic Ability: Breton Magic Resistance (50) Opinion <----------------------------------------------------------------------> Somebody at Bethesda must love Bretons. Really. These are your premier mages in Oblivion, as they have the second highest Magicka total with no downside. In fact, they have the best magical resistance as well, Better yet, they also have the best shielding ability in the game, much better than the Nordic ability. Undoubtedly the best set of abilities in the game. Rating: ***** Dark Elf o======================================================================o Also known as "Dunmer" in their homeland of Morrowind, the Dark Elves are noted for their skilled and balanced integration of the sword, the bow, and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 40 40 30 40 50 30 40 50 320 Attributes, Male <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 40 40 30 40 50 40 30 50 320 Skill Bonuses <----------------------------------------------------------------------> Athletics +5, Blade +10, Blunt +5, Destruction +10, Mysticism +5, Light Armor +5, Marksman +5 Abilities <----------------------------------------------------------------------> Ancestor Guardian Summon Ancestor Guardian for 60 seconds on Self Resist Fire Ability: Dark Elf Fire Resistance (75) Opinion <----------------------------------------------------------------------> Dark Elves in Oblivion sure aren't like what they are in most other fantasy settings. Still, that's not entirely a bad thing. Darks Elves have two abilities that don't explicitly suck. Firstly, they have the equivalent of a low-level summoning spell. Nothing too special. Secondly they are 75% resistant to fire damage, by far the most common element you'll have thrown at you. This makes them an entirely playable class, with no real downside. Rating: *** High Elf o======================================================================o Also known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most strongly gifted in the arcane arts of all the races. However, they are also somewhat vulnerable to fire, frost, and shock. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 30 50 40 40 40 30 40 50 320 Attributes, Male <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 30 50 40 40 30 40 40 50 320 Skill Bonuses <----------------------------------------------------------------------> Alchemy +5, Alteration +10, Conjuration +5, Destruction +10, Illusion +5, Mysticism +10. Abilities <----------------------------------------------------------------------> Weakness to Fire Ability: High Elf Elemental Weakness (25) Weakness to Frost Ability: High Elf Elemental Weakness (25) Weakness to shock Ability: High Elf Elemental Weakness (25) Fortify Magicka Ability: High Elf Enhanced Magicka (100) Resist Disease Ability: High Elf Disease Resistance (75) Opinion <----------------------------------------------------------------------> Basically your mages in Oblivion, High Elves gain a whopping 100 points to their Magicka. The maximum Magicka boost is something that really can't be replicated, because your maximum Magicka determines the potential potency of any spell you cast (more Magicka = more potent spells). The disease resistance on the other hand, is very paltry. You can get Cure Disease spells fairly easily, or potions, or just eat raw reagents, so there's really not much to celebrate here. On the other side, they take 25% more damage from ALL elements. I'm not sold on their positive perks, and they get a massive negative perk? Shouldn't highly magickal beings be resistant to magic, if anything? After seeing the Breton, this penalty is harsh, even ridiculous, and completely makes them redundant as a PC race. Rating: * Imperial o======================================================================o Natives of the civilized, cosmopolitan province of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with heavy armor and in the social skills and tend to favor the warrior classes. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 40 40 40 30 30 40 50 50 320 Attributes, Male ------------------------------------------------------------------------ STR INT WIL AGI SPD END PER LCK TOT 40 40 30 30 40 40 50 50 320 Skill Bonuses <----------------------------------------------------------------------> Blade +5, Blunt +5, Hand to Hand +5, Heavy Armor +10, Mercantile +10, Speechcraft +10 Abilities <----------------------------------------------------------------------> Star of the West Absorb Fatigue 100 points on Touch. Voice of the Emperor Charm 30 points for 30 seconds on Target. Opinion <----------------------------------------------------------------------> Imperials are supposed to be the Elder Scrolls version of Romans, conquering imperials with combat savvy and a penchant for diplomacy. They are about as boring of a race as you can make, but everybody must have their niche, eh? Their Endurance is fair, but their special abilities are frankly ass. Charm and Absorb Fatigue are both pretty useless, especially Charm since you can either a) use Speechcraft to improve someone's disposition. b) bribe somebody to improve their disposition. Or c) get a spell that does the same thing! And draining Fatigue? Fatigue regenerates, and all draining it will do is make the enemies deal less damage. Maybe if you could use it multiple times.. to keep an enemy drained of fatigue, but it's a once per day thing. It's not going to change the tide of a single battle. If it has any impact whatsoever, you used it against an enemy that could not hope to beat you anyhow. The only reason I can see to play them is if you want to aesthetically play a generic character. Granted, their features are some of the least fugly in Oblivion, but is that a good enough reason to settle? At least they don't have any negatives to them. Rating: ** Khajiit o======================================================================o Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajiit can see in the dark. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 39 40 30 50 40 40 40 50 320 Attributes, Male <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 40 40 30 50 40 30 40 50 320 Skill Bonuses <----------------------------------------------------------------------> Athletics +5, Blade +5, Hand to Hand +10, Acrobatics +10, Light Armor +5, Security +5, Sneak +5. Abilities <----------------------------------------------------------------------> Eye of Fear Demoralize up to level 25 for 30 seconds on Target Eye of Night Night-Eye for 30 seconds on Self Opinion <----------------------------------------------------------------------> Originally I didn't think much of the 'cat-people', in fact, teenage bias at one point kept me from playing Morrowind due to the 'cat-people' in the Elder Scrolls game. It is a choice I regret, as now I just can't get into the game, when I probably could have during its height. What can I say? I was a fairly asininely-biased little guy. Anyhow, they aren't very good from a gameplay standpoint. Their abilities are pretty lame. At least Eye of Fear might help out in a fight once in a while, but their 'ability to see in the dark' is the equivalent of a low level illusion spell that can be purchased from the get-go by any other race. At least you can use it as often as you please, which makes them have some useful abilities, if not any great ones. Making this ability a toggle ability instead of an activated one would have been nice, Bethesda. Rating: ** Nord o======================================================================o Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 50 30 40 40 40 40 30 50 320 Attributes, Male <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 50 30 30 40 40 50 30 50 320 Skill Bonuses <----------------------------------------------------------------------> Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, Restoration +5 Abilities <----------------------------------------------------------------------> Nordic Frost Frost Damage 50 points on Touch Woad Shield 30% for 60 seconds on Self Resist Frost Ability: Nord Frost Immunity (50) Opinion <----------------------------------------------------------------------> The Vikings of the Elder Scrolls, Nords are supposed to be good warriors, and their high starting Endurance certainly means they'll have plenty of Health. Their abilities.. eh.. 50 damage is alright, but doing frost damage once per day isn't fantastic. Also, they are 50% resistant to frost damage. Not too many things use frost, and fire would have been better since it is by far the most common element, but still, a resistance to anything is not bad. Woad is pretty nice too. 30% damage resistance for a full minute can really help you weather some tougher melees, and even taken once per day, it is still a good ability. They are certainly an interesting-if not overwhelmingly powerful-race. Rating: **** Orc o======================================================================o The people of the Wrothgarian and Dragontail Mountains, Orcish armorers are prized for their craftmsanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their berserker rage. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 45 40 45 35 30 50 25 50 320 Attributes, Male <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 45 30 50 35 30 50 30 50 320 Skill Bonuses <----------------------------------------------------------------------> Armorer +10, Block +10, Blunt +10, Hand to Hand +5, Heavy Armor +10 Abilities <----------------------------------------------------------------------> Berserk Fortify Health 20 points for 60 seconds on Self Fortify Fatigue 200 points for 60 seconds on Self Drain Agility 100 points for 60 seconds on Self Fortify Strength 50 points for 60 seconds on Self Resist Magic Ability: Orc Magic Resistance (25) Opinion <----------------------------------------------------------------------> Orcs are your berserkers.. a staple of any fantasy genre. Of course, in Oblivion they appear in a fairly unusual role: that of an integrated and mostly-civilized (if unkempt, unruly, horse-eating) members of society. Berserk is an interesting ability. The Health bonus is paltry, but the massive Strength bonus is pretty nice.. if you can manage to hit things without getting knocked around yourself (the Agility hit hurts.) Resist Magic is less of a mixed bag, 25% magic resistance is a very good thing. Rating: **** Redguard o======================================================================o The most naturally talented warriors in Tamriel. In addition to their cultural affinities for many weapon and armor styles, they also have a hardy constitution and a natural resistance to disease and poison. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 40 30 30 40 40 50 40 50 320 Attributes, Male <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 50 30 30 40 40 50 30 50 320 Skill Bonuses <----------------------------------------------------------------------> Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy Armor +5, Mercantile +5 Abilities <----------------------------------------------------------------------> Adrenaline Rush Fortify Agility 50 points for 60 seconds on Self Fortify Strength 50 points for 60 seconds on Self Fortify Speed 50 points for 60 seconds on Self Fortify Endurance 50 points for 60 seconds on Self Fortify Health 25 points for 60 seconds on Self Resist Poison Ability: Redguard Poison Resistance (75) Resist Disease Ability: Redguard Disease Resistance (75) Opinion <----------------------------------------------------------------------> If you thought the Orc was nice, behold the Redguard. While 25% magic resistance is undeniably a good thing, 75% disease and poison resistance is a healthy bonus, too. But the real winner is Adrenaline Rush, which significantly raises all the Redguard's combat stats for a full minute with no downside. This is much better than the Berserk ability of the Orc, and both genders have a health Endurance to keep them up with the Nord and Orc in overall Health. Of course, all the Redguards abilities are significantly less useful if you prefer to stay out of direct combat, but if you want to mix things up, there's good incentive to play a Redguard. Rating: ***** Wood Elf o======================================================================o The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood Elves are nimble and quick, making them good scouts and thieves, and there are no finer archers in all of Tamriel. Their ability to command simple creatures is well-known. Attributes, Female <----------------------------------------------------------------------> STR INT WIL AGI SPD END PER LCK TOT 30 40 30 50 50 30 40 50 320 Attributes, Male ------------------------------------------------------------------------ STR INT WIL AGI SPD END PER LCK TOT 30 40 30 50 50 40 30 50 320 Skill Bonuses <----------------------------------------------------------------------> Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, Marksman +10, Sneak +10 Abilities <----------------------------------------------------------------------> Beast Tongue Command Creature up to level 5 for 60 seconds on Target Resist Disease Ability: Wood Elf Disease Resistance (75) Opinion <----------------------------------------------------------------------> Okay, if you looked at those abilities, then you should know where this is going. Wood Elves suck on the ability end. The disease resistance is nice, but considering that Redguards have that and then some, it comes hard to recommend. And then the Beast Tongue ability. I don't know why Bethesda plays favorites with races, but a level 5 command effect? Care to guess when that becomes useless? How about, level 6? By all means, amassing a horde-of-one mudcrab and rat appeals to you, then go for it. The real animals that you could have at your side are too high of a level, for one, and not in Oblivion, where you might actually need the help, for two. Still, they have no downside, so they aren't completely useless. Rating: ** o======================================================================o | | | Birthsigns {BRT001} | | | o======================================================================o You'll get the chance to pick a birthsign fairly early into the game. This will improve some attributes, and perhaps give you an extra ability to use. It's a somewhat important decision, but it wont change the game dramatically.. unless you choose the Atronach, that is. Rating: * Does more harm than good Rating: ** Beneficial, but becomes obsolete Rating: *** Mildly useful over the course of the game. Rating: **** Very useful over the course of the game. Rating: ***** Makes you a phenom. The Signs o======================================================================o The Apprentice The Apprentice ability confers a 100-point bonus to your Magicka attribute, but gives you a 100% Weakness to Magic. That's a good bit of Magicka, but it also makes you take twice as affected by all hostile spells. In a word, that sucks. It's like choosing to get coated in vomit in exchange for a mint. You're better off with nothing. Rating: * <----------------------------------------------------------------------> The Lady The Lady's Blessing confers bonuses of 10 points to your Willpower and Endurance attributes. Willpower is pointless, but the Endurance boost is pretty nice. This is an okay birthsign. Rating: *** <----------------------------------------------------------------------> The Mage The Mage ability confers a permanent bonus of 50 points to your Magicka. Instead of the Apprentice, you should choose this, if you really must. It gives you a 50 point bonus to Magicka (one quarter the maximum you can get from Intelligence) with no downside. Rating: *** <----------------------------------------------------------------------> The Thief The Thief ability grants a 10-point bonus to your Agility, Speed, and Luck attributes. If you're making a level conservative character, this birthsign is the way to go, allowing you to gain 10 points of Luck right off the bat, thus shaving 10 levels off of what you'd need. Plus, 30 points isn't bad in any event. Rating: **** <----------------------------------------------------------------------> The Atronach With the Atronach ability you don't regain Magicka over time. Instead you have a 50% Spell Absorption to recharge your Magicka. Your base Magicka is also increased by 150 points. 150 points is a stupendous, whopping amount of Magicka, offset by the fact that you'll never naturally regenerate magicka. Some people don't find this to be a significant handicap, as they'll be perfectly happy brewing themselves potions and finding other ways to recharge their Magicka. One popular method is to summon a creature that only attacks with spells and turning it hostile, ensuring that you'll absorb at least some of the damage as Magicka. In any event, I find this birthsign to be more of a burden than anything else. I don't play a full mage, so when I do use spells I use them as support.. and I really don't want to have to think about where the Magicka is going to come from the next time I cast a spell. As for full-blown mages, your Magicka regeneration rate in a fight is usually so poor that this isn't a significant handicap, and instead of resting between battles you may as well just summon a creature to recharge your mana. It's a good trade off for the boost to Magicka it gives, although it is a lot more work than picking a birth sign like the Mage. Rating: **** <----------------------------------------------------------------------> The Lord Being born under the Lord gives you the Blood of the North less power to regenerate up to 90 points of Health. However, you also gain the Trollkin curse, a permanent 25% Weakness to Fire. You can simply use potions, magic, or rest to heal. The 90 point Health regeration is simply not worth the permanent fire vulnerability, especially as it's the most common element in the game. Rating: * <----------------------------------------------------------------------> The Lover Use the Lover's Kiss power once a day to paralyze an opponent for 10 seconds at the cost of 120 points of Fatigue. Or just get a spell that does it. 10 seconds is a long time, but there are better birthsigns. Rating: ** <----------------------------------------------------------------------> The Ritual Those born under the Ritual use the Mara's Gift power once a day as a powerful Restore Health spell. The Blessed Word can turn the undead. A powerful healing spell indeed, Mara's Gift restores 200 Health! And Blessed word turns up to level 25 undead for 30 seconds. Both are replicable-but good-abilities. Rating: ** <----------------------------------------------------------------------> The Serpent Gain the Serpent spell to cause a slow but potent poison on touch, while simultaneously curing yourself and dispelling magic on yourself. Casting this spell costs 100 points of Fatigue. Using this ability on an enemy cures poison on yourself, dispels 90 points, and deals 3 points of damage for 20 seconds on the enemy you touch. It's interesting, but the 60 points of damage isn't terribly powerful, and poisons tend to deal their damage immediately, or end fairly quickly. It's hard to see this coming in handy often. Rating: ** <----------------------------------------------------------------------> The Shadow Use the Moonshadow power once a day to become Invisible for 60 seconds. This is a mid-level Illusions spell. You can pick better. Rating: ** <----------------------------------------------------------------------> The Steed The Steed ability grants a bonus of 20 points to you Speed attribute. You can level Speed up just fine without the 20 point boost. Rating: ** <----------------------------------------------------------------------> The Tower With the Tower Key power, once a day open a door or container of average lock level or less. The Tower Warden reflects five points of damage for 120 seconds once a day. Average locks are nothing. That's a mid-level spell, or one lockpick if you're clumsy. The reflect damage is decent, especially the duration, but you can get spells and gear that do the same thing. Rating: ** <----------------------------------------------------------------------> The Warrior The Warrior ability grants a bonus of 10 points to your Strength and Endurance. Hit things harder at the word go, and add a permanent boost to your Endurance-and thus your Health-while you're at it. What's not to like? Rating: *** o======================================================================o | | | Class {CLS001} | | | o======================================================================o The game throws you into picking a class rather abruptly, and will even offer you a class based on your play style up until this point. Unfortunately, you've just started, you hardly know the ropes, and you are really in no position to pick what you want to do the rest of the game based upon what you've been doing in this dungeon. I know my first run through consisted mostly of getting used to the control scheme (I was a legacy control user) and trial-and-error. Instead of picking what the game offers you, custom-make your own. It's worth it. Major and Minor Skills o======================================================================o When creating your character's class (which you should do, as opposed to picking a pre-built class) you must pick seven Major skills. These skills are the skills that determine when you level up, anytime you gain 10 skill points into any of your seven major skills (spread across all skills) you increase in level. Controlling when you level up is very important.. if you level up too soon, you might not be able to get the bonuses to your attributes that you want and need. Instead of picking 'class skills' that you want to define your character, you should pick ones you can control. For example, if you pick Athletics as a major skill, you'll make progress towards your level level up by simply walking. You could always not move, but you wouldn't make very much progress then, would you? Picking major skills you can unerringly control the use of is a huge part of character creation. You also don't want to pick skills that are hard to improve, like Mercantile, Speechcraft, Security, or Restoration. Last but not least, you don't want to pick skills you plan to use constantly. If you just love swinging a sword, you probably don't want to pick Blade as a major skill, as you'll only be able to use it at will when you're trying to level it up.. or when you reach level 100 in that skill, in which case you can use it as much as you please. Below are the following skills I typically select for major skills, and why. (Keep in mind, I tend to play a Breton, so I ignore a slew of potentially good spell skills in order to reach the highest level possible.) Armorer You only need this when you're repairing stuff, and if you get a few levels in it here or there it will only supplement the Endurance I tend to be going for with Heavy Armor anyways. Blunt I prefer Blade to Blunt. Hand to Hand You don't need a weapon for it, when you want to level Strength, just set the difficulty to highest and go beat up some Mud Crabs. Heavy Armor You only level up Heavy Armor when you wear Heavy Armor. It's a quick and easy way to get Endurance levels, and when it hits 100, I can wear all the armor I want. A priority skill for me. Light Armor Just like Heavy Armor, but Speed can wait, Endurance cannot, so it gets delayed in favor of Heavy Armor. Marksman Again, a weapon, there's no way you're accidentally going to level it. Sneak Sneak isn't very useful early on as the enemies just aren't strong, and at low skill levels it rarely works. After Heavy Armor I tend to focus on Sneak. Any Spell Spells are easy to level for the most part, and only (Besides increase when you cast them. Restoration) <----------------------------------------------------------------------> Pick seven skills that are easy to level up, and most importantly, that you can control. <----------------------------------------------------------------------> If going for an absolute build, don't pick racial skills, or skills that are part of your class specialization. For example, if you pick Magic as your class specialization, don't pick any spells as major skills. This will help maximize your leveling. Class Specializations o======================================================================o When you pick your class (which is just a selection of seven major skills) you also get to pick an area of specialization for that class. This is essentially a gameplay style you want to focus on, and it includes combat arts, magic arts, and stealth arts. Specialized skills increase faster, and gain a +10 bonus right off the bat.. these are not skills you want as Major skills if you're making an absolute build. You also get to pick two attributes, which are the focus of said class and recieve a flat +5 bonus. These can be any two attributes, and do not have to be in any way related to your skills. Luck and Endurance are easily the best two-Endurance because it is the only attribute whose benefits are not retroactive-and Luck because it's just slow to level. Combat Skills: Armorer, Athletics, Blade, Block, Blunt, Hand To Hand, Heavy Armor. Magic Skills: Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration. Stealth Skills: Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, Speechcraft. o======================================================================o | | | Leveling Up {LVL001} | | | o======================================================================o Leveling in Oblivion is a bit awkward, the mechanics of which have been enough to scare my fiance away from all but the most casual of gaming. I'll try to explain the leveling system as simply and matter of factly as I can. I feel it is apt to talk about the leveling system early, since you'll be building your character around this system. I'll have to talk about skills, attributes, and various other items that I'll eventually go over later.. but it needs to be done, so ignore the redundancy. It's not as complicated as it sounds. Leveling Up o======================================================================o Simply put, out of all the skills you have, you pick seven to be major skills. These level up quicker than minor skills (all the rest of your skills count as minor) and when you get a total of 10 levels in any combination of major skills, you level up. You can level up one skill ten times, ten skills one time, or anywhere in between. Your minor skill don't matter when it comes to gaining a level, but they are still important when it comes to how much you gain from each level.. anyways more on that later. That's simple, now to complicate things a little bit. Maximum Level o======================================================================o There are two ways to approach leveling up, the absolute method, and the relative method. I've made a character based around both, and I haven't really noticed a huge difference, but here we go. Absolute Build <----------------------------------------------------------------------> Every time you level up, you gain a bonus number of health equal to your Endurance/10, so the more levels you gain, the more hitpoints you gain. If you want more health, get more levels, period. Now, since you gain a level every time you get 10 points in major skills, your maximum level is the number of times you can gain ten points in your major skills. All your major skills are set to a minimum of 25 (Novice level), higher if your class focus is the same as any of your skills (more on this later), and if your race gets a bonus to those skills (again, later.) So if you want to max your levels all you have to do is pick major skills that are different from your class focus, and your racial skills (harder than it sounds..) Now for the math, calculate the maximum level you can reach with your build by doing the following: (The example will show the maximum level you can attain in Oblivion, naturally.) Add up your starting ranks in your major skills. (25 x 7 = 175) Subtract the total from the maximum level you can reach in each skill. (700 - 175 = 525) Divide the total number of points left over by 10 to determine how many times you can level up. (525 / 10 = 52.5 = 52) Using this min-maxing build, you can see that this character can gain a total of 52 level-ups. Starting at level 1, this makes the maximum level in Oblivion 53. Relative Build <----------------------------------------------------------------------> In opposition to the absolute method, which produces the highest leveled characters with the most health is the relative build. As you level up, so do the monsters in Oblivion, some of which gain considerably more health per level than you do. The goal of the relative build therefor is to max your character out at fast as possible in order to make the most powerful character (relatively). Get it? No matter your race, specializtion, or major/minor skill concentrations, the most hampering obstacle to leveling up quickly is your Luck. The base luck for all characters is 50. You can raise your Luck by 10 points with The Thief birthsign, but that's still only 60. The maximum level (for a power build where all your attributes are 100) is therefore 40 for the relative build. The relative build is a little more constrictive than the absolute build as you have less levels to play around with. Still, I reccommend the same kind of build for both. The only difference is you'll want to max all your attributes out at 100 as soon as possible to finish the relative build, whereas with the absolute build you want to maximize your attributes only upon attaining your ultimate level. Of course, if you were to let Luck slide you could probably max out all your other attributes sooner, but there's nothing like a fat list of three digit numbers on you attribute sheet to say 'power gamer.' Attribute Increase by Level o======================================================================o Every time you level up you can improve three different attributes. Each attribute you select gains one point, but may potentially gain more.. Each of your skills is tied to an attribute (except Luck, which has no skills tied to it.) When you increase a skill, the attribute tied to that skill gains bonuses that can increase the number of points you raise an attribute when you level up. For example, if you get points in Armorer, and select to increase Endurance next level, you may gain +2, +3, +4, or +5 to Endurance instead of the normal +1, depending on how many skill increases you got in Endurance-related skills. Of course, you're going to want the +5 attribute points in each of the three attributes you get to select each level, right? Right. Now keep a few things in mind.. <----------------------------------------------------------------------> Getting 10 points in any skills that are related to the same attribute will get you a bonus of +5 to that attribute when you level up if you select it. Getting more will not get you a higher bonus than +5, so there's no point in it. <----------------------------------------------------------------------> These attribute point modifiers DO NOT carry over different levels. If you get 10 skill increases in Speechcraft at level 2, and don't improve Personality when you level up, the next level you will not receive any modifiers to Personality unless you gain more ranks in Personality related skills. <----------------------------------------------------------------------> You need to plan what attributes you want to level up, and get ten skill increases per attribute each level. If you wanted to level up Strength, Endurance, and Speed for example, you'd want 10 skill increases in the following skills: Strength = Blade, Blunt, and Hand To Hand. Endurance = Armorer, Heavy Armor, Block. Speed = Light Armor, Acrobatics, Athletics. This is just like leveling up.. you need 10 point total in the same attribute related skills. Whether that's ten in one skill, five in two skills, or three, three, and four, as long as it adds up to ten. <----------------------------------------------------------------------> Since you gain Health at a rate of Endurance/10 per level, you want to raise Endurance by five points per level each of your early levels until you have 100 Endurance. This will maximize your Health gain overall. Once you have 100 Endurance, you no longer need to worry about what you level up, but you need to give Endurance priority treatment. Get your Endurance to 100 as fast as the game allows!! <----------------------------------------------------------------------> You can only increase your Luck by one point per level.. depending on your starting Luck, you may need to start putting points into Luck at different points to ensure you get it to 100. If you start out with 50 Luck, you'll need to level up 50 times and select Luck to get it to 100. Keep an eye on your Luck, and ensure that when you begin boosting it when appropriate. <----------------------------------------------------------------------> If you run out of attributes to increase, you will stop leveling up, regardless of how many major skills you have left to raise. If all your attributes are 100 at level 42, you will not increase beyond level 42!! Now that you have that in mind.. Luck is a great 'control' attribute. You can only increase it one point per level, so if you save it until you reach the last level you can possibly begin leveling it up and reach 100 Luck, you'll ensure you can max your level. For example: If you begin play with 60 Luck, and have a build that lets you reach level 50, you need 40 level ups to max Luck at 100. So simple math 50 - 40 = 10. When you reach level 10 be ready to put a point into Luck on your next level up (from L.10 to L.11) so that on your 50th and final level, you get your Luck up from 99 to 100. Of course, if you're making a relative build, Luck is probably the attribute that will be holding you back. <----------------------------------------------------------------------> Pretty obvious but.. if you run out of skills to increase for an attribute, you cannot increase that attribute more than +1 per level. So don't go maxing skills arbitrarily until you have their related attribute up to 100. Summary o======================================================================o So that's the goal of leveling, but to summarize by steps for your convenience: 1) Pick three attributes each level to increase. 2) One of those three should be Endurance if your Endurance is not 100. 3) One of those three should be Luck if you are at a level at which you need to increase Luck to reach 100 when you reach you level cap. 4) Level up skills related to those attributes by a cumulative total of 10 points. 5) Do not waste skill increases until the related attribute of said skills is at level 100. That's an extremely power-gamey way to play the game, but if you want to play that hardcore, those are the mechanics of the game, to be nit-picked at your leisure. The REAL important steps are to raise Endurance to 100 ASAP and to ensure you begin leveling Luck before you get too high of a level to max it. o======================================================================o | | | Attributes {ATT001} | | | o======================================================================o Your attributes affect your derived attributes, including Health Magicka, and Fatigue. They also affect a great number of things about you character, like how fast you move, how much damage you deal, and so on. Maxing all your attributes to 100 is the purpose of this guide. o======================================================================o | Strength | o======================================================================o Related Skills: Blade, Blunt, Hand to Hand Affects how much you can carry, how much Fatigue you have, and how much damage you can do with melee weapons such as swords and axes. Governs the skills of Blunt, Blade, and Hand to Hand. Strength will increase the melee damage of all your melee weapons, which is nice enough in itself. It also adds five points to your encumbrance maximum, which is good for all you folks who like to carry lots of stuff (I know I do!) And last and probably least, Strength will improve your Fatigue on a point-for-point basis. Leveling Tips <----------------------------------------------------------------------> There's only one way to raise Strength.. go destroy things in melee combat. Whether you do it with your fists, swords, axes, or maces is irrelevant. Slide the difficulty slider up to the maximum and go slaughter Mud Crabs. Spread the leveling love around all three related skills, and you'll be on your way. o======================================================================o | Intelligence | o======================================================================o Related Skills: Alchemy, Conjuration, Mysticism Affects your total Magicka and magic use. Governs the skills of Alchemy, Conjuration, and Mysticism. Intelligence also raises your Magicka total by two points per point of Intelligence. Leveling Tips <----------------------------------------------------------------------> You can improve your Intelligence by leveling your Alchemy, Conjuration, and Mysticism skills. Go pick flowers, mash them up with a mortar and pestle, and sell the potions you make, that way you're leveling up Mercantile too. Or summon things. Or cast Mysticism spells. Intelligence is easy to level up, but I never make it much of a priority, considering how little it does. o======================================================================o | Willpower | o======================================================================o Related Skills: Alteration, Destruction, Restoration Affects how quickly you regenerate Magicka, and how much Fatigue you have. Governs the skills of Destruction, Alteration, and Restoration. Willpower increases your Magicka regeneration, although how much so I'm not entirely sure. Also it improves Fatigue on a point-for-point basis. Naturally, a high Willpower goes hand in hand with a high Intelligence, although having a higher Magicka is better than having a faster regeneration rate any day. Leveling Tips <----------------------------------------------------------------------> Of the three spells that level Willpower, Alteration is probably your best bet. It's much easier to level than Destruction and especially Willpower. If you get access to the Arcane University, you can make spells that damage your own equipment to raise Destruction easily, but I generally prefer to wait until I have 100% chameleon gear to level Destruction more conventionally-by throwing fireballs at people. o======================================================================o | Agility | o======================================================================o Related Skills: Marksman, Security, Sneak Affects your ability to maneuver and balance, your total Fatigue, and damage done by bows. Governs the skills of Security, Sneak, and Marksman. The more Agility you have, the less often you'll get knocked silly in combat, although I'm not sure exactly how much of an effect it has (except to say that it's noticable!) Agility also improves your damage with bows, and improves Fatigue on a point-for-point basis. Leveling Tips <----------------------------------------------------------------------> Of the three skills that level Agility, Sneak is by and far the easiest to increase. Security becomes a chore VERY quickly, and Marksman is always somewhat of a chore. I'd suggest you don't waste easy early levels in Marksman or Security, and boost your Agility with them. After I get 100% chameleon, I can level Marksman at will, but until then, Sneak is pretty much my go-to skill for Agility. o======================================================================o | Speed | o======================================================================o Related Skills: Acrobatics, Athletics, Light Armor Determines how fast you move. Governs the skills of Athletics, Light Armor, and Acrobatics. What the man says, it makes you move faster. Over the days you spend leveling Speed, you might not notice it, but get your Speed up to 100 and start a new character, and it'll be agonizingly slow. Leveling Tips <----------------------------------------------------------------------> When you level Acrobatics and Athletics, be ready to put points into Speed. Other than those two skills, Light Armor is the only skill that levels Speed, and thankfully Light Armor is pretty easy to improve. o======================================================================o | Endurance | o======================================================================o Related Skills: Armorer, Block, Heavy Armor Affects how much Fatigue you have, your Health, and how much your Health will increase when you sleep and raise levels. Governs the skills of Block, Armorer, and Heavy Armor. Endurance is the only attribute in the game that has priority, like Intelligence in Fallout 3, none of the other attributes matter in terms of when you raise them. You gain Health equal to 1/10th of your Endurance score per level. The higher your Endurance, the faster, the more Health you end up with. A character who starts with 30 Endurance will gain 2 less Health per level than a character who starts with 50. Considering it will take that character at least 14 levels to max out Endurance, that equates to 26 less Health, provided both characters focus on maxing their Endurance early. That's not a killer amount of Health, but keep in mind that if you DON'T get your Endurance to 100 ASAP, that total difference could end up significantly higher. It's just free Health points you're throwing away when you ignore Endurance, simple as that.. and also, Endurance raises your Fatigue on a point-for-point basis. But that's not important. Leveling Tips <----------------------------------------------------------------------> Block is pretty easy to level up to level 50, and in the process of leveling Block and Heavy Armor, you'll get plenty of chances to supplement a few ranks of Armorer. Heavy Armor is incredibly easy to level, and should probably be your vehicle of Endurance supremacy. o======================================================================o | Personality | o======================================================================o Related Skills: Illusion, Mercantile, Speechcraft Affects how much people like you, which leads to better information- gathering. Governs the skills of Speechcraft, Mercantile, and Illusion. Personality affects the disposition of others, and it will make getting quests, information, and cheaper prices easier. Fortunately, this is only much of a problem early on in the game, when money still matters, and when buying a house is a priority. There are other ways to improve dispositions, for that matter, which makes Personality nice to have, but not imperative to get. Leveling Tips <----------------------------------------------------------------------> Speechcraft is fairly easy until level 50, when it becomes a chore, so don't waste those levels. Mercantile is always a pain, and if you supplement your Mercantile with training sessions, make sure you don't waste those points. Other than those two skills Illusion makes your life pretty easy. o======================================================================o | Luck | o======================================================================o Luck has an effect on everything you do, but governs no skills. It has an effect on everything you do.. what effect, and how much? Hard to say. Maybe it affect critical hits, or damage rolls, or stun chances. Who knows? In any case, I'm too paranoid to ignore it! Leveling Tips <----------------------------------------------------------------------> Luck can only be raised by one point per level, so make sure you start leveling it early, or else you wont be able to max it! It makes a very good attribute to pick as a class focus, considering how slowly it grows through leveling. o======================================================================o | | | Derived Attributes {DAT001} | | | o======================================================================o These are derived from the primary attributes, and are affected by changes to your primary attributes. o======================================================================o | Health | o======================================================================o Health is the amount of damage you can take before you die. Your maximum Health increases every time you gain a level. Endurance affects how much Health you gain per level. Your starting Health is twice your Endurance. Sleeping, potions or spells can restore your Health. Health is pretty much the only attribute that varies permanently depending on how you level.. which pretty much determines the entire leveling build. The formula is as follows: Base Endurance x2 + 1/10 Endurance per level o======================================================================o | Magicka | o======================================================================o Magicka is used to cast spells. You start with Magicka equal to double your Intelligence. Choosing certain races and birthsigns will give you Magicka bonuses that increase your Maximum Magicka. Magicka regenerates based on your Willpower. Sleeping, potions or spells can restore your Magicka more quickly. It doesn't matter when or how you choose to deal with your Magicka, it will hit the same maximum, regardless. The only point to having a high Magicka-besides from being able to cast more spells, which is moot because you can just wait, or use a potion-is being able to cast more powerful spells. For example, one spell you can get in the game, Finger of the Mountain, has a Magicka cost of 710 with a Destruction score of 100. The only conceivable way to cast this spell is to pick a Magicka-rich race, a Magicka birthsign, and wear gear that improves your Magicka. Frankly, I just dont think it's worth the effort. I'd rather cast multiple weaker spells. The formula for Magicka is: Intelligence Score x2 o======================================================================o | Fatigue | o======================================================================o Fatigue is how tired you are. Low Fatigue hurts your effectiveness, especially when doing melee attacks. Fighting hand-to-hand, swinging a weapon, or jumping may reduce your Fatigue. If your Fatigue falls below zero due to a spell or other special effect, you are knocked down. Walking, resting, waiting, potions, and spells can restore your Fatigue. Your Maximum Fatigue is the combined values of your Strength, Agility, and Willpower. Well, they left out Endurance, but who is keeping score? Fatigue isn't that big of a deal. The lower your Fatigue, the less damage you'll do with attacks. Still, when you're a higher level it becomes less important, as blocking and running won't fatigue you. At a lower level, you'll be out of Fatigue often in bigger fights.. but you're not really losing all that much damage anyways. Endurance Score + Strength Score + Agility Score + Willpower Score o======================================================================o | Encumbrance | o======================================================================o Encumbrance is the total weight of items you can carry. You cannot move at all when fully encumbered. Maximum Encumbrance is equal to five times your Strength. The higher your Encumbrance, the more stuff you can carry. Maximum of 100 Strength equals a maximum of 500 Encumbrance. Sounds like a lot, but when some swords weigh 50 'pounds', and warhammers can approach 100, it's a rather low amount. Frankly, I prefer the Fallout 3 system, where you walk at snail speed. It forces you to engage the burden, not simply discard excess loot. Having 'feather' armor is nice, as it will let you carry all the goodies you could want. o======================================================================o | | | Skills {SKL001} | | | o======================================================================o And finally, to your skills. Some skills are useful because they change the way the game works. Mastering Armorer allows you to repair without ever breaking a repair hammer, for instance. Most just give you special attacks or access to more powerful spells. In any case, the most important thing about skills is that they help raise your Attributes. Below I will talk about what the skills do, and how to level them. o===============o===============o | Attribute |Related Skills | o===============o===============o | | Marksman | | Agility | Security | | | Sneak | |---------------|---------------| | | Armorer | | Endurance | Block | | | Heavy Armor | |---------------|---------------| | | Alchemy | | Intelligence | Conjuration | | | Mysticism | |---------------|---------------| | Luck | N/A | |---------------|---------------| | | Illusion | | Personality | Mercantile | | | Speechcraft | |---------------|---------------| | | Acrobatics | | Speed | Athletics | | | Light Armor | |---------------|---------------| | | Blade | | Strength | Blunt | | | Hand to Hand | |---------------|---------------| | | Alteration | | Willpower | Destruction | | | Restoration | o===============o===============o o===============o===============================o |Specialization | Skills | o===============o===============================o | | Athletics, Armorer, Blade, | | Combat | Block, Blunt, Hand to Hand, | | | Heavy Armor | |---------------|-------------------------------| | | Alchemy, Alteration, | | Magic | Conjuration, Destruction, | | | Illusion, Mysticism, | | | Restoration | |---------------|-------------------------------| | | Acrobatics, Light Armor, | | Stealth |Marksman, Mercantile, Security | | | Speechcraft, Sneak | o===============o===============================o Skill Mastery Levels o======================================================================o Every 25 ranks in a skill, you will gain a new 'mastery level', as the book puts it. This typically gives you a passive benefit attached to the skill, or allows you to use it in a different way. Just keep these plateaus in mind as you level up your skills. o===============o===============o | Mastery Level | Skill Scores | o===============o===============o | Novice | 0-24 | |---------------|---------------| | Apprentice | 25-49 | |---------------|---------------| | Journeyman | 50-74 | |---------------|---------------| | Expert | 75-99 | |---------------|---------------| | Master | 100 | o===============o===============o o======================================================================o | Acrobatics | o======================================================================o Attribute: Speed Specialization: Stealth Jump long distances and avoid damage when falling great distances. The higher your Acrobatics, the farther you can jump. The father you can jump, the better you can reach high ground, which stumps the computer AI a bit. It also allows you to reach higher objects and take alternative routes. The 'take less damage' thing is a little misleading. You might take less damage from falling, but since you can jump higher.. you'll fall further, taking more damage. In the end, it evens out. As you level Acrobatics you'll be able to do defensive rolls, perform jump attacks, and jump off the surface of water (or lava). Apprentice <----------------------------------------------------------------------> After long, arduous hours of practicing jumping and controlling your falls, you have become an Apprentice of Acrobatics. You can now attack while jumping or falling. However, you cannot use power attacks while in mid-jump or mid-fall, only regular attacks. Journeyman <----------------------------------------------------------------------> After long, arduous hours of practicing jumping and controlling your falls, you have become a Journeyman of Acrobatics. You now have the Dodge ability. Blocking while jumping makes you dodge in the direction of the jump. You will do a tumbling roll and possibly avoid an attack. Expert <----------------------------------------------------------------------> After long, arduous hours of practicing jumping and controlling your falls, you have become a Journeyman of Acrobatics. Now it costs half as much fatigue to jump. Master <----------------------------------------------------------------------> You have become a Master of Acrobatics. You gain the Water Jump ability. Jump just as you touch the water, and you can jump again just as if it were a solid surface. Miss your timing.. and fall into the water. With practice, you can jump several times in a row all the way across a body of water. Leveling Tips <----------------------------------------------------------------------> Acrobatics is a bit faster than Athletics, as you get progress every time you jump. Mind you, the distance of the jump does matter, and if you just jump in place, you're not going to be leveling much (so no jumping into a wall.) The real kicker is, if you take damage from a jump, you level up more! Yep, fall distance counts towards leveling your Acrobatics. You'd think that being, I don't know, graceful would matter, but that's besides the point. One fun-if inefficient-way to level is to jump off bridges (into the water, of course, you don't level very well if you splatter.) The best method of leveling I've found is to go Sercen north of the Imperial City and jump up the hills there to Agna. From Agna, I jump down the hills (trying to maximize my fall distance each jump) and eventually jump down to the Roxey Inn. There is a ravine east of Agna that will facilitate your suicidal ambitions. As I level more, I cut the trip back up and just fast-travel back to Agna. You can get to level 70 fairly easily this way, and higher if you're patient, but I generally choose to train the last 20 levels or so. Note that if you're trying to level Restoration, you can do that while you level Acrobatics. Since you're going to be taking damage anyways, why not heal in between jumps to boost your Restoration? o======================================================================o | Alchemy | o======================================================================o Attribute: Intelligence Specialization: Magic Create potions and gain benefits from alchemical ingredients more effectively. This skill is useful as it not only provides you with useful items, but selling potions is a great way to make money early on.. if you spend the time gather ingredients and are willing to raise Intelligence early. This skill is especially useful for those who have the Atronach birth- sign, as Magicka potions are going to be valuable. The higher you get in the Alchemy skill, the more potential properties you will be able to 'recognize'. This will make your alchemy skill more versatile. Once you master it, you can make potions from a single ingredient, which will double your productivity. Apprentice <----------------------------------------------------------------------> Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Apprentice of Alchemy. All potion ingredients have four potential effects. You can now automatically identify the first two effects. Journeyman <----------------------------------------------------------------------> Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Journeyman of Alchemy. All potion ingredients have four potential effects. You can now automatically identify the first three effects. Expert <----------------------------------------------------------------------> Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Expert of Alchemy. All potion ingredients have four potential effects. You can now automatically identify all of the effects. Master <----------------------------------------------------------------------> Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now a Master of Alchemy. Normally it takes two or more ingredients to make a potion. As a master Alchemist, you can create a potion from a single ingredient. Leveling Tips <----------------------------------------------------------------------> Get food, flowers, mushrooms, anything that can be made into a potion, and a mortar and pestle. Once done, create potions. As with most Oblivion skills, it's the quantity, not the quality that matters. Going from a skill level of 11 to 100 required 2036 potions.. which means I had to gather 4062 ingredients. Alchemy was not a specialized skill, or a major skill, so for most characters, you can ballpark a safe figure of 2000 potions to max-give or take a hundred, depending on your starting level and all that. On the plus side, when I sold those 2036 potions, I made a tidy profit of 95704 gold. o======================================================================o | Alteration | o======================================================================o Attribute: Willpower Specialization: Magic Cast spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance. This spell school contains a number of useful, if not essential spells. Water breathing is always nice to have, just in case, and opening locks magically spares you the hassle of using lockpicks. Shielding physical and magical damage are obvious pluses, and the feather spell effect is fun for the pack rat in.. well, in me. Apprentice <----------------------------------------------------------------------> You have unlocked more arcane secrets of Altering the fabric of reality. You can now cast Apprentice level Alteration spells. Journeyman <----------------------------------------------------------------------> You have unlocked more arcane secrets of Altering the fabric of reality. You can now cast Journeyman level Alteration spells. Expert <----------------------------------------------------------------------> You have unlocked more arcane secrets of Altering the fabric of reality. You can now cast Expert level Alteration spells. Master <----------------------------------------------------------------------> You have unlocked more arcane secrets of Altering the fabric of reality. You can now cast Master level Alteration spells. Leveling Tips <----------------------------------------------------------------------> Get a shield or feather spell and cast it repeatedly. It's a fairly easy skill to level, just like conjuration and illusion. The best trick is to weigh down your 'cast' button, and your 'block' button. If you have a weapon readied (even your fists) and you block and cast at the same time, you'll cast spells significantly faster. Useful for all spell- leveling excursions. o======================================================================o | Armorer | o======================================================================o Attribute: Endurance Specialization: Combat Maintain weapons and armor at top efficiency. Worn weapons and armor are less effective. You should use Armorer all the time, if you're wearing any kind of armor or wielding any sort of weapon. Repairing your gear yourself is much cheaper than paying somebody to do it for you, especially with magical items. And once you can repair to 125%, you'll be able to over-condition weapons and armor to make them that much more effective. Needless to say, this is a good skill for any armor or weapon, and for those who ;ike money and convenience. At the master rank you can repair indefinitely with one repair hammer. This is definitely a money-saver here, and worth paying attention to. Apprentice <----------------------------------------------------------------------> Long days and nights at the forge make you strong and tough. You are now an Apprentice of Armorer. Your repair hammers now last twice as long. You cannot repair magical items yet. Journeyman <----------------------------------------------------------------------> Long days and nights at the forge make you strong and tough. You are now an Journeyman of Armorer. Using repair hammers, you can now fully repair magic weapons and armor. Expert <----------------------------------------------------------------------> Long days and nights at the forge make you strong and tough. You are now an Expert Armorer. Using repair hammers, you can repair items up to 125% of their normal health. Weapons with health above 100% do extra damage. Armor with health above 100% provides extra protection. Master <----------------------------------------------------------------------> Long days and nights at the forge make you strong and tough. You are now a Master Armorer. A Master Armorer does not wear out repair hammers while repairing weapons and armor. One repair hammer lasts you a lifetime. Leveling Tips <----------------------------------------------------------------------> Repair stuff as you level up Light and Heavy Armor, Block, and Blade, Blunt, and Marksman. Save all the loot you get from foes so that when you hit level 75 you can repair it all to 125%, and give yourself a good boost. Kill enemies, repair their stuff, and leave it or sell it. Repair everything you can get your little paws on! Or, if that's too much, create a spell at the Arcane University that damages your own armor or weapons, and repair them. It might help if you hotkey a repair hammer. That way, you can repair on the fly. Personally, I have quick save at F5, quick load at F9, and my repair hammer keyed at 7. I save, repair, and if I broke too many hammers, I reload. o======================================================================o | Athletics | o======================================================================o Attribute: Speed Specialization: Combat Run and swim faster, and regenerate lost fatigue faster. Run and swim speed are nice, and if you slouch, you'll be surprised by some of those arena contestants in the Imperial City who didn't (I know I was!) Other than that.. it just reduces your fatigue regeneration penalty when running, which is a petty consideration. You'll level Athletics because you really can't avoid it more than for any other reason. Apprentice <----------------------------------------------------------------------> 'Why walk when you can run' has always been your motto. Now the miles of running and hours of swimming have paid off. You are an Apprentice of Athletics. Your rate of fatigue regeneration when running is increased by 25% Journeyman <----------------------------------------------------------------------> 'Why walk when you can run' has always been your motto. Now the miles of running and hours of swimming have paid off. You are a Journeyman of Athletics. Your rate of fatigue regeneration when running is increased by 50%. Expert <----------------------------------------------------------------------> 'Why walk when you can run' has always been your motto. Now the miles of running and hours of swimming have paid off. You are a Expert of Athletics. Your rate of fatigue regeneration when running is increased by 75%. Master <----------------------------------------------------------------------> 'Why walk when you can run' has always been your motto. Now the miles of running and hours of swimming have paid off. You are a Master of Athletics. Running never reduces your rate of fatigue regeneration. Leveling Tips <----------------------------------------------------------------------> Athletics can be slow.. very slow.. as in, it'll take days of continuous leveling (real time) to max it. Do you hear that..? Trainer! But the first 50-60 levels aren't bad, and you shouldn't waste them. Because you'll level Athletics without intending to, especially at first, you might as well make Speed one of your initial attributes to raise. Athletics levels faster when you run as opposed to walking, and faster still when you swim. The best thing to do is tie down your controller or hit auto-walk and swim into a bridge post (I tend to do this right outside of the Imperial City, at the bridge that connects Weye to the Imperial City isle. Once done, go to work, school, sleep.. something. It'll be a while. The problem with these methods? I've had this game installed on four computers, and not one of them would play for hours on end without crashing at some point-crashes are infrequent, and when you're playing if the game crashes once every several hours-well, that's to be expected with PC games, but when you're sleep-grinding, it's a bother. On the Xbox 360, the controller will shut itself off if idle too long, limiting the duration you can do this. Maybe on the PS3 it's more feasible? o======================================================================o | Blade | o======================================================================o Attribute: Strength Specialization: Combat Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively. My favorite weapons in the game, they're faster, just about as powerful as blunt weapons and, they've got the best reach. Swords anyways, daggers kinda suck. Apprentice <----------------------------------------------------------------------> The cuts and nicks from long practice sessions with all manner of blades has its benefits. You are now an Apprentice with Blade weapons. You have a new Standing power attack, which does extra damage. Press and hold Attack to use this power attack. Journeyman <----------------------------------------------------------------------> The cuts and nicks from long practice sessions with all manner of blades has its benefits. You are now a Journeyman with Blade weapons. Your Sidestep power attack now has a chance to disarm your opponent. Press and hold Attack while moving left or right to use this power attack. Expert <----------------------------------------------------------------------> The cuts and nicks from long practice sessions with all manner of blades has its benefits. You are now an Expert with Blade weapons. Your sweeping power attack now has a chance to knock down your opponent. Press and hold Attack while moving backwards to use this power attack. Master <----------------------------------------------------------------------> The cuts and nicks from long practice sessions with all manner of blades has its benefits. You are now a Master with Blade weapons. Your Rushing power attack now has a chance to paralyze your opponent. Press and hold Attack while moving forward to use this power attack. Leveling Tips <----------------------------------------------------------------------> These tips apply to all melee skills, and thus to all Strength-related skills. You level up based on the number of hits you score, not the damage inflicted. The best way to level this skill up early is to set the difficulty meter up to the highest and attack mud crabs by the shores. Boars also work too, anything that is slow and has a limited attack range. Using weaker weapons also speeds things up. When you get 100% chameleon, you can go around striking enemies at the highest difficulty at your leisure, making attaining level 100 much, much easier. o======================================================================o | Block | o======================================================================o Attribute: Endurance Specialization: Combat Parry melee attacks with shields and weapons. Successful blocks reduce damage. If you want to have any success in melee combat without a) reducing the difficulty, b) using 100% chameleon, c) sneak attacking, then you'll need to block from time to time. Blocking reduces the damage you take, but more importantly it'll break up the attacks of an enemy, giving you time to go on the offensive. As you level up block you'll eventually get access to a shield-bash move that randomly (but frequently) occurs when you block, giving you extra time to counter-attack. Eventually you'll even be able to disarm opponents with this shield-bash, which makes using shield a very worthy consideration, indeed. Apprentice <----------------------------------------------------------------------> The truly skillful fighter learns to block with both shield and weapon. Diligent practice has made you an Apprentice at Blocking. Blocking with your shield or weapon no longer drains fatigue. Journeyman <----------------------------------------------------------------------> The truly skillful fighter learns to block with both shield and weapon. Diligent practice has made you a Journeyman at Blocking. Blocking no longer damages your weapon or shield. Blocking with your bare hands will cause enemies to recoil a bit, although you take full damage from the attack. Expert <----------------------------------------------------------------------> The truly skillful fighter learns to block with both shield and weapon. Diligent practice has made you an Expert at Blocking. Blocking with a shield can now be used like an attack to knock back and stagger your opponent. Master <----------------------------------------------------------------------> The truly skillful fighter learns to block with both shield and weapon. Diligent practice has made you a Master at Blocking. Blocking with a shield now has a chance to disarm your opponent. Leveling Tips <----------------------------------------------------------------------> Like with Heavy Armor and Light Armor, decrease the difficulty and find a bowman to provoke. Get them to dagger you up, and you're all set. This goes even faster if you block with your fists. You won't stop any damage, but you wont knock them back, either. This will speed up the process IMMENSELY until level 50, when you start actually deflecting when unarmed. Afterwards, this skill goes pretty slow.. so slow, that the last 30 levels or so are probably better spent with a trainer. o======================================================================o | Blunt | o======================================================================o Attribute: Strength Specialization: Combat Deliver the crushing blows of mace and axe weapons more effectively. You know.. making axes 'blunt' weapons.. Just.. It's wrong, lets leave it at that. If you like axes, hammers, and maces, go blunt. Apprentice <----------------------------------------------------------------------> You have lumps and bruises from long practices sessions with all kinds of maces and axes. You are now an Apprentice with Blunt weapons. You are now an Apprentice with Blade weapons. You have a new Standing power attack, which does extra damage. Press and hold Attack to use this power attack. Journeyman <----------------------------------------------------------------------> You have lumps and bruises from long practices sessions with all kinds of maces and axes. You are now a Journeyman with Blunt weapons. Your Sidestep power attack now has a chance to disarm your opponent. Press and hold Attack while moving left or right to use this power attack. Expert <----------------------------------------------------------------------> You have lumps and bruises from long practices sessions with all kinds of maces and axes. You are now an Expert with Blunt weapons. Your sweeping power attack now has a chance to knock down your opponent. Press and hold Attack while moving backwards to use this power attack. Master <----------------------------------------------------------------------> You have lumps and bruises from long practices sessions with all kinds of maces and axes. You are now a Master with Blunt weapons. Your Rushing power attack now has a chance to paralyze your opponent. Press and hold Attack while moving forward to use this power attack. Leveling Tips <----------------------------------------------------------------------> Same as with blade, and hand to hand. For up to level 50 set the difficulty slider on the highest setting and beat up mud crabs. Once you get 100% chameleon, go do that trick with everything. o======================================================================o | Conjuration | o======================================================================o Attribute: Intelligence Specialization: Magic Cast spells to summon otherworldly creatures, summon magical weapons and armor, and turn the undead. Summoning is useful when you need a distraction for your enemies, or when you want to beat up on/soul trap enemies without the bother of finding one. You need a Xivilai to fill up a Grand Soul Gem? Summon it. Bound weapons and armor are useful.. mostly because they are weightless. They'd be more useful if they were all light or heavy armor. You can make Bound items permanent by repairing them to 125% and dropping them. Leave them until their duration wears out, and ta-da, a very powerful, bound daedric claymore with no weight. Turning the undead.. well, it's not an entirely useful school. Apprentice <----------------------------------------------------------------------> Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now an Apprentice of Conjuration magic and can cast Apprentice level Conjuration spells. Journeyman <----------------------------------------------------------------------> Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now an Journeyman of Conjuration magic and can cast Journeyman level Conjuration spells. Expert <----------------------------------------------------------------------> Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now an Expert in Conjuration magic and can cast Expert level Conjuration spells. Master <----------------------------------------------------------------------> Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now a Master of Conjuration magic and can cast Master level Conjuration spells. Leveling Tips <----------------------------------------------------------------------> Summon scamps, or skeletons. A lot. Rest, repeat. Any summon with a (relatively) low Magicka cost. You won't get as many reps out of this skill as many other skills, but fortunately, you wont need them. o======================================================================o | Destruction | o======================================================================o Attribute: Willpower Specialization: Magic Cast spells to inflict magical fire, frost, and shock damage, or reduce resistances to magic attacks. If you're a magey-type, and like to hurt things, this is the skill to consult. It's got all your fireballs, your harm, disintegrate, and reduce-resistances-so-all-the-other-stuff-hurts-them-more spells. Apprentice <----------------------------------------------------------------------> Fire, frost, and lightning have flowed from your fingertips. You are now a Apprentice in Destruction magic and can cast Apprentice level Destruction spells. Journeyman <----------------------------------------------------------------------> Fire, frost, and lightning have flowed from your fingertips. You are now a Journeyman in Destruction magic and can cast Journeyman level Destruction spells. Expert <----------------------------------------------------------------------> Fire, frost, and lightning have flowed from your fingertips. You are now a Expert in Destruction magic and can cast Expert level Destruction spells. Master <----------------------------------------------------------------------> Fire, frost, and lightning have flowed from your fingertips. You are now a Master of Destruction magic and can cast Master level Destruction spells. Leveling Tips <----------------------------------------------------------------------> Unlike most spells, you actually have to affect something with destruction spells. Having a self-targeting Destruction spell isn't terribly healthy, either. Find an enemy and blast them.. especially with 100% chameleon. There's a cave south of the Imperial City on the way to Bravil known as 'Robber's Glen Cave'. Inside you'll find a minotaur (or minotaur lord, depending on your level) inside a room it's too large to fit out of. You can use that as target practice.. but be wary, as it will occasionally 'clip' through the wall and teleport to you. When that happens, just run to the other side of the cave entrance, and repeat. Or failing that, go to the Arcane University and make a self targeting disintegrate spell that damages your gear. cast it repeatedly and repair your damaged equipment. This will level up Armorer, too, although it isn't very cost-effective if you aren't already a master of Armorer and have to provide repair hammers. o======================================================================o | Hand to Hand | o======================================================================o Attribute: Strength Specialization: Combat Attack without weapons to damage and fatigue opponents. The more skill you have with Hand to Hand, the more melee damage you will do. In any event, you'll never be able to reach the same damage with Hand to Hand as with the other skills. For one, you can't improve the condition of your fists to 125%, and you wont get magical properties to add. Still, it doesn't cost anything to whack enemies with your fists, so that's good. Apprentice <----------------------------------------------------------------------> Thick calluses cover your knuckles and joints from long hours of punching and kicking. At long last you are an Apprentice in Hand to Hand fighting. You have a new Standing power attack, which does extra damage. Press and hold the attack button to use this power attack. Journeyman <----------------------------------------------------------------------> Thick calluses cover your knuckles and joints from long hours of punching and kicking. At long last you are a Journeyman in Hand to Hand fighting. Your Sidestep power attack now has a chance to disarm your opponent. Press and hold Attack while moving left or right to use this power attack. Expert <----------------------------------------------------------------------> You are an Expert in Hand to Hand combat. Your sweeping power attack now has a chance to knock down your opponent. Press and hold Attack while moving backwards to use this power attack. Master <----------------------------------------------------------------------> At long last you are a Master in Hand to Hand fighting. You now have the Rushing power attack, which has a chance to paralyze your opponent. Press and hold Attack while moving forward to use this power attack. Blocking has a chance to disarm your opponent. Leveling Tips <----------------------------------------------------------------------> Same as with Blade and Blunt, pick on mud crabs at a high difficulty setting. Hand to Hand works well with leveling because, well, it deals little damage, and repetition is the key. o======================================================================o | Heavy Armor | o======================================================================o Attribute: Endurance Specialization: Combat Make more effective use of Iron, Steel, Dwarven, Orcish, Ebony, and Daedric armors. Heavy armor is good stuff. For one, it prevents an incredible amount of damage. For two, it looks cools. What more are you looking for? It's armor. I tend to raise it as soon as I get out of the sewers, and continue improving it in order to max my Endurance at 100. Also, if I get Heavy Armor up to 100, I can wear it all the time without it weighing a thing. As you level, you'll also have it take less damage. Apprentice <----------------------------------------------------------------------> Days and weeks of constant use make wearing heavy armor tolerable, but not comfortable. You have learned to adapt to its weight and use it in combat. As an Apprentice of Heavy Armor, your plate mail is no longer damaged as swiftly from combat. Journeyman <----------------------------------------------------------------------> Days and weeks of constant use make wearing heavy armor tolerable, but not comfortable. You have learned to adapt to its weight and use it in combat. As a Journeyman of Heavy Armor, your plate mail is no longer damaged as swiftly from combat. Expert <----------------------------------------------------------------------> Days and weeks of constant use make wearing heavy armor tolerable, but not comfortable. You have learned to adapt to its weight and use it in combat. As an Expert of Heavy Armor, your plate mail no longer encumbers you as much when you are running or swimming. Master <----------------------------------------------------------------------> Days and weeks of constant use make wearing heavy armor tolerable, but not comfortable. You have learned to adapt to its weight and use it in combat. As an Master of Heavy Armor, your plate mail no longer encumbers you at all when you are running or swimming. Leveling Tips <----------------------------------------------------------------------> Like leveling weapons, but the opposite. The more hits you take while wearing heavy armor the faster it will level. Also, the more pieces of armor you have on, the faster you'll level. So get any old shield, helmet, boots, gloves, greaves, and cuirass, set the difficulty slider all the way to the easiest level, and go find something to hit you. Bandits and Marauders, especially ones with bows, make great grinding buddies. Get up to them in close combat until they draw their daggers and let them carve you up. Keep in mind, this is also the best way to level Block and Light Armor. You don't need to keep your armor repaired while doing this, either. o======================================================================o | Illusion | o======================================================================o Attribute: Personality Specialization: Magic Cast spells to charm, conceal, create light, silence, paralyze, command or affect morale or aggressiveness. Illusion contains a variety of good spells, and early on, the ability to create light with magic is a decent enough way to use the skill. Later on, invisibility and especially chameleon spells become available. If you've ever played D&D, you'll understand how invisibility works all too well. Nothing can see you until you attack, cast a spell, or something of the sort.. Chameleon on the other hand, doesn't go away when you act. Chameleon comes in percentages, and ideally makes you harder to detect (in conjunction with Sneak). However, if you get 100% chameleon, it counts as invisibility.. except you can act and not lose your cover. The ultimate goal? Create an outfit with chameleon pieces totalling up to 100+%. As long as you wear gear providing you with 100% chameleon, you'll be completely invisible, and able to attack and cast spells at will. Enemies wont be able to detect you, and the AI doesn't know what to do. If you start doing this, you can basically kill enemies at your leisure. Particularly handy for leveling up Blade, Blunt, Destruction, Hand to Hand, and Marksman. Apprentice <----------------------------------------------------------------------> As a new Journeyman of Illusion, you know what is and isn't real, and how to fool the minds of your opponents. You can now cast Apprentice level Illusion spells. Journeyman <----------------------------------------------------------------------> As a new Journeyman of Illusion, you know what is and isn't real, and how to fool the minds of your opponents. You can now cast Journeyman level Illusion spells. Expert <----------------------------------------------------------------------> As a new Expert of Illusion, you know what is and isn't real, and how to fool the minds of your opponents. You can now cast Expert level Illusion spells. Master <----------------------------------------------------------------------> As a new Master of Illusion, you know what is and isn't real, and how to fool the minds of your opponents. You can now cast Master level Illusion spells. Leveling Tips <----------------------------------------------------------------------> Illusion levels pretty quickly. Just get a low-level light generating spell, and cast it repeatedly. Moonlight is a good example, and it can be purchased in the Imperial City. o======================================================================o | Light Armor | o======================================================================o Attribute: Speed Specialization: Stealth Make more effective use of Fur, Leather, Chainmail, Mithril, Elven, and Glass armors. Like Heavy Armor, Light Armor improves your defense and your aesthetics. At least, as long as it's not Fur or Leather. It get similar bonuses as it goes up in rank, but it's not the equal of Heavy Armor until it reaches master rank. At which time you'll gain a 50% bonus to the defensive stats of your armor, making the difference between Light and Heavy Armor a matter of preference, so long as you go fully heavy or fully light. Since Heavy Armor raises the ultra-important Endurance attribute, it gets the nod. Apprentice <----------------------------------------------------------------------> Your light armor is like a second skin after all those days and weeks wearing it. As an Apprentice of Light Armor, your gear is no longer damaged as swiftly from combat. Journeyman <----------------------------------------------------------------------> Your light armor is like a second skin after all those days and weeks wearing it. You have learned to move easily with it in combat. As a Journeyman of Light Armor, your gear is no longer damaged as swiftly from combat. Expert <----------------------------------------------------------------------> Your light armor is like a second skin after all those days and weeks wearing it. You have learned to move easily with it in combat. As an Expert of Light Armor, your gear no longer encumbers you. Master <----------------------------------------------------------------------> Your light armor is like a second skin after all those days and weeks wearing it. You have learned to move easily with it in combat. As a Master of Light Armor, your gain a 50% increase in protection if wearing all light armor. Leveling Tips <----------------------------------------------------------------------> Just like Heavy Armor, set the difficulty down and go get attacked by an archer (make them use their dagger.) o======================================================================o | Marksman | o======================================================================o Attribute: Agility Specialization: Stealth Deliver more deadly ranged attacks with bow and arrow weapons. You deal more damage as you level up Marksman, simply put. You also get the ability to zoom with your bow (which significantly improves the range of your arrows.) Unfortunately, arrows just don't do enough damage by themselves, and even if you're a good shot from far away, you only get off a handful of shots before the enemy closes. Using poison and Sneak helps matters a bit, but bows still feel under-powered. You also gain the ability to knock down and paralyze enemies with arrows as you improve your skill. Holding the bow drawn back increases the damage the shot will deal. Apprentice <----------------------------------------------------------------------> The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Apprentice of Marksman, holding the bowstring with a knocked arrow no longer fatigues you. Journeyman <----------------------------------------------------------------------> The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Journeyman of Marksman, your vision focuses in on the target if you hold block with an arrow nocked. Expert <----------------------------------------------------------------------> The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Expert of Marksman, your arrows now have a chance to knock down your opponent. Master <----------------------------------------------------------------------> The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Master Marksman, your arrows now have a chance to paralyze your opponent. Leveling Tips <----------------------------------------------------------------------> Leveling Marksman can be a real chore.. not only do bows have wear and tear to deal with, but they also have ammunition. And since they attack much slower than melee weapons, it's going to take that much longer to raise it. Get what you can out of it, and if you get to level 90, you're a trooper. Keep in mind that it takes about 150 arrows or so to go from level 87 to 88. The process becomes simpler when you hit level 75, as your arrows gain the ability to knock down enemies. Once down, if you immediately shoot them again they will stay down, and remain as long as you keep shooting them. 100% chameleon helps, and picking on the minotaur in Robber's Glen Cave works too. Frankly though, I end up training the last 10-20 levels of Marksman on any typical play-through. o======================================================================o | Mercantile | o======================================================================o Attribute: Personality Specialization: Stealth Mercantile affects your ability to buy and sell things. The higher your Mercantile skill, the better you can haggle, and the higher prices you can get for your ill-gotten gains. Most importantly though, you'll be able to invest in a shop, and at master rank you'll get a flat 500gp bonus to the amount stores are willing to sell you. Mix this with the fact that as you progress shops will stop caring what items you're selling and buy anything (non-stolen) from you, and the condition of items won't matter, and this becomes a fairly lucrative skill. Being able to sell that Daedric Cuirass for 2200gp is much better than settling for 1200gp. Apprentice <----------------------------------------------------------------------> Negotiation, bargaining, dickering, haggling, they're all means to an end... getting the best price for your goods. You are now an Apprentice of Mercantile. The damaged condition of an item is no longer a factor when you sell it. Journeyman <----------------------------------------------------------------------> Negotiation, bargaining, dickering, haggling, they're all means to an end... getting the best price for your goods. You are now a Journeyman of Mercantile. You can buy and sell any object to any vendor, even if they normally do not deal in that type of wares. Expert <----------------------------------------------------------------------> Negotiation, bargaining, dickering, haggling, they're all means to an end... getting the best price for your goods. You are now a Expert of Mercantile. Give the merchant money to permanently increase his shop's available gold by 500. Master <----------------------------------------------------------------------> Negotiation, bargaining, dickering, haggling, they're all means to an end... getting the best price for your goods. You are now a Master of Mercantile. All shops in the world now have 500 more gold available for barter. Leveling Tips <----------------------------------------------------------------------> Unfortunately the only way to level this skill naturally is to buy and sell items. It doesn't matter how much money it's worth, or how many you sell at once, what matters is how many transactions you make. With that in mind, the most efficient way to level up this skill is to sell cheap, easy to find objects one at a time. Arrows are good candidates because they're cheap to buy and common. When you hit around level 30 in this skill, you'll realise that this approach will take quite a while. I seriously suggest training this skill higher if you're going to use it at all. Fortunately, it's easy to get the first trainer, as Seed-Neeus is easy to get to and doesn't require you to go on a quest. o======================================================================o | Mysticism | o======================================================================o Attribute: Intelligence Specialization: Magic Cast spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls. I never used mysticism much, except for Soul Trap, which in conjunction with Azura's Star lets you recharge your magical items on your own. Even then, I rarely used magical items with charges. Other than that, Detect Life can allow you to see where enemies are ahead of time, even through walls, provided you have enough range on the spell. Apprentice <----------------------------------------------------------------------> The mysteries of magic are slowly revealing themselves to you. You are now an Apprentice of Mysticism and can now cast Apprentice level Mysticism spells. Journeyman <----------------------------------------------------------------------> The mysteries of magic are slowly revealing themselves to you. You are now an Journeyman of Mysticism and can now cast Journeyman level Mysticism spells. Expert <----------------------------------------------------------------------> The mysteries of magic are slowly revealing themselves to you. You are now an Expert of Mysticism and can now cast Expert level Mysticism spells. Master <----------------------------------------------------------------------> The mysteries of magic are slowly revealing themselves to you. You are now a Master of Mysticism and can now cast Master level Mysticism spells. Leveling Tips <----------------------------------------------------------------------> Another spell that levels fairly fast, just spam a low level detect life spell to improve your skill. o======================================================================o | Restoration | o======================================================================o Attribute: Willpower Specialization: Magic Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. This is obviously a useful spell school, as curing diseases, poisons, restoring health and damage attributes are all good things. Doing so with spells is significantly simpler than finding/making potions. Apprentice <----------------------------------------------------------------------> The secret energies of the human body have not surrendered their energies easily to you. You are now an Apprentice of Restoration and can cast Apprentice level Restoration spells. Journeyman <----------------------------------------------------------------------> The secret energies of the human body have not surrendered their energies easily to you. You are now an Journeyman of Restoration and can cast Journeyman level Restoration spells. Expert <----------------------------------------------------------------------> The secret energies of the human body have not surrendered their energies easily to you. You are now an Expert with Restoration and can cast Expert level Restoration spells. Master <----------------------------------------------------------------------> The secret energies of the human body have not surrendered their energies easily to you. You are now a Master of Restoration and can cast Master level Restoration spells. Leveling Tips <----------------------------------------------------------------------> Restoration levels like most of the other spell schools. Pick a simple healing spell, and abuse it, using the block/cast method. There's only one difference.. Restoration levels slower. If you're on the PC you can still brute level it with the block/cast method, but on consoles, you may want to get a trainer for the last 20-30 levels. Since the trainer involves Kvatch though.. Yeah, I wait a while before bothering with Restoration, and it doesn't really fit into my attribute-leveling plans too much. Healing seems to level Restoration faster if you are actually restoring some Health. It's worth-while to consider leveling Restoration in tandem with Acrobatics. If it help anybody out, on my most recent playthrough I leveled Restoration manually up to 100. I can't account for how long it took me to reach level 60, but to go from level 60 to 100 took about eight hours.. weighing down the 'C' button with an XBox controller, and the block button on my mouse with a box of dice (does it get any more nerdy than that?) It was not part of a specialization, nor was it a major skill, so this is as long as it should possibly take. Set up your PC before you go to work or school or something, and let it go.. or better yet, let it level itself up while you play another game. o======================================================================o | Security | o======================================================================o Attribute: Agility Specialization: Stealth Use lockpicks to open locked doors and containers. Simple enough. When you interact with locked objects, you'll prompt a mini-game to start where you have to raise a number of tumblers with your lockpick and secure them into place. The process is MUCH more intuitive on consoles than on the PC, but it's a minor gripe. If you break into the Armory near the prisons in the Imperial City, you can get your hands on some Steel and Legion gear pretty early. Your only other option is using Alteration, so you might as well become good at this mini-game. Apprentice <----------------------------------------------------------------------> The subtle rattle of lockpicks and falling lock tumblers is music to your ears. Your increased skills have made you an Apprentice of Security. When you pick locks, only three tumblers will fall when you break a pick. Journeyman <----------------------------------------------------------------------> The subtle rattle of lockpicks and falling lock tumblers is music to your ears. Your increased skills have made you a Journeyman of Security. When you pick locks, only two tumblers will fall when you break a pick. Expert <----------------------------------------------------------------------> The subtle rattle of lockpicks and falling lock tumblers is music to your ears. Your increased skills have made you an Expert of Security. When you pick locks, only one tumbler will fall when you break a pick. Master <----------------------------------------------------------------------> The subtle rattle of lockpicks and falling lock tumblers is music to your ears. Your increased skills have made you a Master of Security. When you pick a lock, no tumblers will fall when you break a pick. Leveling Tips <----------------------------------------------------------------------> Security levels SLOW. You make progress towards the next level every time you successfully engage a tumbler, and the easiest way to improve (for me) has been to find very hard locks and keep picking the first four. Leave, and repeat. Still, I only tend to have the patience to reach level 30-40. There are other options though. Training, for one, and obtaining the Skeleton Key, for two. Do Nocturnal's quest (the shrine is north-east of Leyawiin, and you must be level 10) for the Skeleton Key. This gives you an unbreakable lock pick, which you can use to auto-attempt all the locks you come across. You'll succeed.. eventually, and you'll never have to worry about lock picking again. You can also level up Security while doing this.. on the Xbox 360 version I swear it didn't level up, but on the PC (with a newer patch) the Skeleton Key does indeed level up Security, so I don't know. The only catch? It improves your Security skill by 40 points, so the process will be slow-if mindless. You can always level this skill by visiting cities at night and picking locked doors at random, but there is a quicker method. In the Castle Skingrad Dungeon, there is a locked door leading to the cells. You can pick this locked door, head to the end of the hallway and activate the 'Strange Candle' on the wall. Every time you do this the locked door closes and relocks, allowing you to go pick that lock again, repeat as necessary. If you've got plenty of lockpicks you can just auto-attempt the lock as often as you please. It's much simpler than walking around looking for locks to pick. o======================================================================o | Sneak | o======================================================================o Attribute: Agility Specialization: Stealth Pick pockets and move unseen and unheard by observers. Picking pockets will come into play once in a while, but the real treat is avoiding conflict (which is difficult) or better yet, getting the drop on enemies. It's not as powerful as on, say, Fallout 3, where stealth was the way I played, but damage multipliers are a great way to begin a fight. Especially with a bow. A poisoned bow. As you become more sneaky you'll eliminate running and encumbrance penalties, and gain sneak attack damage bonuses. Apprentice <----------------------------------------------------------------------> Stepping softly, hiding in the shadows, you do everything in your power to remain undetected. You have become an Apprentice of Sneaking. When you are sneaking, you now do extra damage while attacking a character that does not detect you. Journeyman <----------------------------------------------------------------------> Stepping softly, hiding in the shadows, you do everything in your power to remain undetected. You have become a Journeyman of Sneaking. The weight of your boots no longer affects your ability to remain undetected. Expert <----------------------------------------------------------------------> Stepping softly, hiding in the shadows, you do everything in your power to remain undetected. You have become an Expert of Sneaking. You can now move silently. Running or walking no longer affects your ability to remain undetected. Master <----------------------------------------------------------------------> Stepping softly, hiding in the shadows, you do everything in your power to remain undetected. You have become a Master at Sneaking. While sneaking, any attack on an opponent that does not detect you ignores their armor. Leveling Tips <----------------------------------------------------------------------> Sneak is also easy to level, which is good news for Agility. All you have to do is go around NPCs (hostile or friendly) and sneak around without being observed. This is fairly hard if you start out with a Sneak skill of 25, and you'll need to go about fairly unladen (wearing boots is a no-no at early levels, as it makes you less stealthy.) Stay out of lights, don't cast spells, avoid their field of view, and move slowly. My personal technique? At the Imperial City Waterfront, by the wall there will be two bedrolls, one Amusei will use, and another will belong to a beggar named Puny Ancus. During the night, Ancus will sleep in his bedroll, while Amusei will go play with the thieves. While Ancus is sleeping, you can sneak next to him, running into the wall. As he is alone and sleeping it'll be very hard for him to detect you, and since he wont move around at all, you can do this for hours (game time). If you're on the PS3 or Xbox 360, get a rubber band and engage the joystick so that you keep running into the wall. If you're on the PC, just hit the 'autowalk' button. Easy as pie. o======================================================================o | Speechcraft | o======================================================================o Attribute: Personality Specialization: Stealth If you want to raise an NPC's disposition towards you without using magic or bribing them, Speechcraft is the way to go. When you start up a Speechcraft attempt, you'll be given a circle with four wedges, each of which are filled a certain amount. These wedges are labeled 'Admire', 'Boast', 'Coerce', and 'Joke', and represent various ways to communicate with that NPC. All you do is slide the cursor over the four wedges and look at their facial reactions (which are sometimes rather hilarious) to determine what they like and don't like. To improve their disposition of you you try and pick the wedges they like when they are more filled, and the wedges they dislike when they are less filled. After each selection, the wedges shift clockwise. It's simple, and silly, but it gets the job done. As you level the skill, you will be able to slide the 'wedges' without picking a choice, lose less disposition over time while performing Speechcraft, lose less disposition when you pick bad options, and cut down the cost of bribing. Apprentice <----------------------------------------------------------------------> Persuasion, wheedling, cajoling, and coercing are all tools of Speechcraft. They are tools you seek to excel in. You are now an Apprentice of Speechcraft. When persuading a character, you now get one chance to rotate the response wedges without having to select an action. Journeyman <----------------------------------------------------------------------> Persuasion, wheedling, cajoling, and coercing are all tools of Speechcraft. They are tools you seek to excel in. You are now a Journeyman of Speechcraft. When trying to persuading a character, his or her disposition now decreases much slower. Expert <----------------------------------------------------------------------> Persuasion, wheedling, cajoling, and coercing are all tools of Speechcraft. They are tools you seek to excel in. You are now an Expert of Speechcraft. When trying to persuade a character, you suffer less disposition penalty from the most disliked action. Master <----------------------------------------------------------------------> Persuasion, wheedling, cajoling, and coercing are all tools of Speechcraft. They are tools you seek to excel in. You are now a Master of Speechcraft. When trying to persuade a character, bribery costs half of what it normally would. Leveling Tips <----------------------------------------------------------------------> Improving this skill is as simple as repeatedly using it on an NPC, for better or worse. It doesn't matter how low their disposition drops during the process either, as you can always simply raise it to a suitable level when you're done. It levels relatively quickly at first, but becomes a real chore around level 50, and might be worth training in should you wish to max it. Frankly, your personality score is good enough to get the NPC's disposition high, so you don't need a stellar Speechcraft, and later on you can always bribe the NPCs when it really matters. o======================================================================o | | | Trainers {TRN001} | | | o======================================================================o Since I mention the use of trainers so much, it would be irresponsible of me to not include a list of them in my FAQ. There are five trainers per skill, two of which can raise your skills to level 40, two who can raise them to level 70, and one who can take you all the way up to 100. I will only include the level 40+ trainers, since you should be able to get your skill up to the minimum level required to train with them on your own. Remember, this is a character build FAQ, it's wasteful to train at lower levels, since it's often fairly easy to just do it yourself. I also wont include trainers for every skill. It might be lazy, but some skills just don't need to be trained. If you need a trainer to improve your Illusion skill, you're just wasting a training opportunity. In order to train with the level 100 trainers, you'll usually need to do some simple quest or another, which I will also include. To even get the dialogue for most of the master trainers, you'll have to ask an intermediate trainer about 'Training'. They'll only tell you about the master trainer when you've reached the maximum skill level they can teach you. Training costs 10 gold per level. So being trained to go from level 54 to 55 costs 540 gold. Make sure you've got the cash. For more information, check out Eldin2003's Trainer FAQ, which is much more detailed than the information I'll be giving you. Acrobatics o======================================================================o Level 40-70 Trainer Ganredhel (Cheydinhal) An elf lady with blonde hair wearing a burlap vest and sack cloth pants. You can find her wandering near the west gate at about 12:00 to 1:00 in the afternoon, or at her house in the south-eastern part of the city from 8:00am onwards. <----------------------------------------------------------------------> Level 40-70 Trainer Tsrava (Leyawiin) A Khajiit wearing a blue & green outfit, she lives in J'Bari's house near the center of Leyawiin. <----------------------------------------------------------------------> Level 70-100 Trainer Torbern (Aerin's Camp) You'll find Torbern in Aerin's Camp (Aerin is who everybody tells you to talk to for master training.) Aerin's Camp is north and slightly east of Cheydinahal, or due east of Azura's Shrine. He's a Nord wearing fur armor, and he doesn't require you to perform a quest to receive training. Athletics o======================================================================o Level 40-70 Trainer Hauls-Ropes-Faster (Anvil) You'll find this half-naked Argonian either in his room in the Fo'c'sle, or out on the road besides the docks. I've never gotten him to train me, the best he'll do is refer you to the master trainer. <----------------------------------------------------------------------> Level 40-70 Trainer Honditar (Chorrol) A blonde elf wearing a dark green shirt and huntsman leather pants. He lives around Chorrol, and you can find him at his home or hunting deer outside. The best place to find him is outside the Mage's Guild in Chorrol during the day. <----------------------------------------------------------------------> Level 70-100 Trainer Rusia Bradus (Anvil) A brunette imperial lady wearing a burgundy linen shirt and burgandy linens. She lives lives in Silgor Bradus' house west of the Mage's Guild in Anvil, and tends to come out of the house at about 4:00pm, so just wait until then. You have to find 30 locations on the world map before she'll train you, so get marching! Block o======================================================================o Level 40-70 Trainer Lum gro-Baroth (Chorrol) A shirtless Orc who spends his time in and around the Fighter's Guild in Chorrol. You can find him in the basement on his bedroll at night, or behind the guild shooting at targets during the day. <----------------------------------------------------------------------> Level 40-70 Trainer Ambroise Canne (Skingrad) A brown-haired man wearing a coarse linen shirt and huntsman leather pants, you can typically find him in his house in the south western part of Skingrad after noon. <----------------------------------------------------------------------> Level 70-100 Trainer Adragail (Bravil) An elf in a brown shirt and tan linens.. with a big hammer across her back. She stays in her house in Bravil across from the Fighter's Guild. You'll have to endure a beating from her before she'll train you. Set the difficulty level down if she deals too much damage. Marksman o======================================================================o Level 40-70 Trainer Reman Broder (Skingrad) A balding Imperial man wearing a collared shirt and coarse linens. You can find him at his home in the south western part of Skingrad, right next door to Ambroise Canne. A marksman trainer and a block trainer living next door? I wonder if they get along.. <----------------------------------------------------------------------> Level 40-70 Trainer Pinarus Inventius (Anvil) Am Imperial man in leveled Heavy Armor, he lives next to Silgor Bradus in Anvil. <----------------------------------------------------------------------> Level 70-100 Trainer Alawen (Troll Candle Camp) You can find this auburn haired elf in leather armor east of Anvil in Troll Candle Camp. Get her the bow she wants, and she'll train you. You can find an elven bow in the Archer's Paradox store in Bravil.. or from appropriately leveled bandits and Marauders. Mercantile o======================================================================o Level 40-70 Trainer Margarte (Leyawiin) Margarte is a grey-haired woman whose house is right across from the Great Temple of Zenithar in Leyawiin. <----------------------------------------------------------------------> Level 40-70 Trainer Seed-Neeus (Chorrol) Seed-Neeus is an Argonian who runs Northern Goods and Trade near the Chorrol south gate. She's the trainer I go to from level 1 until I hit rank 70 in Mercantile. <----------------------------------------------------------------------> Level 70-100 Trainer Palonirya (Imperial City, Market District) She runs the Divine Elegance shop in the Imperial city. She'll train you if you get 10,000 gold together, which is no easy task at lower levels. Restoration o======================================================================o Level 40-70 Trainer Marz (Bravil) An Argonian in a blue & green outfit who lives at the Great Temple of Mara in Bravil. <----------------------------------------------------------------------> Level 40-70 Trainer Ohtesse (Cheydinhal) A brunette elf who wears a quilted doublet and light brown linens and lives in the Great Chapel of Arkay. <----------------------------------------------------------------------> Level 70-100 Trainer Oleta (Kvatch) This Redguard lady wears a Russet Felt Outfit, and can be found in the Great Chapel of Akatosh in Kvatch. The only problem is that.. well.. lets just say it's not the nicest of places. She wont train you until you complete the quest "The Battle for Castle Kvatch." Security o======================================================================o Level 40-70 Trainer Dro'Shanji (Bravil) A Khajit who has a house in Bravil, across from the Fighter's Guild, under Andragail's house. He'll leave his house around 9:00am, after which he'll go stand outside the entrance to Castle Bravil until about noon before heading to Silverhome on the Water. After spending an hour or two there he'll head back to the Castle again. He'll head home for the night around 7:00. <----------------------------------------------------------------------> Level 40-70 Trainer Mandil (Imperial City, Elven Garden District) This blonde elf wears a brown shirt and light brown linens and lives in Othrelos' House in the Imperial City Elven Gardens District. You'll be able to enter the house to chat with her at about 8:00 in the morning. <----------------------------------------------------------------------> Level 70-100 Trainer J'Baana (Imperial City, Prison District) You'll find this Khajit male on the business side of the Prison District. In order to gain training from him, you'll have to go to Bravil and talk to S'krivva, and then deliver her message to him. Speechcraft o======================================================================o Level 40-70 Trainer Varon Vamori (Bravil) This dark elf lives north east of the Great Chapel of Mara in Bravil, and wears a burgandy linen shirt and burgundy linens. You can find him in his house after 10:00pm. <----------------------------------------------------------------------> Level 40-70 Trainer Gruiand Garrana (Cheydinhal) You'll find this brunette Imperial in the Great Chapel of Arkay in Cheydinhal, wearing a black and burgundy outfit. You can find her pretty much any time during the day (roughly between 8:00am and 5:00pm.) <----------------------------------------------------------------------> Level 70-100 Trainer Tandilwe (Imperial City, Temple District) You can find Tandilwe in the Imperial City Temple District, in the Temple of the One. She's a blonde elf wearing a blue and green outfit. She will only train you when you have talked to the 19 beggars around Cyrodiil, which I have included in the list below. ---------Anvil--------- Imus the Dull Penniless Olvus ---------Bravil--------- Cosmus the Cheat Wretched Aia ---------Bruma---------- Fetid Jofnhild Jorck the Outcast -------Cheydinhal------- Bruccius the Orphan Luckless Lucina --------Chorrol--------- Lazy Kaslowyn Nermus the Mooch -----Imperial City------ (Talos Plaza District) No-Coins Draninus (Elven Gardens District) Fralav the Faker (Market District) Simplicia the Slow (Temple District) Ragbag Buntara --------Leyawiin-------- Deeh the Scalawag Rancid Ra'dirsha --------Skingrad-------- Foul Fagus Nigidius the Needy o======================================================================o | | | Sample Character {CHR001} | | | o======================================================================o This is the last character I played through Oblivion with, the one I based this guide around. Following (most) of my own suggestions and ratings, this is what I consider to be a 'power game' character. Of course, this is without using any mods, exploits, hacks, or anything that otherwise breaks the 'rules' of the game. Absolute Build ------------------------------------------------------------------------ Race: Breton Sign: The Lady* Max Level: 53 Derived Statistics Health: 690 Magicka: 250 Fatigue: 400 Attributes Strength: 100 Intelligence: 100 Willpower: 100 Agility: 100 Speed: 100 Endurance: 100 Personality: 100 Luck: 100 Major Skills Level Trained Armorer: 100 No Blunt: 100 No Hand to Hand: 100 No Heavy Armor: 100 No Light Armor: 100 No Marksman: 100 Yes, 20 Sneak: 100 No Minor Skills Athletics: 100 Yes, 40 Blade: 100 No Block: 100 Yes, 20 Alchemy: 100 No Alteration: 100 No Conjuration: 100 No Destruction: 100 No Illusion: 100 No Mysticism: 100 No Restoration: 100 No Acrobatics: 100 Yes, 40 Mercantile: 100 Yes, 70 Security: 100 Yes, 25 Speechcraft 100 Yes, 50 *The Warrior would work just fine as a substitute. The Thief would allow me to max out Luck easier for a more leisurely leveling pace, albeit at the cost of a few points of Health. The Mage would provide a significant bit of extra Magicka, but at the cost of some Health points and a slightly tighter leveling build. o======================================================================o | | | Hints/Tips {HNT001} | | | o======================================================================o Here are just some hopefully helpful tips and hints that may help get you started.. or give you some idea of what to do in this big world you get to explore. Some of it might be repetition.. but.. well, just ignore it. <----------------------------------------------------------------------> Spend time PLANNING your characters before you actually make them. Use this guide, it's alright. I made spreadsheets for this game, myself. <----------------------------------------------------------------------> Max out Endurance first. Your Health points will thank you later. <----------------------------------------------------------------------> Make sure you begin leveling Luck early so you can max it. <----------------------------------------------------------------------> Pick THREE attributes to raise each level, and focus on increasing the related skills of those attributes by TEN points. That's the way to power level on Oblivion. <----------------------------------------------------------------------> Train 5 skill ranks a level. They are quick level ups without the hassle. Pick difficult skills that you don't want to level. Level skills high enough to get to the hard levels, and then train them. I might be a bit neurotic.. <----------------------------------------------------------------------> If you find skill books, don't read them early. Leave them alone or store them away until that skill is a high level. It'll save you some aggravation. <----------------------------------------------------------------------> Play with the difficulty slider. It'll make leveling easier if enemies do less damage, or have more Health. Don't listen to 'hardcore' players talk about beating the game on the highest difficulty. All they do is use summons and poison anyways. <----------------------------------------------------------------------> Get gear totaling to 100% chameleon. This will let you kill enemies at your leisure. On higher difficulties, you can attack powerful foes with weapons and spells to level them with no fear of reprisal. It's not much of a way to get through the game, but it sure helps with leveling. <----------------------------------------------------------------------> Get an armor skill to 100 fast, so you always have something protective to wear. Also, this makes that armor weightless when you have it equipped. <----------------------------------------------------------------------> Join the Mage's Guild and Fighter's Guild early. Fighter's guild will get you access to weapons and armor you can use/sell. Rob the glass counters in Mage's Guild locations for valuable alchemy gear. Sell it, wait a couple of days, and repeat. It's a safe and easy way to get money early on. <----------------------------------------------------------------------> Along the roads that ring the Imperial City isle you can find three great places to explore for arms and armor. Sercen contains bandits, which will drop you light armor. Fort Alessia and Fort Homestead both contain Marauders which drop heavy armor. Especially seek out Marauder Warlords and Bandit Ringleaders for top quality gear. <----------------------------------------------------------------------> Robbers Glen Cave, along the road south of the Imperial City leading to Bravil contains a number of interesting and useful features. First, there are a number of chests that can contain very powerful gear. These are only guarded by imps, making their retrieval trivial. Second, there is a minotaur/minotaur lord in the cave in its own chamber that is too small for it to escape from. It makes for excellent target practice. <----------------------------------------------------------------------> Don't complete any quests until you're a high level.. Some of the rewards level with you. <----------------------------------------------------------------------> Be careful around vampires. Curing Vampirism is no picnic, and you wont get rid of it with simple cure disease effects. If you want to be a vampire, be ready for how drastically the game will change, first. <----------------------------------------------------------------------> Sigil Stones, attained from closing Oblivion gates can be used to enchant weapons and armor with modifiers higher than usual. Save the game before activating a Sigil Stone, and when it is added to your inventory, see if it provides bonuses you want. If not, reload until you get a good one. It's worth closing Oblivion gates just to load up on some of these stones. <----------------------------------------------------------------------> Be a completionist. There's no reason to be a 'fighter', or a 'mage' or a 'thief'. Do it all, see everything there is to see. Roleplay, have fun. <----------------------------------------------------------------------> Almost every supernatural creature and animal has a small chance to inflict your character with a disease of some sort or another. While individually your characes of contracting a disease are slim, considering the sheer number of creatures you'll face, it's inevitable that you'll contract Swamp Fever or Hell Join at some point. To a new gamer this can be obnoxious, since the game gives you no real clue how to cure such afflictions (speaking from experience, here.) Near Bravil you can find Mandrake plants just off the road, which cure disease if consumed. Now if you get diseased, you won't have to fret the way I did. <----------------------------------------------------------------------> Attribute drain is another common, frustrating, effect that you'll certainly get afflicted with at some point. It most commonly occurs when you are poisoned (Bandits will coat their weapons from time to time), when affected by the magical properties of an enchanted weapon, or via the innate attacks of some creatures (most notoriously, the Will'o'Wisp.) Many ingredients you'll find can restore lost attribute points if you consume them raw, although advanced alchemists will have an easy time making potions that restore attributes. Alternatively, picky eaters can purchase 'Restore [Attribute]' from priests at the various temples scattered throughout Tamriel. <----------------------------------------------------------------------> Don't be afraid to download and use custom mods, especially aesthetic ones. Oblivion made a wonderful game with hideous characters. Don't be afraid to get mods to make your character less fugly. o======================================================================o | | | Updates/Thanks {UPD001} | | | o======================================================================o Version 1.00 to 1.01 changes: o=o Fixed the Magicka Resistance description error under the Breton and Orc racial descriptions. o=o Included an alternative leveling method for relative power levels. Thanks Alex. You know who you are. o=o Fixed numerous typos. Forgive me folks, I work on Notepad, so I don't get spellcheck. Still, thanks to blryans for checking this FAQ for me. I really don't have any good excuse for not popping these things on another program to spell check. o======================================================================o Version 1.01 to 1.02 changes: o=o Fixed many problems with the description of the Breton's Magicka Resistance and the Atronauch Birthsign's effects. I should have really done more in-depth research here, but I stand well corrected by my readers, whom as usual help make these guides better for every one. o=o Included an alternate low-level build character. o======================================================================o Version 1.02 to 1.03 changes (2/19/2012) (145,773 bytes) o=o Made numerous aesthetic changes to the FAQ to make it more readable.. and to make it look more like the rest of my FAQs. o=o Reorganized the 'Skills' section of the guide and added the in-game notices recieved at every level (i.e. Apprentice, Journeyman, Expert, Master.) ***END OF FILE***