Detailed Stats and Leveling Guide for The Elder Scrolls IV: Oblivion V1.06 Introduction [A0000] ********************************************************* Author: MichaelCrosato (MykC) Contact: Myk@accesswave.ca Contributors: Scy046, Azala and Nilwarp This FAQ tries to quantify the effects of stats in this game and avoid terms like better, worse, less and more when it can. This FAQ tries to explain how the choice you make in creating your character will affect your character. This FAQ generally focuses on how to build your character to allow for the easiest time getting through the game. This isn't a walk through. This isn't for role-players (unless you like to know the underlying equations and math that govern the game). This FAQ isn't 100% finished. Some of the information may not be correct. If you find something inaccurate or plain wrong, please let me know by emailing me. If you have something to contribute such as giving insight to how a skill works, how to make the most of a skill, your own build theory, etc. I will review and add it if it applies. If you think there should be something presented in this FAQ that another FAQ has not already provided just let me know and I'll research it and add to the FAQ if I can. So, please feel free to email me at Myk@accesswave.ca Novice FAQ Users [A0001] ----------------------------------------------------- If you need to find a section simply reference the code on the right in the table of contents [00000] and select the "find" or "search" function on your browser/text editor (crtl-f is the default for most browsers and text editors). Put in the code associated with the topic and hit the search/find command and it will bring you to the beginning of that section. Table of Contents [00000] **************************************************** Introduction [A0000] Novice FAQ Users [A0001] Table of Contecnts [B0000] The Character Creation Process [C0000] Race [C0001] Birth Sign [C0002] Class [C0003] Specialization [C0004] Favored Attribute [C0005] Major Skills [C0006] Character Stats [D0000] Level, Health, Magicka and Fatigue [D0001] Increasing Your Level [D0002] Attributes [D0003] Strength [DA000] Intelligence [DA001] Willpower [DA002] Agility [DA003] Speed [DA004] Endurance [DA005] Personality [DA006] Luck [DA007] Summary of Attributes [D0004] Races [F0000] Brenton [F0001] High Elf [F0002] Do I choose Bretonor High Elf? [FA000] Orc [F0003] Redguard [F0004] Do I choose Orc or Redguard? [FA001] Wood Elf [F0005] The Other Races [F0005] Birth Signs [G0000] The Attribute Bonus Signs [G0001] Atronach [G0002] The Mage [G0003] The Ritual [G0004] The Useless Signs [G0005] Skills [H0000] Acrobatics [H0001] Alchemy [H0002] Alteration [H0003] Armorer [H0004] Athletics [H0005] Blade [H0006] Block [H0007] Blunt [H0008] Conjuration [H0009] Destruction [H0010] Hand-to-Hand [H0011] Heavy Armor [H0012] Illusion [H0013] Light Armor [H0014] Marksman [H0015] Mercantile [H0016] Mysticism [H0017] Restoration [H0018] Security [H0019] Sneak [H0020] Speechcraft [H0021] Summary of Skills [H0022] EXP Chart and Additional EXP Info [I0000] Build Strategies [J0000] Max Level Max Stats [J0001] Max Stats by Level 40 [J0002] Max Stats less Luck by Level 27 [J0003] Best stats possible by Level 20 [J0004] Pure Warrior at Level 8 [J0005] Pure Mage at Level 10 [J0006] Max Skills at Level 1 [J0007] Example Leveling Paths [K0000] Rules of Leveling [K0001] How Should I Choose My Major Skills? [K0002] I want to power level all my skills to 100 [KA000] I want to power level only my essential skills [KA001] I want to power level a low level fighter [KA002] I want to power level a low level mage [KA003] I want to play a fighter character as I level [KA004] I want to play a mage character as I level [KA005] I want to play a thief/assassin character as I level [KA006] I want to role play my character [KA007] Breton as a Mage [K0003] Wood Elf as a Fighter/Archer [K0004] Equipment Information [R0000] Weapon Stats [R0001] Blade 1H [RA000] Blade 2H [RA001] Blunt 1H [RA002] Blunt 2H [RA003] Bows And Arrows [RA004] Calculating Your Weapon Damage [R0002] Armor Stats * [R0003] Light Armor * [RB000] Heavy Armor * [RB001] Armor's Impact on Spell Effectiveness [RB002] NPC Information * [S0000] Miscellaneous Information [L0000] Effects that affect your movement speed [L0001] Exploits and Tricks [L0002] Spell Making and Enchanting [L0003] Magicka Regeneration Rate [L0004] Increase EXP rate for Magicka Schools [L0006] The Miscellaneous of the Miscellaneous [L0007] Adjusting the Games Difficulty [L0008] Ugh, the attribute systems sucks, I want to have FUN! [L0009] Things Planned [M0000] Revisions [N0000] Legal [O0000] Thanks [P0000] *Indicates Incomplete or Planned Section The Character Creation Process [C0000] *************************************** When you first start the game you’ll be asked to choose a race. As you continue your escape through the sewers you’ll be asked to choose a birth sign and finally near the end you’ll be asked to choose your class. When you attempt to exit the sewer you’ll be prompted to confirm your race, birth sign and class. This is a good place to make a permanent save game as it allows you to customize your characters starting stats without playing the tutorial over again. Race [C0001] ----------------------------------------------------------------- Each race has a total of 320 starting attribute points; however, they are distributed differently depending on the race. Each race will also have a total of 45 skill points; again these points are distributed based on race. Lastly, each race has its own special abilities and resistances. Birth Sign [C0002] ----------------------------------------------------------- You’ll be able to choose one birth sign for your character. Each birth sign comes with a unique bonus and some come with drawbacks to compensate from their bonus. Class [C0003] ---------------------------------------------------------------- Your character’s class is made up your character’s specialization, favored attributes and major skills. You’re presented to select these in the order listed above. Specialization [C0004] ------------------------------------------------------- There are 3 types of skill specializations which are Combat, Mage and Stealth. Each specialization governs 7 skills. Skills that are part of your specialization will increase 33% faster than minor skills and will receive a +5 starting bonus. Combat specialization includes Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand and Heavy Armor. Mage specialization includes Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism and Restoration. Stealth specialization includes Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak and Speechcraft. Favored Attributes [C0005] --------------------------------------------------- You will then be asked to select two favored attributes. This will give you a +5 bonus in each of the selected attributes. Major Skills [C0006] --------------------------------------------------------- You will now choose 7 major skills for you’re character. This is the most important part of your character creation. Your major skills will determine how you will level. Gaining any combination of 10 major skill levels will allow you to increase you’re characters level. Your major skills will start with a +20 bonus making their starting value at least 25 and no more than 45. Major skills also have the benefit of increasing 65% faster than minor skills. If a skill happens to be a major skill and a specialized skill then it will increase at a rate of 122% compared to minor skills. Any skills that aren’t selected as major skills will be your minor skills. Characters Stats [D0000] ***************************************************** Your Basic Stats [D0001] ----------------------------------------------------- Character Level: You will gain 1 character level for every 10 major skills you increase. As your character level increases the difficulty of the game increases. Health: Your health is 2x your endurance plus an increase of 10% of your endurance value when you gain a character level. There are spells, potions and enchanted equipment that can further increase your health. Magicka: Your magicka is 2x your intelligence. Your birth sign, race, spells, potions and enchanted equipment can increase this further. Fatigue: Your fatigue is determined by totaling your strength, willpower, agility and endurance. Again, spells, potions and enchanted equipment can increase this further. Your fatigue regeneration rate is 10 per second while you’re not running. The following actions will drain fatigue: Jumping, dodging, attacking, power attacking, blocking (at novice skill rank) and holding an arrow pulled back (at novice skill rank). Increasing Your Level [D0002] ------------------------------------------------ To increase your character’s level you must gain any combination of 10 major skill levels. You can only raise your level by sleeping in a bed. Once you've gained 10 major skills, all skill levels your earn after that will counted towards your next level and applied to your next level attribute bonuses. When you sleep and gain a level several things will happen. Your health will increase by 10% of your endurance value, you can choose 3 attributes to increase, loot from enemies will become better, quest rewards may get better, the locks on doors and chests will increase in difficulty and the enemies you fight will have gotten stronger. When enemies do get stronger their abilities, damage and health increases at a fix rate relative to your level. It has nothing to do with your skill or attribute totals. When you raise your level you will be able to choose 3 of your attributes increase. If you choose to increase an attribute the minimum it can increase is 1 point and the maximum it can increase is 5 points. The amount of skill points (whether its major or minor does not matter) you increase that are governed by that attribute is what determines how many points you can increase it by. Skill Points Earned Attribute Bonus 0 x1 1-4 x2 5-7 x3 8-9 x4 10+ x5 The following is a chart to help explain how your character levels up and how leveling your skills will affect your attribute bonus. Level 1 Total Attribute Skill Bonus Strength: +4 Blunt, +3 Hand to Hand +7 x3 Intelligence: +10 Alchemy +10 x5 Willpower: +3 Destruction (Major) +3 x2 Agility: +2 Marksman, +2 Sneak, +5 Security +9 x4 Speed: +2 Athletics, +1 Acrobatics +3 x2 Endurance: +4 Heavy Armor (Major), +2 Block +4 x3 Personality: +2 Speechcraft, +3 Mercantile (MAJOR) +5 x3 LucK: N/A +0 x1 Level 2 Strength: +10 Blade (Major) +10 x5 Intelligence: None +0 x1 Willpower: None +0 x1 Agility: None +0 x1 Speed: +10 Light Armor, +1 Atheltics, +1 Acrobatics +12 x5 Endurance: Block +10 +10 x5 Personality: Speechcraft +1 +1 x2 Luck: N/A +0 x1 In review: - Major and minor skills contribute equally to your attribute bonus. - Unspent attribute bonuses will not carry over to your next level. - If you earn more than 10 skill points for an attribute the additional skill points will not be carried over to the next level. - You begin earning your skill points for your next character level as soon as your earn 10 major skill points for your current character level. So, don't earn more skill points then you need to get your x5 bonus, get your x5 bonus in at least two attributes (3 if your not increasing luck) and level your minor skills before you level your major skills. Attributes [DA000] ----------------------------------------------------------- There are 8 attributes and each attributes governs 3 of your skills except luck which governs no skills. Strength [DA001] ------------------------------------------------------------- Strength governs Blade, Blunt and Hand-to-Hand. Strength will increase the amount you can carry by 5 per strength point, your fatigue. Melee weapons will receive a 0.66% damage increase for each point of strength you receive. Strength does affect hand-to-hand (see the skill listing for more details). Effects that increase your strength above 100 will continue to increase your fatigue and the amount of weight you can carry, but it will not continue to increase your melee damage. Strength is important for those who will be dealing melee damage, if your not dealing melee damage you can put this attribute lower on you priority list. Strength does contribute to the same effects that its governing skills affect. Intelligence [DA002] --------------------------------------------------------- Intelligence governs Alchemy, Conjuration and Mysticism. Intelligence will increase your magicka by 2 points per intelligence point. Effects that raise your intelligence will continue to increase you magicka. See the "Magicka Regeneration Rate" section for an explanation on how intelligence affects your MRR. Intelligence can be placed at a low priority because of the sigil stones that provide an enchant that give +50 magicka (you can get six of these) and that completly dwarfs the +100 magicka that 50 intelligence would provide you. You can get the +50 magicka until your at least level 17 though. If you play the early game and want the most magicka as quickly as possible then you'll prioritize intelligence higher. Intelligence does not affect the skills it governs. Willpower [DA003] ------------------------------------------------------------ Willpower governs Alteration, Destruction and Restoration. Willpower will contribute to your fatigue score and increase your magicka regeneration rate (MRR). If you willpower is 0 it will take ~131 seconds to regenerate your magicka from empty to full, 25 willpower takes ~80 seconds, 50 willpower takes ~58 seconds, 75 willpower takes ~45 seconds and 100 willpower takes ~35 seconds. Willpower above 100 will continue to increase your MRR. There is an estimate on how willpower can be predicted but it isn’t 100% accurate. This chart uses willpower set to 0 as the reference point and the fractions refer to how much it will reduce the time by. Willpower Time 0 - 50 1/2 100 1/4 150 1/5 200 1/6 Willpower does not increase or decrease your character’s spell resistance nor does it have any affect of the skills it governs. Willpower has the most benefit when you have a large magicka total and the least benefit with a small magicka total. So if you plan to have an abundace on magicka then prioritize willpower high, and if you don't then prioritize it low. Agility [DA004] -------------------------------------------------------------- Agility governs Security, Sneak and Marksman. Agility will increase the damage dealt by bows by 0.66% per agility point, contribute to your fatigue score and increase your resistance to knock downs (balance). Effects that raise your agility above 100 do not continue to increase your damage with bows, but will continue to increase your fatigue score. It is unknown whether it will continue have an affect on your ability to withstand knock downs. Agility is good for preventing knock downs and increasing bow damage. Preventing knock downs is important for melee characters. You can ignore the benefit of increased bow damage with agility if your character doesn’t bother with ranged combat or if they have strong destruction magicka. As far as I can tell it has no affect on security or sneak. Agility does contribute to the same effect that marksman affects. Speed [DA005] ---------------------------------------------------------------- Speed governs Acrobatics, Athletics and Light Armor. Speed will increase the rate at which your character moves. Each point you put into speed will increase your movement speed by 0.44%. Effects that increase your speed above 100 will continue to increase your speed at a rate of 0.30%. Speed is most effective if your play style is geared towards ranged combat or playing keep away from your foes. Your play style will effect how you want to prioritize. Speed does not affect light armor or acrobatics. It does contribute to the same effect that athletics affects. Speed does not influence the skills it governs. Endurance [DA006] ------------------------------------------------------------ Endurance governs Armorer, Block and Heavy Armor. Endurance contributes to your fatigue and determines your health. Your health is 2x your endurance plus an increase of 10% of your endurance value (if you increase your choose to increase your endurance during the character level your new endurance value will apply to your health increase). The game will always round down when it gets a fraction when determining the health increase. Anytime your endurance increases you receive an additional 2 health to your total. So when you gain a character level and raise your endurance by 5 you will get another 10 health to your base (this is because your health is 2x your endurance). If you used an effect that increased you endurance by 25, you would receive an additional 50 health for as long as that effect lasted. Effects that increase your endurance beyond 100 will continue to provide benefit. Endurance is the most important attribute for any character class. It gets priority because of the +10% health increase on character level up is not retroactive. Endurance does not affect the skills it governs. Personality [DA007] ---------------------------------------------------------- Personality governs: Illusion, Mercantile and Speechcraft. This affects the way people you interact with people. The higher your personality the greater the starting NPC disposition is. Every 4 personality points will give you 1 extra starting disposition point. Personality is essentially as poor attribute because its impact on the game is minimal. If necessary a low personality can normally be compensated for easily through bribes or spells. Luck [DA008] ----------------------------------------------------------------- Luck governs: Nothing. The following information was provided entirely by Scy046. Luck affects how your skill performs. If luck is greater than 50 then all your skill will gain a bonus and if its less than 50 than all your skills will suffer. The formula looks like: Skill + (Luck-50) * 0.4 = Modified Skill Level (<=100). Using 50 points of luck as our reference point we will see the effect of increasing and decreasing luck will have on our skills. 000 Luck -- 30 Skill. [-20 net] 010 Luck -- 34 Skill. [-16 net] 020 Luck -- 38 Skill. [-12 net] 030 Luck -- 42 Skill. [-08 net] 040 Luck -- 46 Skill. [-04 net] 050 Luck -- 50 Skill. [+0 net] 060 Luck -- 54 Skill. [+4 net] 070 Luck -- 58 Skill. [+8 net] 080 Luck -- 62 Skill. [+12 net] 090 Luck -- 66 Skill. [+16 net] 100 Luck -- 70 Skill. [+20 net] In short, Luck's effect varies from -20 (Luck = 0) to +20 (Luck = 100) or +4 Luck every 10 points; since the base value is 50, 0-49 "don't occur" for the most part. Luck continues to provide a benefit up to 300. This effectively gives each skill a +100 bonus. Remember the only skills that have a benefit above 100 are athletics and acrobatics. Luck may affect enemy loot but testing has not been conclusive. As for what else luck may have an affect on, who knows? Summary of Attributes [D0004] ------------------------------------------------ Strength affects the skills it governs, Speed affects athletics and Agility affects marksman. The rest of the attributes do not contribute or affect the skills they govern. After you select your race, birth sign and favored attributes the only way to raise your attribute points is by casting spells (temporary) drinking potions (temporary), using special abilities (temporary), wearing enchanted equipment (constant) or raising your level (permanent). Benefits that don’t affect a skill will continue to increase if you raise your attribute above 100. The two most effective characters classes are the two focused on combat. This isn’t to say your Hunter or Assassin won’t work but these seem to be the dominant arch-types. Fighters Mages Fighter Mage Endurance Endurance Endurance Endurance Strength Intelligence Strength Strength Intelligence Willpower Agility Willpower Willpower Speed Willpower Speed Agility Strength Speed Intelligence Speed Agility Intelligence Agility Personality Personality Personality Personality Luck Luck Luck Luck The left most fighter mage columns show how players might prioritize their attribute distribution if they are planning to stay on a low level or opting not to take the +50 magicka sigil stones. If you plan to take as many +50 magicka sigil stones as you can your prioritization may look like what shown on the right. Remember, there are quite a few things that will affect your character's prioritization of attributes and the above is just two examples to give you an some ideas. If your plan on max all your attributes it doesn't really matter as long as you get your endurance to 100 ASAP. Races [F0000] **************************************************************** I'm really only going to talk about 5 races. The reason why I’m only covering 5 races is because the combat abilities are superior in one way or another to those not listed. Breton[F0001] ---------------------------------------------------------------- Ability Bonuses: +50 magicka total (constant) +50 resist magicka (constant) Dragon Skin Activated once per day for 60 seconds +50 shield Skill Bonuses: +10 Conjuration, +10 Mysticism, +10 Restoration +5 Alchemy, +5 Alteration, +5 Illusion Attribute Males Female Strength 40 30 Intelligence 50 50 Willpower 50 50 Agility 30 30 Speed 30 40 Endurance 30 30 Personality 40 40 Luck 50 50 The bonus starting magicka and resist magicka are both solid bonuses. The starting high intelligence and willpower make for a good mage build. High Elf [F0002] ------------------------------------------------------------- Ability Bonus: +100 magicka total (constant) +75 resist disease (constant) -25 weakness to fire, frost and shock (constant) Skill Bonuses: +10 Alteration, +10 Destruction, +10 Myticism +5 Illusion, +5 Alchemy, +5 Conjuration Attribute Male Female Strength 30 30 Intelligence 50 50 Willpower 40 40 Agility 40 40 Speed 30 40 Endurance 40 30 Personality 40 40 Luck 50 50 The bonus starting magicka is great and the resist disease is a minor plus. The 25 point weakness to fire, frost and shock hurts the character. Good intelligence and willpower coupled with the great magicka bonus makes the High Elf good for a mage build. Do I choose Bretonor High Elf? [FA000] --------------------------------------- Both the Bretonand the High Elf are vying to fill the mage class. The Brenton’s 50 point resistance to magicka greatly out classes the High Elf’s 75 point resistance to disease. The advantage The High Elf has over the Bretonis the 50 extra starting magicka, but the High Elf also comes with a clear disadvantage and that the 25-point weakness to fire, frost and shock. Unless you absolutely want to have largest magicka pool then the Bretonis the easy choice. There is very little you’re going to want to cast with the High Elf that you can’t with the Brenton. Orc [F0003] ------------------------------------------------------------------ Ability Bonuses: +25 magicka resistance (constant) Berserk Activates once per day for 60 seconds +50 strength +20 health +200 fatigue -100 Agility Skill Bonuses: +10 Armorer, + 10 Block, +10 Blunt, +10 Heavy Armor +5 Hand-to-Hand. Attribute Male Female Strength 45 45 Intelligence 30 40 Willpower 50 45 Agility 35 35 Speed 30 30 Endurance 50 50 Personality 30 25 Luck 50 50 The Orc fits his race stereotype and is built for melee combat. They have a good activated ability that can allow you're character to pull through some situations that you may not be able to otherwise. The +25 magicka resistance is a good plus too. Redguard [F0004] ------------------------------------------------------------- Ability Bonuses: +75 Poison resistance (constant) +75 Disease resistance (constant) Adrenaline Rush Activates once per day for 60 seconds +50 strength +50 agility +50 speed +50 endurance +125 health (+100 from the endurance bonus) +150 fatigue from the attribue bonuses Skill Bonuses: +10 Athletics, +10 Blade, +10 Blunt +5 Light Armor, +5 Heavy Armor and +5 Mercantile Attribute Male Female Strength 50 40 Intelligence 30 30 Willpower 30 30 Agility 40 40 Speed 40 40 Endurance 50 50 Personality 30 40 Luck 50 50 The starting attributes and activated ability make the Redguard a superb melee character. The Adrenaline Rush ability is phenominal. Do I choose Orc or Redguard? [FA001] ----------------------------------------- The Redguard’s 75 point resistance to disease and poison is on par with the Orc’s 25 point resistance to magicka. However, the Redguard does get an edge in starting attributes and Adrenaline Rush easily outclasses Berserk. Wood Elf [F0005] ------------------------------------------------------------- Ability Bonuses: +75 Resist Disease Beast Tongue Activates Once Per Day +20 Command Creature Skill Bonuses: +10 Alchemy, +10 Marksman, +10 Sneak +5 Acrobatics, +5 Alteration, +5 Light Armor Attribute Male Female: Strength 30 30 Intelligence 40 40 Willpower 30 30 Agility 50 50 Speed 50 50 Endurance 40 30 Personality 30 40 Luck 50 50 The Wood Elf appears to be designed to play the Archer/Stealth roles by the looks of the attribute and skill distributions. Abilites are hardly worth mentioning. The Other Races [F0005] ------------------------------------------------------ Here are the rest of the races that are "Good" but not "Great". Race: Argonian Ability Bonuses: +75 Resist Disease +100 Resist Posion Water Breathing (constant) Skill Bonuses: +10 Athletics, +10 Security +5 Alchemy, +5 Blade, +5 Hand-to-Hand, +5 Illusion, +5 Mysticism Attribute Male Female: Strength 40 40 Intelligence 40 50 Willpower 30 40 Agility 50 40 Speed 40 40 Endurance 30 30 Personality 30 30 Luck 50 50 Race: Dark Elf Ability Bonuses: +75 Resist Fire (constant) Guardian Spirit Activates once per day for 60 seconds Conjures a Ghost Skill Bonuses: +10 Blade, +10 Destruction +5 Athletics, +5 Blunt, +5 Light Armor, +5 Marksman +5 Mysticism Attribute Male Female: Strength 40 40 Intelligence 40 40 Willpower 30 30 Agility 40 40 Speed 50 50 Endurance 40 30 Personality 30 40 Luck 50 50 Race: Imperial Ability Bonuses: Star of the West Activates once per day Absorb Fatigue 100 Voice of the Emperor Activates once pe day Charm 30 Skill Bonuses: +10 Heavy Armor, Mercantile and Speechcraft +5 Blade, Blunt and Hand-to-Hand Attribute Male Female: Strength 40 40 Intelligence 40 40 Willpower 30 40 Agility 30 30 Speed 40 30 Endurance 40 40 Personality 50 50 Luck 50 50 Race: Khajiit Ability Bonuses: Eye of Fear Activates once per day Demoralize 100 Eye of Night Unlimited Activations Night-eye 30 seconds Skill Bonuses: +10 Acrobatics, +10 Hand-to-Hand +5 Athletics, +5 Blade, +5 Light Armor, +5 Security, +5 Sneak Attribute Male Female: Strength 40 30 Intelligence 40 40 Willpower 30 30 Agility 50 50 Speed 40 40 Endurance 30 40 Personality 40 40 Luck 50 50 Race: Nord Ability Bonuses: Nordic Frost Activates once per day 50 Frost Damage on Touch Woad Activates once per day +30 Shield +50 Resist Frost Skill Bonuses: +10 Armorer, +10 Blade, +10 Blunt, +10 Heavy Armor +5 Hand-to-Hand Attribute Male Female: Strength 50 50 Intelligence 30 30 Willpower 30 40 Agility 40 40 Speed 40 40 Endurance 50 40 Personality 30 30 Luck 50 50 Birth Signs [G0000] ********************************************************** The Attribute Bonus Signs [G0001] -------------------------------------------- The Lady (+10 to willpower and endurance), The Thief (+10 to agility, +10 speed and +10 to luck), The Steed (+20 to speed) and The Warrior (+10 to strength and endurance) are useful when trying to reach your goal attributes as quickly as possible. If you plan to max your attributes (even if you’re not leveling luck or personality) there is no reason not to take The Thief birth sign. Atronach [G0002] ------------------------------------------------------------- As pointed out by Thomas "Sajin" Bergmann FAQ (Hard Character Guide at GameFAQs.com) this is an interesting sigh. You get +150 to your magicka, +50 spell absorption (50% of the spells that hit you deal no damage and are converted into magicka), but you lose your ability to regenerate magicka. To regenerate magicka you will need to drink potions, use magicka shrines or absorbing spell damage. Sleeping or resting will not recover your magicka. A work around is to use your Conjuration magicka to summon a ghost and turn it against you by hitting it 3 times. This will allow you to regenerate your magicka when you need to. This however can prove to be tedious method of restoring your magicka. The Atronach sign does prove even more troublesome with builds (see further into the FAQ) that plan on not leveling past a certain point because if you do continue to level your major skills but not sleeping (preventing you from leveling) then you lose access to that method of regenerating your magicka. The Mage [G0003] ------------------------------------------------------------- I generally like this sign the best because its +50 magicka with no strings. It can be applied to either mage or melee that doesn’t need the attribute bonuses. The Ritual [G0004] ----------------------------------------------------------- The ability "Mara's Word" restores 200 health instantly. This ability is pretty good, but is a once per day trick. The other ability is "Blessed Word" which is a reusable spell that costs 40 magicka. It will turn up to level 25 undead creatures. This will cause them to flee. The ritual is most useful for characters who will be staying in the lower levels as the restore health will equate to a free full heal. The Useless Signs [G0005] ---------------------------------------------------- The Tower, The Shadow, The Serpent, The Lover and The Lord are all useless signs not suitable for building are best character. These are all generally are not acceptable because they are underpowered compared to other signs or can be replaced with low level spells or potions. The Apprentice gives +100 magicka and a 100 point weakness to magicka. Similar to the mage but is 100 point weakness to magica really worth an extra 50 magicka? The Lover recieves the ability "Lover's Kiss" which casts Paralyze for 10 seconds on touch and damage fatigue 120 to self. This is a once per day ability. The Lord gives the ability "Blood of the North" which restores 15 health for 6 seconds for 50 magicka. A good spell very early in the game and isn't a once per day ability. However, it quickly becomes inadequate and comes with a 25-point weakness to fire 24-7. The Serpent has the ability "Serpent Spell" which activates the following four abilites simultaneously cure posion (self), 90 point dispel (self), damage fatigue 100 (self), damage health 3 points for 20 seconds (touch). The Shadow gives your character "Moon Shadow" which casts Invisibilty for 60 seconds on self once per day. The Tower gives two abilites. Tower Key which allows you to cast open average lock on target and Tower Warden which gives you 5% reflect damage for 120 seconds. Each ability can be activated once per day. Skills [H0000] *************************************************************** Your skills are the various abilities that your character has his disposal. The more your character uses their abilities the more proficient they become with that ability. As a reminder minor, specialized, major and major specialized skills earn different amounts of experience points each time an action for a skill that is performed successfully. Specialized skills increase 33.3% faster than minor skills; major skills increase 66.6% faster than minor skills and major specialized skills increase 122.2% faster than minor skills. The reason why a major skill levels faster than a minor skill is because they require different amounts of EXP (experience points) to level. Specialized skills require 75% less experience than minors skills; major skills require 60% less EXP than minor skills and major specialized skills require 45% less EXP than minor skills. As you level your skills you will notice that you will receive a message when you earn 25, 50, 75 and 100 skill levels. These are because you’ve reached the skill rank of an apprentice, journeyman, expert or master. When you earn these skill ranks you will receive a special bonus that will help you when you use that skill. When you have earned less than 25 skill levels for a particular skill you are considered to at a novice skill rank. Each skill will be given a “Leveling Speed Rank” with 1 being the fastest and 17 being the slowest. Some skills will be given N/A rank meaning I wasn’t able to accurately estimate a time for leveling that skill. A “Leveling Difficulty” rating will be given to each skill as well. The difficulty rating has nothing to do with how much time is required to level the skill, but the amount of effort required to perform the actions required to earn EXP for that skill. The ratings are as follows automated, easy, mediocre and hard. A skill rated as automated will essential require no effort at all, easy won’t require much effort beyond pushing a button repeatedly, mediocre will require some effort like moving around and possibly gathering materials and hard will require an extensive and tedious amount of work to level. A combat rating and utility rating will also be given to each skill. The combat rating refers to how often and how effective the skill is in combat. The utility rating refers to the skills ability to make money, evading combat situations or solving problems the game world presents to you. Each skill will be rated as good, mediocre, poor or N/A. Good means that the skills is used a lot and is effective, mediocre means that skill is either used a lot but not effective or effective but not used a lot, poor means the skill is rarely used or not effective and N/A means the skill has no application in that field. Each skill is given a chart. The columns are minor, specialized, major and major specialized (M+S). The two main row headers are #Reps X-X and T(min) X-X. #Reps X-X means "the number of repetitions require to earn the EXP for levels X to X" and T(min) means the time in minutes required to earn the EXP for the levels X to X". #Reps and T(min) are directed related to each other. The table were included as a tool for those who want to know how long it take and how much work will be require for a particular skill. It can also serve as a tool to determine how long entire builds may take from start to finish. If possible I will explain the per point benefits of increasing a skill. I will also explain the easiest way to level the skill. Keep in mind that you can always speak to trainers to increase skills you find too difficulty or time consuming. Training skills can be quite expensive to do at the higher skill levels and you can only train a total of 5 skill points per character level. If you need a complete list of trainers see the "Trainers Guide" by eldin2003 at http://db.gamefaqs.com/console/xbox360/file/oblivion_trainers.txt If you want to provide additional information for this you can send me an email at myk@accesswave.ca. Acrobatics [H0001] ----------------------------------------------------------- Governing Attribute: Speed Specialized Skill Group: Stealth EXP Rate: 0.30 per jump/dodge plus 3.0 if you take damage. Leveling Speed Rank: 13 Leveling Difficulty: Mediocre Combat Rating: Poor Utility Rating: Poor Minor Specialized Major M+S #Reps 5-9 7.37 N/A N/A N/A #Reps 10-19 43.95 33.04 N/A N/A #Reps 20-29 95.60 71.88 (25-29)>33.38 N/A #Reps 30-39 159.35 119.81 96.57 71.78 #Reps 40-49 232.89 175.10 141.14 104.90 #Reps 50-59 315.90 237.52 191.45 142.30 #Reps 60-69 406.60 305.71 246.42 183.15 #Reps 70-79 504.63 379.42 305.84 227.31 #Reps 80-89 609.49 458.27 369.39 274.55 #Reps 90-99 724.33 544.61 438.99 326.27 #Reps Total 3096.85 2325.36 1823.18 1355.07 T(mins) 5-9 0.54 N/A N/A N/A T(mins) 10-19 3.22 2.00 N/A N/A T(mins) 20-29 7.01 4.35 (25-29)>2.02 N/A T(mins) 30-39 11.69 7.25 5.84 4.34 T(mins) 40-49 17.08 10.59 8.54 6.35 T(mins) 50-59 23.17 14.37 11.58 8.61 T(mins) 60-69 29.82 18.50 14.91 11.08 T(mins) 70-79 37.01 22.95 18.50 13.75 T(mins) 80-89 44.70 27.73 22.35 16.61 T(mins) 90-99 53.12 32.95 26.56 19.74 T(mins) Total 227.10 140.68 110.30 80.48 The estimated time and reps is based on jumping down the mountain at Dark Fissure (3.3 EXP every 4.4s). There are a few variables that will probably increase your time such as enemy NPC, loading times and skill with the drill. Apprentice: You’re able to use normal attacks when jumping or falling. Journeyman: Dodge. Hold block and press jump to activate a dodge. Expert: Reduces fatigue loss per jump from 30 to 15 (50%). Master: Allows you to jump off the surface of water. Acrobatics will increase your jumping height by ~0.75% per point. Acrobatics beyond 100 will provide ~0.45% increase per point. Your control of your direction in the air will also increase as your acrobatics skill increases. The amount of fall damage you take is not affected by your acrobatics skill. A great place to level acrobatics is at Dark Fissure. When fast travel to this location you will start at the top of a mountain. Turn west after you've fast travelled to this location and jump down the mountain. Try to damage on every jump to get the 3.0 EXP on top of your 0.30 EXP for jumping. It will probably take you about 5-10 minutes to get feel for it but it'll come. A high restoration skill to keep healing yourself will help greatly as you do this exercise. If you don't have a good restoration skill and or don't want to level it just yet you should hold off until you can use the skill to level acrobatics. If you don't like this drill once you get to skill level 50 you can continuously dodge which is an easier drill but will take 2-2.5 times longer to level. I've read that an object or cieling that prevents you from making a full jump will allow you to increase your acrobatics skill rapidly. I've tested this with store signs and found that my skill wouldn't increase if I rapidly kept jumping before the spring after he lands was over. So, as of now I don't think this is a good method to rapidly increase the skill. Acrobatics can be easily leveled by accident. To stop yourself from unnecessarily jumping around bind the key to something awkward so you’re not always pushing it when traveling. Alchemy [H0002] -------------------------------------------------------------- Governing Attribute: Intelligence Specialized Skill Group: Mage EXP Rate: 5 per potion created. Leveling Speed Rank: N/A Leveling Difficulty: Mediocre Combat Rating: Poor, generally out classed by magicka schools. Utility Rating: Good, selling potions is a good money maker. Minor Specialized Major M+S #Reps 5-9 4.87 N/A N/A N/A #Reps 10-19 29.01 363.48 N/A N/A #Reps 20-29 63.10 47.44 (25-29)>22.03 N/A #Reps 30-39 105.17 79.08 63.74 47.37 #Reps 40-49 153.71 115.57 93.16 69.24 #Reps 50-59 208.49 156.76 126.36 93.92 #Reps 60-69 268.35 201.77 162.64 120.88 #Reps 70-79 333.06 250.42 201.85 150.03 #Reps 80-89 402.27 302.46 243.80 181.20 #Reps 90-99 478.06 359.44 289.73 215.34 #Reps Total 2043.92 1534.74 1203.13 877.97 T(mins) 5-9 X X X X T(mins) 10-19 T(mins) 20-29 T(mins) 30-39 T(mins) 40-49 T(mins) 50-59 T(mins) 60-69 T(mins) 70-79 T(mins) 80-89 T(mins) 90-99 T(mins) Total X X X X Because the gathering process of the indgredients will vary greatly from player to player its hard to make an estimate on how long this skill takes to level. When I find a suitable scenario I will post an estimate. Apprentice: Allows you to recognize 2 of 4 properties of an ingredient. Journeyman: Allows you to recognize 3 of 4 properties of an ingredient. Expert: Allows you to recognize 4 of 4 properties of an ingredient. Master: Allows you to make potions from a single ingredient. There are no per skill point benefit as far as I know. The number of ingredients used or the quality has no effect of the amount EXP earned with this skill. The easiest way to level this skill is to steal all the food you can find and make potions. You can also buy ingredients from vendors and sell the end product back to them for a profit. This skill works with leveling mercantile. Alchemy can be used to create a wide range of potions that can restore health to increase stats temporarily. Alchemy can require a bit of work to level but it doesn’t take that long to do it. Alteration [H0003] ----------------------------------------------------------- Governing Attribute: Willpower Specialized Skill Group: Mage EXP Rate: 4.0 per alteration spell cast. Leveling Speed Rank: 4 Leveling Difficulty: Easy Combat Rating: Mediorce Utility Rating: Good Minor Specialized Major M+S #Reps 5-9 6.08 N/A N/A N/A #Reps 10-19 36.26 27.26 N/A N/A #Reps 20-29 78.87 59.30 (25-29)>27.54 N/A #Reps 30-39 131.46 98.84 79.67 59.22 #Reps 40-49 192.13 114.46 116.44 86.55 #Reps 50-59 260.62 195.95 157.95 117.39 #Reps 60-69 335.44 252.21 203.30 151.10 #Reps 70-79 416.32 313.02 252.32 187.53 #Reps 80-89 502.83 378.07 304.75 226.50 #Reps 90-99 597.57 449.30 362.16 269.18 #Reps Total 2554.90 1918.42 1504.13 1097.47 T(mins) 5-9 0.14 N/A N/A N/A T(mins) 10-19 0.86 0.65 N/A N/A T(mins) 20-29 1.87 1.40 (25-29)>0.65 N/A T(mins) 30-39 3.11 2.34 1.89 1.40 T(mins) 40-49 4.55 3.42 2.76 2.05 T(mins) 50-59 6.17 4.64 3.74 2.78 T(mins) 60-69 7.94 5.97 4.81 3.58 T(mins) 70-79 9.85 7.41 5.97 4.44 T(mins) 80-89 11.90 8.95 7.21 5.36 T(mins) 90-99 14.14 10.63 8.57 6.37 T(mins) Total 60.47 45.40 35.60 25.97 To reduce the required time to level "Spell Cast Speeds" for more information. For all mage skills when you receive your apprentice, journeyman, expert and master skill levels you gain access to higher quality spells some with entirely new effects. As your alteration skill increases, the cost of your spells will decrease by 0.85% per point. There is no benefit from raising your skill level above 100. Your spell potency and effectiveness do not increase with skill. All spells give the same EXP per successful cast regardless of the effect, cost or casting time. Mixing two effects from different schools of magicka will not earn you EXP for both skills at the same time but only one (which every one it is remains constant). To quickly level simply cast "Open Very Easy Lock" on easy to very hard locks. If you can’t easily find a lock you can always go to the arena and cast your spell on the very hard lock box there. Once your MRR is high enough you will be able to chain cast these low level spells without running out of magicka. This will allow you have something keep your cast spell button in place while you do other thing like eat, sleep, etc. This school of magic alters the physical environment and objects contained within. This is useful skill for a mage class player because it will allow you to create weightless magic armor instead of carrying light or heavy armor that a low strength character might not be able to do. At apprentice and beyond you can gain access to feather which will increase the amount of weight you can carry. The most useful ability for any class is the open X lock magic spells. At different levels of mastery one can open locks of increasing difficulty. It is very useful for low security characters, or people who have trouble with or simply don't like the lock picking mini-game. Armorer [H0004] -------------------------------------------------------------- Governing Attribute: Endurance Specialized Skill Group: Combat EXP Rate: 1.5 per hammer bang. Leveling Speed Rank: 5.0 Leveling Difficulty: Easy Combat Rating: Poor/Good when you receive the expert bonus. Utility Rating: Poor, saves you a bit on repairs costs. Minor Specialized Major M+S #Reps 5-9 16.22 N/A N/A N/A #Reps 10-19 96.69 72.70 N/A N/A #Reps 20-29 210.33 158.14 (25-29).73.43 N/A #Reps 30-39 350.57 263.58 212.46 157.91 #Reps 40-49 512.35 385.23 310.52 230.79 #Reps 50-59 694.97 522.54 421.20 313.05 #Reps 60-69 894.51 672.57 542.13 402.93 #Reps 70-79 1110.19 834.73 672.84 500.08 #Reps 80-89 1340.89 1008.19 812.66 604.00 #Reps 90-99 1593.52 1198.14 965.77 717.80 #Reps Total 6813.07 5115.80 4011.01 2926.58 T(mins) 5-9 X X X X T(mins) 10-19 T(mins) 20-29 T(mins) 30-39 T(mins) 40-49 T(mins) 50-59 T(mins) 60-69 T(mins) 70-79 T(mins) 80-89 T(mins) 90-99 T(mins) Total X X X X Apprentice: You’re repair hammers last twice as long. Journeyman: You can now repair magical equipment. Expert: You can improve your equipment quality to 125%. This also improves the weapon damage by 12.5% and durability of the equipment by 25%. Master: Never breaks repair hammers. I currently don't know the per point benefit of increasing the Armorer skill. Go to the Imperial Prison Sewer. In the sewer there are 4 enemies. Lure the 4 enemies to the sewer exit and just let them beat on you. Just get hit enough so that at least 1 point of durability is lost on most or all of your armor. When you’ve achieved that, exit the sewers and repair your armor and re-enter. When you re-enter the enemies should be right on top of you again. Alternatively, you can also use the Staff of Everscamp or your Conjuration to summon enemies. This skill can be leveled along side your block and heavy armor skills (it may not suitable for light armor because it is governed by a different attribute). The amount of durability you repair with each hammer bang does not affect the amount of EXP you earn. Wearing as many armor pieces as possible makes this easier. The Heavy Raiment or Raiment of Valor are not good equipment to use for this exercise. A good example is to wear exactly what the Imperial Legion wears. You can easily get this by killing a lone guard (say in the Waterfront district of the Imperial City) or if your sneak skill will allow, stealing a suit from a sleeping guard. Armorer is a skill that will take a bit of effort to level, but the main benefit is reach at skill level 75. Leveling this skill beyond 75 provides little benefit. So if you don’t want or need to level this skill anymore then feel free not to. Athletics [H0005] ------------------------------------------------------------ Governing Attribute: Speed Specialized Skill Group: Combat XP Rate: 0.03 per second running +25% for swimming, 0.03 per dodge. Leveling Speed Rank: 17 Leveling Difficulty: Automated Combat Rating: Good Utility Rating: Mediocre Minor Specialized Major M+S #Reps 5-9 811.00 N/A N/A N/A #Reps 10-19 4834.33 3634.84 N/A N/A #Reps 20-29 10516.33 7907.02 (25-29)>3671.52 N/A #Reps 30-39 17528.33 13179.20 10623.23 7895.65 #Reps 40-49 25617.67 19261.40 15526.86 11539.49 #Reps 50-59 34748.67 26126.82 21059.80 15652.55 #Reps 60-69 44725.67 33628.32 27106.46 20146.70 #Reps 70-79 55509.03 41736.34 33642.02 25004.20 #Reps 80-89 67044.33 50409.27 40632.93 30200.15 #Reps 90-99 79676.00 59906.77 48288.48 35890.09 #Reps Total 340653.67 255789.97 200550.30 146328.83 T(mins) 5-9 13.52 N/A N/A N/A T(mins) 10-19 80.57 60.58 N/A N/A T(mins) 20-29 175.27 131.78 (25-29) 61.19 N/A T(mins) 30-39 292.14 219.65 177.05 131.59 T(mins) 40-49 426.96 321.02 258.76 192.32 T(mins) 50-59 579.14 435.45 351.00 260.88 T(mins) 60-69 745.43 560.47 451.77 335.78 T(mins) 70-79 925.16 695.61 560.70 416.74 T(mins) 80-89 1117.41 840.15 677.22 503.34 T(mins) 90-99 1327.93 998.45 804.81 598.17 T(mins) Total 5677.56 4263.17 3342.51 2438.81 T(hours) Total 94.62 71.06 55.71 40.64 Novice: 20% fatigue regeneration when running. Apprentice: 40% fatigue regeneration when running. Journeyman: 60% fatigue regeneration when running. Expert: 80% fatigue regeneration when running. Master: 100% fatigue regeneration when running. This differs from that most FAQs report that Apprentice, Journeyman and Expert are 25%, 50% and 75% respectively. Athletics will increase you movement speed by +0.33% for running, +0.04% for swimming and +0.60% for swimming fast per point while your skill level is 100 or less. When your athletics skill level is above 100 you will still seen benefits but at a decreased rate. Your new per point benefit is +0.25% for running, +0.38% for swimming and +.46% for swimming fast. Athletics provides no gain for walking speed. The easiest way to level athletics is to find a corner in a safe zone and hit auto run. If you don’t have an auto run button use an elastic band or complex series of books to set the thumb stick to go forward. Its leveling difficulty is automated but it will take about 95 hours as a minor skill to level from 5 to 100. Blade [H0006] ---------------------------------------------------------------- Governing Attribute: Strength Specialized Skill Group: Combat EXP Rate: 0.5 per hit. Leveling Speed Rank: 9 Leveling Difficulty: Mediocre Combat Rating: Good, the best physical damage dealing combat skill. Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 48.66 N/A N/A N/A #Reps 10-19 290.06 218.09 N/A N/A #Reps 20-29 630.98 474.42 (25-29)>220.29 N/A #Reps 30-39 1051.70 790.75 637.39 473.74 #Reps 40-49 1537.06 1155.68 931.55 692.37 #Reps 50-59 2084.92 1567.61 1263.59 939.15 #Reps 60-69 2683.54 2017.70 1626.39 1208.80 #Reps 70-79 3330.56 2504.18 2018.52 1500.25 #Reps 80-89 4022.66 3024.56 2437.98 1812.01 #Reps 90-99 4780.56 3594.41 2897.31 2153.41 #Reps Total 20439.22 15347.40 12033.02 8779.73 T(mins) 5-9 0.32 N/A N/A N/A T(mins) 10-19 1.93 1.45 N/A N/A T(mins) 20-29 4.21 3.16 (25-29)>1.47 N/A T(mins) 30-39 7.01 5.27 4.25 3.16 T(mins) 40-49 10.25 7.70 6.21 4.62 T(mins) 50-59 13.90 10.45 8.42 6.26 T(mins) 60-69 17.89 13.45 10.84 8.06 T(mins) 70-79 22.20 16.69 13.46 10.00 T(mins) 80-89 26.82 20.16 16.25 12.08 T(mins) 90-99 31.87 23.96 19.32 14.36 T(mins) Total 136.26 102.32 80.22 58.53 The times listed above are assuming you’re constantly hitting something without breaks. So your actual leveling time may increase greatly. Novice: You're power attack does 2.5x more damage than your normal attack. Apprentice: You're power attack does 3.0x more damage than your normal attack. Journeyman: You’re sidestepping (LEFT or RIGHT) power attack that has a chance to disarm your opponent. Expert: You’re sweeping (BACK) power attack now has a chance to knockdown. Master: You’re rushing (FORWARD) power attack now has a chance to paralyze. For every point in blade you increase you will receive an additional 7.5% damage bonus from your weapon's base. The only way you can increase or decrease the speed of your attacks is by changing weapon types like using a dagger instead of a sword. None of your skills or attributes has an affect on the rate at which your character will attack. To level your blade skill use a daggers because they are the fastest swinging blade weapons at 2.5 swings per second. Find a place where there are a lot of monsters to hit or summon enemies using your Conjuration or Staff of Everscamp will do fine. Adjusting the slider difficult will also adjust the health your foes have which will decrease the number of foes you will have to find or summon. Block [H0007] ---------------------------------------------------------------- Governing Attribute: Endurance Specialized Skill Group: Combat EXP Rate: 1.25 per successful blocked. Leveling Speed Rank: 5 Leveling Difficulty: Mediocre Combat Rating: Poor to good, varies based on your play style. Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 19.46 N/A N/A N/A #Reps 10-19 116.02 87.24 N/A N/A #Reps 20-29 252.39 189.77 (25-29)>88.12 N/A #Reps 30-39 420.68 316.30 254.96 189.50 #Reps 40-49 614.82 462.27 372.62 276.95 #Reps 50-59 833.97 627.04 505.44 375.66 #Reps 60-69 1073.42 807.08 650.56 483.52 #Reps 70-79 1332.22 1001.67 807.41 600.10 #Reps 80-89 1609.06 1209.82 975.19 724.80 #Reps 90-99 1912.22 1437.76 1158.92 861.36 #Reps Total 8175.69 6138.96 4813.21 3511.89 T(mins) 5-9 0.26 N/A N/A N/A T(mins) 10-19 1.55 1.16 N/A N/A T(mins) 20-29 3.37 2.53 (25-29)>1.17 N/A T(mins) 30-39 5.61 4.22 3.40 2.53 T(mins) 40-49 8.20 6.16 4.97 3.69 T(mins) 50-59 11.12 8.36 6.74 5.01 T(mins) 60-69 14.31 10.76 8.67 6.45 T(mins) 70-79 17.76 13.36 10.77 8.00 T(mins) 80-89 21.45 16.13 13.00 9.66 T(mins) 90-99 25.50 19.17 15.45 11.48 T(mins) Total 109.01 81.85 64.18 46.83 The time listed is an estimate based on the stats from heavy armor. It simple assumes that 50% of the hits you take will be blocked and it therefore will take twice as long to level. Apprentice: When you block it no longer drains fatigue. Journeyman: Blocking with a shield or weapon will no longer cause durability damage. Blocking with your hands will cause your attackers to recoil but will still do full damage. Expert: Blocking can now be used like an attack to knock back and stagger your attackers. Master: Blocking now has a chance to disarm. For each point your block increases damage is reduced when you successfully block an attack. Go to the Imperial Prison Sewer. In the sewer there are 4 enemies. Lure the 4 enemies to the sewer exit and let them beat on you. When you need low of health leave, heal and re-enter. Alternatively you may use your Conjuration magicka or Staff of Everscamp to summon creatures. Try to stay in a corner so your enemies are generally attacking from the same direction. Blunt [H0008]----------------------------------------------------------------- Governing Attribute: Strength Specialized Skill Group: Combat EXP Rate: 0.5 per hit. Leveling Speed Rank: 10 Leveling Difficulty: Mediocre Combat Rating: Good Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 48.66 N/A N/A N/A #Reps 10-19 290.06 218.09 N/A N/A #Reps 20-29 630.98 474.42 (25-29)>220.29 N/A #Reps 30-39 1051.70 790.75 637.39 473.74 #Reps 40-49 1537.06 1155.68 931.55 692.37 #Reps 50-59 2084.92 1567.61 1263.59 939.15 #Reps 60-69 2683.54 2017.70 1626.39 1208.80 #Reps 70-79 3330.56 2504.18 2018.52 1500.25 #Reps 80-89 4022.66 3024.56 2437.98 1812.01 #Reps 90-99 4780.56 3594.41 2897.31 2153.41 #Reps Total 20439.22 15347.40 12033.02 8779.73 T(mins) 5-9 0.41 N/A N/A N/A T(mins) 10-19 2.42 1.82 N/A N/A T(mins) 20-29 5.26 3.95 (25-29)>1.84 N/A T(mins) 30-39 8.76 6.59 5.31 3.95 T(mins) 40-49 12.81 9.63 7.76 5.77 T(mins) 50-59 17.37 13.06 10.53 7.83 T(mins) 60-69 22.36 16.81 13.55 10.07 T(mins) 70-79 27.75 20.87 16.82 12.50 T(mins) 80-89 33.52 25.20 20.32 15.10 T(mins) 90-99 39.84 29.95 24.14 17.95 T(mins) Total 170.33 127.98 100.28 73.16 The times listed above are assuming you’re constantly hitting something without breaks. So your actual leveling time may increase greatly. Novice: You're power attack does 2.5x more damage than your normal attack. Apprentice: You're power attack does 3.0x more damage than your normal attack. Journeyman: You’re sidestepping (LEFT or RIGHT) power attack that has a chance to disarm your opponent. Expert: You’re sweeping (BACK) power attack now has a chance to knockdown. Master: You’re rushing (FORWARD) power attack now has a chance to paralyze. For each skill point you receive for blunt you blunt weapon damage increase 7.5% from the weapon's base. The only way you can increase or decrease the speed of your attacks is by changing weapon types like using a axe instead of a two handed mace. None of your skills or attributes has an affect on the rate at which your character will attack. To level your blunt skill use a one handed axe because they are the fastest swinging blunt weapons at 2.0 swings per second. Find a place where there are a lot of monsters to hit or summon enemies using your Conjuration or Staff of Everscamp will do fine. Adjusting the slider difficult will also adjust the health your foes have which will decrease the number of foes you will have to find or summon. Conjuration [H0009] ---------------------------------------------------------- Governing Attribute: Intelligence Specialized Skill Group: Mage EXP Rate: 6.0 per spell cast. Leveling Speed Rank: 3 Leveling Difficulty: Easy Combat Rating: Mediorce Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 4.06 N/A N/A N/A #Reps 10-19 24.17 18.17 N/A N/A #Reps 20-29 52.58 39.54 (25-29)>18.36 N/A #Reps 30-39 87.64 65.90 53.12 39.48 #Reps 40-49 128.09 96.31 77.63 57.70 #Reps 50-59 173.74 130.63 105.30 78.26 #Reps 60-69 223.63 168.14 135.53 100.73 #Reps 70-79 277.55 208.68 168.21 125.02 #Reps 80-89 335.22 252.05 203.61 151.00 #Reps 90-99 398.38 299.53 241.44 179.45 #Reps Total 1703.27 1278.95 1002.75 731.64 T(mins) 5-9 0.14 N/A N/A N/A T(mins) 10-19 0.85 0.64 N/A N/A T(mins) 20-29 1.84 1.38 (25-29)>0.64 N/A T(mins) 30-39 3.07 2.31 1.86 1.38 T(mins) 40-49 4.48 3.37 2.72 2.02 T(mins) 50-59 6.08 4.57 3.69 2.74 T(mins) 60-69 7.83 5.88 4.74 3.53 T(mins) 70-79 9.71 7.30 5.89 4.38 T(mins) 80-89 11.73 8.82 7.11 5.29 T(mins) 90-99 13.94 10.48 8.45 6.28 T(mins) Total 59.61 44.76 35.10 25.61 To reduce the required time to level "Spell Cast Speeds" for more information. Apprentice, journeyman, expert and master skill levels simply make new spells available to you. As your conjuration skill increase the cost of your spells will decrease by 0.85% per point. To level conjuration cast “Skeleton” repeatedly. Holding the spell cast button in place makes things even easier. Very useful in combat for a magic character, it allows access to powerful Daedric style weapons and armor at different levels of mastery, as well it allows you to summon a creature from oblivion to help you fight. In any situation with multiple enemies, summoning a creature will help move the odds in your favor. Often if your summoned creature is between you and your enemies, your enemies will stop and attack it. When this happens it will buy you time to heal yourself or attack the enemies without reprisal. This is especially useful against NPCs who have the ability to summon creatures themselves. Outside of combat summoning a creature will give you access to a creature that you can train all your combat abilities on without the need for dungeon crawling. I personally find that training in your own house will eliminate the chances of random monsters and animals from nearby from interfering. This also eliminates the risk of accidentally striking a friendly NPC. For training purposes you can increase the difficulty slider to the right and increase the punishment your conjured monster will take. See Alteration for more details about mage skills in general. Destruction [H0010] ---------------------------------------------------------- Governing Attribute: Willpower Specialized Skill Group: Mage EXP Rate: 1.2 per spell cast that hits (you or an enemy) Leveling Speed Rank: 11 Leveling Difficulty: Mediocre Combat Rating: Good Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 20.28 N/A N/A N/A #Reps 10-19 120.86 90.87 N/A N/A #Reps 20-29 262.91 197.68 (25-29)>91.79 N/A #Reps 30-39 438.21 329.48 265.58 197.39 #Reps 40-49 640.44 481.54 388.15 288.49 #Reps 50-59 868.72 653.17 526.49 391.31 #Reps 60-69 1118.14 840.71 677.66 503.67 #Reps 70-79 1387.73 1043.41 841.05 625.11 #Reps 80-89 1676.11 1260.23 1015.82 755.00 #Reps 90-99 1991.90 1497.67 1207.21 897.25 #Reps Total 8516.34 6394.75 5013.76 3658.22 T(mins) 5-9 0.48 N/A N/A N/A T(mins) 10-19 2.86 2.15 N/A N/A T(mins) 20-29 6.22 4.68 (25-29)>2.17 N/A T(mins) 30-39 10.37 7.80 6.29 4.67 T(mins) 40-49 15.16 11.40 9.19 6.83 T(mins) 50-59 20.56 15.46 12.46 9.26 T(mins) 60-69 26.46 19.90 16.04 11.92 T(mins) 70-79 32.84 24.69 19.90 14.79 T(mins) 80-89 39.67 29.83 24.04 17.87 T(mins) 90-99 47.14 35.44 28.57 21.23 T(mins) Total 201.56 151.34 118.66 86.58 The times listed above are assuming you’re constantly hitting something without breaks. So your actual leveling time may increase greatly. Apprentice, journeyman, expert and master skill levels simply make new spells available to you. As your destruction skill increase the cost of your spells will decrease by 0.85% per point. To level your destruction skill, find a place where there are a lot of monsters to hit or summon enemies using your Conjuration or Staff of Everscamp will do fine. Adjusting the slider difficult will also adjust the health your foes have which will decrease the number of foes you will have to find or summon. The primary source of damage output for a mage. This class determines what kind of damage you can inflict on your enemies. The strength of the spell is tied into the damage and duration of the spell. Regardless of the damage it seems that enemies take more damage from shock magic (except of course those immune or resistant to shock) and although it seems obvious that you would use a frost spell on a fire elemental enemy more times than not shock will do equivalent amount or more damage. Destruction also has spells which reduce the amount of attributes and skills points your enemies have for set periods of times. See Alteration for more details about mage skills in general. Hand to Hand [H0011] --------------------------------------------------------- Governing Attribute: Strength Specialized Skill Group: Combat EXP Rate: 0.6 per hit. Leveling Speed Rank: 6 Leveling Difficulty: Mediocre Combat Rating: Good but moves towards mediocre as the game progresses. Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 40.55 N/A N/A N/A #Reps 10-19 241.72 181.74 N/A N/A #Reps 20-29 525.82 395.35 (25-29)>183.58 N/A #Reps 30-39 876.42 658.96 531.16 394.78 #Reps 40-49 1280.88 963.07 776.29 576.97 #Reps 50-59 1737.43 1306.34 1052.99 782.63 #Reps 60-69 2236.28 1681.42 1355.32 1007.33 #Reps 70-79 2775.47 2086.82 1682.10 1250.21 #Reps 80-89 3352.22 2520.46 2031.65 1510.01 #Reps 90-99 3983.80 2995.34 2414.42 1794.50 #Reps Total 17032.68 12789.50 10027.52 7316.44 T(mins) 5-9 0.27 N/A N/A N/A T(mins) 10-19 1.61 1.21 N/A N/A T(mins) 20-29 3.51 2.64 (25-29)>1.22 N/A T(mins) 30-39 5.84 4.39 3.54 2.63 T(mins) 40-49 8.54 6.42 5.18 3.85 T(mins) 50-59 11.58 8.71 7.02 5.22 T(mins) 60-69 14.91 11.21 9.04 6.72 T(mins) 70-79 18.50 13.91 11.21 8.33 T(mins) 80-89 22.35 16.80 13.54 10.07 T(mins) 90-99 26.56 19.97 16.10 11.96 T(mins) Total 113.55 85.26 66.85 48.78 The times listed above are assuming you’re constantly hitting something without breaks. So your actual leveling time may increase greatly. The attack speed is assumed to be 2.5 swings per second. Novice: You're power attack does 2.5x more damage than your normal attack. Apprentice: You're power attack does 3.0x more damage than your normal attack. Journeyman: You’re sidestepping (LEFT or RIGHT) power attack that has a chance to disarm your opponent. Expert: You’re sweeping (BACK) power attack now has a chance to knockdown. Master: You’re rushing (FORWARD) power attack now has a chance to paralyze. As you increase your hand-to-hand skill the damage dealt will increases. The way to calculate hand-to-hand damage is using this formula: 1 + (Skill/100 * Strength/100 * 10) If either strength or skill is 0 the damage is reduced to 1 regardless of the other value. The maximum damage you can do with hand-to-hand is 11 per hit. Like the other melee skills there is no attribute or skill value that will affect the rate of your attack. To level your hand-to-hand skill, find a place where there are a lot of monsters to hit or summon enemies using your Conjuration or Staff of Everscamp will do fine. Adjusting the slider difficult will also adjust the health your foes have which will decrease the number of foes you will have to find or summon. Heavy Armor [H0012] ---------------------------------------------------------- Governing Attribute: Endurance Specialized Skill Group: Combat EXP Rate: 1.25 per hit taken. Leveling Speed Rank: 2 Leveling Difficulty: Mediocre Combat Rating: Good Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 19.46 N/A N/A N/A #Reps 10-19 116.02 87.24 N/A N/A #Reps 20-29 252.39 189.77 (25-29)>88.12 N/A #Reps 30-39 420.68 316.30 254.96 189.50 #Reps 40-49 614.82 462.27 372.62 276.95 #Reps 50-59 833.97 627.04 505.44 375.66 #Reps 60-69 1073.42 807.08 650.56 483.52 #Reps 70-79 1332.22 1001.67 807.41 600.10 #Reps 80-89 1609.06 1209.82 975.19 724.80 #Reps 90-99 1912.22 1437.76 1158.92 861.36 #Reps Total 8175.69 6138.96 4813.21 3511.89 T(mins) 5-9 0.13 N/A N/A N/A T(mins) 10-19 0.77 0.58 N/A N/A T(mins) 20-29 1.68 1.27 (25-29)>0.59 N/A T(mins) 30-39 2.80 2.11 1.70 1.26 T(mins) 40-49 4.10 3.08 2.48 1.85 T(mins) 50-59 5.56 4.18 3.37 2.50 T(mins) 60-69 7.16 5.38 4.34 3.22 T(mins) 70-79 8.88 6.68 5.38 4.00 T(mins) 80-89 10.73 8.07 6.50 4.83 T(mins) 90-99 12.75 9.59 7.73 5.74 T(mins) Total 54.50 40.93 32.09 23.41 The times above assume you are getting hit 2.5 times a second without breaks. Breaks you will need to take to heal and repair are not included. The number of enemies and the frequency of their attack will also affect the time. Apprentice: Heavy Armor durability is increased 1.5 times. Journeyman: Heavy Armor durability is increased 3 times from novice. Expert: Heavy Armor movement speed penalty is reduced by 50%. Master: Suffer no movement speed penalty for wearing Heavy Armor. Your armor value of your Heavy Armor increases with your skill at 3.5% per point for all pieces except the shield and chest piece which increase at 2.0% per point. To level your Heavy Armor skill, go to the Imperial Prison Sewer. In the sewer there are 4 enemies. Lure the 4 enemies to the sewer exit and let them beat on you. When you have low of health exit the sewer, heal, repair and re-enter. You can use Conjuration or the Staff of Everscamp to summon your opponents. You can raise your restoration while leveling this skill as well. Wearing as many separate armor pieces as possible makes this easier. The Heavy Raiment or Raiment of Valor are not good pieces of equipment to use for this exercise. A good example of what to wear is what the Imperial Legion wears. You can get a suit of their armor by killing a lone guard (say in the Waterfront district of the Imperial City) or stealing a full suit from a sleeping guard (if your sneak skill will allow). Heavy Armor on paper is the second quickest skill to level. Illusion [H0013] ------------------------------------------------------------- Governing Attribute: Personality Specialized Skill Group: Mage EXP Rate: 3.0 per spell cast. Leveling Speed Rank: 7 Leveling Difficulty: Easy Combat Rating: Poor Utility Rating: Mediocre Minor Specialized Major M+S #Reps 5-9 8.11 N/A N/A N/A #Reps 10-19 48.34 36.35 N/A N/A #Reps 20-29 105.16 79.07 (25-29)>36.72 N/A #Reps 30-39 175.28 131.79 106.23 78.96 #Reps 40-49 256.18 192.61 155.26 115.39 #Reps 50-59 347.49 261.27 210.60 156.53 #Reps 60-69 447.26 336.28 271.06 201.47 #Reps 70-79 555.09 417.36 336.42 250.04 #Reps 80-89 670.44 504.09 406.33 302.00 #Reps 90-99 796.76 599.07 482.88 358.90 #Reps Total 3406.54 2557.90 2005.50 1463.29 T(mins) 5-9 0.28 N/A N/A N/A T(mins) 10-19 1.69 1.27 N/A N/A T(mins) 20-29 3.68 2.77 (25-29)>1.29 N/A T(mins) 30-39 6.13 4.61 3.72 2.76 T(mins) 40-49 8.97 6.74 5.43 4.04 T(mins) 50-59 12.16 9.14 7.37 5.48 T(mins) 60-69 15.65 11.77 9.49 7.05 T(mins) 70-79 19.43 14.61 11.77 8.75 T(mins) 80-89 23.47 17.64 14.22 10.57 T(mins) 90-99 27.89 20.97 16.90 12.56 T(mins) Total 119.23 89.53 70.19 51.22 To reduce the required time to level "Spell Cast Speeds" for more information. Apprentice, journeyman, expert and master skill levels simply make new spells available to you. As your destruction skill increase the cost of your spells will decrease by 0.85% per point. To level this skill cast "Star Light" repeatedly. Holding the spell cast button in place makes for an easier time when leveling. Illusion is great for gaining information from NPCs without the lengthy process of the Speechcraft rotation game or the cost of bribing them. At Journeyman and higher you gain access to the chameleon and invisibility spells that can turn any character into a master of stealth. The light spell provides a nice alternative to a torch however the Night-Eye spell provides a way to see in dark areas without the risk of detection that using a torch or the light spell have. On the combat side Illusion has access to paralyze which is a great equalizer for a mage character to use against a strong melee character. Very few enemies are immune to paralyze. See Alteration for more details about mage skills in general. Light Armor [H0014] ---------------------------------------------------------- Governing Attribute: Speed Specialized Skill Group: Stealth EXP Rate: 1.5 per hit taken. Leveling Speed Rank: 1 Leveling Difficulty: Mediocre Combat Rating: Good Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 16.22 N/A N/A N/A #Reps 10-19 96.69 72.70 N/A N/A #Reps 20-29 210.33 158.14 (25-29)>73.43 N/A #Reps 30-39 350.57 263.58 212.46 157.91 #Reps 40-49 512.35 385.23 310.52 230.79 #Reps 50-59 694.97 522.54 421.20 313.05 #Reps 60-69 894.51 672.57 542.13 402.93 #Reps 70-79 1110.19 834.73 672.84 500.08 #Reps 80-89 1340.89 1008.19 812.66 604.00 #Reps 90-99 1593.52 1198.14 965.77 717.80 #Reps Total 6813.07 5115.80 4011.01 2926.58 T(mins) 5-9 0.11 N/A N/A N/A T(mins) 10-19 0.64 0.48 N/A N/A T(mins) 20-29 1.40 1.05 (25-29)>0.49 N/A T(mins) 30-39 2.34 1.76 1.42 1.05 T(mins) 40-49 3.42 2.57 2.07 1.54 T(mins) 50-59 4.63 3.48 2.81 2.09 T(mins) 60-69 5.96 4.48 3.61 2.69 T(mins) 70-79 7.40 5.56 4.49 3.33 T(mins) 80-89 8.94 6.72 5.42 4.03 T(mins) 90-99 10.62 7.99 6.44 4.79 T(mins) Total 45.42 34.11 26.74 19.51 The times above assume you are getting hit 2.5 times a second without breaks. The number of healing and breaks will affect the time. Enemies and the frequency of their attack will also affect the time. Apprentice: Light Armor durability is increased 1.5 times. Journeyman: Light Armor durability is increased 3 times from novice. Expert: Suffer no movement speed penalty for wearing Light Armor. Master: The armor value for Light Armor increase by 50%. Your armor value of your Light Armor increases with your skill at 3.5% per point for all pieces except the shield and chest piece which increase at 2.0% per point. The technique to level this skill is identical to the Heavy Armor description. On paper light armor is the fastest skill to level. Marksman [H0015] ------------------------------------------------------------- Governing Attribute: Agility Specialized Skill Group: Stealth EXP Rate: 0.8 per hit. Leveling Speed Rank: 15 Leveling Difficulty: Mediocre Combat Rating: Poor Utility Rating: Good Minor Specialized Major M+S #Reps 5-9 30.41 N/A N/A N/A #Reps 10-19 181.29 136.31 N/A N/A #Reps 20-29 394.36 296.51 (25-29)>137.68 N/A #Reps 30-39 657.31 494.22 398.37 296.09 #Reps 40-49 960.66 722.30 582.22 432.73 #Reps 50-59 1303.08 979.76 789.74 586.97 #Reps 60-69 1677.21 1261.06 1016.49 755.50 #Reps 70-79 2081.60 1565.11 1261.58 937.66 #Reps 80-89 2514.16 1890.35 1523.73 1132.51 #Reps 90-99 2987.85 2246.50 1810.82 1345.88 #Reps Total 12774.51 9592.12 7520.64 5487.33 T(mins) 5-9 0.89 N/A N/A N/A T(mins) 10-19 5.29 3.98 N/A N/A T(mins) 20-29 11.50 8.65 (25-29)>4.02 N/A T(mins) 30-39 19.17 14.41 11.62 8.64 T(mins) 40-49 28.02 21.07 16.98 12.62 T(mins) 50-59 38.01 28.58 23.03 17.12 T(mins) 60-69 48.92 36.78 29.65 22.04 T(mins) 70-79 60.71 45.65 36.80 27.35 T(mins) 80-89 73.33 55.14 44.44 33.03 T(mins) 90-99 87.15 65.52 52.82 39.25 T(mins) Total 372.59 279.77 219.35 160.05 Apprentice: You don’t get fatigued drain from having an arrow pulled. Journeyman: You can now zoom with your bow (by holding block). Expert: You now have the chance to knock down. Master: You now have the chance to paralyze. Like all the melee skills you can’t increase the rate of fire of your bow by any means. To level your Marksman skill, find a place where there are a lot of monsters to hit or summon enemies using your Conjuration or Staff of Everscamp will do fine. Adjusting the slider difficult will also adjust the health your foes have which will decrease the number of foes you will have to find or summon. The rate of fire can make this a tedious skill to level. Mercantile [H0016] ----------------------------------------------------------- Governing Attribute: Personality Specialized Skill Group: Stealth EXP Rate: 0.4 per sale transaction. Leveling Speed Rank: N/A Leveling Difficulty: Hard Combat Rating: N/A Utility Rating: Mediocre Minor Specialized Major M+S #Reps 5-9 60.83 N/A N/A N/A #Reps 10-19 362.58 272.61 N/A N/A #Reps 20-29 788.73 593.03 (25-29)>275.36 N/A #Reps 30-39 1314.63 988.44 796.74 592.17 #Reps 40-49 1921.33 1444.61 1164.44 865.46 #Reps 50-59 2606.15 1959.51 1579.48 1173.94 #Reps 60-69 3354.43 2522.12 2032.98 1511.00 #Reps 70-79 4163.20 3130.23 2523.15 1875.32 #Reps 80-89 5028.33 3780.70 3047.47 2265.01 #Reps 90-99 5975.70 4493.01 3621.64 2691.76 #Reps Total 25549.03 19184.25 15041.27 10974.66 T(mins) 5-9 X X X X T(mins) 10-19 T(mins) 20-29 T(mins) 30-39 T(mins) 40-49 T(mins) 50-59 T(mins) 60-69 T(mins) 70-79 T(mins) 80-89 T(mins) 90-99 T(mins) Total X X X X Because the gathering process of the items will vary greatly from player to player its hard to make an estimate on how long this skill takes to level. When I find a suitable scenario I will post an estimate. Apprentice: You can now sell damaged items at full value. Journeyman: Shops will now buy any type of object from you. Expert: You many now invest into shops. Investing 500 gold will permanently increase the shops available gold by 500. Master: All shops will have 500 more gold available to them. Increasing mercantile allows you to adjust the haggle slider further to right. This is turns allows you to sell your items for more and spend less when buying items. To level mercantile steal everything that can be sold for at least 1 gold. Giving away items to shopkeepers will not increase your skill. Sell each item individually. Selling 100 arrows in one transaction will produce the same EXP as selling 1 arrow by itself. Buying items from shop keepers will not give you EXP and the amount you have the haggle slider adjusted also does not affect the EXP your earn on each transaction. This skill will by far take the most effort and attention to level. It provides little benefit at any level because joining the thieves’ guild will provide you access to a fence who will buy all items from your regardless of your skill level. Mysticism [H0017] ------------------------------------------------------------ Governing Attribute: Intelligence Specialized Skill Group: Mage EXP Rate: 3.0 per spell cast. Leveling Speed Rank: 8 Leveling Difficulty: Easy Combat Rating: Poor Utility Rating: Good Minor Specialized Major M+S #Reps 5-9 8.11 N/A N/A N/A #Reps 10-19 48.34 36.35 N/A N/A #Reps 20-29 105.16 79.09 (25-29) 36.72 N/A #Reps 30-39 175.28 131.79 106.23 78.96 #Reps 40-49 256.18 192.61 155.26 115.39 #Reps 50-59 347.49 261.27 210.60 156.53 #Reps 60-69 447.26 336.28 271.06 201.47 #Reps 70-79 555.09 417.36 336.42 250.04 #Reps 80-89 670.44 504.09 406.33 302.00 #Reps 90-99 796.76 599.07 482.88 358.90 #Reps Total 3406.54 2557.90 2005.50 1463.29 T(mins) 5-9 0.28 N/A N/A N/A T(mins) 10-19 1.69 1.27 N/A N/A T(mins) 20-29 3.68 2.77 (25-29)>1.29 N/A T(mins) 30-39 6.13 4.61 3.72 2.76 T(mins) 40-49 8.97 6.74 5.43 4.04 T(mins) 50-59 12.16 9.14 7.37 5.48 T(mins) 60-69 15.65 11.77 9.49 7.05 T(mins) 70-79 19.43 14.61 11.77 8.75 T(mins) 80-89 23.47 17.64 14.22 10.57 T(mins) 90-99 27.89 20.97 16.90 12.56 T(mins) Total 119.23 89.53 70.19 51.22 To reduce the required time to level "Spell Cast Speeds" for more information. Apprentice, journeyman, expert and master skill levels simply make new spells available to you. As your destruction skill increase the cost of your spells will decrease by 0.85% per point. To level this skill simply cast "Minor Detect Life" repeatedly. Holding the spell cast button in place makes for an easier time when leveling. To level this skill cast "Minor Detect Life" repeatedly. Holding the spell cast button in place makes for an easier time when leveling. Mysticism is a must for people who want to enchant their equipment. The soultrap ability will put an enemy soul into a soul gem that can be used to recharge an enchanted weapon. It can also be used at the Arcane University to enchant your equipment and weapons with any magic effect spell you can cast. Soultrap will is a curse that stays on a target and if that target dies their soul will be transferred into the smallest gem in your inventory that can accept the soul. The detect life spell is great for any stealth oriented character. This ability allows you to see a glowing mass represents the life-force of friendly and aggressive NPCs. This effect allows you to see an enemy’s position through objects such as walls. See Alteration for more details about mage skills in general. Restoration [H0018] ---------------------------------------------------------- Governing Attribute: Willpower Specialized Skill Group: Mage EXP Rate: 0.6 per spell cast. Leveling Speed Rank: 16 Leveling Difficulty: Easy Combat Rating: Good, probably the most important mage skill in combat. Utility Rating: Poor Minor Specialized Major M+S #Reps 5-9 40.55 N/A N/A N/A #Reps 10-19 241.72 181.74 N/A N/A #Reps 20-29 525.82 395.35 183.58 N/A #Reps 30-39 876.42 658.96 531.16 394.78 #Reps 40-49 1280.88 963.07 776.29 576.97 #Reps 50-59 1737.43 1306.34 1052.99 782.63 #Reps 60-69 2236.28 1681.42 1355.32 1007.33 #Reps 70-79 2775.47 2086.82 1682.10 1250.21 #Reps 80-89 3352.22 2520.46 2031.65 1510.01 #Reps 90-99 3983.80 2995.34 2414.42 1794.50 #Reps Total 17032.68 12789.50 10027.52 7316.44 T(mins) 5-9 1.42 N/A N/A N/A T(mins) 10-19 8.46 6.36 N/A N/A T(mins) 20-29 18.40 13.84 (25-29)>6.43 N/A T(mins) 30-39 30.67 23.06 18.59 13.82 T(mins) 40-49 44.83 33.71 27.17 20.19 T(mins) 50-59 60.81 45.72 36.85 27.39 T(mins) 60-69 78.27 58.85 47.44 35.26 T(mins) 70-79 97.14 73.04 58.87 43.76 T(mins) 80-89 117.33 88.22 71.11 52.85 T(mins) 90-99 139.43 104.84 84.50 62.81 T(mins) Total 596.14 447.63 350.96 256.08 To reduce the required time to level "Spell Cast Speeds" for more information. Apprentice, journeyman, expert and master skill levels simply make new spells available to you. As your destruction skill increase the cost of your spells will decrease by 0.85% per point. To level this skill cast "Minor Heal" repeatedly. Holding the spell cast button in place makes for an easier time when leveling. Restoration is very important for any class. Restoration will take longer than any other mage skill to level. Obviously it will be primarily used to restoring lost health. At low levels restoration is very inefficient but as your skill progress it will become much more effective. Restoration also has spells for the ability to absorb magicka, fatigue, health, attributes and skills from friendly and mean NPCs. This will reduce their stat and increase the same stat on your character. Restoration has spells to cure poisons, diseases, and to restore attributes which can be very important to “evil” players who have such a high infamy that they can no longer use the Alter of Nine to restore attributes and cleans diseases. See Alteration for more details about mage skills in general. Security [H0019] ------------------------------------------------------------- Governing Attribute: Agility Specialized Skill Group: Stealth EXP Rate: 1.5 per tumble unlocked. Leveling Speed Rank: N/A Leveling Difficulty: Hard (maybe I'm just the suck at the mini-game) Combat Rating: N/A Utility Rating: Good Minor Specialized Major M+S #Reps 5-9 16.22 N/A N/A N/A #Reps 10-19 96.69 72.70 N/A N/A #Reps 20-29 210.33 158.14 (25-29)>73.43 N/A #Reps 30-39 350.57 263.58 212.46 157.91 #Reps 40-49 512.35 385.23 310.52 230.79 #Reps 50-59 694.97 522.54 421.20 313.05 #Reps 60-69 894.51 672.57 542.13 402.93 #Reps 70-79 1110.19 834.73 672.84 500.08 #Reps 80-89 1340.89 1008.19 812.66 604.00 #Reps 90-99 1593.52 1198.14 965.77 717.80 #Reps Total 6813.07 5115.80 4011.01 2926.58 T(mins) 5-9 X X X X T(mins) 10-19 T(mins) 20-29 T(mins) 30-39 T(mins) 40-49 T(mins) 50-59 T(mins) 60-69 T(mins) 70-79 T(mins) 80-89 T(mins) 90-99 T(mins) Total X X X X Because the success rate of manually picking a lock differs from person to person I can't quantify the time it would take for this skill to level. Apprentice: Only 3 tumblers will fall if you break a lock pick. Journeyman: Only 2 tumblers will fall if you break a lock pick. Expert: Only 1 tumbler will fall if you break a lock pick. Master: No tumblers will fall if you break a lock pick. As far as I know security provides no per skill point benefit. To level your security skill, go to the very hard chest in front of the arena in the Imperial City. Pick the lock until you’ve reached the last tumble then exit. As far as I know all tumbles are equally difficult regardless of the lock strength. So picking tumbles on an easy lock provides no easier a time. Getting the skeleton key will give you with an unbreakable lock pick. It will also fortifying your security skill by 40 (this will increase the EXP required to level your skill accordingly unless you drop it). Once you get this key you will be able to open any lock by rapidly hitting the auto attempt button. The only reason to further level this skill after this is if you needed to get points towards raising your agility. Security will take a long time to reach master level. You may want to pay for training this skill when you reach higher levels. You can use Alteration as alternative to the security skill. Sneak [H0020] ---------------------------------------------------------------- Governing Attribute: Agility Specialized Skill Group: Stealth EXP Rate: 0.75 per second undetected in the presence of any # of NPCs. Leveling Speed Rank: 14 Leveling Difficulty: Automated Combat Rating: Mediocre Utility Rating: Good Minor Specialized Major M+S #Reps 5-9 32.44 N/A N/A N/A #Reps 10-19 193.37 145.39 N/A N/A #Reps 20-29 420.65 316.28 (25-29)>146.86 N/A #Reps 30-39 701.13 527.17 424.93 315.83 #Reps 40-49 1024.71 770.46 621.03 461.58 #Reps 50-59 1389.95 1045.07 842.39 626.10 #Reps 60-69 1789.03 1345.13 1084.26 805.87 #Reps 70-79 2220.37 1669.45 1345.68 1000.17 #Reps 80-89 2681.77 2016.37 1625.32 1208.01 #Reps 90-99 3187.04 2396.27 1931.54 1435.60 #Reps Total 13626.15 10231.60 8022.01 5853.15 T(mins) 5-9 0.54 N/A N/A N/A T(mins) 10-19 3.22 2.42 N/A N/A T(mins) 20-29 7.01 5.27 (25-29)>2.45 N/A T(mins) 30-39 11.69 8.79 7.08 5.26 T(mins) 40-49 17.08 12.84 10.35 7.69 T(mins) 50-59 23.17 17.84 14.04 10.44 T(mins) 60-69 29.82 22.42 18.07 13.43 T(mins) 70-79 37.01 27.82 22.43 16.67 T(mins) 80-89 44.70 33.61 27.09 20.13 T(mins) 90-99 53.12 39.94 32.19 23.93 T(mins) Total 227.10 170.53 133.70 97.55 Novice: 4x melee damage bonus and 2x for marksman for undetected hits. Apprentice: Undetected damage bonus upped to 6x and 3x respectively. Journeyman: The weight of your boots no longer affects your detection. Expert: Running while does not impact your detection. Master: Your undetected attacks ignore armor. Sneak provides no per point benefit to being undetected. It will increase the success rate of pick pocketing. To raise this skill level, find an inn. Increase the inn keeper’s disposition so that he won’t turn and watch you. Find the closest corner and hit auto run or strap an elastic band to your controller. Make sure to check that your close enough to gain EXP. Sneak is easy and quick to level. It’s a great all round skill to have at a high level, for stealing, pick pocketing and for undetected damage bonus. Speechcraft [H0021] ---------------------------------------------------------- Governing Attribute: Personality Specialized Skill Group: Stealth EXP Rate: 2.4 per jokes told. Leveling Speed Rank: 12 Leveling Difficulty: Easy Combat Rating: N/A Utility Rating: Mediocre Minor Specialized Major M+S #Reps 5-9 10.14 N/A N/A N/A #Reps 10-19 60.43 45.44 N/A N/A #Reps 20-29 131.45 98.84 (25-29)>45.89 N/A #Reps 30-39 219.10 164.74 132.79 98.70 #Reps 40-49 320.22 240.77 194.07 144.24 #Reps 50-59 434.36 326.59 263.25 195.66 #Reps 60-69 559.07 420.35 338.83 251.83 #Reps 70-79 693.87 521.70 420.53 312.55 #Reps 80-89 838.05 630.12 507.91 377.50 #Reps 90-99 995.95 748.83 603.61 448.63 #Reps Total 4258.17 3197.37 2506.88 1829.11 T(mins) 5-9 0.51 N/A N/A N/A T(mins) 10-19 3.02 2.27 N/A N/A T(mins) 20-29 6.57 4.94 (25-29)>2.29 N/A T(mins) 30-39 10.96 8.24 6.64 4.93 T(mins) 40-49 16.01 12.04 9.70 7.21 T(mins) 50-59 21.72 16.33 13.16 9.78 T(mins) 60-69 27.95 21.02 16.94 12.59 T(mins) 70-79 34.69 26.09 21.03 15.63 T(mins) 80-89 41.90 31.51 25.40 18.88 T(mins) 90-99 49.80 37.44 30.18 22.43 T(mins) Total 212.91 159.87 125.34 91.46 The time is based on the assumption that it will take you 3 seconds to tell a joke (one revolution of the disposition wheel). If you’re faster or slower then your time will vary. Apprentice: You will be given the rotate for the disposition mini-game. Journeyman: The rate at which you lose disposition for being in the mini-game will slow down significantly. Expert: The disposition loss for dislike and hate are reduced. Master: Bribes now cost 50% less. Each point you earn for speechcraft will increase both your gains and losses in the disposition mini-game. It will also increase the maximum dispositoin an NPC can have with your character. The estimated time is based on the assumption that it will take you 3 seconds to tell a joke (one revolution of the disposition wheel). If you’re faster or slower then your time will vary. Find an NPC and start the disposition mini-game. Spin the disposition wheel as fast as you can. Your EXP rate is the same if they like you more or less it does not matter. At expert level if spin the wheel in the one direction you will not earn any EXP. So don’t hit left, top, right, bottom or right, bottom, left, top, etc. You’ll have to do something like top, bottom, left, right or right, bottom, top, left and so forth. This skill is can be mildly annoying to level. This will make information gathering easier and it will prevent people with a very high disposition towards you (say above 90) from reporting you if they see you commit a crime. They will also defend you if you’re being attacked (even from the Imperial Legion). Summary of Skills [H0022] ---------------------------------------------------- Combat Class Armorer Not necessary to raise beyond expert skill rank. Athletics Raise this as high as you can when you have time. Blade Have it as high as possible. Block Have it as high as possible. Blunt Not as good as Blade. Hand-to-Hand Not as good as Blunt. Heavy Armor Have it as high as possible (or light armor). Blade/Blunt, Block and Heavy Armor are the most essential skills in the combat class. Blade and Blunt make Hand-to-Hand obsolete because the damage they deal is far superior. Mage Class Alchemy Not a necessary skill to progess through the game. Alteration Best spells are open X lock and feather. Conjuration Summon monsters to draw enemies and train skills on. Destruction Have it as high as possible. The best damage dealing magicka. Illusion Can substitute sneak and speechcaft. Mysticism Necessary for enchanting equipment. Restoration Have it as high as possible. Primarly used to heal. Mage skills provide you will a wide array of tools for problem solving and combat. The skills in the mage class on average level quicker than the skills in any other class. Stealth Acrobatics Not a necessary skill to progess through the game. Light Armor Have it as high as possible (or heavy armor). Marksman Found the skill to be unnecessary to use. Mercantile Not a necessary skill to progess through the game. Security Not necessary to raise very high because Skele Key/Alteration. Sneak An excellent skill and easy to bring to 100. Speechcraft Not a necessary skill to progess through the game. Stealth class skills are some of the hardest to level to 100, but most of them you won’t need to level (unless you need the attribute points bonus). Of the 7 stealth skills, 6 of them are redundant or non-essential to progressing easily through the game. Experience Chart and Additional Information [I0000] ************************** This information can be found by typing tdt in your console and hitting the scroll key a couple of times. A lot of other good information concerning world data can also be found under the tdt command. The EXP listed is for minor skills. As explained early specialized skills require 75% less EXP, major skills require %65 less EXP and major specialized skills require %45 less EXP. The integers represent the skill level and the fractional number represents the EXP required to increase from that level. Skill EXP Skill EXP Skill Exp 1 0.26 34 51.31 67 141.95 2 0.73 35 53.59 68 145.14 3 1.34 36 55.91 69 148.35 4 2.07 37 58.25 70 151.59 5 2.89 38 60.63 71 154.85 6 3.80 39 63.04 72 158.13 7 4.79 40 65.48 73 161.43 8 5.86 41 67.95 74 164.76 9 6.99 42 70.45 75 168.11 10 8.18 43 72.98 76 171.49 11 9.44 44 75.54 77 174.88 12 10.76 45 78.13 78 178.30 13 12.13 46 80.75 79 181.74 14 13.56 47 83.40 80 185.20 15 15.04 48 86.07 81 188.69 16 16.57 49 87.78 82 192.19 17 18.14 50 91.51 83 195.72 18 19.77 51 94.27 84 199.26 19 21.44 52 97.05 85 202.83 20 23.15 53 99.87 86 206.42 21 24.91 54 102.71 87 210.03 22 26.71 55 105.57 88 213.67 23 28.55 56 108.47 89 217.32 24 30.43 57 111.38 90 220.99 25 32.35 58 114.33 91 224.69 26 34.31 59 117.30 92 228.40 27 36.31 60 120.29 93 232.13 28 38.35 61 123.31 94 235.89 29 40.42 62 126.36 95 239.66 30 42.53 63 129.43 96 243.63 31 44.67 64 132.52 97 258.83 32 46.85 65 135.64 98 251.10 33 49.07 66 138.78 99 254.96 For reference the EXP totals are presented in 10 level segments. 1-9: 21.74 10-19: 145.03 20-29: 315.49 30-39: 525.85 40-49: 768.53 50-59: 1042.46 60-69: 1341.77 70-79: 1665.28 80-89: 2011.33 90-99: 2390.28 For reference the EXP totals are presented in 25 level segments. Apprentice (1-24): 307.51 Journeyman (25-49): 1476.12 Expert (50-74): 3174.99 Master (75-99): 5276.13 Total (1-100): 10234.75 For reference the skills listed from least estimated time to to most for leveling the skill from the minimum to 100. Rank Skill Class Minor Spec Major M+S 1 Light Armour Stealth 45.42 34.11 26.74 19.51 2 Heavy Armor Combat 54.50 40.93 32.09 23.41 4 Conjuration Mage 59.61 44.76 35.10 25.61 5 Alteration Mage 60.47 45.40 35.60 25.97 6 Block Combat 90.84 68.21 53.48 39.02 7 Hand to Hand Combat 113.55 85.26 66.85 48.78 8 Illuision Mage 119.23 89.53 70.19 51.22 9 Mysticism Mage 119.23 89.53 70.19 51.22 10 Blade Combat 136.26 102.32 80.22 58.53 11 Blunt Combat 170.33 127.89 100.28 73.16 12 Destruction Mage 201.55 151.34 118.66 86.58 13 Speechcraft Stealth 212.91 159.87 125.34 91.46 14 Acrobatics Stealth 227.10 140.68 110.30 80.48 15 Sneak Stealth 227.10 170.53 133.70 97.55 16 Marksman Stealth 372.59 279.77 219.35 160.05 17 Restoration Mage 596.14 447.63 350.96 256.08 18 Athletics Combat 5677.56 4263.17 3342.51 2438.81 Gusess Rank 15-16 Alchemy Mage X X X X 15-16 Armorer Combat X X X X 16-17 Security Stealth X X X X 16-17 Mercantile Stealth X X X X Build Theory [J0000] ********************************************************* What is the most powerful build? Well, I see two ways of looking at this. The first is to create the highest level character with max stats (100 points in all attributes and skills) or create a character that is the most powerful in relation to your enemy’s strength. Because enemies in Oblivion get harder in relation to your character’s level your goal should not be to get to the highest level but to create the most powerful character at the lowest level. Every time your gain a character you should be asking, "Are my character's combat skills increasing at a greater rate than my enemy’s strength?" If the answer is no then you should stop leveling because you’re making the game harder for yourself. For those who just want to have the most uber character without caring how strong he is compared to his adversaries then by all means level to your hearts content. Max stats and max level [J0001] ---------------------------------------------- Commands in the console will allow you to set your level to as high as 255. The highest level you’ll probably get is around 53. You can select 7 major skills and each major skill will start with minimum of 25 skill points. If you select major skills that do not receive bonuses from your race and are not part of the specialization you have chosen then you will have 7 major skills with 25 skill points. This will allow 75 major skill points per major skill, which is 525 total major skill points. It takes 10 major skill points to level so that is 52.5 levels or 52 levels ups. Keep in mind that your character will not be able to level once you have gotten 100 in all your attributes regardless if you have major skills left or not. If you happen to max your major skills before your attributes and you still want to increase your character level go to jail. While you are in jail your skills points will randomly go down permanently. This allows the opportunity for your major skills to become reduced and thus you can re-raise those skills and continue to advance in levels. In relation to enemy strength this isn’t an effective build. Max stats by level 40 [J0002] ------------------------------------------------ Another view is that since you can achieve max stats by level 38. The only benefit of gaining the additional is to get the health increase. This increases your combat ability by a small amount while your enemies get stronger at a faster rate (this is an assumption because at this time it is unknown exactly how strong our enemies get per character level). To get max stats at level 38 you will need to take the thief as your birth sign and take luck and endurance as your favored attributes. By default all races receive 320 attribute points, 10 points from the favored attributes and 30 points for taking The Thief as your birth sign. Your grand total is 360 starting attribute points with luck starting at 65. Since luck starts at 65 you will need to gain a minimum 35 levels. The maximum number attribute points you can have is 800 (100 for each attribute). Because you start with 360 attribute points you will need to earn 440 attribute points. 35 points of the 440 attribute points are towards luck leaving 405 points required in the other 7 attributes. You will earn 11 attribute points per character level for 35 levels. This will generate 385 attribute points requiring only 55 attribute points to earn which can be done over 4 levels. The benefit for having luck at 100 is that all your skills will receive a +20 bonus. Now, if your skills are already at 100 the only skills that will gain benefit are Acrobatics and Athletics. Remember that skills won’t earn their skill rank bonus until they’ve actually achieve their required skill level. Max stats less luck by level 28 [J0003] -------------------------------------- This is very similar to “Max stats by level 40” build except you ignore luck. The Thief birth sign will get you to your goal as fast as the other stat bonus signs will while providing an extra 10 luck in the end. Because of the way the leftovers work out in the end we can take luck as a favored attribute and the other as endurance again. Because were excluding luck from our equation there will be a maximum of 700 attribute points. We will start with 295 attributes in the 7 attributes that we focusing on. We will need to earn 405 attribute points to reach our goal. We can gain 15 attribute points per level which means we will need to level 27 times. Compared to “Max stats by level 40” we reach our goal 10 levels earlier meaning we have 100 less health (we’ll still have around 400 health) points but our enemies are 10 levels weaker. We also lose the benefit of acrobatics and athletics have the potential of being at 120 skill level constantly instead of about 104. If you opt not to take the thief and not take luck as a favored attribute then you will be required to take one additional level to get max stats less luck. If opt not to take The Thief or any stat birth sign and don’t take luck as a favored attribute then you will need gain another level to reach your goal. If you opt not to increase your personality attribute you can hit your goal at an even lower level. Best Stats Possilbe by Level 20 [J0004] -------------------------------------- Stop leveling at level 20. Why? The best equipment begins dropping here, and the best sigil stones appear at level 17. You can max at least 3 of your attributes by level 20. So your core attributes are already as good as they are going to get. Leveling further will only allow you to increase attributes that probably aren’t essential to your character and the gain between your strength and your enemies past level 20 will probably be in your enemies favor. Some quest rewards will require you to be at least level 30 before you can get them, this is a draw back for those who desire these particular rewards which some are very powerful. Pure warrior at level 8 [J0005] ---------------------------------------------- Get your strength and endurance to 100 as soon as possible. If select Redguard as your race, The Warrior birth sign and your favored attributes as strength and endurance then you will start with 65 strength and endurance. This will mean you only need 35 attributes for each of those stats to get 100 and that can be done by level 8. So, by level 8 you can have the hardest swinging character you can get while your enemies have level 8 health and armor. Keep in mind you can fight Umbra and take her gear anytime you want as soon as you exit the sewers. You may also choose one other stat to increase by 35 points. You’ll probably want to increase agility or intelligence. If you don’t take The Warrior birth sign then you will increase the levels require to hit 100 strength and 100 endurance by 2. If you choose Orc instead of Redguard then you will require another level. Pure mage at level 10. [J0006] ----------------------------------------------- The idea is identical as the “Pure Warrior by Level 8” build expect your maxing out your magicka. If you take Bretonas your race, The Mage as your birth sign and your favored attributes as intelligence and willpower then you will need 45 attributes for intelligence and willpower and you can achieve that in 9 levels. So, by level 10 you can have a 300 magicka pool with the ability to regenerate 300 magicka in about 35 seconds. 300 magicka will allow you to cast pretty much any spell you’ll want to make in the game and your enemies are still at their level 10 strength. You’ll have the option to increase another stat which I highly recommend to be endurance; however, some may choose to speed. If opt to take the High Elf and take The Lady birth sign you will require no additional levels to reach your goal but you won’t gain any additional magicka advantage. Max skills at level 1 [J0007] ------------------------------------------------ This build attempts to make the most of the enemy leveling system. If you want a make pick your race and birth sign to correspond to it and if you want a fighter than do the same. Max the skills your going to use and away you go. Fighters will suffer about a 25% damage reduction from their potential by taking this path, but in turn their enemies are 7 levels lower than what it would take then to get 100 points of strength. Mages will have to do without the 90 magicka they won’t get from only having a maximum of 45 intelligence and MRR of about half of they could get if their willpower was maxed, but with enchants you bring your magicka total up slightly (the stones that drop in the oblivion gates will be the suck but they are better than nothing). Compared to the “Pure Mage by Level 10” you’re not losing all that much to have your enemies stuck at level 1. Remember to keep your characters at a low level even if you raised the major skills 100 times you simply don't sleep. You can rest but just don't sleep. Example Leveling Paths [K0000]************************************************ Rules of Leveling [K0001] ---------------------------------------------------- There are a few rules that you should try to follow when leveling your character. The first rule is to plan how your going to level, because "Failing to plan is planning to fail". Get a pen and a piece of paper and take 15 minutes to list your characters race, birth sign, starting attributes, major skills, starting skill point totals, etc. Then list what skills your going to increase at level 1 to get to level 2 to get what attribute bonus then do it for level 2 to level 3 and so on. Once you've charted your path then your ready to put in action. If you don't plan to power level your characters stats then planning is less effective but you still jot down a general game plan. The second rule to always get your x5 bonus in at 2 of your attributes if your level luck and if your not leveling luck then you should always be getting the x5 bonus in 3 attributes. The third rule is to minimize the number wasted skill points you waste on attributes that you won’t be increasing on your next level up. You’ll can have anywhere between 5 and 215 of skill points that you can waste. This is dependent on your race, birth sign and what you’ve chosen as your specialized and major skills. You can figure out how many skill points you can waste by taking the total the amount of points required to level the skills for the governing attribute to 100 and how many points you need to level the attribute to 100. Say you have 50 strength and you Hand-to-Hand is 30, Blade is 40 and your Blunt is 20. You need 210 skills points to get all your skills to 100 and you need 50 attributes to get strength to 100. 50 attribute points requires 100 skill points to get to 100. So 210 - 100 = 110 skill points you can waste. So, as you can see you will generally have plenty of skill points to waste for an attribute, but if your unsure take 5 minutes to figure it out instead of finding out 100 hours into the game that you can’t get an attribute to 100. The fourth rule is that you should increase your major skills after your minor skills. This is to prevent you from accident increasing your major skills by 10 levels before you've increased your minor skills and earned the necessary attribute bonus for your level. How Should I choose my Major Skills? [K0002] --------------------------------- Choosing your major skills may be the most important decision you make when building your character. Your characters major skills and how you play the game are the defining factors of how your character will develop his strengths and sometimes weaknesses. Players who want to power level their character before they do any significant questing want to pick different major skills then the players who want to quest while maximizing their gains. The reason for the different criteria is because a player power leveling until they reached their goal will be leveling all their skills in a controlled environment (as controlled as possible) and won’t be using skills they don’t plan on using. Players who want to level as they quest and still be able to maximize their gains won’t have that luxury so you want to select the skill that are most controllable in an uncontrollable environment. The least controllable skills are Athletics and Acrobatics and should always be a minor skill. I would almost never recommend taking Security and Mercantile as major skills because of how tedious they are to level. The most controllable skills are the ones you won’t be using and that will vary from character to character and play style to play style. Now keep in mind that the following are just suggestion and are by no means set in stone. If you wish to comment you can email me at Myk@accesswave.ca and tell me about it an email or send me a link on the GameFAQs forum board where you’ve started or contributed to the topic (I prefer the forum). ***ATTENTION**** I’ll say it again, PLAN AHEAD. If you're going to power level, define your goal stats and plan out you're leveling path. The effort you put into take the time to do this will pay for itself 100 fold. I want to power level all my skills to 100 [KA000] --------------------------- AKA “Max Stats at Max Level\Level 40\Level 28” Power levelers who want to get all their skills and attributes to one hundred will want to take stealth as you specialization. Your major skills will be Mercantile, Security, Marksman, Acrobatics, Speechcraft, Restoration and Armorer. The reason being is all the skills I listed are skills that will take you the longest to level as minor skills. I didn’t include Athletics simply because it’s uncontrollable in any environment (are you really going to play with run off?) and the fact it can leveled over several nights ala autorun. Like Athletics, Sneak can be leveled without any effort. I want to power level only my essential skills [KA001] ----------------------- This major skills for this strategy is somewhere between “Max Stats by Level 28” and the “Best Stats by Level 20” builds. There are some skills which are not essential to having because of their minimal impact on the game or the skill is out classed by another. The skills that probably can be completely ignored or leveled only to get the attributes that govern them are Mercantile, Security, Acrobatics, Speechcraft, Marksman and Hand-to-Hand. These skills should only be leveled if you need to earn the attribute points or they are at such a low level that it’s still easy to level them. Alchemy is a skill that makes money and provides benefits that magicka schools don't, it does level reasonable easily so it can be used towards attributes. Heavy Armor and Light Armor conflict with each other but because these skills level so quickly they are key to increasing their governing attributes easily. Lastly Armorer has the most benefit at expert skill rank. Unless you really want to only have to carry 1 hammer around with you then you won’t to bother power leveling the skill. Just wait for it to happen naturally. For this build I would take Combat as my specialization and take Blade, Blunt, Block, Restoration, Destruction, Mysticism and Illusion as my major skills. One alternative skill is to take Armorer and replace Block. Making block a major skill can complicate the leveling process slightly as you will have to keep careful track of what major and minor skills you’ve increased during that character level. If your armorer skill while building heavy armor or light armor you may need to compensate by leveling an apporiate minor skill. Using the set of major skills and ignoring the "not essential" skills I outlined will greatly reduce the time required to power level your character to your desired goal while keeping him nearly as functional as the build that wants all of their skills at 100. I want to power level a low level fighter [KA002] ---------------------------- When I say low level I assume you don’t plan on going past level 12-13, because if you want to go past level 13 you might as well go to level 17 for the transcendent Sigil Stones. If you’re going to go to level 17 you might as well go to level 20 and get this best gear drops. And if you go to level 20 then you can probably just use the advice from “I want to power level only my essential skills”. This follows the “Pure Warrior” build. The idea behind power leveling a specific class is that once you’ve hit the stats that define your characters profile you can stop leveling. You don't have to stop if you don't want to though. The skills you want to have at a high level are Blade, Heavy Armor, Restoration, Marksman, Sneak/Illusion and Block. The attributes we want high are Endurance, Strength and Speed/Agility. Choose combat as your specialization and as for your major skills you can really only need to worry about getting your Blade and Blunt as major skills. Your other major skills can be Alchemy, Hand-to-Hand, Speechcraft, Destruction/Conjuration/ Alteration. You’ll want to focus on blade then blunt first while using heavy armor/armorer and sneak/marksman to level their governing attributes. By level 8 and as late as level 12 you should had meet your goal for a low level fighter. I want to power level a low level mage [KA003] ------------------------------- So you want to build something like “Pure Mage”? To get the job done as quickly as possible take The Mage as your specialization and take Destruction and Restoration as your majors skills. For the rest of your major skills you can take Hand-to-Hand, Blunt, Sneak, Speechcraft and Alchemy. Your core attributes for this build will be Endurance, Willpower and Intelligence/Strength/Speed. There are enchants that enhance your magicka total. This means intelligence isn’t necessarily that important to a Mage player. You may choose to substitute it for you next favorite attribute. As you level Restoration/Destruction you will be leveling Mysticism/ Conjuration and Heavy Armor/Armorer. Doing this will allow you to easily reach your goal stats. The “Breton as Mage” is an example that closely resembles the style of leveling you would probably do with this character. I want to play a fighter character as I level [KA004] ------------------------ Choosing major skills for this style of play can be seen as, "What skills will I be using?" or a better way to look at it may be, "What skills won’t I be using?". You also won't skills that aren't painful hard to level. So for major skills I would take Alchemy (Use restoration instead of potions), Sneak and Speechcraft (Illusion covers both skills), Hand-to-Hand because you can use Blade or Blunt. You’ll have to choose Destruction/ Marksman, Heavy/Light Armor and Conjuration/Alteration/ Mysticism. For this style of play I would recommend the following as your major skills Alchemy, Speechcraft, Sneak, Hand-to-Hand, Destruction, Alteration and Light Armor. Once you’ve increased your minor skills enough to get the attribute bonuses you desire then you can take some time off from questing and level your major skills. I want to play a mage character as I level [KA005] --------------------------- The same ideology that applied to the fighter character applies here. Take skills that you’re not going to use as your major skills. For your specialization you can choose Mage if you want to level quicker or Combat if you want to level slower. The major skills should be Hand-to-Hand, Heavy/Light Armor, Blade/Blunt, Marksman, Speechcraft, Sneak and Alchemy/Mysticism/ Alteration. I want to play a thief/assassin character as I level [KA006] ----------------- Don’t take light armor, sneak, illusion, blade, alteration or security as major skills. That is all. Seriously though, this class really is essentially a Fighter with respectable Illusion/Sneak and Alteration/Security. In this game a Thief is a Fighter but you play with the mindset that you’re a Thief and you do Thief things. I want to role play my character [KA007] ------------------------------------ Simply specialize in the skills group your going to make use of most and as your major skills take the skill you will be using the most as well. Fighter’s will specialize in combat and take Blade/Blunt, Block, Heavy Armor, Restoration, Marksman, Armorer and Athletics. Mages will take Destruction, Conjuration, Restoration, Alteration, Blade/Blunt, Illusion and Heavy/Light Armor. I'll recommend heavy armor over light because you'll want the health but taking light armor will get you more speed. Thieves will take Blade, Light Armor, Security, Sneak, Speechcraft/Illusion, Athletics and Restoration. This is what I would recommend but for role players it’s just that play your role and choose your major skills accordingly (just don’t back yourself into a corner). Breton as a Mage [K0003] ----------------------------------------------------- For our example we will be using a Breton as our race and take willpower and intelligence as our favored attributes. For our birth sign we'll take The Mage. For the purposes of this character we will assume we are going to purely power level this character and ignore doing anything significant before your desired stats are achieved. All are damage dealing training can be done in the comfort of our inn/home by summoning monsters via Conjurations/Staff of Everscamp. Feel free to train wherever you want though. Major Skills Hand-to-Hand, Blade, Marksman, Destruction, Block, Blunt are all skills that require combat to level and they are generally skills that require the most concentration to level. I prefer spend the least amount of time leveling these skills. Restoration is the last major skill and will probably take the longest to level out of the major skills we plan to level to max. Minor Skills Athletics and Sneak are automated so you don’t need them to level any faster that they do as minor skills. Heavy Armor, Light armor, Conjuration, Alteration, Illusion, Alchemy are skills that level easily and are fast as minor skills. Armorer, Security, Acrobatics, Speechcraft and Mercantile are all skills that don’t really need to be leveled at much at all. The exception here is Armorer which you will want to get to at least 75. Starting Attributes Major Skills Minor Skills Strength 40 Blade 30 Armorer 10 Intelligence 55 Block 30 Athletics 10 Willpower 55 Blunt 30 Heavy Armor 10 Agility 30 HandtoHand 30 Alchemy 10 Speed 30 Destruction 25 Alteration 10 Endurance 35 Restoration 35 Conjuration 15 Personality 40 Marksman 25 Illusion 10 Luck 50 Mysticism 15 Acrobatics 5 Light Armor 5 Mercantile 5 Security 5 Sneak 5 Speechcraft 5 We'll increase the attributes in order of importance to this charater. Edurance, Intelligence, Willpower, Strength, Agility, Speed and Personality. Level 2 - +10 Restoration (45) +5 Willpower (60) +10 Conjuration (25) +5 Intelligence (60) +10 Heavy Armor (20) +5 Endurance (45) Level 3 - +10 Restoration (55) +5 Willpower (65) +10 Conjuration (35) +5 Intelligence (65) +10 Heavy Armor (30) +5 Endurance (50) Level 4 - +10 Restoration (65) +5 Willpower (70) +10 Conjuration (45) +5 Intelligence (70) +10 Heavy Armor (40) +5 Endurance (55) Level 5 - +10 Restoration (75) +5 Willpower (75) +10 Conjuration (55) +5 Intelligence (75) +10 Heavy Armor (50) +5 Endurance (60) Level 6 - +10 Restoration (85) +5 Willpower (80) +10 Conjuration (65) +5 Intelligence (80) +10 Heavy Armor (60) +5 Endurance (65) Level 7 - +10 Restoration (85) +5 Willpower (85) +10 Conjuration (75) +5 Intelligence (85) +10 Heavy Armor (70) +5 Endurance (70) Level 8 - +10 Restoration (95) +5 Willpower (90) +10 Conjuration (75) +5 Intelligence (90) +10 Heavy Armor (80) +5 Endurance (75) Level 9 - +5 Restoration (100) +5 Willpower (95) +5 Destructions (30) +10 Conjuration (85) +5 Intelligence (95) +10 Heavy Armor (90) +5 Endurance (80) Level 10 - +10 Destruction (40) +5 Willpower (100) +10 Conjuration (95) +5 Intelligence (100) +10 Heavy Armor (100) +5 Endurance (85) We're at level 10 and met the “Pure Mage Build by Level 10” criteria. We have around 200 health, 300 magicka and regenerate 300 magicka every 35 seconds or so and our enemies are at level 10, sounds good. Ok, so you want more attribute points and health. Let us see where the next 10 levels take us. Level 11 - +10 Blade (40) +5 Strength (45) +10 Armorer (20) +5 Endurance (90) +10 Light Armor (15) +5 Speed (35) *As note armorer could be level in conjunction with heavy armor from levels 1-10, you would just need to keep track of how many points you raised for each skill during that character level. Level 12 - +10 Blade (50) +5 Strength (50) +10 Armorer (30) +5 Endurance (95) +10 Light Armor (25) +5 Speed (40) Level 13 - +10 Blade (60) +5 Strength (55) +10 Armorer (40) +5 Endurance (100) +10 Light Armor (45) +5 Speed (45) Level 14 - +10 Blade (70) +5 Strength (60) +10 Sneak (15) +5 Agility (35) +10 Light Armor (55) +5 Speed (50) Level 15 - +10 Blade (80) +5 Strength (65) +10 Sneak (25) +5 Agility (40) +10 Light Armor (65) +5 Speed (55) Level 16 - +10 Blade (90) +5 Strength (70) +10 Sneak (35) +5 Agility (45) +10 Light Armor (75) +5 Speed (60) Level 17 - +10 Blade (100) +5 Strength (75) +10 Sneak (45) +5 Agility (50) +10 Light Armor (85) +5 Speed (65) Level 18 - +10 Blunt (40) +5 Strength (80) +5 Sneak (50) +5 Agility (55) +5 Security (10) +10 Light Armor (95) +5 Speed (70) Level 19 - +10 Blunt (50) +5 Strength (85) +10 Security (20) +5 Agility (60) +5 Light Armor (100) +5 Speed (75) +5 Acrobatics (10) Level 20 - +10 Blunt (60) +5 Strength (90) +10 Security (30) +5 Agility (65) +10 Acrobatics (20) +5 Speed (80) If you’re happy with your characters stats at this point, now is not a bad time to stop leveling. The benefits is that 3 of your key attributes at 100 (intelligence, willpower, endurance) and strength is at 90, speed at 80 (+20 speed = +6.6% faster movement) but agility is still a bit low. This means you may get knocked down more often than you like if you’re going toe to toe with enemies often and your damage with your bow will be 25% less than its potential, but your damage with ranged magicka will surely suffice. At level 20, the equipment that you can find on your enemies bodies is the best you can get (ie. Glass Armor) and you will also be able to get the best sigil stones at level 17. The quest reward quality however, does not cap at level 20. It is at least level 30 before some of the quest rewards stop getting better. So if that high level quest reward gear is something your want then you'll need to continue to level. Let us continue on and see where it takes us. Level 21 - +10 Blunt (70) +5 Strength (95) +10 Security (40) +5 Agility (65) +10 Acrobatics (30) +5 Speed (85) Level 22 - +10 Blunt (80) +5 Strength (100) +10 Security (50) +5 Agility (70) +10 Acrobatics (40) +5 Speed (90) Level 23 - +10 Marksman (35) +5 Agility (75) +10 Acrobatics (50) +5 Speed (95) +10 Illusions (20) +5 Personality (45) Level 24 - +10 Marksman (45) +5 Agility (80) +10 Illusions (30) +5 Personality (50) +10 Acrobatics (60) +5 Speed (100) Attributes Major Skills Minor Skills Strength 100 Blade 100 Armorer 40 Intelligence 100 Block 30 Athletics 10 Willpower 100 Blunt 80 Heavy Armor 100 Agility 80 HandtoHand 30 Alchemy 10 Speed 100 Destruction 40 Alteration 10 Endurance 100 Restoration 100 Conjuration 95 Personality 50 Marksman 45 Illusion 30 Luck 50 Mysticism 15 Acrobatics 60 Light Armor 100 Mercantile 5 Security 50 Sneak 50 Speechcraft 5 I've listed what the attribute and skill totals are at this point. The only half decent attribute that isn't at 100 is agility (agility's usefulness is debatable). But the important thing to see is that I have tons of skill points left over, meaning I could of wasted a ton while leveling. Below is a list of the left over skill points: Strenght 90 Intelligence 180 Willpower 150 Agility 105 (adjusted to 100 attribute points) Speed 130 Endurance 130 Personality 160 (adjusted to 100 attribute points) Major Skills 275 Minor Skills 820 Level 25 - +10 Marksman (55) +5 Agility (85) +10 Illusions (40) +5 Personality (55) +1 Luck (51) Level 26 - +10 Marksman (65) +5 Agility (90) +10 Illusions (50) +5 Personality (55) +1 Luck (52) Ok, so I'm at level 26 and pretty much at max stats, but because I raced to level certain attributes to 100 in this example, it forced me to level my attributes unevenly. When increasing most or all of your character’s attribute to 100. You should try and keep the attributes you are leveling as even as possible (or plan it out on paper before you start). This is so you won't run into the problem I'm having here were I'm placing attributes into personality and luck (which is a pretty is a waste if you want to keep your character level as low as possible while having your combat attributes maxed). Leveling your desired attributes evenly will prevent you from taking unnecessary character levels to reach your goal. Wood Elf as Fighter/Archer Example [K0004] ----------------------------------- Race: Wood Elf Sex: Female Birth Sign: The Thief Specialization: Stealth Favored Attributes: Strength and Endurance Major: Acrobatics, Marksman, Sneak, Blunt, Alchemy, Destruction and Blade. The focus for this Stealth Archer would be Endurance, Speed, Agility and Strength. Starting Attributes Major Skills Minor Skills Strength 35 Blade 25 Armorer 5 Willpower 40 Blunt 25 Athletics 5 Intelligence 30 Alchemy 35 Block 5 Agility 60 Destruction 25 Hand-to-Hand 5 Speed 60 Acrobatics 35 Heavy Armor 5 Endurance 35 Marksman 40 Alteration 10 Personality 40 Sneak 40 Conjuration 5 Luck 60 Illusion 5 Mysticism 5 Restoration 5 Light Armor 15 Mercantile 10 Security 10 Speechcraft 10 Level 2 - +10 Heavy Armor (15) +5 Endurance (40) +10 Light Armor (25) +5 Speed (65) +10 Blade (35) +5 Strength (40) Level 3 - +10 Heavy Armor (25) +5 Endurance (45) +10 Light Armor (35) +5 Speed (70) +10 Blade (45) +5 Strength (45) Level 4 - +10 Heavy Armor (35) +5 Endurance (50) +10 Hand-to-Hand (15) +5 Strength (50) +10 Marksman (50) +5 Agility (65) Level 5 - +10 Heavy Armor (45) +5 Endurance (55) +10 Hand-to-Hand (25) +5 Strength (55) +10 Marksman (60) +5 Agility (70) Level 6 - +10 Heavy Armor (55) +5 Endurance (60) +10 Hand-to-Hand (35) +5 Strength (60) +10 Marksman (70) +5 Agility (75) Level 7 - +10 Heavy Armor (65) +5 Endurance (65) +10 Light Armor (45) +5 Speed (75) +10 Blade (55) +5 Strength (65) Level 8 - +10 Heavy Armor (75) +5 Endurance (70) +10 Light Armor (55) +5 Speed (80) +10 Blade (65) +5 Strength (70) Level 9 - +10 Heavy Armor (85) +5 Endurance (75) +10 Light Armor (65) +5 Speed (85) +10 Blade (75) +5 Strength (75) Level 10- +10 Heavy Armor (95) +5 Endurance (80) +10 Light Armor (75) +5 Speed (90) +10 Blade (85) +5 Strength (80) Level 11- +5 Heavy Armor (100) +5 Endurance (85) +5 Armorer (10) +10 Hand-to-Hand (45) +5 Strength (85) +10 Marksman (80) +5 Agility (80) Level 12- +15 Armorer (20) +5 Endurance (90) +10 Hand-to-Hand (55) +5 Strength (90) +10 Marksman (90) +5 Agility (85) Level 13- +15 Armorer (30) +5 Endurance (95) +10 Light Armor (85) +5 Speed (95) +10 Marksman (100) +5 Agility (90) Level 14- +15 Armorer (40) +5 Endurance (100) +10 Light Armor (95) +5 Speed (100) +10 Marksman (100) +5 Agility (95) Level 15- +10 Hand-to-Hand (65) +5 Strength (95) +10 Sneak (50) +5 Agility (100) Armorer can be leveled as you level your heavy and light armor you will just need raise heavy armor 1 less point everytime you get the armorer to skill up. If you want to focus on agility and speed you can reach 100 of each by level 8 by taking favored attributes as agility and speed. This play style is the hit-and-run and kiting strategies. Unless your power leveling your character to be the ultimate endurance past 50 is necessary and you can increase your strength to at least 50 if you plan to stay low level. Raising your remaing 3 attributes Intelligence, Willpower, Personality is simple enough. You can take the 3 attributes to 100 in 13 levels. Equipment Information [R0000] ************************************************ Weapon Stats [R0001] --------------------------------------------------------- The following was provided entirely by Nilwarp. The information comes from oblivion.esm released version, edited with the TES Construction Set tool. Some weapons appear several times in the tables. They are leveled rewards from quests. The level is determined when you complete the quest with the NPC, not when you complete the task. For instance you can initiate the quest at whatever level, do everithing required but not the final talking to the NPC, and complete it at level 25. Usually, the speed and reach of each weapon type is as follow: Type Speed Reach Dagger 1.40 0.60 Shortsword 1.20 0.80 War Axe 1.10 0.80 Longsword 1.00 1.00 Mace 0.90 1.00 Claymore 0.80 1.30 Battle Axe 0.80 1.20 Warhammer 0.70 1.30 However there are some exceptions as you can see below, either intentionally or due to some bugs, which may be fixed in future patches. The tables below are sorted by DPS (Damage per second), in descending order, then alphabetically, in ascending order. Dmg = Damage per hit (Equivalent to roughly 100 Strenght/Skill/Durability) Spd = Speed (1.00 is equivalent to 2 swings per second) DPS = Damage per second (Damage per hit times swings per second) Wght = Weight Dur = Durability, Health Ench = Enchantment Charge (0 means unenchanted) Type = Q for Quest, R for Random , S for Spell Blade 1H [RA000] ------------------------------------------------------------- Item Name Dmg Spd DPS Wght Dur Ench Type Lvl Umbra (4) 28 1.00 56 45 700 2500 Q Any Daedric Dagger 19 1.40 53.2 10 532 0 R Dagger of Disintegration 19 1.40 53.2 10 532 1600 R Dagger of Paralysis 19 1.40 53.2 10 532 1600 R Dagger of Storms 19 1.40 53.2 10 532 1600 R Dagger of the Inferno 19 1.40 53.2 10 532 1600 R Dagger of Winter 19 1.40 53.2 10 532 1600 R Witsplinter 19 1.40 53.2 10 532 2940 Q 25+ Chillrend 21 1.20 50.4 22 615 4160 Q 25+ Daedric Shortsword 21 1.20 50.4 22 588 0 R Shortsword of Disintegration 21 1.20 50.4 22 588 1600 R Shortsword of Storms 21 1.20 50.4 22 588 1600 R Shortsword of the Inferno 21 1.20 50.4 22 588 1600 R Shortsword of Winter 21 1.20 50.4 22 588 1600 R Goldbrand 25 1.00 50 52 900 3000 Q 20+ Blackwater Blade 24 1.00 48 48 725 8750 Q 25+ Daedric Longsword 24 1.00 48 48 672 0 R Debaser 24 1.00 48 48 705 7200 Q 25+ Longsword of Disintegration 24 1.00 48 48 672 1600 R Longsword of Storms 24 1.00 48 48 672 1600 R Longsword of the Inferno 24 1.00 48 48 672 1600 R Longsword of Winter 24 1.00 48 48 672 1600 R Thornblade 24 1.00 48 48 705 9000 Q 25+ Dagger of Blizzards 17 1.40 47.6 9 442 1600 R Dagger of Lightning 17 1.40 47.6 9 442 1600 R Dagger of Shattering 17 1.40 47.6 9 442 1600 R Dagger of the Blaze 17 1.40 47.6 9 442 1600 R Ebony Dagger 17 1.40 47.6 9 442 0 R Witsplinter 17 1.40 47.6 9 475 2700 Q 20-24 Ebony Blade 23 1.00 46 46 800 3700 Q 15+ Honorblade of Chorrol (3) 23 1.00 46 44 610 0 Q Any Chillrend 19 1.20 45.6 20 525 3200 Q 20-24 Ebony Shortsword 19 1.20 45.6 20 494 0 R Shortsword of Blizzards 19 1.20 45.6 20 494 1600 R Shortsword of Lightning 19 1.20 45.6 20 494 1600 R Shortsword of Paralysis 19 1.20 45.6 20 494 800 R Shortsword of Shattering 19 1.20 45.6 20 494 1600 R Shortsword of the Blaze 19 1.20 45.6 20 494 1600 R Blackwater Blade 22 1.00 44 44 615 6250 Q 20-24 Debaser 22 1.00 44 44 605 6000 Q 20-24 Ebony Longsword 22 1.00 44 44 572 0 R Longsword of Blizzards 22 1.00 44 44 572 1600 R Longsword of Lightning 22 1.00 44 44 572 1600 R Longsword of Shattering 22 1.00 44 44 572 1600 R Longsword of the Blaze 22 1.00 44 44 572 1600 R Thornblade 22 1.00 44 44 605 6000 Q 20-24 Dagger of Absorption 15 1.40 42 8 360 1200 R Dagger of Fire 15 1.40 42 8 360 1200 R Dagger of Fracturing 15 1.40 42 8 360 1200 R Dagger of the Dynamo 15 1.40 42 8 360 1200 R Dagger of the Glacier 15 1.40 42 8 360 1200 R Glass Dagger 15 1.40 42 8 360 0 R Thieve's Dagger 15 1.40 42 8 360 1200 R Witsplinter 15 1.40 42 8 400 2460 Q 15-19 Chillrend 17 1.20 40.8 18 450 2480 Q 15-19 Glass Shortsword 17 1.20 40.8 18 408 0 R Shortsword of Absorption 17 1.20 40.8 18 408 1200 R Shortsword of Fire 17 1.20 40.8 18 408 1200 R Shortsword of Fracturing 17 1.20 40.8 18 408 1200 R Shortsword of the Dynamo 17 1.20 40.8 18 408 1200 R Shortsword of the Glacier 17 1.20 40.8 18 408 1200 R Sword of Wounding 17 1.20 40.8 18 408 1200 R Blackwater Blade 20 1.00 40 40 510 5000 Q 15-19 Debaser 20 1.00 40 40 510 4800 Q 15-19 Glass Longsword 20 1.00 40 40 480 0 R Longsword of Absorption 20 1.00 40 40 480 1200 R Longsword of Fire 20 1.00 40 40 480 1200 R Longsword of Fracturing 20 1.00 40 40 480 1200 R Longsword of the Dynamo 20 1.00 40 40 480 1200 R Longsword of the Glacier 20 1.00 40 40 480 1200 R Thornblade 20 1.00 40 40 510 4500 Q 15-19 War Axe of Absorption (1) 18 1.10 39.6 32 432 1200 R Bound Dagger 13 1.40 36.4 0 2500 0 S Any Dagger of Brittleness 13 1.40 36.4 7 286 1200 R Dagger of Depletion 13 1.40 36.4 7 286 1200 R Dagger of Flames 13 1.40 36.4 7 286 1200 R Dagger of Freezing 13 1.40 36.4 7 286 1200 R Dagger of Voltage 13 1.40 36.4 7 286 1200 R Dagger of Weakness 13 1.40 36.4 7 286 1200 R Elven Dagger 13 1.40 36.4 7 286 0 R Witsplinter 13 1.40 36.4 7 310 2220 Q 10-14 Ayleid Long Sword 18 1.00 36 36 396 0 Blade of Fiery Light 18 1.00 36 36 396 1200 Elven Long Sword 18 1.00 36 36 396 0 R Elven Shortsword 15 1.20 36 16 330 0 R Glenroy's Akaviri Katana 18 1.00 36 18 240 0 Long Sword of Brittleness 18 1.00 36 36 396 1200 R Long Sword of Depletion 18 1.00 36 36 396 1200 R Long Sword of Flames 18 1.00 36 36 396 1200 R Long Sword of Freezing 18 1.00 36 36 396 1200 R Long Sword of Voltage 18 1.00 36 36 396 1200 R Longsword of Weakness 18 1.00 36 36 396 1200 R Shortsword of Brittleness 15 1.20 36 16 330 1200 R Shortsword of Depletion 15 1.20 36 16 330 1200 R Shortsword of Flames 15 1.20 36 16 330 1200 R Shortsword of Freezing 15 1.20 36 16 330 1200 R Shortsword of Voltage 15 1.20 36 16 330 1200 R Shortsword of Weakness 15 1.20 36 16 330 1200 R Blackwater Blade 16 1.00 32 32 350 3500 Q 10-14 Debaser 16 1.00 32 32 350 3600 Q 10-14 Dremora Longsword 16 1.00 32 48 150 0 R Dwarven Longsword 16 1.00 32 32 320 0 R Essence of Regret 16 1.00 32 48 150 120 R Heat of Sinfulness 16 1.00 32 48 150 700 R Longsword of Cold 16 1.00 32 32 320 800 R Longsword of Enfeeblement 16 1.00 32 32 320 800 R Longsword of Fragments 16 1.00 32 32 320 800 R Longsword of Pain 16 1.00 32 32 320 800 R Longsword of Scorching 16 1.00 32 32 320 800 R Longsword of Shocking 16 1.00 32 32 320 800 R Oblivion's Caress 16 1.00 32 48 150 230 R Penance of Animosity 16 1.00 32 48 150 400 R Penance of Deception 16 1.00 32 48 150 620 R Penance of Faithlessness 16 1.00 32 48 150 1220 R Penance of Hatred 16 1.00 32 48 150 620 R Penance of Larceny 16 1.00 32 48 150 620 R Penance of Pride 16 1.00 32 48 150 620 R Purging Flame 16 1.00 32 48 150 140 R Thornblade 16 1.00 32 32 350 3000 Q 10-14 Chillrend 13 1.20 31.2 14 295 1920 Q 10-14 Dwarven Shortsword 13 1.20 31.2 14 260 0 R Shortsword of Cold 13 1.20 31.2 14 260 800 R Shortsword of Enfeeblement 13 1.20 31.2 14 260 800 R Shortsword of Fragments 13 1.20 31.2 14 260 800 R Shortsword of Pain 13 1.20 31.2 14 260 800 R Shortsword of Scorching 13 1.20 31.2 14 260 800 R Shortsword of Shocking 13 1.20 31.2 14 260 800 R War Axe of Enfeeblement (1) 14 1.10 30.8 24 280 800 R Dagger of Cold 11 1.40 30.8 6 220 800 R Dagger of Enfeeblement 11 1.40 30.8 6 220 800 R Dagger of Fragments 11 1.40 30.8 6 220 800 R Dagger of Pain 11 1.40 30.8 6 220 800 R Dagger of Scorching 11 1.40 30.8 6 220 800 R Dagger of Shocking 11 1.40 30.8 6 220 800 R Dwarven Dagger 11 1.40 30.8 6 220 0 R Akavari Sunderblade 15 1.00 30 18 350 3000 Ancient Akaviri Katana 15 1.00 30 18 240 0 Baurus's Akaviri Katana 15 1.00 30 18 240 0 Captain Kordan's Saber 15 1.00 30 25 180 3000 Northwind 15 1.00 30 18 240 500 Q 1-9 Northwind 15 1.00 30 18 240 1000 Q 10-14 Northwind 15 1.00 30 18 240 2000 Q 15-19 Northwind 15 1.00 30 18 240 3000 Q 20+ Renault's Akaviri Katana 15 1.00 30 18 240 0 Q 1 War Axe of Weakness (1) 16 0.90 28.8 28 352 1200 R Akaviri Katana 14 1.00 28 20 200 0 R Brusef Amelion's Sword 14 1.00 28 28 250 500 Longsword of Depletion 14 1.00 28 28 252 800 R Longsword of Dispel 14 1.00 28 28 252 800 R Longsword of Frost 14 1.00 28 28 160 800 R Longsword of Jinxing 14 1.00 28 28 252 800 R Longsword of Sapping 14 1.00 28 28 252 800 R Silver Longsword 14 1.00 28 28 252 0 R Spellbreaker (2) 14 1.00 28 28 700 0 Sword of Nab 14 1.00 28 20 200 100 Volendrung 14 1.00 28 28 700 0 Q Shortsword of Depletion 11 1.20 26.4 12 198 800 R Shortsword of Dispel 11 1.20 26.4 12 198 800 R Shortsword of Jinxing 11 1.20 26.4 12 198 800 R Shortsword of Sapping 11 1.20 26.4 12 198 800 R Shortsword of the Fang 11 1.20 26.4 12 198 800 R Silver Shortsword 11 1.20 26.4 12 198 0 R Debaser 13 1.00 26 22 250 2400 Q 5-9 Fine Steel Longsword 13 1.00 26 21.6 211 0 R Gladiator's Sword 13 1.00 26 22 211 3600 Thornblade 13 1.00 26 22 211 2100 Q 5-9 Dagger of Depletion 9 1.40 25.2 5 162 800 R Dagger of Discipline 9 1.40 25.2 5 70 300 Dagger of Dispel 9 1.40 25.2 5 162 800 R Dagger of Jinxing 9 1.40 25.2 5 162 800 R Dagger of Sapping 9 1.40 25.2 5 162 800 R Enchanted Dagger 9 1.40 25.2 5 350 10 Q Shimmerstrike 9 1.40 25.2 5 500 200 Silver Dagger 9 1.40 25.2 5 162 0 R Sufferthorn 9 1.40 25.2 5 70 1000 Q 1-4 Sufferthorn 9 1.40 25.2 5 70 1500 Q 5-9 Sufferthorn 9 1.40 25.2 5 70 2000 Q 10-14 Sufferthorn 9 1.40 25.2 5 70 3000 Q 15-19 Sufferthorn 9 1.40 25.2 5 70 3400 Q 20-24 Sufferthorn 9 1.40 25.2 5 70 6700 Q 25-29 Sufferthorn 9 1.40 25.2 5 70 8000 Q 30+ Blackwater Blade 12 1.00 24 24 220 2000 Q 5-9 Caelia's Steel Longsword 12 1.00 24 24 192 0 Fine Steel Shortsword 10 1.20 24 9 158 0 R Longsword of Burning 12 1.00 24 24 192 300 R Longsword of Diminishing 12 1.00 24 24 192 300 R Longsword of Jolts 12 1.00 24 24 192 300 R Longsword of Numbing 12 1.00 24 24 192 300 R Steel Longsword 12 1.00 24 24 192 0 R Fine Steel Dagger 8 1.40 22.4 3.5 123 0 R Witsplinter 8 1.40 22.4 3.5 155 1980 Q 5-9 Debaser 11 1.00 22 18 180 1200 Q 1-6 Fine Iron Longsword 11 1.00 22 18 154 0 R Redwave 11 1.00 22 25 850 500 Q 1-4 Redwave 11 1.00 22 25 850 500 Q 5-9 Redwave 11 1.00 22 25 850 500 Q 10-14 Redwave 11 1.00 22 25 850 500 Q 15-19 Redwave 11 1.00 22 25 850 500 Q 20-24 Redwave 11 1.00 22 25 850 500 Q 25-29 Redwave 11 1.00 22 25 850 500 Q 30+ Sharpened Cutlass 11 1.00 22 25 192 0 Steel Cutlass 11 1.00 22 25 192 0 Thornblade 11 1.00 22 18 185 1200 Q 1-6 Chillrend 9 1.20 21.6 10 175 1280 Q 5-9 Shortsword of Burning 9 1.20 21.6 10 144 300 R Shortsword of Diminishing 9 1.20 21.6 10 144 300 R Shortsword of Jolts 9 1.20 21.6 10 144 300 R Shortsword of Numbing 9 1.20 21.6 10 144 300 R Steel Shortsword 9 1.20 21.6 10 144 0 R Blackwater Blade 10 1.00 20 20 170 1000 Q 1-6 Brother of Nab 10 1.00 20 20 500 100 Iron Longsword 10 1.00 20 20 140 0 R Longsword of Embers 10 1.00 20 20 140 300 R Longsword of Frost 10 1.00 20 20 140 300 R Longsword of Sparks 10 1.00 20 20 140 300 R Longsword of Weariness 10 1.00 20 20 140 300 R Mace of Doom 10 1.00 20 5 3000 50000 Rohssan's Antique Cutlass 10 1.00 20 25 40 0 Q Sword of Submission 10 1.00 20 20 140 800 Blade of Woe 7 1.40 19.6 1 400 0 Q Any Blade of Woe 7 1.40 19.6 4 400 2640 Q 1-4 Blade of Woe 7 1.40 19.6 4 400 6510 Q 5-9 Blade of Woe 7 1.40 19.6 4 400 10800 Q 10-14 Blade of Woe 7 1.40 19.6 4 400 15930 Q 15-19 Blade of Woe 7 1.40 19.6 4 400 21180 Q 20-24 Blade of Woe 7 1.40 19.6 4 400 26790 Q 25-29 Blade of Woe 7 1.40 19.6 4 400 32640 Q 30+ Ceremonial Dagger 7 1.40 19.6 4 400 0 Dagger of Burning 7 1.40 19.6 4 112 300 R Dagger of Diminishing 7 1.40 19.6 4 112 300 R Dagger of Jolts 7 1.40 19.6 4 112 300 R Dagger of Numbing 7 1.40 19.6 4 112 300 R Dalvilu Cermonial Dagger 7 1.40 19.6 4 400 0 Q Any Steel Dagger 7 1.40 19.6 4 112 0 R Fine Iron Shortsword 8 1.20 19.2 7.2 108 0 R Chillrend 7 1.20 16.8 8 120 640 Q 1-6 Iron Shortsword 7 1.20 16.8 8 98 0 R Shortsword of Embers 7 1.20 16.8 8 98 300 R Shortsword of Frost 7 1.20 16.8 8 98 300 R Shortsword of Sparks 7 1.20 16.8 8 98 300 R Shortsword of Weariness 7 1.20 16.8 8 98 300 R Fine Iron Dagger 6 1.40 16.8 2.7 77 0 R Witsplinter 6 1.40 16.8 2.7 100 1800 Q 1-6 Ruined Akaviri Katana 8 1.00 16 20 100 0 Q Any Dagger of Embers 5 1.40 14 3 360 300 R Dagger of Frost 5 1.40 14 3 360 300 R Dagger of Pacification 5 1.40 14 3 360 800 R Dagger of Sparks 5 1.40 14 3 360 300 R Dagger of Weariness 5 1.40 14 3 360 300 R Iron Dagger 5 1.40 14 3 70 0 R Rusty Iron Shortsword 5 1.20 12 8 56 0 R Rusty Iron Dagger 3 1.40 8.4 3 35 0 R Languorwine Blade 2 1.40 5.6 5 500 0 Q Broken Sword 0 1.00 0 28 0 0 Q (1) Seems a blunt weapon, but specified as a blade. (2) Unenchanted but ignores normal weapon resistance. (3) This sword is a real killer. Even if it looks unenchanted, it ignores normal weapon resistance. And as a "temporary" quest item, it weights nothing (not 44). A very good choice before you can get a hand on Umbra. (4) Umbra is by far the best melee weapon. On top of having the best DPS, it has a Trap Soul enchantment, and combined with the Azura Star, provides an unvaluable way to recharge your weapon enchantments continuously. Blade 2H [RA001] ------------------------------------------------------------- Item Name Dmg Spd DPS Wght Dur Ench Type lvl Bound Sword 29 0.80 46.4 0 3200 0 S Any Claymore of Disintegration 26 0.80 41.6 62 728 1600 R Claymore of Storms 26 0.80 41.6 62 728 1600 R Claymore of the Inferno 26 0.80 41.6 62 728 1600 R Claymore of Winter 26 0.80 41.6 62 728 1600 R Daedric Claymore 26 0.80 41.6 62 728 0 R Claymore of Blizzards 24 0.80 38.4 56 624 1600 R Claymore of Lightning 24 0.80 38.4 56 624 1600 R Claymore of Shattering 24 0.80 38.4 56 624 1600 R Claymore of the Blaze 24 0.80 38.4 56 624 1600 R Ebony Claymore 24 0.80 38.4 56 624 0 R Tempest 24 0.80 38.4 56 624 1600 R Battle Axe of Absorption (1) 22 0.80 35.2 62 528 1200 R Boreal 22 0.80 35.2 50 528 1200 R Claymore of Fire 22 0.80 35.2 50 528 1200 R Claymore of Fracturing 22 0.80 35.2 50 528 1200 R Claymore of the Dynamo 22 0.80 35.2 50 528 1200 R Claymore of the Glacier 22 0.80 35.2 50 528 1200 R Dremora Claymore 22 0.80 35.2 62 340 0 R Glass Claymore 22 0.80 35.2 50 528 0 R Oblivion's Embrace 22 0.80 35.2 62 340 710 R Quintessence of Remorse 22 0.80 35.2 62 340 950 R Retaliation of Blood 22 0.80 35.2 62 340 80 R Retaliation of Spirit 22 0.80 35.2 62 340 110 R Retribution of Aggression 22 0.80 35.2 62 340 140 R Retribution of Cowardness 22 0.80 35.2 62 340 2120 R Retribution of Hubris 22 0.80 35.2 62 340 140 R Retribution of Hypocrisy 22 0.80 35.2 62 340 140 R Retribution of Rapacity 22 0.80 35.2 62 340 140 R Retribution of Treachery 22 0.80 35.2 62 340 3060 R Sinweaver 21 0.80 33.6 55 500 360 R Akaviri Dai-Katana 16 1.00 32 24 240 0 R Battle Axe of Weakness 20 0.80 32 55 440 1200 R Claymore of Brittleness 20 0.80 32 44 440 1200 R Claymore of Depletion 20 0.80 32 44 440 1200 R Claymore of Flames 20 0.80 32 44 440 1200 R Claymore of Freezing 20 0.80 32 44 440 1200 R Claymore of Voltage 20 0.80 32 44 440 1200 R Elven Claymore 20 0.80 32 44 440 0 R Immolator 20 0.80 32 44 440 1200 R Mishaxhi's Cleaver 16 1.00 32 24 240 500 Q 1-9 Mishaxhi's Cleaver 16 1.00 32 24 240 1000 Q 10-14 Mishaxhi's Cleaver 16 1.00 32 24 240 2000 Q 15-19 Mishaxhi's Cleaver 16 1.00 32 24 240 3000 Q 20+ Akavari Warblade 16 0.90 28.8 24 240 3000 R Claymore of Cold 18 0.80 28.8 38 360 800 R Claymore of Fragments 18 0.80 28.8 38 360 800 R Claymore of Pain 18 0.80 28.8 38 360 800 R Claymore of Scorching 18 0.80 28.8 38 360 800 R Claymore of Shocking 18 0.80 28.8 38 360 800 R Dwarven Claymore 18 0.80 28.8 38 360 0 R Rugdumph's Sword 14 1.00 28 28 700 1500 Q Any Battle Axe of Depletion (1) 16 0.80 25.6 41 288 800 R Battle Axe of Jinxing (1) 16 0.80 25.6 41 288 800 R Claymore of Depletion 16 0.80 25.6 38 288 800 R Claymore of Dispel 16 0.80 25.6 38 288 800 R Claymore of Jinxing 16 0.80 25.6 38 288 800 R Claymore of Sapping 16 0.80 25.6 38 288 800 R Silver Claymore 16 0.80 25.6 38 288 0 R Fine Steel Claymore 15 0.80 24 23.4 246 0 R Claymore of Burning 14 0.80 22.4 26 224 300 R Claymore of Jolts 14 0.80 22.4 26 224 300 R Claymore of Numbing 14 0.80 22.4 26 224 300 R Steel Claymore 14 0.80 22.4 26 224 0 R Fine Iron Claymore 13 0.80 20.8 19.8 185 0 R Claymore of Embers 12 0.80 19.2 22 168 300 R Claymore of Frost 12 0.80 19.2 22 168 300 R Claymore of Sparks 12 0.80 19.2 22 168 300 R Claymore of Weariness 12 0.80 19.2 22 168 300 R Iron Claymore 12 0.80 19.2 22 168 0 R ------------------------------------------------------------------------------- (1) Seems a blunt weapon, but specified as a blade. Blunt 1H [RA002] ------------------------------------------------------------- There are two types of one-hand blunt weapons: Mace and War Axe. At the very beginning, the maces have a slightly higher DPS. When reaching the steel weapons, the war axes are a little above, and moreand more after that. All the Elven War Axes are badly bugged, with the right damage but the speed of a mace, giving them a very low DPS - to avoid before any patch. The Mace of Molag Bal, the supposed blunt counterpart of Umbra, though being a decent weapon, remains far behind, and is overtaken by any enchanted daedric war axe. Item Name Dmg Spd DPS Wght Dur Ench Type Lvl Daedric War Axe 22 1.10 48.4 40 616 0 R 20+ War Axe of Damnation 22 1.10 48.4 40 616 1600 R 22+ War Axe of Putrification 22 1.10 48.4 40 616 1600 R 22+ War Axe of Storms 22 1.10 48.4 40 616 1600 R 22+ War Axe of the Inferno 22 1.10 48.4 40 616 1600 R 22+ War Axe of Transmogrify 22 1.10 48.4 40 616 1600 R 22+ War Axe of Winter 22 1.10 48.4 40 616 1600 R 22+ Hatreds Heart 24 1.00 48 48 672 4800 Q 25+ Mace of Molag Bal 25 0.90 45 45 1500 2200 Q 17+ Ebony War Axe 20 1.10 44 36 520 0 R 16+ Hatreds Heart 22 1.00 44 44 572 4200 Q 20-24 War Axe of Blizzards 20 1.10 44 36 520 1600 R 18+ War Axe of Feeding 20 1.10 44 36 520 1600 R 18+ War Axe of Lightning 20 1.10 44 36 520 1600 R 18+ War Axe of Rending 20 1.10 44 36 520 1600 R 18+ War Axe of Soul Snares 20 1.10 44 36 520 1600 R 18+ War Axe of the Blaze 20 1.10 44 36 520 1600 R 18+ Daedric Mace 24 0.90 43.2 43 672 0 R 20+ Mace of Deadweight 24 0.90 43.2 43 672 1600 R 22+ Mace of Holy Light (3) 24 0.90 43.2 43 672 1600 Q 23+ Mace of Putrification 24 0.90 43.2 43 672 1600 R 22+ Mace of Storms 24 0.90 43.2 43 672 1600 R 22+ Mace of the Inferno 24 0.90 43.2 43 672 1600 R 22+ Mace of Transmogrify 24 0.90 43.2 43 672 1600 R 22+ Mace of Winter 24 0.90 43.2 43 672 1600 R 22+ Rockshatter 24 0.90 43.2 43 672 3240 Q 25+ Hatreds Heart 20 1.00 40 40 480 3600 Q 15-19 Axe of Icy Darkness 18 1.10 39.6 32 432 1200 R 14+ Bound Axe 18 1.10 39.6 0 3500 0 S 1+ Bound Mace 22 0.90 39.6 0 4200 0 S 1+ Ebony Mace 22 0.90 39.6 39 572 0 R 16+ Glass War Axe 18 1.10 39.6 32 432 0 R 12+ Mace of Blizzards 22 0.90 39.6 39 572 1600 R 18+ Mace of Excess 22 0.90 39.6 39 572 1600 R 18+ Mace of Feeding 22 0.90 39.6 39 572 1600 R 18+ Mace of Lightning 22 0.90 39.6 39 572 1600 R 18+ Mace of Rending 22 0.90 39.6 39 572 1600 R 18+ Mace of the Blaze 22 0.90 39.6 39 572 1600 R 18+ Mace of the Undead (3) 22 0.90 39.6 39 572 1600 Q 19-22 Rockshatter 22 0.90 39.6 39 572 2520 Q 20-24 Voltag 22 0.90 39.6 39 572 1600 R 18+ War Axe of Beguilement 18 1.10 39.6 32 432 1200 War Axe of Fire 18 1.10 39.6 32 432 1200 R 14+ War Axe of Fracturing 18 1.10 39.6 32 432 1200 R 14+ War Axe of the Dynamo 18 1.10 39.6 32 432 1200 R 14+ War Axe of the Glacier 18 1.10 39.6 32 432 1200 R 14+ Mace of Decay (2) 26 0.70 36.4 57 320 800 R 8+ Burz's Glass Mace 20 0.90 36 35 460 0 Q 15+ Glass Mace 20 0.90 36 35 480 0 R 12+ Hatreds Heart 18 1.00 36 36 396 3200 Q 10-14 Mace of Abeyance (3) 20 0.90 36 35 480 1200 Q 15-18 Mace of Absorption 20 0.90 36 35 480 1200 R 14+ Mace of Encumbrance 20 0.90 36 35 480 1200 R 14+ Mace of Fire 20 0.90 36 35 480 1200 R 14+ Mace of Fracturing 20 0.90 36 35 480 1200 R 14+ Mace of the Dynamo 20 0.90 36 35 480 1200 R 14+ Mace of the Glacier 20 0.90 36 35 480 1200 R 14+ Rockshatter 20 0.90 36 35 480 1920 Q 15-19 Ayleid Mace 18 0.90 32.4 31 396 0 Q Calliben's Grim Retort 18 0.90 32.4 31 396 6160 Q Elven Mace 18 0.90 32.4 31 396 0 R 9+ Mace of Dissolution 18 0.90 32.4 31 396 1200 R 11+ Mace of Flames 18 0.90 32.4 31 396 1200 R 11+ Mace of Freezing 18 0.90 32.4 31 396 1200 R 11+ Mace of Overload 18 0.90 32.4 31 396 1200 R 11+ Mace of Siphoning 18 0.90 32.4 31 396 1200 R 11+ Mace of Turning (3) 18 0.90 32.4 31 396 1200 Q 12-14 Mace of Voltage 18 0.90 32.4 31 396 1200 R 11+ Mace of Weakness 18 0.90 32.4 31 396 1200 R 11+ Mage's Mace 18 0.90 32.4 31 396 1200 R 11+ Hatreds Heart 16 1.00 32 32 320 2400 Q 5-9 Dwarven War Axe 14 1.10 30.8 24 280 0 R 6+ War Axe of Cold 14 1.10 30.8 24 280 800 R 8+ War Axe of Decay 14 1.10 30.8 24 280 800 R 8+ War Axe of Scorching 14 1.10 30.8 24 280 800 R 8+ War Axe of Shocking 14 1.10 30.8 24 280 800 R 8+ War Axe of Soul Traps 14 1.10 30.8 24 280 800 R 8+ Burz's Glass Mace 17 0.90 30.6 35 460 0 Q 10-14 Dwarven Mace 16 0.90 28.8 27 320 0 R 6+ Elven War Axe (1) 16 0.90 28.8 28 352 0 R 9+ Mace of Aversion (3) 16 0.90 28.8 27 320 800 Q 9-11 Mace of Burden 16 0.90 28.8 27 320 800 R 8+ Mace of Cold 16 0.90 28.8 27 320 800 R 8+ Mace of Enfeeblement 16 0.90 28.8 27 320 800 R 8+ Mace of Scorching 16 0.90 28.8 27 320 800 R 8+ Mace of Shocking 16 0.90 28.8 27 320 800 R 8+ Rockshatter 16 0.90 28.8 27 320 1500 Q 10-14 War Axe of Deception (1) 16 0.90 28.8 28 352 1200 R 11+ War Axe of Dissolution (1) 16 0.90 28.8 28 352 1200 R 11+ War Axe of Flames (1) 16 0.90 28.8 28 352 1200 R 11+ War Axe of Freezing (1) 16 0.90 28.8 28 352 1200 R 11+ War Axe of Siphoning (1) 16 0.90 28.8 28 352 1200 R 11+ War Axe of Voltage (1) 16 0.90 28.8 28 352 1200 R 11+ Hatreds Heart 14 1.00 28 28 252 1200 Q 1-4 Defiler 12 1.10 26.4 20 216 800 R 6+ Ghost Axe 12 1.10 26.4 20 216 800 Silver War Axe 12 1.10 26.4 20 216 0 R 4+ War Axe of Depletion 12 1.10 26.4 20 216 800 R 6+ War Axe of Dispel 12 1.10 26.4 20 216 800 R 6+ War Axe of Jinxing 12 1.10 26.4 20 216 800 R 6+ War Axe of Sapping 12 1.10 26.4 20 216 800 Burz's Glass Mace 14 0.90 25.2 35 180 0 Q 1-9 Mace of Depletion 14 0.90 25.2 23 252 800 R 6+ Mace of Dispel 14 0.90 25.2 23 252 800 R 6+ Mace of Jinxing 14 0.90 25.2 23 252 800 R 6+ Mace of Sapping 14 0.90 25.2 23 252 800 R 6+ Silver Mace 14 0.90 25.2 23 252 0 R 4+ Fine Steel War Axe 11 1.10 24.2 14.4 176 0 V 4+ Fine Steel Mace 13 0.90 23.4 17.1 211 0 V 4+ Rockshatter 13 0.90 23.4 17 211 1020 Q 5-9 Steel War Axe 10 1.10 22 16 160 0 R 2+ War Axe of Burning 10 1.10 22 16 160 300 R 4+ War Axe of Diminishing 10 1.10 22 16 160 300 R 4+ War Axe of Jolts 10 1.10 22 16 160 300 R 4+ War Axe of Numbing 10 1.10 22 16 160 300 R 4+ War Axe of Seduction 10 1.10 22 16 160 300 R 4+ Burden of Agnosticism 12 0.90 21.6 43 100 450 RO 1+ Burden of Anger 12 0.90 21.6 43 100 620 RO 1+ Burden of Arrogance 12 0.90 21.6 43 100 620 RO 1+ Burden of Flesh 12 0.90 21.6 43 100 1310 RO 1+ Burden of Secrecy 12 0.90 21.6 43 100 620 RO 1+ Burden of Sin 12 0.90 21.6 43 100 450 RO 1+ Dremora Mace 12 0.90 21.6 43 100 0 RO 1+ Gift of Flame 12 0.90 21.6 43 100 50 RO 1+ Mace of Burning 12 0.90 21.6 19 192 300 R 4+ Mace of Diminishing 12 0.90 21.6 19 192 300 R 4+ Mace of Jolts 12 0.90 21.6 19 192 300 R 4+ Mace of Numbing 12 0.90 21.6 19 192 300 R 4+ Mace of Strain 12 0.90 21.6 19 192 300 R 4+ Mace of Warding (3) 12 0.90 21.6 19 192 300 Q 5-8 Nearness of Evil 12 0.90 21.6 43 100 170 RO 1+ Revealer of Iniquity 12 0.90 21.6 43 100 1310 RO 1+ Steel Mace 12 0.90 21.6 19 192 0 R 2+ Weight of Guilt 12 0.90 21.6 43 100 340 RO 1+ Fine Iron Mace 11 0.90 19.8 13.5 154 0 V 2+ Fine Iron War Axe 9 1.10 19.8 10.8 123 0 V 2+ Cursed Mace 10 0.90 18 43 4200 0 Q 17+ Iron Mace 10 0.90 18 15 140 0 R 1+ Mace of Embers 10 0.90 18 15 140 300 R 3+ Mace of Frost 10 0.90 18 15 140 300 R 3+ Mace of Legion 10 0.90 18 15 140 800 R 3+ Mace of Repelling (3) 10 0.90 18 15 140 300 Q 1-3 Mace of Sparks 10 0.90 18 15 140 300 R 3+ Mace of Weight 10 0.90 18 15 140 300 R 3+ Rockshatter 10 0.90 18 15 140 540 Q 1-4 Truncheon of Submission 10 0.90 18 8 200 3330 V 1+ Iron War Axe 8 1.10 17.6 12 112 0 R 1+ War Axe of Embers 8 1.10 17.6 12 112 300 R 3+ War Axe of Frost 8 1.10 17.6 12 112 300 R 3+ War Axe of Souls 8 1.10 17.6 12 112 300 R 3+ War Axe of Sparks 8 1.10 17.6 12 112 300 R 3+ Club 7 0.90 12.6 8 70 0 Rusty Iron Mace 7 0.90 12.6 15 70 0 R 1+ Rusty Iron War Axe 5 1.10 11 12 56 0 R 1+ (1) Elven War Axe with the speed and reach of a mace, and as a consequence, a very low DPS compared to the level requirement. (2) Mace with the damage, speed and reach of a warhammer, and as a consequence, a very high DPS compared to the level requirement. Feel happy if you are lucky enough to get a hand on it, at least before any patch ;) (3) Not a real quest reward, but a unique leveled drop in a single location. Blunt 2H [RA003] ------------------------------------------------------------- There are two types of two-hand blunt weapons: Battle Axe and Warhammer. At the very beginning, the warhammers have a slightly higher DPS. When reaching the steel weapons, both have the same DPS.And later on, the battle axes have a slighly higher DPS. A poor category like the two-hand blades. Volenbrund, the only quest reward, has low stats. Item Name Dmg Spd DPS Wght Dur Ench Type Lvl Battle Axe of Damnation 26 0.80 41.6 76 728 1600 R 22+ Battle Axe of Putrification 26 0.80 41.6 76 728 1600 R 22+ Battle Axe of Storms 26 0.80 41.6 76 728 1600 R 22+ Battle Axe of the Inferno 26 0.80 41.6 76 728 1600 R 22+ Battle Axe of Transmogrify 26 0.80 41.6 76 728 1600 R 22+ Battle Axe of Winter 26 0.80 41.6 76 728 1600 R 22+ Daedric Battle Axe 26 0.80 41.6 76 728 0 R 20+ Daedric Warhammer 28 0.70 39.2 93 784 0 R 20+ Warhammer of Deadweight 28 0.70 39.2 93 784 1600 R 22+ Warhammer of Holy Light (1) 28 0.70 39.2 93 784 1600 Q 23+ Warhammer of Putrification 28 0.70 39.2 93 784 1600 R 22+ Warhammer of Storms 28 0.70 39.2 93 784 1600 R 22+ Warhammer of the Inferno 28 0.70 39.2 93 784 1600 R 22+ Warhammer of Transmogrify 28 0.70 39.2 93 784 1600 R 22+ Warhammer of Winter 28 0.70 39.2 93 784 1600 R 22+ Battle Axe of Blizzards 24 0.80 38.4 69 624 1600 R 18+ Battle Axe of Feeding 24 0.80 38.4 69 624 1600 R 18+ Battle Axe of Lightning 24 0.80 38.4 69 624 1600 R 18+ Battle Axe of Rending 24 0.80 38.4 69 624 1600 R 18+ Battle Axe of Soul Snares 24 0.80 38.4 69 624 1600 R 18+ Battle Axe of the Blaze 24 0.80 38.4 69 624 1600 R 18+ Ebony Battle Axe 24 0.80 38.4 69 624 0 R 16+ Ebony Warhammer 26 0.70 36.4 84 676 0 R 16+ Warhammer of Blizzards 26 0.70 36.4 84 676 1600 R 18+ Warhammer of Excess 26 0.70 36.4 84 676 1600 R 18+ Warhammer of Feeding 26 0.70 36.4 84 676 1600 R 18+ Warhammer of Lightning 26 0.70 36.4 84 676 1600 R 18+ Warhammer of Rending 26 0.70 36.4 84 676 1600 R 18+ Warhammer of the Blaze 26 0.70 36.4 84 676 1600 R 18+ Warhammer of the Undead (1) 26 0.70 36.4 84 676 1600 Q 19-22 Battle Axe of Beguilement 22 0.80 35.2 62 528 1200 R 14+ Battle Axe of Fire 22 0.80 35.2 62 528 1200 R 14+ Battle Axe of the Dynamo 22 0.80 35.2 62 528 1200 R 14+ Battle Axe of the Glacier 22 0.80 35.2 62 528 1200 R 14+ Glass Battle Axe 22 0.80 35.2 62 528 0 R 12+ Glass Warhammer 24 0.70 33.6 75 576 0 R 12+ Warhammer of Abeyance (1) 24 0.70 33.6 75 576 1200 Q 15-18 Warhammer of Absorption 24 0.70 33.6 75 576 1200 R 14+ Warhammer of Encumbrance 24 0.70 33.6 75 576 1200 R 14+ Warhammer of Fire 24 0.70 33.6 75 576 1200 R 14+ Warhammer of Fracturing 24 0.70 33.6 75 576 1200 R 14+ Warhammer of the Dynamo 24 0.70 33.6 75 576 1200 R 14+ Warhammer of the Glacier 24 0.70 33.6 75 576 1200 R 14+ Battle Axe of Deception 20 0.80 32 55 440 1200 R 11+ Battle Axe of Dissolution 20 0.80 32 55 440 1200 R 11+ Battle Axe of Flames 20 0.80 32 55 440 1200 R 11+ Battle Axe of Freezing 20 0.80 32 55 440 1200 R 11+ Battle Axe of Siphoning 20 0.80 32 55 440 1200 R 11+ Battle Axe of Voltage 20 0.80 32 55 440 1200 R 11+ Elven Battle Axe 20 0.80 32 55 440 0 R 9+ Elven Warhammer 22 0.70 30.8 66 484 0 R 9+ Warhammer of Dissolution 22 0.70 30.8 66 484 1200 R 11+ Warhammer of Flames 22 0.70 30.8 66 484 1200 R 11+ Warhammer of Freezing 22 0.70 30.8 66 484 1200 R 11+ Warhammer of Overload 22 0.70 30.8 66 484 1200 R 11+ Warhammer of Siphoning 22 0.70 30.8 66 484 1200 R 11+ Warhammer of Turning (1) 22 0.70 30.8 66 484 1200 Q 12-14 Warhammer of Voltage 22 0.70 30.8 66 484 1200 R 11+ Warhammer of Weakness 22 0.70 30.8 66 484 1200 R 11+ Axe of Hazards 18 0.80 28.8 48 360 800 R 8+ Battle Axe of Cold 18 0.80 28.8 48 360 800 R 8+ Battle Axe of Decay 18 0.80 28.8 48 360 800 R 8+ Battle Axe of Enfeeblement 18 0.80 28.8 48 360 800 R 8+ Battle Axe of Scorching 18 0.80 28.8 48 360 800 R 8+ Battle Axe of Shocking 18 0.80 28.8 48 360 800 R 8+ Battle Axe of Soul Traps 18 0.80 28.8 48 360 800 R 8+ Dwarven Battle Axe 18 0.80 28.8 48 360 0 R 6+ Naked Axe 18 0.80 28.8 48 360 1600 R 8+ Perdition's Wrath 18 0.80 28.8 40 400 500 Akaviri Warhammer Burden 20 0.70 28 57 400 800 R 8+ Dwarven Warhammer 20 0.70 28 57 400 0 R 6+ Pounder 20 0.70 28 57 400 800 R 8+ Volendrung 20 0.70 28 60 3200 2500 Q 10+ Warhammer of Aversion 20 0.70 28 57 400 800 Q 9-11 Warhammer of Cold 20 0.70 28 57 400 800 R 8+ Warhammer of Decay 20 0.70 28 57 400 800 R 8+ Warhammer of Enfeeblement 20 0.70 28 57 400 800 R 8+ Warhammer of Scorching 20 0.70 28 57 400 800 R 8+ Warhammer of Shocking 20 0.70 28 57 400 800 R 8+ Battle Axe of Dispel 16 0.80 25.6 41 288 800 R 6+ Battle Axe of Sapping 16 0.80 25.6 41 288 800 R 6+ Silver BattleAxe 16 0.80 25.6 41 288 0 R 4+ Silver Warhammer 18 0.70 25.2 48 324 0 R 4+ Warhammer of Depletion 18 0.70 25.2 48 324 800 R 6+ Warhammer of Dispel 18 0.70 25.2 48 324 800 R 6+ Warhammer of Jinxing 18 0.70 25.2 48 324 800 R 6+ Warhammer of Sapping 18 0.70 25.2 48 324 800 Destarine's Cleaver 15 0.80 24 26 350 3000 V 1+ Fine Steel Battle Axe 15 0.80 24 30.6 246 0 V 4+ Fine Steel Warhammer 17 0.70 23.8 35.1 282 0 V 4+ Battle Axe of Diminishing 14 0.80 22.4 35 224 300 R 4+ Quality Battle Axe Ember 14 0.80 22.4 35 224 300 R 4+ Quality Battle Axe Shiver 14 0.80 22.4 35 224 300 R 4+ Quality Battle Axe Soul Trap 14 0.80 22.4 35 224 300 R 4+ Quality Battle Axe Spark 14 0.80 22.4 35 224 300 R 4+ Steel Battle Axe 14 0.80 22.4 35 224 0 R 2+ Steel Warhammer 16 0.70 22.4 39 256 0 R 2+ Warhammer of Burning 16 0.70 22.4 39 256 300 R 4+ Warhammer of Diminishing 16 0.70 22.4 39 256 300 R 4+ Warhammer of Jolts 16 0.70 22.4 39 256 300 R 4+ Warhammer of Numbing 16 0.70 22.4 39 256 300 R 4+ Warhammer of Strain 16 0.70 22.4 39 256 300 R 4+ Warhammer of Warding (1) 16 0.70 22.4 39 256 300 Q 5-8 Fine Iron Warhammer 15 0.70 21 27 216 0 V 2+ Fine Iron Battle Axe 13 0.80 20.8 24.3 185 0 V 2+ Battleaxe of Hatred 10 1.00 20 40 300 3000 V 1+ Iron Warhammer 14 0.70 19.6 30 196 0 R 1+ Warhammer of Embers 14 0.70 19.6 30 196 300 R 3+ Warhammer of Frost 14 0.70 19.6 30 196 300 R 3+ Warhammer of Sparks 14 0.70 19.6 30 196 300 R 3+ Warhammer of the Grave (1) 14 0.70 19.6 30 196 300 Q 4 Warhammer of Weight 14 0.70 19.6 30 196 300 R 3+ Battle Axe of Embers 12 0.80 19.2 27 168 300 R 3+ Battle Axe of Frost 12 0.80 19.2 27 168 300 R 3+ Battle Axe of Souls 12 0.80 19.2 27 168 300 R 3+ Battle Axe of Sparks 12 0.80 19.2 27 168 300 R 3+ Iron Battle Axe 12 0.80 19.2 27 168 0 R 1+ (1) Not a real quest, but a unique leveled drop in a single location. Bows And Arrows [RA004] ------------------------------------------------------ There is only one type of ranged weapons: Bow. The speed information is totally irrelevant, except the fact it tends to prove all bows have the same speed. The 1.00 speed allows for about an arrow shot with no bend every 1.75 seconds. The inflicted damage depends on the time you bend the bow, and also on the arrows you use. As a consequence, the calculated DPS is not accurate and remains in the table just for consistency. The Hatreds Soul bow, a quest leveled reward, has no competitor. Item Name Dmg Spd DPS Wght Dur Ench Type Lvl Hatreds Soul 24 1.00 24 12 600 4800 Q 25+ Hatreds Soul 22 1.00 22 12 572 4200 Q 20-24 Bow of Storms 20 1.00 20 22 420 1600 R 22+ Bow of the Inferno 20 1.00 20 22 420 1600 R 22+ Bow of Winter 20 1.00 20 22 420 1600 R 22+ Daedric Bow 20 1.00 20 22 420 0 R 20+ Hatreds Soul 20 1.00 20 12 500 3600 Q 15-19 Bow of Blizzards 18 1.00 18 20 364 1600 R 18+ Bow of Curses 18 1.00 18 20 364 1600 R 18+ Bow of Infliction 18 1.00 18 20 364 3000 V 1+ Bow of Lightning 18 1.00 18 20 364 1600 R 18+ Bow of Quietus 18 1.00 18 20 364 1600 R 18+ Bow of the Blaze 18 1.00 18 20 364 1600 R 18+ Ebony Bow 18 1.00 18 20 364 0 R 16+ Hatreds Soul 18 1.00 18 12 400 3200 Q 10-14 Bow of Fire 16 1.00 16 18 312 1200 R 14+ Bow of Harm 16 1.00 16 18 312 1200 R 14+ Bow of Silence 16 1.00 16 18 312 1200 R 14+ Bow of the Dynamo 16 1.00 16 18 312 1200 R 14+ Bow of the Glacier 16 1.00 16 18 312 1200 R 14+ Glass Bow 16 1.00 16 18 312 0 R 12+ Hatreds Soul 16 1.00 16 12 320 2400 Q 5-9 Bound Bow 15 1.00 15 0 2800 0 S 1+ Frostwyrm Bow 15 1.00 15 14 300 500 V 1+ Hatreds Soul 15 1.00 15 12 300 1200 Q 1-4 Blizzard Bow 14 1.00 14 16 264 1200 R 11+ Bow of Flames 14 1.00 14 16 264 1200 R 11+ Bow of Freezing 14 1.00 14 16 264 1200 R 11+ Bow of Gloom 14 1.00 14 16 264 1200 R 11+ Bow of Voltage 14 1.00 14 16 264 1200 R 11+ Dragon's Bow 14 1.00 14 16 264 1200 R 11+ Dremora Heavy Bow 14 1.00 14 22 240 0 RO 15+ Elven Bow 14 1.00 14 16 264 0 R 9+ Storm Bow 14 1.00 14 16 264 1200 R 11+ Bow of Cold 12 1.00 12 14 220 800 R 8+ Bow of Despair 12 1.00 12 14 220 800 R 8+ Bow of Scorching 12 1.00 12 14 220 800 R 8+ Bow of Shocking 12 1.00 12 14 220 800 R 8+ Bow of Weariness 12 1.00 12 14 220 800 R 8+ Dwarven Bow 12 1.00 12 14 220 0 R 6+ Black Bow 10 1.00 10 8 200 0 Q 1+ Dremora Bow 10 1.00 10 22 80 0 RO 9+ Fine Steel Bow 10 1.00 10 9 158 0 V 4+ Shadowhunt 10 1.00 10 8 100 9000 Q 30+ Shadowhunt 10 1.00 10 8 100 6700 Q 25-29 Shadowhunt 10 1.00 10 8 100 3400 Q 20-24 Shadowhunt 10 1.00 10 8 100 1650 Q 15-19 Shadowhunt 10 1.00 10 8 100 850 Q 10-14 Shadowhunt 10 1.00 10 8 100 450 Q 5-9 Shadowhunt 10 1.00 10 8 100 100 Q 1-4 Silver Bow 10 1.00 10 12 180 0 R 4+ Bow of Burning 9 1.00 9 10 144 300 R 4+ Bow of Jolts 9 1.00 9 10 144 300 R 4+ Bow of Numbing 9 1.00 9 10 144 300 R 4+ Fine Iron Bow 9 1.00 9 7.2 123 0 V 2+ Steel Bow 9 1.00 9 10 144 0 R 2+ Bow of Embers 8 1.00 8 8 112 300 R 3+ Bow of Frost 8 1.00 8 8 112 300 R 3+ Bow of Infernal Frost 8 1.00 8 14 100 200 Bow of Sparks 8 1.00 8 8 112 300 R 3+ Dremora Light Bow 8 1.00 8 22 60 0 RO 1+ Iron Bow 8 1.00 8 8 112 0 R 1+ Rusty Iron Bow 8 1.00 8 8 90 0 R 1+ Calculating Weapon Damage [R0003] -------------------------------------------- Provided entirely by Scy046. You can use this formula to figure out the potential weapon damage at any strength and skill level using this formula. Base Damage*(1 + (2/3)% * Strength)*(1 + 7.5% * Skill) = damage per hit. The above formula can be applied to bows by interchanging agility for strength (although it hasn't be tested thoroughly). A weapons base damage can be 1.2 when it only shows 1 or 2.7 when it shows 3. So be aware that what you think the weapon base damage is, may not be what it really it. Hand-to-Hand is 1 + (Skill/100 * Strength/100 * 10). Armor Stats [R0002] ---------------------------------------------------------- Light Armor [RB000] ---------------------------------------------------------- Heavy Armor [RB001] ---------------------------------------------------------- Armor's Impact on Spell Effectiveness [RB002] -------------------------------- The only thing that will reduce your spells effectiveness is the armor you’re wearing. The higher your skill with the armor type you’re wearing the fewer penalties you will suffer. With armor set to 0 and wearing a full suit of armor. Your spell effectiveness will be 70%. Removing the helm, boots and gauntlets will increase your effectiveness by 2% each, removing the greaves will increase effectiveness by 3%, removing the chest piece will increase your effectiveness by 6% and removing your shield will increase your effectiveness by 8%. With your skill level at 25, your spell effectiveness in full suit will be 83% and at a skill level 50 will be at 95%. 95% is the maximum spell effectiveness you will receive in a full suit of armor. The penalties are identical between heavy and light armor. Each skill point between 0 and 50 equated to ~0.45% gain. Scy046 found At 0 Skill: Boots, Gauntlets, Helm -- -7% to Spell Effectiveness Greaves -- -9% Cuirass -- -11% Shield -- -12% At 25 Skill: Boots, Gauntlets, Helm -- -6% Greaves -- -7% Cuirass -- -8% Shield -- -9% At 50+ Skill: -5% for them all. Incidentally, it's not directly additive either; that is, equipping Boots, Gauntlets, and a Helm at 25 Skill nets in -9%, not -18%. No, I don't know why. The same for 0 Skill. NPC Information [S0000] ****************************************************** Lv - Indicates the level the NPC is set to. If there is a + or - this means that its level is adjusted to yours by either +x or -x. So if your level 10 and its modifier is -2 then its level will be 12. = means that its level does not change and thats what it is. Name Lvl|Hea|AD|Co|Ma|St|S Inventory Black Bear =14|330|44|65|00|40|C Miscellaneous Information [L0000] ******************************************** Here is some useful and some useless information about the games mechanics and various bits of information that couldn't fit easily anywhere else. Effects that Affect Your Movement Speed [L0001] ------------------------------ Your speed and athletics levels will determine your maximum speed. Your speed will be the fastest in the following order naked, cloth, light armored then heavy armored. And no weapon equipped, weapon sheathed, weapon drawn. Clothes and Robes reduce speed from 0.1-1% per piece. Sneak running reduces your speed to 60%, to walking 33%, sneak walking 20%, weapon drawn to 90% Exploits and Tricks [L0002] -------------------------------------------------- Using some of the techniques here may be consider exploiting the game and may be consider a clever trick. It’s up to you whether you’ll use the information here. Once you gain access to the Arcane University you can make your own spells. You can create spells that will lower any skill to 0. If you do this and speak to a trainer of that skill there will be no cost to purchasing that skill. Once the spell ends you will have gain the skill levels. How to raise your Armorer skill to 100 with little effort? Find an Ayleid Statue and either sell it to a vendor or find Umbacano and sell it to him your self (may require speaking to people and learn that he's a collector). That'll begin the quest chain. When Umbacano dies you can loot the crown from his body which would show up broken and it doesn't have its durability listed. Because it doesn't have it durability listed you can repair it an infinite amount of times or until reached your desired Armorer skill level. You can enchant 5 pieces equipment with 20% chameleon each which gives you 100% chameleon total. This essentially breaks the game. To get your desired Sigil Stone save before you enter the Sigillum Sanguis. Then enter the room. I previously stated that you could save just before you opened the container, but apparently the loot is generated upon entering the room not opening the container. To quickly check the stone cast invisibilty and run to the container and grab the stone. After the "... sigil stone picked up" message appears you can open your inventory and check the stone. Depending on your stone you can reload or keep going. If the guards/enemies aren't following you but your still in combat you can type player.payfine to get out of it. This will also pay off your bounty if you have one. Magicka Regeneration Rate [L0004] -------------------------------------------- Your MRR is directly related to the amount of magicka you have. If you have 100 magicka or 400 magicka, X willpower will take the same amount of time to regenerate 100%, 50% or 36% of your magicka. So, the more magicka you have the greater your MRR will be and the more willpower you have will also increase your MRR. Doubling your total magicka effectively doubles your MRR. Taking willpower to increase your MRR may not be better than increasing your total magicka by increasing intelligence. Increase EXP rate for Magicka School [L0006] --------------------------------- Spells with different gestures have different casting speeds. All self cast spells take 2.1 seconds per cast, all touch spells take 1.33 seconds to cast and all target spells take 1.42 seconds to cast. This can be quite useful information because when you gain access to the Arcane University and you’re able to create your own spells. This means if you don't want to fight enemies to raise your destruction skill you can make a self cast destruction skill. If you're using a self cast spell like heal minor you can reduce the casting time of that spell and effectively reduce the time it takes to level. Making a touch version of the heal spell will increase your EXP rate by 57% and a ranged version will increase your rate by 47%. You'll still need to find a NPC (friendly or foe) and it works best if your spell doesn't make your friendly NPCs aggressive. It was also pointed out that holding block would increase the casting speed. I did a test an confirmed it. On a self cast spell the increase was about 25%. Touch and Target have at this time been untested. The Miscellaneous of the Miscellaneous [L0007] ------------------------------- The armor cap is 85. Glass Armor is the best light armor. Daedric Armor is the best heavy armor. Umbra can found at in an Ayelid Ruin called Vindasel. Southwest of the Imperial City. Item Number List http://planetelderscrolls.gamespy.com/View.php?view=OblivionCheats.List If you have 100 in all attributes you can't gain any more character levels even if you have major skills left. Hitting an NPC in the head deals no more damage then hitting them in the foot. Great Mod Site http://www.tessource.net/ Adjusting the Games Difficulty [L0008] --------------------------------------- Did you ever wonder what about the game changes when you move the difficulty slider to the left or right. I'll tell you what happens. The damage you deal and the damage recieve is modified. For the test the Umbra was used to hit a Xivilai outside an Oblivion Gate. The characters strength was 100 and the Blade skill was 100. Slidder Damage Difference Setting Comapre 50 0 178.3 600.34% 5 163.3 549.83% 10 148.2 498.99% 15 133.2 448.48% 20 118.3 398.32% 25 103.4 348.15% 30 88.5 297.98% 35 73.6 247.81% 40 58.8 197.98% 45 44.0 148.15% 46 41.7 140.40% 47 38.7 130.30% 48 35.7 120.20% 49 32.7 110.10% 50 (default) 29.7 100.00% 51 27.1 91.25% 52 24.8 83.50% 53 22.9 77.10% 54 21.3 71.72% 55 19.9 67.00% 60 14.8 49.83% 65 13.9 46.80% 70 9.8 33.00% 75 8.5 28.62% 80 7.4 24.92% 85 6.6 22.22% 90 5.9 19.87% 95 5.3 17.85% 100 4.9 16.50% At 0 the damage is increased by 6x the normal amount and at 100 its reduced by 6x when compared to the 50 (default). The amount of damage you take will be similar. At 100 you will take 6x the damage and at 0 you will take 6x less damage (16.50% of 50) when compared to the default setting. Admittedly, I only tested 0, 50, 100 for damage taken and after seeing the mirror results I concluded that it will be the same for everything in between. Ugh, the attribute systems sucks, I want to have FUN! [L0009] ---------------- Does the attribute increase system got you down? I feel your pain and a lot others do. Whats the most important part of playing a game like Oblivion? Its to have fun. Fun for some people is different than others. Some just like the adventure, some just like the character building and most fall some where in between. The attribute system can prevent people you have a bit of attachement to stats or don't want to get the short end of the stick 50 hours into the game. Picking major skills incorrectly or based on preference can end up hurting your character and therefore hurting your experience. The system is somewhat counter-intuitive as if you think about it the best descisions for picking major skills are usally comprised of the ones you don't want to use. That a certain perspective that doesn't make much. There are solutions for those who feel this way or at least at least understand where I'm coming form. Here is one solution that is pretty controversial, it involves getting a mod. The mod gives your character the +5 attribute choice to all your stats when you level up (or simply increase them accordingly in the console. When I first read this idea I said, "PSSH! That’s cheating and it will ruin the game". But after reading this idea several time I decided to give it a whirl. To my surprise I found it to actually be more enjoyable. I was able to take the major skills that I wanted to take beacuse it fit my character build. I no longer had to worry about pathing my skills to get the right attribute bonuses. I didn't have to stop my adventuring to do some mundane exercise just to get the attribute bonuses. I felt guilty though. I was taking an unfair advantage to all you honest gamers. I felt I need to balance the scale in some way. I needed a handicap that most players wouldn't have. The difficulty slider was the solution. Adjusting this to the right will more than pay for my advatange. Adjusting the slider 5 times to right reduces the damage dealth by 33%, 5 more times to the right reduces the damage dealth by 50%. I took 10 points to the right, but its really up to you whether you choose to even adjust the slider. For those who are immediately opposed to do this, I'll ask you sit back, think about it and try it. You just might surprise yourself. ALL +5 ATTRIBUTE MODIFIERS http://www.tessource.net/files/file.php?id=2691 Other Mods that ajdust the leveling mechanics are: Ark's Multiple Multiplier Mod (+2, +3, +4) http://www.tessource.net/files/file.php?id=2001 SIMPLIFIED LEVELING MOD, VERSION 6.2 http://www.tessource.net/files/file.php?id=1963 SMOOTH LEVELING MOD VERSION 1.1 http://www.tessource.net/files/file.php?id=1924 MORE NATURAL MODIFIERS http://www.tessource.net/files/file.php?id=1990 Things Planned [M0000] ******************************************************* These are topics and pieces of informatoin that I want to add to the FAQ at some point but haven't had the time/motivation to write/research. Add NPC Monster Stats Add Armor Stats Add a list of Staffs Add a list of Arrows Add a list of effects for Enchanting and Spellmaking Add the appropriate trainers under each skill Quantify: per point effect of increasing Agility (for knock down resistance) per point effect of increasing Personality (how it affects haggling) per point effect of increasing Block (block damage reduction) per point effect of increasing Mercantile (how it affects haggling) per point effect of increasing Sneak (for pickpocketing success) per point effect of increasing Speechcraft Find a good estimate for time to level Alchemy Find a good estimate for time to level Mercantile Find a good estimate for time to level Secruity Find a good estimate for time to level Armorer Impact of Armor Value vs damage reduction Revision [N0000] ************************************************************* v1.00 - First Release 04/25/2006 v1.01 - Fixed typos 04/26/2006 - Added information to willpower and luck - Added new information under Miscallaneous - Fix information errors under some of the build theory information v1.02 - Corrected skill bonuses listed for High Elf 04/26/2006 - Corrected spelling of Brenton to Breton - Noted that there are some quest rewards that require your character level to be at least 30 - Correct information about the health gain during level up. Stated previously that 10% bonus was determined before you choose which attributes you were increasing when it is actually determined afterwards. - Added information about intelligence under Summary of Attributes - Corrected the information about how your attribute bonuses are applied when you level - Added the Dragonskin ability to the Breton race sheet - Corrected information concerning the correlation of major skills and how the affect your attribute bonuses for leveling - Appended a 1st and 3rd rule to "Rules of Leveling" section - Added "Things Planned" section v1.03 - Updated acrobatics with an estimate on leveling time 04/27/2006 - Updated acrobatics with the per point affect on fall damage - Corrected information about the Sigil Stones exploit/trick - Moved information about spell casting speeds to the section "Spell Casting Speeds" and appended additional information - Added a new section "Weapon Damage Per Second" and merged Calculationg Weapon Damage with new section - Added new section "How NPCs Scale with Difficulty" - Added new section "NPC Combat Stats" v1.04 - Corrected info on the Antronach sign. Even sleeping = no regen 04/28/2006 - Corrected info under "Max Stats at Max Level". Max level is 53 - Corrected info under "Max Stats by Level 38" now 40 - Added "Novice FAQ Users" section - Added "How Should I Choose My Major Skills" Section and 7 sub sections that fall under it - Added "Adjusting the Games Difficulty" section v1.05 - Added "Wood Elf as Fighter/Archer" section 05/01/2006 - Included all the races profiles - Included all the birth signs - Created New Section "Equipment Information" and mereged some sections under "Miscellaneous" under it. Most of the information was provided by Nilwarp. v1.06 - Added Blunt 1H, Blunt 2H and Bows to the weapon information 05/04/2006 courtesy of Nilwarp Legal [O0000] **************************************************************** This guide is copyright (c) 2006 Michael Crosato, the author. I wish to use infomation provided in this FAQ feel free to do so. Feel free to send feed back and suggestions to me at Myk@accesswave.ca Thanks [P0000] *************************************************************** I want to thank Scy046 who had a hand in most of the numerical and technical information in this FAQ by either confirming it, correcting it, making it more accurate or presenting entirely new information. Thanks to Azala for giving insight on how acrobatics levels and how to best do it. He provided additional technical insight and corrections as well as writing the specific uses and benefits for all the magicka schools. In additional to that he provided information for a lot of other little parts of the FAQ. Nilwarp for correcting a few mistakes I had throughout the FAQ, pointing out the information about quest reward levels and putting intelligence into a new perspective. He also provided all the weapon stats information. vashutstampedo who notified me that holding block and casting spells would decrease the casting time and therefore increasing the amount EXP you could earn. For some reason I believe two people notified me of this with in a similar time period. But I did lose some of my emails unfortanetly and would like to credit whoever else sent me the information. The following people have made correction to the FAQ Kaushik Goswami, Vismund and Tirkon. Also thanks goes to anyone who I forgot to mention, who thinks they deserve thanks and to those who don't deserve but ask for it anyways. ******************************************************************************