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============================================================================
Elder Scrolls IV: Oblivion Balanced Character Creation Guide
Version 1.35 04/06/06
Copyright 2006 Bon "Brynne" Cottle
============================================================================
The Elder Scrolls IV: Oblivion was developed by Bethesda Game Studios,
published by Bethesda Softworks and 2K Games and is copyright 2006 Bethesda
Softworks. This guide is not endorsed by, nor is the author associated in
any way with, Bethesda Game Studios, Bethesda Softworks or 2K Games.
============================================================================
Outline:
1: Introduction
2: Building a Character
A: Choosing a Race
1: Argonian
2: Breton
3: Dark Elf
4: High Elf
5: Imperial
6: Khajiit
7: Nord
8: Orc
9: Redguard
10: Wood Elf
B: What Sign Are You?
1: The Apprentice
2: The Atronach
3: The Lady
4: The Lord
5: The Lover
6: The Mage
7: The Ritual
8: The Serpant
9: The Shadow
10: The Steed
11: The Thief
12: The Tower
13: The Warrior
C: The Class Decision
1: Overall Emphasis
a: Combat
b: Mage
c: Stealth
2: Your major stats
a: Agility
b: Endurance
c: Intelligence
d: Luck
e: Personality
f: Speed
g: Strength
h: Willpower
3: Major and minor skills
a: Ranks of Skills
b: Skills and their "Perks"
1: Acrobatics
2: Alteration
3: Alchemy
4: Armorer
5: Athletics
6: Blade
7: Block
8: Blunt
9: Conjuration
10: Destruction
11: Hand-to-Hand
12: Heavy Armor
13: Illusion
14: Light Armor
15: Marksman
16: Mercantile
17: Mysticism
18: Restoration
19: Security
20: Sneak
21: Speechcraft
c: Planning Skills for Balanced Leveling
3: Planning Levels
A: Setting stat goals
B: Maximizing your level bonuses
C: Level Points versus Stat Points
D: Random Skilling and Forced Skilling
E: Control Considerations
F: Notes on Endurance and Luck
4: Training a Skill
A: Payment for services
B: List of Trainers
1: Acrobatics
2: Alteration
3: Alchemy
4: Armorer
5: Athletics
6: Blade
7: Block
8: Blunt
9: Conjuration
10: Destruction
11: Hand-to-Hand
12: Heavy Armor
13: Illusion
14: Light Armor
15: Marksman
16: Mercantile
17: Mysticism
18: Restoration
19: Security
20: Sneak
21: Speechcraft
C: Questing for Mastery
5: Skill Books and other ways to gain skills
A: Skill Books by Type
1: Acrobatics
2: Alteration
3: Alchemy
4: Armorer
5: Athletics
6: Blade
7: Block
8: Blunt
9: Conjuration
10: Destruction
11: Hand-to-Hand
12: Heavy Armor
13: Illusion
14: Light Armor
15: Marksman
16: Mercantile
17: Mysticism
18: Restoration
19: Security
20: Sneak
21: Speechcraft
B: Skill Books by Location
1: Anvil
2: Bravil
3: Bruma
4: Cheydinal
5: Chorrol
6: Imperial City
7: Kvatch
8: Leyawiin
9: Skingrad
10: Arcane University
11: Other Locations
12: Loot and Quests
C: Other skill additions
6: Beginning Spells and Spell Vendor Locations
A: Beginning Spells for All Categories
B: Mage's Guild Spell Emphasis
C: Spells by Category
1: Alteration
2: Conjuration
3: Destruction
4: Illusion
5: Mysticism
6: Restoration
D: Spells by Location
1: Anvil
2: Bravil
3: Bruma
4: Cheydinhal
5: Chorrol
6: Imperial City
7: Leyawiin
8: Skingrad
7: Comparison Example
8: Updates and Things
9: Credits and Legal Babble.
====================================1=======================================
1: Introduction
There's nothing worse than putting eight or more hours into a game, only
to find that your character has become unbalanced or unplayable. You run
into a dungeon only to find that mobs that should be easy essentially
kick your butt. With Oblivion being a huge game overall, it's very easy
to find this happening. It happens for many reasons, among them the
leveled dungeons whose denizens gain strength as you gain levels.
Another reason is random skillups on your major skills. Indeed, it often
seems that some move very fast while others crawl along, giving you
levels before you have combat skills to match. Not to worry, after much
trial and error (and about 10 remakes of characters more than four hours
in) I've discovered some basic ways to balance your character and shape
it in the way you would like it to be.
As a disclaimer, I should note that if you're playing as a roleplayer
this guide will probably upset you, as it is meant to take into control
your leveling, rather than just choosing those skills which reflect how
you want to play your character. Please don't send me hate mail about
your opinions on this method. I realize some people won't like this way
of leveling, but it's just as legitimate as getting the random levels by
dungeon crawling or attending to the main quest. There are no cheats in
this guide and I think cheating is really unneccessary in this game if
you play it right. That aside, on with the guide.
====================================2=======================================
2: Building a Character
The first thing to consider when you build your character is your overall
goal. Do you want to be a fighter, a pure mage, maybe something in
between? Is there a specific image you hold for how you want your
character to be or look when you max out your levels? Perhaps a specific
way of combat that appeals to you? Knowledge of what you're choosing and
how it affects your character in the long run can make a huge difference.
------------------------------------2A-------------------------------------A: Choosing a Race
While choosing a race sounds simple, it's also rather involved. There
Female:
40 Str
50 Int
40 Will
40 Agi
40 Speed
30 End
30 Per
50 Luck
Female:
30 Str
50 Int
50 Will
30 Agi
40 Speed
30 End
40 Per
50 Luck
Female:
40 Str
40 Int
30 Will
40 Agi
50 Speed
30 End
40 Per
50 Luck
Female:
30 Str
50 Int
40 Will
40 Agi
40 Speed
30 End
40 Per
50 Luck
Female:
40 Str
40 Int
40 Will
30 Agi
40
40
50
50
Speed
End
Per
Luck
30
40
50
50
Speed
End
Per
Luck
Female:
30 Str
40 Int
30 Will
50 Agi
40 Speed
40 End
40 Per
50 Luck
Female:
50 Str
30 Int
40 Will
40 Agi
40 Speed
40 End
30 Per
50 Luck
Female:
45
30
50
35
30
50
30
50
Str
Int
Will
Agi
Speed
End
Per
Luck
45
40
45
35
30
50
25
50
Str
Int
Will
Agi
Speed
End
Per
Luck
Female:
40 Str
30 Int
30 Will
40 Agi
40 Speed
50 End
40 Per
50 Luck
Female:
30 Str
40 Int
30 Will
50 Agi
50 Speed
30 End
40 Per
50 Luck
by 10 points.
Without trying to tell you how to build your character, I have found
that The Apprentice and The Mage are very useful when building a
character, especially if you plan on forcing your levels. It takes
a lot of magic and having a bit of extra magic at the beginning never
hurt anyone. Another great choice, in my opinion, is The Warrior. That
sign has been great for my magically inclined races that start with
very little strength and weight allowance. (Thanks Derick for
reminding me to make that note.)
------------------------------------2C-------------------------------------C: The Class Decision
Class is the most difficult choice overall, because it encompasses a
lot of information. It also has the ability of making your leveling
experience to be hard or easy, depending on what you choose in the
end. While your race and your sign give you some nice beginning
points, class affects your time in Oblivion throughout and it can make
or break your experience with the game. If you're a role-player, the
choice is simply finding the kind of class that works with your
overall vision of your character. If you just want to play the game
without worrying about finding certain skills lagging behind your
level, class is the place to start the balancing act.
Most people are going to find that the classes that come with the
game, while nice, just won't offer them exactly what they are looking
for. In fact, it's my recommendation that you do build a custom class
to maximize your ability to control the balance of your character
throughout every level. You don't have to, of course, but it
definitely makes your job easier.
The sub-sections for this area in my guide are geared toward making
that custom class, but are helpful for everyone, even if they are
picking a pre-made class. The information about what everything does
and how it affects your character is included, letting you make an
informed decision about your class.
NOTE: When looking over classes, skills and such, consider that the
lower your original major class skills are, the higher your potential
level will be. It's difficult to get all 25s because of bonuses found
in most decisions, but even 30s across the board will net you around
49 levels. (Do the math, I did. And thanks to Bill for pointing this
out. I knew it, technically, but I hadn't actually sat down to
really think about it.)
1: Overall Emphasis
To begin, every custom class has to choose between one of three
different areas of emphasis. With the pre-made classes, of course,
this is already set. However, knowing what each one does can allow
you to set the tone for how your character's skill increase. All
skills in that emphasis group get a +5 bonus to start as well as
all of the skills in that set level more quickly (or supposedly
according to the game). I know the game, the booklet that came
with the game AND the guide say differently, but I could never get
my skills to add up right. Finally, I went back to the beginning
to test it. Sure enough, every skill in an emphasis group got +5
points. It might be a mistake, but that's how it works right now.
can see how sometimes you'll get lucky with things. It governs no
skills.
e: Personality - This stat affects how people react to you. This
allows you to gather information, get better deals in a shop and
generally talk people into telling you things and doing things for
you. It governs the skills of Illusion, Mercantile and
Speechcraft.
f: Speed - This stat determines how fast you move. Believe me,
this might sound minor, but when this stat gets higher, it makes a
difference and you can tell. It governs the skills of Acrobatics,
Athletics and Light Armor.
g: Strength - This stat affects how much weight you can carry.
This is determined by multiplying your Strength stat by five. This
does not go up unless your strength goes up, something that is very
important to note. Strength also determines how much damange you
can do with melee weapons (eg swords and axes) and helps determine
how much Fatigue you have. It governs the skills of Blade, Blunt
and Hand-to-Hand.
h: Willpower - This stat affects how quickly you regenerate Magicka
points, unless you chose The Atronach as your sign, that is. Like
speed, it sounds minor but makes a major difference in the levels
to come, even if you never mean to cast spells in combat.
Willpower is also one of the four stats that affect your Fatigue.
It governs the skills of Alteration, Destruction and Restoration.
3: Major and Minor Skills
Skills are the integral part of Elder Scrolls IV: Oblivion.
Instead of an experience point basis, all of your levels come from
raising your major skills. For every 10 points gained spread among
your major skills, your character will gain one level. So, what is
the difference between major and minor skills, you might ask?
Well, it's not as much as you might think. All skills have the
potential of getting to 100, the highest skill level possible.
Your character can use any and all of their skills, whether major
or minor, and all of the skills will affect bonuses available when
you gain a level. This, however, is the point where you begin the
balancing game of deciding how you are going to level and what
skills you think will help you. And it's not as simple as it
sounds.
a: Ranks of Skills
For starters, there's a leveling system within the skills
themselves, seperate from your character's specific levels.
As your skills get higher, they go through ranks which, in turn,
affect that skill's abilities, spells and perks. The ranks go
5-24: Novice; 25-49: Apprentice; 50-74: Journeyman; 75-99:
Expert; 100: Master. All major skills start with a minimum of
level 25. I say minimum because race and overall class emphasis
can and will adjust this. Minor skills start at a minimum at 5,
pending adjustments made from earlier decisions. As you use a
skill, it levels. Sometimes that's as simple as casting a spell or
as difficult as sneaking around an NPC in order to avoid being seen
and heard. As the skill itself levels, you gain different
abilities, also called perks, to go with the skill. Magic skills
are slightly different as you gain the ability to use new spells.
However, you must purchase the spells to use them. They aren't
automatically granted to you.
b: Skills and their "Perks"
All skills have perks (abilities) that come as you gain ranks in
the skill. Perks for magical abilities are in the nature of
better spells to cast. However, the ability to cast them
doesn't automagically grant them to you. You must track down
someone to sell you the spell and purchase it. I'm not going to
list spell effects, magicka costs or places to puchase the
spells here, just the spells that are available when you do gain
a rank. I won't even say that this list is comprehensive, as I
keep discovering new things in the world every time I play.
1: Acrobatics - This Speed-based skill allows you to jump long
distances and avoid damage when falling great distances.
Novice Rank means you cannot attack when jumping or falling.
Apprentice Rank allows you to make normal attacks, but not
power attacks, when jumping or falling.
Journeyman Rank gives you the Dodge ability and you can hold
a block and jump in a direction to roll and avoid attacks.
Expert Rank reduces your Fatigue loss for jumping by 50%.
Master Rank gives you the Water Jump ability that allows you,
with precise timing, to jump off the surface of water.
2: Alteration - This Willpower-based magic skill includes spells
that allow you to breathe under water, walk on water, open
locks, shield yourself from physical or magical damage, alter
your encumbrance and probably other things I haven't found.
Novice Rank spells are:
Open Very Easy Lock
Protect
Protect Other
Apprentice Rank spells are:
Defend
Ease Burden
Electric Shell
Frost Shell
Heat Shell
Hindering Touch
Open Easy Lock
Sea Stride
Water Breathing
Journeyman Rank spells are:
Encumbering Touch
Guard
Ice Shield
Lighten Load
Lightning Shield
Open Average Lock
Hail Storm
Lightning Bolt
Lightning Grasp
Searing Grasp
Shocking Burst
Weakness to Magicka
Winter's Grasp
Withering Touch
Expert Rank spells are:
Arctic Blow
Dire Enervation
Disintegrate Armor
Drain Skill: Blade
Drain Skill: Conjuration
Drain Skill: Restoration
Fire Storm
Heat Blast
Ice Bolt
Ice Storm
Lightning Ball
Lightning Blast
Lightning Surge
Scorching Blow
Superior Magicka Drain
Superior Wound
Withering Bolt
Master Rank Spells are:
Blizzard
Disintegrate Weapon
Electrocution
Flame Tempest
Ice Blast
Immolating Blast
Legendary Magicka Drain
Lightning Storm
11: Hand-to-Hand - This Strength-based skill governs weaponless
damage to opponents.
Novice Rank does a Basic Power Attack in all directions for
a damage bonus.
Apprentice Rank gains a Mastery Standing Power Attack which
adds bonus damage.
Journeyman Rank gains the Mastery Left and Right Power
Attacks and has a chance of disarming an opponent.
Expert Rank gains the Mastery Backward Power Attack which
can knockback an opponent and, if blocking at this rank,
gains a chance of a knockback attack.
Master Rank gains the Master Forward Power Attack which can
paralyze an opponent and, if blocking at this rank, gains a
chance of disarming an opponent upon a successful knockback
attack.
12: Heavy Armor - This Endurance-based skill gives you more
Dominate Creature
Dominate Humanoid
Fearful Gaze
Ghostwalk
Immobolize
Mute
Shadow
Torchlight
Master Rank spells are:
Cloak
Daylight
Grasp of Terror
Paralyze
Silence
Spectral Form
Terrifying Presence
14: Light Armor - This Speed-based skill gives you more effective
use of Light Armors. These are Fur, Leather, Chainmail,
Mithril, Elven and Glass armors.
Novice Rank has a 150% degredation rate of light armor.
Apprentice Rank has a 100% degredation rate of light armor.
Journeyman Rank gains a reduction to 50% degredation rate of
light armor
Expert Rank removes the encumbrance of equipped armor.
Master Rank gains a 50% bonus to the armor rating when
wearing only light armor.
15: Marksman - This Agility-based skill allows you to do more
damage with bows.
Novice Rank is fatigued while holding a bow drawn for attack.
Apprentice Rank no longer gains fatigue for holding a bow
drawn for attack.
Journeyman Rank gains a Zoom ability when pushing the block
button while their bow is drawn for attack.
Expert Rank has a chance of knocking down a target with their
arrow attacks.
Master Rank has a chance of paralyzing a target with their
arrow attacks.
16: Mercantile - This Personality-based skill allows you to gain
better prices when selling or buying goods in a shop.
Novice Rank has the value of an item reduced by the item's
condition when selling it.
Apprentice Rank allows you to sell any item regardless of
condition without a reduction.
are:
Agility
Endurance
Intelligence
Luck
this problem.
Example: A Nord Male Knight Templar (custom class)
Class Emphasis: Combat
Sign: The Warrior
Stats: Strength and Endurance
Major Skills: Acrobatics, Alchemy, Armorer, Blunt,
Destruction, Illusion, Sneak
Looking at that, I realize a lot of people are going to ask
"That's a fighter?", however you need to take into account that
major skills only emphasize skills that start higher. They all
go to a maximum of 100 and all can be used by any character,
regardless of emphasis. That said, let's look at how this
character's stats will play out.
Example: A Nord Male Knight Templar
Class Emphasis: Combat
Sign: The Warrior
Major Stats: Strength and Endurance
Stat Scores:
Strength:
Intelligence:
Willpower:
Agility:
Speed:
Endurance:
Personality:
Luck:
65
30
30
40
40
65
30
50
====================================3=======================================
3: Planning Levels
So we get to the meat of the problem, how to make your character reflect
your preference of play without leaving you open to random level advances
while necessary skills lag behind. I'll admit, it isn't always easy, but
you can ensure yourself a character with maximum stats and skills by the
time you're finished. The true secret is planning ahead, one level at a
time. Don't worry about three levels from now outside of your overall
goal, but this level you're working on.
------------------------------------3A-------------------------------------A: Setting Stat Goals
First of all, set goals for what stats you want to raise each level.
Each time you gain a level you can pick three stats to raise. Knowing
you might need magic for the first few levels (as per our example)
perhaps investing in Intelligence and Willpower might best suit you.
Or maybe you want more Strength to carry things around. Whatever you
feel would give you the best benefit, choose it carefully.
Example: A Nord Male Knight Templar
Class Emphasis: Combat
Sign: The Warrior
Major Stats: Strength and Endurance
Stat Scores:
Strength:
Intelligence:
Willpower:
Agility:
Speed:
Endurance:
Personality:
Luck:
65
30
30
40
40
65
30
50
Speechcraft - 5
Using our example character, it seems his strength is fine, for now.
He can already hold 325 pounds (well, 324 in practice) without being
over-encumbered. His intelligence is suffering, however, as he's only
got 60 magicka points. His personality can wait for a while. But
maybe his Willpower and Speed could use a bit of a boost. With this
in mind, we come to the next section.
------------------------------------3B-------------------------------------B: Maximizing your Level Bonuses
Just as we discussed earlier, each stat has three skills that belong
to it. While the game advises you that these stats affect those
skills, it actually works in reverse as well. In the menu for
leveling, you'll sometimes see a +2, +3, +4 or even +5 next to a stat.
These numbers mean that if you choose that stat to raise, you get that
many points added to the stat instead of just the base one point.
Efficiency at its best, as +5 Strength adds 25 pounds more to your
weight allowance rather than the 5 you would get with a single point
up. How do you get these bonuses? It's simple math. The skills that
belong to those stats affect the bonus. For every two points you get
in skills belonging to a stat, you get +1 stat bonus point. For two
skill points, it's still the base one. After that, up to a maximum of
+5, every two skill points add another bonus stat point when you
level.
Example: Our Nord character gets 5 Armorer and 5 Heavy Armor skill ups
before they level. In the level menu, Endurance now has a +5 next to
it and, if chosen, will be 5 points higher, moving our example's
Endurance from 65 to 70.
Knowing what stats you want raised in your level can let you emphasize
on getting skill points in the attendant skills. If you get extra
skills it's okay. There are a lot of skills and it's likely you'll
get random skill ups every level. As long as those points aren't in
major skills, it's fine. That brings to mind our next section...
------------------------------------3C-------------------------------------C: Level Points versus Stat Points
As has been stated many times, only gaining skill points in your major
skills will gain you a level. Any other skill points gained don't
affect your level directly. However, all skill points gained go into
bonuses for Stat points upon leveling. It's very easy to forget this
and gain a bunch of skill points and then wonder why you're not
getting a level. Alternatively, it's also very easy to gain a level
and then wonder why the maximum bonus you're seeing is a +2 to a Stat.
That's what planning your level is all about.
Looking at our Nord example, we decided he needed Intelligence,
Willpower and Speed. Intelligence skills are Alchemy, Conjuration and
Mysticism. Willpower has Alteration, Destruction and Restoration.
Speed has Athletics, Light Armor and Acrobatics. Keeping in mind that
we should probably gain our level with those skills as well, we can
plan out a strategy.
Athletics is an easy 10 skill points to get the +5 bonus to Speed.
Alternatively you could aim for Light Armor skill ups for 5 points and
Athletics to fill in the other 5. Avoid Acrobatics this level as the
major skill points for this level will be obtained elsewhere.
For Willpower we can get an easy 10 skillpoints in Alteration. Again,
it's okay to alternate with Restoration, but Destruction is a major
skill and this time we're getting all our major skill points from
Intelligence.
Intelligence, as you probably guessed, will be 10 points from Alchemy.
Again, this is easy as materials are in abundance.
It should be noted that you need to have all your other skill points
in place before you get your last major skill point in your level. As
soon as that happens, it locks into place any bonuses earned and
starts working on a new level. In fact, you can gain multiple levels
without ever resting. Make sure you keep track so that you don't miss
out on maximum Stat bonuses.
------------------------------------3D-------------------------------------D: Random Skilling and Forced Skilling
There's a lot to be said for the random skillup. Diving into a
dungeon, sword drawn, armor clanking, magic blazing at your
fingertips, you really have to love the thrill of the entire
environment in Oblivion. If you know that you won't get skills in
your major skills unless you so desire, then go ahead. Get some extra
Blade or Athletics points. It shouldn't hurt you in the long run and
will definitely help ensure that your character can meet any challenge
they face.
On the other hand, forced skilling allows you to control every aspect
of your character, getting the skills that you planned for. It sounds
a bit impossible, considering that you probably can't see how to force
Blade, Light Armor and other fighting skills without being in a
dungeon. There is, however, a way. A way without cheating, even.
It's called Conjuration.
Conjuration is probably the best magical skill ever, though you
probably wouldn't have thought of it before this. Simply put, it
allows you to summon a creature with your magic. Why is this
important? Because, like mobs in dungeons, you can attack those
mobs you have summoned. Want a blade skill? Conjure a skeleton once
Conjuration is at Apprentice level (Novices don't have creatures to
summon) and hit it with a dagger until it dies or disappears. Light
Armor skill coming slowly? Easy, just hit your skeleton three times
with a dagger and it will turn around to attack you. Destruction
magic works too, as does marksmanship. Pretty much any assault skill
you desire can be gained by beating on the mob you summoned.
That doesn't solve the majority of magic skills, is the next comment
I can hear. Right, but all magic skills (except for Destruction) have
spells you can cast on yourself repetitively. Examples are Starlight
for Illusion, Bound Boots for Conjuration (to Apprentice at least)
Fortify Fatigue for Restoration, Minor Life Detection for Mysticism
and Protect for Alteration. Most of these spells, with the exception
of conjured equipment (as opposed to conjured mobs), can be recast over
themselves. Actually, conjured weapons can be sheathed to dissipate
the spell, but boots, helmets and such just have to wear off. Quick,
easy and mostly painless. (Note: Okay, I admit that if you have
access to the Arcane University, you can create a spell that allows
you to cast Destruction magic on yourself. If you have access, it's a
great way to overcome the barrier of having to cast on something else.
If you haven't gotten access because you're wanting your levels first,
then you can fireball your summoned critters and not worry about it.
Also, casting cure spells does work even if you aren't hurt, but it's
slower than the other Restoration spells. Actually, Restoration is
just slow, period.) I've been reminded that you can just jump into
campfires to damage yourself for mad Restoration skilling. However,
if you can cast Protect, it's really less painful to your character.
Athletics skills can be gained by swimming in a river a lot more
quickly than if you were running all over the place. Acrobatics
skills move by jumping around. Silly, but that's the truth. You can
also gain Acrobatics by falling, though you can damage yourself this
way so avoid it when possible. Speechcraft goes up by using the
Persuasion menu, Mercantile by haggling with a merchant to the high
end of what they will still sell to you or buy from you at. Also you
can sell any stackable item to a merchant one item at a time. You can
buy or loot a stack of arrows, for example, and sell them one by one
for maximum Mercantile skill. It takes a while, but is possible.
Security skill can be gained by picking locks.
Easiest of all is Alchemy. Even at Novice level you can make Restore
Fatigue potions with the foods found in every Mage's Guild and
Fighter's Guild in cities. You can find a basic mortar and pestle
during the tutorial or at any Mage's Guild. Most of the Mage's Guilds
have the other three alchemic apparatuses (Alembic, Calcinator and
Retort) to strengthen your potions. Better yet, you can sell your
potions for badly needed gold. Best of all, food (just food, not
alchemy ingredients) regenerates in about a week and reappears on the
tables and in the cupboards of any Guilds you have looted already.
Food regenerates on tables, shelves and desks, in cupboards and
barrels. Food found in bags, chests and other spots don't come back
at least not that I've seen yet.
Sneak is easier than I first thought. (Thank you Edwin.) All you
need to do to skill sneak is find a hallway or corner with an NPC
nearby. Put yourself in sneak mode while behind them and move back
and forth slowly. I tested this myself and it does work very well.
Apparently invisible is good for enhancing your sneakiness (is that a
word?) as it causes NPCs to not see you while you start to sneak
behind them. As I'm all for putting off dungeon crawls until they are
profitable for me, this was a great addition to the overall strategy.
As a side note, you could, of course, break into a house or go into
an off-limits area (the door is red, even if unlocked) and sneak
around in it. This isn't my favorite as I'd prefer not to have to pay
a fine if caught, but it works just the same. Also, I was reminded
that if you steal something and get put in jail, you can gain sneak
skill there. Or, at worse, go into a dungeon and sneak around. Don't
forget that the weight of your footwear matters until you are at least
50 Sneak skill. Chapels, as a note, are a great place for following
an NPC while sneaking. They are dark and so it's easy to just follow
behind someone for loads of skill. These aren't the only options, of
course, just a few. If you find another way that works for you,
great. Also, if you can find one of various places that has a wall
between you and NPCs, you can auto-walk into the wall while sneaking
for continuous skilling. A lot of people mentioned this to me, so I
figured I'd put that note in. You do, however, have to be around to
iron arrows for 100 gold and sold them back one at a time at one gold
a piece. Okay, I lost money on the deal (something like 400 gold
total) but I got 10 straight Mercantile skill points. Tried, tested,
tedious, torturous, true. It works, enough said.
Mysticism is yet another great skill for easy skill ups. One of its
two Novice spells, Minor Life Detection, can be cast over and over as
long as you have Magicka points to spare. So far, even as a mainly
mage character, I haven't used this skill much and it's a great easy
leveling skill for me.
Restoration is probably the hardest skill among the magic skills to
level. It is slow and sluggish, even when actually healing yourself
from massive amounts of damage. It's enough to make anyone grind
their teeth, really. However, that very property does come in handy
for level control. If you're short of skills that you can avoid
random skill points with, consider taking Restoration and working
around any random point you might gain every five or so levels.
Security is one of those skills that makes you wonder if it actually
does anything useful. Okay, so fewer tumblers fall if your skill is
higher, but the goal is to not break your lockpick in the first place,
right? Still, with a lot of locks within picking ability of
Alteration spells, you might not find yourself picking a lot of locks
unless you choose to. This one is a toss-up, as it's probably a good
bet that you WILL pay for training eventually because it is a bit of a
pain to depend on. Also, I'm not sure that getting thrown in jail in
the hopes of a small skill up would be worth it. I'll leave that up
to you.
Sneak is easy to skill up (now that I know how) and makes damage on
big mobs climb to a maximum when you attack before they see you.
However, unless you plan on running through entire dungeons without
sneak on or being completely maxed before you ever set foot in a
dungeon, think carefully about this skill. Of course, if it's part
of your overall strategy for your levels, it might just be the ticket
to easy level points.
Speechcraft...what can I say? It's silly and often annoying to play
that little persuasion mini-game. Enough so that I don't normally
touch it unless I either have to or want to. This skill is
completely within your means to control. You don't have to be careful
with your choices if you're just trying to level this skill. I've
tested this and found that just mashing buttons and going around the
circle works as well as being meticulous in your choices. Better,
actually, as you never max the NPC's disposition and can go on
infinitely if you so desire.
------------------------------------3F-------------------------------------F: Notes on Endurance and Luck.
While I hesitate to favor any one stat over another, I will admit that
Endurance seems to be the most crucial stat. Unlike other stats, this
one directly effects every level even if you haven't boosted it that
level. Endurance equals Health Points and Health Points mean you can
live through that ultra-super-mega hard dungeon that is giving you a
bellyache. The game (and booklet and guide) will tell you that you
gain 10% of your Endurance in Health Points every level. Yes, EVERY
level, not just those you boost Endurance in. What they don't tell
you is that your beginning HP (short for Health Points) is two times
your Endurance or that every time you gain more endurance points you
gain HP in the amount of two times the Endurance boost PLUS that 10%
of your Endurance. This affects your overall HP pool as it
continuously builds upon itself every level. So, the lower you max
out your Endurance, the more HP you'll have in higher levels to keep
yourself alive. Boosting your beginning Endurance with the signs of
The Lady or The Warrior means you are looking at 20 more HP to start
and 2 fewer levels until you can cap Endurance at 100. Adding in an
additional boost from setting one of your main stats as Endurance will
net you another 10 HP and one less level of Endurance needed. And, of
course, those also mean you have a higher maximum overall HP pool when
you reach your highest level.
Example:
Race: Orc
Sign: The Warrior
Max Stats: Strength and
Level 1 Endurance:
Level 1 Health Points:
Level 8 Endurance:
Level 8 Health Points:
Level 25 Health Points:
Endurance
65
130
100
254
424
or
Race: Breton
Sign: The Lady
Max Stats: Willpower and
Level 1 Endurance:
Level 1 Health Points:
Level 12 Endurance:
Level 12 Health Points:
Level 25 Health Points:
Endurance
45
90
100
274
404
This doesn't mean you have to take these bonuses, by any means, it's
just an example of how you can maximize your Endurance for the most
Health Points over time. Remember, Magicka is only and ever two
times your Intelligence. Whether you cap it at 10 or 25, the result
is the same. Endurance always builds on your Health Points, making
it a valuable stat to consider when you make your level plan.
Another stat that gives one pause is Luck. As it is very hard to
gauge exactly what this stat does, it is hard to endorse raising it
instead of other skills you can get a +5 bonus in. However, it should
be noted that if you take no bonuses in the beginning to luck, it
could take you a maximum of 50 levels to cap Luck. If this stat
governs what items you are likely to find in dungeons or for sale from
merchants, then this could be quite a monumental task to max this out
at 100 and nearly impossible without the right beginning skills (all
at 25) to stretch out your levels to 50. I've had a lot of people
send me notes about Luck and, to be honest, I've yet to see empirical
evidence that Luck is worthwhile. But, I also note that it has got to
be in the game for some reason! I'll keep working on a character with
maxed Luck to see if I can get an inkling of how exactly this stat
works.
====================================4=======================================
4: Training for Skills
District.
Rasheda runs Fire and Steel in Chorrol.
c: Master Trainer (70-100)
Gin-Wulm is a smith at the Best Defense in the Imperial City's
Market District, but spends a lot of his time wandering in the
Market District and the Elven Garden's District.
5: Athletics
a: Low Level Trainers (5-39)
Uuras has a house in the southwest of Skingrad.
Mahei is found in Leyawiin.
b: Mid Level Trainers (40-69)
Hauls-Ropes-Faster is a drunk pirate you can find at The
Fo'c'sle in Anvil as well as along the Waterfront at night.
Honditar has a homestead just southwest of Chorrol.
c: Master Trainer (70-100)
Rusia Bradus is found in Anvil next to the Abandoned House.
6: Blade
a: Low Level Trainers (5-39)
Naspia Cosma is the steward at Castle Cheydinhal.
Right Wind is found at the Bruma Fighter's Guild.
b: Mid Level Trainers (40-69)
Sherina at the Leyawiin Fighter's Guild.
Rhano at the Anvil Fighter's Guild.
c: Master Trainer (70-100)
Alix Lencolia can be found at the Faregyl Inn south of the
Imperial City.
7: Block
a: Low Level Trainers (5-39)
Fadus Calidius at the Skingrad Fighter's Guild.
Huurwen at the Anvil Fighter's Guild.
b: Mid Level Trainers (40-69)
Lum gro-Baruth at the Chorrol Fighter's Guild.
====================================5=======================================
5: Skill Books and other ways to gain skills
A really neat addition, in my opinion, are the books scattered across the
world that give you skill points. There aren't a lot of these for any
skill, but they do make a nice and (usually) free addition to your skill
points. Some are in easy places and some in hard, most don't require
that you actually take them and reading them can't get you into trouble
for stealing. Some are DEFINITELY in places that could get you into
trouble for breaking and entering or tresspassing. It's pretty much up
to you how strongly you feel about going after certain books. To make
your life easier, I'm adding a list of books both by their skill and by
the place you can find them. This is by no means comprehensive. I keep
finding books all over the place. This is just the most complete
information I have at this moment. These don't count as trained skill
points for your level, so you can get as many as you like until you don't
have any more books around. As a caution, these work as regular skill
points and will add to your major skills (and therefore your level).
Also, once you hit 100 in any given skill these books might as well be
pretty decoration as they will no longer benefit you. Sorry, 100 is the
cap without magical items to boost a skill.
------------------------------------5A-------------------------------------A: Skill Books by Type
I've listed books by skill category, adding a brief notation about the
city/place they are found. This cross-references with the list just
under it of books by location. That list gives a more complete
indication of where to find the book. As an additional note, while
more than one copies of a book might exist, it only works once.
Finding a book of the same title in another city won't give you
another skill point.
1: Acrobatics
Beggar Thief - Bravil
A Dance in Fire Volume 1
A Dance in Fire Volume 4
The Black Arrow Volume 1
Mystery of Talara Volume
Cheydinhal, Kvatch
Cheydinhal, Kvatch
Brindle
- loot
2: Alchemy
Calcinator Treatise - loot or quest
De Rerum Dirennis - Skingrad
Mannimarco, King of Worms - Arcane University
Song of the Alchemists - Arcane University
A Game at Dinner - Chorrol
3: Alteration
Daughter of the Niben - Skingrad
Reality and Other Falsehoods - Leyawiin
The Dragon Break - Imperial City
The Lunar Lorkhan - quest, loot, Henantier's Dreamworld
Sithis - Leyawiin
4: Armorer
Heavy Armor Repair - loot
Light Armor Repair - Bravil
on a shelf
3: Bruma
Ahzirr Traajijazeri - H2H Skillbook - Below J'Ghasta's house
Immortal Blood - H2H Skillbook - J'Gasta's house
2920 Hearthfire - Conjuration Skillbook - Great Chapel of Talos
chapel
A Dance in Fire Volume 5 - Marksman Skillbook - Regner's house on a
writing table beside fireplace
How Orsinium Passed to Orcs - Heavy Armor Skillbook - Castle Bruma,
Lord's Manor on a desk
The Wolf Queen Volume 3 - Illusion Skillbook - Mage's Guild
basement on a desk
4: Cheydinhal
Ahzirr Traajijazeri - H2H Skillbook - Dark Brotherhood's Sanctuary
A Dance in Fire Volume 1 - Acrobatics Skillbook - Ganredhel's house
on a dresser (w/Vol.4)
A Dance in Fire Volume 4 - Acrobatics Skillbook - Ganredhel's house
on a dresser (w/Vol.1)
The Armorer's Challenge - Armorer Skillbook - Fighter's Guild,
second floor on a shelf
The Black Arrow Volume 2 - Marksman Skillbook - Dark Brotherhood's
Sanctuary in Teinaava's chest
The Firsthold Revolt - Mysticism Skillbook - Mage's Guilde basement
The Gold Ribbon of Merit - Marksman Skillbook - Dark Brotherhood's
Sanctuary, training room in a chest
Incident in Neocrom - Illusion Skillbook - Willow Bank, second
floor on a dresser
The Rear Guard - Light Armor Skillbook - Dark Brotherhood's
Sanctuary, training room in a chest
5: Chorrol
Fighters Guild History 1st ed. - Heavy Armor Skillbook - Fighter's
Guild in locked display case
The Legendary Sancre Tor - Blunt Skillbook - Vilena Donton's
quarters on a shelf
The Warp in the West - Block Skillbook - Chorrol - given by Brother
Piner after asking Jauffre about assistance in Main Quest
2920 MidYear - Heavy Armor Skillbook - Fire and Steel on a shelf
Temple that has spells for sale. Several of the Mage's Guilds have an
emphasis in the spells they sell, although they usually sell a smattering
of other spells as well. Temples, on the whole, sell spells from the
Restoration category, though they do sell a few other spells that are mostly
harmless.
If you see high spell costs when you first look at the spell purchase list,
do not be dismayed. As your skill goes up in the various magic skills, your
casting cost will go down. That Summon Skeleton spell that cost you 60
Magicka points as a brand new Apprentice Conjurer will cost less than 30
points when you reach Expert level.
Just as the Magicka cost
of the spell. It varies
score you've gained with
very difficult to give a
adjusts
by your
the NPC
cost of
Because of the varying costs in Magicka and Septims, I've decided I'm only
going to list the vendors who sell spells as well as where to find them and
what they sell. I'm including two lists here. Spells by category and
spells by vendor. They, like my books list, cross-reference each other so
that you can find the spell you're looking for more easily. I might later
go back and add spell effects, if I find the time.
------------------------------------6A-------------------------------------A: Beginning Spells for all Categories
All magic skills have beginning spells that you can
you choose that skill as one of your major skills.
overall choices in skills, every character receives
Minor Wounds. The rest depend on what major skills
1: Alteration Beginning Spells
Open Very Easy Lock
Protect
2: Conjuration Beginning Spells
Summon Skeleton
Turn Undead
3: Destruction Beginning Spells
Cold Touch
Flare
Shocking Touch
4: Illusion Beginning Spells
Soothing Touch
Starlight
5: Mysticism Beginning Spells
Minor Dispel
Minor Life Detection
6: Restoration Beginning Spells
receive, provided
Regardless of your
Flare and Heal
you take.
Absorb Health
Heal Minor Wounds
------------------------------------6B-------------------------------------B: Mage's Guild Spell Emphasis
All but one of the seven major Mage's Guilds has a special magic skill
emphasis. Bruma, the exception, has a smattering of all spells to
offer from the spell vendors. That doesn't mean you'll only find one
category of spells in the other six cities, just that you'll find a
concentration of those spells there, giving you a better chance to
find the spell you're looking for.
1: Anvil Mage's Guild: Restoration
2: Bravil Mage's Guild: Illusion
3: Cheydinhal Mage's Guild: Alteration
4: Chorrol Mage's Guild: Conjuration
5: Leyawiin Mage's Guild: Mysticism
6: Skingrad Mage's Guild: Destruction
------------------------------------6C-------------------------------------C: Spells by Category
1: Alteration
a: Novice spells:
Open Very Easy Lock
Cheydinhal, Imperial City
Protect
Cheydinhal, Imperial City
Protect Other
Cheydinhal, Imperial City
b: Apprentice spells:
Burdening Touch
Cheydinhal
Defend
Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
Ease Burden
Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Imperial City,
Leyawiin, Skingrad
Electric Shell
Cheydinhal
Frost Shell
Cheydinhal
Heat Shell
Bruma, Cheydinhal
Hindering Touch
Cheydinhal, Imperial City
Open Easy Lock
Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
Sea Stride
Cheydinhal
Water Breathing
Cheydinhal, Imperial City
c: Journeyman spells:
Encumbering Touch
Cheydinhal
Guard
Cheydinhal
Ice Shield
Cheydinhal
Lighten Load
Cheydinhal
Lightning Shield
Cheydinhal
Open Average Lock
Bruma, Cheydinhal
d: Expert spells:
Fire Shield
Cheydinhal
Glacial Wall
Cheydinhal
Lightning Wall
Cheydinhal
Open Hard Lock
Cheydinhal
Oppressing Grasp
Cheydinhal, Imperial City
Pack Mule
Cheydinhal
Shield
Cheydinhal
Chorrol
Bound Cuirass
Bravil, Chorrol
Bound Mace
Chorrol
Rebuke Undead
Bruma, Chorrol, Skingrad
Summon Dremora
Chorrol
Summon Flame Atronach
Chorrol
Summon Headless Zombie
Chorrol
Summon Skeleton Guardian
Chorrol
d: Expert spells:
Bound Shield
Chorrol
Bound Sword
Bruma, Chorrol, Imperial City
Dismiss Undead
Bruma, Chorrol, Skingrad
Summon Clannfear
Chorrol
Summon Daedroth
Bruma, Chorrol
Summon Faded Wraith
Chorrol
Summon Frost Atronach
Chorrol
Summon Skeleton Champion
Chorrol
Summon Skeleton Hero
Chorrol
Summon Spider Daedra
Chorrol
e: Master spells:
Summon Dremora Lord
Bruma
Corrode Armor
Skingrad
Damage Attribute: Speed
Unknown
Damage Attribute: Willpower
Unknown
Drain Attribute: Speed
Unknown
Drain Attribute: Willpower
Unknown
Drain Skill: Illusion
Skingrad
Drain Skill: Marksman
Skingrad
Electric Touch
Imperial City, Skingrad
Entropic Touch
Skingrad
Entropic Bolt
Skingrad
Flame Touch
Imperial City, Skingrad
Flash Bolt
Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
Frost Touch
Bruma, Skingrad
Hailstone
Skingrad
Magicka Drain
Skingrad
Major Ennervation
Skingrad
Major Wound
Imperial City, Skingrad
Sever Magicka
Skingrad
Shock
Skingrad
Weakness to Fire
Imperial City, Skingrad
Weakness to Frost
Skingrad
Weakness to Poison
Imperial City, Skingrad
Weakness to Shock
Skingrad
c: Journeyman spells:
Barnoff's Bloody Icicle
Cheydinhal
Blazing Spears
Skingrad
Corrode Weapon
Skingrad
Damage Attribute
Intelligence
Damage Attribute
Strength
Dire Wound
Skingrad
Drain Attribute
Intelligence
Drain Skill: Alteration
Skingrad
Drain Skill: Destruction
Imperial City, Skingrad
Drain Skill: Hand-to-Hand
Skingrad
Drain Skill: Heavy Armor
Skingrad
Fire Ball
Skingrad
Frost Bolt
Skingrad
Greater Magicka Drain
Skingrad
Hail Storm
Skingrad
Lightning Bolt
Skingrad
Lightning Grasp
Skingrad
Searing Grasp
Skingrad
Shocking Burst
Skingrad
Weakness to Magicka
Skingrad
Winter's Grasp
Bruma, Skingrad
Withering Touch
Skingrad
d: Expert spells:
Arctic Blow
Skingrad
Dire Enervation
Skingrad
Disintegrate Armor
Skingrad
Drain Skill: Blade
Skingrad
Drain Skill: Conjuration
Skingrad
Drain Skill: Restoration
Skingrad
Fire Storm
Skingrad
Heat Blast
Bruma, Imperial City, Skingrad
Ice Bolt
Imperial City, Skingrad
Ice Storm
Imperial City, Skingrad
Lightning Ball
Imperial City, Skingrad
Lightning Blast
Imperial City, Skingrad
Lightning Surge
Skingrad
Scorching Blow
Skingrad
Serenity
Bravil
Soothing Touch
Bravil
Starlight
Bravil, Imperial City
Touch of Frenzy
Bravil
b: Apprentice spells:
Command Creature
Chorrol
Command Humanoid
Chorrol
Commanding Touch
Bravil, Chorrol
Eyes of Eventide
Bravil, Imperial City
Heroic Touch
Bravil, Bruma
Heroism
Bravil
Mesmerizing Grasp
Bravil
Moonlight
Bravil
Pacification
Bravil
Rage
Bravil
Seductive Charm
Bravil, Chorrol
Touch of Fear
Bravil
Touch of Rage
Bravil, Imperial City
c: Journeyman spells:
Calming Touch
Unknown
Candlelight
Bravil
Chameleon
Bravil
Deathly Visage
Cheydinhal
Debilitate
Bravil
Dominating Touch
Chorrol
Enthralling Presence
Bravil, Bruma
Eyes of Midnight
Bravil
Hush
Bravil
Shadow Shape
Bravil
Shroudwalk
Cheydinhal
Voice of Dread
Bravil
Voice of Rapture
Bravil
d: Expert spells:
Black Winter
Cheydinhal
Dominate Creature
Chorrol
Dominate Humanoid
Bruma, Chorrol
Fearful Gaze
Bravil
Ghostwalk
Bravil, Imperial City
Immobolize
Bravil, Imperial City
Mute
Bravil, Imperial City
Shadow
Bravil, Imperial City
Torchlight
Bravil, Imperial City
e: Master spells:
Cloak
Imperial City
Daylight
Imperial City
Grasp of Terror
Bravil
Paralyze
Imperial City
Silence
Imperial City
Spectral Form
Bravil
Terrifying Presence
Imperial City
5: Mysticism
a: Novice spells:
Minor Dispel
Leyawiin
Minor Life Detection
Anvil, Imperial City, Leyawiin
b: Apprentice spells:
Dispel Other
Leyawiin
Major Dispel
Imperial City, Leyawiin
Major Life Detection
Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
Remote Manipulation
Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
Soul Trap
Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
c: Journeyman spells:
Greater Dispel
Leyawiin
Greater Dispel Other
Bruma, Leyawiin
Greater Life Detection
Leyawiin
Greater Soul Trap
Leyawiin
Greater Spell Reflection
Bruma
Psychic Motion
Leyawiin
Spell Absorption
Unknown
d: Expert spells:
Bloodhunt
Cheydinhal
Superior Dispel
Imperial City, Leyawiin
Superior Life Detection
Bruma, Imperial City, Leyawiin
Superior Soul Trap
Leyawiin
Superior Spell Absorption
Leyawiin
Superior Spell Reflection
Imperial City, Leyawiin
Telekinesis
Leyawiin
e: Master spells:
Legendary Dispel
Imperial City
Legendary Life Detection
Imperial City
Legendary Soul Trap
Imperial City
Legendary Spell Absorption
Imperial City
Legendary Spell Reflection
Leyawiin
Movement Mastery
Imperial City
6: Restoration
a: Novice spells:
Absorb Attribute: Agility
Anvil
Absorb Attribute: Endurance
Anvil
Absorb Attribute: Intelligence
Anvil
Absorb Attribute: Luck
Anvil, Imperial City
Absorb Attribute: Speed
Anvil
Absorb Attribute: Strength
Anvil
Absorb Attribute: Willpower
Anvil
Absorb Fatigue
Anvil, Imperial City
Absorb Health
Anvil
Absorb Magicka
Anvil, Imperial City
Absorb Skill: Acrobatics
Anvil
Absorb Skill: Athletics
Anvil
Absorb Skill: Illusion
Anvil, Imperial City
Absorb Skill: Security
Anvil
Fortify Fatigue
Imperial City
Heal Minor Wounds
Starting Spell for all characters regardless of skill choice.
Minor Respite
Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
b: Apprentice spells:
Absorb Skill: Hand-to-Hand
Anvil
Restore Agility
Bruma
Restore Endurance
Leyawiin
Restore Intelligence
Unknown
Restore Luck
Anvil
Restore Personality
Anvil
Restore Speed
Bravil
Restore Strength
Chorrol
Restore Willpower
Skingrad
c: Journeyman spells:
Absorb Skill: Alteration
Anvil, Imperial City
Absorb Skill: Block
Anvil
Absorb Skill: Conjuration
Anvil
Absorb Skill: Heavy Armor
Anvil
Absorb Skill: Marksman
Anvil
Consume Health
Anvil, Bruma
Cure Disease
Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
Fortify Magicka
Anvil, Imperial City
Greater Convalescence
Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
Greater Fortify Agility
Bruma
Greater Fortify Endurance
Leyawiin
D: Spells by Location
The vendors are very picky about time and place to sell. Some seem to
only have a few minutes maximum each game day that they will sell
spells, while others are available for hours at a time. Some only
sell when standing in a specific place and others roam and still will
let you buy spells. Be patient is my only advice.
I'm pretty sure I didn't get all of the vendors, though I definitely
tried. I was using a level one character without any spells to make
sure my list was comprehensive. Because of that, I could have had
people refuse to speak with me for a variety of reasons. I'll go back
over the next few days and try to see what else I can find.
1: Anvil
a: Marc Gulitte: Mage's Guild
Absorb Skill: Alteration - Journeyman Restoration
Absorb Skill: Blade - Expert Restoration
Absorb Skill: Block - Journeyman Restoration
Absorb Skill: Blunt - Expert Restoration
Absorb Skill: Conjuration - Journeyman Restoration
Absorb Skill: Destruction - Expert Restoration
Absorb Skill: Heavy Armor - Journeyman Restoration
Absorb Skill: Marksman - Journeyman Restoration
Absorb Skill: Sneak - Expert Restoration
Consume Health - Journeyman Restoration
Devour Health - Expert Restoration
Fortify Magicka - Journeyman Restoration
Greater Fortify Health - Expert Restoration
Greater Fortify Magick - Expert Restoration
b: Thaurron: Mage's Guild
Absorb Ability: Agility - Novice Restoration
Absorb Ability: Endurance - Novice Restoration
Absorb Ability: Intelligence - Novice Restoration
Absorb Ability: Luck - Novice Restoration
Absorb Ability: Speed - Novice Restoration
Absorb Ability: Strength - Novice Restoration
Absorb Ability: Willpower - Novice Restoration
Absorb Fatigue - Novice Restoration
Absorb Health - Novice Restoration
Absorb Magicka - Novice Restoration
Absorb Skill: Acrobatics - Novice Restoration
Absorb Skill: Athletics - Novice Restoration
Absorb Skill: Hand-to-Hand - Apprentice Restoration
Absorb Skill: Illusion - Novice Restoration
Absorb Skill: Light Armor - Apprentice Restoration
Absorb Skill: Mercantile - Apprentice Restoration
Absorb Skill: Mysticism - Apprentice Restoration
Absorb Skill: Restoration - Apprentice Restoration
Absorb Skill: Security - Novice Restoration
Defend - Apprentice Alteration
Ease Burden - Apprentice Alteration
Flash Bolt - Apprentice Destruction
Heal Major Wounds - Apprentice Restoration
Leech Health - Apprentice Restoration
Minor Life Detection - Novice Mysticism
55
30
40
40
40
45
30
50
Major Skills
Armorer:
35
Alteration:
Blunt:
Illusion:
Marksman:
Mysticism:
Restoration:
25
35
25
25
25
30
Minor Skills
Acrobatics:
Alchemy:
Athletics:
Blade:
Block:
Conjuration:
Destruction:
Hand-to-Hand:
Heavy Armor:
Light Armor:
Mercantile:
Security:
Sneak:
Speechcraft:
5
5
10
20
20
5
5
10
20
5
5
5
5
5
Now, 20 hours into his character (although I'll admit some of those were
me forcing him to run places to check just "one more thing"), he's
cleared only 6 dungeons and has had 518 skill ups. Now his sheet looks
like this:
Level 12
HP/MP/Fatigue
Health:
204
Magicka:
250
Fatigue:
290
Stats
Strength:
Intelligence:
Willpower:
Agility:
Speed:
Endurance:
Personality:
Luck:
90
75
75
55
50
70
30
50
Major Skills
Armorer:
Blunt:
Alteration:
Illusion:
Mysticism:
Restoration:
Marksman:
55
40
62
35
35
50
38
Minor Skills
Acrobatics:
Alchemy:
Athletics:
Blade:
Block:
20
52
29
62
32
Conjuration:
Destruction:
Hand-to-Hand:
Heavy Armor:
Light Armor:
Mercantile:
Security:
Sneak:
Speechcraft:
80
32
41
62
25
23
16
42
8
As you can see, he's deliberately pushed his Strength, Intelligence and
Willpower higher, giving him some nice overall bonuses to his magic and
to his encumbrance limit. His encumbrance is now a whopping 450, though
in real practice 449, and he can loot dungeons without missing a step. I
was surprised that he's gotten so high, honestly, as I'm forever
distracting him from his play to do things for me. He tells me he just
spams spells as he runs around for me.
Overall, I think that shows a little of what I'm trying to say. If
anyone is confused or needs more clarification, I'll be more than
happy to help out.
====================================8=======================================
8: Updates and Things
1.01
A small version update to add in ASCII text art and section breaks. Also
some typo fixes that I missed the first go around.
1.02
Fixed more minor typos and clarified some items. Fixed the Sneak skill
section in quick skill ups. Added credits for tips and tricks.
1.10
Added Spell Vendor content. Added two more ways for skills ups in
section 5. Added a comparison example from level 1 to level 12 using
this guide to attain level 12. Updated Imperial race to reflect the
correct bonuses. Updated Major Stat bonuses. Added more credits and
thanks.
1.11
Fixed some oversights and added in a comment on major skills and levels.
Added thanks for pointers and extended it since I'm getting a lot of
help (thanks to everyone again) and people are starting to have the same
name.
1.20
Added a section on skill control. Added another skill bonus item.
Credit given where credit was due, that sort of thing.
1.21
Fixed some typos and added a few extra tips and tricks. Put in some
credits for help.
1.30
Small clarifications and notations, a few more thanks. Added a section
on Endurance and Luck stats. Added another spell vendor.
1.35
hate mail, save it. I don't tell you how to game, this is just a
suggestion on how to make your character work for you.
Again, I will say that the author of this work has no association with
Bethesda or 2K games, just a really odd gamer girl (woman, whatever) with
way too much time on her hands.
====================================END=====================================
The Elder Scrolls IV: Oblivion: Balanced Character Creation Guide by Brynne
Version 1.35, Last Updated 2006-04-07 View/Download Original File
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