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The Elder Scrolls IV: Oblivion: Balanced Character Creation Guide by Brynne

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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

is quite a selection of races in Oblivion, all of them worthwhile to


play and all of them with their strengths and weaknesses. Knowing how
you want to play your character should come into play in your choice,
although there is nothing wrong with choosing a magically inclined
race to make a fighter or vice versa. It just means your job will be
slightly more difficult.
Each race has a special ability along with adjusted beginning stats
and skill bonuses. Males and females of the races also have slightly
different stats. Don't get upset girls, as when a female is weaker
in some areas, males are weaker in others. There are no judgements
made by the game creators overall and it truly is very balanced
regardless of what you pick. Stats start at either 30, 40 or 50 (with
Orcs the exception to this rule) and only the Luck stat is 50 for any
and every race.
I did use some abbreviations for stats, so here they are. Str is
Strength, Int is Intelligence, Will is Willpower, Agi is Agility, End
is Endurance and Per is Personality. Those, along with Speed and
Luck, are the stats for this game. We'll discuss stats in a later
section. For now, here are the various races and their starting
abilities.
1: Argonian - A reptilian race with immunities to disease and poison.
They can also breathe water and get a bonus to picking locks.
a: Starting Stats - Male:
40 Str
40 Int
30 Will
50 Agi
40 Speed
30 End
30 Per
50 Luck

Female:
40 Str
50 Int
40 Will
40 Agi
40 Speed
30 End
30 Per
50 Luck

b: Skill Bonuses - +10 Athletics and Security


+5 Alchemy, Blade, Hand-to-Hand, Illusion and
Mysticism
c: Specials - Resist Disease (75/100 constant)
Immune to Poison (100/100 constant)
Water Breathing (constant)
2: Breton - Humanoid race that is known for their spellcraft and
resistance to magic. They are especially good at summoning and
healing magics.
a: Starting Stats - Male:
40 Str
50 Int
50 Will
30 Agi
30 Speed
30 End
40 Per
50 Luck

Female:
30 Str
50 Int
50 Will
30 Agi
40 Speed
30 End
40 Per
50 Luck

b: Skill Bonuses - +10 Conjuration, Mysticism and Restoration


+5 Alchemy, Alteration and Illusion

c: Specials - Fortified Maximum Magicka (+50 Magicka Points)


Resist Magicka (50/100 constant)
Dragon Skin (Shield ability of 50, duration 60
seconds, once per day)
3: Dark Elf - Dark Elves are known for balanced fighting skills with
sword, bow and destruction magic. They are also known as Dunmer in
their homeland of Morrowind.
a: Starting Stats - Male:
40 Str
40 Int
30 Will
40 Agi
50 Speed
40 End
30 Per
50 Luck

Female:
40 Str
40 Int
30 Will
40 Agi
50 Speed
30 End
40 Per
50 Luck

b: Skill Bonuses - +10 Blade and Destruction


+5 Athletics, Blunt, Light Armor, Marksman
and Mysticism
c: Specials - Resist Fire (75/100 constant)
Guardian Spirit (conjures a Ghost for 60 seconds,
once per day)
4: High Elf - The most strongly gifted in magic, the High Elves (also
known as Altmer on Summerset Isle) also have a vulnerability to
fire, frost and shock.
a: Starting Stats - Male:
30 Str
50 Int
40 Will
40 Agi
30 Speed
40 End
40 Per
50 Luck

Female:
30 Str
50 Int
40 Will
40 Agi
40 Speed
30 End
40 Per
50 Luck

b: Skill Bonuses - +10 Alteration, Conjuration, Destruction and


Mysticism
+5 Alchemy and Illusion
c: Specials - Fortified Maximum Magicka (+100 Magicka Points)
Weakness to Fire, Frost and Shock (25/100 constant on
all)
Resist Disease (75/100 constant)
5: Imperial - These natives of the cosmopolitan province of Cyrodiil
are hailed as gifted diplomats and traders. They also are reputed
to be skilled with heavy armor and in social skills.
a: Starting Stats - Male:
40 Str
40 Int
30 Will
30 Agi

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

b: Skill Bonuses - +10 Heavy Armor, Mercantile and Speechcraft


+5 Blade, Blunt and Hand-to-Hand
c: Specials - Star of the West (Absorb Fatigue, 100 points, once
per day)
Voice of the Emperor (Charm, 30 points, once per day)
6: Khajiit - A feline race, they are intelligent, quick and agile.
Because of this, and their ability to see in the dark, they make
excellent thieves.
a: Starting Stats - Male:
40 Str
40 Int
30 Will
50 Agi
40 Speed
30 End
40 Per
50 Luck

Female:
30 Str
40 Int
30 Will
50 Agi
40 Speed
40 End
40 Per
50 Luck

b: Skill Bonuses - +10 Acrobatics and Hand-to-Hand


+5 Athletics, Blade, Light Armor, Security
and Sneak
c: Specials - Eye of Fear (Demoralize, 100 points, once per day)
Eye of Night (duration of 30 seconds, unlimited use)
7: Nord - Tall and fair-haired, Nord make strong warriors with an
added resistence to cold.
a: Starting Stats - Male:
50 Str
30 Int
30 Will
40 Agi
40 Speed
50 End
30 Per
50 Luck

Female:
50 Str
30 Int
40 Will
40 Agi
40 Speed
40 End
30 Per
50 Luck

b: Skill Bonuses - +10 Blade, Blunt and Heavy Armor


+5 Armorer, Block and Restoration
c: Specials - Nordic Frost (Frost Damage on touch, 50 points, once
per day)
Woad (Shield ability, 30 point, duration of 60
seconds, once per day), Resist Frost (50/100
constant)
8: Orc - Mountain people, Orcs are known as armorers and heavy troops.
Their berserker abilities and fighting skills make them strong in
melee combat.
a: Starting Stats - Male:

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

b: Skill Bonuses - +10 Armorer, Block, Blunt and Heavy Armor


+5 Hand-to-Hand
c: Specials - Berserk (Fortify Health, 20 points, Fortify Fatigue,
200 points, Fortify Strength, 50 points, Drain
Agility, 100 points, duration 60 seconds, once per
day), Resist Magicka (25/100 constant)
9: Redguard - With an affinity for all armors and most fighting
styles, Redguards make superior fighters. Add in their hardy
constitution and a natural resistance to disease and poison and you
can see why they are known as a warrior race in Tamriel.
a: Starting Stats - Male:
50 Str
30 Int
30 Will
40 Agi
40 Speed
50 End
30 Per
50 Luck

Female:
40 Str
30 Int
30 Will
40 Agi
40 Speed
50 End
40 Per
50 Luck

b: Skill Bonuses - +10 Athletics, Blade and Blunt


+5 Light Armor, Heavy Armor and Mercantile
c: Specials - Adrenaline Rush (Fortify Agility, 50 points, Fortify
Speed, 50 points, Fortify Strength, 50 points,
Fortify Endurance, 50 points, Fortify Health, 25
points, duration 60 seconds, once per day), Resist
Poison (75/100 constant), Resist Disease (75/100
constant)
10: Wood Elf - Nimble and quick, the Bosmer (as they are known in the
Valenwood forests) are good scouts, thieves and archers. Their
ability to command simple creatures is also a bonus.
a: Starting Stats - Male:
30 Str
40 Int
30 Will
50 Agi
50 Speed
40 End
30 Per
50 Luck

Female:
30 Str
40 Int
30 Will
50 Agi
50 Speed
30 End
40 Per
50 Luck

b: Skill Bonuses - +10 Alchemy, Marksman and Sneak


+5 Acrobatics, Alteration and Light Armor
c: Specials - Beast Tongue (Command Creature, 20 points, duration

60 seconds, once per day), Resist Disease (75/100


constant)
------------------------------------2B-------------------------------------B: What Sign Are You?
No, this isn't a pickup line heard in the common room of inns across
Tamriel, but a birthsign for your character that offers you a special
ability or bonus that can help you in your time in the game world. It
is important to choose your sign with care, as being born under the
right sign for your abilities will can boost you at the start. Again
I'm providing a list of their names and what they do without making
any judgement calls.
1: The Apprentice - This sign offers a character a bonus of 100
Magicka points at the start of their character. To offset this
bonus it comes with a 100% weakness to Magicka.
2: The Atronach - This sign offers 150 points of Magicka at the start.
However, you don't get any Magicka regeneration over time
regardless of how much Willpower your character might have.
Instead you have to sleep in a bed (if only for an hour) to get
your Magicka back. You also get a 50% boost to Spell Absorbtion.
3: The Lady - This sign gives you a +10 Stat bonus to Willpower and
Endurance.
4: The Lord - This sign gives you Restore Health (6 point regeneration
over 15 seconds) and a Weakness to Fire (25/100 constant).
5: The Lover - This sign gives you Paralyze (a touch effect for a
duration of 10 seconds, once per day) and you lose 120 points of
Fatigue once a day.
6: The Mage - This sign offers you 50 points of Magicka to start.
Unlike The Apprentice and The Atronach, however, there are no
negative effects.
7: The Ritual - This sign gives you Restore Health (200 points,
instant, once per day) and Turn Undead (100/100, duration of 30
seconds, once per day).
8: The Serpent - This sign has three effects that are all once per
day. Damage Health (touch effect, 3 points over 20 seconds),
Dispel (90/100), Cure Poison and Damage Fatigue (on self, 100
points).
9: The Shadow - This sign offers you Invisibility (duration of 60
seconds once per day).
10: The Steed - This sign boosts your Speed by 20.
11: The Thief - This sign gives you +10 to Agility, Speed and Luck.
12: The Tower - This sign gives you the ability to Open an Average
(3 tumbler) lock once per day. You also get Reflect Damage (5
points, duration of 120 seconds, once per day).
13: The Warrior - This sign boosts both your Strength and Endurance

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.

Knowing this, your emphasis should be on how you intend to play


your game. While the official guide recommends choosing those
skills in your emphasis as major skills, there are plenty of
reasons not to necessarily follow that advice, as I'll explain
later.
a: Combat - This emphasis includes Armorer, Athletics, Blade,
Block, Blunt, Hand-to-Hand and Heavy Armor. Note that six out of
seven of these skills have Strength or Endurance as their governing
stats. Athletics is speed. (More explained in the stats section.)
b: Mage - This emphasis includes Alchemy, Alteration, Conjuration,
Destruction, Illusion, Mysticism and Restoration. Out of these
skills, six out of seven are either governed by Willpower or
Intelligence. Illusion is Personality.
c: Stealth - This emphasis includes Acrobatics, Light Armor,
Marksman, Mercantile, Security, Sneak and Speechcraft. Out of
these, only five are Agility and Speed stat governed. Mercantile
and Speechcraft are Personality.
2: Your Major Stats
As with your overall emphasis, it's a good idea to look at how you
want to play your character in the overall scheme of things.
Again, this shouldn't affect your major and minor skill choices for
reasons I'll explain below. However, this will give you a tiny
boost in skillups to the skills belonging to these stats, as well
as five more stat points. Careful and judicious picking will allow
you to get the most out of your character's levels. It is
interesting to note that while the game says that the stats govern
skills, it is actually the other way around. Skills in that stat
set boost bonuses to the stat upon leveling, something that will
make your job easier when leveling your character. All stats have
a maximum of 100 points, but they can be damaged or boosted with
items and spells.
a: Agility - This stat (aka statistic or attribute) affects your
ability to maneuver and balance. It also ties in with Strength,
Endurance and Willpower to affect your Fatigue and finally, how
much damage you can do with marksman weapons (eg bows). It governs
the skills of Marksman, Security and Sneak.
b: Endurance - This stat affects how much Health you have. You
start with Health Points that are two times your beginning End
stat. Then, every time you level, 10% of your total Endurance
is added to your Health Points. This stat also affects how much
Fatigue you have. It governs the skills of Armorer, Block and
Heavy Armor.
c: Intelligence - This stat affects your total Magicka points,
giving you two times your stat total for your total Magicka Pool.
This only goes up if your Intelligence goes up, unlike health. At
first I thought that Int was what brought my casting costs down,
however, I've since discovered that it is level in a magic skill
and not Intelligence directly. It governs the skills of Alchemy,
Conjuration and Mysticism.
d: Luck - This stat affects everything you do, not surprisingly.
It's a bit hard to define just how it works specifically, but you

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

Expert Rank spells are:


Fire Shield
Glacial Wall
Lightning Wall
Open Hard Lock
Oppressing Grasp
Pack Mule
Shield
Weight of the World
Master Rank spells are:
Aegis
Beast of Burden
Flame Shield
3: Alchemy - This Intelligence-based skill allows you to create
potions as well as gain more benefits from alchemical
ingredients when eaten. All ingredients and foods in the
world have alchemic properties that can be matched together
to create potions of varying strengths. The rank of your
alchemy skill affects how many properties you can see to
match two or more ingredients together for potion creation.
Novice Rank can only see the first of the four total
properties every ingredient has.
Apprentice Rank can see two of the four properties of an
ingredient.
Journeyman Rank can see three of the four properties of an
ingredient.
Expert Rank can see all four of the properties of an
ingredient.
Master Rank can make potions from a single ingredient.
4: Armorer - This Endurance-based skill allows you to maintain
your weapons and armor at their top condition. Damaged
weapons and armor are less effective than those in the best
repair.
Novice Rank can simply use Repair Hammers to repair their
armor and weapons.
Apprentice Rank makes Repair Hammers last twice as long. In
other words, they don't break as often.
Journeyman Rank allows you to repair your magical items.
Expert Rank allows you to repair items beyond their highest
condition to 125%. Expert-improved weapons do more damage
and expert-improved armor protects you better.
Master Rank never breaks their Repair Hammers. One will last
a lifetime.
5: Athletics - This Speed-based skill allows you to run faster,
swim faster and regenerate lost fatigue faster.

Novice Rank regenerates fatigue slowly when running.


Apprentice Rank regenerates fatigue 25% faster when running.
Journeyman Rank regenerates fatigue 50% faster when running.
Expert Rank regenerates fatigue 75% faster when running.
Master Rank never has a reduced fatigue regeneration when
running.
6: Blade - This Strength-based skill is for dagger and sword
weapons, making their slashing and thrusting attacks more
effective.
Novice Rank has a basic Power Attack with a damage bonus in
all directions.
Apprentice Rank gains a Mastery Standing Power Attack with a
damage bonus.
Journeyman Rank gains the Mastery Left and Right Power
Attacks, which have a chance to disarm an opponent.
Expert Rank gains a Mastery Backwards Power Attack which has
a chance to knock an opponent down.
Master Rank gains a Mastery Forward Power Attack that has a
chance to paralyze an opponent.
7: Block - This Endurance-based skill gives you the ability to
parry melee attacks with your shield or weapons. Shields
block better, of course, but weapons do work as well.
Successful blocks can reduce the damage you take from a melee
strike.
Novice Rank is fatigued by blocking and cannot block with
Hand-to-Hand against weapons.
Apprentice Rank doesn't get fatigued when blocking.
Journeyman Rank doesn't gain damage to shield or weapon when
blocking and can cause an opponent to recoil when blocking
with Hand-to-Hand.
Expert Rank gains a chance of a knockback counterattack on
opponents when using a shield. This causes an enemy to
stagger if the blow connects.
Master Rank has an additional chance of disarming an enemy
when using the knockback counterattack successfully.
8: Blunt - This Strength-based skill is for maces, clubs,
staves, hammers and axes (yes, axes). It affects crushing
blows of these weapons to be more effective.
Novice Rank has a basic Power Attack with a damage bonus in
all directions.

Apprentice Rank gains a Mastery Standing Power Attack with a


damage bonus.
Journeyman Rank gains the Mastery Left and Right Power
Attacks, which have a chance to disarm an opponent.
Expert Rank gains a Mastery Backwards Power Attack which has
a chance to knock an opponent down.
Master Rank gains a Mastery Forward Power Attack that has a
chance to paralyze an opponent.
9: Conjuration - This Intelligence-based magic skill allows you
to cast spells to summon creatures, magical weapons and
magical armor. It also allows you to turn undead (think
Cause Fear instead of the destroy undead effect from D&D).
Novice Rank spells are:
Bound Boots
Bound Dagger
Bound Gauntlets
Bound Helmet
Turn Undead
Apprentice Rank spells are:
Bound Greaves
Bound War Axe
Repulse Undead
Summon Ghost
Summon Scamp
Summon Skeleton
Summon Zombie
Journeyman Rank spells are:
Bound Bow
Bound Cuirass
Bound Mace
Rebuke Undead
Summon Dremora
Summon Flame Atronach
Summon Headless Zombie
Summon Skeleton Guardian
Expert Rank spells are:
Bound Shield
Bound Sword
Dismiss Undead
Summon Clannfear
Summon Daedroth
Summon Frost Atronach
Summon Skeleton Champion
Summon Skeleton Hero
Summon Spider Daedra
Master Rank spells are:
Summon Dremora Lord
Summon Gloom Wraith
Summon Storm Atronach
Summon Xivilai

10: Destruction - This Willpower-based magic skill allows you to


cast ice, fire and lightning damaging spells at opponents.
It also has spells that reduce resistances to magical
attacks.
Novice Rank spells are:
Burning Touch
Cold Touch
Curse of Weakness
Damage Attribute: Agility
Damage Attribute: Endurance
Damage Attribute: Luck
Drain Attribute: Agility
Drain Attribute: Endurance
Drain Attribute: Luck
Flare
Minor Ennervation
Minor Wound
Shocking Touch
Snowball
Spark
Apprentice Rank spells are:
Corrode Armor
Damage Attribute: Speed
Damage Attribute: Willpower
Drain Attribute: Speed
Drain Attribute: Willpower
Drain Skill: Illusion
Drain Skill: Marksman
Electric Touch
Entropic Bolt
Flame Touch
Flash Bolt
Frost Touch
Hailstone
Magicka Drain
Major Ennervation
Major Wound
Sever Magicka
Shock
Weakness to Fire
Weakness to Frost
Weakness to Poison
Weakness to Shock
Journeyman Rank spells are:
Blazing Spears
Corrode Weapon
Damage Attribute: Intelligence
Damage Attribute: Strength
Dire Wound
Drain Attribute: Intelligence
Drain Skill: Alteration
Drain Skill: Destruction
Drain Skill: Hand-to-Hand
Drain Skill: Heavy Armor
Fireball
Frost Bolt
Greater Magicka Drain

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

effective use of Heavy Armors. These are Iron, Steel,


Dwarven, Orcish, Ebony and Daedric armors.
Novice Rank has a 150% degredation rate of heavy armor.
Apprentice Rank has a 100% degredation rate of heavy armor.
Journeyman Rank gains a reduction to 50% degredation rate of
heavy armor.
Expert Rank reduces encumbrance by equipped armor 50%.
Master Rank removes encumbrance by equipped armor.
13: Illusion - This Personality-based skill allows you to cast
spells that charm, silence, paralyze and command your
opponents. Its spells also allow you to conceal yourself and
create light to see by.
Novice Rank spells are:
Alluring Gaze
Beguiling Touch
Frenzy
Illuminate
Inspiration
Inspiring Touch
Serenity
Soothing Touch
Starlight
Touch of Frenzy
Apprentice Rank spells are:
Command Creature
Command Humanoid
Commanding Touch
Eyes of Eventide
Heroic Touch
Heroism
Mesmerizing Grasp
Moonlight
Pacification
Rage
Seductive Charm
Touch of Fear
Touch of Rage
Journeyman Rank spells are:
Calming Touch
Candlelight
Chameleon
Debilitate
Dominating Touch
Enthralling Presence
Eyes of Midnight
Hush
Shadow Shape
Voice of Dread
Voice of Rapture
Expert Rank spells are:

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.

Journeyman Rank allows you to sell any object to any vendor,


even if they don't deal in that type of merchandise.
Expert Rank allows you to invest in a shop, giving the
merchant money to permamently increase that shop's available
gold by 500.
Master Rank gives all shops in the world an additional 500
gold to barter with.
17: Mysticism - This Intelligence-based magic skill allows you to
cast spells that absorb, dispel and reflect magic. It also
lets you sense life, move objects and bind souls into gems
for item recharging.
Novice Rank spells are:
Minor Dispel
Minor Life Detection
Apprentice Rank spells are:
Dispel Other
Major Dispel
Major Life Detection
Remote Manipulation
Soul Trap
Journeyman Rank spells are:
Greater Dispel
Greater Dispel Other
Greater Life Detection
Greater Soul Trap
Greater Spell Reflection
Psychic Motion
Spell Absorption
Expert Rank spells are:
Superior Dispel
Superior Life Detection
Superior Soul Trap
Superior Spell Absorption
Superior Spell Reflection
Telekinesis
Master Rank Spells are:
Legendary Dispel
Legendary Life Detection
Legendary Soul Trap
Legendary Spell Absorption
Legendary Spell Reflection
Movement Mastery
18: Restoration - This Willpower-based magic skill allows you to
cast spells that heal, protect, cure diseases and resist
magical attacks.
Novice Rank spells
Absorb Attribute:
Absorb Attribute:
Absorb Attribute:
Absorb Attribute:

are:
Agility
Endurance
Intelligence
Luck

Absorb Attribute: Speed


Absorb Attribute: Strength
Absorb Attribute: Willpower
Absorb Fatigue
Absorb Health
Absorb Magicka
Absorb Skill: Acrobatics
Absorb Skill: Athletics
Absorb Skill: Illusion
Absorb Skill: Security
Fortify Fatigue
Heal Minor Wounds
Minor Respite
Apprentice Rank spells are:
Absorb Skill: Hand-to-Hand
Absorb Skill: Light Armor
Absorb Skill: Mercantile
Absorb Skill: Mysticism
Absorb Skill: Restoration
Convalescence
Cure Paralysis
Cure Poison
Fortify Agility
Fortify Endurance
Fortify Health
Fortify Intelligence
Fortify Luck
Fortify Personality
Fortify Speed
Fortify Strength
Fortify Willpower
Greater Fortify Fatigue
Heal Major Wounds
Leech Health
Major Respite
Restore Agility
Restore Endurance
Restore Intelligence
Restore Luck
Restore Personality
Restore Speed
Restore Strength
Restore Willpower
Journeyman Rank spells are:
Absorb Skill: Alteration
Absorb Skill: Block
Absorb Skill: Conjuration
Absorb Skill: Heavy Armor
Absorb Skill: Marksman
Consume Health
Cure Disease
Fortify Magicka
Greater Convalescence
Greater Fortify Agility
Greater Fortify Endurance
Greater Fortify Intelligence
Greater Fortify Luck
Greater Fortify Personality

Greater Fortify Speed


Greater Fortify Strength
Greater Fortify Willpower
Heal Greater Wounds
Minor Magic Resistance
Expert Rank spells are:
Absorb Skill: Blade
Absorb Skill: Blunt
Absorb Skill: Destruction
Absorb Skill: Sneak
Devour Health
Greater Fortify Health
Greater Fortify Magicka
Heal Superior Wounds
Superior Convalescence
Master Rank has only one spell I've found:
Heal Legendary Wounds
19: Security - This Agility-based skill gives you bonuses when
you pick doors and container locks. As a note, you can pick
any level lock at any level if you have good timing, this
just affects what happens if you happen to fail a move. The
failure comment is good up to Very Hard (five tumbler) locks.
Of course, if the lock is easier, less tumbler will fall
because less were down in the first place.
Novice Rank has up to four tumblers fall when you fail and
break a pick.
Apprentice Rank has up to three tumblers fall when you fail
and break a pick.
Journeyman Rank has up to two tumblers fall when you fail and
break a pick.
Expert Rank has only one tumbler fall when you fail and break
a pick.
Master Rank doesn't have tumblers fall on them when a pick is
broken.
20: Sneak - This Agility-based skill allows you to move unseen
and unheard (sometimes) and to pick pockets. Be aware that
people might still be able to see you, even if you can pick
their pocket. Also, the weight of your boots affects your
sneaking ability.
Novice Rank gains a 4x damage bonus for one-handed weapon and
Hand-to-Hand attacks and a 2x damage bonus for marksman
attacks when undetected.
Apprentice Rank gains a 6x damage bonus for one-handed weapon
and Hand-to-Hand attacks and a 3x damage bonus for marksman
attacks when undetected.
Journeyman Rank allows you to wear any boots while sneaking
without detection.

Expert Rank removes the penalty to detection for moving while


Sneaking.
Master Rank ignores the armor rating of an opponent if
attacking while undetected.
21: Speechcraft - This Personality-based skill allows you to
persuade NPC characters to like you and merchants to haggle
prices a bit lower for you.
Novice Rank allows you to offer bribes to increase an NPC's
disposition.
Apprentice Rank gains you a free rotation of the wedge in the
Persuasion menu.
Journeyman Rank slows the falling disposition during the
Persuasion process by 50%.
Expert Rank reduces disposition loss from the hated option
from 150% to 100%.
Master Rank reduces bribes to NPC's by 50%.
c: Planning Skills for Balanced Leveling
While most guides will urge you to consider those skills you are
going to use the most, this guide is built around a different
principle, that of keeping your character balanced while you
progress in levels. It's really easy to make a fighter
character, for example, and load them with melee skills with a
couple supportive magic abilities or even none at all. Yet when
you've gained five levels from sneaking or alteration spells and
your blade skill has only moved three times, you begin to see an
imbalance between your fighting skills and that of your
opponents. Leveled dungeons make this especially problematic as
they progress in difficulty as you progress in level. Gaps in
skill differences can make the game all but impossible to enjoy.
A very good approach to keeping everything balanced is to look
at those skills which will not affect your level. In other
words, you probably won't use them unless you choose to do so.
For a fighter, this could easily be Mercantile, Alchemy or
Speechcraft, along with Illusion and Mysticism skills. For a
mage, just turn it around and look at the fighting skills you
probably will never use. Controlling your skills means
controlling your levels as they effect the bonuses you get to
your stats when you level.
Pick your skills with an eye to things you will have level
outside your normal activities. I realize this sounds backwards
and that major skills get bonuses to begin with, but it's not
that hard to bring a minor skill up to the same level and it's
a lot easier to make sure that your skills are a match for your
level. As a note, I've found Intelligence, Willpower and
Strength very useful, but someone pointed out to me that
Endurance is rather nice to push to get maxed health. I don't
really take that much damage because my scores are usually
higher than my level would call for, but I have had some close
calls. Endurance up early on might be the solution if you have

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

Major Skill Scores:


Acrobatics - 25
Alchemy - 25
Armorer - 35
Blunt - 40
Destruction - 25
Illusion - 25
Sneak - 30
Minor Skill Scores:
Alteration - 5
Athletics - 10
Blade - 20
Block - 15
Conjuration - 5
Hand-to-Hand - 10
Heavy Armor - 20
Light Armor - 10
Marksman - 5
Mercantile - 5
Mysticism - 5
Restoration - 10
Security - 5
Speechcraft - 5
Look scary? Well that's what this guide is here for, to help
make it not so scary. It might not make sense right now, but
in the next section I'll explain how to make the most out of a
setup like this and why this isn't nearly as bad as it looks.

====================================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

Major Skill Scores:


Acrobatics - 25
Alchemy - 25
Armorer - 35
Blunt - 40
Destruction - 25
Illusion - 25
Sneak - 30
Minor Skill Scores:
Alteration - 5
Athletics - 10
Blade - 20
Block - 15
Conjuration - 5
Hand-to-Hand - 10
Heavy Armor - 20
Light Armor - 10
Marksman - 5
Mercantile - 5
Mysticism - 5
Restoration - 10
Security - 5

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

accept new rank levels.


If you don't like the grind, don't do it. There are a lot of
creative ways to level your major and your minor skills to your
satisfaction. The principle is in controlling how you level so that
your necessary skills progress along with your levels rather than
lagging behind through random chance.
------------------------------------3E-------------------------------------E: It's easy to throw together a bunch of skills you think you can
control and then find out too late that you're restricted from using
a skill you really wish to use or getting too many random major skill
points from your regular activities. This section is just some
thoughts of my own on the various skills, but you don't have to agree
with me. Looking at each skill individually, each of them has the
potential to be controlled. However, some are easier than others, not
that this should surprise anyone.
Acrobatics tends to be difficult, at best, to control. Any jumping or
falling you do, however inadvertantly, adds up to skill points. While
this is great news for leveling your Speed score, it's a bit rough
when you end up with an extra point into your level you didn't plan.
Alchemy is pretty easy to control, just don't make
also a nice money maker, so unless you're fighting
won't be using, maybe it should be a minor skill.
with more Alchemy skill than I really wanted after
up 70 or more pounds of ingredients.

any potions. It's


for a skill you
I tend to end up
realizing I picked

Alteration is quick, easy and painless to level at any time. With


fairly inexpensive casting costs, you'll find yourself pulling in
quite a few skill points in a matter of minutes with this skill. It
makes a nice choice for a controlled skill unless you think you'll be
spending a lot of time breathing under water or bleeding from lack of
extra defense.
Armorer seems like a perfect skill to control. It's quite easy in
many ways because you can always have someone in a city do it. I have
yet to have a problem with it, but my husband is struggling with it
because he uses it all the time. He also seems to break his armor
more, so maybe that's the problem.
Athletics is rather a painful skill in a lot of ways. It's extremely
random and very hard to control in any given situation. Every time
you climb a set of stairs, stroll up a ramp, run up a steep incline,
your Athletics skill is creeping up. Swimming makes it faster, so you
can force it upwards, but forcing it to stay down is next to
impossible.
Blade, like all weapon skills, is easy to control. Just don't use it.
If this is going to be your main fighting weapon, choose another one
for your major skills and just beat on a summoned creature for a
little while before going on a dungeon crawl.
Block is almost like the weapon skills in that you can control its
level by just not using your block button. That can get you in
trouble if you run into a particularly nasty enemy, so keep in mind
how you intend to play before taking this as a main.

Blunt is like Blade, it is easy to control. If you're using an axe,


hammer or mace instead of a dagger or sword, just make sure this stays
a minor skill. Control issue solved.
Conjuration should never, ever be in your major skill list. I don't
know about you, but the temptation to conjure a mob just to get those
last couple of levels of such-and-such skill is a bit too much at
times. Even if you don't power-game, can you honestly say you won't
come to the moment when you go "Blade is 98. Just two more levels."
and not be tempted to conjure your own personal leveling dummy? I
certainly can't. (Okay, you can go to Rosentia Gallenus' house in
Leyawiin and practice on the Scamp mobs that spawn there until you're
totally done. This keeps you from being able to complete this quest,
however, so be careful about this. I've gotten a lot of mail about
this house so I thought I'd mention it. While I like to be selfreliant, I realize this is an easy means to an end if you can leave
this quest for a bit.)
Destruction should truly be treated like a weapon skill. It's a skill
for mages who, like me, can't aim straight for whatever reason with a
bow (or sword, or mace, etc.). If you also get a thrill from shooting
a ball of fire at a rat and watching it fly back five feet, this isn't
a major skill for you. Think it over carefully, as controlling the
urge to blast something to smithereens isn't always easy, at least not
for me.
Hand-to-Hand, like Blade and Block, can be controlled by avoiding
placement of this skill in the major skill list. Really, whatever
fighting style you choose, that's pretty much the rule of thumb.
Heavy Armor tends to give you random and disjointed skill points,
especially if this is your favored armor type. Do yourself a favor
and put your favored type in minor skills and the other type of armor
in major skills. Unless you plan to use them both, that is.
Illusion is fast and painless like Alteration. Novice spells like
Starlight move along nicely and make it easy to get a lot of skill
points. If you think you can live without making your enemies see
things with spells, this is a great major skill you can control.
Light Armor is ditto for Heavy Armor. If this is your main type of
armor, leave it out of your major skill list. It's a lot more easy to
control as a minor skill instead of worrying over random major skill
points.
Marksman is a weapon skill. As I've said before, if you're going to
use it a lot, make it a minor skill. If you can't normally hit the
side of a barn from two inches away (I admit that I can't) then it's
a good option. You have plenty of time to target your own conjured
mobs and paid for training with this skill never hurt my feelings all
that badly.
Mercantile skill is rather random as well, sadly. The more you sell,
the more your Mercantile goes up. You can slightly tweak this by
selling things in groups instead of singly and not using "Haggle" to
push your profits as high as you dare (wound anyone really want to not
make maximum profits?), but on the whole it's better left in the minor
skills list. Of course, if you want to use this for Personality bonus
points, you can just buy a stack of arrows and sell them back one at a
time. I admit this is tedious, but it works. I bought a stack of 50

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

You aren't condemned to random or forced skill points, though it is the


least expensive way to progess. There are trainers for every skill all
across the world. There are five trainers for every skill.. Two of
these are low level trainers, training anyone with a skill under 40.
At 40 you must look for the two mid-level trainers who will train you
until your skill is 70. At 70, given certain restrictions, the mid-level
trainers will refer you to the high level trainer. This trainer, for the
most part, will require you to complete a quest before they will offer
you training. In most instances, low level trainers don't refer you to
the next trainer in the chain, but the only way to get the option of
training with the high level trainer is to gain that reference.
------------------------------------4A-------------------------------------A: Pros and Cons of using Trainers
Trainers are expensive and cost gold for every level that you train
with them. The higher your level, the more it costs. Additionally,
you can only train five points total per level. That isn't five
points per skill, but five points period. Despite these restrictions,
if you have a lot of gold and very little patience, Trainers can make
a nice supplement to your leveling. They take the grind out of the
less interesting skills and definitely can boost you that last couple
of points to your next training rank.
Note: As far as I can tell, the cost of training is 10 times your
current skill level. Disposition and the Persuasion menu don't affect
this at all. This also means if any equipment is magically enhancing
your skill level it will cost you more. Make sure to remove any
enhancement items before speaking to a trainer to save yourself some
gold.
------------------------------------4B-------------------------------------B: List of Trainers
As I've said before, trainers can be found all over the place.
However, each of them has their own picky time, place and/or
disposition they require before they will train you. Catching them at
just the right time takes patience sometimes. Additionally the Master
Trainers will generally require a quest to prove your abilities to
them before they will allow you to train with them.
1: Acrobatics
a: Low Level Trainers (5-39)
Quill-Weave in Anvil. Their house is on the main road.
Ida Vilnorman lives in the northeast of the Imperial City's.
Elven Gardens District.
b: Mid Level Trainers (40-69)
Tsrava lives in J'Baris' house in the south part of Leyawiin.
Ganredhel can be found in Cheydinhal with her dogs. Her house
is in the southeast corner.

c: Master Trainer (70-100)


Torbern is found in a camp in northeastern Cyrodiil. It's in
the foothills of the Valus Range. North of Cheydinhal, east of
Azura's shrine and northeast of Lord Rugdumph's Estate. Yes, I
know Tsrava and Ganredhel both told you to find Aerin, but take
my word for it, Torbern is the real trainer.
2: Alchemy
a: Low Level Trainers (5-39)
Felen Relas at the Anvil Mage's Guild.
S'drassa in the Leyawiin Mage's Guild.
b: Mid Level Trainers (40-69)
Ardaline at the Bravil Mage's Guild.
Brotch Calus who lives in a house just east of Bruma's Great
Chapel of Talos.
c: Master Trainer (70-100)
Sinderion is found in the cellar of Skingrad's West Weald Inn.
3: Alteration
a: Low Level Trainers (5-39)
Dovyn Aren has a house in the Imperial City's Elven Garden's
District. You can also find him in Fathis Ules' house.
Deetsan at the Cheydinhal Mage's Guild.
b: Mid Level Trainers (40-69)
Athragar at the Chorrol Mage's Guild.
Abhuki runs the Faregyl Inn off the Green Road south of the
Imperial City.
c: Master Trainer (70-100)
Tooth-in-the-Sea is found on the Niben Bay coast north of
Bravil.
4: Armorer
a: Low Level Trainers (5-39)
Eitar lives in a house just east of Leyawiin's Great Chapel of
Zenithar.
Tadrose Helas is the smith at the Bravil Fighter's Guild.
b: Mid Level Trainers (40-69)
Rohssan runs A Fighting Chance in the Imperial City's Market

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.

Ambroise Canne has a house in the southwest of Skingrad.


c: Master Trainer (70-100)
Andragil lives above Dro'Shanji in the north part of Bravil.
8: Blunt
a: Low Level Trainers (5-39)
Bugak gro-Bol is found at Southern Books in Leyawwin.
Vigdis at the Anvil Fighter's Guild.
b: Mid Level Trainers (40-69)
Christophe Marane is the proprieter of the Brina Cross Inn
northeast of Anvil.
Azzan at the Anvil Fighter's Guild.
c: Master Trainer (70-100)
Irene Metrick has a house in the southwest of the Imperial
City's Elven Gardens District.
9: Conjuration
a: Low Level Trainers (5-39)
Fathis Aren is the court mage at Castle Bravil.
Sulinus Vassinus at the Skingrad Mage's Guild.
b: Mid Level Trainers (40-69)
Alberic Litte at the Chorrol Mage's Guild.
Arentus Falvius is the High Priest at Bruma's Great Chapel of
Talos.
c: Master Trainer (70-100)
Olyn Seran can be found at Molag Bal's shrine located in the
Great Forest west of the Imperial City.
10: Destruction
a: Low Level Trainers (5-39)
Chanel is the court mage at Castle Chorrol.
J'skar is at the Bruma Mage's Guild.
b: Mid Level Trainers (40-69)
Marc Gulitte at the Anvil Mage's Guild.
Delphine Jend at the Bravil Mage's Guild.

c: Master Trainer (70-100)


Andaren has a camp near a shrine to Kynareth west of the
Weatherleah estate in the Imperial Reserve.
11: Hand-to-Hand
a: Low Level Trainers (5-39)
Nahsi at the Bravil Fighter's Guild.
Rufruis Vinicius at the Anvil Fighter's Guild.
b: Mid Level Trainers (40-69)
Davela Hlaren runs the Imperial Bridge Inn on the north bank of
the Silverfish River east of the Yellow Road.
Ra'qanar can be found at Castle Cheydinhal.
c: Master Trainer (70-100)
Helvius Cecia lives in a house in the southeast of Bruma.
12: Heavy Armor
a: Low Level Trainers (5-39)
Brodras at the Leyawiin Fighter's Guild.
Bumph gra-Gash at the Bruma Fighter's Guild.
b: Mid Level Trainers (40-69)
Valus Odiil can be found in Chorrol at either his house near the
chapel or in the Grey Mare.
Varnado can be found at The Best Defense in the Imperial City's
Market District.
c: Master Trainer (70-100)
Pranal lives at the Roxey Inn on the Red Ring Road at the
northeast corner of Lake Rumare.
13: Illusion
a: Low Level Trainers (5-39)
Hil the Tall is a priest at the Chapel of Arkay in Cheydinhal.
Jantus Brolus lives at Istrius Brolus' house in Bruma.
b: Mid Level Trainers (40-69)
Carahil at the Anvil Mage's Guild.
Kud-Ei at the Bravil Mage's Guild.
c: Master Trainer (70-100)

Martina Floria is found in the Arcane University's Chironasium.


14: Light Armor
a: Low Level Trainers (5-39)
Dul gro-Shug has a house in the northeast of the Imperial City's
Elven Gardens District.
Olfand works at Nord Winds in Bruma.
b: Mid Level Trainers (40-69)
Luciana Galena has a house in the south of Bravil. It's above
the house for sale there.
Ahdarji has a house in Leyawiin just south of the castle's south
gate.
c: Master Trainer (70-100)
J'Bari lives in south Leyawiin with Acrobatics trainer Tsrava.
15: Marksman
a: Low Level Trainers (5-39)
Edla Dark-Heart lives in Regner's house in the south of Bruma.
Shameer has a place just west of the Great Chapel of Julianos in
Skingrad.
b: Mid Level Trainers (40-69)
Reman Broder works in a vineyard outside of Skingrad. His house
is in southwest Skingrad.
Pinarus Inventius is a hunter in Anvil.
Unlike most trainers, the low level Marksman trainers MUST refer
you to the mid level trainers.
c: Master Trainer (70-100)
Alawen is found at Troll Candle Camp east of Anvil.
16: Mercantile
a: Low Level Trainers (5-39)
Foroch can be found at the Gottshaw Inn southwest of Kvatch.
Mach-Na runs Mach-Na's Books in Cheydinhal.
b: Mid Level Trainers (40-69)
Margarte lives in a house east of the Great Chapel of Zenithar
in Leyawiin with her husband Eitar.

Seed-Neeus owns Northern Goods and Trade in Chorrol.


c: Master Trainer (70-100)
Palonirya runs Divine Elegance in the Imperial City's Market
District.
17: Mysticism
a: Low Level Trainers (5-39)
Angalmo at the Mage's Guild in Chorrol.
Druja in the Mage's Guild in Skingrad.
b: Mid Level Trainers (40-69)
Ita Rienus at the Mage's Guild in Bravil.
Boderi Farano is found in the Arcane University's Mystic
Archives.
c: Master Trainer (70-100)
Dagail is at the Mage's Guild in Leyawiin.
18: Restoration
a: Low Level Trainers (5-39)
Cirroc at the Great Chapel of Talos in Bruma.
Marie Palielle at the Great Chapel of Julianos in Skingrad.
b: Mid Level Trainers (40-69)
Marz in the Great Chapel of Mara in Bravil
Ohtesse in the Great Chapel of Arkay in Cheydinhal.
c: Master Trainer (70-100)
Oleta at the Chapel of Akatosh in Kvatch.
19: Security
a: Low Level Trainers (5-39)
Malintus Ancrus lives in Chorrol.
Samuel Bantien has a house in the Imperial City's Talos Plaza
District.
b: Mid Level Trainers (40-69)
Dro'Shanji has a home below Andragil's in north Bravil.
Mandil lives in Othrelos' house in the Imperial City's Elven
Gardens District.

c: Master Trainer (70-100)


J'baana is found in the Imperial Prison District.
20: Sneak
a: Low Level Trainers (5-39)
City-Swimmer's house is just over S'kivva's southwest of the
Bravil city gate, but can also be found in the city's canals.
Glistel lives with Malintus Ancrus in Chorrol.
b: Mid Level Trainers (40-69)
Othrelos lives in a house in the Imperial City's Elven Gardens
District.
Mirabelle Monet runs the Fo'c'sle in the Waterfront area outside
of Anvil.
c: Master Trainer (70-100)
Marana Rian apparently has a house in the Temple District of the
Imperial City, but can often be found in the Arboretum and the
Waterfront District.
21: Speechcraft
a: Low Level Trainers (5-39)
Alga lives in Honmund's house in Bruma.
Uravasa Othelas is a priest at the Great Chapel of Mara in
Bravil.
b: Mid Level Trainers (40-69)
Varon Vamori has a house in Bravil.
Gruland Garrana is found in the Great Chapel of Arkay in
Cheydinhal.
c: Master Trainer (70-100)
Tandilwe can be found at the Temple of the One in the Imperial
City's Temple District.
------------------------------------4C-------------------------------------C: Questing for Mastery
Each Master of a skill has a different requirement before they will
train you. Some quests are simple and some extensively long. This
varies from trainer to trainer and several of them test your abilities
in that skill itself. If you are really set against grinding any more
of a skill, do the quests when you come to it, but there's no
requirement to do these unless you plan on purchasing training. You
can still hit 100 in any skill for free. It just might take some
time.

====================================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

The Armorer's Challenge - Cheydinhal, Imperial City


Cherim's Heart of Anequina - Imperial City
Last Scabbard of Akrash - Imperial City
5: Athletics
The Argonian Account Volume 1 - loot only
Beggar - Cloud Ruler Temple
The Red Kitchen Reader - Anvil
A Dance in Fire Volume 3 - Skingrad
The Ransom of Zarek - Arena
6: Blade
Battle of Sancre Tor - Castle Bravil or loot
Fire and Darkness - quest
Song of Hrormir - Bravil or Arena
2920 Morningstar - Anvil, Leyawiin, quest
7: Block
The Warp in the West - Chorrol
A Dance in Fire Volume 2 - Imperial City
Death Blow of Abernanit - Anvil
The Mirror - Leyawiin
8: Blunt
Beggar King - Anvil
The Legendary Sancre Tor - Chorrol
Mace Etiquette - loot
The Importance of Where - Bravil
Night Falls of Sentinel - Goblin Jim's Cave
9: Conjuration
The Doors of Oblivion - Anvil, Cloud Ruler Temple, Fort Caractacus
Liminal Bridges - Arcane University
2920 Hearthfire - Bruma
2920 Frostfall - Anvil
The Warrior's Charge - quest and loot
10: Destruction
Response to Bero's Speech - Arcane University
The Art of War Magic - Leafrot Cave
The Horrors of Castle Xyr - Bravil
Mystery of Talara Volume 3 - quest and loot
11: Hand-to-Hand
Ahzirr Traajijazeri - Bruma or Cheydinhal
Immortal Blood - Imperial City, Bruma or Vilverin
Way of the Exposed Palm - Fieldhouse Cave
Master Zoaraym's Tale - quest or loot
The Wolf Queen Volume 2 - Skingrad
12: Heavy Armor
Fighters Guild History 1st ed. - Chorrol, Anvil or Arcane University
2920 MidYear - Chorrol
Chimarvamidium - Imperial City
How Orsinium Passed to Orcs - Bruma
Halgerd's Tale - Chorrol
13: Illusion
The Argonian Account Volume 3 - Arcane University
Incident in Neocrom - Cheydinhal

Mystery of Talara Volume 4 - quest, loot, Fort Caractacus


Palla Volume 1 - Arkved's Tower
The Wolf Queen Volume 3 - Bruma
14: Light Armor
The Refugees - Cloud Ruler Temper & Imperial City
Rislav the Righteous - loot
Ice and Chitin - Leyawiin
Lord Jornibret's Last Dance - Bleak Flats Cave
The Rear Guard - Cheydinhal
15: Marksman
Father of the Niben - Bravil
A Dance in Fire Volume 5 - Bruma
The Black Arrow Volume 2 - Cheydinhal, loot, quest
The Gold Ribbon of Merit - Cheydinhal
Vernaccus and Bourlor - Chorrol
16: Mercantile
2920 Sun's Height - Imperial City
A Dance in Fire Volume 6 - Chorrol, quest, loot
A Dance in Fire Volume 7 - Chorrol, quest, loot
The Buying Game - Imperial City
The Wolf Queen Volume 4 - Imperial City
17: Mysticism
Before the Ages of Man - Arcane University
The Black Arts on Trial - Imperial City
Souls, Black and White - Fort Cuptor and loot
2920 Sun's Dawn - Skingrad
Before the Ages of Man - Arcane University
The Firsthold Revolt - Cheydinhal
18: Restoration
The Exodus - Skingrad
2920 Rain's Hand - Bravil
Mystery of Talara Volume 2 - quest and loot
Notes of Racial Phylogeny - Chorrol
Withershins - - Leyawiin
19: Security
Advances in Lockpicking - Fingerbowl Cave
Proper Lock Design - Imperial City
The Locked Room - Anvil
Surfeit of Thieves - loot and quest
The Wolf Queen Volume 1 - Bravil
20: Sneak
Legand of Krately House - Cloud Ruler Temple
Purloined Shadows - loot
Sacred Witness - Lake Arrius Caverns
2920 Last Seed - Bravil
The Wolf Queen Volume 7 - Cheydinhal
21: Speechcraft
2920 Second Seed - Imperial City
Biography of the Wolf Queen - Imperial City, quest
The Wolf Queen Volume 5 - Imperial City
The Wolf Queen Volume 6 - Imperial City

------------------------------------5B-------------------------------------B: Skill Books by Location


1: Anvil
The Doors of Oblivion - Conjuration Skillbook - Mage's Guild
Library
Fighters Guild History 1st ed. - Heavy Armor Skillbook - Fighter's
Guild in locked display case
Beggar King - Blunt Skillbook - Castle Anvil's Royal Quarters on a
shelf
The Red Kitchen Reader - Athletics Skillbook - Castle Anvil,
Baerlorn's bedroom in private quarters
2920 Morningstar - Blade Skillbook - Castle Anvil, Uleve Hlervu's
room in private quarters
2920 Frostfall - Conjuration Skillbook - Chapel of Dibella, chapel
hall on a desk
Death Blow of Abernanit - Block Skillbook - Fighter's Guild,
bedroom off dining hall in a chest atop a dresser
The Locked Room - Security Skillbook - Smuggler's Cave below Castle
Anvil
2: Bravil
Battle of Sancre Tor - Blade Skillbook - Castle Bravil Great Hall
in a locked case
Father of the Niben - Marksmen Skillbook - Castle Bravil, private
quarters north wing on a shelf
Light Armor Repair - Armorer Skillbook - Castle Bravil's barracks
on a shelf (the barracks is in the castle and the door is an
average lock)
Song of Hrormir: Blade Skillbook - Castle Bravil, Drels Theran's
room in private quarters
Beggar Thief - Acrobatics Skillbook - S'krivva's house
2920 Rain's Hand - Restoration Skillbook - Great Chapel of Mara,
Great Hall on a shelf
2920 Last Seed - Sneak Skillbook - City-Swimmer's house on a
dresser
The Horrors of Castle Xyr - Destruction Skillbook - Mage's Guild,
top floor in a bookshelf
The Importance of Where - Blunt Skillbook - Castle Bravil's
dungeon, first room
The Wolf Queen Volume 1 - Security Skillbook - Dro'Shanji's house

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

A Dance in Fire Volume 6 - Mercantile Skillbook - Casta Scribonia's


house, second floor on a shelf
A Dance in Fire Volume 7 - Mercantile Skillbook - Casta Scribonia's
house, second floor on a shelf
Notes of Racial Phylogeny - Restoration Skillbook - Chapel of
Stendarr, chapel hall in a chest
Vernaccus and Bourlor - Marksman Skillbook - Renoit's Books on a
bookshelf
A Game at Dinner - Alchemy Skillbook - Chorrol Mage's Guild main
floor on a shelf in the little room off the Alchemy room (not the
bedroom).
Halgerd's Tale - Heavy Armor - Chorrol Fighter's Guild Tower upper
level in the unlocked chest. (The other two are locked and marked
as owned to boot.)
6: Imperial City
The Black Arts on Trial - Mysticism Skillbook - Mystic Emporium in
Market District
Immortal Blood - H2H Skillbook - Seridur's house in Temple
District, celler on a shelf
Proper Lock Design - Security Skillbook - Dareloth's house in
Waterfront District, second floor on a desk (Must complete Thieve's
Guild quest line for access to this house)
The Refugees - Light Armor Skillbook - First Edition in Market
District
2920 Second Seed - Speechcraft Skillbook - Chancello Ocato's
quarters in Imperial Palace
2920 Sun's Height - Mercantile Skillbook - Black Horse Courier
offices in Market District on desk
A Dance in Fire Volume 2 - Block Skillbook - Guard House in Elven
Gardens District, ground floor on a table
The Armorer's Challenge - Armorer Skillbook - First Edition in
Market District (must purchase to read it and must read it to
convince the Master Armorer trainer to train you)
Biography of the Wolf Queen - Speechcraft Skillbook - Armand
Christophe's house in Waterfront District in a chest.
The Buying Game - Mercantile Skillbook - Fathis Ules' house in the
Elven Gardens District
Cherim's Heart of Anequina - Armorer Skillbook - First Edition in
Market District, second floor on a desk (the door into this area is
locked with an average lock)
Chimarvamidium - Heavy Armor Skillbook - Imperial Legion Compound,
barracks on a shelf

The Dragon Break - Alteration Skillbook - Dovyn Aren's house in


Elven Garden District, second floor on a shelf below a hall table
Last Scabbard of Akrash - Armorer Skillbook - A Fighting Chance in
Market District, second floor on a shelf (this is behind a locked
door with an Average lock and there is a guard dog inside this
room)
The Wolf Queen Volume 4 - Mercantile Skillbook - Office of Imperial
Commerce in Market District on a counter
The Wolf Queen Volume 5 - Speechcraft Skillbook - Hastrel Ottus'
house in Temple District, ground floor on an end table
The Wolf Queen Volume 6 - Speechcraft Skillbook - Hastrel Ottus'
house in Temple District, ground floor on an end table
7: Kvatch
A Dance in Fire Volume 1 - Acrobatics Skillbook - Castle Kvatch,
Great Hall on a hall table (w/Vol.4)
A Dance in Fire Volume 4 - Acrobatics Skillbook - Castle Kvatch,
Great Hall on a hall table (w/Vol.1)
8: Leyawiin
Reality and Other Falsehoods - Alteration Skillbook - Southern
Books, second floor on a shelf
2920 Morningstar - Blade Skillbook - Castle Leyawwin, Tsavi's room
in private quarters
Ice and Chitin - Light Armor Skillbook - Ahdarji's house, second
floor in a chest at the foot of a bed.
The Mirror - Block Skillbook - City Watch barracks, ground floor in
storage room on a shelf
Sithis - Alteration Skillbook - Great Chapel of Zenithar, Chapel
Hall on a desk
Withershins - Restoration Skillbook - Mage's Guild, library on a
corner bookshelf
9: Skingraad
De Rerum Dirennis - Alchemy Skillbook - All Things Alchemical on a
shelf upstairs (just stairs up, no locked doors here)
The Exodus - Restoration Skillbook - Great Chapel of Julianos,
Chapel Hall dining room on a shelf (the chapel hall is a restricted
area that is tresspassing if you enter. Be sure to sneak if you
don't want to be caught)
2920 Sun's Dawn - Mysticism Skillbook - Great Chapel of Julianos,
Chapel Hall sideroom on a desk (the chapel hall is a restricted
area that is tresspassing if you enter. Be sure to sneak if you
don't want to be caught)

The Wolf Queen Volume 2 - H2H Skillbook - Castle Skingrad, Lord's


Manor on a shelf
10: Arcane University (must complete all recommendation quests for
Mage's Guild to enter)
The Argonian Account Volume 3 - Illusion Skillbook - Mystic
Archives
Before the Ages of Man - Mysticism Skillbook - Chironasium on an
enchanting station
Fighters Guild History 1st ed. - Heavy Armor Skillbook - Mystic
Archives in an unlocked case
Liminal Bridges - Conjuration Skillbook - Mystic Archives
Mannimarco, King of Worms - Alchemy Skillbook - Mystic Archives
Response to Bero's Speech - Destruction Skillbook - Mystic Archives
Before the Ages of Man - Mysticism Skillbook - Chironasium ground
floor in an Enchanting Center
Song of the Alchemists - Alchemy Skillbook - Lustratorium, ground
floor at the rear on a bookshelf
11: Other Places
Advances in Lockpicking - Security Skillbook - Fingerbowl Cave
(Necromancer/undead lair just northeast of Aleswell north of the
Imperial City)
Beggar - Athletics Skillbook - Cloud Ruler Temple, Great Hall
The Doors of Oblivion - Conjuration Skillbook - Cloud Ruler Temple,
Great Hall on a table
Immortal Blood - H2H Skillbook - Vilverin, Ayleid Ruin across the
river from Imperial Sewers where you escape from prison in a bandit
camp tent
Legand of Krately House - Sneak Skillbook - Cloud Ruler Temple,
library
Sacred Witness - Sneak Skillbook - Lake Arrius Caverns, actually
it's in the antechamber complex which you escape the caverns in
the Dagon Shrine segment of the main quest
Song of Hrormir: Blade Skillbook - Arena grounds, chest of the two
would-be gladiators
Souls, Black and White - Mysticism Skillbook - Fort Cuptor,
northwest corner of the second level
Way of the Exposed Palm - H2H Skillbook - Fieldhouse Cave, under a
mushroom on the south side of the bottom level
The Art of War Magic - Destruction Skillbook - Leafrot Cave, upper

level on a shelf (cave is found northeast of the northeasternmost


headwaters of the Panther River)
The Black Arrow Volume 1 - Acrobatics Skillbook - Brindle Home,
settlement in the Great Forest north of Skingrade, Torbal the
Sufficient's house in a chest at the foot of a bed
Lord Jornibret's Last Dance - Light Armor Skillbook - Bleak Flats
Cave (found north-northwest of Skingrad) on a table
The Lunar Lorkhan - Alteration Skillbook - Henantier's Dreamworld,
starting location behind an overturned table (during the quest
"Through a Nightmare, Darkly"
Mystery of Talara Volume 4 - Illusion Skillbook - Fort Caractacus
(north shore of Lake Rumare), tower under a table
Night Falls of Sentinel - Blunt Skillbook - Goblin Jim's Cave (north
of Skingrad), top level on a shelf
Palla Volume 1 - Illusion Skillbook - Arkved's Tower (south of Lake
Poppad), final level on an end table
The Ransom of Zarek - Athletics Skillbook - Arena Bloodworks in a
cupboard against the outer wall
12: Loot and Quest
The Argonian Account Volume 1 - Athletics Skillbook - random loot
Battle of Sancre Tor - Blade Skillbook - random loot
Calcinator Treatise - Alchemy Skillbook - leveled loot or in quest
Two Sides of the Coin
Fire and Darkness - Blade Skillbook - found during Thieve's Guild
quest The Ultimate Heist in a chest in the Imperial City sewers
Heavy Armor Repair - Armorer Skillbook - loot - Marauder and tomb
loot
Mace Etiquette - Blunt Skillbook - random loot
Purloined Shadows - Sneak Skillbook - random loot
Rislav the Righteous - Light Armor Skillbook - Bandit and Vampire
loot
Souls, Black and White - Mysticism Skillbook - random loot
2920 Morningstar - Blade Skillbook - reward in Fighter's Guild
quest The Wandering Scholar
A Dance in Fire Volume 6 - Mercantile Skillbook - boss level
Vampire and Bandit loot or reward in quest Two Sides of the Coin
A Dance in Fire Volume 7 - Mercantile Skillbook - boss level
Vampire and Bandit loot or reward in quest Two Sides of the Coin
The Black Arrow Volume 2 - Marksman Skillbook - boss level Vampire

and Bandit loot or reward in quest Two Sides of the Coin


The Lunar Lorkhan - Alteration Skillbook - boss level Conjurer and
Necromancer loot, reward in quest Two Sides of the Coin
Master Zoaraym's Tale - H2H Skillbook - boss level tomb creature
and Marauder loot, reward in quest Two Sides of the Coin, reward in
quest Bear Season
Mystery of Talara Volume 1 - Acrobatics Skillbook - boss level
Bandit and Vampire loot, loot during Two Sides of the Coin quest
Mystery of Talara Volume 2 - Restoration Skillbook - Jorundr's
Chestin Two Sides of the Coin, boss level Necromancer and Conjurer
loot
Mystery of Talara Volume 3 - Destruction Skillbook - Jorundr's
Chest in Two Sides of the Coin, boss level Necromancer and Conjurer
loot
Mystery of Talara Volume 4 - Illusion Skillbook - Jorundr's Chest
in Two Sides of the Coin, boss level Necromancer and Conjurer loot
Surfeit of Thieves - Security Skillbook - boss level Bandit and
Vampire loot, loot during Two Sides of the Coin quest
The Warrior's Charge - Conjuration Skillbook - boss level
Necromancer and Conjurer loot, Jorundr's Chest in Two Sides of the
Coin quest
------------------------------------5C-------------------------------------C: Other skill additions
1: "Shadow over Hackdirt" is given to you by Seed-Neeus who runs the
Northern Goods and Trade in Chorrol. After you've completed the
quest, she'll give you five mercantile skill points free.
Additionally, these skill points do not count as trained skill points
per level.
2: Ocheeva in the Dark Brotherhood Sanctuary in Cheydinhal gives you a
+2 bonus to Acrobatics, Blade, Marksman, Sneak and Security for
completion of a quest. (More details to come as I research this,
thanks Nick.)
3: Completion of the Origin of the Gray Prince has a reward of +3
Blade, Block and Athletics from Argonak gro-Malog in the Bloodworks
of the Arena. (This one is thanks to Nick too.)
4: You can get +5 Hand-to-Hand in the Arena district by watching two
fellows fight for a while. (Thanks to Tim Neal for this, I'll get
the names of the NPCs and add them next update.)
====================================6=======================================
6: Beginning Spells and Spell Vendors
Unlike many games, Oblivion spells cannot be learned from spell scrolls.
Instead, you must purchase or create a spell to be cast by your character.
Spells aren't too hard to find as each major city has a Mage's Guild and a

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

as you gain skill levels, so does the price


Personality stat score, the Disposition
and your Mercantile skill. As such, it's
a spell.

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

Weight of the World


Cheydinhal
e: Master spells:
Aegis
Cheydinhal, Imperial City
Beast of Burden
Imperial City
Flame Shield
Cheydinhal
2: Conjuration
a: Novice spells:
Bound Boots
Chorrol
Bound Dagger
Chorrol, Imperial City
Bound Gauntlets
Chorrol
Bound Helmet
Chorrol, Imperial City
Turn Undead
Anvil, Chorrol, Skingrad
b: Apprentice spells:
Bound Greaves
Chorrol
Bound War Axe
Chorrol
Repulse Undead
Anvil, Bravil, Chorrol, Skingrad
Summon Ghost
Chorrol
Summon Scamp
Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Imperial City,
Leyawiin, Skingrad
Summon Skeleton
Bruma, Chorrol, Imperial City
Summon Zombie
Chorrol, Imperial City
c: Journeyman spells:
Bound Bow

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

Summon Gloom Wraith


Imperial City
Summon Storm Atronach
Skingrad
Summon Xivilai
Imperial City
3: Destruction
a: Novice spells:
Burning Touch
Imperial City, Skingrad
Cold Touch
Unknown
Curse of Weakness
Bruma, Skingrad
Damage Attribute: Agility
Unknown
Damage Attribute: Endurance
Unknown
Damage Attribute: Luck
Unknown
Drain Attribute: Agility
Unknown
Drain Attribute: Endurance
Unknown
Drain Attribute: Luck
Unknown
Flare
Starting Spell regardless of Major Skills
Minor Ennervation
Skingrad
Minor Wound
Skingrad
Shocking Touch
Imperial City
Snowball
Bruma, Imperial City, Skingrad
Spark
Bravil, Bruma, Skingrad
b: Apprentice spells:

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

Superior Magicka Drain


Skingrad
Superior Wound
Bruma, Skingrad
Withering Bolt
Skingrad
e: Master spells:
Blizzard
Skingrad
Disintegrate Weapon
Imperial City
Electrocution
Imperial City, Skingrad
Enemies Explode
Bravil
Flame Tempest
Imperial City, Skingrad
Ice Blast
Skingrad
Immolating Blast
Imperial City, Skingrad
Legendary Magicka Drain
Imperial City
Lightning Storm
Skingrad
4: Illusion
a: Novice spells:
Alluring Gaze
Bravil
Beguiling Touch
Bravil, Bruma
Frenzy
Bravil
Illuminate
Bravil
Inspiration
Bravil
Inspiring Touch
Bravil

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

Absorb Skill: Light Armor


Anvil
Absorb Skill: Mercantile
Anvil, Imperial City
Absorb Skill: Mysticism
Anvil
Absorb Skill: Restoration
Anvil
Convalescence
Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
Cure Paralysis
Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
Cure Poison
Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
Fortify Agility
Bruma
Fortify Endurance
Leyawiin
Fortify Health
Bruma
Fortify Intelligence
Unknown
Fortify Luck
Anvil
Fortify Personality
Anvil
Fortify Speed
Bravil, Imperial City
Fortify Strength
Chorrol
Fortify Willpower
Skingrad
Greater Fortify Fatigue
Imperial City
Heal Major Wounds
Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Imperial City,
Leyawiin, Skingrad
Leech Health
Anvil
Major Respite
Bravil, Skingrad

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

Greater Fortify Intelligence


Unknown
Greater Fortify Luck
Anvil
Greater Fortify Personality
Anvil
Greater Fortify Speed
Bravil, Bruma, Imperial City
Greater Fortify Strength
Chorrol
Greater Fortify Willpower
Skingrad
Heal Greater Wounds
Anvil, Bravil, Chorrol, Leyawiin, Skingrad
Minor Magic Resistance
Anvil
d: Expert spells:
Absorb Skill: Blade
Anvil, Bruma
Absorb Skill: Blunt
Anvil
Absorb Skill: Destruction
Anvil
Absorb Skill: Sneak
Anvil, Imperial City
Devour Health
Anvil, Imperial City
Greater Fortify Health
Anvil, Leyawiin
Greater Fortify Magicka
Anvil, Leyawiin
Heal Superior Wounds
Bruma, Chorrol, Skingrad
Superior Convalescence
Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
e: Master spell:
Heal Legendary Wounds
Bruma, Imperial City, Skingrad
------------------------------------6D--------------------------------------

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

Minor Magic Resistance - Journeyman Restoration


Open Easy Lock - Apprentice Alteration
Remote Manipulation - Apprentice Mysticism
Soul Trap - Apprentice Mysticism
Summon Scamp - Apprentice Conjuration
c: Trevaia: Chapel of Dibella
Consume Health - Journeyman Restoration
Convalescence - Apprentice Restoration
Cure Disease - Journeyman Restoration
Cure Paralysis - Apprentice Restoration
Cure Poison - Apprentice Restoration
Fortify Luck - Apprentice Restoration
Fortify Personality - Apprentice Restoration
Greater Convalescence - Journeyman Restoration
Greater Fortify Luck - Journeyman Restoration
Greater Fortify Personality - Journeyman Restoration
Heal Greater Wounds - Journeyman Restoration
Heal Major Wounds - Apprentice Restoration
Minor Respite - Novice Restoration
Repulse Undead - Apprentice Conjuration
Restore Luck - Apprentice Restoration
Restore Personality - Apprentice Restoration
Superior Convalescence - Expert Restoration
Turn Undead - Novice Conjuration
2: Bravil
a: Delphine Jend: Mage's Guild
Alluring Gaze - Novice Illusion
Beguiling Touch - Novice Illusion
Bound Cuirass - Journeyman Conjuration
Calming Touch - Journeyman Illusion
Defend - Apprentice Alteration
Ease Burden - Apprentice Alteration
Enemies Explode - Master Destruction
Enthralling Presence - Journeyman Illusion
Eyes of Eventide - Apprentice Illusion
Flash Bolt - Apprentice Distruction
Frenzy - Novice Illusion
Heal Major Wounds - Apprentice Restoration
Heroic Touch - Apprentice Illusion
Heroism - Apprentice Illusion
Illuminate - Novice Illusion
Inspiration - Novice Illusion
Inspiring Touch - Novice Illusion
Major Life Detection - Apprentice Mysticism
Mesmerizing Grasp - Apprentice Illusion
Moonlight - Apprentice Illusion
Open Easy Lock - Apprentice Alteration
Pacification - Apprentice Illusion
Rage - Apprentice Illusion
Remote Manipulation - Apprentice Mysticism
Seductive Charm - Apprentice Illusion
Serenity - Novice Illusion
Soothing Touch - Novice Illusion
Soul Trap - Apprentice Mysticism
Spark - Novice Destruction

Starlight - Novice Illusion


Summon Scamp - Novice Illuion
Touch of Fear - Apprentice Illusion
Touch of Frenzy - Novice Illusion
Touch of Rage - Apprentice Illusion
b: Ita Rienus: Mage's Guild
Candlelight - Journeyman Illusion
Chameleon - Journeyman Illusion
Debilitate - Journeyman Illusion
Eyes of Midnight - Journeyman Illusion
Fearful Gaze - Expert Illusion
Ghostwalk - Expert Illusion
Grasp of Terror - Master Illusion
Hush - Journeyman Illusion
Immobilize - Expert Illusion
Mute - Expert Illusion
Shadow - Expert Illusion
Shadow Shape - Journeyman Illusion
Spectral Form - Master Illusion
Torchlight - Expert Illusion
Voice of Dread - Journeyman Illusion
Voice of Rapture - Journeyman Illusion
c: Uravasa Othrelas: Mage's Guild
Convalescence - Apprentice Restoration
Cure Disease - Journeyman Restoration
Cure Paralysis - Apprentice Restoration
Cure Poison - Apprentice Restoration
Fortify Speed - Apprentice Restoration
Greater Convalescence - Journeyman Restoration
Greater Fortify Speed - Journeyman Restoration
Heal Greater Wounds - Journeyman Restoration
Heal Major Wounds - Apprentice Restoration
Major Respite - Apprentice Restoration
Minor Respite - Novice Restoration
Respulse Undead - Apprentice Conjuration
Restore Speed - Apprentice Restoration
Superior Convalescence - Expert Restoration
3: Bruma
a: Issa Reman: Chapel of Talos
Convalescence - Apprentice Restoration
Cure Disease - Journeyman Restoration
Cure Paralysis - Apprentice Restoration
Cure Poison - Apprentice Restoration
Dismiss Undead - Expert Conjuration
Fortify Agility - Apprentice Restoration
Greater Convalescence - Journeyman Restoration
Greater Fortify Agility - Journeyman Restoration
Heal Legendary Wounds - Master Restoration
Heal Major Wounds - Apprentice Restoration
Heal Superior Wounds - Expert Restoration
Minor Respite - Novice Restoration
Rebuke Undead - Journeyman Conjuration
Restore Agility - Journeyman Restoration

Superior Convelescence - Expert Restoration


b: Selena Orania: Mage's Guild
Absorb Skill: Blade - Expert Restoration
Beguiling Touch - Novice Illusion
Defend - Apprentice Alteration
Dominate Humanoid - Expert Illusion
Ease Burden - Apprentice Alteration
Flash Bolt - Apprentice Destruction
Fortify Health - Apprentice Restoration
Heal Major Wounds - Apprentice Restoration
Major Life Detection - Apprentice Mysticism
Open Easy Lock - Apprentice Alteration
Remote Manipulation - Apprentice Mysticism
Soul Trap - Apprentice Mysticism
Summon Daedroth - Expert Conjuration
Summon Scamp - Apprentice Conjuration
Superior Spell Reflection - Expert Mysticism
Superior Wound - Expert Destruction
Winter's Grasp - Journeyman Destruction
c: Volnaro: Mage's Guild
Bound Sword - Expert Conjuration
Consume Health - Journeyman Restoration
Curse of Weakness - Novice Destruction
Enthralling Presence - Journeyman Illusion
Frost Touch - Apprentice Distruction
Greater Dispel Other - Journeyman Mysticism
Greater Fortify Speed - Journeyman Restoration
Heat Blast - Expert Destruction
Heat Shell - Apprentice Alteration
Heroic Touch - Apprentice Illusion
Open Average Lock - Journeyman Alteration
Remote Manipulation - Apprentice Mysticism
Snowball - Novice Destruction
Spark - Novice Destruction
Summon Dremora Lord - Master Conjuration
Summon Skeleton - Novice Conjuration
Superior Life Detection - Expert Mysticism
4: Cheydinhal
a: Trayvond the Redguard: Mage's Guild
Burdening Touch - Apprentice Alteration
Defend - Apprentice Alteration
Ease Burden - Apprentice Alteration
Electric Shell - Apprentice Alteration
Flash Bolt - Apprentice Destruction
Frost Shell - Apprentice Alteration
Heal Major Wounds - Apprentice Restoration
Heat Shell - Apprentice Alteration
Hindering Touch - Apprentice Alteration
Major Life Detection - Apprentice Mysticism
Open Easy Lock - Apprentice Alteration
Open Very Easy Lock - Novice Alteration
Protect - Novice Alteration
Protect Other - Novice Alteration

Remote Manipulation - Apprentice Mysticism


Sea Stride - Apprentice Alteration
Soul Trap - Apprentice Mysticism
Summon Scamp - Apprentice Conjuration
Water Breathing - Apprentice Alteration
b: M'raaj-Dar: Darkbrotherhood's Sanctuary
Barnoff's Bloody Icicle - Journeyman Destruction
Black Winter - Expert Illusion
Bloodhunt - Expert Mysticism
Deathly Visage - Journeyman Mysticism
Detect Pulse - Unknown Mysticism
Night Mother's Caress - Unknown Restoration
Shroudwalk - Journeyman Mysticism
The Unwelcome Guest - Unknown Alteration
Void Gazer - Unknown Illusion
Will of Sithis - Unknown Illusion
(Note: Those listed as unknown I'm not sure what rank the spell
is supposed to be as of yet. I'll work on it.)
c: Orintur: Mage's Guild
Aegis - Master Alteration
Encumbering Touch - Journeyman Alteration
Fire Sheild - Expert Alteration
Flame Shield - Master Alteration
Glacial Wall - Expert Alteration
Guard - Journeyman Alteration
Ice Shield - Journeyman Alteration
Lighten Load - Journeyman Alteration
Lightning Shield - Journeyman Alteration
Lightning Wall - Expert Alteration
Open Average Lock - Journeyman Alteration
Open Hard Lock - Expert Alteration
Oppressing Grasp - Expert Alteration
Pack Mule - Expert Alteration
Shield - Expert Alteration
Weight of the World - Expert Alteration
d: Chapel of Arkay: After two straight game days here, I gave up.
If you have any information on this vendor, don't hesitate to
let me know.
5: Chorrol
a: Alberic Litte: Mage's Guild
Bound Boots - Novice Conjuration
Bound Dagger - Novice Conjuration
Bound Gauntlets - Novice Conjuration
Bound Greaves - Apprentice Conjuration
Bound Helmet - Novice Conjuration
Bound War Axe - Apprentice Conjuration
Command Creature - Apprentice Illusion
Command Humanoid - Apprentice Illusion
Commanding Touch - Apprentice Illusion
Defend - Apprentice Alteration
Ease Burden - Apprentice Alteration
Flash Bolt - Apprentice Destruction

Major Heal Wounds - Apprentice Restoration


Major Life Detection - Apprentice Mysticism
Open Easy Lock - Apprentice Alteration
Remote Manipulation - Apprentice Mysticism
Repulse Undead - Apprentice Conjuration
Soul Trap - Apprentice Mysticism
Summon Ghost - Apprentice Conjuration
Summon Scamp - Apprentice Conjuration
Summon Skeleton - Apprentice Conjuration
Summon Zombie - Apprentice Conjuration
Turn Undead - Novice Conjuration
b: Athragar: Mage's Guild
Bound Bow - Journeyman Conjuration
Bound Cuirass - Journeyman Conjuration
Bound Mace - Journeyman Conjuration
Bound Shield - Expert Conjuration
Bound Sword - Expert Conjuration
Dismiss Undead - Expert Conjuration
Dominate Creature - Expert Illusion
Dominate Humanoid - Expert Illusion
Dominating Touch - Journeyman Illusion
Rebuke Undead - Journeyman Conjuration
Summon Clannfear - Expert Conjuration
Summon Daedroth - Expert Conjuration
Summon Dremora - Journeyman Conjuration
Summon Faded Wraith - Expert Conjuration
Summon Flame Atronach - Journeyman Conjuration
Summon Frost Atronach - Expert Conjuration
Summon Headless Zombie - Journeyman Conjuration
Summon Skeleton Guardian - Journeyman Conjuration
Summon Skeleton Hero - Expert Conjuration
Summon Skeleton Champion - Expert Conjuration
Summon Spider Daedra - Expert Conjuration
c: Orag gra-Bargol: Chapel of Stendarr
Convalescence - Apprentice Restoration
Cure Disease - Journeyman Restoration
Cure Paralysis - Apprentice Restoration
Cure Poison - Apprentice Restoration
Dismiss Undead - Expert Conjuration
Fortify Strength - Apprentice Restoration
Greater Convalescence - Journeyman Restoration
Greater Fortify Strength - Journeyman Restoration
Heal Greater Wounds - Journeyman Restoration
Heal Major Wounds - Apprentice Restoration
Heal Superior Wounds - Expert Restoration
Minor Respite - Novice Restoration
Restore Strength - Apprentice Restoration
Seductive Charm - Apprentice Illusion
Superior Convalescence - Expert Restoration
6: Imperial City
a: Borissean: Praxigraphical Center in the Arcane University
Beast of Burden - Master Alteration
Cloak - Master Illusion

Devour Health - Expert Restoration


Dominating Touch - Journeyman Illusion
Electrocution - Master Destruction
Flame Tempest - Master Destruction
Fortify Speed - Apprentice Restoration
Heal Legendary Wounds - Master Restoration
Immolating Blast - Master Destruction
Legendary Dispel - Master Mysticism
Legendary Magicka Drain - Master Destruction
Legendary Soul Trap - Master Mysticism
Legendary Spell Absorption - Master Mysticism
Movement Mastery - Master Mysticism
Paralyze - Master Illusion
Silence - Master Illusion
Summon Gloom Wraith - Master Conjuration
Summon Lich - Unknown Conjuration
Summon Xivilai - Master Conjuration
b: Calindil: Mystic Emporium in the Market District
Absorb Fatigue - Novice Restoration
Absorb Skill: Illusion - Novice Restoration
Bound Helmet - Novice Conjuration
Electric Touch - Apprentice Destruction
Eyes of Eventide - Apprentice Illusion
Flame Touch - Apprentice Destruction
Heal Major Wounds - Apprentice Restoration
Hindering Touch - Apprentice Alteration
Major Dispel - Apprentice Mysticism
Minor Life Detection - Novice Mysticism
Open Very Easy Lock - Novice Alteration
Protect - Novice Alteration
Protect Other - Novice Alteration
Starlight - Novice Illusion
Summon Skeleton - Apprentice Conjuration
Summon Zombie - Apprentice Conjuration
Touch of Rage - Apprentice Illusion
Weakness to Fire - Apprentice Destruction
Weakness to Poison - Apprentice Destruction
c: Edger Vantrine: Edger's Discount Spells in the Market District
Absorb Attribute: Luck - Novice Restoration
Absorb Skill: Alteration - Journeyman Restoration
Absorb Skill: Mercantile - Apprentice Restoration
Bound Dagger - Novice Conjuration
Burning Touch - Novice Destruction
Drain Skill: Destruction - Journeyman Destruction
Ease Burden - Apprentice Alteration
Fortify Fatigue - Novice Restoration
Fortify Magicka - Journeyman Restoration
Greater Fortify Fatigue - Apprentice Restoration
Major Wound - Apprentice Destruction
Minor Life Detection - Novice Mysticism
Protect - Novice Alteration
Shocking Touch - Novice Destruction
Snowball - Novice Destruction
Starlight - Novice Illusion
Summon Scamp - Novice Conjuration
Water Breathing - Apprentice Alteration

d: Gaspar Stegine - Praxigraphical Chamber in the Arcane University


Absorb Magicka - Novice Restoration
Absorb Skill: Sneak - Expert Restoration
Aegis - Master Alteration
Daylight - Master Illusion
Disintegrate Weapon - Master Destruction
Greater Fortify Luck - Journeyman Restoration
Legendary Life Detection - Master Mysticism
Shadow - Expert Illusion
Silence - Master Illusion
e: Raminus Pollus - Lobby of Arcane Univsity
Bound Sword - Expert Conjuration
Fire Storm - Expert Destruction
Ghostwalk - Expert Illusion
Heal Superior Wounds - Expert Restoration
Heat Blast - Expert Destruction
Ice Bolt - Expert Destruction
Ice Storm - Expert Destruction
Immobilize - Expert Illusion
Lightning Ball - Expert Destruction
Lightning Blast - Expert Destruction
Mute - Expert Illuion
Oppressing Grasp - Expert Alteration
Superior Dispel - Expert Mysticism
Superior Life Detection - Expert Mysticism
Superior Spell Reflection - Expert Mysticism
Terrifying Presence - Master Illusion
Torchlight - Expert Illusion
7: Leyawiin
a: Agata: Mage's Guild
Greater Dispel - Journeyman Mysticism
Greater Dispel Other - Journeyman Mysticism
Greater Life Detection - Journeyman Mysticism
Greater Soul Trap - Journeyman Mysticism
Legendary Spell Reflection - Master Mysticism
Psychic Motion - Journeyman Mysticism
Superior Dispel - Expert Mysticism
Superior Life Detection - Expert Mysticism
Superior Soul Trap - Expert Mysticism
Superior Spell Absorption - Expert Mysticism
Superior Spell Reflection - Expert Mysticism
Telekinesis - Expert Mysticism
b: Alves Uvenin: Mage's Guild
Defend - Apprentice Alteration
Dispel Other - Apprentice Mysticism
Ease Burden - Apprentice Alteration
Flash Bolt - Apprentice Destruction
Heal Major Wounds - Apprentice Restoration
Major Dispel - Apprentice Mysticism
Major Life Detection - Apprentice Mysticism
Minor Dispel - Novice Mysticism

Minor Life Detection - Novice Mysticism


Open Easy Lock - Apprentice Alteration
Remote Manipulation - Apprentice Mysticism
Soul Trap - Apprentice Mysticism
Summon Scamp - Apprentice Conjuration
c: Avrus Adus: Chapel of Zenithar
Convalescence - Apprentice Restoration
Cure Disease - Journeyman Restoration
Cure Paralysis - Apprentice Restoration
Cure Poison - Apprentice Restoration
Fortify Endurance - Apprentice Restoration
Greater Convalescence - Journeyman Restoration
Greater Fortify Endurance - Journeyman Restoration
Greater Fortify Health - Expert Restoration
Greater Fortify Magicka - Expert Restoration
Heal Greater Wounds - Journeyman Restoration
Heal Major Wounds - Apprentice Restoration
Minor Respite - Novice Restoration
Restore Endurance - Apprentice Restoration
Superior Convalescence - Expert Restoration
8: Skingrad
a: Adrienne Berene: Mage's Guild
Arctic Blow - Expert Destruction
Blizzard - Master Destruction
Disintegrate Armor - Expert Destruction
Drain Skill: Blade - Expert Destruction
Drain Skill: Conjuration - Expert Destruction
Drain Skill: Restoration - Expert Destruction
Fire Storm - Expert Destruction
Flame Tempest - Master Destruction
Heat Blast - Expert Destruction
Ice Bolt - Expert Destruction
Ice Storm - Expert Destruction
Lightning Ball - Expert Destruction
Lightning Blast - Expert Destruction
Lightning Storm - Master Destruction
Lightning Surge - Expert Destruction
Scorching Blow - Expert Destruction
Superior Magicka Drain - Expert Destruction
Superior Wound - Expert Destruction
Withering Bolt - Expert Destruction
b: Druja: Mage's Guild
Burning Touch - Novice Destruction
Curse of Weakness - Novice Destruction
Defend - Apprentice Alteration
Ease Burden - Apprentice Alteration
Entropic Touch - Apprentice Destruction
Flash Bolt - Apprentice Destruction
Heal Major Wounds - Apprentice Restoration
Major Life Detection - Apprentice Mysticism
Minor Enervation - Novice Destruction
Minor Wound - Novice Destruction
Open Easy Lock - Apprentice Alteration

Remote Manipulation - Apprentice Mysticism


Snowball - Novice Destruction
Soul Trap - Apprentice Mysticism
Spark - Novice Destruction
Summon Scamp - Apprentice Conjuration
c: Sulinas Vassinus: Mage's Guild
Corrode Armor - Apprentice Destruction
Defend - Apprentice Alteration
Drain Skill: Illusion - Apprentice Destruction
Drain Skill: Marksman - Apprentice Destruction
Ease Burden - Apprentic Alteration
Electric Touch - Apprentice Destruction
Entropic Bolt - Apprentice Destruction
Flame Touch - Apprentice Destruction
Flash Bolt - Apprentice Destruction
Frost Touch - Apprentice Destruction
Hailstone - Apprentice Destruction
Heal Major Wounds - Apprentice Restoration
Magicka Drain - Apprentice Destruction
Major Enervation - Apprentice Destruction
Major Life Detection - Apprentice Mysticism
Major Wound - Apprentice Destruction
Open Easy Lock - Apprentice Alteration
Remote Manipulation - Apprentice Mysticism
Sever Magicka - Apprentice Destruction
Shock - Apprentice Destruction
Soul Trap - Apprentice Mysticism
Summon Scamp - Apprentice Conjuration
Weakness to Fire - Apprentice Destruction
Weakness to Frost - Apprentice Destruction
Weakness to Poison - Apprentice Destruction
Weakness to Shock - Apprentice Destruction
d: Tumindil: Chapel of Julianos
Convalescence - Apprentice Restoration
Cure Disease - Journeyman Restoration
Cure Paralysis - Apprentice Restoration
Cure Poison - Apprentice Restoration
Dismiss Undead - Expert Conjuration
Fortify Willpower - Apprentice Restoration
Greater Convalescence - Journeyman Restoration
Greater Fortify Willpower - Journeyman Restoration
Heal Greater Wounds - Journeyman Restoration
Heal Legendary Wounds - Master Restoration
Heal Superior Wounds - Expert Restoration
Major Respite - Apprentice Restoration
Minor Respite - Novice Restoration
Rebuke Undead - Journeyman Conjuration
Repulse Undead - Apprentice Conjuration
Restore Willpower - Apprentice Restoration
Superior Convalescence - Expert Restoration
Turn Undead - Novice Conjuration
e: Vigge the Cautious: Mage's Guild
Blazing Spears - Journeyman Destruction
Corrode Weapon - Journeyman Destruction

Dire Enervation - Expert Destruction


Dire Wound - Journeyman Destruction
Drain Skill: Alteration - Journeyman Destruction
Drain Skill: Destruction - Journeyman Destruction
Drain Skill: Hand-to-Hand - Journeyman Destruction
Drain Skill: Heavy Armor - Journeyman Destruction
Electrocution - Master Destruction
Fire Ball - Journeyman Destruction
Frost Bolt - Journeyman Destruction
Greater Magicka Drain - Journeyman Destruction
Hail Storm - Journeyman Destruction
Ice Blast - Master Destruction
Immolating Blast - Master Destruction
Lightning Bolt - Journeyman Destruction
Lightning Grasp - Journeyman Destruction
Searing Grasp - Journeyman Destruction
Shocking Burst - Journeyman Destruction
Summon Storm Atronach - Master Conjuration
Weakness to Magicka - Journeyman Destruction
Winter's Grasp - Journeyman Destruction
Withering Touch - Journeyman Destruction
====================================7=======================================
7: Comparison Example
I thought I'd post this now while I worked on a fresh character to map
step by step the first 10 levels to sort of visualize what this guide is
all about. My guinea pig (aka my husband) offered up his current
character build as an example and I took him up on it. First, a look at
what his basic character build looked like:
Character Name: Elysia (yes, he's playing a girl)
Race: Nord Gender: Female
Sign: The Apprentice
Class: Cleric (custom build)
Overall Emphasis: Combat
Major Stats: Strength and Endurance
Major Skills: Armorer, Blunt, Alteration, Illusion, Mysticism,
Restoration and Marskman
His beginning scores looked like this:
HP/MP/Fatigue
Health:
90
Magicka:
160
Fatigue:
180
Stats
Strength:
Intelligence:
Willpower:
Agility:
Speed:
Endurance:
Personality:
Luck:

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

Added three more spell vendors.


====================================9=======================================
9: Credits and Legal Babble
This Guide is the product of my time and thoughts as well as lots of time
testing my theories and using my husband as a guinea pig to see if it
worked for even the most random of players (it does). Please do not
steal my work (or his). This Guide is only to be published on GameFAQs
1up.com and Neoseeker.com unless I give permission otherwise.
I will say that I cross-checked information I had with the official
guide, but I ran around looking for things and THEN checked my
information to make sure my notes were correct. The guide was very
helpful to jog my memory, but my information comes from gameplay, not
from reading material.
Thank you to Bethesda for this beautiful game. It gave me one more thing
to make me wonder where my day went. Thanks go to Prima for their huge
and heavy guide that I use to double check myself. Without it, I would
have confused two of the trainers because I wrote them down wrong.
Thanks to Edwin DeNicholas, who brought the easy sneak skill ups to my
attention. I'm very happy with your tip as it made sneak skills a snap.
Thanks to Eric Mayet for reminding me about breaking and entering as a
means to gain sneak skill as well. Exaggeration17A also sent me a note
about sneaking with NPCs in towns. Kudos to Nick Fournier for the adds
on bonus skill points. Derick reminded me about Endurance bonuses and
Tyveron reminded me about spell creation at the Arcane University. Thank
you to David Davidson for reminding me to put in the info on casting cost
under Int. I'd added it earlier to the spells sections, but not there.
A big credit to Bill Whitmore for pointing out hard math on levels and
making me sit down and really figure it out. Tim Neal sent in the
information about a +5 Hand-to-Hand bonus, thanks! Jonathan D caught a
typo so I could fix it. Antonio Sistos, Nutzo100, Bill Yeung, Justin
Greiner, FooBar, Revolver Talksalot and Andrew Leach also get thanks for
cool sneak skill tips. Stephen Chan noted that fires work for damaging
yourself for healing skill. Nick Sandberg caught another typo. Joe
Deemer added a note about mercantile skill. Wes Robertson and Chris
Kaiser reminded me about Rosentia Gallenus' house. Oncnawan told me
about sheathing bound weapons, thanks! More than mere thanks go to Alex
Li for giving me working charts on Endurance that I boiled down and used
here. I wasn't sure how to present the Endurance problem and his email
gave me the means to do so. Alderon noted that you can just spam chart
choices in the Persuasion menu, causing me to test it and use it here.
Also, thanks to http://www.network-science.de/ascii/ for my ASCII art. I
really stink at graphics (even ASCII art) and I'm really grateful to that
little site for saving my butt.
Final thanks go to my husband, Chris (aka DarkGremlin) who puts up with
me asking him to check things all the time and let me use him as a guinea
pig for my thoughts as I was writing this. Also, he lets me steal his
Xbox 360 to play, as my computer is just a little under-powered for this
game.
If you find a mistake, would like to add something or give constructive
criticism, by all means, email me at brynne_emrys@yahoo.com. If it's an
addition or suggestion that I use, I'll give you credit. If you have

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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