Detailed Stats and Leveling Guide for The Elder Scrolls IV: Oblivion
V1.06


Introduction [A0000] *********************************************************

Author: MichaelCrosato (MykC)
Contact: Myk@accesswave.ca
Contributors: Scy046, Azala and Nilwarp

This FAQ tries to quantify the effects of stats in this game and avoid terms
like better, worse, less and more when it can.

This FAQ tries to explain how the choice you make in creating your character
will affect your character.

This FAQ generally focuses on how to build your character to allow for the 
easiest time getting through the game.

This isn't a walk through.

This isn't for role-players (unless you like to know the underlying equations
and math that govern the game).

This FAQ isn't 100% finished.

Some of the information may not be correct. If you find something inaccurate 
or plain wrong, please let me know by emailing me. If you have something to 
contribute such as giving insight to how a skill works, how to make the most 
of a skill, your own build theory, etc. I will review and add it if it 
applies. If you think there should be something presented in this FAQ that 
another FAQ has not already provided just let me know and I'll research it and
add to the FAQ if I can. So, please feel free to email me at Myk@accesswave.ca


Novice FAQ Users [A0001] -----------------------------------------------------

If you need to find a section simply reference the code on the right in the
table of contents [00000] and select the "find" or "search" function on your 
browser/text editor (crtl-f is the default for most browsers and text 
editors). Put in the code associated with the topic and hit the search/find 
command and it will bring you to the beginning of that section.

	
Table of Contents [00000] ****************************************************

Introduction 							[A0000]
  Novice FAQ Users						[A0001]
Table of Contecnts 						[B0000]
The Character Creation Process					[C0000]
  Race								[C0001]
  Birth Sign							[C0002]
  Class								[C0003]
  Specialization						[C0004]
  Favored Attribute						[C0005]
  Major Skills							[C0006]
Character Stats 						[D0000]
  Level, Health, Magicka and Fatigue 				[D0001]
  Increasing Your Level 					[D0002]
  Attributes 							[D0003]
    Strength 							[DA000]
    Intelligence 						[DA001]
    Willpower 							[DA002]
    Agility 							[DA003]
    Speed 							[DA004]
    Endurance 							[DA005]
    Personality 						[DA006]
    Luck 							[DA007]
  Summary of Attributes 					[D0004]
Races 								[F0000]
  Brenton							[F0001]
  High Elf							[F0002]
    Do I choose Bretonor High Elf?				[FA000]
  Orc								[F0003]
  Redguard							[F0004]
    Do I choose Orc or Redguard?				[FA001]
  Wood Elf							[F0005]
  The Other Races						[F0005]
Birth Signs							[G0000]
  The Attribute Bonus Signs					[G0001]
  Atronach							[G0002]
  The Mage							[G0003]
  The Ritual							[G0004]
  The Useless Signs						[G0005]
Skills								[H0000]
  Acrobatics							[H0001]
  Alchemy							[H0002]
  Alteration							[H0003]
  Armorer							[H0004]
  Athletics							[H0005]
  Blade								[H0006]
  Block								[H0007]
  Blunt								[H0008]
  Conjuration							[H0009]
  Destruction							[H0010]
  Hand-to-Hand							[H0011]
  Heavy Armor							[H0012]
  Illusion							[H0013]
  Light Armor							[H0014]
  Marksman							[H0015]
  Mercantile							[H0016]
  Mysticism							[H0017]
  Restoration							[H0018]
  Security							[H0019]
  Sneak								[H0020]
  Speechcraft							[H0021]
  Summary of Skills						[H0022]
EXP Chart and Additional EXP Info				[I0000]
Build Strategies						[J0000]
  Max Level Max Stats 						[J0001]
  Max Stats by Level 40						[J0002]
  Max Stats less Luck by Level 27				[J0003]
  Best stats possible by Level 20				[J0004]
  Pure Warrior at Level 8					[J0005]
  Pure Mage at Level 10						[J0006]
  Max Skills at Level 1						[J0007]
Example Leveling Paths						[K0000]
  Rules of Leveling						[K0001]
  How Should I Choose My Major Skills? 				[K0002]
    I want to power level all my skills to 100 			[KA000]
    I want to power level only my essential skills 		[KA001]
    I want to power level a low level fighter 			[KA002]
    I want to power level a low level mage 			[KA003]
    I want to play a fighter character as I level 		[KA004]
    I want to play a mage character as I level 			[KA005]
    I want to play a thief/assassin character as I level	[KA006]
    I want to role play my character 				[KA007]
  Breton as a Mage						[K0003]
  Wood Elf as a Fighter/Archer					[K0004]
Equipment Information						[R0000]
  Weapon Stats							[R0001]
    Blade 1H							[RA000]
    Blade 2H							[RA001]
    Blunt 1H 							[RA002]
    Blunt 2H 							[RA003]
    Bows And Arrows						[RA004]
  Calculating Your Weapon Damage				[R0002]
  Armor Stats *							[R0003]
    Light Armor	*						[RB000]
    Heavy Armor	*						[RB001]
    Armor's Impact on Spell Effectiveness			[RB002]
NPC Information	*						[S0000]
Miscellaneous Information					[L0000]
  Effects that affect your movement speed			[L0001]
  Exploits and Tricks					        [L0002]
  Spell Making and Enchanting					[L0003]
  Magicka Regeneration Rate					[L0004]
  Increase EXP rate for Magicka Schools				[L0006]
  The Miscellaneous of the Miscellaneous			[L0007]
  Adjusting the Games Difficulty				[L0008]
  Ugh, the attribute systems sucks, I want to have FUN!		[L0009]
Things Planned							[M0000]
Revisions							[N0000]
Legal								[O0000]
Thanks								[P0000]

*Indicates Incomplete or Planned Section

The Character Creation Process [C0000] ***************************************

When you first start the game you’ll be asked to choose a race. As you 
continue your escape through the sewers you’ll be asked to choose a birth sign
and finally near the end you’ll be asked to choose your class. When you 
attempt to exit the sewer you’ll be prompted to confirm your race, birth sign 
and class. This is a good place to make a permanent save game as it allows you
to customize your characters starting stats without playing the tutorial over 
again.


Race [C0001] -----------------------------------------------------------------

Each race has a total of 320 starting attribute points; however, they are 
distributed differently depending on the race. Each race will also have a 
total of 45 skill points; again these points are distributed based on race. 
Lastly, each race has its own special abilities and resistances.


Birth Sign [C0002] -----------------------------------------------------------

You’ll be able to choose one birth sign for your character. Each birth sign 
comes with a unique bonus and some come with drawbacks to compensate from 
their bonus.  


Class [C0003] ----------------------------------------------------------------

Your character’s class is made up your character’s specialization, favored 
attributes and major skills. You’re presented to select these in the order 
listed above.


Specialization [C0004] -------------------------------------------------------

There are 3 types of skill specializations which are Combat, Mage and Stealth.
Each specialization governs 7 skills. Skills that are part of your 
specialization will increase 33% faster than minor skills and will receive a 
+5 starting bonus.

Combat specialization includes Armorer, Athletics, Blade, Block, Blunt, 
Hand-to-Hand and Heavy Armor. 
         
Mage specialization includes Alchemy, Alteration, Conjuration, Destruction,
Illusion, Mysticism and Restoration.
       
Stealth specialization includes Acrobatics, Light Armor, Marksman, Mercantile,
Security, Sneak and Speechcraft.


Favored Attributes [C0005] ---------------------------------------------------

You will then be asked to select two favored attributes. This will give you 
a +5 bonus in each of the selected attributes.


Major Skills [C0006] ---------------------------------------------------------

You will now choose 7 major skills for you’re character. This is the most 
important part of your character creation. Your major skills will determine 
how you will level. Gaining any combination of 10 major skill levels will 
allow you to increase you’re characters level.

Your major skills will start with a +20 bonus making their starting value at 
least 25 and no more than 45. Major skills also have the benefit of increasing
65% faster than minor skills. If a skill happens to be a major skill and a 
specialized skill then it will increase at a rate of 122% compared to minor 
skills.

Any skills that aren’t selected as major skills will be your minor skills.

 
Characters Stats [D0000] *****************************************************


Your Basic Stats [D0001] -----------------------------------------------------

Character Level: You will gain 1 character level for every 10 major skills 
you increase. As your character level increases the difficulty of the game 
increases.

Health: Your health is 2x your endurance plus an increase of 10% of your 
endurance value when you gain a character level. There are spells, potions 
and enchanted equipment that can further increase your health.

Magicka: Your magicka is 2x your intelligence. Your birth sign, race, spells,
potions and enchanted equipment can increase this further.

Fatigue: Your fatigue is determined by totaling your strength, willpower, 
agility and endurance. Again, spells, potions and enchanted equipment can 
increase this further. 

Your fatigue regeneration rate is 10 per second while you’re not running. 
The following actions will drain fatigue: Jumping, dodging, attacking, power 
attacking, blocking (at novice skill rank) and holding an arrow pulled back 
(at novice skill rank).


Increasing Your Level [D0002] ------------------------------------------------
	
To increase your character’s level you must gain any combination of 10 major 
skill levels. You can only raise your level by sleeping in a bed. Once you've
gained 10 major skills, all skill levels your earn after that will counted
towards your next level and applied to your next level attribute bonuses.

When you sleep and gain a level several things will happen. Your health will 
increase by 10% of your endurance value, you can choose 3 attributes to 
increase, loot from enemies will become better, quest rewards may get better,
the locks on doors and chests will increase in difficulty and the enemies you
fight will have gotten stronger. 

When enemies do get stronger their abilities, damage and health increases at a
fix rate relative to your level. It has nothing to do with your skill or 
attribute totals.

When you raise your level you will be able to choose 3 of your attributes 
increase. If you choose to increase an attribute the minimum it can increase 
is 1 point and the maximum it can increase is 5 points. The amount of skill 
points (whether its major or minor does not matter) you increase that are 
governed by that attribute is what determines how many points you can increase
it by.

Skill Points Earned		Attribute Bonus
	0				x1
	1-4				x2
	5-7				x3
	8-9				x4
	10+				x5


The following is a chart to help explain how your character levels up and 
how leveling your skills will affect your attribute bonus.


Level 1 						Total 	Attribute
							Skill	Bonus
		
Strength: +4 Blunt, +3 Hand to Hand			+7	x3
Intelligence: +10 Alchemy				+10	x5
Willpower: +3 Destruction (Major)			+3	x2
Agility: +2 Marksman, +2 Sneak, +5 Security		+9	x4
Speed: +2 Athletics, +1 Acrobatics			+3	x2
Endurance: +4 Heavy Armor (Major), +2 Block		+4	x3
Personality: +2 Speechcraft, +3 Mercantile (MAJOR)	+5	x3
LucK: N/A						+0	x1


Level 2
							
Strength: +10 Blade (Major)				+10	x5
Intelligence: None					+0	x1
Willpower: None						+0 	x1
Agility: None						+0	x1
Speed: +10 Light Armor, +1 Atheltics, +1 Acrobatics	+12	x5
Endurance: Block +10					+10	x5
Personality: Speechcraft +1				+1	x2
Luck: N/A						+0	x1

In review:
 - Major and minor skills contribute equally to your attribute bonus.
 - Unspent attribute bonuses will not carry over to your next level.
 - If you earn more than 10 skill points for an attribute the additional
   skill points will not be carried over to the next level.
 - You begin earning your skill points for your next character level as soon
   as your earn 10 major skill points for your current character level.

So, don't earn more skill points then you need to get your x5 bonus, get your
x5 bonus in at least two attributes (3 if your not increasing luck) and level
your minor skills before you level your major skills.


Attributes [DA000] -----------------------------------------------------------

There are 8 attributes and each attributes governs 3 of your skills except 
luck which governs no skills.


Strength [DA001] -------------------------------------------------------------
		
Strength governs Blade, Blunt and Hand-to-Hand. Strength will increase the 
amount you can carry by 5 per strength point, your fatigue. Melee weapons will
receive a 0.66% damage increase for each point of strength you receive. 
Strength does affect hand-to-hand (see the skill listing for more details). 
Effects that increase your strength above 100 will continue to increase your 
fatigue and the amount of weight you can carry, but it will not continue to 
increase your melee damage.

Strength is important for those who will be dealing melee damage, if your not
dealing melee damage you can put this attribute lower on you priority list.

Strength does contribute to the same effects that its governing skills affect.


Intelligence [DA002] ---------------------------------------------------------

Intelligence governs Alchemy, Conjuration and Mysticism. Intelligence will 
increase your magicka by 2 points per intelligence point. Effects that raise 
your intelligence will continue to increase you magicka. See the "Magicka
Regeneration Rate" section for an explanation on how intelligence affects your
MRR.

Intelligence can be placed at a low priority because of the sigil stones
that provide an enchant that give +50 magicka (you can get six of these) and
that completly dwarfs the +100 magicka that 50 intelligence would provide you.
You can get the +50 magicka until your at least level 17 though. If you play
the early game and want the most magicka as quickly as possible then you'll 
prioritize intelligence higher.

Intelligence does not affect the skills it governs.


Willpower [DA003] ------------------------------------------------------------

Willpower governs Alteration, Destruction and Restoration. Willpower will 
contribute to your fatigue score and increase your magicka regeneration rate 
(MRR).

If you willpower is 0 it will take ~131 seconds to regenerate your magicka 
from empty to full, 25 willpower takes ~80 seconds, 50 willpower takes ~58 
seconds, 75 willpower takes ~45 seconds and 100 willpower takes ~35 seconds. 
Willpower above 100 will continue to increase your MRR.

There is an estimate on how willpower can be predicted but it isn’t 100% 
accurate. This chart uses willpower set to 0 as the reference point and the 
fractions refer to how much it will reduce the time by.

Willpower   	Time
0		 -
50		1/2
100		1/4
150		1/5
200		1/6

Willpower does not increase or decrease your character’s spell resistance 
nor does it have any affect of the skills it governs.

Willpower has the most benefit when you have a large magicka total and the 
least benefit with a small magicka total. So if you plan to have an abundace
on magicka then prioritize willpower high, and if you don't then prioritize it
low.


Agility [DA004] --------------------------------------------------------------

Agility governs Security, Sneak and Marksman. Agility will increase the damage
dealt by bows by 0.66% per agility point, contribute to your fatigue score and
increase your resistance to knock downs (balance). Effects that raise your 
agility above 100 do not continue to increase your damage with bows, but will
continue to increase your fatigue score. It is unknown whether it will 
continue have an affect on your ability to withstand knock downs.

Agility is good for preventing knock downs and increasing bow damage. 
Preventing knock downs is important for melee characters. You can ignore the 
benefit of increased bow damage with agility if your character doesn’t bother
with ranged combat or if they have strong destruction magicka.

As far as I can tell it has no affect on security or sneak. Agility does 
contribute to the same effect that marksman affects.


Speed [DA005] ----------------------------------------------------------------

Speed governs Acrobatics, Athletics and Light Armor. Speed will increase the 
rate at which your character moves. Each point you put into speed will 
increase your movement speed by 0.44%. Effects that increase your speed 
above 100 will continue to increase your speed at a rate of 0.30%.

Speed is most effective if your play style is geared towards ranged combat or
playing keep away from your foes. Your play style will effect how you want to
prioritize.

Speed does not affect light armor or acrobatics. It does contribute to the 
same effect that athletics affects.

Speed does not influence the skills it governs.


Endurance [DA006] ------------------------------------------------------------

Endurance governs Armorer, Block and Heavy Armor. Endurance contributes to 
your fatigue and determines your health. Your health is 2x your endurance plus
an increase of 10% of your endurance value (if you increase your choose to 
increase your endurance during the character level your new endurance value
will apply to your health increase). The game will always round down when it 
gets a fraction when determining the health increase. Anytime your endurance 
increases you receive an additional 2 health to your total. So when you gain a
character level and raise your endurance by 5 you will get another 10 health 
to your base (this is because your health is 2x your endurance). If you used 
an effect that increased you endurance by 25, you would receive an additional 
50 health for as long as that effect lasted. Effects that increase your 
endurance beyond 100 will continue to provide benefit.

Endurance is the most important attribute for any character class. It gets
priority because of the +10% health increase on character level up is not 
retroactive.

Endurance does not affect the skills it governs.


Personality [DA007] ----------------------------------------------------------

Personality governs: Illusion, Mercantile and Speechcraft. This affects the 
way people you interact with people. The higher your personality the greater 
the starting NPC disposition is. Every 4 personality points will give you 1 
extra starting disposition point.

Personality is essentially as poor attribute because its impact on the game is
minimal. If necessary a low personality can normally be compensated for easily
through bribes or spells.


Luck [DA008] -----------------------------------------------------------------

Luck governs: Nothing.

The following information was provided entirely by Scy046.

Luck affects how your skill performs. If luck is greater than 50 then all your
skill will gain a bonus and if its less than 50 than all your skills will 
suffer. The formula looks like:

Skill + (Luck-50) * 0.4 = Modified Skill Level (<=100).

Using 50 points of luck as our reference point we will see the effect of 
increasing and decreasing luck will have on our skills.

000 Luck -- 30 Skill. [-20 net]
010 Luck -- 34 Skill. [-16 net]
020 Luck -- 38 Skill. [-12 net]
030 Luck -- 42 Skill. [-08 net]
040 Luck -- 46 Skill. [-04 net]
050 Luck -- 50 Skill. [+0 net]
060 Luck -- 54 Skill. [+4 net]
070 Luck -- 58 Skill. [+8 net]
080 Luck -- 62 Skill. [+12 net]
090 Luck -- 66 Skill. [+16 net]
100 Luck -- 70 Skill. [+20 net]

In short, Luck's effect varies from -20 (Luck = 0) to +20 (Luck = 100) or +4 
Luck every 10 points; since the base value is 50, 0-49 "don't occur" for the 
most part.

Luck continues to provide a benefit up to 300. This effectively gives each 
skill a +100 bonus. Remember the only skills that have a benefit above 100 
are athletics and acrobatics.

Luck may affect enemy loot but testing has not been conclusive. As for what 
else luck may have an affect on, who knows?


Summary of Attributes [D0004] ------------------------------------------------

Strength affects the skills it governs, Speed affects athletics and Agility 
affects marksman. The rest of the attributes do not contribute or affect the
skills they govern.

After you select your race, birth sign and favored attributes the only way to
raise your attribute points is by casting spells (temporary) drinking potions
(temporary), using special abilities (temporary), wearing enchanted equipment 
(constant) or raising your level (permanent).

Benefits that don’t affect a skill will continue to increase if you raise your
attribute above 100.

The two most effective characters classes are the two focused on combat. This
isn’t to say your Hunter or Assassin won’t work but these seem to be the 
dominant arch-types.

Fighters	Mages			Fighter		Mage

Endurance	Endurance		Endurance	Endurance
Strength	Intelligence		Strength	Strength
Intelligence	Willpower		Agility		Willpower
Willpower	Speed			Willpower	Speed
Agility		Strength		Speed		Intelligence
Speed		Agility			Intelligence 	Agility
Personality	Personality		Personality 	Personality
Luck		Luck			Luck		Luck
			
The left most fighter mage columns show how players might prioritize their 
attribute distribution if they are planning to stay on a low level or opting 
not to take the +50 magicka sigil stones. If you plan to take as many +50 
magicka sigil stones as you can your prioritization may look like what shown 
on the right. 

Remember, there are quite a few things that will affect your character's 
prioritization of attributes and the above is just two examples to give you an
some ideas. If your plan on max all your attributes it doesn't really matter
as long as you get your endurance to 100 ASAP.


Races [F0000] ****************************************************************

I'm really only going to talk about 5 races. The reason why I’m only covering
5 races is because the combat abilities are superior in one way or another to
those not listed.


Breton[F0001] ----------------------------------------------------------------

Ability Bonuses: +50 magicka total (constant)
		 +50 resist magicka (constant)
		 Dragon Skin
		   Activated once per day for 60 seconds
		   +50 shield

Skill Bonuses: +10 Conjuration, +10 Mysticism, +10 Restoration
	       +5 Alchemy, +5 Alteration, +5 Illusion

Attribute 	Males	Female

Strength	40	30	
Intelligence	50	50	
Willpower	50	50	
Agility		30	30	
Speed		30	40	
Endurance	30	30	
Personality	40	40	
Luck		50	50	

The bonus starting magicka and resist magicka are both solid bonuses. The 
starting high intelligence and willpower make for a good mage build.


High Elf [F0002] -------------------------------------------------------------

Ability Bonus: +100 magicka total (constant)
	       +75 resist disease (constant)
	       -25 weakness to fire, frost and shock (constant)

Skill Bonuses: +10 Alteration,  +10 Destruction, +10 Myticism
               +5 Illusion, +5 Alchemy, +5 Conjuration

Attribute	Male	Female	

Strength	30	30	
Intelligence	50	50	
Willpower	40	40	
Agility		40	40	
Speed		30	40	
Endurance	40	30	
Personality	40	40	
Luck		50	50

The bonus starting magicka is great and the resist disease is a minor plus. 
The 25 point weakness to fire, frost and shock hurts the character. Good
intelligence and willpower coupled with the great magicka bonus makes the High
Elf good for a mage build.


Do I choose Bretonor High Elf? [FA000] ---------------------------------------

Both the Bretonand the High Elf are vying to fill the mage class. The 
Brenton’s 50 point resistance to magicka greatly out classes the High Elf’s 
75 point resistance to disease. The advantage The High Elf has over the 
Bretonis the 50 extra starting magicka, but the High Elf also comes with a 
clear disadvantage and that the 25-point weakness to fire, frost and shock. 
Unless you absolutely want to have largest magicka pool then the Bretonis 
the easy choice. There is very little you’re going to want to cast with the 
High Elf that you can’t with the Brenton.


Orc [F0003] ------------------------------------------------------------------

Ability Bonuses: +25 magicka resistance (constant)
		 Berserk 
		   Activates once per day for 60 seconds
		   +50 strength
		   +20 health
                   +200 fatigue
		   -100 Agility

Skill Bonuses: +10 Armorer, + 10 Block, +10 Blunt, +10 Heavy Armor
	       +5 Hand-to-Hand.

Attribute	Male	Female	

Strength	45	45	
Intelligence	30	40	
Willpower	50	45	
Agility		35	35	
Speed		30	30	
Endurance	50	50	
Personality	30	25	
Luck		50	50

The Orc fits his race stereotype and is built for melee combat. They have a 
good activated ability that can allow you're character to pull through some 
situations that you may not be able to otherwise. The +25 magicka resistance 
is a good plus too.


Redguard [F0004] -------------------------------------------------------------

Ability Bonuses: +75 Poison resistance (constant)
		 +75 Disease resistance (constant)
		 Adrenaline Rush
		   Activates once per day for 60 seconds
		   +50 strength
		   +50 agility
		   +50 speed
		   +50 endurance 
		   +125 health (+100 from the endurance bonus)
		   +150 fatigue from the attribue bonuses
			

Skill Bonuses:  +10 Athletics, +10  Blade, +10 Blunt
		+5 Light Armor, +5 Heavy Armor and +5 Mercantile

Attribute	Male	Female	

Strength	50	40	
Intelligence	30	30	
Willpower	30	30	
Agility		40	40	
Speed		40	40	
Endurance	50	50	
Personality	30	40	
Luck		50	50	

The starting attributes and activated ability make the Redguard a superb melee
character. The Adrenaline Rush ability is phenominal.


Do I choose Orc or Redguard? [FA001] -----------------------------------------

The Redguard’s 75 point resistance to disease and poison is on par with the 
Orc’s 25 point resistance to magicka. However, the Redguard does get an edge 
in starting attributes and Adrenaline Rush easily outclasses Berserk.


Wood Elf [F0005] -------------------------------------------------------------

Ability Bonuses: +75 Resist Disease
		 Beast Tongue
		   Activates Once Per Day
		   +20 Command Creature

Skill Bonuses: +10 Alchemy, +10 Marksman, +10 Sneak
	       +5 Acrobatics, +5 Alteration, +5 Light Armor

Attribute	Male	Female:
Strength	30	30
Intelligence	40	40
Willpower	30	30
Agility		50	50
Speed		50	50
Endurance	40	30
Personality	30	40
Luck		50	50

The Wood Elf appears to be designed to play the Archer/Stealth roles by the 
looks of the attribute and skill distributions. Abilites are hardly worth 
mentioning.


The Other Races [F0005] ------------------------------------------------------

Here are the rest of the races that are "Good" but not "Great".

Race: Argonian
Ability Bonuses: +75 Resist Disease
	         +100 Resist Posion
		 Water Breathing (constant)

Skill Bonuses: +10 Athletics, +10 Security
               +5 Alchemy, +5 Blade, +5 Hand-to-Hand, +5 Illusion, +5 Mysticism

Attribute	Male	Female:
Strength	40	40
Intelligence	40	50
Willpower	30	40
Agility		50	40
Speed		40	40
Endurance	30	30
Personality	30	30
Luck		50	50


Race: Dark Elf
Ability Bonuses: +75 Resist Fire (constant)
		 Guardian Spirit
		   Activates once per day for 60 seconds
		   Conjures a Ghost

Skill Bonuses: +10 Blade, +10 Destruction
               +5 Athletics, +5 Blunt, +5 Light Armor, +5 Marksman +5 Mysticism

Attribute	Male	Female:
Strength	40	40
Intelligence	40	40
Willpower	30	30
Agility		40	40
Speed		50	50
Endurance	40	30
Personality	30	40
Luck		50	50


Race: Imperial
Ability Bonuses: Star of the West 
		   Activates once per day
		   Absorb Fatigue 100
		 Voice of the Emperor
		   Activates once pe day
		   Charm 30 

Skill Bonuses: +10 Heavy Armor, Mercantile and Speechcraft
                +5 Blade, Blunt and Hand-to-Hand

Attribute	Male	Female:
Strength	40	40
Intelligence	40	40
Willpower	30	40
Agility		30	30
Speed		40	30
Endurance	40	40
Personality	50	50
Luck		50	50


Race: Khajiit
Ability Bonuses: Eye of Fear
		   Activates once per day
		   Demoralize 100
                 Eye of Night
		   Unlimited Activations
	   	   Night-eye 30 seconds

Skill Bonuses: +10 Acrobatics, +10 Hand-to-Hand
	       +5 Athletics, +5 Blade, +5 Light Armor, +5 Security, +5 Sneak

Attribute	Male	Female:
Strength	40	30
Intelligence	40	40
Willpower	30	30
Agility		50	50
Speed		40	40
Endurance	30	40
Personality	40	40
Luck		50	50


Race: Nord
Ability Bonuses: Nordic Frost
		   Activates once per day
		   50 Frost Damage on Touch
		 Woad
		   Activates once per day
		   +30 Shield
		 +50 Resist Frost

Skill Bonuses: +10 Armorer, +10 Blade, +10 Blunt, +10 Heavy Armor
	       +5 Hand-to-Hand

Attribute	Male	Female:
Strength	50	50
Intelligence	30	30
Willpower	30	40
Agility		40	40
Speed		40	40
Endurance	50	40
Personality	30	30
Luck		50	50


Birth Signs [G0000] **********************************************************


The Attribute Bonus Signs [G0001] --------------------------------------------

The Lady (+10 to willpower and endurance), The Thief (+10 to agility, 
+10 speed and +10 to luck), The Steed (+20 to speed) and The Warrior 
(+10 to strength and endurance) are useful when trying to reach your goal 
attributes as quickly as possible. If you plan to max your attributes (even if
you’re not leveling luck or personality) there is no reason not to take The 
Thief birth sign.

Atronach [G0002] -------------------------------------------------------------

As pointed out by Thomas "Sajin" Bergmann FAQ (Hard Character Guide at 
GameFAQs.com) this is an interesting sigh. You get +150 to your magicka, 
+50 spell absorption (50% of the spells that hit you deal no damage and are 
converted into magicka), but you lose your ability to regenerate magicka. To 
regenerate magicka you will need to drink potions, use magicka shrines or 
absorbing spell damage. Sleeping or resting will not recover your magicka.

A work around is to use your Conjuration magicka to summon a ghost and turn it
against you by hitting it 3 times. This will allow you to regenerate your 
magicka when you need to. This however can prove to be tedious method of 
restoring your magicka.

The Atronach sign does prove even more troublesome with builds (see further 
into the FAQ) that plan on not leveling past a certain point because if you do
continue to level your major skills but not sleeping (preventing you from 
leveling) then you lose access to that method of regenerating your magicka.


The Mage [G0003] -------------------------------------------------------------

I generally like this sign the best because its +50 magicka with no strings. 
It can be applied to either mage or melee that doesn’t need the attribute 
bonuses.


The Ritual [G0004] -----------------------------------------------------------

The ability "Mara's Word" restores 200 health instantly. This ability is 
pretty good, but is a once per day trick. The other ability is "Blessed Word"
which is a reusable spell that costs 40 magicka. It will turn up to level 25
undead creatures. This will cause them to flee. The ritual is most useful for
characters who will be staying in the lower levels as the restore health will
equate to a free full heal.


The Useless Signs [G0005] ----------------------------------------------------

The Tower, The Shadow, The Serpent, The Lover and The Lord are all useless 
signs not suitable for building are best character. These are all generally 
are not acceptable because they are underpowered compared to other signs or 
can be replaced with low level spells or potions.

The Apprentice gives +100 magicka and a 100 point weakness to magicka. Similar
to the mage but is 100 point weakness to magica really worth an extra 50 
magicka?

The Lover recieves the ability "Lover's Kiss" which casts Paralyze for 10 
seconds on touch and damage fatigue 120 to self. This is a once per day 
ability.

The Lord gives the ability "Blood of the North" which restores 15 health for
6 seconds for 50 magicka. A good spell very early in the game and isn't a 
once per day ability. However, it quickly becomes inadequate and comes with a
25-point weakness to fire 24-7.

The Serpent has the ability "Serpent Spell" which activates the following four
abilites simultaneously cure posion (self), 90 point dispel (self), damage 
fatigue 100 (self), damage health 3 points for 20 seconds (touch). 

The Shadow gives your character "Moon Shadow" which casts Invisibilty for 
60 seconds on self once per day.

The Tower gives two abilites. Tower Key which allows you to cast open average
lock on target and Tower Warden which gives you 5% reflect damage for 120 
seconds. Each ability can be activated once per day.


Skills [H0000] ***************************************************************

Your skills are the various abilities that your character has his disposal. 
The more your character uses their abilities the more proficient they become 
with that ability.

As a reminder minor, specialized, major and major specialized skills earn 
different amounts of experience points each time an action for a skill that is
performed successfully. Specialized skills increase 33.3% faster than minor 
skills; major skills increase 66.6% faster than minor skills and major 
specialized skills increase 122.2% faster than minor skills.

The reason why a major skill levels faster than a minor skill is because they
require different amounts of EXP (experience points) to level. Specialized 
skills require 75% less experience than minors skills; major skills require 
60% less EXP than minor skills and major specialized skills require 45% less 
EXP than minor skills.

As you level your skills you will notice that you will receive a message when
you earn 25, 50, 75 and 100 skill levels. These are because you’ve reached 
the skill rank of an apprentice, journeyman, expert or master. When you earn 
these skill ranks you will receive a special bonus that will help you when you
use that skill. When you have earned less than 25 skill levels for a 
particular skill you are considered to at a novice skill rank.

Each skill will be given a “Leveling Speed Rank” with 1 being the fastest and 
17 being the slowest. Some skills will be given N/A rank meaning I wasn’t able
to accurately estimate a time for leveling that skill.

A “Leveling Difficulty” rating will be given to each skill as well. The 
difficulty rating has nothing to do with how much time is required to level 
the skill, but the amount of effort required to perform the actions required 
to earn EXP for that skill. The ratings are as follows automated, easy, 
mediocre and hard. A skill rated as automated will essential require no effort
at all, easy won’t require much effort beyond pushing a button repeatedly, 
mediocre will require some effort like moving around and possibly gathering 
materials and hard will require an extensive and tedious amount of work to 
level.

A combat rating and utility rating will also be given to each skill. The 
combat rating refers to how often and how effective the skill is in combat. 
The utility rating refers to the skills ability to make money, evading combat
situations or solving problems the game world presents to you. Each skill 
will be rated as good, mediocre, poor or N/A. Good means that the skills is 
used a lot and is effective, mediocre means that skill is either used a lot 
but not effective or effective but not used a lot, poor means the skill is 
rarely used or not effective and N/A means the skill has no application in 
that field.

Each skill is given a chart. The columns are minor, specialized, major and 
major specialized (M+S). The two main row headers are #Reps X-X and 
T(min) X-X. #Reps X-X means "the number of repetitions require to earn the 
EXP for levels X to X" and T(min) means the time in minutes required to earn 
the EXP for the levels X to X". #Reps and T(min) are directed related to each
other.

The table were included as a tool for those who want to know how long it take
and how much work will be require for a particular skill. It can also serve as
a tool to determine how long entire builds may take from start to finish.

If possible I will explain the per point benefits of increasing a skill. I 
will also explain the easiest way to level the skill. 

Keep in mind that you can always speak to trainers to increase skills you 
find too difficulty or time consuming. Training skills can be quite expensive 
to do at the higher skill levels and you can only train a total of 5 skill 
points per character level.

If you need a complete list of trainers see the "Trainers Guide" by eldin2003
at http://db.gamefaqs.com/console/xbox360/file/oblivion_trainers.txt

If you want to provide additional information for this you can send me an 
email at myk@accesswave.ca.


Acrobatics [H0001] -----------------------------------------------------------

Governing Attribute: Speed
Specialized Skill Group: Stealth
EXP Rate: 0.30 per jump/dodge plus 3.0 if you take damage.
Leveling Speed Rank: 13
Leveling Difficulty: Mediocre
Combat Rating: Poor
Utility Rating: Poor

		Minor		Specialized	Major		M+S 
#Reps 5-9	   7.37		    N/A		    N/A		    N/A
#Reps 10-19	  43.95		  33.04		    N/A		    N/A
#Reps 20-29	  95.60		  71.88	  (25-29)>33.38		    N/A
#Reps 30-39	 159.35		 119.81	 	  96.57		  71.78
#Reps 40-49	 232.89		 175.10		 141.14		 104.90
#Reps 50-59	 315.90		 237.52		 191.45		 142.30
#Reps 60-69	 406.60		 305.71		 246.42		 183.15
#Reps 70-79	 504.63		 379.42		 305.84		 227.31
#Reps 80-89	 609.49		 458.27		 369.39		 274.55
#Reps 90-99	 724.33		 544.61		 438.99		 326.27
#Reps Total	3096.85		2325.36		1823.18		1355.07
	
T(mins) 5-9	   0.54		    N/A		    N/A		    N/A	
T(mins) 10-19	   3.22		   2.00		    N/A		    N/A
T(mins) 20-29	   7.01		   4.35	   (25-29)>2.02		    N/A
T(mins) 30-39	  11.69		   7.25		   5.84		   4.34
T(mins) 40-49	  17.08		  10.59	 	   8.54		   6.35
T(mins) 50-59	  23.17		  14.37		  11.58		   8.61
T(mins) 60-69	  29.82		  18.50		  14.91		  11.08
T(mins) 70-79	  37.01		  22.95		  18.50		  13.75
T(mins) 80-89	  44.70		  27.73		  22.35		  16.61
T(mins) 90-99	  53.12		  32.95		  26.56		  19.74
T(mins) Total	 227.10		 140.68		 110.30		  80.48

The estimated time and reps is based on jumping down the mountain at Dark 
Fissure (3.3 EXP every 4.4s). There are a few variables that will probably 
increase your time such as enemy NPC, loading times and skill with the drill. 

Apprentice: You’re able to use normal attacks when jumping or falling.
Journeyman: Dodge. Hold block and press jump to activate a dodge.
Expert: Reduces fatigue loss per jump from 30 to 15 (50%).
Master: Allows you to jump off the surface of water.

Acrobatics will increase your jumping height by ~0.75% per point. Acrobatics 
beyond 100 will provide ~0.45% increase per point. Your control of your 
direction in the air will also increase as your acrobatics skill increases. 
The amount of fall damage you take is not affected by your acrobatics skill.

A great place to level acrobatics is at Dark Fissure. When fast travel to this
location you will start at the top of a mountain. Turn west after you've fast
travelled to this location and jump down the mountain. Try to damage on every
jump to get the 3.0 EXP on top of your 0.30 EXP for jumping. It will probably
take you about 5-10 minutes to get feel for it but it'll come. 

A high restoration skill to keep healing yourself will help greatly as you do 
this exercise. If you don't have a good restoration skill and or don't want to
level it just yet you should hold off until you can use the skill to level 
acrobatics.

If you don't like this drill once you get to skill level 50 you can 
continuously dodge which is an easier drill but will take 2-2.5 times longer 
to level.

I've read that an object or cieling that prevents you from making a full jump
will allow you to increase your acrobatics skill rapidly. I've tested this 
with store signs and found that my skill wouldn't increase if I rapidly kept 
jumping before the spring after he lands was over. So, as of now I don't think
this is a good method to rapidly increase the skill.

Acrobatics can be easily leveled by accident. To stop yourself from 
unnecessarily jumping around bind the key to something awkward so you’re not 
always pushing it when traveling.


Alchemy [H0002] --------------------------------------------------------------

Governing Attribute: Intelligence
Specialized Skill Group: Mage
EXP Rate: 5 per potion created.
Leveling Speed Rank: N/A
Leveling Difficulty: Mediocre
Combat Rating: Poor, generally out classed by magicka schools.
Utility Rating: Good, selling potions is a good money maker.

		Minor		Specialized	Major		M+S 
#Reps 5-9	   4.87		    N/A		    N/A		   N/A
#Reps 10-19	  29.01		 363.48		    N/A		   N/A
#Reps 20-29	  63.10		  47.44	  (25-29)>22.03		   N/A
#Reps 30-39	 105.17		  79.08		  63.74		 47.37
#Reps 40-49	 153.71		 115.57		  93.16		 69.24
#Reps 50-59	 208.49		 156.76		 126.36		 93.92
#Reps 60-69	 268.35		 201.77		 162.64		120.88
#Reps 70-79	 333.06		 250.42		 201.85		150.03
#Reps 80-89	 402.27		 302.46		 243.80		181.20
#Reps 90-99	 478.06		 359.44		 289.73		215.34
#Reps Total	2043.92		1534.74		1203.13		877.97
	
T(mins) 5-9	X		X		X		X
T(mins) 10-19
T(mins) 20-29
T(mins) 30-39
T(mins) 40-49
T(mins) 50-59
T(mins) 60-69
T(mins) 70-79
T(mins) 80-89
T(mins) 90-99
T(mins) Total	X		X		X		X

Because the gathering process of the indgredients will vary greatly from 
player to player its hard to make an estimate on how long this skill takes
to level. When I find a suitable scenario I will post an estimate.

Apprentice: Allows you to recognize 2 of 4 properties of an ingredient.
Journeyman: Allows you to recognize 3 of 4 properties of an ingredient.
Expert: Allows you to recognize 4 of 4 properties of an ingredient.
Master: Allows you to make potions from a single ingredient.

There are no per skill point benefit as far as I know. The number of 
ingredients used or the quality has no effect of the amount EXP earned with 
this skill.

The easiest way to level this skill is to steal all the food you can find and 
make potions. You can also buy ingredients from vendors and sell the end 
product back to them for a profit. This skill works with leveling mercantile.

Alchemy can be used to create a wide range of potions that can restore health 
to increase stats temporarily.

Alchemy can require a bit of work to level but it doesn’t take that long to do
it.


Alteration [H0003] -----------------------------------------------------------

Governing Attribute: Willpower
Specialized Skill Group: Mage
EXP Rate: 4.0 per alteration spell cast.
Leveling Speed Rank: 4
Leveling Difficulty: Easy
Combat Rating: Mediorce
Utility Rating: Good

		Minor		Specialized	Major		M+S 
#Reps 5-9	   6.08		    N/A		    N/A		    N/A
#Reps 10-19	  36.26		  27.26		    N/A		    N/A
#Reps 20-29	  78.87		  59.30	  (25-29)>27.54		    N/A
#Reps 30-39	 131.46		  98.84	  	  79.67		  59.22
#Reps 40-49	 192.13		 114.46		 116.44		  86.55
#Reps 50-59	 260.62		 195.95		 157.95		 117.39
#Reps 60-69	 335.44		 252.21		 203.30		 151.10
#Reps 70-79	 416.32		 313.02		 252.32		 187.53
#Reps 80-89	 502.83		 378.07		 304.75		 226.50
#Reps 90-99	 597.57		 449.30		 362.16		 269.18
#Reps Total	2554.90		1918.42		1504.13		1097.47
	
T(mins) 5-9	   0.14	            N/A		    N/A		    N/A
T(mins) 10-19	   0.86		   0.65	  	    N/A		    N/A
T(mins) 20-29	   1.87		   1.40	   (25-29)>0.65		    N/A
T(mins) 30-39	   3.11		   2.34		   1.89		   1.40
T(mins) 40-49	   4.55		   3.42		   2.76		   2.05
T(mins) 50-59	   6.17		   4.64		   3.74		   2.78
T(mins) 60-69	   7.94		   5.97		   4.81		   3.58
T(mins) 70-79	   9.85		   7.41		   5.97		   4.44
T(mins) 80-89	  11.90		   8.95		   7.21		   5.36
T(mins) 90-99	  14.14		  10.63		   8.57		   6.37
T(mins) Total	  60.47		  45.40		  35.60		  25.97

To reduce the required time to level "Spell Cast Speeds" for more information.

For all mage skills when you receive your apprentice, journeyman, expert and 
master skill levels you gain access to higher quality spells some with 
entirely new effects. 

As your alteration skill increases, the cost of your spells will decrease by 
0.85% per point. There is no benefit from raising your skill level above 100.
Your spell potency and effectiveness do not increase with skill. All spells 
give the same EXP per successful cast regardless of the effect, cost or 
casting time. Mixing two effects from different schools of magicka will not 
earn you EXP for both skills at the same time but only one (which every one 
it is remains constant).

To quickly level simply cast "Open Very Easy Lock" on easy to very hard locks.
If you can’t easily find a lock you can always go to the arena and cast your 
spell on the very hard lock box there. Once your MRR is high enough you will 
be able to chain cast these low level spells without running out of magicka. 
This will allow you have something keep your cast spell button in place while 
you do other thing like eat, sleep, etc. 

This school of magic alters the physical environment and objects contained 
within. This is useful skill for a mage class player because it will allow you
to create weightless magic armor instead of carrying light or heavy armor 
that a low strength character might not be able to do. At apprentice and 
beyond you can gain access to feather which will increase the amount of weight
you can carry.

The most useful ability for any class is the open X lock magic spells. At 
different levels of mastery one can open locks of increasing difficulty. It 
is very useful for low security characters, or people who have trouble with 
or simply don't like the lock picking mini-game.


Armorer [H0004] --------------------------------------------------------------

Governing Attribute: Endurance
Specialized Skill Group: Combat
EXP Rate: 1.5 per hammer bang.
Leveling Speed Rank: 5.0
Leveling Difficulty: Easy
Combat Rating: Poor/Good when you receive the expert bonus.
Utility Rating: Poor, saves you a bit on repairs costs.

		Minor		Specialized	Major		M+S 
#Reps 5-9	  16.22		    N/A		    N/A		    N/A
#Reps 10-19	  96.69		  72.70		    N/A		    N/A
#Reps 20-29	 210.33		 158.14   (25-29).73.43 	    N/A
#Reps 30-39	 350.57		 263.58		 212.46		 157.91
#Reps 40-49	 512.35		 385.23		 310.52		 230.79
#Reps 50-59	 694.97		 522.54		 421.20		 313.05
#Reps 60-69	 894.51		 672.57		 542.13		 402.93
#Reps 70-79	1110.19		 834.73		 672.84		 500.08
#Reps 80-89	1340.89		1008.19		 812.66		 604.00
#Reps 90-99	1593.52		1198.14		 965.77		 717.80
#Reps Total	6813.07		5115.80		4011.01		2926.58
	
T(mins) 5-9	X		X		X		X
T(mins) 10-19
T(mins) 20-29
T(mins) 30-39
T(mins) 40-49
T(mins) 50-59
T(mins) 60-69
T(mins) 70-79
T(mins) 80-89
T(mins) 90-99
T(mins) Total	X		X		X		X

Apprentice: You’re repair hammers last twice as long.
Journeyman: You can now repair magical equipment.
Expert: You can improve your equipment quality to 125%. This also improves the
	weapon damage by 12.5% and durability of the equipment by 25%.
Master: Never breaks repair hammers.

I currently don't know the per point benefit of increasing the Armorer skill.

Go to the Imperial Prison Sewer. In the sewer there are 4 enemies. Lure the 4
enemies to the sewer exit and just let them beat on you. Just get hit enough 
so that at least 1 point of durability is lost on most or all of your armor.
When you’ve achieved that, exit the sewers and repair your armor and re-enter.
When you re-enter the enemies should be right on top of you again. 
Alternatively, you can also use the Staff of Everscamp or your Conjuration to
summon enemies. This skill can be leveled along side your block and heavy 
armor skills (it may not suitable for light armor because it is governed by a
different attribute). 

The amount of durability you repair with each hammer bang does not affect the
amount of EXP you earn.

Wearing as many armor pieces as possible makes this easier. The Heavy Raiment
or Raiment of Valor are not good equipment to use for this exercise. A good 
example is to wear exactly what the Imperial Legion wears. You can easily get 
this by killing a lone guard (say in the Waterfront district of the Imperial 
City) or if your sneak skill will allow, stealing a suit from a sleeping
guard.

Armorer is a skill that will take a bit of effort to level, but the main 
benefit is reach at skill level 75. Leveling this skill beyond 75 provides 
little benefit. So if you don’t want or need to level this skill anymore then
feel free not to.


Athletics [H0005] ------------------------------------------------------------

Governing Attribute: Speed
Specialized Skill Group: Combat
XP Rate: 0.03 per second running +25% for swimming, 0.03 per dodge.
Leveling Speed Rank: 17
Leveling Difficulty: Automated
Combat Rating: Good
Utility Rating: Mediocre

		Minor		Specialized	Major		M+S 
#Reps 5-9	   811.00	      N/A	      N/A	      N/A
#Reps 10-19	  4834.33	  3634.84	      N/A	      N/A
#Reps 20-29	 10516.33	  7907.02 (25-29)>3671.52	      N/A
#Reps 30-39	 17528.33	 13179.20	 10623.23	  7895.65
#Reps 40-49	 25617.67	 19261.40	 15526.86	 11539.49
#Reps 50-59	 34748.67	 26126.82	 21059.80	 15652.55
#Reps 60-69	 44725.67	 33628.32	 27106.46	 20146.70
#Reps 70-79	 55509.03	 41736.34	 33642.02	 25004.20
#Reps 80-89	 67044.33	 50409.27	 40632.93	 30200.15
#Reps 90-99	 79676.00	 59906.77	 48288.48	 35890.09
#Reps Total	340653.67	255789.97	200550.30	146328.83
	
T(mins) 5-9	    13.52             N/A             N/A             N/A
T(mins) 10-19	    80.57	    60.58	      N/A	      N/A
T(mins) 20-29	   175.27	   131.78   (25-29) 61.19	      N/A
T(mins) 30-39	   292.14	   219.65          177.05	   131.59
T(mins) 40-49	   426.96	   321.02	   258.76	   192.32
T(mins) 50-59	   579.14	   435.45	   351.00	   260.88
T(mins) 60-69	   745.43	   560.47	   451.77          335.78
T(mins) 70-79	   925.16	   695.61	   560.70	   416.74
T(mins) 80-89	  1117.41	   840.15	   677.22	   503.34
T(mins) 90-99	  1327.93	   998.45	   804.81	   598.17
T(mins) Total	  5677.56	  4263.17	  3342.51	  2438.81
T(hours) Total	    94.62 	    71.06	    55.71	    40.64

Novice:     20% fatigue regeneration when running.
Apprentice: 40% fatigue regeneration when running.
Journeyman: 60% fatigue regeneration when running.
Expert:     80% fatigue regeneration when running.
Master:    100% fatigue regeneration when running.

This differs from that most FAQs report that Apprentice, Journeyman and 
Expert are 25%, 50% and 75% respectively.
						
Athletics will increase you movement speed by +0.33% for running, +0.04% for 
swimming and +0.60% for swimming fast per point while your skill level is 100
or less. When your athletics skill level is above 100 you will still seen 
benefits but at a decreased rate. Your new per point benefit is +0.25% for 
running, +0.38% for swimming and +.46% for swimming fast. Athletics provides 
no gain for walking speed.

The easiest way to level athletics is to find a corner in a safe zone and hit
auto run. If you don’t have an auto run button use an elastic band or complex
series of books to set the thumb stick to go forward. 

Its leveling difficulty is automated but it will take about 95 hours as a 
minor skill to level from 5 to 100.


Blade [H0006] ----------------------------------------------------------------

Governing Attribute: Strength
Specialized Skill Group: Combat
EXP Rate: 0.5 per hit.
Leveling Speed Rank: 9
Leveling Difficulty: Mediocre
Combat Rating: Good, the best physical damage dealing combat skill.
Utility Rating: N/A

		Minor		Specialized	Major		M+S 
#Reps 5-9	   48.66	     N/A  	     N/A	    N/A
#Reps 10-19	  290.06	  218.09       	     N/A	    N/A
#Reps 20-29	  630.98	  474.42  (25-29)>220.29	    N/A
#Reps 30-39	 1051.70	  790.75	  637.39	 473.74
#Reps 40-49	 1537.06	 1155.68	  931.55	 692.37
#Reps 50-59	 2084.92	 1567.61	 1263.59	 939.15
#Reps 60-69	 2683.54	 2017.70	 1626.39	1208.80
#Reps 70-79	 3330.56	 2504.18	 2018.52	1500.25
#Reps 80-89	 4022.66	 3024.56	 2437.98	1812.01
#Reps 90-99	 4780.56	 3594.41	 2897.31	2153.41
#Reps Total	20439.22	15347.40	12033.02	8779.73
	
T(mins) 5-9	    0.32             N/A             N/A            N/A
T(mins) 10-19	    1.93	    1.45	     N/A	    N/A
T(mins) 20-29	    4.21	    3.16    (25-29)>1.47	    N/A
T(mins) 30-39	    7.01	    5.27            4.25	   3.16
T(mins) 40-49	   10.25	    7.70	    6.21	   4.62
T(mins) 50-59	   13.90	   10.45	    8.42	   6.26
T(mins) 60-69	   17.89	   13.45	   10.84	   8.06
T(mins) 70-79	   22.20	   16.69	   13.46	  10.00
T(mins) 80-89	   26.82	   20.16	   16.25	  12.08
T(mins) 90-99	   31.87	   23.96	   19.32	  14.36
T(mins) Total	  136.26	  102.32	   80.22	  58.53

The times listed above are assuming you’re constantly hitting something 
without breaks. So your actual leveling time may increase greatly.

Novice:     You're power attack does 2.5x more damage than your normal attack.
Apprentice: You're power attack does 3.0x more damage than your normal attack.
Journeyman: You’re sidestepping (LEFT or RIGHT) power attack that has a 
            chance to disarm your opponent.
Expert: You’re sweeping (BACK) power attack now has a chance to knockdown.
Master: You’re rushing (FORWARD) power attack now has a chance to paralyze.

For every point in blade you increase you will receive an additional 7.5% 
damage bonus from your weapon's base. 

The only way you can increase or decrease the speed of your attacks is by 
changing weapon types like using a dagger instead of a sword. None of your 
skills or attributes has an affect on the rate at which your character will 
attack.

To level your blade skill use a daggers because they are the fastest swinging
blade weapons at 2.5 swings per second. Find a place where there are a lot of 
monsters to hit or summon enemies using your Conjuration or Staff of 
Everscamp will do fine. Adjusting the slider difficult will also adjust the 
health your foes have which will decrease the number of foes you will have to 
find or summon.


Block [H0007] ----------------------------------------------------------------

Governing Attribute: Endurance
Specialized Skill Group: Combat
EXP Rate: 1.25 per successful blocked.
Leveling Speed Rank: 5
Leveling Difficulty: Mediocre
Combat Rating: Poor to good, varies based on your play style.
Utility Rating: N/A

		Minor		Specialized	Major		M+S 
#Reps 5-9	  19.46		    N/A	    	    N/A		    N/A
#Reps 10-19	 116.02		  87.24		    N/A		    N/A
#Reps 20-29	 252.39		 189.77	  (25-29)>88.12		    N/A
#Reps 30-39	 420.68		 316.30	  	 254.96		 189.50
#Reps 40-49	 614.82		 462.27	 	 372.62		 276.95
#Reps 50-59	 833.97		 627.04		 505.44		 375.66
#Reps 60-69	1073.42		 807.08		 650.56		 483.52
#Reps 70-79	1332.22		1001.67		 807.41		 600.10
#Reps 80-89	1609.06		1209.82		 975.19		 724.80
#Reps 90-99	1912.22		1437.76		1158.92		 861.36
#Reps Total	8175.69		6138.96		4813.21		3511.89
	
T(mins) 5-9	   0.26		    N/A		    N/A		    N/A
T(mins) 10-19	   1.55		   1.16		    N/A		    N/A
T(mins) 20-29	   3.37		   2.53	   (25-29)>1.17		    N/A 
T(mins) 30-39	   5.61		   4.22		   3.40		   2.53
T(mins) 40-49	   8.20		   6.16		   4.97		   3.69
T(mins) 50-59	  11.12		   8.36		   6.74		   5.01
T(mins) 60-69	  14.31		  10.76		   8.67		   6.45
T(mins) 70-79	  17.76	  	  13.36		  10.77		   8.00
T(mins) 80-89	  21.45		  16.13		  13.00		   9.66
T(mins) 90-99	  25.50		  19.17		  15.45		  11.48
T(mins) Total	 109.01		  81.85		  64.18		  46.83

The time listed is an estimate based on the stats from heavy armor. It simple 
assumes that 50% of the hits you take will be blocked and it therefore will 
take twice as long to level.

Apprentice: When you block it no longer drains fatigue.
Journeyman: Blocking with a shield or weapon will no longer cause durability 
            damage. Blocking with your hands will cause your attackers to 
            recoil but will still do full damage.
Expert: Blocking can now be used like an attack to knock back and stagger
        your attackers.
Master: Blocking now has a chance to disarm.

For each point your block increases damage is reduced when you successfully 
block an attack.

Go to the Imperial Prison Sewer. In the sewer there are 4 enemies. Lure the 4
enemies to the sewer exit and let them beat on you. When you need low of
health leave, heal and re-enter. Alternatively you may use your Conjuration 
magicka or Staff of Everscamp to summon creatures. Try to stay in a corner so 
your enemies are generally attacking from the same direction.


Blunt [H0008]-----------------------------------------------------------------

Governing Attribute: Strength
Specialized Skill Group: Combat
EXP Rate: 0.5 per hit.
Leveling Speed Rank: 10
Leveling Difficulty: Mediocre
Combat Rating: Good
Utility Rating: N/A

		Minor		Specialized	Major		M+S 
#Reps 5-9	   48.66	     N/A	    N/A		    N/A
#Reps 10-19	  290.06	  218.09	    N/A		    N/A
#Reps 20-29	  630.98	  474.42  (25-29)>220.29	    N/A
#Reps 30-39	 1051.70	  790.75	  637.39	 473.74
#Reps 40-49	 1537.06	 1155.68	  931.55	 692.37
#Reps 50-59	 2084.92	 1567.61	 1263.59	 939.15
#Reps 60-69	 2683.54	 2017.70	 1626.39	1208.80
#Reps 70-79	 3330.56	 2504.18	 2018.52	1500.25
#Reps 80-89	 4022.66	 3024.56	 2437.98	1812.01
#Reps 90-99	 4780.56	 3594.41	 2897.31	2153.41
#Reps Total	20439.22        15347.40	12033.02	8779.73
	
T(mins) 5-9	    0.41	     N/A             N/A            N/A
T(mins) 10-19	    2.42	    1.82	     N/A	    N/A
T(mins) 20-29	    5.26	    3.95    (25-29)>1.84	    N/A
T(mins) 30-39	    8.76	    6.59            5.31	   3.95
T(mins) 40-49	   12.81	    9.63	    7.76	   5.77
T(mins) 50-59	   17.37	   13.06	   10.53	   7.83
T(mins) 60-69	   22.36	   16.81	   13.55	  10.07
T(mins) 70-79	   27.75	   20.87	   16.82	  12.50
T(mins) 80-89	   33.52	   25.20	   20.32	  15.10
T(mins) 90-99	   39.84	   29.95	   24.14	  17.95
T(mins) Total	  170.33	  127.98	  100.28	  73.16

The times listed above are assuming you’re constantly hitting something 
without breaks. So your actual leveling time may increase greatly.

Novice:     You're power attack does 2.5x more damage than your normal attack.
Apprentice: You're power attack does 3.0x more damage than your normal attack.
Journeyman: You’re sidestepping (LEFT or RIGHT) power attack that has a 
            chance to disarm your opponent.
Expert: You’re sweeping (BACK) power attack now has a chance to knockdown.
Master: You’re rushing (FORWARD) power attack now has a chance to paralyze.

For each skill point you receive for blunt you blunt weapon damage increase 
7.5% from the weapon's base.

The only way you can increase or decrease the speed of your attacks is by 
changing weapon types like using a axe instead of a two handed mace. None of 
your skills or attributes has an affect on the rate at which your character 
will attack.

To level your blunt skill use a one handed axe because they are the fastest 
swinging blunt weapons at 2.0 swings per second. Find a place where there are 
a lot of monsters to hit or summon enemies using your Conjuration or Staff
of Everscamp will do fine. Adjusting the slider difficult will also adjust the 
health your foes have which will decrease the number of foes you will have to 
find or summon.


Conjuration [H0009] ----------------------------------------------------------

Governing Attribute: Intelligence
Specialized Skill Group: Mage
EXP Rate: 6.0 per spell cast.
Leveling Speed Rank: 3
Leveling Difficulty: Easy
Combat Rating: Mediorce
Utility Rating: N/A

		Minor		Specialized	Major		M+S 
#Reps 5-9	   4.06		    N/A		    N/A		   N/A
#Reps 10-19	  24.17		  18.17		    N/A		   N/A
#Reps 20-29	  52.58		  39.54	  (25-29)>18.36		   N/A
#Reps 30-39	  87.64		  65.90		  53.12		 39.48
#Reps 40-49	 128.09		  96.31		  77.63		 57.70
#Reps 50-59	 173.74		 130.63		 105.30		 78.26
#Reps 60-69	 223.63		 168.14		 135.53		100.73
#Reps 70-79	 277.55		 208.68		 168.21		125.02
#Reps 80-89	 335.22		 252.05		 203.61		151.00
#Reps 90-99	 398.38		 299.53		 241.44		179.45
#Reps Total	1703.27		1278.95		1002.75		731.64
	
T(mins) 5-9	   0.14		    N/A		    N/A		   N/A
T(mins) 10-19	   0.85		   0.64	 	    N/A		   N/A
T(mins) 20-29	   1.84		   1.38	   (25-29)>0.64		   N/A
T(mins) 30-39	   3.07		   2.31   	   1.86		  1.38
T(mins) 40-49	   4.48		   3.37		   2.72		  2.02
T(mins) 50-59	   6.08		   4.57		   3.69		  2.74
T(mins) 60-69	   7.83		   5.88		   4.74		  3.53
T(mins) 70-79	   9.71		   7.30		   5.89		  4.38
T(mins) 80-89	  11.73		   8.82		   7.11		  5.29
T(mins) 90-99	  13.94		  10.48		   8.45		  6.28
T(mins) Total	  59.61		  44.76		  35.10		 25.61

To reduce the required time to level "Spell Cast Speeds" for more information.

Apprentice, journeyman, expert and master skill levels simply make new spells
available to you.

As your conjuration skill increase the cost of your spells will decrease by 
0.85% per point.

To level conjuration cast “Skeleton” repeatedly. Holding the spell cast button
in place makes things even easier.

Very useful in combat for a magic character, it allows access to powerful 
Daedric style weapons and armor at different levels of mastery, as well it 
allows you to summon a creature from oblivion to help you fight. In any 
situation with multiple enemies, summoning a creature will help move the odds
in your favor. Often if your summoned creature is between you and your 
enemies, your enemies will stop and attack it. When this happens it will buy 
you time to heal yourself or attack the enemies without reprisal. This is 
especially useful against NPCs who have the ability to summon creatures 
themselves.

Outside of combat summoning a creature will give you access to a creature that
you can train all your combat abilities on without the need for dungeon 
crawling. I personally find that training in your own house will eliminate the
chances of random monsters and animals from nearby from interfering. This 
also eliminates the risk of accidentally striking a friendly NPC. For training
purposes you can increase the difficulty slider to the right and increase the 
punishment your conjured monster will take.

See Alteration for more details about mage skills in general.


Destruction [H0010] ----------------------------------------------------------

Governing Attribute: Willpower
Specialized Skill Group: Mage
EXP Rate: 1.2 per spell cast that hits (you or an enemy)
Leveling Speed Rank: 11
Leveling Difficulty: Mediocre
Combat Rating: Good
Utility Rating: N/A

		Minor		Specialized	Major		M+S 
#Reps 5-9	  20.28		    N/A		    N/A		    N/A
#Reps 10-19	 120.86		  90.87	       	    N/A		    N/A
#Reps 20-29	 262.91		 197.68	  (25-29)>91.79		    N/A
#Reps 30-39	 438.21		 329.48		 265.58		 197.39
#Reps 40-49	 640.44		 481.54		 388.15		 288.49
#Reps 50-59	 868.72		 653.17		 526.49		 391.31
#Reps 60-69	1118.14		 840.71		 677.66		 503.67
#Reps 70-79	1387.73		1043.41		 841.05		 625.11
#Reps 80-89	1676.11		1260.23		1015.82		 755.00
#Reps 90-99	1991.90		1497.67		1207.21		 897.25
#Reps Total	8516.34		6394.75		5013.76		3658.22
	
T(mins) 5-9	   0.48		    N/A		    N/A		    N/A
T(mins) 10-19	   2.86		   2.15	       	    N/A		    N/A
T(mins) 20-29	   6.22		   4.68	   (25-29)>2.17		    N/A
T(mins) 30-39	  10.37		   7.80 	   6.29		   4.67
T(mins) 40-49	  15.16		  11.40		   9.19		   6.83
T(mins) 50-59	  20.56		  15.46		  12.46		   9.26
T(mins) 60-69	  26.46		  19.90		  16.04		  11.92
T(mins) 70-79	  32.84		  24.69		  19.90		  14.79
T(mins) 80-89	  39.67		  29.83		  24.04		  17.87
T(mins) 90-99	  47.14		  35.44		  28.57		  21.23
T(mins) Total	 201.56		 151.34		 118.66		  86.58

The times listed above are assuming you’re constantly hitting something 
without breaks. So your actual leveling time may increase greatly.

Apprentice, journeyman, expert and master skill levels simply make new spells
available to you.

As your destruction skill increase the cost of your spells will decrease by 
0.85% per point.

To level your destruction skill, find a place where there are a lot of 
monsters to hit or summon enemies using your Conjuration or Staff of Everscamp
will do fine. Adjusting the slider difficult will also adjust the health your
foes have which will decrease the number of foes you will have to find or 
summon.

The primary source of damage output for a mage. This class determines what 
kind of damage you can inflict on your enemies. The strength of the spell is 
tied into the damage and duration of the spell. Regardless of the damage it 
seems that enemies take more damage from shock magic (except of course those 
immune or resistant to shock) and although it seems obvious that you would
use a frost spell on a fire elemental enemy more times than not shock will 
do equivalent amount or more damage.

Destruction also has spells which reduce the amount of attributes and skills 
points your enemies have for set periods of times. 

See Alteration for more details about mage skills in general.

Hand to Hand [H0011] ---------------------------------------------------------

Governing Attribute: Strength
Specialized Skill Group: Combat
EXP Rate: 0.6 per hit.
Leveling Speed Rank: 6
Leveling Difficulty: Mediocre
Combat Rating: Good but moves towards mediocre as the game progresses.
Utility Rating: N/A

		Minor		Specialized	Major		M+S 
#Reps 5-9	  40.55		     N/A	     N/A	    N/A	
#Reps 10-19	  241.72	  181.74  	     N/A	    N/A
#Reps 20-29	  525.82	  395.35  (25-29)>183.58	    N/A
#Reps 30-39	  876.42	  658.96	  531.16	 394.78
#Reps 40-49	 1280.88	  963.07	  776.29	 576.97
#Reps 50-59	 1737.43	 1306.34	 1052.99	 782.63
#Reps 60-69	 2236.28	 1681.42	 1355.32	1007.33
#Reps 70-79	 2775.47	 2086.82	 1682.10	1250.21
#Reps 80-89	 3352.22	 2520.46	 2031.65	1510.01
#Reps 90-99	 3983.80	 2995.34	 2414.42	1794.50
#Reps Total	17032.68	12789.50	10027.52	7316.44
	
T(mins) 5-9	    0.27	     N/A	     N/A     	    N/A
T(mins) 10-19	    1.61	    1.21	     N/A	    N/A
T(mins) 20-29	    3.51	    2.64    (25-29)>1.22	    N/A
T(mins) 30-39	    5.84	    4.39	    3.54	   2.63
T(mins) 40-49	    8.54	    6.42	    5.18	   3.85
T(mins) 50-59	   11.58	    8.71	    7.02	   5.22
T(mins) 60-69	   14.91	   11.21	    9.04	   6.72
T(mins) 70-79	   18.50	   13.91	   11.21	   8.33
T(mins) 80-89	   22.35	   16.80	   13.54	  10.07
T(mins) 90-99	   26.56	   19.97	   16.10	  11.96
T(mins) Total	  113.55	   85.26	   66.85	  48.78

The times listed above are assuming you’re constantly hitting something 
without breaks. So your actual leveling time may increase greatly. The attack
speed is assumed to be 2.5 swings per second.

Novice:     You're power attack does 2.5x more damage than your normal attack.
Apprentice: You're power attack does 3.0x more damage than your normal attack.
Journeyman: You’re sidestepping (LEFT or RIGHT) power attack that has a 
            chance to disarm your opponent.
Expert: You’re sweeping (BACK) power attack now has a chance to knockdown.
Master: You’re rushing (FORWARD) power attack now has a chance to paralyze.

As you increase your hand-to-hand skill the damage dealt will increases. The 
way to calculate hand-to-hand damage is using this formula:

1 + (Skill/100 * Strength/100 * 10) 

If either strength or skill is 0 the damage is reduced to 1 regardless of the
other value. The maximum damage you can do with hand-to-hand is 11 per hit.

Like the other melee skills there is no attribute or skill value that will 
affect the rate of your attack.

To level your hand-to-hand skill, find a place where there are a lot of 
monsters to hit or summon enemies using your Conjuration or Staff of Everscamp
will do fine. Adjusting the slider difficult will also adjust the health your 
foes have which will decrease the number of foes you will have to find or 
summon.


Heavy Armor [H0012] ----------------------------------------------------------

Governing Attribute: Endurance
Specialized Skill Group: Combat
EXP Rate: 1.25 per hit taken.
Leveling Speed Rank: 2
Leveling Difficulty: Mediocre
Combat Rating: Good
Utility Rating: N/A

		Minor		Specialized	Major		M+S 
#Reps 5-9	  19.46		    N/A		    N/A		    N/A
#Reps 10-19	 116.02		  87.24	  	    N/A		    N/A
#Reps 20-29	 252.39		 189.77	  (25-29)>88.12		    N/A
#Reps 30-39	 420.68		 316.30		 254.96		 189.50
#Reps 40-49	 614.82		 462.27		 372.62		 276.95
#Reps 50-59	 833.97		 627.04		 505.44		 375.66
#Reps 60-69	1073.42		 807.08		 650.56		 483.52
#Reps 70-79	1332.22		1001.67		 807.41		 600.10
#Reps 80-89	1609.06		1209.82		 975.19		 724.80
#Reps 90-99	1912.22		1437.76		1158.92		 861.36
#Reps Total	8175.69		6138.96		4813.21		3511.89
	
T(mins) 5-9	   0.13		    N/A		    N/A		    N/A
T(mins) 10-19  	   0.77		   0.58		    N/A		    N/A
T(mins) 20-29	   1.68		   1.27    (25-29)>0.59		    N/A
T(mins) 30-39	   2.80		   2.11            1.70	 	   1.26
T(mins) 40-49	   4.10		   3.08		   2.48		   1.85
T(mins) 50-59	   5.56		   4.18		   3.37		   2.50
T(mins) 60-69	   7.16		   5.38		   4.34		   3.22
T(mins) 70-79	   8.88		   6.68		   5.38		   4.00
T(mins) 80-89	  10.73		   8.07		   6.50		   4.83
T(mins) 90-99	  12.75		   9.59		   7.73		   5.74
T(mins) Total	  54.50		  40.93		  32.09		  23.41

The times above assume you are getting hit 2.5 times a second without breaks.
Breaks you will need to take to heal and repair are not included. The number 
of enemies and the frequency of their attack will also affect the time.

Apprentice: Heavy Armor durability is increased 1.5 times.  
Journeyman: Heavy Armor durability is increased 3 times from novice. 
Expert: Heavy Armor movement speed penalty is reduced by 50%.
Master: Suffer no movement speed penalty for wearing Heavy Armor.

Your armor value of your Heavy Armor increases with your skill at 3.5% per 
point for all pieces except the shield and chest piece which increase at 2.0%
per point.

To level your Heavy Armor skill, go to the Imperial Prison Sewer. In the sewer
there are 4 enemies. Lure the 4 enemies to the sewer exit and let them beat on
you. When you have low of health exit the sewer, heal, repair and re-enter. 
You can use Conjuration or the Staff of Everscamp to summon your opponents. 
You can raise your restoration while leveling this skill as well.

Wearing as many separate armor pieces as possible makes this easier. The Heavy
Raiment or Raiment of Valor are not good pieces of equipment to use for this 
exercise. A good example of what to wear is what the Imperial Legion wears. 
You can get a suit of their armor by killing a lone guard (say in the 
Waterfront district of the Imperial City) or stealing a full suit from a 
sleeping guard (if your sneak skill will allow).

Heavy Armor on paper is the second quickest skill to level.


Illusion [H0013] -------------------------------------------------------------

Governing Attribute: Personality
Specialized Skill Group: Mage
EXP Rate: 3.0 per spell cast.
Leveling Speed Rank: 7
Leveling Difficulty: Easy
Combat Rating: Poor
Utility Rating: Mediocre

		Minor		Specialized	Major		M+S 
#Reps 5-9	   8.11		    N/A		    N/A		    N/A
#Reps 10-19	  48.34		  36.35	            N/A		    N/A
#Reps 20-29	 105.16		  79.07	  (25-29)>36.72		    N/A
#Reps 30-39	 175.28		 131.79		 106.23		  78.96
#Reps 40-49	 256.18		 192.61		 155.26		 115.39
#Reps 50-59	 347.49		 261.27		 210.60		 156.53
#Reps 60-69	 447.26		 336.28		 271.06		 201.47
#Reps 70-79	 555.09		 417.36		 336.42		 250.04
#Reps 80-89	 670.44		 504.09		 406.33		 302.00
#Reps 90-99	 796.76		 599.07		 482.88		 358.90
#Reps Total	3406.54		2557.90		2005.50		1463.29
	
T(mins) 5-9	   0.28		    N/A		    N/A		    N/A
T(mins) 10-19	   1.69		   1.27       	    N/A		    N/A
T(mins) 20-29	   3.68		   2.77	   (25-29)>1.29		    N/A
T(mins) 30-39	   6.13		   4.61	  	   3.72		   2.76
T(mins) 40-49	   8.97		   6.74		   5.43		   4.04
T(mins) 50-59	  12.16		   9.14		   7.37		   5.48
T(mins) 60-69	  15.65		  11.77		   9.49		   7.05
T(mins) 70-79	  19.43		  14.61		  11.77		   8.75
T(mins) 80-89	  23.47		  17.64		  14.22		  10.57
T(mins) 90-99	  27.89		  20.97		  16.90		  12.56
T(mins) Total	 119.23		  89.53		  70.19		  51.22

To reduce the required time to level "Spell Cast Speeds" for more information.

Apprentice, journeyman, expert and master skill levels simply make new spells 
available to you.

As your destruction skill increase the cost of your spells will decrease by 
0.85% per point.

To level this skill cast "Star Light" repeatedly. Holding the spell cast 
button in place makes for an easier time when leveling.

Illusion is great for gaining information from NPCs without the lengthy 
process of the Speechcraft rotation game or the cost of bribing them. At 
Journeyman and higher you gain access to the chameleon and invisibility spells
that can turn any character into a master of stealth. 

The light spell provides a nice alternative to a torch however the Night-Eye 
spell provides a way to see in dark areas without the risk of detection that 
using a torch or the light spell have.

On the combat side Illusion has access to paralyze which is a great equalizer 
for a mage character to use against a strong melee character. Very few enemies
are immune to paralyze.

See Alteration for more details about mage skills in general.


Light Armor [H0014] ----------------------------------------------------------

Governing Attribute: Speed
Specialized Skill Group: Stealth
EXP Rate: 1.5 per hit taken.
Leveling Speed Rank: 1
Leveling Difficulty: Mediocre
Combat Rating: Good
Utility Rating: N/A

		Minor		Specialized	Major		M+S 
#Reps 5-9	  16.22		    N/A		    N/A		    N/A
#Reps 10-19	  96.69		  72.70 	    N/A		    N/A
#Reps 20-29	 210.33		 158.14	  (25-29)>73.43		    N/A
#Reps 30-39	 350.57		 263.58		 212.46		 157.91
#Reps 40-49	 512.35		 385.23		 310.52		 230.79
#Reps 50-59	 694.97		 522.54		 421.20		 313.05
#Reps 60-69	 894.51		 672.57		 542.13		 402.93
#Reps 70-79	1110.19		 834.73		 672.84		 500.08
#Reps 80-89	1340.89		1008.19		 812.66		 604.00
#Reps 90-99	1593.52		1198.14		 965.77		 717.80
#Reps Total	6813.07		5115.80		4011.01		2926.58
	
T(mins) 5-9	   0.11		    N/A		    N/A		    N/A
T(mins) 10-19	   0.64		   0.48	 	    N/A		    N/A
T(mins) 20-29	   1.40		   1.05	   (25-29)>0.49		    N/A
T(mins) 30-39	   2.34		   1.76	 	   1.42		   1.05
T(mins) 40-49	   3.42		   2.57		   2.07		   1.54
T(mins) 50-59	   4.63		   3.48		   2.81		   2.09
T(mins) 60-69	   5.96		   4.48		   3.61		   2.69
T(mins) 70-79 	   7.40		   5.56		   4.49		   3.33
T(mins) 80-89	   8.94		   6.72		   5.42		   4.03
T(mins) 90-99	  10.62		   7.99		   6.44		   4.79
T(mins) Total	  45.42		  34.11		  26.74		  19.51

The times above assume you are getting hit 2.5 times a second without breaks. 
The number of healing and breaks will affect the time. Enemies and the 
frequency of their attack will also affect the time.

Apprentice: Light Armor durability is increased 1.5 times.  
Journeyman: Light Armor durability is increased 3 times from novice. 
Expert: Suffer no movement speed penalty for wearing Light Armor.
Master: The armor value for Light Armor increase by 50%.

Your armor value of your Light Armor increases with your skill at 3.5% per
point for all pieces except the shield and chest piece which increase at 2.0%
per point. 

The technique to level this skill is identical to the Heavy Armor description.

On paper light armor is the fastest skill to level.


Marksman [H0015] -------------------------------------------------------------

Governing Attribute: Agility
Specialized Skill Group: Stealth
EXP Rate: 0.8 per hit.
Leveling Speed Rank: 15
Leveling Difficulty: Mediocre
Combat Rating: Poor
Utility Rating: Good

		Minor		Specialized	Major		M+S 
#Reps 5-9	   30.41	    N/A		    N/A		    N/A
#Reps 10-19 	  181.29	 136.31		    N/A		    N/A
#Reps 20-29  	  394.36	 296.51	 (25-29)>137.68		    N/A
#Reps 30-39	  657.31	 494.22		 398.37		 296.09
#Reps 40-49	  960.66	 722.30		 582.22		 432.73
#Reps 50-59	 1303.08	 979.76		 789.74		 586.97
#Reps 60-69	 1677.21	1261.06		1016.49		 755.50
#Reps 70-79	 2081.60	1565.11		1261.58		 937.66
#Reps 80-89	 2514.16	1890.35		1523.73		1132.51
#Reps 90-99	 2987.85	2246.50		1810.82		1345.88
#Reps Total	12774.51	9592.12		7520.64		5487.33
	
T(mins) 5-9	    0.89	    N/A		    N/A		    N/A
T(mins) 10-19	    5.29	   3.98		    N/A	 	    N/A
T(mins) 20-29	   11.50	   8.65    (25-29)>4.02		    N/A
T(mins) 30-39	   19.17	  14.41 	  11.62		   8.64
T(mins) 40-49	   28.02	  21.07		  16.98		  12.62
T(mins) 50-59	   38.01	  28.58		  23.03		  17.12
T(mins) 60-69	   48.92	  36.78		  29.65		  22.04
T(mins) 70-79	   60.71	  45.65		  36.80		  27.35
T(mins) 80-89	   73.33	  55.14		  44.44		  33.03
T(mins) 90-99	   87.15	  65.52		  52.82		  39.25
T(mins) Total	  372.59	 279.77		 219.35		 160.05

Apprentice: You don’t get fatigued drain from having an arrow pulled.
Journeyman: You can now zoom with your bow (by holding block).
Expert: You now have the chance to knock down.
Master: You now have the chance to paralyze.

Like all the melee skills you can’t increase the rate of fire of your bow by 
any means.

To level your Marksman skill, find a place where there are a lot of monsters 
to hit or summon enemies using your Conjuration or Staff of Everscamp will do
fine. Adjusting the slider difficult will also adjust the health your foes 
have which will decrease the number of foes you will have to find or summon.

The rate of fire can make this a tedious skill to level.


Mercantile [H0016] -----------------------------------------------------------

Governing Attribute: Personality
Specialized Skill Group: Stealth
EXP Rate: 0.4 per sale transaction.
Leveling Speed Rank: N/A
Leveling Difficulty: Hard
Combat Rating: N/A
Utility Rating: Mediocre

		Minor		Specialized	Major		M+S 
#Reps 5-9	   60.83	     N/A	     N/A	     N/A
#Reps 10-19	  362.58	  272.61	     N/A	     N/A
#Reps 20-29	  788.73	  593.03  (25-29)>275.36	     N/A
#Reps 30-39	 1314.63	  988.44	  796.74	  592.17
#Reps 40-49	 1921.33	 1444.61	 1164.44	  865.46
#Reps 50-59	 2606.15	 1959.51	 1579.48	 1173.94
#Reps 60-69	 3354.43	 2522.12	 2032.98	 1511.00
#Reps 70-79	 4163.20	 3130.23	 2523.15	 1875.32
#Reps 80-89	 5028.33	 3780.70	 3047.47	 2265.01
#Reps 90-99	 5975.70	 4493.01	 3621.64	 2691.76
#Reps Total	25549.03	19184.25	15041.27	10974.66
	
T(mins) 5-9	X		X		X		X
T(mins) 10-19	
T(mins) 20-29	
T(mins) 30-39	
T(mins) 40-49	
T(mins) 50-59	
T(mins) 60-69	
T(mins) 70-79	
T(mins) 80-89	
T(mins) 90-99	
T(mins) Total	X		X		X		X

Because the gathering process of the items will vary greatly from player to 
player its hard to make an estimate on how long this skill takes to level. 
When I find a suitable scenario I will post an estimate.

Apprentice: You can now sell damaged items at full value.
Journeyman: Shops will now buy any type of object from you.
Expert: You many now invest into shops. Investing 500 gold will permanently 
increase the shops available gold by 500.
Master: All shops will have 500 more gold available to them.

Increasing mercantile allows you to adjust the haggle slider further to right.
This is turns allows you to sell your items for more and spend less when 
buying items.

To level mercantile steal everything that can be sold for at least 1 gold. 
Giving away items to shopkeepers will not increase your skill. Sell each item
individually. Selling 100 arrows in one transaction will produce the same EXP
as selling 1 arrow by itself. 

Buying items from shop keepers will not give you EXP and the amount you have 
the haggle slider adjusted also does not affect the EXP your earn on each 
transaction.

This skill will by far take the most effort and attention to level. It 
provides little benefit at any level because joining the thieves’ guild will 
provide you access to a fence who will buy all items from your regardless of 
your skill level.


Mysticism [H0017] ------------------------------------------------------------

Governing Attribute: Intelligence
Specialized Skill Group: Mage
EXP Rate: 3.0 per spell cast.
Leveling Speed Rank: 8
Leveling Difficulty: Easy
Combat Rating: Poor
Utility Rating: Good

		Minor		Specialized	Major		M+S 
#Reps 5-9	   8.11		    N/A		    N/A		    N/A
#Reps 10-19	  48.34		  36.35		    N/A	  	    N/A
#Reps 20-29	 105.16		  79.09	  (25-29) 36.72		    N/A
#Reps 30-39	 175.28		 131.79		 106.23		  78.96
#Reps 40-49	 256.18		 192.61		 155.26		 115.39
#Reps 50-59	 347.49		 261.27		 210.60		 156.53
#Reps 60-69	 447.26		 336.28		 271.06		 201.47
#Reps 70-79	 555.09		 417.36		 336.42		 250.04
#Reps 80-89	 670.44		 504.09		 406.33		 302.00
#Reps 90-99	 796.76		 599.07		 482.88		 358.90
#Reps Total	3406.54		2557.90		2005.50		1463.29
	
T(mins) 5-9	  0.28		    N/A		    N/A		    N/A
T(mins) 10-19	  1.69		   1.27		    N/A		    N/A
T(mins) 20-29	  3.68		   2.77	   (25-29)>1.29	 	    N/A
T(mins) 30-39	  6.13		   4.61 	   3.72		   2.76
T(mins) 40-49	  8.97		   6.74		   5.43		   4.04
T(mins) 50-59	 12.16		   9.14		   7.37		   5.48
T(mins) 60-69	 15.65		  11.77		   9.49		   7.05
T(mins) 70-79	 19.43		  14.61		  11.77		   8.75
T(mins) 80-89	 23.47		  17.64		  14.22		  10.57
T(mins) 90-99	 27.89		  20.97		  16.90		  12.56
T(mins) Total	119.23		  89.53	 	  70.19		  51.22

To reduce the required time to level "Spell Cast Speeds" for more information.

Apprentice, journeyman, expert and master skill levels simply make new spells 
available to you.

As your destruction skill increase the cost of your spells will decrease by 
0.85% per point.

To level this skill simply cast "Minor Detect Life" repeatedly. Holding the 
spell cast button in place makes for an easier time when leveling.

To level this skill cast "Minor Detect Life" repeatedly. Holding the spell 
cast button in place makes for an easier time when leveling.

Mysticism is a must for people who want to enchant their equipment. The 
soultrap ability will put an enemy soul into a soul gem that can be used to 
recharge an enchanted weapon. It can also be used at the Arcane University to
enchant your equipment and weapons with any magic effect spell you can cast. 
Soultrap will is a curse that stays on a target and if that target dies their
soul will be transferred into the smallest gem in your inventory that can 
accept the soul.

The detect life spell is great for any stealth oriented character. This 
ability allows you to see a glowing mass represents the life-force of friendly
and aggressive NPCs. This effect allows you to see an enemy’s position through
objects such as walls.

See Alteration for more details about mage skills in general.


Restoration [H0018] ----------------------------------------------------------

Governing Attribute: Willpower
Specialized Skill Group: Mage
EXP Rate: 0.6 per spell cast.
Leveling Speed Rank: 16
Leveling Difficulty: Easy
Combat Rating: Good, probably the most important mage skill in combat.
Utility Rating: Poor

		Minor		Specialized	Major		M+S 
#Reps 5-9	   40.55	     N/A	     N/A	    N/A
#Reps 10-19	  241.72	  181.74	     N/A	    N/A
#Reps 20-29	  525.82	  395.35	  183.58	    N/A
#Reps 30-39	  876.42	  658.96	  531.16	 394.78
#Reps 40-49	 1280.88	  963.07	  776.29	 576.97
#Reps 50-59	 1737.43	 1306.34	 1052.99	 782.63
#Reps 60-69	 2236.28	 1681.42	 1355.32	1007.33
#Reps 70-79	 2775.47	 2086.82	 1682.10	1250.21
#Reps 80-89	 3352.22	 2520.46	 2031.65	1510.01
#Reps 90-99	 3983.80	 2995.34	 2414.42	1794.50
#Reps Total	17032.68	12789.50	10027.52	7316.44
	
T(mins) 5-9	    1.42	   N/A		     N/A	    N/A
T(mins) 10-19	    8.46	  6.36  	     N/A	    N/A
T(mins) 20-29	   18.40	 13.84	    (25-29)>6.43	    N/A
T(mins) 30-39	   30.67	 23.06	  	   18.59	  13.82
T(mins) 40-49	   44.83	 33.71		   27.17	  20.19
T(mins) 50-59	   60.81	 45.72		   36.85	  27.39
T(mins) 60-69	   78.27	 58.85		   47.44	  35.26
T(mins) 70-79	   97.14	 73.04		   58.87	  43.76
T(mins) 80-89	  117.33	 88.22		   71.11	  52.85
T(mins) 90-99	  139.43	104.84		   84.50	  62.81
T(mins) Total	  596.14	447.63		  350.96	 256.08

To reduce the required time to level "Spell Cast Speeds" for more information.

Apprentice, journeyman, expert and master skill levels simply make new spells
available to you.

As your destruction skill increase the cost of your spells will decrease by 
0.85% per point.

To level this skill cast "Minor Heal" repeatedly. Holding the spell cast 
button in place makes for an easier time when leveling.

Restoration is very important for any class. Restoration will take longer than
any other mage skill to level. Obviously it will be primarily used to 
restoring lost health. At low levels restoration is very inefficient but as 
your skill progress it will become much more effective.

Restoration also has spells for the ability to absorb magicka, fatigue, 
health, attributes and skills from friendly and mean NPCs. This will reduce 
their stat and increase the same stat on your character.

Restoration has spells to cure poisons, diseases, and to restore attributes 
which can be very important to “evil” players who have such a high infamy that
 they can no longer use the Alter of Nine to restore attributes and cleans 
diseases.

See Alteration for more details about mage skills in general. 


Security [H0019] -------------------------------------------------------------

Governing Attribute: Agility
Specialized Skill Group: Stealth
EXP Rate: 1.5 per tumble unlocked.
Leveling Speed Rank: N/A
Leveling Difficulty: Hard (maybe I'm just the suck at the mini-game)
Combat Rating: N/A
Utility Rating: Good

		Minor		Specialized	Major		M+S 
#Reps 5-9	  16.22		    N/A		    N/A		    N/A
#Reps 10-19	  96.69		  72.70		    N/A		    N/A
#Reps 20-29	 210.33		 158.14   (25-29)>73.43		    N/A
#Reps 30-39	 350.57		 263.58		 212.46		 157.91
#Reps 40-49	 512.35		 385.23		 310.52		 230.79
#Reps 50-59	 694.97		 522.54		 421.20		 313.05
#Reps 60-69	 894.51		 672.57		 542.13		 402.93
#Reps 70-79	1110.19		 834.73		 672.84		 500.08
#Reps 80-89	1340.89		1008.19		 812.66		 604.00
#Reps 90-99	1593.52		1198.14		 965.77		 717.80
#Reps Total	6813.07		5115.80		4011.01		2926.58
	
T(mins) 5-9	X		X		X		X
T(mins) 10-19	
T(mins) 20-29	
T(mins) 30-39	
T(mins) 40-49	
T(mins) 50-59	
T(mins) 60-69	
T(mins) 70-79	
T(mins) 80-89	
T(mins) 90-99	
T(mins) Total	X		X		X		X

Because the success rate of manually picking a lock differs from person to 
person I can't quantify the time it would take for this skill to level.

Apprentice: Only 3 tumblers will fall if you break a lock pick.
Journeyman: Only 2 tumblers will fall if you break a lock pick.
Expert: Only 1 tumbler will fall if you break a lock pick.
Master: No tumblers will fall if you break a lock pick.

As far as I know security provides no per skill point benefit.

To level your security skill, go to the very hard chest in front of the arena
in the Imperial City. Pick the lock until you’ve reached the last tumble then
exit. As far as I know all tumbles are equally difficult regardless of the 
lock strength. So picking tumbles on an easy lock provides no easier a time.

Getting the skeleton key will give you with an unbreakable lock pick. It will
also fortifying your security skill by 40 (this will increase the EXP required
to level your skill accordingly unless you drop it). Once you get this key you
will be able to open any lock by rapidly hitting the auto attempt button. The
only reason to further level this skill after this is if you needed to get 
points towards raising your agility.

Security will take a long time to reach master level. You may want to pay for
training this skill when you reach higher levels. You can use Alteration as 
alternative to the security skill.


Sneak [H0020] ----------------------------------------------------------------

Governing Attribute: Agility
Specialized Skill Group: Stealth
EXP Rate: 0.75 per second undetected in the presence of any # of NPCs.
Leveling Speed Rank: 14
Leveling Difficulty: Automated
Combat Rating: Mediocre
Utility Rating: Good

		Minor		Specialized	Major		M+S 
#Reps 5-9	   32.44	     N/A	    N/A		    N/A
#Reps 10-19	  193.37	  145.39	    N/A		    N/A
#Reps 20-29	  420.65	  316.28 (25-29)>146.86 	    N/A
#Reps 30-39	  701.13	  527.17	 424.93		 315.83
#Reps 40-49	 1024.71	  770.46 	 621.03		 461.58
#Reps 50-59	 1389.95	 1045.07	 842.39		 626.10
#Reps 60-69	 1789.03	 1345.13	1084.26		 805.87
#Reps 70-79	 2220.37	 1669.45	1345.68		1000.17
#Reps 80-89	 2681.77	 2016.37	1625.32		1208.01
#Reps 90-99	 3187.04	 2396.27	1931.54		1435.60
#Reps Total	13626.15	10231.60	8022.01		5853.15
	
T(mins) 5-9	    0.54	     N/A	    N/A		    N/A
T(mins) 10-19	    3.22	    2.42	    N/A		    N/A
T(mins) 20-29	    7.01	    5.27   (25-29)>2.45		    N/A
T(mins) 30-39	   11.69	    8.79	   7.08		   5.26
T(mins) 40-49	   17.08	   12.84	  10.35		   7.69
T(mins) 50-59	   23.17	   17.84	  14.04		  10.44
T(mins) 60-69	   29.82	   22.42	  18.07		  13.43
T(mins) 70-79	   37.01	   27.82	  22.43		  16.67
T(mins) 80-89	   44.70	   33.61	  27.09		  20.13
T(mins) 90-99	   53.12	   39.94	  32.19		  23.93
T(mins) Total	  227.10	  170.53	 133.70		  97.55

Novice: 4x melee damage bonus and 2x for marksman for undetected hits.
Apprentice: Undetected damage bonus upped to 6x and 3x respectively.
Journeyman: The weight of your boots no longer affects your detection.
Expert: Running while does not impact your detection.
Master: Your undetected attacks ignore armor.

Sneak provides no per point benefit to being undetected. It will increase the
success rate of pick pocketing.

To raise this skill level, find an inn. Increase the inn keeper’s disposition
so that he won’t turn and watch you. Find the closest corner and hit auto run
or strap an elastic band to your controller. Make sure to check that your 
close enough to gain EXP.

Sneak is easy and quick to level. It’s a great all round skill to have at a 
high level, for stealing, pick pocketing and for undetected damage bonus.


Speechcraft [H0021] ----------------------------------------------------------
	
Governing Attribute: Personality
Specialized Skill Group: Stealth
EXP Rate: 2.4 per jokes told.
Leveling Speed Rank: 12
Leveling Difficulty: Easy
Combat Rating: N/A
Utility Rating: Mediocre

		Minor		Specialized	Major		M+S 
#Reps 5-9	  10.14		    N/A		    N/A		    N/A
#Reps 10-19	  60.43		  45.44		    N/A		    N/A
#Reps 20-29	 131.45		  98.84	  (25-29)>45.89		    N/A
#Reps 30-39	 219.10		 164.74		 132.79		  98.70
#Reps 40-49      320.22		 240.77		 194.07		 144.24
#Reps 50-59	 434.36		 326.59		 263.25		 195.66
#Reps 60-69	 559.07		 420.35		 338.83		 251.83
#Reps 70-79	 693.87		 521.70		 420.53		 312.55
#Reps 80-89	 838.05		 630.12		 507.91		 377.50
#Reps 90-99	 995.95		 748.83		 603.61		 448.63
#Reps Total	4258.17		3197.37		2506.88		1829.11
	
T(mins) 5-9	   0.51		    N/A		    N/A		    N/A
T(mins) 10-19	   3.02		   2.27		    N/A		    N/A
T(mins) 20-29	   6.57		   4.94    (25-29)>2.29		    N/A
T(mins) 30-39	  10.96		   8.24		   6.64		   4.93
T(mins) 40-49	  16.01		  12.04		   9.70		   7.21
T(mins) 50-59	  21.72		  16.33		  13.16		   9.78
T(mins) 60-69	  27.95		  21.02		  16.94		  12.59
T(mins) 70-79	  34.69		  26.09		  21.03		  15.63
T(mins) 80-89	  41.90		  31.51		  25.40		  18.88
T(mins) 90-99	  49.80		  37.44		  30.18		  22.43
T(mins) Total	 212.91		 159.87		 125.34		  91.46

The time is based on the assumption that it will take you 3 seconds to tell 
a joke (one revolution of the disposition wheel). If you’re faster or slower 
then your time will vary.

Apprentice: You will be given the rotate for the disposition mini-game.
Journeyman: The rate at which you lose disposition for being in the mini-game 
            will slow down significantly.
Expert: The disposition loss for dislike and hate are reduced.
Master: Bribes now cost 50% less.

Each point you earn for speechcraft will increase both your gains and losses in 
the disposition mini-game. It will also increase the maximum dispositoin an NPC
can have with your character.

The estimated time is based on the assumption that it will take you 3 seconds
to tell a joke (one revolution of the disposition wheel). If you’re faster 
or slower then your time will vary.

Find an NPC and start the disposition mini-game. Spin the disposition wheel 
as fast as you can. Your EXP rate is the same if they like you more or less 
it does not matter. At expert level if spin the wheel in the one direction 
you will not earn any EXP. So don’t hit left, top, right, bottom or right, 
bottom, left, top, etc. You’ll have to do something like top, bottom, left, 
right or right, bottom, top, left and so forth.

This skill is can be mildly annoying to level. This will make information 
gathering easier and it will prevent people with a very high disposition 
towards you (say above 90) from reporting you if they see you commit a crime.
They will also defend you if you’re being attacked (even from the Imperial 
Legion).


Summary of Skills [H0022] ----------------------------------------------------


Combat Class

Armorer		Not necessary to raise beyond expert skill rank.
Athletics	Raise this as high as you can when you have time.
Blade		Have it as high as possible.
Block		Have it as high as possible.
Blunt		Not as good as Blade.
Hand-to-Hand	Not as good as Blunt.
Heavy Armor	Have it as high as possible (or light armor).

Blade/Blunt, Block and Heavy Armor are the most essential skills in the combat
class. Blade and Blunt make Hand-to-Hand obsolete because the damage they 
deal is far superior.


Mage Class

Alchemy		Not a necessary skill to progess through the game.
Alteration	Best spells are open X lock and feather.
Conjuration	Summon monsters to draw enemies and train skills on.
Destruction	Have it as high as possible. The best damage dealing magicka.
Illusion	Can substitute sneak and speechcaft.
Mysticism	Necessary for enchanting equipment.
Restoration 	Have it as high as possible. Primarly used to heal.

Mage skills provide you will a wide array of tools for problem solving and 
combat. The skills in the mage class on average level quicker than the skills
in any other class. 


Stealth

Acrobatics	Not a necessary skill to progess through the game.
Light Armor	Have it as high as possible (or heavy armor).
Marksman	Found the skill to be unnecessary to use.
Mercantile	Not a necessary skill to progess through the game.
Security	Not necessary to raise very high because Skele Key/Alteration.
Sneak		An excellent skill and easy to bring to 100.
Speechcraft	Not a necessary skill to progess through the game.

Stealth class skills are some of the hardest to level to 100, but most of them
you won’t need to level (unless you need the attribute points bonus). Of the
7 stealth skills, 6 of them are redundant or non-essential to progressing 
easily through the game.


Experience Chart and Additional Information [I0000] **************************

This information can be found by typing tdt in your console and hitting the 
scroll key a couple of times. A lot of other good information concerning 
world data can also be found under the tdt command.

The EXP listed is for minor skills. As explained early specialized skills 
require 75% less EXP, major skills require %65 less EXP and major specialized
skills require %45 less EXP.

The integers represent the skill level and the fractional number represents 
the EXP required to increase from that level.

Skill	EXP		Skill	EXP		Skill	Exp	
1	 0.26		34	51.31		67	141.95
2	 0.73		35	53.59		68	145.14
3	 1.34		36	55.91		69	148.35
4	 2.07		37	58.25		70	151.59
5	 2.89		38	60.63		71	154.85
6	 3.80		39	63.04		72	158.13
7	 4.79		40	65.48		73	161.43
8	 5.86		41	67.95		74	164.76
9	 6.99		42	70.45		75	168.11
10	 8.18		43	72.98		76	171.49
11	 9.44		44	75.54		77	174.88
12	10.76		45	78.13		78	178.30
13	12.13		46	80.75		79	181.74
14	13.56		47	83.40		80	185.20
15	15.04		48	86.07		81	188.69
16	16.57		49	87.78		82	192.19
17	18.14		50	91.51		83	195.72
18	19.77		51	94.27		84	199.26
19	21.44		52	97.05		85	202.83
20	23.15		53	99.87		86	206.42
21	24.91		54	102.71		87	210.03
22	26.71		55	105.57		88	213.67
23	28.55		56	108.47		89	217.32
24	30.43		57	111.38		90	220.99
25	32.35		58	114.33		91	224.69
26	34.31		59	117.30		92	228.40
27	36.31		60	120.29		93	232.13
28	38.35		61	123.31		94	235.89
29	40.42		62	126.36		95	239.66
30	42.53		63	129.43		96	243.63
31	44.67		64	132.52		97	258.83
32	46.85		65	135.64		98	251.10
33	49.07		66	138.78		99	254.96

For reference the EXP totals are presented in 10 level segments.

  1-9: 	  21.74
10-19: 	 145.03
20-29:	 315.49
30-39:	 525.85
40-49:	 768.53
50-59:	1042.46
60-69:	1341.77
70-79:	1665.28
80-89:	2011.33
90-99:	2390.28

For reference the EXP totals are presented in 25 level segments.

Apprentice 	 (1-24):          307.51
Journeyman 	(25-49):	 1476.12
Expert 		(50-74):	 3174.99
Master 		(75-99): 	 5276.13
Total 		(1-100): 	10234.75

For reference the skills listed from least estimated time to to most for
leveling the skill from the minimum to 100.

Rank	Skill		Class	 	Minor	Spec    Major   M+S
1  	Light Armour  	Stealth		45.42	 34.11	 26.74	 19.51
2    	Heavy Armor   	Combat		54.50	 40.93	 32.09	 23.41
4     	Conjuration   	Mage		59.61	 44.76	 35.10	 25.61
5     	Alteration    	Mage		60.47	 45.40	 35.60	 25.97
6     	Block	    	Combat		90.84	 68.21	 53.48	 39.02
7     	Hand to Hand  	Combat		113.55	 85.26	 66.85	 48.78
8     	Illuision	Mage		119.23	 89.53	 70.19	 51.22
9     	Mysticism	Mage		119.23	 89.53	 70.19	 51.22
10    	Blade	    	Combat		136.26	102.32	 80.22	 58.53
11    	Blunt	    	Combat		170.33	127.89	100.28	 73.16
12    	Destruction   	Mage		201.55	151.34	118.66	 86.58
13    	Speechcraft   	Stealth		212.91	159.87	125.34	 91.46
14	Acrobatics 	Stealth		227.10	140.68	110.30	 80.48
15    	Sneak	    	Stealth		227.10	170.53	133.70	 97.55
16   	Marksman	Stealth		372.59	279.77	219.35	160.05
17    	Restoration   	Mage		596.14	447.63	350.96	256.08
18    	Athletics     	Combat  	5677.56	4263.17	3342.51	2438.81

Gusess
Rank	
15-16	Alchemy		Mage		X	X	X	X
15-16	Armorer		Combat		X	X	X	X
16-17	Security	Stealth		X	X	X	X
16-17	Mercantile	Stealth		X	X	X	X
	


Build Theory [J0000] *********************************************************

What is the most powerful build? Well, I see two ways of looking at this. The 
first is to create the highest level character with max stats (100 points in 
all attributes and skills) or create a character that is the most powerful in 
relation to your enemy’s strength. 

Because enemies in Oblivion get harder in relation to your character’s level 
your goal should not be to get to the highest level but to create the most 
powerful character at the lowest level.

Every time your gain a character you should be asking, "Are my character's 
combat skills increasing at a greater rate than my enemy’s strength?" If the 
answer is no then you should stop leveling because you’re making the game 
harder for yourself.

For those who just want to have the most uber character without caring how 
strong he is compared to his adversaries then by all means level to your 
hearts content.


Max stats and max level [J0001] ----------------------------------------------

Commands in the console will allow you to set your level to as high as 255.
The highest level you’ll probably get is around 53. You can select 7 major
skills and each major skill will start with minimum of 25 skill points. If
you select major skills that do not receive bonuses from your race and are
not part of the specialization you have chosen then you will have 7 major
skills with 25 skill points. This will allow 75 major skill points per major 
skill, which is 525 total major skill points. It takes 10 major skill points 
to level so that is 52.5 levels or 52 levels ups. Keep in mind that your 
character will not be able to level once you have gotten 100 in all your 
attributes regardless if you have major skills left or not.

If you happen to max your major skills before your attributes and you still
want to increase your character level go to jail. While you are in jail your
skills points will randomly go down permanently. This allows the opportunity
for your major skills to become reduced and thus you can re-raise those skills
and continue to advance in levels.

In relation to enemy strength this isn’t an effective build.


Max stats by level 40 [J0002] ------------------------------------------------

Another view is that since you can achieve max stats by level 38. The only 
benefit of gaining the additional is to get the health increase. This 
increases your combat ability by a small amount while your enemies get 
stronger at a faster rate (this is an assumption because at this time it is 
unknown exactly how strong our enemies get per character level). 

To get max stats at level 38 you will need to take the thief as your birth 
sign and take luck and endurance as your favored attributes. By default all 
races receive 320 attribute points, 10 points from the favored attributes and
30 points for taking The Thief as your birth sign. Your grand total is 360 
starting attribute points with luck starting at 65.

Since luck starts at 65 you will need to gain a minimum 35 levels. The 
maximum number attribute points you can have is 800 (100 for each attribute).
Because you start with 360 attribute points you will need to earn 440 
attribute points. 35 points of the 440 attribute points are towards luck 
leaving 405 points required in the other 7 attributes. You will earn 11 
attribute points per character level for 35 levels. This will generate 385 
attribute points requiring only 55 attribute points to earn which can be 
done over 4 levels.

The benefit for having luck at 100 is that all your skills will receive a 
+20 bonus. Now, if your skills are already at 100 the only skills that will 
gain benefit are Acrobatics and Athletics. Remember that skills won’t earn 
their skill rank bonus until they’ve actually achieve their required skill
level.


Max stats less luck by level 28 [J0003] --------------------------------------

This is very similar to “Max stats by level 40” build except you ignore luck.
The Thief birth sign will get you to your goal as fast as the other stat bonus
signs will while providing an extra 10 luck in the end. Because of the way the 
leftovers work out in the end we can take luck as a favored attribute and the
other as endurance again.

Because were excluding luck from our equation there will be a maximum of 700
attribute points. We will start with 295 attributes in the 7 attributes that 
we focusing on. We will need to earn 405 attribute points to reach our goal. 
We can gain 15 attribute points per level which means we will need to level 
27 times.

Compared to “Max stats by level 40” we reach our goal 10 levels earlier 
meaning we have 100 less health (we’ll still have around 400 health) points 
but our enemies are 10 levels weaker. We also lose the benefit of acrobatics 
and athletics have the potential of being at 120 skill level constantly 
instead of about 104.

If you opt not to take the thief and not take luck as a favored attribute then
you will be required to take one additional level to get max stats less luck.

If opt not to take The Thief or any stat birth sign and don’t take luck as a 
favored attribute then you will need gain another level to reach your goal.

If you opt not to increase your personality attribute you can hit your goal at
an even lower level.


Best Stats Possilbe by Level 20 [J0004] --------------------------------------

Stop leveling at level 20. Why? The best equipment begins dropping here, and 
the best sigil stones appear at level 17. You can max at least 3 of your 
attributes by level 20. So your core attributes are already as good as they 
are going to get. Leveling further will only allow you to increase attributes
that probably aren’t essential to your character and the gain between your 
strength and your enemies past level 20 will probably be in your enemies 
favor. Some quest rewards will require you to be at least level 30 before you
can get them, this is a draw back for those who desire these particular 
rewards which some are very powerful.


Pure warrior at level 8 [J0005] ----------------------------------------------

Get your strength and endurance to 100 as soon as possible. If select Redguard
as your race, The Warrior birth sign and your favored attributes as strength 
and endurance then you will start with 65 strength and endurance. This will 
mean you only need 35 attributes for each of those stats to get 100 and that 
can be done by level 8.

So, by level 8 you can have the hardest swinging character you can get while 
your enemies have level 8 health and armor. Keep in mind you can fight Umbra 
and take her gear anytime you want as soon as you exit the sewers.

You may also choose one other stat to increase by 35 points. You’ll probably
want to increase agility or intelligence.

If you don’t take The Warrior birth sign then you will increase the levels
require to hit 100 strength and 100 endurance by 2. If you choose Orc instead
of Redguard then you will require another level.


Pure mage at level 10. [J0006] -----------------------------------------------

The idea is identical as the “Pure Warrior by Level 8” build expect your 
maxing out your magicka. If you take Bretonas your race, The Mage as your 
birth sign and your favored attributes as intelligence and willpower then you
will need 45 attributes for intelligence and willpower and you can achieve 
that in 9 levels.

So, by level 10 you can have a 300 magicka pool with the ability to regenerate
300 magicka in about 35 seconds. 300 magicka will allow you to cast pretty 
much any spell you’ll want to make in the game and your enemies are still at 
their level 10 strength.

You’ll have the option to increase another stat which I highly recommend to 
be endurance; however, some may choose to speed.

If opt to take the High Elf and take The Lady birth sign you will require no 
additional levels to reach your goal but you won’t gain any additional 
magicka advantage.


Max skills at level 1 [J0007] ------------------------------------------------

This build attempts to make the most of the enemy leveling system. If you want
 a make pick your race and birth sign to correspond to it and if you want a 
fighter than do the same. Max the skills your going to use and away you go.

Fighters will suffer about a 25% damage reduction from their potential by 
taking this path, but in turn their enemies are 7 levels lower than what it 
would take then to get 100 points of strength.

Mages will have to do without the 90 magicka they won’t get from only having a
 maximum of 45 intelligence and MRR of about half of they could get if their 
willpower was maxed, but with enchants you bring your magicka total up 
slightly (the stones that drop in the oblivion gates will be the suck but 
they are better than nothing). Compared to the “Pure Mage by Level 10” you’re 
not losing all that much to have your enemies stuck at level 1.

Remember to keep your characters at a low level even if you raised the major
skills 100 times you simply don't sleep. You can rest but just don't sleep.


Example Leveling Paths [K0000]************************************************


Rules of Leveling [K0001] ----------------------------------------------------

There are a few rules that you should try to follow when leveling your 
character. 

The first rule is to plan how your going to level, because "Failing to 
plan is planning to fail". Get a pen and a piece of paper and take 15 minutes
to list your characters race, birth sign, starting attributes, major skills,
starting skill point totals, etc. Then list what skills your going to increase
at level 1 to get to level 2 to get what attribute bonus then do it for level
2 to level 3 and so on. Once you've charted your path then your ready to
put in action. If you don't plan to power level your characters stats then 
planning is less effective but you still jot down a general game plan.

The second rule to always get your x5 bonus in at 2 of your attributes 
if your level luck and if your not leveling luck then you should always be 
getting the x5 bonus in 3 attributes.

The third rule is to minimize the number wasted skill points you waste on 
attributes that you won’t be increasing on your next level up. You’ll can 
have anywhere between 5 and 215 of skill points that you can waste. This is 
dependent on your race, birth sign and what you’ve chosen as your specialized
and major skills.

You can figure out how many skill points you can waste by taking the total the
amount of points required to level the skills for the governing attribute to 
100 and how many points you need to level the attribute to 100. Say you have 
50 strength and you Hand-to-Hand is 30, Blade is 40 and your Blunt is 20. 
You need 210 skills points to get all your skills to 100 and you need 50 
attributes to get strength to 100. 50 attribute points requires 100 skill 
points to get to 100. So 210 - 100 = 110 skill points you can waste. 

So, as you can see you will generally have plenty of skill points to waste for
an attribute, but if your unsure take 5 minutes to figure it out instead of 
finding out 100 hours into the game that you can’t get an attribute to 100.

The fourth rule is that you should increase your major skills after your minor
skills. This is to prevent you from accident increasing your major skills by
10 levels before you've increased your minor skills and earned the necessary
attribute bonus for your level.


How Should I choose my Major Skills? [K0002] ---------------------------------

Choosing your major skills may be the most important decision you make when 
building your character. Your characters major skills and how you play the 
game are the defining factors of how your character will develop his strengths
and sometimes weaknesses. Players who want to power level their character 
before they do any significant questing want to pick different major skills 
then the players who want to quest while maximizing their gains. 

The reason for the different criteria is because a player power leveling until 
they reached their goal will be leveling all their skills in a controlled 
environment (as controlled as possible) and won’t be using skills they don’t 
plan on using. Players who want to level as they quest and still be able to 
maximize their gains won’t have that luxury so you want to select the skill 
that are most controllable in an uncontrollable environment.

The least controllable skills are Athletics and Acrobatics and should always 
be a minor skill. I would almost never recommend taking Security and 
Mercantile as major skills because of how tedious they are to level. The most
controllable skills are the ones you won’t be using and that will vary from 
character to character and play style to play style.

Now keep in mind that the following are just suggestion and are by no means 
set in stone. If you wish to comment you can email me at Myk@accesswave.ca and
tell me about it an email or send me a link on the GameFAQs forum board where 
you’ve started or contributed to the topic (I prefer the forum).

***ATTENTION**** I’ll say it again, PLAN AHEAD. If you're going to power level, 
define your goal stats and plan out you're leveling path. The effort you put 
into take the time to do this will pay for itself 100 fold.


I want to power level all my skills to 100 [KA000] ---------------------------

AKA “Max Stats at Max Level\Level 40\Level 28”

Power levelers who want to get all their skills and attributes to one hundred 
will want to take stealth as you specialization. Your major skills will be 
Mercantile, Security, Marksman, Acrobatics, Speechcraft, Restoration and 
Armorer. The reason being is all the skills I listed are skills that will take
you the longest to level as minor skills.

I didn’t include Athletics simply because it’s uncontrollable in any 
environment (are you really going to play with run off?) and the fact it can 
leveled over several nights ala autorun. Like Athletics, Sneak can be leveled 
without any effort.


I want to power level only my essential skills [KA001] -----------------------

This major skills for this strategy is somewhere between “Max Stats by Level 
28” and the “Best Stats by Level 20” builds.

There are some skills which are not essential to having because of their 
minimal impact on the game or the skill is out classed by another. The skills 
that probably can be completely ignored or leveled only to get the attributes 
that govern them are Mercantile, Security, Acrobatics, Speechcraft, Marksman
and Hand-to-Hand. These skills should only be leveled if you need to earn the
attribute points or they are at such a low level that it’s still easy to level
them.

Alchemy is a skill that makes money and provides benefits that magicka schools
don't, it does level reasonable easily so it can be used towards attributes. 
Heavy Armor and Light Armor conflict with each other but because these skills
level so quickly they are key to increasing their governing attributes easily.

Lastly Armorer has the most benefit at expert skill rank. Unless you really 
want to only have to carry 1 hammer around with you then you won’t to bother 
power leveling the skill. Just wait for it to happen naturally. 

For this build I would take Combat as my specialization and take Blade, 
Blunt, Block, Restoration, Destruction, Mysticism and Illusion as my major 
skills. One alternative skill is to take Armorer and replace Block. 

Making block a major skill can complicate the leveling process slightly as you
will have to keep careful track of what major and minor skills you’ve 
increased during that character level. If your armorer skill while building 
heavy armor or light armor you may need to compensate by leveling an apporiate
minor skill.

Using the set of major skills and ignoring the "not essential" skills I 
outlined will greatly reduce the time required to power level your character 
to your desired goal while keeping him nearly as functional as the build that
wants all of their skills at 100.


I want to power level a low level fighter [KA002] ----------------------------

When I say low level I assume you don’t plan on going past level 12-13, 
because if you want to go past level 13 you might as well go to level 17 for 
the transcendent Sigil Stones. If you’re going to go to level 17 you might as 
well go to level 20 and get this best gear drops. And if you go to level 20 
then you can probably just use the advice from “I want to power level only my 
essential skills”.

This follows the “Pure Warrior” build.

The idea behind power leveling a specific class is that once you’ve hit the 
stats that define your characters profile you can stop leveling. You don't 
have to stop if you don't want to though.

The skills you want to have at a high level are Blade, Heavy Armor, 
Restoration, Marksman, Sneak/Illusion and Block. The attributes we want high 
are Endurance, Strength and Speed/Agility. Choose combat as your 
specialization and as for your major skills you can really only need to worry 
about getting your Blade and Blunt as major skills. Your other major skills 
can be Alchemy, Hand-to-Hand, Speechcraft, Destruction/Conjuration/ 
Alteration.

You’ll want to focus on blade then blunt first while using heavy armor/armorer
and sneak/marksman to level their governing attributes. By level 8 and as late
as level 12 you should had meet your goal for a low level fighter.


I want to power level a low level mage [KA003] -------------------------------

So you want to build something like “Pure Mage”?

To get the job done as quickly as possible take The Mage as your 
specialization and take Destruction and Restoration as your majors skills. 
For the rest of your major skills you can take Hand-to-Hand, Blunt, Sneak, 
Speechcraft and Alchemy. Your core attributes for this build will be 
Endurance, Willpower and Intelligence/Strength/Speed. 

There are enchants that enhance your magicka total. This means intelligence 
isn’t necessarily that important to a Mage player. You may choose to 
substitute it for you next favorite attribute.

As you level Restoration/Destruction you will be leveling Mysticism/
Conjuration and Heavy Armor/Armorer. Doing this will allow you to easily reach 
your goal stats. The “Breton as Mage” is an example that closely resembles 
the style of leveling you would probably do with this character.


I want to play a fighter character as I level [KA004] ------------------------

Choosing major skills for this style of play can be seen as, "What skills will
I be using?" or a better way to look at it may be, "What skills won’t I be 
using?". You also won't skills that aren't painful hard to level. So for major
skills I would take Alchemy (Use restoration instead of potions), Sneak and 
Speechcraft (Illusion covers both skills), Hand-to-Hand because you can use 
Blade or Blunt. You’ll have to choose Destruction/ Marksman, Heavy/Light Armor
and Conjuration/Alteration/ Mysticism.

For this style of play I would recommend the following as your major skills 
Alchemy, Speechcraft, Sneak, Hand-to-Hand, Destruction, Alteration and Light 
Armor. 

Once you’ve increased your minor skills enough to get the attribute bonuses 
you desire then you can take some time off from questing and level your major 
skills.


I want to play a mage character as I level [KA005] ---------------------------

The same ideology that applied to the fighter character applies here. Take 
skills that you’re not going to use as your major skills. For your 
specialization you can choose Mage if you want to level quicker or Combat if 
you want to level slower. The major skills should be Hand-to-Hand, Heavy/Light 
Armor, Blade/Blunt, Marksman, Speechcraft, Sneak and Alchemy/Mysticism/
Alteration.


I want to play a thief/assassin character as I level [KA006] -----------------

Don’t take light armor, sneak, illusion, blade, alteration or security as 
major skills. That is all. Seriously though, this class really is essentially
a Fighter with respectable Illusion/Sneak and Alteration/Security. In this 
game a Thief is a Fighter but you play with the mindset that you’re a Thief 
and you do Thief things.


I want to role play my character [KA007] ------------------------------------

Simply specialize in the skills group your going to make use of most and as 
your major skills take the skill you will be using the most as well.

Fighter’s will specialize in combat and take Blade/Blunt, Block, Heavy Armor, 
Restoration, Marksman, Armorer and Athletics. 

Mages will take Destruction, Conjuration, Restoration, Alteration, 
Blade/Blunt, Illusion and Heavy/Light Armor. I'll recommend heavy armor over
light because you'll want the health but taking light armor will get you more
speed.

Thieves will take Blade, Light Armor, Security, Sneak, Speechcraft/Illusion, 
Athletics and Restoration. 

This is what I would recommend but for role players it’s just that play your 
role and choose your major skills accordingly (just don’t back yourself into 
a corner).


Breton as a Mage [K0003] -----------------------------------------------------

For our example we will be using a Breton as our race and take willpower and 
intelligence as our favored attributes. For our birth sign we'll take The 
Mage.

For the purposes of this character we will assume we are going to purely power
level this character and ignore doing anything significant before your desired
stats are achieved. All are damage dealing training can be done in the comfort
of our inn/home by summoning monsters via Conjurations/Staff of Everscamp. 
Feel free to train wherever you want though.

Major Skills

Hand-to-Hand, Blade, Marksman, Destruction, Block, Blunt are all skills that 
require combat to level and they are generally skills that require the most 
concentration to level. I prefer spend the least amount of time leveling these
skills.

Restoration is the last major skill and will probably take the longest to 
level out of the major skills we plan to level to max.

Minor Skills

Athletics and Sneak are automated so you don’t need them to level any faster 
that they do as minor skills.

Heavy Armor, Light armor, Conjuration, Alteration, Illusion, Alchemy are 
skills that level easily and are fast as minor skills.

Armorer, Security, Acrobatics, Speechcraft and Mercantile are all skills that
don’t really need to be leveled at much at all. The exception here is Armorer
which you will want to get to at least 75.

Starting Attributes		Major Skills		Minor Skills

Strength 		40	Blade		30	Armorer		10
Intelligence 		55	Block		30	Athletics	10
Willpower 		55	Blunt		30	Heavy Armor	10
Agility 		30	HandtoHand	30	Alchemy		10
Speed 			30	Destruction	25	Alteration	10
Endurance 		35	Restoration	35	Conjuration	15
Personality 		40	Marksman	25	Illusion	10
Luck 			50				Mysticism	15
							Acrobatics	5
							Light Armor	5
							Mercantile	5
							Security	5
							Sneak		5
							Speechcraft	5

We'll increase the attributes in order of importance to this charater. 
Edurance, Intelligence, Willpower, Strength, Agility, Speed and Personality.

Level 2 -  +10 Restoration (45)  +5 Willpower 	 (60)
	   +10 Conjuration (25)  +5 Intelligence (60)
	   +10 Heavy Armor (20)  +5 Endurance 	 (45)

Level 3 -  +10 Restoration (55)  +5 Willpower 	 (65)
	   +10 Conjuration (35)  +5 Intelligence (65)
	   +10 Heavy Armor (30)  +5 Endurance 	 (50)

Level 4 -  +10 Restoration (65)  +5 Willpower    (70)
	   +10 Conjuration (45)  +5 Intelligence (70)
	   +10 Heavy Armor (40)  +5 Endurance    (55)

Level 5 -  +10 Restoration (75)  +5 Willpower    (75)
	   +10 Conjuration (55)  +5 Intelligence (75)
	   +10 Heavy Armor (50)  +5 Endurance    (60)

Level 6 -  +10 Restoration (85)  +5 Willpower    (80)
	   +10 Conjuration (65)  +5 Intelligence (80)
	   +10 Heavy Armor (60)  +5 Endurance    (65)

Level 7 -  +10 Restoration (85)  +5 Willpower    (85)
	   +10 Conjuration (75)  +5 Intelligence (85)
	   +10 Heavy Armor (70)  +5 Endurance    (70)

Level 8 -  +10 Restoration (95)  +5 Willpower 	 (90)
	   +10 Conjuration (75)  +5 Intelligence (90)
	   +10 Heavy Armor (80)  +5 Endurance 	 (75)

Level 9 -  +5 Restoration  (100) +5 Willpower 	 (95)
	   +5 Destructions (30) 
	   +10 Conjuration (85)  +5 Intelligence (95)
	   +10 Heavy Armor (90)  +5 Endurance 	 (80)

Level 10 - +10 Destruction (40)  +5 Willpower 	 (100)
	   +10 Conjuration (95)  +5 Intelligence (100)
	   +10 Heavy Armor (100) +5 Endurance 	 (85)

We're at level 10 and met the “Pure Mage Build by Level 10” criteria. We have
around 200 health, 300 magicka and regenerate 300 magicka every 35 seconds or
so and our enemies are at level 10, sounds good.

Ok, so you want more attribute points and health. Let us see where the next 10
levels take us.


Level 11 - +10 Blade 	   (40)	  +5 Strength 	(45)
	   +10 Armorer 	   (20)	  +5 Endurance  (90)
	   +10 Light Armor (15)	  +5 Speed 	(35)

*As note armorer could be level in conjunction with heavy armor from levels 
1-10, you would just need to keep track of how many points you raised for each
skill during that character level.


Level 12 - +10 Blade 	   (50)	  +5 Strength 	(50)
 	   +10 Armorer     (30)	  +5 Endurance 	(95)
	   +10 Light Armor (25)   +5 Speed 	(40)

Level 13 - +10 Blade 	   (60)	  +5 Strength	(55)
 	   +10 Armorer     (40)	  +5 Endurance 	(100)
	   +10 Light Armor (45)   +5 Speed 	(45)

Level 14 - +10 Blade       (70)	  +5 Strength 	(60)
 	   +10 Sneak       (15)	  +5 Agility 	(35)
	   +10 Light Armor (55)   +5 Speed 	(50)

Level 15 - +10 Blade       (80)	  +5 Strength 	(65)
	   +10 Sneak       (25)	  +5 Agility 	(40)
	   +10 Light Armor (65)   +5 Speed 	(55)

Level 16 - +10 Blade       (90)	  +5 Strength 	(70)
	   +10 Sneak       (35)	  +5 Agility 	(45)
	   +10 Light Armor (75)   +5 Speed 	(60)

Level 17 - +10 Blade       (100)  +5 Strength 	(75)
	   +10 Sneak       (45)	  +5 Agility 	(50)
	   +10 Light Armor (85)   +5 Speed 	(65)

Level 18 - +10 Blunt       (40)	  +5 Strength 	(80)
	   +5 Sneak        (50)	  +5 Agility 	(55)
	   +5 Security     (10)	  
	   +10 Light Armor (95)   +5 Speed 	(70)

Level 19 - +10 Blunt       (50)	  +5 Strength 	(85)
	   +10 Security    (20)	  +5 Agility 	(60)
	   +5 Light Armor  (100)  +5 Speed 	(75)
           +5 Acrobatics   (10)	  

Level 20 - +10 Blunt       (60)	  +5 Strength 	(90)
	   +10 Security    (30)	  +5 Agility 	(65)
	   +10 Acrobatics  (20)    +5 Speed 	(80)

If you’re happy with your characters stats at this point, now is not a bad 
time to stop leveling. The benefits is that 3 of your key attributes at 100 
(intelligence, willpower, endurance) and strength is at 90, speed at 80 (+20 
speed = +6.6% faster movement) but agility is still a bit low. This means you 
may get knocked down more often than you like if you’re going toe to toe with 
enemies often and your damage with your bow will be 25% less than its 
potential, but your damage with ranged magicka will surely suffice.

At level 20, the equipment that you can find on your enemies bodies is the 
best you can get (ie. Glass Armor) and you will also be able to get the best
sigil stones at level 17. The quest reward quality however, does not cap at 
level 20. It is at least level 30 before some of the quest rewards stop 
getting better. So if that high level quest reward gear is something your want
then you'll need to continue to level.

Let us continue on and see where it takes us.
 

Level 21 - +10 Blunt 	  (70)	  +5 Strength 	 (95)
	   +10 Security   (40)	  +5 Agility  	 (65)
	   +10 Acrobatics (30)    +5 Speed    	 (85) 

Level 22 - +10 Blunt 	  (80)	  +5 Strength    (100)
	   +10 Security   (50)	  +5 Agility     (70)
	   +10 Acrobatics (40)    +5 Speed       (90)

Level 23 - +10 Marksman   (35)	  +5 A