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    Hard Difficulty Character Guide by szajin

    Version: 1.3.8 | Updated: 12/08/07 | Search Guide | Bookmark Guide

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    Elder Scrolls IV: Oblivion Character Build-up & Development Guide 
    Version 1.3.8 2007/12/08
    Copyright 2006-2007 Thomas "Sajin" Bergmann
    Creative Commons by-nc-sa, see Copyright Notice
    The Elder Scrolls IV: Oblivion was developed by Bethesda Game Studios,
    published by Bethesda Softworks and 2K Games and is copyright 2006 Bethesda
    Softworks. This guide is not endorsed by, nor is the author associated in
    any way with, Bethesda Game Studios, Bethesda Softworks or 2K Games.
    |                        INTRO & CONTACT INFORMATION                        |
    Oblivion is a great game, a huge game and at least on hard difficulty a 
    really challenging game. Since large parts of the game involve fighting, 
    and your enemies scale with your level, it can easily get over challenging. 
    So if you don't want to move your difficulty slider, or if you just want 
    to know how you get most out of your character and the game, read on ! 
    If you have further information or corrections, please write me: 
    sajin(insert at)gmx(a dot here)net
    I try to avoid quest spoilers in this guide, so i cannot include e.g. 
    training tips directly related to certain quests.   
    A note to pure role players: This guide explains how you optimize your 
    character both statwise and in terms of possible quests/guilds, so 
    don't take offence and read it as background info. I don't force you 
    to do anything. 
    |                            TABLE OF CONTENTS                             |
       Intro & contact infos
       Table of Contents
       Choose your Race.................................................CBDG02
       Choose your Birthsign............................................CBDG03
       Choose your Skills...............................................CBDG04 
       Character development............................................CBDG05
       Appendix A: Sample character builds..............................CBDG0A
       Appendix B: General game play tips...............................CBDG0B
       Appendix C: Spell Discussion.....................................CBDG0C 
       Appendix D: Fast overview for Morrowind players..................CBDG0D
       Version History
     Quick jump to a section: Copy & paste the Code into your search box 
     (in windows CTRL-F)
    | [CBDG01]                            BASICS                               |
    After playing TES3: Morrowind for a long time and basically sitting in 
    front of Oblivion since it came out, i noticed how many people seem to 
    confuse game lore character ideas with actually good character builds. 
    Something like: A good fighter has all weapon skills, weapon specialisation 
    and The Warrior Birth sign. Or: Bretons are ideal mages but bad fighters
    and thieves. All wrong except the part about ideal mages. 
    Lets take a quick look at the Attributes before we go in-depth. Starting 
    Attributes have scores between 30 and 50 (exception: female Orc 25 
    Personality), depending on your Race and Sex. You can modify them slightly 
    with Birth signs and the choice of favoured attributes. The maximum score 
    in-game is capped at 100, so while high starting scores will get you to 
    the maximum faster, they don't modify the cap. The Attributes are:  
    Strength (STR)
    Related skills: Blade, Blunt, Hand To Hand
    Determines: How much you carry, Fatigue score, melee damage
    Intelligence (INT)
    Related skills: Alchemy, Conjuration, Mysticism
    Determines: Magicka, spell effectiveness
    Willpower (WIL)
    Related skills: Alteration, Destruction, Restoration
    Determines: Fatigue score, resistance to Magicka, Magicka regeneration
    Agility (AGI)
    Related skills: Security, Stealth, Marksman
    Determines: Bow damage, Fatigue score
    Speed (SPD) 
    Related skills: Acrobatics, Athletics, Light Armour
    Determines: Movement speed
    Endurance (END)
    Related skills: Armourer, Block, Heavy Armour
    Determines: Fatigue score, Health gain on level up
    Personality (PER)
    Related Skills: Illusion, Mercantile, Speechcraft
    Determines: NPC reactions
    Luck (LCK)
    Related Skills: None
    Determines: how lucky you are 
    | Directly derived from attributes are the following     | 
    The amount of damage you take before dying. Starts with 2x Endurance, add
    10% Endurance per level up.  
    Power to cast spells. 2x Intelligence + Race/Birth sign Bonuses. 
    Regenerates constantly over time, regeneration speed is tied to Willpower. 
    Jumping and Power attacks (and other things like blocking & bow at low 
    levels) use Fatigue. The Formula is STR + END + AGL + WIL. Regenerates 
    constantly over time. 
    | Resistances & Weaknesses |
    They are not displayed on the attribute screen, you have to access them 
    via the magic tab. 
    You can have resistance versus certain types of damage or effects. 
    Magnitude 50 resistance to fire = only half (50%) fire damage from spells 
    and attacks. Types: Fire, Frost, Shock, Magic (except elemental), Poison 
    and Disease
    The opposite of resistance. Magnitude 50 weakness = 50% more fire damage
    If you reach 100 % resistance, you are immune to that type of damage or 
    effect. You won't gain health for more than 100% resistance.
    | [CBDG02]                   CHOOSE YOUR RACE                            |
    First off, starting attributes are not important for your choice. Why ? 
    The difference between 30(min) and 50(max) Strength is only four levels.
    And the maximum Attribute score is the same for all races. So one race 
    will have max Strength at level 15, the other already at level 11. Imho 
    this is no big difference, max. level is about 50. Same for skills, but
    here the difference is max. one level (10 skill points). Since beauty is 
    in the eye of the beholder, lets take a look at special abilities. 
      Resist Disease (magnitude 75, constant)
      Immune to Poison (Resist Poison, magnitude 100, constant) 
      Water Breathing (constant)
       Three positive constant effects - not bad. But Disease and Poison 
       is rare, and one potion or spell can heal it. Water Breathing is a 
       cheap spell, so then main advantage of Argonians is their cool 
       lizard look. 
     Rating: B-
      Fortified Magicka (Fortify Maximum Magicka magnitude 50, constant) 
      Dragon Skin (Shield magnitude 50, duration 60; once a day) 
      Resist Magicka (magnitude 50, constant)
       Resist Magicka 50 constant ! This is a constant master level spell, 
       which is absolutely great. Its easy to get magic immunity with this 
       Race. Fortified Magicka is also good for all casters, but Resist 
       Magicka this high is really priceless for all classes. 
       Note: this does not include resistance/immunity to elemental 
             magic and effects: fire, frost, shock (by Priyesh)
     Rating: A
     Dark Elf
      Ancestor Guardian (Summon Ghost, duration 60 once a day) 
      Resist Fire (magnitude 75, constant)
       Resist Fire 75 is nice, especially since this game is called oblivion 
       (which is Tamriels hell). Fire damage is common and fire immunity is 
       close for Dark Elves. The Ancestor Guardian is good for Atronach 
       players (see Birth signs) for early mana regeneration. 
     Rating: B+
     High Elf
      Weakness to Fire, Frost and Shock (magnitude 25, constant) 
      Resist Disease (magnitude 75, constant) 
      Fortified Magicka (magnitude 100, constant)
       Ok race for Mages, 50 more Magicka bonus than Bretons. However, 
       instead of Magic resistance you get weaknesses to the most 
       common magic damage types. The weaknesses don't hurt too 
       much, but you have a far way to go and probably won't get more 
       than one full immunity in one of them. Pick High Elf if you like 
       pointy ears or if you really need the high Magicka. 
       Note: (by Stefan Lindberg & Reimer the_maestro) If combined with 
       the Atronach Birth sign and some Spell Absorption Items for 100% 
       Spell Absorption, High Elves Weaknesses are turned to immunity - 
       the magic is absorbed before it could hurt you more than normal. 
       So what's left: the highest possible Magicka score without items 
       and Resist Disease 75 (easy immunity). 
     Rating: C- (B for Mages, A+ for 100% Absorb Atronachs)
      Star of the West (Absorb fatigue, magnitude 100; once a day) 
      Voice of the Emperor (Charm, magnitude 30; once a day)
       Two once per day abilities, both equivalent to low spell levels ? 
       Well... not so well.
     Rating: D
      Eye of Fear (Demoralize, magnitude 100, once a day) 
      Eye of Night (Night Eye, duration 30, unlimited uses)
       Demoralize is quite strong and works quite well. Good if you are 
       outnumbered. Eye of Night is good for dungeon crawling without 
       a torch, but equivalent to low level illusion spells. 
     Rating: D+ 
      Nordic Frost (Frost Damage, touch, magnitude 50; once a day) 
      Woad (Shield, magnitude 30, duration 60; once a day) 
      Resist Frost (magnitude 50, constant).
       Resist Frost is ok, but only 50. Its not as common as fire, but 
       its all right. Woad is a medium shield spell once per day, Nordic 
       Frost is a combat starter for the first 4 levels. 
     Rating: C
      Berserk (Fortify Health 20, Fortify Fatigue 200, Fortify Strength 50, 
      Drain Agility 100, duration 60; once a day) 
      Resist Magicka (magnitude 25)
       Resist Magicka is always nice, but 25 is not much. Berserk includes a 
       50 strength Boost and the Fatigue Boost helps your power attacks 
       greatly. Very nice for melee fighters, but only once per day. 
    Rating: c+ (A- for fighters)
      Adrenaline Rush (Fortify Agility 50, Fortify Speed 50, Fortify 
      Strength 50, Fortify Endurance 50, Fortify Health 25; duration 60) 
      Resist Poison (magnitude 75)
      Resist Disease (magnitude 75)
       Four Attribute Boosts of 50 ! This is a really great ability for melee 
       and ranged fighters. Sure, only once per day - but the boost is just
       incredible. Poison and Disease Resistance are nice, but you will find 
       enough potions for a cure anyway. 
     Rating: B- (A for fighters)
     Wood Elf
      Beast Tongue (Command Creature, magnitude 20, duration 60, once a day) 
      Resist Disease (magnitude 75)
       Well, er. magnitude 20 ? You don't even summon your beast ? Bad joke ! 
       Resist Disease - or just keep a potion ready. 
     Rating: D
    |||| Conclusion ||||
    Breton is a good race for anybody, followed by Dark Elves and Argonians.
    For Atronach players, High Elves might be a good Idea. Redguards and Orcs 
    are interesting for their once a day attribute boost, but i honestly 
    prefer good constant effects over great once a day effects.  
    | [CBDG03]               CHOOSE YOUR BIRTHSIGN                           |
    There are four basic kinds: Attribute Birth signs, which are not really 
    necessary: you can max your all attributes and then some. They do 
    provide a nice boost for the first few levels however. Spelllike Ability 
    Birth signs to get you one or more abilities. Magicka Birth signs, to get 
    higher Magicka. And The interesting Birth sign(tm) - the name says it all.
    | Attribute Birth signs | 
     The Thief 
      (Fortified Agility 10, Speed 10, Luck 10)
       High Boost, since Luck +10 is worth 50 Attribute points, 
       all in all you get the equivalent of 70 level-up Attribute 
       points - see character Development Section for explanation 
     Rating B
     The Warrior 
      (Fortified Strength 10, Fortified Endurance 10)
       Equals 20 more starting hit points and one more hit point at level up 
       until Endurance is at maximum. 10 Str is not bad either, both for 
       encumbrance and dishing out damage. 
     Rating C
     The Steed 
      (Fortified Speed 20)
       You will be able to outrun most enemies at early levels, which is 
       good to get Magicka and Fatigue back up, for hit and run tactics 
       etc. However, this effect wont last long.  
     Rating D+
     The Lady 
      (Fortified Willpower 10, Fortified Endurance 10) 
       20 more starting hit points and one more hit point at level up until
       Endurance is at maximum. (Barely) faster Magicka regeneration. Not 
       as good as The Warrior, but might be a better choice for a mage. 
    Rating: C-
    | Spell like Ability Birth signs |
     The Lord 
      (Restore Health 6/sec for 15 sec
      Weakness to fire magnitude 25, constant)
       Well, this is bad. Restore Health is good for the first 10 levels, 
       weakness to fire is bad forever. 
     Rating: F
     The Shadow
      (Invisibility 60 sec, once per day)
       Invisibility is a useful spell, but it IS a spell - and you wont even 
       need illusion as a major skill to get it...
     Rating: D+
     The Serpent
      (As a single ability
      Damage Health touch, magnitude 3 for 20 sec
      Dispel (magnitude 90
      Cure Poison 
      Damage Fatigue self, magnitude 100)
       60 damage over 20 sec is nothing. Cure Poison and Dispel are ok, but 
       nothing special. And you pay 100 Fatigue.
     Rating: D
     The Lover 
      (Paralyse 10 sec, touch, damage 120 fatigue on self)
       10 Second duration, that's the paralyse spell on master level, quite a 
       treat i think. 
     Rating: B-
     The Tower
      (Open Average Lock 1/day
      Reflect Damage 5 points for 120 sec 1/day)
       Might be a sign for you if you are bad in the lock picking mini game 
       (its reaction based after all) and don't use illusion. A 5 Point 
       Reflect Damage is nice only at the start.
     Rating: D+
     The Ritual
      (Restore Health 100, 1/day
      Turn Undead (100 for 30 sec, 1/day)
       Expert level Restore Health is nice, but you can use potions and spells 
       instead. Turn Undead is ok, too. If you don't have high restoration, 
       this might be interesting - but once per day is simply not enough.
     Rating: D
    | Magicka Birth signs |
     The Mage
      (Fortified Magicka 50)
       The standard Birth sign for casters. But all classes that use magic 
       will benefit from this sign. No strings attached, this is a safe 
     Rating: B (A- for mages)
     The Apprentice
      (Fortified Magicka 100
      Weakness to Magicka 100)
       50 more magicka than The Mage is not worth dying for. For you will die 
       with this birth sign. You might pick Breton for a combined Weakness to 
       Magicka 50 and Maximum Magicka +150, but i don't recommend it. 
     Rating: F (C for mages)
    | The interesting Birth sign(tm) | 
     The Atronach
      (Fortified Magicka 150
      Spell Absorption 50
      No Magicka regeneration! )
       This sign is just great. And I'm not talking about the Magicka bonus. 
       I would pick it even if it had a Magicka malus - the real special is 
       the 50% Spell Absorption - imagine this: You get hit by magic in only 
       50% of all cases, the rest gets absorbed completely. If you get items 
       or spells that add another 50% Spell Absorption, that's like immunity 
       to fire, frost, shock and magicka all in one ! For pure fighters, there 
       is no downside, But you might think, no Magicka regeneration really 
       gimps a caster ? The obvious solution - Potions - costs time and money. 
       Shrines and the like replenish Magicka, but wont help in the middle of 
       a dungeon. Your Spell Absorption will do the trick: If your enemies 
       don't cast spells on you anyway, summon a wraith (or ghost), hit it 
       three times and it will start to attack you with magic only. Full 
       Magicka guaranteed (low level ghosts may damage you a little and take 
       three or four summons)! If you foresee a tough fight, you can take the 
       ghost with you to keep your Magicka up. It also works with other 
       summoned casters, but the ghost/wraith/gloom wraith line works best. 
       A possible downside: In big fights, pure destruction mages may run out 
       of Magicka if all opponents are melee without any magic weapons. This 
       should not happen very often if you followed my "focus on prime damage 
       skill and attribute" rule - but keeping some self-made Magicka potions 
       just in case won't hurt. Also, if you are first level and your 
       summoning skill is 25, summoning the ghost might be more expensive
       than the mana returned. This won't happen later on (later as in level 
       3 and more).  
       [Clarification: Unlike Resistance, Spell Absorption 50 absorbs 100% 
       of a spell - and it will work on 50% of all spells]  
       Note: The Summon Ghost spell or better is essential for this build, 
       so first thing out of prison should be a quick trip to Chorrol. If you 
       don't have enough money, sell the Mage Guilds Alchemy equipment & potions.  
     Rating: A+
    |||| Conclusion ||||
    The Atronach is the best birth sign, but it also has a huge impact on 
    game play. If that's not your cup of tea, The Mage is good for all 
    spellcasters, The Lover is a good ability sign and The Thief is a great 
    attribute sign.
    | [CBDG04]                 Choose your Skills                          |
    Shouldn't this section be called 'Choose your Class' ? No. Classes are 
    just a selection of major skills, two favoured attributes and a skill 
    package. Take a look at the Skill descriptions here, and if you find 
    a good predefined class in game pick it accordingly. However, the 
    existing classes don't have luck as favoured attribute, and most have 
    stupid skill combinations from a game play perspective - they are 
    ok from the lore perspective, but that's not the point of this guide. 
    First, lets take a quick look which favoured attributes we pick - 
    favoured attribute equals a one time +5 bonus. The first one is 
    obviously luck, since its hard to raise (see Character Development for 
    more info). The other one is up to you, although endurance would be 
    a natural choice, since later endurance changes are not retroactive
    (your starting health is 2x your starting endurance, not 2x your 
    level 50 endurance). 
    Secondly, pick a skill package. This affects you in two ways: You get 
    a +5 bonus to all package skills (packages are Combat, Magic, Stealth)
    and you will increase those skills even faster. A major package skill 
    will rise faster than a normal major one, a minor package skill will 
    rise faster than a normal minor but still slower than a normal major.   
    I normally pick stealth or combat, since magic is so easy to raise 
    anyway. Some hardcore power gamers think one should get the package 
    with the least major skills, since your maximum level is determined 
    by (700-(sum of starting major skill points))/10  - but that's not 
    true since you can decrease your skill points in prison. And its not 
    Thirdly, pick your major skills. The 7 major skills rise a lot faster, 
    they start at apprentice level and 10 skill rises in any combination of 
    major skills gives you one level-up. However, you can also raise minor 
    skills, actually as far as major ones - its just slower. Skills give 
    you certain perks at 25 (Apprentice), 50 (Journeyman), 75 (Expert) and 
    100 (Master) Skill points. The Spell casting skills have no real perks, 
    but the perk levels allow you to cast different spells. Ok lets start...
    | Combat Skills | 
     Block (Endurance) 
       Essential Skill for melee. Some good timing is required, but 
       especially later on it will mean the difference between winning 
       a fight barely scratched and loosing badly. Its easy rise, so 
       no need to pick it as major - but DO spend time or money on this
      Novice: fatigued by blocking 
      Apprentice: not fatigued by blocking
      Journeyman: shield/weapon takes no damage from blocking (!)
      Expert: chance to do a knock back counter-attack
      Master: knock back counter-attack has chance to disarm
     Rating A- 
     Armourer (Endurance) 
       Repair your stuff to keep it effective. Get it at least to Journeyman
       if you use armour and weapons so you can repair magical equipment. 
       Good overall skill, but since it just saves some money for repairs 
       and rises fast its not worth a major pick.
      Novice: cannot repair magic items
      Apprentice: repair hammers last longer (2x)
      Journeyman: can repair magic items
      Expert: Can improve items to 125% 
              - yes they get more effective that way !
      Master: never breaks repair hammers 
     Rating C
     Heavy Armour (Endurance) 
       Either pick this or Light Armour if you wear armour at all. Somewhat 
       cosmetic choices, since both types do not encumber at master level & 
       Light Armour has 50% AC bonus later on. However, the best non-unique 
       Heavy Armour has better enchanting capacity than the best Light Armour 
       and until you reach master level, Heavy Armour is the better choice - 
       encumbrance is not that much of a problem - staying alive is better 
       than carrying more. The third choice, no armour, is hard - especially 
       in many vs one battles. So pick this skill, and pick it major. 
      Novice: 150 % degration rate
      Apprentice: normal degration
      Journeyman: 50% slower degration
      Expert: encumbers only 50%
      Master: encumbers not at all
     Rating B+
     Blunt (Strength)
       Maces, Axes, Mauls, Staffs... you name it. A little stronger than 
       blade, but also a little slower. There are more unique Blades than 
       Blunt Weapons, and since effects are an important factor later on, 
       speed wins over damage. If you don't need Blunt for style reasons 
       (Mage Staff, Maul Barb), get Blade.
       Note by Aerenel: Blunt is stronger against certain creatures, e.g. 
                        Skeletons & Slaughterfish
      Novice: basic power attack
      Apprentice: Standing Power Attack damage bonus
      Journeyman: Left/Right Power Attack have chance to disarm
      Expert: Backwards Power Attack has chance to knock-down
      Master: Forward Power Attack has chance to paralyse
     Rating B+
     Blade (Strength)
       Daggers, Short Swords, Long Swords, Claymores, Katanas & Dai-Katanas -
       something for every range and speed requirement. It wins speed wise 
       over Blunt. It has more variety. It has more unique weapons. And they 
       look cool. So if you want to get into melee at all, pick Blade. 
      Novice: basic power attack 
      Apprentice: Standing Power Attack damage bonus
      Journeyman: Left/Right Power Attack have chance to disarm
      Expert: Backwards Power Attack has chance to knock-down
      Master: Forward Power Attack has chance to paralyse
     Rating A
     Athletics (Speed) 
       Well you run & swim faster - and since you run all the time anyway, 
       this skill will go up. Swimming will raise it if you don't get any more   
       raises out of running. Don't take it as major, it will give you gimp 
       levels en masse. 
      Novice: running = slow fatigue regeneration 
      Apprentice: 25% faster fatigue regeneration
      Journeyman: 50% faster fatigue regeneration
      Expert: 75% faster fatigue regeneration
      Master: running does not reduce fatigue regeneration
     Rating D 
     Hand to Hand (Strength)
       Hand to Hand is fast - very fast. Knock-downs are abundant. But that's 
       about it. Both damage and reach are minimal. And all those cool weapons 
       won't make you smile in your sleep, and you cannot enchant your fists.
       (by GTPoompt) Also usefull if your weapon is destroyed by spell or 
       heavy usage.   
       Nordic Boxing (by Isaiah Ari): I think you undervalued hand to 
       hand combat, though. My main character is a Nord and I set him up as a 
       sort of boxer.  He wears no armor, just enchanted clothing.  It makes him 
       much faster, and the clothes are enchanted to give shield, which 
       compensates for the lack of armor.  I also stole an item from Branwen 
       outside the Arena, it gives +20 hand to hand. Combined with paralyze, 
       the whole build works great.   
      Novice: basic power attack
      Apprentice: Standing Power Attack damage bonus
      Journeyman: Left/Right Power Attack have chance to disarm
      Expert: Backwards Power Attack & Block has chance to knock-down
      Master: Forward Power Attack has chance to paralyse
              Block has a chance to disarm 
     Rating D+
    | Magic Skills |
    Higher magic skill equals lesser spell costs - so if you find one 
    of those "Call me Death Star" spells with high Magicka cost, raise 
    the fitting magic skill. There are no perks, just access to new 
    spells. Alchemy is the exception, it works just like the other 
    non-magic skills.
     Destruction (Willpower)
       Magic Damage for all your needs: fire, frost, shock, health, Magicka, 
       equipment, attribute or skill - if it has a rating, you can damage it 
       with destruction. Just destroy your enemy's magic, disintegrate his 
       stuff and enjoy Mr. Superarchmage fighting naked with his fists. Pick 
       it !
     Rating: A
     Alteration (Willpower)
       Open locks with magic, alter encumbrance on self and others and water 
       walking are the not so good parts of Alteration, but Water Breathing is 
       essential for your underwater expeditions (or Alchemy) and the 
       shield spells (vs normal/elemental damage) are nice, too. Ok, but not 
       really worth a major pick.  
     Rating: C
     Illusion (Personality)
       Let your enemies fight against each other, while you watch invisible or 
       join the fight under a chameleon spell. Make them love you, make them 
       fear you. Paralyse them. And this school has the most effective spell 
       versus casters: silence. Its fun, however not absolutely necessary as 
       a major.  
     Rating: A-
     Conjuration (Intelligence) 
       Well, turn undead and summon weapons/armour is worthless (you want your 
       stuff enchanted and at 125%) . But summoned beasts are nice, willing 
       training dummies, and the best Magicka potion for you atronachs (see 
       birth signs). In fights, you get most damage for your magic from 
       summons, and they also take damage for you. 
     Rating: B (A for Atronach Birth sign)
     Mysticism (Intelligence)
       Dispel and Life Detection are not that important, the basic apprentice 
       soul trap is completely sufficient, you don't need telekinesis for 
       most thefts. The real goodies are Spell Absorption & Spell Reflection.
       On the other hand, both are better used as constant effect items.
       Not worth the major pick. 
     Rating: C+
     Restoration (Willpower) 
       If Destruction allows you to destroy anything with a rating, restoration 
       allows you to absorb all those (health, Magicka, fatigue, skills, 
       attributes), or fortify them, or restore them. You will use this power 
       often - so often in fact that you will be at 50 skill points very fast. 
       50 is sufficient, so its a  must have, but not must have major. 
     Rating: A
     Alchemy (Intelligence)
       The jack of all trades magic skill. Make your own potions and poisons for 
       every occasion. Creating new crazy potions is a great game on its own. 
       If you like to try out new stuff, this is for you. Can jump in for any 
       magic school except conjuration.  
      Novice: recognises 1 of 4 properties of substances
      Apprentice: recognises 2 of 4 properties of substances
      Journeyman: recognises 3 of 4 properties of substances
      Expert: recognises 4 of 4 properties of substances
      Master: make potions from a single ingredient
     Rating: A- 
    | Stealth Skills |
     Security (Agility) 
       Open locks. Well, you can open a very hard lock with one lockpick and 
       skillevel 5, so its not really worth it. If you don't like the mini 
       game,  you are better off with Alteration than with high security 
       skill levels. There is also an independant-one-quest item that will 
       remove the last bits of usefulness from this skill. 
      Novice: up to 4 tumblers fall on fail
      Apprentice: up to 3 tumblers fall on fail
      Journeyman: up to 2 tumblers fall on fail
      Expert: up to 1 tumblers fall on fail
      Master: no tumblers fall on fail
     Rating D (F with special item)
     Sneak (Agility) 
       Move unseen, backstab and pick pockets. This skill is great. There is 
       no substitute for pick pockets, Backstabbing is the best way to start 
       a fight and nothing gives you better heart attacks than sneaking into 
       the treasure chamber (or out of prison). Additionally, you wont draw 
       attention if you sneak while lock picking. Pick it major if you are 
       interested the thief guild / heists / assassin methods in general.
      Novice: 4x back stab, 2x marksman undetected critical
      Apprentice: 6x back stab, 3x marksman undetected critical
      Journeyman: no penalty for weight of boots
      Expert: no penalty to chance of detection for moving
      Master: back stab ignores armour rating
     Rating A-
     Acrobatics (Speed) 
       Jumping and Falling. This skill gets interesting on higher levels: 
       Since there are no levitation spells in Oblivion, high Acrobatics is 
       the only way to reach certain places - for example, there are hidden 
       areas only reachable by water (aka lava) jumping (submitted by Aerenel). 
       The dodge ability is nice against enemy power attacks, real blocks are 
       better to break a normal attack sequence with their counter attack. 
       Also good for getting out of sticky situations in late game (by 
       LtKerensky). Probably no major pick, but you should train this. 
      Novice: no attack when jumping/falling
      Apprentice: normal attacks when jumping/falling
      Journeyman: dodge (block & jump to avoid hit completely)
      Expert: 50% less fatigue loss for jumping
      Master: jump off the surface of water
     Rating C+  
     Light Armour (Speed)
       Pick this or Heavy Armour. Light Armour means less encumbrance early 
       on, Heavy Armour better defence - but on Master level they are 
       almost equal (no encumbrance, about same defence). Even then, Heavy 
       Armour is better for enchantment. However, until master level Heavy 
       armour is a better, since encumbrance is less important than armour 
      Novice: degrades at 150% of normal rate
      Apprentice: degrades at normal rate
      Journeyman: degrades 50% slower
      Expert: does not encumber at all
      Master: 50% bonus to armour rating (only for full light armor)
     Rating: B
     Marksman (Agility)
       You want to show Legolas how one REALLY uses a bow ? Pick this skill. 
       Double enchantments (bow & arrow are added) with zoom, knock-down & 
       paralysing chances + 3x critical if you use sneak - your enemies 
       will be in a bad condition when they reach you - if they reach you at 
       all. Drawback: It uses ammo (so what?) and requires some tactical 
       planning in battles against multiple enemies. 
      Novice: fatigued when holding bow drawn back
      Apprentice: not fatigued when holding bow drawn back
      Journeyman: block with bow = zoom ability
      Expert: chance of knock-down
      Master: Chance of paralysing 
     Rating: A-
     Mercantile (Personality)
       High Mercantile = better deals. Since money is lying on the streets 
       anyway, you don't need better deals. 
      Novice: value is reduced by worn condition
      Apprentice: value is not reduced by worn condition
      Journeyman: buy and sell any object to any vendor
      Expert: invest in shops (shops available gold +500)
      Master: all shops have +500 gold for barter
     Rating: F
     Speech craft (Personality)
       Persuade others. Ok if you don't use illusion, but bribes are working 
       all right in most cases. You can get the disposition up about 30 points 
       in the mini game without any training - add illusion and/or money and 
       you will be all right. Not worth a major pick. 
      Novice: offer bribes to increase Disposition
      Apprentice: free rotation of a wedge in the mini game 
      Journeyman: timer in mini game is 50% slower
      Expert: disposition loss by bad choices in mini game is reduced 
      Master: bribes for half price
     Rating: C-
    |||| Conclusion |||| 
    Good major skills are Block, Heavy or Light Armour, Blunt or Blade, 
    Destruction, Illusion, Conjuration, Alchemy, (Restoration), Marksman 
    and Sneak. 
    | [CBDG05]                  CHARACTER DEVELOPMENT                        |
    The best starting character is worthless if you don't level him up 
    correctly. And the game punishes you severely for not doing so. If you 
    don't plan ahead a little, you will not be able to play beyond medium 
    difficulty, and if you seriously screw up, even medium may get impossible. 
    | Level-Up Game Mechanics |
    So lets take a look how a level up works: As soon as you have gained 10 
    skill points in any combination of major skills, you will get a level 
    up. Upon level up, you gain 1/10th of your endurance in Health and can 
    select 3 attributes to be increased. Sounds easy ? Well there is a catch: 
    Skills are tied to attributes, and for every 2 skill points tied to a 
    certain attribute you get a better increase for this attribute on 
    level up. The maximum increase is +5. 
    An example: 
    Your mage has gained 4 Points Mysticism, 5 Points Conjuration & 1 Point 
    Alchemy - all those skills are tied to Intelligence. So if you pick 
    Intelligence on level up, you will get a 5 points boost instead a one 
    point boost. If you had 5 Points Conjuration,, 1 Point Alchemy and 
    4 Points Destruction, you would get Intelligence x3 and Willpower x2. 
    It does not matter whether the skills are major or minor, all increases 
    add to the stat increase modification. You probably know where this 
    leads: For every level, use a combination of minor and major skill 
    points that give you a +5 increase to two attributes - Luck is not tied 
    to a skill, so it will go up one point per level. You could also just 
    leave luck at 55 and try to get three +5 increases. And don't get any 
    other skill points which will not contribute to those attributes. And 
    don't get all 3 skills tied to one attribute major, since you will 
    have to use them exclusively or not at all that way (remember, 10 
    points to level up AND 10 points for +5). 
    Obviously, this is horrible. Forget immersion, forget normal exploring, 
    just say "I will be God, and this is necessary". Well... Or don't.  
    I recommend to get one of the many level-up mods that give you x5 for 
    any skill gain since the last level. You still gain your levels 
    honestly, so i consider this to be a fix. If you consider it cheating, 
    say "i will be God, so this is necessarily fun. It is... really !". 
    [Note: I got quite some emails stating its hard to find the mod, and 
    indeed i couldn't find a "one change only" mod any more, So i posted  
    one that just gives you +5 for any skill gains since the last level, 
    nothing else. Its on 
    Someone deleted it. I found it again on 
    If you read this guide and the last update was some time ago, it might 
    be a better idea search the web for "plus5always" or "plus5always.esp" ]
    | Character Development |
    I will assume you got your +5 increases in one way or another. But 
    its still a good idea to keep focused, At level 14, you can have 
    60 in every attribute (and Luck 68). Or you can have 100 Endurance 
    and 100 in your main attribute: Strength for melee fighters, 
    Agility for archers, Intelligence for mages. The first character 
    will be lost on hard, and difficult on medium, the second will be 
    easy on medium, and sometimes challenging in hard. 
    |||| So, first rule of fight club |||| 
    Maximize Endurance first ! Endurance = Health, and Health you 
    need. The only stat that does not work retroactive. 
    |||| Second rule |||||
    Maximize Endurance first ! And focus on it. Its really important 
    to have enough health to stay alive in a hard 6 vs 1 battle on 
    maximum difficulty. It still won't be enough health, but 
    less health is suicide. 
    |||| Third rule ||||
    Maximize one important attribute ! - And I'm not talking about
    Personality. The attribute tied to your damage dealing skill should 
    be max. For melee, that's Strength, for Archery Agility, for 
    Magic Intelligence or a mix of Willpower and Intelligence. 
    |||| Forth rule ||||
    Some focus on the damage dealing Skill is important. You don't 
    need to hurry as much, and maxing out is not the prime goal, 
    but your prime damage dealer should be in the upper seventies 
    rather sooner than later. 
    |||| fifth rule ||||
    Don't forget your minor support skills. 
    After you got a decent prime damage skill, your further skill 
    development is really up to you. You are safe now.  
    | Training Skills |
    Learning by doing - and learning more by doing more, or how 
    you train specific skills outside normal combat. 
    Spellcasting Skills: 
    Most schools have training cantrips, cheap spells you can 
    cast onto yourself while running to the next town / quest. 
    Illusion has Light, Alteration has Protect, Mysticism has
    Minor Life Detection. Conjuration and Destruction are best
    trained together: Summon Skeleton and blast it away with 
      ------Liq writes------
      for destruction training, getting to the spell maker 
      allows one to make a self nuke that drains fatigue
    Create some endurance potions made of common food - its 
    lying around everywhere. 
     ------Adam Stasiak writes------
     Since the potions usually sell for more than the 
     ingredients, you can go to all the ingredient sellers you 
     choose, and buy up all their cheap ingredients (2-4g). Then 
     pretty much just make whatever you can with all that. Once 
     you sell it all you will probably have made a profit. As 
     you get to 25,50,75 it gets easier and easier since it's 
     easier to find valid potion combinations. But this can be 
     a lot faster and less tedious than wandering through the 
    Fighting Skills: 
    Hit your summoned Skeleton for Hand to Hand, Blade, Blunt and 
    Marksman, let it hit you for Light and Heavy Armour, and block 
    its attacks for Block. (by Reimer the_maestro:) You could also 
    get yourself some rats - lets call them Martin, Davis and 
    Sinatra - for some rounds of block and armour. They hit fast 
    without much damage and thus increase defensive skills much 
    better than any summoned creature. 
     ------Adam Stasiak writes------
     For training combat skills and destruction, basically anything 
     where you need a victim. The Zombie seems a much better victim 
     than the skeleton. He has MANY more hitpoints, and attacks a 
     bit slower. So you can hit him that many more times per 
     summoning. I would also recommend using bad weapons to train 
     (iron club, iron dagger, iron bow) since they are both cheap 
     and do less damage. You can also let these wear down in quality 
     so their damage rating is down to 1 or 2. The skill gain seems 
     to be based on the number of hits, not the damage you do, so 
     there's no point in killing them too quickly, only to have to 
     summon another one. This also makes it easier if you want to 
     avoid raising conjuration. 
     ------Morph writes------
     For marksman skill, if you hit the pickup button right after 
     the fire button, you can pickup the arrow right as it bounces 
     off your summoned critters.  It works mighty effectively for 
     conserving arrows!
     ------Gessie writes------
     Heavy/Light Armor can be trained very easily. Simply drink 
     some Shield potions to get your rating up to 85, then drink 
     another restore health potion, and get beaten up by a bunch 
     of guards. The Imperial Prison is a good place to find guards, 
     since there won't be any other NPC's who will join the fight. 
     Imagine 5 guards constantly using swift blade attacks on you, 
     meaning about 3 hits every second, more if you stand in the 
     right place.
    Repair everything, repair hammers are cheap and you gain 
    skillpoints fast. (by Adam Stasiak:) The amount of skill gained
    is not per repaired damage, but per repair skill application. 
    So repair everything every time its damaged, even if its only 
    one point. Using the fact that bows are damaged for every 
    fired arrow, use e.g. five bows to fire an arrow into the 
    grass at your feet, pick em up, repair the bow, repeat. 
     ------Joseph Carmona writes------
     create a destroy armor spell that works on yourself :-)
    Picking locks, this way: 
     ------Michael Grazier writes------
     Well, the best way I've found to do it is to lock a tumbler or 
     two in place, exit out, and then re-attempt the lock.  Repeat 
     ad nauseum and your lock picking should go up relatively quick.
    Go into a room with a person inside, go to a corner of the room, 
    sneak. If you keep walking (even if you just walk against the 
    wall), your Sneak skill will rise. 
     -----Stephen(vitamin dew) writes:------ 
     At the bottom you give training tips. Another good, maybe even 
     better, way to raise sneak is to finish the arena and get your 
     fan. Then tele to a cave and go inside, he will appear in front of 
     you and you can just sneak and pick pocket for as long as you want.
     Another way to do it, but I don't know if it works right away or if 
     you need a few levels. You can sit in front of a bed at an outside 
     camp(Kvatch) and just pick pocket him to his face and sleep after 
     each level.
    Like athletics, you dont have to be present to raise sneak:
     ------Chase writes------
     get arrested and when ur in jail go into a corner and put a rubber 
     band on the left thumbstick so that you walk into the corner and 
     just come back in about 30 min and you will go from like 1 sneak to 
     maybe 100 i did this from less than 40 and i went all the way up to 
     100, its just a lot less work you need to do
    Swimming raises this one fast, far faster than running which 
    you do all the time anyway. 
     ------Adam Stasiak writes------
     Hit Q to go into auto-run mode, find a pool with a steep edge in 
     a corner, face into that corner, and go grab a cup of coffee while 
     your character swims their way to a brand new body. 
    Jumping around, especially this way: 
     ------Brett Johnson writes------
     hey for acrobatics i found it really easy to get your head close to 
     the top of a wall by jumping on places like a shelf in the cloud 
     ruler temple armoury...
    Another very good way:   
     ------Chris Raine writes------
     Great guide! Here's a faster way to train acrobatics: Find a 
     place  to fall just enough to take damage without getting killed 
     (I used  one of the terrace walls in Bruma because stairs are so 
     accessible). Jump off, groan with pain, heal yourself while 
     running back up the stairs, jump again. Taking damage from falls 
     does much more acrobatics training than just jumping. 
    The same idea, improved some more: 
     ------Morph writes------
     Chris Raine has the right idea, but it's too slow ~ the best way 
     is to go up to "Gnoll Mountain" which is somewhere to the right of 
     Bruma (above the county of bruma and under the big M of mountain).  
     Then, from there, run toward imperial city, jumping all the way!  
     Eventually, you'll come up the same elevation as the Imperial City.  
     At this point, fast travel up to Gnoll Mountain, and jump and 
     fall again!  Works great =) 
    Speech craft: 
    Play the persuasion mini game with everyone. 
     ------NightStik writes------
     In order to quickly train the Speechcraft skill, what you should 
     do is talk to someone about whom you don't care (say a guard) 
     and go to the Persuade option. Every time just click the smallest 
     wedge on each block as it goes around the circle. The disposition 
     will eventually hit zero, but your speechcraft will continue to 
     raise when you do this.
    Buying/selling stuff. But how you sell is important, too: 
     ------Ender writes------
     OK, so Mercantile raises by how many transactions you do with the 
     other person, Not by how much you've earned or how many things 
     you sell. So, a good way to raise Mercantile and Alchemy at the 
     same time is:
     Grab all the food you find
     Make Restore Fatigue potions
     Sell the Restore Fatigue potions one at a time
    There are also trainers who charge money for increasing your 
    skill - might be interesting for high Athletics and Security. You 
    will need a recommendation from the medium trainers to train with 
    master (70+) trainers, who normally also want you to complete a 
     ------Aerenel writes------
     Each new level still only has 5 points. So to get important skills 
     up to a perk fast, such as HA to reduce weight, armourer to repair 
     magic items, alchemy to make better potions, etc, it is technically 
     best to use all 5 trains starting at level one and never failing.  
    I think he has a point. Lvl 10+ money is abundant, and high skill level 
    training without a teacher gets slow. On low levels, getting the money 
    uses far more time than some rats gnawing on your boots for a minute. 
    | [CBDG0A]      APPENDIX A: SAMPLE CHARACTER BUILDS               |
    Race: Breton
    Birth sign: The Atronach
    Skill package: Combat
    Favoured Attributes: Luck, Endurance
    Skills: Blade, Heavy Armour, Illusion, Destruction, Conjuration, 
            Alchemy, Sneak
    Normal Combat looks like this: After the initial 6x critical power 
    attack with a blade imbued with self-made poison, the spellcatcher
    tries to keep the attention of his enemy while his pet happily 
    whacks on the unprotected back. If the enemy is humanoid, he will 
    fight with bare fists after a few Corrode Weapon spells.
    Magic combat is where the fun starts: Instead of avoiding enemy 
    spells, the Spellcatcher tries to catch them, using the gained 
    Magicka to play Fireball ping-pong. Alas, most times the 
    Spellcatcher is the only one with a racquet.     
    In times of peace, he lets friendly summoned ghosts replenish his 
    magicka while he's searching ingredients for stronger poisons and 
    combat drugs.
    Battlemage (by Stefan Lindberg)
    Race: High Elf
    Birth sign: The Atronach
    Skill package: Magic
    Favoured Attributes: Luck, Endurance
    Skills: Blade, Heavy Armour, Illusion, Destruction, Conjuration, 
            Alteration, Mysticism 
    (explanation by myself)
    Highest possible Magicka, and 5 immunities are easily reachable: 
    Magicka, Frost, Fire and Shock by additional 50% Absorption 
    items/spells, Poison by additional 25% items/spells. Add Heavy 
    Armour and a damage shield, perhaps some resistance to mundane 
    damage items and this guy will eat damage like dragons do (and 
    then some).
    Thief Lord (by GigaFire)
    Race: Breton or Dark Elf
    Birthsign: Atronach or Thief
    Skill Package: Stealth
    Favored Attributes: Strength/Luck
    Skills: Blade, Light Armor, Illusion, Destruction, Sneak, 
    Marksman, Conjuration
    The point of this build is to take out some enemies with a sneak 
    blow, then be prepared to handle more guys without sneak or 
    handle your initial target if he survives the sneak multiplier. 
    Light Armor should protect you for the duration of the battle, 
    especially at master level. If it's too light where your target 
    is and you can't get a sneak blow with your blade, then you 
    simply pull out your trusty bow and fire an arrow or two. With 
    Illusion, you can stalk through dungeons binded to the shadows, 
    possibly with invisibility, and see twice as clearly as your 
    foes. If your foe happens to be Umbra or something, summon a 
    Xivilai, blast away her armor and weapon with a destruction 
    spell, and watch the fireworks. Also, for Atronach players, you 
    can summon a ghost so it can "share" its magic with you.
    Invincible Chameleon (by Gessie)
    Race: Breton
    Sign: Thief
    Attributes: Endurance, Luck
    Skills: Marksman, Light Armor (an archer wearing ebony simply 
    looks lame), the rest: Whatever you want, really.
    Tactics: Get the Ring of the Kajiit (35% chameleon, 10 speed) 
    and enchant 3 other items with Chameleon, giving you a total 
    of 95%. Cast 6% Chameleon for 120 seconds. Nothing can see you, 
    you get infinite stealth hits. If you have higher Illusion skill 
    you should be able to cast 30% or 50% Chameleon for such a 
    duration, meaning that you need less enchantments, meaning more 
    skill/attribute buffs. [...] An alternative is drinking Chameleon 
    potions like mad. [...] Bloodgrass has Chameleon as the first 
    effect, so a master can create 0.1 weight Chameleon potions 
    using just bloodgrass.
    (Comment by me) 
    Pro: You are invincible!
    Con: You are invincible...
    (Your Character build could be here - only requirement is hard 
    difficulty capability) 
    | [CBDG0B]         APPENDIX B: GENERAL GAMEPLAY TIPS               |
    Early money: 
    Sell all this free alchemy equipment and those silver daggers from 
    the mage guild. Do some arena fights. 
    Pick any lock: 
    After the tumbler went up very fast, it will go up at constant 
    speed next time, so just click as soon as its up. 
    Another way is to listen for the additional click sound that only
    happens if the tumbler is slow. 
    -> Very hard locks with one lockpick
    Move while fighting: 
    If you see one of those sloow attack moves, that's a power attack - 
    move back to avoid it or sidestep and attack yourself. Blocking 
    is good to break an normal attack sequence, but enemy power 
    attacks should be dodged. Circling around an enemy also helps 
    if he is using slow weapons/attacks in general. 
    Everyone needs the Mages Guild (Andrew Harris): 
    2 very important options are only available in the Mages Guild 
    in the Capital: 
     1) Spell making - 100 charm for 2 seconds is better 
        and cheaper than 50 for 30 seconds, since time stops on 
        conversations anyway!
     2) Item enchantment - you can hope to find the perfect item, 
        or you just create it for yourself
    Resist the Guards: 
    But don't fight, just run like hell. After two or three areas 
    they will stop to run after you. Now travel to the Thieves Guild 
    and pay half price fines while keeping all your stolen stuff. 
     ------Scheherazade writes------
     Dodging fines doesn't require entry into the Thieves' Guild. 
     When you arrive at a city, make a point of fawning on all the 
     guards. When their disposition is in the eighties or nineties, 
     you're set. If you get caught stealing or such, guards who like 
     you will often waive the fine for you. It'll hurt their 
     disposition towards you, but it's usually cheaper to bribe them 
     than to surrender your stolen goods. In the off chance that a 
     guard decides to press the fine, resist arrest. You can yield 
     to them by blocking and activating them. It will buy you a few 
     seconds to make a getaway. 
     ------Joseph Carmona writes------
     Found a decent way to avoid small fines with the guards. Create 
     a 100% Charm spell @ 5 seconds, if you get caught, and they 
     arrest you, resist arrest, cast the spell then yield they will 
     almost always pay for the fine (I think it works for anything 
     small, haven't tired it with big fines such as murder yet)
    Faster Spellcasting:
      It's essential to hold down block as you cast... for much 
      faster casting!  Also, create your own spell for less mana 
      usage.  ie, I created a 1 second 1 magnitude shield to cast 
      over and over! 
    Save on different slots: 
    Quick save can be too quick sometimes. If you didn't save for days, 
    don't forget you could temporarily turn difficulty down in 
    special situations (No Magicka/no potions to summon battery ghost 
    in Oblivion).  
    Utilize Alchemy for power...: 
    Hard fights will get easy with the right combination of potions. 
    Trust me, as soon as you start to fight high, you don't want to 
    miss it. And you can use your magic for the important things 
    like testing whether your enemy will strip if you magically 
    burden him enough.
    ...and profit:
      One last thing, a good tip about making money:Get your Alchemy to 
      100 (yes, I'm an Alchemy freak) and pay a little visit to the 
      swampland East of Leyawiin. You'll find mushrooms all over the 
      place, 20 minutes of picking will result in hundreds of shrooms. 
      That translates to hundreds of potions, and each will be worth 30 
      to  60 gold, depending on your alchemy equipment.Oh, and I guess 
      it wasn't the last, 6) This is a great way to train Alchemy as well.
    Create items:
    With Soul gems, money and a mundane weapon or a piece of 
    armour/clothing/jewellery, you can create your own magic items. Try 
    to get constant effects. An example: 
      I'm guessing you already know this, but another alternative for 
      the Water Breathing spell besides potions is a filled Petty Soul 
      Gem, 2000 gold, and whatever piece of jewelry fits your fancy. I 
      suppose the 2000 gold might be a little hard early on, but that's 
      what I do.
    Take your time: 
    Oblivion is not just beautiful, it has really interesting and 
    well thought out quests for a change. E.g. the rat problem, 
    the painter, the dream. Good stats are nice, but don't miss 
    this other world called Tamriel. 
    | [CBDG0C]         APPENDIX C: SPELL DISCUSSION                   |
    I decided to do a spell discussion here later on, i think a pure 
    spell list won't help much. Until i find the time to do it, a 
    good spell list can be found in Bon "Brynne" Cottle Oblivion 
    Balanced Character Creation Guide on Gamefaqs (although i think 
    its too big for a chargen guide, its a great piece of reference 
    | [CBDG0D]         APPENDIX D: CHANGES TO MORROWIND               |
    - Perks for 25, 50, 75 and 100 skill points
    - new Minigames for persuasion and lockpicking
    - you cannot wear clothes over/under your armour
    - no Unarmoured skill
    - no Medium Armour (by LibraScythe)
    - no Thrown Weapons (by LibraScythe)
    - No chance to fail: if your skill is too low, you cannot learn it, 
    if you know a spell, you always cast it successfully. 
    - Spell maker is seriously gimped
    - No levitation/flight spells
    - no teleport spells 
    - Enchantment as a school is out                  
    - fast mana regeneration !
    - no magic mushroom tower
    |                    VERSION HISTORY                              |
    v.1.3.8 2007/12/08
          - I was told the "i dont care bout copyright" line was stupid.
            Guess thats right, so the guide is now licensed under 
            Creative Commons -> See new copyright notice
    v.1.3.7 2007/09/18
          - since i dont play Oblivion anymore, i didnt update my 
            guide. But i got some emails about the plus5always mod
            missing and some other imput i want to share.
          - Added new location for plus5always and exact mod name 
            for websearches
          - Added Create your own stuff tip       
          - Heavy/Light Armour training by Gessie
          - Invincible Chameleon by Gessie
          - Alchemy for Profit by Gessie 
          - Sneak training coffee break by Chase   
          - Thief Lord by Preetham Ganupuru
          - Water breathing jewellery by esmonkeyboy
          - Nordic Boxing (Hand to Hand Update) by Isaiah Ari
          - Changes to Morrowind update (by LibraScythe) 
    V.1.3.6 2006/05/10
          - had nice holidays -> no update / email answers for quite 
            some time. I didn't and won't answer all mails, just got 
            too much also from other projects (311 for this quide 
          - fixed error stating major skills start at Journeyman, 
            they start at apprentice level (by Digital Terror)
          - Destruction training by Liq
          - Light armor master bonus for -full- light armor (GTPoompt)
          - Hand to Hand as backup (by GTPoompt)
          - Security made useless by special item (lots of people)
          - fast spellcasting (by Morph)
          - improved Marksman training (by Morph)
          - improvement for the improved Acrobatics (by Morph)
          - tip for armour training (by Joseph Carmona)
          - Guards best friend (by Joseph Carmona)
          - fixed error in levelup example (by Stephen Gates) 
    V.1.3.5 2006/04/08
          - fixed even more typos (hooray for spellcheckers!)
          - Atronach / High Elf combination (by Stefan Lindberg & 
            Reimer the_maestro)
          - 3 skills for one attribute major = bad (by Stefan Lindberg)
          - Battlemage (by Stefan Lindberg)
          - restoration is tied to WIS, not INT (by ben hopkins)
          - Rat Pack (by Reimer the_maestro)
          - Security training by Michael Grazier
    V.1.3.4 2006/04/06
          - Mage guild for everyone by Andrew Harris
          - improved combat training by Adam Stasiak
          - improved Alchemy by Adam Stasiak
          - improved Armourer by Adam Stasiak
          - improved Athletics by Adam Stasiak
          - added download location for +5 mod
          - changed spell chapter
    V.1.3.3 2006/04/04
          - Location of Summon Ghost for Atronach players
          - Added explanation for resistances/weaknesses
          - Changed Athletics description and rating 
          - Some typos, different wording (by Duncan)
          - clarified 100 % Magic resistance does not apply 
            to elemental magic - fire, frost, shock (by Priyesh) 
          - even better mana batteries by Daman Bouya
          - lockpicking while sneaking by The Admiral
          - Added improved Speechcraft Training by NightStik
          - Dodging fines by Scheherazade
          - Jumping out of sticky situations by LtKerensky
    V.1.3.2 2006/04/04
          - Added improved Acrobatics Training by chris raine
          - Another way for Acrobatics Trainig by Brett Johnson
          - Added improved Mercantile by Ender
          - Alternation should be Alteration typo by john
            (i thought it was derived from alternative, thanx!)
          - light armour gets a 50% boost at master level, i wrote 
            150% in the heavy armour description (fixed by Aerenel)    
          - example for useful high acrobatics (by Aerenel)    
          - changed The Mage birthsign rating (by Aerenel)
          - expanded Atronach Example (by Aerenel)
          - enchantment capacity light vs. heavy (by Aerenel)
          - expanded paid trainer section (by Aerenel)
    V.1.3.1 2006/04/03
          - fixed some typos, most glaring Atronach = 0% spell 
            absorbtion (corrected by Gar Hong) 
          - High Elf Magica is 100 (corrected by Comazon)
          - Explanation Spell Absorbtion
          - Corrected Atronach Example
          - Added Sneak Training by vitamin dew
    V.1,3 2006/04/01
          - Translation to English, first publication on gamefaqs
          - tuned down bad language for general public
    V.1.2 2006/03/31
          - Added Appendices B, C, D
    V.1.1 2006/03/29
          - added quick jump to table of contents
          - indenting for better overview 
          Fixed errors: 
          - High Elf Magicka bonus is 50, not 100 
            (this is an error, no fiy see 1.3.1
          - fixed Level Up Game Mechanics example   
    V.1.0 2006/03/28
          German publication 
    |                      CREDITS                                    |
    Contributors to this guide: 
    Bethesda - they made the game
    Me - precious hours outside Tamriel were sacrificed for this
    The guy - who created the ascii-art aeons ago in IRC
    Daniel - he showed me how good alchemy is
    Cat - she told me to translate it, and I cannot say no to her.
          Actually she just mentioned it casually. 
    Brett Johnson - better way for training arcobatics
    Chris Raine - a different better way for training acrobatics
    Ender - better way for training mercantile
    Aerenel - lots of major and minor points on HtH/Blade/Blunt, 
              secrets with acrobatics, skill training...
    Pryesh - brought attention to the magicka / elemental resistance 
             difference - resistance section
    Daman Bouya - wraith/gloom wraith for high level atronach 
    NightStik - better way for training speechcraft
    Scheherazade - different way to dodge fines
    LtKerensky - jumping in fights
    Andrew Harris - importance of enchantment / spell making
    Adam Stasiak - several training improvments (Combat, Alchemy, 
                   Armourer, Athletics)
    Stefan Lindberg - High Elf & Atronach + game mechanics
    Reimer the_maestro - also High Elf & Atronach, Rat training
    Michael Grazier - better way for Security training
    Liq - better way for Destruction training
    GTPoompt - light armor master bonus only for full light armor,
               point on HtH
    Morph - faster spellcasting, improved Marksman training, very 
            fast acrobatics
    Joseph Carmona - Dodging Fines and Armor training tip
    Gessie - Invincible Chameleon, Alchemy Money and Armour Training
    Chase - Sneak coffee break
    GigaFire - Thief Lord
    Esmonkeyboy - Constant effects with soul gems
    Isaiah Ari - Hand to Hand Update
    LibraScythe - More Changes to Morrowind
    Friendly Typo Monkeys: Gar Hong, Jonathan Mann, Duncan       
    Error fixers: Comazon, Aerenel, Duncan, Priyesh, The Admiral, 
                  Ben Hopkins, Digital Terror, Stephen Gates
    |                     COPYRIGHT                                   |
    This document is distributed under the Creative Commons by-nc-sa 
    license. See http://creativecommons.org/licenses/by-nc-sa/3.0/us/
    You are allowed 
    <> to Share — to copy, distribute, display, and perform the work
    <> to Remix — to make derivative works
    ...under the following conditions:
    <> Attribution - You must attribute the work in the manner specified 
    by the author or licensor (but not in any way that suggests that 
    they endorse you or your use of the work).
    <> Noncommercial - You may not use this work for commercial purposes.
    <> Share Alike - If you alter, transform, or build upon this work, 
    you may distribute the resulting work only under the same or similar 
    license to this one.

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