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


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

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

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

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

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

This isn't a walk through.

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

This FAQ isn't 100% finished.

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


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

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

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

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

*Indicates Incomplete or Planned Section

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

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


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

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


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

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


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

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


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

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

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


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

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


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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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


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


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


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

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

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


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

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


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

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

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


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

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

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

Intelligence does not affect the skills it governs.


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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

Speed does not influence the skills it governs.


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

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

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

Endurance does not affect the skills it governs.


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

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

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


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

Luck governs: Nothing.

The following information was provided entirely by Scy046.

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

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

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

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

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

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

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


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

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

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

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

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

Fighters	Mages			Fighter		Mage

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

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


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

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


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

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

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

Attribute 	Males	Female

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

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


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

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

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

Attribute	Male	Female	

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

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


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

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


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

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

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

Attribute	Male	Female	

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

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


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

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

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

Attribute	Male	Female	

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

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


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

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


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

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

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

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

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


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

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

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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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


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

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

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

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

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

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


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

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


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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

See Alteration for more details about mage skills in general.


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

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

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

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

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

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

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

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

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

See Alteration for more details about mage skills in general.

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

See Alteration for more details about mage skills in general.


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

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

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

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

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

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

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

On paper light armor is the fastest skill to level.


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

See Alteration for more details about mage skills in general.


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

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

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

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

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

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

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

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

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

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

See Alteration for more details about mage skills in general. 


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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


Combat Class

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

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


Mage Class

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

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


Stealth

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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


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

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

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

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

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


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

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

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

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

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

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

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


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

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


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

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

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

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

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


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

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

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

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

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


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

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

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

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

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


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


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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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


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

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

This follows the “Pure Warrior” build.

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

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

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


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

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

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

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

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


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

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

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

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


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

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


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

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


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

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

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

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

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

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


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

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

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

Major Skills

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

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

Minor Skills

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

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

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

Starting Attributes		Major Skills		Minor Skills

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

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

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

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

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

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

Let us continue on and see where it takes us.
 

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

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

Level 23 - +10 Marksman   (35)	  +5 Agility     (75)
	   +10 Acrobatics (50)	  +5 Speed 	 (95)
	   +10 Illusions  (20)	  +5 Personality (45)

Level 24 - +10 Marksman   (45)	  +5 Agility 	 (80)
	   +10 Illusions  (30)	  +5 Personality (50)
	   +10 Acrobatics (60)	  +5 Speed       (100)


Attributes			Major Skills		Minor Skills

Strength 		100	Blade		100	Armorer		40
Intelligence 		100	Block		30	Athletics	10
Willpower 		100	Blunt		80	Heavy Armor	100
Agility 		80	HandtoHand	30	Alchemy		10
Speed 			100	Destruction	40	Alteration	10
Endurance 		100	Restoration	100	Conjuration	95
Personality 		50	Marksman	45	Illusion	30
Luck 			50				Mysticism	15
							Acrobatics	60
							Light Armor	100
							Mercantile	5
							Security	50
							Sneak		50
							Speechcraft	5

I've listed what the attribute and skill totals are at this point. The only
half decent attribute that isn't at 100 is agility (agility's usefulness is
debatable). But the important thing to see is that I have tons of skill points
left over, meaning I could of wasted a ton while leveling. Below is a list of
the left over skill points:

Strenght 	 90
Intelligence 	180
Willpower	150
Agility 	105 (adjusted to 100 attribute points)
Speed		130
Endurance	130
Personality	160 (adjusted to 100 attribute points) 

Major Skills	275
Minor Skills	820

Level 25 - +10 Marksman   (55)	  +5 Agility 	 (85)
	   +10 Illusions  (40)	  +5 Personality (55)
	   			  +1 Luck 	 (51)

Level 26 - +10 Marksman   (65)	  +5 Agility 	 (90)
	   +10 Illusions  (50)	  +5 Personality (55)
	 			  +1 Luck 	 (52)


Ok, so I'm at level 26 and pretty much at max stats, but because I raced to 
level certain attributes to 100 in this example, it forced me to level my 
attributes unevenly. When increasing most or all of your character’s attribute
to 100. You should try and keep the attributes you are leveling as even as 
possible (or plan it out on paper before you start). This is so you won't 
run into the problem I'm having here were I'm placing attributes into 
personality and luck (which is a pretty is a waste if you want to keep your 
character level as low as possible while having your combat attributes maxed).
Leveling your desired attributes evenly will prevent you from taking 
unnecessary character levels to reach your goal.


Wood Elf as Fighter/Archer Example [K0004] -----------------------------------

Race: Wood Elf
Sex: Female
Birth Sign: The Thief
Specialization: Stealth
Favored Attributes: Strength and Endurance
Major: Acrobatics, Marksman, Sneak, Blunt, Alchemy, Destruction and Blade.

The focus for this Stealth Archer would be Endurance, Speed, Agility and
Strength.

Starting 
Attributes		Major Skills		Minor Skills

Strength	35	Blade		25	Armorer		5
Willpower	40	Blunt 		25	Athletics	5
Intelligence	30	Alchemy		35	Block		5
Agility		60	Destruction	25	Hand-to-Hand	5
Speed		60	Acrobatics	35	Heavy Armor 	5
Endurance	35	Marksman	40	Alteration	10
Personality	40	Sneak 		40	Conjuration	5
Luck	 	60				Illusion	5
						Mysticism	5
						Restoration	5
						Light Armor	15
						Mercantile	10
						Security	10
						Speechcraft	10


Level 2 -  +10 Heavy Armor  (15)	+5 Endurance (40)
	   +10 Light Armor  (25)	+5 Speed     (65)
	   +10 Blade	    (35)	+5 Strength  (40)

Level 3 -  +10 Heavy Armor  (25)	+5 Endurance (45)
	   +10 Light Armor  (35)	+5 Speed     (70)
	   +10 Blade	    (45)	+5 Strength  (45)

Level 4 -  +10 Heavy Armor  (35)	+5 Endurance (50)
	   +10 Hand-to-Hand (15)	+5 Strength  (50)
	   +10 Marksman	    (50)	+5 Agility   (65)

Level 5 -  +10 Heavy Armor  (45)	+5 Endurance (55)
	   +10 Hand-to-Hand (25)	+5 Strength  (55)
	   +10 Marksman	    (60)	+5 Agility   (70)

Level 6 -  +10 Heavy Armor  (55)	+5 Endurance (60)
	   +10 Hand-to-Hand (35)	+5 Strength  (60)
	   +10 Marksman	    (70)	+5 Agility   (75)

Level 7 -  +10 Heavy Armor  (65)	+5 Endurance (65)
	   +10 Light Armor  (45)	+5 Speed     (75)
	   +10 Blade	    (55) 	+5 Strength  (65)

Level 8 -  +10 Heavy Armor  (75)	+5 Endurance (70)
	   +10 Light Armor  (55)	+5 Speed     (80)
	   +10 Blade	    (65)	+5 Strength  (70)

Level 9 -  +10 Heavy Armor  (85)	+5 Endurance (75)
	   +10 Light Armor  (65)	+5 Speed     (85)
	   +10 Blade	    (75)	+5 Strength  (75)

Level 10-  +10 Heavy Armor  (95)	+5 Endurance (80)
	   +10 Light Armor  (75)	+5 Speed     (90)
	   +10 Blade	    (85)	+5 Strength  (80)

Level 11-  +5 Heavy Armor   (100)	+5 Endurance (85)
           +5 Armorer 	    (10)		
	   +10 Hand-to-Hand (45)	+5 Strength  (85)
	   +10 Marksman     (80)	+5 Agility   (80)

Level 12-  +15 Armorer 	    (20)	+5 Endurance (90)	
	   +10 Hand-to-Hand (55)	+5 Strength  (90)
	   +10 Marksman	    (90)	+5 Agility   (85)

Level 13-  +15 Armorer 	    (30)	+5 Endurance (95)	
	   +10 Light Armor  (85)	+5 Speed     (95)
	   +10 Marksman	    (100)	+5 Agility   (90)

Level 14-  +15 Armorer 	    (40)	+5 Endurance (100)	
	   +10 Light Armor  (95)	+5 Speed     (100)
	   +10 Marksman     (100)	+5 Agility   (95)

Level 15-  +10 Hand-to-Hand (65)	+5 Strength (95)
	   +10 Sneak        (50)	+5 Agility  (100)

Armorer can be leveled as you level your heavy and light armor you will just
need raise heavy armor 1 less point everytime you get the armorer to skill up.

If you want to focus on agility and speed you can reach 100 of each by level
8 by taking favored attributes as agility and speed. This play style is the
hit-and-run and kiting strategies. 

Unless your power leveling your character to be the ultimate endurance past 50
is necessary and you can increase your strength to at least 50 if you plan to
stay low level.

Raising your remaing 3 attributes Intelligence, Willpower, Personality is
simple enough. You can take the 3 attributes to 100 in 13 levels.


Equipment Information [R0000] ************************************************


Weapon Stats [R0001] ---------------------------------------------------------

The following was provided entirely by Nilwarp.

The information comes from oblivion.esm released version, edited with the
TES Construction Set tool.

Some weapons appear several times in the tables. They are leveled rewards from 
quests. The level is determined when you complete the quest with the NPC, not 
when you complete the task. For instance you can initiate the quest at whatever
level, do everithing required but not the final talking to the NPC, and 
complete it at level 25.

Usually, the speed and reach of each weapon type is as follow:

Type			Speed	Reach
Dagger 			1.40 	0.60
Shortsword 		1.20	0.80
War Axe 		1.10    0.80
Longsword 		1.00	1.00
Mace			0.90	1.00
Claymore 		0.80	1.30
Battle Axe 		0.80 	1.20
Warhammer 		0.70 	1.30

However there are some exceptions as you can see below, either intentionally
or due to some bugs, which may be fixed in future patches.

The tables below are sorted by DPS (Damage per second), in descending order,
then alphabetically, in ascending order.

Dmg = Damage per hit (Equivalent to roughly 100 Strenght/Skill/Durability)
Spd = Speed (1.00 is equivalent to 2 swings per second)
DPS = Damage per second (Damage per hit times swings per second)
Wght = Weight
Dur = Durability, Health
Ench = Enchantment Charge (0 means unenchanted)
Type = Q for Quest, R for Random , S for Spell


Blade 1H [RA000] -------------------------------------------------------------

Item Name                     Dmg  Spd    DPS    Wght  Dur    Ench   Type Lvl

Umbra (4)                     28   1.00   56     45     700    2500   Q   Any
Daedric Dagger                19   1.40   53.2   10     532       0   R
Dagger of Disintegration      19   1.40   53.2   10     532    1600   R
Dagger of Paralysis           19   1.40   53.2   10     532    1600   R
Dagger of Storms              19   1.40   53.2   10     532    1600   R
Dagger of the Inferno         19   1.40   53.2   10     532    1600   R
Dagger of Winter              19   1.40   53.2   10     532    1600   R
Witsplinter                   19   1.40   53.2   10     532    2940   Q   25+
Chillrend                     21   1.20   50.4   22     615    4160   Q   25+
Daedric Shortsword            21   1.20   50.4   22     588       0   R
Shortsword of Disintegration  21   1.20   50.4   22     588    1600   R
Shortsword of Storms          21   1.20   50.4   22     588    1600   R
Shortsword of the Inferno     21   1.20   50.4   22     588    1600   R
Shortsword of Winter          21   1.20   50.4   22     588    1600   R
Goldbrand                     25   1.00   50     52     900    3000   Q   20+
Blackwater Blade              24   1.00   48     48     725    8750   Q   25+
Daedric Longsword             24   1.00   48     48     672       0   R
Debaser                       24   1.00   48     48     705    7200   Q   25+
Longsword of Disintegration   24   1.00   48     48     672    1600   R
Longsword of Storms           24   1.00   48     48     672    1600   R
Longsword of the Inferno      24   1.00   48     48     672    1600   R
Longsword of Winter           24   1.00   48     48     672    1600   R
Thornblade                    24   1.00   48     48     705    9000   Q   25+
Dagger of Blizzards           17   1.40   47.6    9     442    1600   R
Dagger of Lightning           17   1.40   47.6    9     442    1600   R
Dagger of Shattering          17   1.40   47.6    9     442    1600   R
Dagger of the Blaze           17   1.40   47.6    9     442    1600   R
Ebony Dagger                  17   1.40   47.6    9     442       0   R
Witsplinter                   17   1.40   47.6    9     475    2700   Q   20-24
Ebony Blade                   23   1.00   46     46     800    3700   Q   15+
Honorblade of Chorrol (3)     23   1.00   46     44     610       0   Q   Any
Chillrend                     19   1.20   45.6   20     525    3200   Q   20-24
Ebony Shortsword              19   1.20   45.6   20     494       0   R
Shortsword of Blizzards       19   1.20   45.6   20     494    1600   R
Shortsword of Lightning       19   1.20   45.6   20     494    1600   R
Shortsword of Paralysis       19   1.20   45.6   20     494     800   R
Shortsword of Shattering      19   1.20   45.6   20     494    1600   R
Shortsword of the Blaze       19   1.20   45.6   20     494    1600   R
Blackwater Blade              22   1.00   44     44     615    6250   Q   20-24
Debaser                       22   1.00   44     44     605    6000   Q   20-24
Ebony Longsword               22   1.00   44     44     572       0   R
Longsword of Blizzards        22   1.00   44     44     572    1600   R
Longsword of Lightning        22   1.00   44     44     572    1600   R
Longsword of Shattering       22   1.00   44     44     572    1600   R
Longsword of the Blaze        22   1.00   44     44     572    1600   R
Thornblade                    22   1.00   44     44     605    6000   Q   20-24
Dagger of Absorption          15   1.40   42      8     360    1200   R
Dagger of Fire                15   1.40   42      8     360    1200   R
Dagger of Fracturing          15   1.40   42      8     360    1200   R
Dagger of the Dynamo          15   1.40   42      8     360    1200   R
Dagger of the Glacier         15   1.40   42      8     360    1200   R
Glass Dagger                  15   1.40   42      8     360       0   R
Thieve's Dagger               15   1.40   42      8     360    1200   R
Witsplinter                   15   1.40   42      8     400    2460   Q   15-19
Chillrend                     17   1.20   40.8   18     450    2480   Q   15-19
Glass Shortsword              17   1.20   40.8   18     408       0   R
Shortsword of Absorption      17   1.20   40.8   18     408    1200   R
Shortsword of Fire            17   1.20   40.8   18     408    1200   R
Shortsword of Fracturing      17   1.20   40.8   18     408    1200   R
Shortsword of the Dynamo      17   1.20   40.8   18     408    1200   R
Shortsword of the Glacier     17   1.20   40.8   18     408    1200   R
Sword of Wounding             17   1.20   40.8   18     408    1200   R
Blackwater Blade              20   1.00   40     40     510    5000   Q   15-19
Debaser                       20   1.00   40     40     510    4800   Q   15-19
Glass Longsword               20   1.00   40     40     480       0   R
Longsword of Absorption       20   1.00   40     40     480    1200   R
Longsword of Fire             20   1.00   40     40     480    1200   R
Longsword of Fracturing       20   1.00   40     40     480    1200   R
Longsword of the Dynamo       20   1.00   40     40     480    1200   R
Longsword of the Glacier      20   1.00   40     40     480    1200   R
Thornblade                    20   1.00   40     40     510    4500   Q   15-19
War Axe of Absorption (1)     18   1.10   39.6   32     432    1200   R
Bound Dagger                  13   1.40   36.4    0    2500       0   S   Any
Dagger of Brittleness         13   1.40   36.4    7     286    1200   R
Dagger of Depletion           13   1.40   36.4    7     286    1200   R
Dagger of Flames              13   1.40   36.4    7     286    1200   R
Dagger of Freezing            13   1.40   36.4    7     286    1200   R
Dagger of Voltage             13   1.40   36.4    7     286    1200   R
Dagger of Weakness            13   1.40   36.4    7     286    1200   R
Elven Dagger                  13   1.40   36.4    7     286       0   R
Witsplinter                   13   1.40   36.4    7     310    2220   Q   10-14
Ayleid Long Sword             18   1.00   36     36     396       0
Blade of Fiery Light          18   1.00   36     36     396    1200
Elven Long Sword              18   1.00   36     36     396       0   R
Elven Shortsword              15   1.20   36     16     330       0   R
Glenroy's Akaviri Katana      18   1.00   36     18     240       0
Long Sword of Brittleness     18   1.00   36     36     396    1200   R
Long Sword of Depletion       18   1.00   36     36     396    1200   R
Long Sword of Flames          18   1.00   36     36     396    1200   R
Long Sword of Freezing        18   1.00   36     36     396    1200   R
Long Sword of Voltage         18   1.00   36     36     396    1200   R
Longsword of Weakness         18   1.00   36     36     396    1200   R
Shortsword of Brittleness     15   1.20   36     16     330    1200   R
Shortsword of Depletion       15   1.20   36     16     330    1200   R
Shortsword of Flames          15   1.20   36     16     330    1200   R
Shortsword of Freezing        15   1.20   36     16     330    1200   R
Shortsword of Voltage         15   1.20   36     16     330    1200   R
Shortsword of Weakness        15   1.20   36     16     330    1200   R
Blackwater Blade              16   1.00   32     32     350    3500   Q   10-14
Debaser                       16   1.00   32     32     350    3600   Q   10-14
Dremora Longsword             16   1.00   32     48     150       0   R
Dwarven Longsword             16   1.00   32     32     320       0   R
Essence of Regret             16   1.00   32     48     150     120   R
Heat of Sinfulness            16   1.00   32     48     150     700   R
Longsword of Cold             16   1.00   32     32     320     800   R
Longsword of Enfeeblement     16   1.00   32     32     320     800   R
Longsword of Fragments        16   1.00   32     32     320     800   R
Longsword of Pain             16   1.00   32     32     320     800   R
Longsword of Scorching        16   1.00   32     32     320     800   R
Longsword of Shocking         16   1.00   32     32     320     800   R
Oblivion's Caress             16   1.00   32     48     150     230   R
Penance of Animosity          16   1.00   32     48     150     400   R
Penance of Deception          16   1.00   32     48     150     620   R
Penance of Faithlessness      16   1.00   32     48     150    1220   R
Penance of Hatred             16   1.00   32     48     150     620   R
Penance of Larceny            16   1.00   32     48     150     620   R
Penance of Pride              16   1.00   32     48     150     620   R
Purging Flame                 16   1.00   32     48     150     140   R
Thornblade                    16   1.00   32     32     350    3000   Q   10-14
Chillrend                     13   1.20   31.2   14     295    1920   Q   10-14
Dwarven Shortsword            13   1.20   31.2   14     260       0   R
Shortsword of Cold            13   1.20   31.2   14     260     800   R
Shortsword of Enfeeblement    13   1.20   31.2   14     260     800   R
Shortsword of Fragments       13   1.20   31.2   14     260     800   R
Shortsword of Pain            13   1.20   31.2   14     260     800   R
Shortsword of Scorching       13   1.20   31.2   14     260     800   R
Shortsword of Shocking        13   1.20   31.2   14     260     800   R
War Axe of Enfeeblement (1)   14   1.10   30.8   24     280     800   R
Dagger of Cold                11   1.40   30.8    6     220     800   R
Dagger of Enfeeblement        11   1.40   30.8    6     220     800   R
Dagger of Fragments           11   1.40   30.8    6     220     800   R
Dagger of Pain                11   1.40   30.8    6     220     800   R
Dagger of Scorching           11   1.40   30.8    6     220     800   R
Dagger of Shocking            11   1.40   30.8    6     220     800   R
Dwarven Dagger                11   1.40   30.8    6     220       0   R
Akavari Sunderblade           15   1.00   30     18     350    3000
Ancient Akaviri Katana        15   1.00   30     18     240       0
Baurus's Akaviri Katana       15   1.00   30     18     240       0
Captain Kordan's Saber        15   1.00   30     25     180    3000
Northwind                     15   1.00   30     18     240     500   Q   1-9
Northwind                     15   1.00   30     18     240    1000   Q   10-14
Northwind                     15   1.00   30     18     240    2000   Q   15-19
Northwind                     15   1.00   30     18     240    3000   Q   20+
Renault's Akaviri Katana      15   1.00   30     18     240       0   Q   1
War Axe of Weakness (1)       16   0.90   28.8   28     352    1200   R
Akaviri Katana                14   1.00   28     20     200       0   R
Brusef Amelion's Sword        14   1.00   28     28     250     500
Longsword of Depletion        14   1.00   28     28     252     800   R
Longsword of Dispel           14   1.00   28     28     252     800   R
Longsword of Frost            14   1.00   28     28     160     800   R
Longsword of Jinxing          14   1.00   28     28     252     800   R
Longsword of Sapping          14   1.00   28     28     252     800   R
Silver Longsword              14   1.00   28     28     252       0   R
Spellbreaker (2)              14   1.00   28     28     700       0
Sword of Nab                  14   1.00   28     20     200     100
Volendrung                    14   1.00   28     28     700       0   Q
Shortsword of Depletion       11   1.20   26.4   12     198     800   R
Shortsword of Dispel          11   1.20   26.4   12     198     800   R
Shortsword of Jinxing         11   1.20   26.4   12     198     800   R
Shortsword of Sapping         11   1.20   26.4   12     198     800   R
Shortsword of the Fang        11   1.20   26.4   12     198     800   R
Silver Shortsword             11   1.20   26.4   12     198       0   R
Debaser                       13   1.00   26     22     250    2400   Q   5-9
Fine Steel Longsword          13   1.00   26     21.6   211       0   R
Gladiator's Sword             13   1.00   26     22     211    3600
Thornblade                    13   1.00   26     22     211    2100   Q   5-9
Dagger of Depletion            9   1.40   25.2    5     162     800   R
Dagger of Discipline           9   1.40   25.2    5      70     300
Dagger of Dispel               9   1.40   25.2    5     162     800   R
Dagger of Jinxing              9   1.40   25.2    5     162     800   R
Dagger of Sapping              9   1.40   25.2    5     162     800   R
Enchanted Dagger               9   1.40   25.2    5     350      10   Q
Shimmerstrike                  9   1.40   25.2    5     500     200
Silver Dagger                  9   1.40   25.2    5     162       0   R
Sufferthorn                    9   1.40   25.2    5      70    1000   Q   1-4
Sufferthorn                    9   1.40   25.2    5      70    1500   Q   5-9
Sufferthorn                    9   1.40   25.2    5      70    2000   Q   10-14
Sufferthorn                    9   1.40   25.2    5      70    3000   Q   15-19
Sufferthorn                    9   1.40   25.2    5      70    3400   Q   20-24
Sufferthorn                    9   1.40   25.2    5      70    6700   Q   25-29
Sufferthorn                    9   1.40   25.2    5      70    8000   Q   30+
Blackwater Blade              12   1.00   24     24     220    2000   Q   5-9
Caelia's Steel Longsword      12   1.00   24     24     192       0
Fine Steel Shortsword         10   1.20   24      9     158       0   R
Longsword of Burning          12   1.00   24     24     192     300   R
Longsword of Diminishing      12   1.00   24     24     192     300   R
Longsword of Jolts            12   1.00   24     24     192     300   R
Longsword of Numbing          12   1.00   24     24     192     300   R
Steel Longsword               12   1.00   24     24     192       0   R
Fine Steel Dagger              8   1.40   22.4    3.5   123       0   R
Witsplinter                    8   1.40   22.4    3.5   155    1980   Q   5-9
Debaser                       11   1.00   22     18     180    1200   Q   1-6
Fine Iron Longsword           11   1.00   22     18     154       0   R
Redwave                       11   1.00   22     25     850     500   Q   1-4
Redwave                       11   1.00   22     25     850     500   Q   5-9
Redwave                       11   1.00   22     25     850     500   Q   10-14
Redwave                       11   1.00   22     25     850     500   Q   15-19
Redwave                       11   1.00   22     25     850     500   Q   20-24
Redwave                       11   1.00   22     25     850     500   Q   25-29
Redwave                       11   1.00   22     25     850     500   Q   30+
Sharpened Cutlass             11   1.00   22     25     192       0
Steel Cutlass                 11   1.00   22     25     192       0
Thornblade                    11   1.00   22     18     185    1200   Q   1-6
Chillrend                      9   1.20   21.6   10     175    1280   Q   5-9
Shortsword of Burning          9   1.20   21.6   10     144     300   R
Shortsword of Diminishing      9   1.20   21.6   10     144     300   R
Shortsword of Jolts            9   1.20   21.6   10     144     300   R
Shortsword of Numbing          9   1.20   21.6   10     144     300   R
Steel Shortsword               9   1.20   21.6   10     144       0   R
Blackwater Blade              10   1.00   20     20     170    1000   Q   1-6
Brother of Nab                10   1.00   20     20     500     100
Iron Longsword                10   1.00   20     20     140       0   R
Longsword of Embers           10   1.00   20     20     140     300   R
Longsword of Frost            10   1.00   20     20     140     300   R
Longsword of Sparks           10   1.00   20     20     140     300   R
Longsword of Weariness        10   1.00   20     20     140     300   R
Mace of Doom                  10   1.00   20      5    3000   50000
Rohssan's Antique Cutlass     10   1.00   20     25      40       0   Q
Sword of Submission           10   1.00   20     20     140     800
Blade of Woe                   7   1.40   19.6    1     400       0   Q   Any
Blade of Woe                   7   1.40   19.6    4     400    2640   Q   1-4
Blade of Woe                   7   1.40   19.6    4     400    6510   Q   5-9
Blade of Woe                   7   1.40   19.6    4     400   10800   Q   10-14
Blade of Woe                   7   1.40   19.6    4     400   15930   Q   15-19
Blade of Woe                   7   1.40   19.6    4     400   21180   Q   20-24
Blade of Woe                   7   1.40   19.6    4     400   26790   Q   25-29
Blade of Woe                   7   1.40   19.6    4     400   32640   Q   30+
Ceremonial Dagger              7   1.40   19.6    4     400       0
Dagger of Burning              7   1.40   19.6    4     112     300   R
Dagger of Diminishing          7   1.40   19.6    4     112     300   R
Dagger of Jolts                7   1.40   19.6    4     112     300   R
Dagger of Numbing              7   1.40   19.6    4     112     300   R
Dalvilu Cermonial Dagger       7   1.40   19.6    4     400       0   Q   Any
Steel Dagger                   7   1.40   19.6    4     112       0   R
Fine Iron Shortsword           8   1.20   19.2    7.2   108       0   R
Chillrend                      7   1.20   16.8    8     120     640   Q   1-6
Iron Shortsword                7   1.20   16.8    8      98       0   R
Shortsword of Embers           7   1.20   16.8    8      98     300   R
Shortsword of Frost            7   1.20   16.8    8      98     300   R
Shortsword of Sparks           7   1.20   16.8    8      98     300   R
Shortsword of Weariness        7   1.20   16.8    8      98     300   R
Fine Iron Dagger               6   1.40   16.8    2.7    77       0   R
Witsplinter                    6   1.40   16.8    2.7   100    1800   Q   1-6
Ruined Akaviri Katana          8   1.00   16     20     100       0   Q   Any
Dagger of Embers               5   1.40   14      3     360     300   R
Dagger of Frost                5   1.40   14      3     360     300   R
Dagger of Pacification         5   1.40   14      3     360     800   R
Dagger of Sparks               5   1.40   14      3     360     300   R
Dagger of Weariness            5   1.40   14      3     360     300   R
Iron Dagger                    5   1.40   14      3      70       0   R
Rusty Iron Shortsword          5   1.20   12      8      56       0   R
Rusty Iron Dagger              3   1.40    8.4    3      35       0   R
Languorwine Blade              2   1.40    5.6    5     500       0   Q
Broken Sword                   0   1.00    0     28       0       0   Q

(1) Seems a blunt weapon, but specified as a blade.
(2) Unenchanted but ignores normal weapon resistance.
(3) This sword is a real killer. Even if it looks unenchanted, it ignores
    normal weapon resistance. And as a "temporary" quest item, it weights
    nothing (not 44). A very good choice before you can get a hand on Umbra.
(4) Umbra is by far the best melee weapon. On top of having the best DPS,
    it has a Trap Soul enchantment, and combined with the Azura Star, provides
    an unvaluable way to recharge your weapon enchantments continuously.


Blade 2H [RA001] -------------------------------------------------------------

Item Name                     Dmg  Spd    DPS    Wght  Dur    Ench   Type lvl

Bound Sword                   29   0.80   46.4    0    3200       0   S   Any
Claymore of Disintegration    26   0.80   41.6   62     728    1600   R
Claymore of Storms            26   0.80   41.6   62     728    1600   R
Claymore of the Inferno       26   0.80   41.6   62     728    1600   R
Claymore of Winter            26   0.80   41.6   62     728    1600   R
Daedric Claymore              26   0.80   41.6   62     728       0   R
Claymore of Blizzards         24   0.80   38.4   56     624    1600   R
Claymore of Lightning         24   0.80   38.4   56     624    1600   R
Claymore of Shattering        24   0.80   38.4   56     624    1600   R
Claymore of the Blaze         24   0.80   38.4   56     624    1600   R
Ebony Claymore                24   0.80   38.4   56     624       0   R
Tempest                       24   0.80   38.4   56     624    1600   R
Battle Axe of Absorption (1)  22   0.80   35.2   62     528    1200   R
Boreal                        22   0.80   35.2   50     528    1200   R
Claymore of Fire              22   0.80   35.2   50     528    1200   R
Claymore of Fracturing        22   0.80   35.2   50     528    1200   R
Claymore of the Dynamo        22   0.80   35.2   50     528    1200   R
Claymore of the Glacier       22   0.80   35.2   50     528    1200   R
Dremora Claymore              22   0.80   35.2   62     340       0   R
Glass Claymore                22   0.80   35.2   50     528       0   R
Oblivion's Embrace            22   0.80   35.2   62     340     710   R
Quintessence of Remorse       22   0.80   35.2   62     340     950   R
Retaliation of Blood          22   0.80   35.2   62     340      80   R
Retaliation of Spirit         22   0.80   35.2   62     340     110   R
Retribution of Aggression     22   0.80   35.2   62     340     140   R
Retribution of Cowardness     22   0.80   35.2   62     340    2120   R
Retribution of Hubris         22   0.80   35.2   62     340     140   R
Retribution of Hypocrisy      22   0.80   35.2   62     340     140   R
Retribution of Rapacity       22   0.80   35.2   62     340     140   R
Retribution of Treachery      22   0.80   35.2   62     340    3060   R
Sinweaver                     21   0.80   33.6   55     500     360   R
Akaviri Dai-Katana            16   1.00   32     24     240       0   R
Battle Axe of Weakness        20   0.80   32     55     440    1200   R
Claymore of Brittleness       20   0.80   32     44     440    1200   R
Claymore of Depletion         20   0.80   32     44     440    1200   R
Claymore of Flames            20   0.80   32     44     440    1200   R
Claymore of Freezing          20   0.80   32     44     440    1200   R
Claymore of Voltage           20   0.80   32     44     440    1200   R
Elven Claymore                20   0.80   32     44     440       0   R
Immolator                     20   0.80   32     44     440    1200   R
Mishaxhi's Cleaver            16   1.00   32     24     240     500   Q   1-9
Mishaxhi's Cleaver            16   1.00   32     24     240    1000   Q   10-14
Mishaxhi's Cleaver            16   1.00   32     24     240    2000   Q   15-19
Mishaxhi's Cleaver            16   1.00   32     24     240    3000   Q   20+
Akavari Warblade              16   0.90   28.8   24     240    3000   R
Claymore of Cold              18   0.80   28.8   38     360     800   R
Claymore of Fragments         18   0.80   28.8   38     360     800   R
Claymore of Pain              18   0.80   28.8   38     360     800   R
Claymore of Scorching         18   0.80   28.8   38     360     800   R
Claymore of Shocking          18   0.80   28.8   38     360     800   R
Dwarven Claymore              18   0.80   28.8   38     360       0   R
Rugdumph's Sword              14   1.00   28     28     700    1500   Q   Any
Battle Axe of Depletion (1)   16   0.80   25.6   41     288     800   R
Battle Axe of Jinxing (1)     16   0.80   25.6   41     288     800   R
Claymore of Depletion         16   0.80   25.6   38     288     800   R
Claymore of Dispel            16   0.80   25.6   38     288     800   R
Claymore of Jinxing           16   0.80   25.6   38     288     800   R
Claymore of Sapping           16   0.80   25.6   38     288     800   R
Silver Claymore               16   0.80   25.6   38     288       0   R
Fine Steel Claymore           15   0.80   24     23.4   246       0   R
Claymore of Burning           14   0.80   22.4   26     224     300   R
Claymore of Jolts             14   0.80   22.4   26     224     300   R
Claymore of Numbing           14   0.80   22.4   26     224     300   R
Steel Claymore                14   0.80   22.4   26     224       0   R
Fine Iron Claymore            13   0.80   20.8   19.8   185       0   R
Claymore of Embers            12   0.80   19.2   22     168     300   R
Claymore of Frost             12   0.80   19.2   22     168     300   R
Claymore of Sparks            12   0.80   19.2   22     168     300   R
Claymore of Weariness         12   0.80   19.2   22     168     300   R
Iron Claymore                 12   0.80   19.2   22     168       0   R
-------------------------------------------------------------------------------
(1) Seems a blunt weapon, but specified as a blade.


Blunt 1H [RA002] -------------------------------------------------------------

There are two types of one-hand blunt weapons: Mace and War Axe.

At the very beginning, the maces have a slightly higher DPS. When reaching the
steel weapons, the war axes are a little above, and moreand more after that.

All the Elven War Axes are badly bugged, with the right damage but the speed of
a mace, giving them a very low DPS - to avoid before any patch.

The Mace of Molag Bal, the supposed blunt counterpart of Umbra, though being
a decent weapon, remains far behind, and is overtaken by any enchanted daedric
war axe.


Item Name                     Dmg  Spd	  DPS   Wght    Dur    Ench  Type Lvl
Daedric War Axe               22   1.10   48.4   40     616       0   R   20+
War Axe of Damnation          22   1.10   48.4   40     616    1600   R   22+	
War Axe of Putrification      22   1.10   48.4   40     616    1600   R   22+
War Axe of Storms             22   1.10   48.4   40     616    1600   R   22+
War Axe of the Inferno        22   1.10   48.4   40     616    1600   R   22+
War Axe of Transmogrify       22   1.10   48.4   40     616    1600   R   22+
War Axe of Winter             22   1.10   48.4   40     616    1600   R   22+
Hatreds Heart                 24   1.00   48     48     672    4800   Q   25+
Mace of Molag Bal             25   0.90   45     45    1500    2200   Q   17+
Ebony War Axe                 20   1.10   44     36     520       0   R   16+
Hatreds Heart                 22   1.00   44     44     572    4200   Q   20-24
War Axe of Blizzards          20   1.10   44     36     520    1600   R   18+
War Axe of Feeding            20   1.10   44     36     520    1600   R   18+
War Axe of Lightning          20   1.10   44     36     520    1600   R   18+
War Axe of Rending            20   1.10   44     36     520    1600   R   18+
War Axe of Soul Snares        20   1.10   44     36     520    1600   R   18+
War Axe of the Blaze          20   1.10   44     36     520    1600   R   18+
Daedric Mace                  24   0.90   43.2   43     672       0   R   20+
Mace of Deadweight            24   0.90   43.2   43     672    1600   R   22+
Mace of Holy Light (3)        24   0.90   43.2   43     672    1600   Q   23+
Mace of Putrification         24   0.90   43.2   43     672    1600   R   22+
Mace of Storms                24   0.90   43.2   43     672    1600   R   22+
Mace of the Inferno           24   0.90   43.2   43     672    1600   R   22+
Mace of Transmogrify          24   0.90   43.2   43     672    1600   R   22+
Mace of Winter                24   0.90   43.2   43     672    1600   R   22+
Rockshatter                   24   0.90   43.2   43     672    3240   Q   25+
Hatreds Heart                 20   1.00   40     40     480    3600   Q   15-19
Axe of Icy Darkness           18   1.10   39.6   32     432    1200   R   14+
Bound Axe                     18   1.10   39.6    0    3500       0   S    1+
Bound Mace                    22   0.90   39.6    0    4200       0   S    1+
Ebony Mace                    22   0.90   39.6   39     572       0   R   16+
Glass War Axe                 18   1.10   39.6   32     432       0   R   12+
Mace of Blizzards             22   0.90   39.6   39     572    1600   R   18+
Mace of Excess                22   0.90   39.6   39     572    1600   R   18+
Mace of Feeding               22   0.90   39.6   39     572    1600   R   18+
Mace of Lightning             22   0.90   39.6   39     572    1600   R   18+
Mace of Rending               22   0.90   39.6   39     572    1600   R   18+
Mace of the Blaze             22   0.90   39.6   39     572    1600   R   18+
Mace of the Undead (3)        22   0.90   39.6   39     572    1600   Q   19-22
Rockshatter                   22   0.90   39.6   39     572    2520   Q   20-24
Voltag                        22   0.90   39.6   39     572    1600   R   18+
War Axe of Beguilement        18   1.10   39.6   32     432    1200
War Axe of Fire               18   1.10   39.6   32     432    1200   R   14+
War Axe of Fracturing         18   1.10   39.6   32     432    1200   R   14+
War Axe of the Dynamo         18   1.10   39.6   32     432    1200   R   14+
War Axe of the Glacier        18   1.10   39.6   32     432    1200   R   14+
Mace of Decay (2)             26   0.70   36.4   57     320     800   R    8+
Burz's Glass Mace             20   0.90   36     35     460       0   Q   15+
Glass Mace                    20   0.90   36     35     480       0   R   12+
Hatreds Heart                 18   1.00   36     36     396    3200   Q   10-14
Mace of Abeyance (3)          20   0.90   36     35     480    1200   Q   15-18
Mace of Absorption            20   0.90   36     35     480    1200   R   14+
Mace of Encumbrance           20   0.90   36     35     480    1200   R   14+
Mace of Fire                  20   0.90   36     35     480    1200   R   14+
Mace of Fracturing            20   0.90   36     35     480    1200   R   14+
Mace of the Dynamo            20   0.90   36     35     480    1200   R   14+
Mace of the Glacier           20   0.90   36     35     480    1200   R   14+
Rockshatter                   20   0.90   36     35     480    1920   Q   15-19
Ayleid Mace                   18   0.90   32.4   31     396       0   Q
Calliben's Grim Retort        18   0.90   32.4   31     396    6160   Q
Elven Mace                    18   0.90   32.4   31     396       0   R    9+
Mace of Dissolution           18   0.90   32.4   31     396    1200   R   11+
Mace of Flames                18   0.90   32.4   31     396    1200   R   11+
Mace of Freezing              18   0.90   32.4   31     396    1200   R   11+
Mace of Overload              18   0.90   32.4   31     396    1200   R   11+
Mace of Siphoning             18   0.90   32.4   31     396    1200   R   11+
Mace of Turning (3)           18   0.90   32.4   31     396    1200   Q   12-14
Mace of Voltage               18   0.90   32.4   31     396    1200   R   11+
Mace of Weakness              18   0.90   32.4   31     396    1200   R   11+
Mage's Mace                   18   0.90   32.4   31     396    1200   R   11+
Hatreds Heart                 16   1.00   32     32     320    2400   Q    5-9
Dwarven War Axe               14   1.10   30.8   24     280       0   R    6+
War Axe of Cold               14   1.10   30.8   24     280     800   R    8+
War Axe of Decay              14   1.10   30.8   24     280     800   R    8+
War Axe of Scorching          14   1.10   30.8   24     280     800   R    8+
War Axe of Shocking           14   1.10   30.8   24     280     800   R    8+
War Axe of Soul Traps         14   1.10   30.8   24     280     800   R    8+
Burz's Glass Mace             17   0.90   30.6   35     460       0   Q   10-14
Dwarven Mace                  16   0.90   28.8   27     320       0   R    6+
Elven War Axe (1)             16   0.90   28.8   28     352       0   R    9+
Mace of Aversion (3)          16   0.90   28.8   27     320     800   Q    9-11
Mace of Burden                16   0.90   28.8   27     320     800   R    8+
Mace of Cold                  16   0.90   28.8   27     320     800   R    8+
Mace of Enfeeblement          16   0.90   28.8   27     320     800   R    8+
Mace of Scorching             16   0.90   28.8   27     320     800   R    8+
Mace of Shocking              16   0.90   28.8   27     320     800   R    8+
Rockshatter                   16   0.90   28.8   27     320    1500   Q   10-14
War Axe of Deception (1)      16   0.90   28.8   28     352    1200   R   11+
War Axe of Dissolution (1)    16   0.90   28.8   28     352    1200   R   11+
War Axe of Flames (1)         16   0.90   28.8   28     352    1200   R   11+
War Axe of Freezing (1)       16   0.90   28.8   28     352    1200   R   11+
War Axe of Siphoning (1)      16   0.90   28.8   28     352    1200   R   11+
War Axe of Voltage (1)        16   0.90   28.8   28     352    1200   R   11+
Hatreds Heart                 14   1.00   28     28     252    1200   Q    1-4
Defiler                       12   1.10   26.4   20     216     800   R    6+
Ghost Axe                     12   1.10   26.4   20     216     800
Silver War Axe                12   1.10   26.4   20     216       0   R    4+
War Axe of Depletion          12   1.10   26.4   20     216     800   R    6+
War Axe of Dispel             12   1.10   26.4   20     216     800   R    6+
War Axe of Jinxing            12   1.10   26.4   20     216     800   R    6+
War Axe of Sapping            12   1.10   26.4   20     216     800
Burz's Glass Mace             14   0.90   25.2   35     180       0   Q    1-9
Mace of Depletion             14   0.90   25.2   23     252     800   R    6+
Mace of Dispel                14   0.90   25.2   23     252     800   R    6+
Mace of Jinxing               14   0.90   25.2   23     252     800   R    6+
Mace of Sapping               14   0.90   25.2   23     252     800   R    6+
Silver Mace                   14   0.90   25.2   23     252       0   R    4+
Fine Steel War Axe            11   1.10   24.2   14.4   176       0   V    4+
Fine Steel Mace               13   0.90   23.4   17.1   211       0   V    4+
Rockshatter                   13   0.90   23.4   17     211    1020   Q    5-9
Steel War Axe                 10   1.10   22     16     160       0   R    2+
War Axe of Burning            10   1.10   22     16     160     300   R    4+
War Axe of Diminishing        10   1.10   22     16     160     300   R    4+
War Axe of Jolts              10   1.10   22     16     160     300   R    4+
War Axe of Numbing            10   1.10   22     16     160     300   R    4+
War Axe of Seduction          10   1.10   22     16     160     300   R    4+
Burden of Agnosticism         12   0.90   21.6   43     100     450   RO   1+
Burden of Anger               12   0.90   21.6   43     100     620   RO   1+
Burden of Arrogance           12   0.90   21.6   43     100     620   RO   1+
Burden of Flesh               12   0.90   21.6   43     100    1310   RO   1+
Burden of Secrecy             12   0.90   21.6   43     100     620   RO   1+
Burden of Sin                 12   0.90   21.6   43     100     450   RO   1+
Dremora Mace                  12   0.90   21.6   43     100       0   RO   1+
Gift of Flame                 12   0.90   21.6   43     100      50   RO   1+
Mace of Burning               12   0.90   21.6   19     192     300   R    4+
Mace of Diminishing           12   0.90   21.6   19     192     300   R    4+
Mace of Jolts                 12   0.90   21.6   19     192     300   R    4+
Mace of Numbing               12   0.90   21.6   19     192     300   R    4+
Mace of Strain                12   0.90   21.6   19     192     300   R    4+
Mace of Warding (3)           12   0.90   21.6   19     192     300   Q    5-8
Nearness of Evil              12   0.90   21.6   43     100     170   RO   1+
Revealer of Iniquity          12   0.90   21.6   43     100    1310   RO   1+
Steel Mace                    12   0.90   21.6   19     192       0   R    2+
Weight of Guilt               12   0.90   21.6   43     100     340   RO   1+
Fine Iron Mace                11   0.90   19.8   13.5   154       0   V    2+
Fine Iron War Axe              9   1.10   19.8   10.8   123       0   V    2+
Cursed Mace                   10   0.90   18     43    4200       0   Q   17+
Iron Mace                     10   0.90   18     15     140       0   R    1+
Mace of Embers                10   0.90   18     15     140     300   R    3+
Mace of Frost                 10   0.90   18     15     140     300   R    3+
Mace of Legion                10   0.90   18     15     140     800   R    3+
Mace of Repelling (3)         10   0.90   18     15     140     300   Q    1-3
Mace of Sparks                10   0.90   18     15     140     300   R    3+
Mace of Weight                10   0.90   18     15     140     300   R    3+
Rockshatter                   10   0.90   18     15     140     540   Q    1-4
Truncheon of Submission       10   0.90   18      8     200    3330   V    1+
Iron War Axe                   8   1.10   17.6   12     112       0   R    1+
War Axe of Embers              8   1.10   17.6   12     112     300   R    3+
War Axe of Frost               8   1.10   17.6   12     112     300   R    3+
War Axe of Souls               8   1.10   17.6   12     112     300   R    3+
War Axe of Sparks              8   1.10   17.6   12     112     300   R    3+
Club                           7   0.90   12.6    8      70       0
Rusty Iron Mace                7   0.90   12.6   15      70       0   R    1+
Rusty Iron War Axe             5   1.10   11     12      56       0   R    1+

(1) Elven War Axe with the speed and reach of a mace, and as a consequence,
    a very low DPS compared to the level requirement.
(2) Mace with the damage, speed and reach of a warhammer, and as a consequence,
    a very high DPS compared to the level requirement. Feel happy if you are
    lucky enough to get a hand on it, at least before any patch ;)
(3) Not a real quest reward, but a unique leveled drop in a single location.


Blunt 2H [RA003] -------------------------------------------------------------


There are two types of two-hand blunt weapons: Battle Axe and Warhammer.

At the very beginning, the warhammers have a slightly higher DPS. When reaching
the steel weapons, both have the same DPS.And later on, the battle axes have a
slighly higher DPS. A poor category like the two-hand blades.

Volenbrund, the only quest reward, has low stats.


Item Name                     Dmg  Spd	  DPS   Wght    Dur    Ench  Type Lvl
Battle Axe of Damnation       26   0.80   41.6   76     728    1600   R   22+
Battle Axe of Putrification   26   0.80   41.6   76     728    1600   R   22+
Battle Axe of Storms          26   0.80   41.6   76     728    1600   R   22+
Battle Axe of the Inferno     26   0.80   41.6   76     728    1600   R   22+
Battle Axe of Transmogrify    26   0.80   41.6   76     728    1600   R   22+
Battle Axe of Winter          26   0.80   41.6   76     728    1600   R   22+
Daedric Battle Axe            26   0.80   41.6   76     728       0   R   20+
Daedric Warhammer             28   0.70   39.2   93     784       0   R   20+
Warhammer of Deadweight       28   0.70   39.2   93     784    1600   R   22+
Warhammer of Holy Light (1)   28   0.70   39.2   93     784    1600   Q   23+
Warhammer of Putrification    28   0.70   39.2   93     784    1600   R   22+
Warhammer of Storms           28   0.70   39.2   93     784    1600   R   22+
Warhammer of the Inferno      28   0.70   39.2   93     784    1600   R   22+
Warhammer of Transmogrify     28   0.70   39.2   93     784    1600   R   22+
Warhammer of Winter           28   0.70   39.2   93     784    1600   R   22+
Battle Axe of Blizzards       24   0.80   38.4   69     624    1600   R   18+
Battle Axe of Feeding         24   0.80   38.4   69     624    1600   R   18+
Battle Axe of Lightning       24   0.80   38.4   69     624    1600   R   18+
Battle Axe of Rending         24   0.80   38.4   69     624    1600   R   18+
Battle Axe of Soul Snares     24   0.80   38.4   69     624    1600   R   18+
Battle Axe of the Blaze       24   0.80   38.4   69     624    1600   R   18+
Ebony Battle Axe              24   0.80   38.4   69     624       0   R   16+
Ebony Warhammer               26   0.70   36.4   84     676       0   R   16+
Warhammer of Blizzards        26   0.70   36.4   84     676    1600   R   18+
Warhammer of Excess           26   0.70   36.4   84     676    1600   R   18+
Warhammer of Feeding          26   0.70   36.4   84     676    1600   R   18+
Warhammer of Lightning        26   0.70   36.4   84     676    1600   R   18+
Warhammer of Rending          26   0.70   36.4   84     676    1600   R   18+
Warhammer of the Blaze        26   0.70   36.4   84     676    1600   R   18+
Warhammer of the Undead (1)   26   0.70   36.4   84     676    1600   Q   19-22
Battle Axe of Beguilement     22   0.80   35.2   62     528    1200   R   14+
Battle Axe of Fire            22   0.80   35.2   62     528    1200   R   14+
Battle Axe of the Dynamo      22   0.80   35.2   62     528    1200   R   14+
Battle Axe of the Glacier     22   0.80   35.2   62     528    1200   R   14+
Glass Battle Axe              22   0.80   35.2   62     528       0   R   12+
Glass Warhammer               24   0.70   33.6   75     576       0   R   12+
Warhammer of Abeyance (1)     24   0.70   33.6   75     576    1200   Q   15-18
Warhammer of Absorption       24   0.70   33.6   75     576    1200   R   14+
Warhammer of Encumbrance      24   0.70   33.6   75     576    1200   R   14+
Warhammer of Fire             24   0.70   33.6   75     576    1200   R   14+
Warhammer of Fracturing       24   0.70   33.6   75     576    1200   R   14+
Warhammer of the Dynamo       24   0.70   33.6   75     576    1200   R   14+
Warhammer of the Glacier      24   0.70   33.6   75     576    1200   R   14+
Battle Axe of Deception       20   0.80   32     55     440    1200   R   11+
Battle Axe of Dissolution     20   0.80   32     55     440    1200   R   11+
Battle Axe of Flames          20   0.80   32     55     440    1200   R   11+
Battle Axe of Freezing        20   0.80   32     55     440    1200   R   11+
Battle Axe of Siphoning       20   0.80   32     55     440    1200   R   11+
Battle Axe of Voltage         20   0.80   32     55     440    1200   R   11+
Elven Battle Axe              20   0.80   32     55     440       0   R    9+
Elven Warhammer               22   0.70   30.8   66     484       0   R    9+
Warhammer of Dissolution      22   0.70   30.8   66     484    1200   R   11+
Warhammer of Flames           22   0.70   30.8   66     484    1200   R   11+
Warhammer of Freezing         22   0.70   30.8   66     484    1200   R   11+
Warhammer of Overload         22   0.70   30.8   66     484    1200   R   11+
Warhammer of Siphoning        22   0.70   30.8   66     484    1200   R   11+
Warhammer of Turning (1)      22   0.70   30.8   66     484    1200   Q   12-14
Warhammer of Voltage          22   0.70   30.8   66     484    1200   R   11+
Warhammer of Weakness         22   0.70   30.8   66     484    1200   R   11+
Axe of Hazards                18   0.80   28.8   48     360     800   R    8+
Battle Axe of Cold            18   0.80   28.8   48     360     800   R    8+
Battle Axe of Decay           18   0.80   28.8   48     360     800   R    8+
Battle Axe of Enfeeblement    18   0.80   28.8   48     360     800   R    8+
Battle Axe of Scorching       18   0.80   28.8   48     360     800   R    8+
Battle Axe of Shocking        18   0.80   28.8   48     360     800   R    8+
Battle Axe of Soul Traps      18   0.80   28.8   48     360     800   R    8+
Dwarven Battle Axe            18   0.80   28.8   48     360       0   R    6+
Naked Axe                     18   0.80   28.8   48     360    1600   R    8+
Perdition's Wrath             18   0.80   28.8   40     400     500
Akaviri Warhammer Burden      20   0.70   28     57     400     800   R    8+
Dwarven Warhammer             20   0.70   28     57     400       0   R    6+
Pounder                       20   0.70   28     57     400     800   R    8+
Volendrung                    20   0.70   28     60    3200    2500   Q   10+
Warhammer of Aversion         20   0.70   28     57     400     800   Q    9-11
Warhammer of Cold             20   0.70   28     57     400     800   R    8+
Warhammer of Decay            20   0.70   28     57     400     800   R    8+
Warhammer of Enfeeblement     20   0.70   28     57     400     800   R    8+
Warhammer of Scorching        20   0.70   28     57     400     800   R    8+
Warhammer of Shocking         20   0.70   28     57     400     800   R    8+
Battle Axe of Dispel          16   0.80   25.6   41     288     800   R    6+
Battle Axe of Sapping         16   0.80   25.6   41     288     800   R    6+
Silver BattleAxe              16   0.80   25.6   41     288       0   R    4+
Silver Warhammer              18   0.70   25.2   48     324       0   R    4+
Warhammer of Depletion        18   0.70   25.2   48     324     800   R    6+
Warhammer of Dispel           18   0.70   25.2   48     324     800   R    6+
Warhammer of Jinxing          18   0.70   25.2   48     324     800   R    6+
Warhammer of Sapping          18   0.70   25.2   48     324     800
Destarine's Cleaver           15   0.80   24     26     350    3000   V    1+
Fine Steel Battle Axe         15   0.80   24     30.6   246       0   V    4+
Fine Steel Warhammer          17   0.70   23.8   35.1   282       0   V    4+
Battle Axe of Diminishing     14   0.80   22.4   35     224     300   R    4+
Quality Battle Axe Ember      14   0.80   22.4   35     224     300   R    4+
Quality Battle Axe Shiver     14   0.80   22.4   35     224     300   R    4+
Quality Battle Axe Soul Trap  14   0.80   22.4   35     224     300   R    4+
Quality Battle Axe Spark      14   0.80   22.4   35     224     300   R    4+
Steel Battle Axe              14   0.80   22.4   35     224       0   R    2+
Steel Warhammer               16   0.70   22.4   39     256       0   R    2+
Warhammer of Burning          16   0.70   22.4   39     256     300   R    4+
Warhammer of Diminishing      16   0.70   22.4   39     256     300   R    4+
Warhammer of Jolts            16   0.70   22.4   39     256     300   R    4+
Warhammer of Numbing          16   0.70   22.4   39     256     300   R    4+
Warhammer of Strain           16   0.70   22.4   39     256     300   R    4+
Warhammer of Warding (1)      16   0.70   22.4   39     256     300   Q    5-8
Fine Iron Warhammer           15   0.70   21     27     216       0   V    2+
Fine Iron Battle Axe          13   0.80   20.8   24.3   185       0   V    2+
Battleaxe of Hatred           10   1.00   20     40     300    3000   V    1+
Iron Warhammer                14   0.70   19.6   30     196       0   R    1+
Warhammer of Embers           14   0.70   19.6   30     196     300   R    3+
Warhammer of Frost            14   0.70   19.6   30     196     300   R    3+
Warhammer of Sparks           14   0.70   19.6   30     196     300   R    3+
Warhammer of the Grave (1)    14   0.70   19.6   30     196     300   Q    4
Warhammer of Weight           14   0.70   19.6   30     196     300   R    3+
Battle Axe of Embers          12   0.80   19.2   27     168     300   R    3+
Battle Axe of Frost           12   0.80   19.2   27     168     300   R    3+
Battle Axe of Souls           12   0.80   19.2   27     168     300   R    3+
Battle Axe of Sparks          12   0.80   19.2   27     168     300   R    3+
Iron Battle Axe               12   0.80   19.2   27     168       0   R    1+

(1) Not a real quest, but a unique leveled drop in a single location.


Bows And Arrows [RA004] ------------------------------------------------------

There is only one type of ranged weapons: Bow.

The speed information is totally irrelevant, except the fact it tends to prove
all bows have the same speed. The 1.00 speed allows for about an arrow shot 
with no bend every 1.75 seconds. The inflicted damage depends on the time you 
bend the bow, and also on the arrows you use. As a consequence, the calculated
DPS is not accurate and remains in the table just for consistency.

The Hatreds Soul bow, a quest leveled reward, has no competitor.


Item Name                     Dmg  Spd	  DPS   Wght    Dur    Ench  Type Lvl
Hatreds Soul                  24   1.00   24     12     600    4800   Q   25+
Hatreds Soul                  22   1.00   22     12     572    4200   Q   20-24
Bow of Storms                 20   1.00   20     22     420    1600   R   22+
Bow of the Inferno            20   1.00   20     22     420    1600   R   22+
Bow of Winter                 20   1.00   20     22     420    1600   R   22+
Daedric Bow                   20   1.00   20     22     420       0   R   20+
Hatreds Soul                  20   1.00   20     12     500    3600   Q   15-19
Bow of Blizzards              18   1.00   18     20     364    1600   R   18+
Bow of Curses                 18   1.00   18     20     364    1600   R   18+
Bow of Infliction             18   1.00   18     20     364    3000   V    1+
Bow of Lightning              18   1.00   18     20     364    1600   R   18+
Bow of Quietus                18   1.00   18     20     364    1600   R   18+
Bow of the Blaze              18   1.00   18     20     364    1600   R   18+
Ebony Bow                     18   1.00   18     20     364       0   R   16+
Hatreds Soul                  18   1.00   18     12     400    3200   Q   10-14
Bow of Fire                   16   1.00   16     18     312    1200   R   14+
Bow of Harm                   16   1.00   16     18     312    1200   R   14+
Bow of Silence                16   1.00   16     18     312    1200   R   14+
Bow of the Dynamo             16   1.00   16     18     312    1200   R   14+
Bow of the Glacier            16   1.00   16     18     312    1200   R   14+
Glass Bow                     16   1.00   16     18     312       0   R   12+
Hatreds Soul                  16   1.00   16     12     320    2400   Q    5-9
Bound Bow                     15   1.00   15      0    2800       0   S    1+
Frostwyrm Bow                 15   1.00   15     14     300     500   V    1+
Hatreds Soul                  15   1.00   15     12     300    1200   Q    1-4
Blizzard Bow                  14   1.00   14     16     264    1200   R   11+
Bow of Flames                 14   1.00   14     16     264    1200   R   11+
Bow of Freezing               14   1.00   14     16     264    1200   R   11+
Bow of Gloom                  14   1.00   14     16     264    1200   R   11+
Bow of Voltage                14   1.00   14     16     264    1200   R   11+
Dragon's Bow                  14   1.00   14     16     264    1200   R   11+
Dremora Heavy Bow             14   1.00   14     22     240       0   RO  15+
Elven Bow                     14   1.00   14     16     264       0   R    9+
Storm Bow                     14   1.00   14     16     264    1200   R   11+
Bow of Cold                   12   1.00   12     14     220     800   R    8+
Bow of Despair                12   1.00   12     14     220     800   R    8+
Bow of Scorching              12   1.00   12     14     220     800   R    8+
Bow of Shocking               12   1.00   12     14     220     800   R    8+
Bow of Weariness              12   1.00   12     14     220     800   R    8+
Dwarven Bow                   12   1.00   12     14     220       0   R    6+
Black Bow                     10   1.00   10      8     200       0   Q    1+
Dremora Bow                   10   1.00   10     22      80       0   RO   9+
Fine Steel Bow                10   1.00   10      9     158       0   V    4+
Shadowhunt                    10   1.00   10      8     100    9000   Q   30+
Shadowhunt                    10   1.00   10      8     100    6700   Q   25-29
Shadowhunt                    10   1.00   10      8     100    3400   Q   20-24
Shadowhunt                    10   1.00   10      8     100    1650   Q   15-19
Shadowhunt                    10   1.00   10      8     100     850   Q   10-14
Shadowhunt                    10   1.00   10      8     100     450   Q    5-9
Shadowhunt                    10   1.00   10      8     100     100   Q    1-4
Silver Bow                    10   1.00   10     12     180       0   R    4+
Bow of Burning                 9   1.00    9     10     144     300   R    4+
Bow of Jolts                   9   1.00    9     10     144     300   R    4+
Bow of Numbing                 9   1.00    9     10     144     300   R    4+
Fine Iron Bow                  9   1.00    9      7.2   123       0   V    2+
Steel Bow                      9   1.00    9     10     144       0   R    2+
Bow of Embers                  8   1.00    8      8     112     300   R    3+
Bow of Frost                   8   1.00    8      8     112     300   R    3+
Bow of Infernal Frost          8   1.00    8     14     100     200
Bow of Sparks                  8   1.00    8      8     112     300   R    3+
Dremora Light Bow              8   1.00    8     22      60       0   RO   1+
Iron Bow                       8   1.00    8      8     112       0   R    1+
Rusty Iron Bow                 8   1.00    8      8      90       0   R    1+


Calculating Weapon Damage [R0003] --------------------------------------------

Provided entirely by Scy046.

You can use this formula to figure out the potential weapon damage at any 
strength and skill level using this formula.

Base Damage*(1 + (2/3)% * Strength)*(1 + 7.5% * Skill) = damage per hit.

The above formula can be applied to bows by interchanging agility for strength
(although it hasn't be tested thoroughly). A weapons base damage can be 1.2 
when it only shows 1 or 2.7 when it shows 3. So be aware that what you think 
the weapon base damage is, may not be what it really it.

Hand-to-Hand is 1 + (Skill/100 * Strength/100 * 10).


Armor Stats [R0002] ----------------------------------------------------------


Light Armor [RB000] ----------------------------------------------------------


Heavy Armor [RB001] ----------------------------------------------------------


Armor's Impact on Spell Effectiveness [RB002] --------------------------------

The only thing that will reduce your spells effectiveness is the armor you’re 
wearing. The higher your skill with the armor type you’re wearing the fewer 
penalties you will suffer. With armor set to 0 and wearing a full suit of 
armor. Your spell effectiveness will be 70%. Removing the helm, boots and 
gauntlets will increase your effectiveness by 2% each, removing the greaves 
will increase effectiveness by 3%, removing the chest piece will increase your
effectiveness by 6% and removing your shield will increase your effectiveness
by 8%. With your skill level at 25, your spell effectiveness in full suit will
be 83% and at a skill level 50 will be at 95%. 95% is the maximum spell 
effectiveness you will receive in a full suit of armor. The penalties are 
identical between heavy and light armor.

Each skill point between 0 and 50 equated to ~0.45% gain.


Scy046 found

At 0 Skill:

Boots, Gauntlets, Helm -- -7% to Spell Effectiveness
Greaves -- -9%
Cuirass -- -11%
Shield -- -12%

At 25 Skill:

Boots, Gauntlets, Helm -- -6% 
Greaves -- -7%
Cuirass -- -8%
Shield -- -9%

At 50+ Skill:

-5% for them all.

Incidentally, it's not directly additive either; that is, equipping Boots, 
Gauntlets, and a Helm at 25 Skill nets in -9%, not -18%. No, I don't know why.
The same for 0 Skill.


NPC Information [S0000] ******************************************************

Lv - Indicates the level the NPC is set to. If there is a + or - this means
that its level is adjusted to yours by either +x or -x. So if your level 10
and its modifier is -2 then its level will be 12. = means that its level does
not change and thats what it is.

Name		Lvl|Hea|AD|Co|Ma|St|S	Inventory
Black Bear	=14|330|44|65|00|40|C	


Miscellaneous Information [L0000] ********************************************

Here is some useful and some useless information about the games mechanics 
and various bits of information that couldn't fit easily anywhere else.


Effects that Affect Your Movement Speed [L0001] ------------------------------

Your speed and athletics levels will determine your maximum speed. 

Your speed will be the fastest in the following order naked, cloth, light 
armored then heavy armored. And no weapon equipped, weapon sheathed, weapon 
drawn. Clothes and Robes reduce speed from 0.1-1% per piece. Sneak running 
reduces your speed to 60%, to walking 33%, sneak walking 20%, weapon drawn to
90%


Exploits and Tricks [L0002] --------------------------------------------------

Using some of the techniques here may be consider exploiting the game and may
be consider a clever trick. It’s up to you whether you’ll use the information
here.

Once you gain access to the Arcane University you can make your own spells. 
You can create spells that will lower any skill to 0. If you do this and speak
to a trainer of that skill there will be no cost to purchasing that skill. 
Once the spell ends you will have gain the skill levels.

How to raise your Armorer skill to 100 with little effort? Find an Ayleid 
Statue and either sell it to a vendor or find Umbacano and sell it to him your
self (may require speaking to people and learn that he's a collector). 
That'll begin the quest chain. When Umbacano dies you can loot the crown from 
his body which would show up broken and it doesn't have its durability listed.
Because it doesn't have it durability listed you can repair it an infinite
amount of times or until reached your desired Armorer skill level.

You can enchant 5 pieces equipment with 20% chameleon each which gives you 
100% chameleon total. This essentially breaks the game.

To get your desired Sigil Stone save before you enter the Sigillum Sanguis. 
Then enter the room. I previously stated that you could save just before you
opened the container, but apparently the loot is generated upon entering the
room not opening the container. To quickly check the stone cast invisibilty 
and run to the container and grab the stone. After the "... sigil stone picked
up" message appears you can open your inventory and check the stone. Depending
on your stone you can reload or keep going.

If the guards/enemies aren't following you but your still in combat you can 
type player.payfine to get out of it. This will also pay off your bounty if
you have one.


Magicka Regeneration Rate [L0004] --------------------------------------------

Your MRR is directly related to the amount of magicka you have. If you have 
100 magicka or 400 magicka, X willpower will take the same amount of time to 
regenerate 100%, 50% or 36% of your magicka. So, the more magicka you have the
greater your MRR will be and the more willpower you have will also increase 
your MRR. Doubling your total magicka effectively doubles your MRR. Taking 
willpower to increase your MRR may not be better than increasing your total 
magicka by increasing intelligence.


Increase EXP rate for Magicka School [L0006] ---------------------------------

Spells with different gestures have different casting speeds. All self cast 
spells take 2.1 seconds per cast, all touch spells take 1.33 seconds to cast 
and all target spells take 1.42 seconds to cast. 

This can be quite useful information because when you gain access to the 
Arcane University and you’re able to create your own spells. This means if you 
don't want to fight enemies to raise your destruction skill you can make a 
self cast destruction skill. If you're using a self cast spell like heal minor
you can reduce the casting time of that spell and effectively reduce the time 
it takes to level. Making a touch version of the heal spell will increase your 
EXP rate by 57% and a ranged version will increase your rate by 47%. You'll 
still need to find a NPC (friendly or foe) and it works best if your spell
doesn't make your friendly NPCs aggressive.

It was also pointed out that holding block would increase the casting speed.
I did a test an confirmed it. On a self cast spell the increase was about 25%.
Touch and Target have at this time been untested.


The Miscellaneous of the Miscellaneous [L0007] -------------------------------

The armor cap is 85.

Glass Armor is the best light armor.

Daedric Armor is the best heavy armor.

Umbra can found at in an Ayelid Ruin called Vindasel. Southwest of the 
Imperial City.

Item Number List
http://planetelderscrolls.gamespy.com/View.php?view=OblivionCheats.List

If you have 100 in all attributes you can't gain any more character levels
even if you have major skills left.

Hitting an NPC in the head deals no more damage then hitting them in the foot.

Great Mod Site
http://www.tessource.net/


Adjusting the Games Difficulty [L0008] ---------------------------------------

Did you ever wonder what about the game changes when you move the difficulty
slider to the left or right. I'll tell you what happens. The damage you deal
and the damage recieve is modified. 

For the test the Umbra was used to hit a Xivilai outside an Oblivion Gate.
The characters strength was 100 and the Blade skill was 100.


Slidder 	Damage 		Difference
Setting				Comapre 50		

0		178.3		600.34%
5		163.3		549.83%
10		148.2		498.99%
15		133.2		448.48%
20		118.3		398.32%
25		103.4		348.15%
30		 88.5		297.98%
35		 73.6		247.81%
40		 58.8		197.98%
45		 44.0		148.15%
46		 41.7		140.40%
47		 38.7		130.30%
48		 35.7		120.20%
49		 32.7		110.10%
50 (default)     29.7		100.00%
51		 27.1		 91.25%
52		 24.8		 83.50%
53		 22.9		 77.10%
54		 21.3		 71.72%
55		 19.9		 67.00%
60		 14.8		 49.83%
65		 13.9		 46.80%
70		  9.8		 33.00%
75		  8.5		 28.62%
80		  7.4		 24.92%
85		  6.6		 22.22%
90		  5.9		 19.87%
95		  5.3		 17.85%
100		  4.9		 16.50%

At 0 the damage is increased by 6x the normal amount and at 100 its reduced by
6x when compared to the 50 (default). The amount of damage you take will be 
similar. At 100 you will take 6x the damage and at 0 you will take 6x less 
damage (16.50% of 50) when compared to the default setting.

Admittedly, I only tested 0, 50, 100 for damage taken and after seeing the
mirror results I concluded that it will be the same for everything in between.


Ugh, the attribute systems sucks, I want to have FUN! [L0009] ----------------

Does the attribute increase system got you down? I feel your pain and a lot 
others do. Whats the most important part of playing a game like Oblivion? Its
to have fun. Fun for some people is different than others. Some just like the
adventure, some just like the character building and most fall some where in
between. The attribute system can prevent people you have a bit of attachement
to stats or don't want to get the short end of the stick 50 hours into the 
game. 

Picking major skills incorrectly or based on preference can end up hurting 
your character and therefore hurting your experience. The system is somewhat
counter-intuitive as if you think about it the best descisions for picking
major skills are usally comprised of the ones you don't want to use. That 
a certain perspective that doesn't make much. 

There are solutions for those who feel this way or at least at least 
understand where I'm coming form. Here is one solution that is pretty 
controversial, it involves getting a mod. The mod gives your character the +5
attribute choice to all your stats when you level up (or simply increase 
them accordingly in the console. 

When I first read this idea I said, "PSSH! That’s cheating and it will ruin 
the game". But after reading this idea several time I decided to give it a 
whirl. To my surprise I found it to actually be more enjoyable. I was able
to take the major skills that I wanted to take beacuse it fit my character 
build. I no longer had to worry about pathing my skills to get the 
right attribute bonuses. I didn't have to stop my adventuring to do some 
mundane exercise just to get the attribute bonuses.

I felt guilty though. I was taking an unfair advantage to all you honest 
gamers. I felt I need to balance the scale in some way. I needed a handicap 
that most players wouldn't have. The difficulty slider was the solution. 
Adjusting this to the right will more than pay for my advatange. Adjusting the
slider 5 times to right reduces the damage dealth by 33%, 5 more times to the
right reduces the damage dealth by 50%. I took 10 points to the right, but its
really up to you whether you choose to even adjust the slider.

For those who are immediately opposed to do this, I'll ask you sit back, think
about it and try it. You just might surprise yourself.

ALL +5 ATTRIBUTE MODIFIERS
http://www.tessource.net/files/file.php?id=2691 

Other Mods that ajdust the leveling mechanics are:

Ark's Multiple Multiplier Mod (+2, +3, +4)
http://www.tessource.net/files/file.php?id=2001

SIMPLIFIED LEVELING MOD, VERSION 6.2
http://www.tessource.net/files/file.php?id=1963

SMOOTH LEVELING MOD VERSION 1.1
http://www.tessource.net/files/file.php?id=1924

MORE NATURAL MODIFIERS
http://www.tessource.net/files/file.php?id=1990


Things Planned [M0000] *******************************************************

These are topics and pieces of informatoin that I want to add to the FAQ at 
some point but haven't had the time/motivation to write/research.

Add NPC Monster Stats

Add Armor Stats

Add a list of Staffs

Add a list of Arrows

Add a list of effects for Enchanting and Spellmaking

Add the appropriate trainers under each skill

Quantify:
  per point effect of increasing Agility (for knock down resistance)
  per point effect of increasing Personality (how it affects haggling)
  per point effect of increasing Block (block damage reduction)
  per point effect of increasing Mercantile (how it affects haggling)
  per point effect of increasing Sneak (for pickpocketing success)
  per point effect of increasing Speechcraft
  
  Find a good estimate for time to level Alchemy
  Find a good estimate for time to level Mercantile
  Find a good estimate for time to level Secruity
  Find a good estimate for time to level Armorer

  Impact of Armor Value vs damage reduction


Revision [N0000] *************************************************************

v1.00      - First Release 
04/25/2006

v1.01      - Fixed typos
04/26/2006 - Added information to willpower and luck
	   - Added new information under Miscallaneous
	   - Fix information errors under some of the build theory information

v1.02 	   - Corrected skill bonuses listed for High Elf
04/26/2006 - Corrected spelling of Brenton to Breton
	   - Noted that there are some quest rewards that require your
 	     character level to be at least 30
	   - Correct information about the health gain during level up. Stated
	     previously that 10% bonus was determined before you choose
	     which attributes you were increasing when it is actually 
	     determined afterwards.
           - Added information about intelligence under Summary of Attributes
	   - Corrected the information about how your attribute bonuses are
             applied when you level
	   - Added the Dragonskin ability to the Breton race sheet
           - Corrected information concerning the correlation of major skills
	     and how the affect your attribute bonuses for leveling
           - Appended a 1st and 3rd rule to "Rules of Leveling" section
	   - Added "Things Planned" section

v1.03	   - Updated acrobatics with an estimate on leveling time
04/27/2006 - Updated acrobatics with the per point affect on fall damage
	   - Corrected information about the Sigil Stones exploit/trick
	   - Moved information about spell casting speeds to the section
	     "Spell Casting Speeds" and appended additional information
	   - Added a new section "Weapon Damage Per Second" and merged
	     Calculationg Weapon Damage with new section
	   - Added new section "How NPCs Scale with Difficulty"
	   - Added new section "NPC Combat Stats"

v1.04	   - Corrected info on the Antronach sign. Even sleeping = no regen
04/28/2006 - Corrected info under "Max Stats at Max Level". Max level is 53
	   - Corrected info under "Max Stats by Level 38" now 40
	   - Added "Novice FAQ Users" section
	   - Added "How Should I Choose My Major Skills" Section and 7 sub
	     sections that fall under it
	   - Added "Adjusting the Games Difficulty" section

v1.05	   - Added "Wood Elf as Fighter/Archer" section
05/01/2006 - Included all the races profiles
	   - Included all the birth signs
 	   - Created New Section "Equipment Information" and mereged some 
	     sections under "Miscellaneous" under it. Most of the information
	     was provided by Nilwarp.

v1.06	   - Added Blunt 1H, Blunt 2H and Bows to the weapon information 
05/04/2006   courtesy of Nilwarp


Legal [O0000] ****************************************************************

This guide is copyright (c) 2006 Michael Crosato, the author.

I wish to use infomation provided in this FAQ feel free to do so.

Feel free to send feed back and suggestions to me at Myk@accesswave.ca


Thanks [P0000] ***************************************************************

I want to thank Scy046 who had a hand in most of the numerical and technical 
information in this FAQ by either confirming it, correcting it, making it 
more accurate or presenting entirely new information.

Thanks to Azala for giving insight on how acrobatics levels and how to best 
do it. He provided additional technical insight and corrections as well as 
writing the specific uses and benefits for all the magicka schools. In 
additional to that he provided information for a lot of other little parts
of the FAQ.

Nilwarp for correcting a few mistakes I had throughout the FAQ, pointing out 
the information about quest reward levels and putting intelligence into a new 
perspective. He also provided all the weapon stats information.

vashutstampedo who notified me that holding block and casting spells would 
decrease the casting time and therefore increasing the amount EXP you could 
earn. For some reason I believe two people notified me of this with in a 
similar time period. But I did lose some of my emails unfortanetly and would
like to credit whoever else sent me the information.

The following people have made correction to the FAQ Kaushik Goswami, 
Vismund and Tirkon.

Also thanks goes to anyone who I forgot to mention, who thinks they deserve 
thanks and to those who don't deserve but ask for it anyways.


******************************************************************************