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    Balanced Character Creation Guide by Brynne

    Version: 1.35 | Updated: 04/07/06 | Printable Version | Search This Guide

                                                                                
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    ============================================================================
    
    Elder Scrolls IV: Oblivion Balanced Character Creation Guide
    Version 1.35 04/06/06
    Copyright 2006 Bon "Brynne" Cottle
    
    ============================================================================
    
    The Elder Scrolls IV: Oblivion was developed by Bethesda Game Studios,
    published by Bethesda Softworks and 2K Games and is copyright 2006 Bethesda
    Softworks. This guide is not endorsed by, nor is the author associated in
    any way with, Bethesda Game Studios, Bethesda Softworks or 2K Games.
    
    ============================================================================
    
    Outline:
    1: Introduction
    2: Building a Character
       A: Choosing a Race
          1: Argonian
          2: Breton
          3: Dark Elf
          4: High Elf
          5: Imperial
          6: Khajiit
          7: Nord
          8: Orc
          9: Redguard
         10: Wood Elf
       B: What Sign Are You?
          1: The Apprentice
          2: The Atronach
          3: The Lady
          4: The Lord
          5: The Lover
          6: The Mage
          7: The Ritual
          8: The Serpant
          9: The Shadow
         10: The Steed
         11: The Thief
         12: The Tower
         13: The Warrior
       C: The Class Decision
          1: Overall Emphasis
             a: Combat
             b: Mage
             c: Stealth
          2: Your major stats
             a: Agility
             b: Endurance
             c: Intelligence
             d: Luck
             e: Personality
             f: Speed
             g: Strength
             h: Willpower
          3: Major and minor skills
             a: Ranks of Skills
             b: Skills and their "Perks"
                1: Acrobatics
    	    2: Alteration
    	    3: Alchemy
    	    4: Armorer
    	    5: Athletics
    	    6: Blade
    	    7: Block
    	    8: Blunt
    	    9: Conjuration
    	   10: Destruction
    	   11: Hand-to-Hand
    	   12: Heavy Armor
    	   13: Illusion
    	   14: Light Armor
    	   15: Marksman
    	   16: Mercantile
    	   17: Mysticism
    	   18: Restoration
    	   19: Security
    	   20: Sneak
               21: Speechcraft
             c: Planning Skills for Balanced Leveling
    3: Planning Levels
       A: Setting stat goals
       B: Maximizing your level bonuses
       C: Level Points versus Stat Points
       D: Random Skilling and Forced Skilling
       E: Control Considerations
       F: Notes on Endurance and Luck
    4: Training a Skill
       A: Payment for services
       B: List of Trainers
          1: Acrobatics
          2: Alteration
          3: Alchemy
          4: Armorer
          5: Athletics
          6: Blade
          7: Block
          8: Blunt
          9: Conjuration
         10: Destruction
         11: Hand-to-Hand
         12: Heavy Armor
         13: Illusion
         14: Light Armor
         15: Marksman
         16: Mercantile
         17: Mysticism
         18: Restoration
         19: Security
         20: Sneak
         21: Speechcraft      
       C: Questing for Mastery
    5: Skill Books and other ways to gain skills
       A: Skill Books by Type
          1: Acrobatics
          2: Alteration
          3: Alchemy
          4: Armorer
          5: Athletics
          6: Blade
          7: Block
          8: Blunt
          9: Conjuration
         10: Destruction
         11: Hand-to-Hand
         12: Heavy Armor
         13: Illusion
         14: Light Armor
         15: Marksman
         16: Mercantile
         17: Mysticism
         18: Restoration
         19: Security
         20: Sneak
         21: Speechcraft   
       B: Skill Books by Location
          1: Anvil
          2: Bravil
          3: Bruma
          4: Cheydinal
          5: Chorrol
          6: Imperial City
          7: Kvatch
          8: Leyawiin
          9: Skingrad
         10: Arcane University
         11: Other Locations
         12: Loot and Quests
       C: Other skill additions
    6: Beginning Spells and Spell Vendor Locations
       A: Beginning Spells for All Categories
       B: Mage's Guild Spell Emphasis
       C: Spells by Category
          1: Alteration
          2: Conjuration
          3: Destruction
          4: Illusion
          5: Mysticism
          6: Restoration
       D: Spells by Location
          1: Anvil
          2: Bravil
          3: Bruma
          4: Cheydinhal
          5: Chorrol
          6: Imperial City
          7: Leyawiin
          8: Skingrad
    7: Comparison Example
    8: Updates and Things
    9: Credits and Legal Babble.
       
    ====================================1=======================================
    
    1: Introduction
    
       There's nothing worse than putting eight or more hours into a game, only 
       to find that your character has become unbalanced or unplayable.  You run
       into a dungeon only to find that mobs that should be easy essentially
       kick your butt.  With Oblivion being a huge game overall, it's very easy
       to find this happening.  It happens for many reasons, among them the
       leveled dungeons whose denizens gain strength as you gain levels.
       Another reason is random skillups on your major skills.  Indeed, it often
       seems that some move very fast while others crawl along, giving you
       levels before you have combat skills to match.  Not to worry, after much
       trial and error (and about 10 remakes of characters more than four hours
       in) I've discovered some basic ways to balance your character and shape
       it in the way you would like it to be.
       
       As a disclaimer, I should note that if you're playing as a roleplayer
       this guide will probably upset you, as it is meant to take into control
       your leveling, rather than just choosing those skills which reflect how
       you want to play your character.  Please don't send me hate mail about
       your opinions on this method.  I realize some people won't like this way
       of leveling, but it's just as legitimate as getting the random levels by
       dungeon crawling or attending to the main quest.  There are no cheats in
       this guide and I think cheating is really unneccessary in this game if
       you play it right.  That aside, on with the guide.
       
    ====================================2=======================================
       
    2: Building a Character
    
       The first thing to consider when you build your character is your overall
       goal.  Do you want to be a fighter, a pure mage, maybe something in
       between?  Is there a specific image you hold for how you want your
       character to be or look when you max out your levels?  Perhaps a specific
       way of combat that appeals to you?  Knowledge of what you're choosing and
       how it affects your character in the long run can make a huge difference.
    
    ------------------------------------2A--------------------------------------
       
       A: Choosing a Race
       
          While choosing a race sounds simple, it's also rather involved.  There
          is quite a selection of races in Oblivion, all of them worthwhile to
          play and all of them with their strengths and weaknesses.  Knowing how
          you want to play your character should come into play in your choice,
          although there is nothing wrong with choosing a magically inclined
          race to make a fighter or vice versa.  It just means your job will be
          slightly more difficult.
          
          Each race has a special ability along with adjusted beginning stats
          and skill bonuses.  Males and females of the races also have slightly
          different stats.  Don't get upset girls, as when a female is weaker
          in some areas, males are weaker in others.  There are no judgements
          made by the game creators overall and it truly is very balanced
          regardless of what you pick.  Stats start at either 30, 40 or 50 (with
          Orcs the exception to this rule) and only the Luck stat is 50 for any
          and every race.
          
          I did use some abbreviations for stats, so here they are.  Str is
          Strength, Int is Intelligence, Will is Willpower, Agi is Agility, End
          is Endurance and Per is Personality.  Those, along with Speed and
          Luck, are the stats for this game.  We'll discuss stats in a later
          section.  For now, here are the various races and their starting
          abilities.
          
          1: Argonian - A reptilian race with immunities to disease and poison.
             They can also breathe water and get a bonus to picking locks.
          
             a: Starting Stats - Male:        Female:
                                  40 Str       40 Str
                                  40 Int       50 Int
                                  30 Will      40 Will
                                  50 Agi       40 Agi
                                  40 Speed     40 Speed
                                  30 End       30 End
                                  30 Per       30 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Athletics and Security
                                +5 Alchemy, Blade, Hand-to-Hand, Illusion and
                                Mysticism
             
             c: Specials - Resist Disease (75/100 constant)
                           Immune to Poison (100/100 constant)
                           Water Breathing (constant)
             
          2: Breton - Humanoid race that is known for their spellcraft and
             resistance to magic.  They are especially good at summoning and
             healing magics.
          
             a: Starting Stats - Male:        Female:
                                  40 Str       30 Str
                                  50 Int       50 Int
                                  50 Will      50 Will
                                  30 Agi       30 Agi
                                  30 Speed     40 Speed
                                  30 End       30 End
                                  40 Per       40 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Conjuration, Mysticism and Restoration
                                +5 Alchemy, Alteration and Illusion
             
             c: Specials - Fortified Maximum Magicka (+50 Magicka Points)
                           Resist Magicka (50/100 constant)
                           Dragon Skin (Shield ability of 50, duration 60
                           seconds, once per day)
             
          3: Dark Elf - Dark Elves are known for balanced fighting skills with
             sword, bow and destruction magic.  They are also known as Dunmer in
             their homeland of Morrowind.
          
             a: Starting Stats - Male:        Female:
                                  40 Str       40 Str
                                  40 Int       40 Int
                                  30 Will      30 Will
                                  40 Agi       40 Agi
                                  50 Speed     50 Speed
                                  40 End       30 End
                                  30 Per       40 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Blade and Destruction
                                +5 Athletics, Blunt, Light Armor, Marksman
                                and Mysticism
             
             c: Specials - Resist Fire (75/100 constant)
                           Guardian Spirit (conjures a Ghost for 60 seconds,
                           once per day)
             
          4: High Elf - The most strongly gifted in magic, the High Elves (also
             known as Altmer on Summerset Isle) also have a vulnerability to
             fire, frost and shock.
          
             a: Starting Stats - Male:        Female:
                                  30 Str       30 Str
                                  50 Int       50 Int
                                  40 Will      40 Will
                                  40 Agi       40 Agi
                                  30 Speed     40 Speed
                                  40 End       30 End
                                  40 Per       40 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Alteration, Conjuration, Destruction and
                                Mysticism
                                +5 Alchemy and Illusion
             
             c: Specials - Fortified Maximum Magicka (+100 Magicka Points)
                           Weakness to Fire, Frost and Shock (25/100 constant on
                           all)
                           Resist Disease (75/100 constant)
             
          5: Imperial - These natives of the cosmopolitan province of Cyrodiil
             are hailed as gifted diplomats and traders.  They also are reputed
             to be skilled with heavy armor and in social skills.
          
             a: Starting Stats - Male:        Female:
                                  40 Str       40 Str
                                  40 Int       40 Int
                                  30 Will      40 Will
                                  30 Agi       30 Agi
                                  40 Speed     30 Speed
                                  40 End       40 End
                                  50 Per       50 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Heavy Armor, Mercantile and Speechcraft
                                +5 Blade, Blunt and Hand-to-Hand
             
             c: Specials - Star of the West (Absorb Fatigue, 100 points, once
                           per day)
                           Voice of the Emperor (Charm, 30 points, once per day)
             
          6: Khajiit - A feline race, they are intelligent, quick and agile.
             Because of this, and their ability to see in the dark, they make
             excellent thieves.
          
             a: Starting Stats - Male:        Female:
                                  40 Str       30 Str
                                  40 Int       40 Int
                                  30 Will      30 Will
                                  50 Agi       50 Agi
                                  40 Speed     40 Speed
                                  30 End       40 End
                                  40 Per       40 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Acrobatics and Hand-to-Hand
                                +5 Athletics, Blade, Light Armor, Security
                                and Sneak
             
             c: Specials - Eye of Fear (Demoralize, 100 points, once per day)
                           Eye of Night (duration of 30 seconds, unlimited use)
             
          7: Nord - Tall and fair-haired, Nord make strong warriors with an
             added resistence to cold.
          
             a: Starting Stats - Male:        Female:
                                  50 Str       50 Str
                                  30 Int       30 Int
                                  30 Will      40 Will
                                  40 Agi       40 Agi
                                  40 Speed     40 Speed
                                  50 End       40 End
                                  30 Per       30 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Blade, Blunt and Heavy Armor
                                +5 Armorer, Block and Restoration
             
             c: Specials - Nordic Frost (Frost Damage on touch, 50 points, once
                           per day)
                           Woad (Shield ability, 30 point, duration of 60
                           seconds, once per day), Resist Frost (50/100
                           constant)
             
          8: Orc - Mountain people, Orcs are known as armorers and heavy troops.
             Their berserker abilities and fighting skills make them strong in
             melee combat.
          
             a: Starting Stats - Male:        Female:
                                  45 Str       45 Str
                                  30 Int       40 Int
                                  50 Will      45 Will
                                  35 Agi       35 Agi
                                  30 Speed     30 Speed
                                  50 End       50 End
                                  30 Per       25 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Armorer, Block, Blunt and Heavy Armor
                                +5 Hand-to-Hand
             
             c: Specials - Berserk (Fortify Health, 20 points, Fortify Fatigue,
                           200 points, Fortify Strength, 50 points, Drain
                           Agility, 100 points, duration 60 seconds, once per
                           day), Resist Magicka (25/100 constant)
             
          9: Redguard - With an affinity for all armors and most fighting
             styles, Redguards make superior fighters.  Add in their hardy
             constitution and a natural resistance to disease and poison and you
             can see why they are known as a warrior race in Tamriel.
          
             a: Starting Stats - Male:        Female:
                                  50 Str       40 Str
                                  30 Int       30 Int
                                  30 Will      30 Will
                                  40 Agi       40 Agi
                                  40 Speed     40 Speed
                                  50 End       50 End
                                  30 Per       40 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Athletics, Blade and Blunt
                                +5 Light Armor, Heavy Armor and Mercantile
             
             c: Specials - Adrenaline Rush (Fortify Agility, 50 points, Fortify
                           Speed, 50 points, Fortify Strength, 50 points,
                           Fortify Endurance, 50 points, Fortify Health, 25
                           points, duration 60 seconds, once per day), Resist
                           Poison (75/100 constant), Resist Disease (75/100
                           constant)
             
         10: Wood Elf - Nimble and quick, the Bosmer (as they are known in the
             Valenwood forests) are good scouts, thieves and archers.  Their
             ability to command simple creatures is also a bonus.
          
             a: Starting Stats - Male:        Female:
                                  30 Str       30 Str
                                  40 Int       40 Int
                                  30 Will      30 Will
                                  50 Agi       50 Agi
                                  50 Speed     50 Speed
                                  40 End       30 End
                                  30 Per       40 Per
                                  50 Luck      50 Luck
             
             b: Skill Bonuses - +10 Alchemy, Marksman and Sneak
                                +5 Acrobatics, Alteration and Light Armor
             
             c: Specials - Beast Tongue (Command Creature, 20 points, duration
                           60 seconds, once per day), Resist Disease (75/100
                           constant)
    
    ------------------------------------2B--------------------------------------
             
       B: What Sign Are You?
       
          No, this isn't a pickup line heard in the common room of inns across
          Tamriel, but a birthsign for your character that offers you a special
          ability or bonus that can help you in your time in the game world.  It
          is important to choose your sign with care, as being born under the
          right sign for your abilities will can boost you at the start.  Again
          I'm providing a list of their names and what they do without making
          any judgement calls.
          
          1: The Apprentice - This sign offers a character a bonus of 100
             Magicka points at the start of their character.  To offset this
             bonus it comes with a 100% weakness to Magicka.
          
          2: The Atronach - This sign offers 150 points of Magicka at the start.
             However, you don't get any Magicka regeneration over time
             regardless of how much Willpower your character might have.
             Instead you have to sleep in a bed (if only for an hour) to get
             your Magicka back.  You also get a 50% boost to Spell Absorbtion.
          
          3: The Lady - This sign gives you a +10 Stat bonus to Willpower and
             Endurance.
          
          4: The Lord - This sign gives you Restore Health (6 point regeneration
             over 15 seconds) and a Weakness to Fire (25/100 constant).
          
          5: The Lover - This sign gives you Paralyze (a touch effect for a
             duration of 10 seconds, once per day) and you lose 120 points of
             Fatigue once a day.
          
          6: The Mage - This sign offers you 50 points of Magicka to start.
             Unlike The Apprentice and The Atronach, however, there are no
             negative effects.
          
          7: The Ritual - This sign gives you Restore Health (200 points,
             instant, once per day) and Turn Undead (100/100, duration of 30
             seconds, once per day).
          
          8: The Serpent - This sign has three effects that are all once per
             day.  Damage Health (touch effect, 3 points over 20 seconds),
             Dispel (90/100), Cure Poison and Damage Fatigue (on self, 100
             points).
          
          9: The Shadow - This sign offers you Invisibility (duration of 60
             seconds once per day).
          
         10: The Steed - This sign boosts your Speed by 20.
          
         11: The Thief - This sign gives you +10 to Agility, Speed and Luck.
          
         12: The Tower - This sign gives you the ability to Open an Average
             (3 tumbler) lock once per day.  You also get Reflect Damage (5
             points, duration of 120 seconds, once per day).
          
         13: The Warrior - This sign boosts both your Strength and Endurance
             by 10 points.
             
         Without trying to tell you how to build your character, I have found
         that The Apprentice and The Mage are very useful when building a
         character, especially if you plan on forcing your levels.  It takes
         a lot of magic and having a bit of extra magic at the beginning never
         hurt anyone. Another great choice, in my opinion, is The Warrior.  That
         sign has been great for my magically inclined races that start with
         very little strength and weight allowance.  (Thanks Derick for
         reminding me to make that note.)
    
    ------------------------------------2C--------------------------------------
          
       C: The Class Decision
       
          Class is the most difficult choice overall, because it encompasses a
          lot of information.  It also has the ability of making your leveling
          experience to be hard or easy, depending on what you choose in the
          end.  While your race and your sign give you some nice beginning
          points, class affects your time in Oblivion throughout and it can make
          or break your experience with the game.  If you're a role-player, the
          choice is simply finding the kind of class that works with your
          overall vision of your character.  If you just want to play the game
          without worrying about finding certain skills lagging behind your
          level, class is the place to start the balancing act.
          
          Most people are going to find that the classes that come with the
          game, while nice, just won't offer them exactly what they are looking
          for.  In fact, it's my recommendation that you do build a custom class
          to maximize your ability to control the balance of your character
          throughout every level.  You don't have to, of course, but it
          definitely makes your job easier.
          
          The sub-sections for this area in my guide are geared toward making
          that custom class, but are helpful for everyone, even if they are
          picking a pre-made class.  The information about what everything does
          and how it affects your character is included, letting you make an
          informed decision about your class.
          
          NOTE: When looking over classes, skills and such, consider that the
          lower your original major class skills are, the higher your potential
          level will be.  It's difficult to get all 25s because of bonuses found
          in most decisions, but even 30s across the board will net you around
          49 levels.  (Do the math, I did.  And thanks to Bill for pointing this
          out.  I knew it, technically, but I hadn't actually sat down to
          really think about it.)
          
          1: Overall Emphasis
          
             To begin, every custom class has to choose between one of three
             different areas of emphasis.  With the pre-made classes, of course,
             this is already set.  However, knowing what each one does can allow
             you to set the tone for how your character's skill increase.  All
             skills in that emphasis group get a +5 bonus to start as well as
             all of the skills in that set level more quickly (or supposedly
             according to the game).  I know the game, the booklet that came
             with the game AND the guide say differently, but I could never get
             my skills to add up right.  Finally, I went back to the beginning
             to test it.  Sure enough, every skill in an emphasis group got +5
             points.  It might be a mistake, but that's how it works right now.
             Knowing this, your emphasis should be on how you intend to play
             your game.  While the official guide recommends choosing those
             skills in your emphasis as major skills, there are plenty of
             reasons not to necessarily follow that advice, as I'll explain
             later.
             
             a: Combat - This emphasis includes Armorer, Athletics, Blade,
             Block, Blunt, Hand-to-Hand and Heavy Armor.  Note that six out of
             seven of these skills have Strength or Endurance as their governing
             stats. Athletics is speed. (More explained in the stats section.)
             
             b: Mage - This emphasis includes Alchemy, Alteration, Conjuration,
             Destruction, Illusion, Mysticism and Restoration.  Out of these
             skills, six out of seven are either governed by Willpower or
             Intelligence.  Illusion is Personality.
             
             c: Stealth - This emphasis includes Acrobatics, Light Armor,
             Marksman, Mercantile, Security, Sneak and Speechcraft.  Out of
             these, only five are Agility and Speed stat governed.  Mercantile
             and Speechcraft are Personality.
             
          2: Your Major Stats
          
             As with your overall emphasis, it's a good idea to look at how you
             want to play your character in the overall scheme of things.
             Again, this shouldn't affect your major and minor skill choices for
             reasons I'll explain below.  However, this will give you a tiny
             boost in skillups to the skills belonging to these stats, as well
             as five more stat points.  Careful and judicious picking will allow
             you to get the most out of your character's levels.  It is
             interesting to note that while the game says that the stats govern
             skills, it is actually the other way around.  Skills in that stat
             set boost bonuses to the stat upon leveling, something that will
             make your job easier when leveling your character.  All stats have
             a maximum of 100 points, but they can be damaged or boosted with
             items and spells.
             
             a: Agility - This stat (aka statistic or attribute) affects your
             ability to maneuver and balance.  It also ties in with Strength,
             Endurance and Willpower to affect your Fatigue and finally, how
             much damage you can do with marksman weapons (eg bows).  It governs
             the skills of Marksman, Security and Sneak.
             
             b: Endurance - This stat affects how much Health you have.  You
             start with Health Points that are two times your beginning End
             stat.  Then, every time you level, 10% of your total Endurance
             is added to your Health Points.  This stat also affects how much
             Fatigue you have.  It governs the skills of Armorer, Block and
             Heavy Armor.
             
             c: Intelligence - This stat affects your total Magicka points,
             giving you two times your stat total for your total Magicka Pool.
             This only goes up if your Intelligence goes up, unlike health.  At
             first I thought that Int was what brought my casting costs down,
             however, I've since discovered that it is level in a magic skill
             and not Intelligence directly.  It governs the skills of Alchemy,
             Conjuration and Mysticism.
             
             d: Luck - This stat affects everything you do, not surprisingly.
             It's a bit hard to define just how it works specifically, but you
             can see how sometimes you'll get lucky with things.  It governs no
             skills.
             
             e: Personality - This stat affects how people react to you.  This
             allows you to gather information, get better deals in a shop and
             generally talk people into telling you things and doing things for
             you.  It governs the skills of Illusion, Mercantile and
             Speechcraft.
             
             f: Speed - This stat determines how fast you move.  Believe me,
             this might sound minor, but when this stat gets higher, it makes a
             difference and you can tell.  It governs the skills of Acrobatics,
             Athletics and Light Armor.
             
             g: Strength - This stat affects how much weight you can carry.
             This is determined by multiplying your Strength stat by five.  This
             does not go up unless your strength goes up, something that is very
             important to note.  Strength also determines how much damange you
             can do with melee weapons (eg swords and axes) and helps determine
             how much Fatigue you have.  It governs the skills of Blade, Blunt
             and Hand-to-Hand.
             
             h: Willpower - This stat affects how quickly you regenerate Magicka
             points, unless you chose The Atronach as your sign, that is.  Like
             speed, it sounds minor but makes a major difference in the levels
             to come, even if you never mean to cast spells in combat.
             Willpower is also one of the four stats that affect your Fatigue.
             It governs the skills of Alteration, Destruction and Restoration.
             
          3: Major and Minor Skills
          
             Skills are the integral part of Elder Scrolls IV: Oblivion.
             Instead of an experience point basis, all of your levels come from
             raising your major skills.  For every 10 points gained spread among
             your major skills, your character will gain one level.  So, what is
             the difference between major and minor skills, you might ask?
             Well, it's not as much as you might think.  All skills have the 
             potential of getting to 100, the highest skill level possible.
             Your character can use any and all of their skills, whether major
             or minor, and all of the skills will affect bonuses available when
             you gain a level.  This, however, is the point where you begin the
             balancing game of deciding how you are going to level and what
             skills you think will help you.  And it's not as simple as it
             sounds.
             
             a: Ranks of Skills
             
             For starters, there's a leveling system within the skills
             themselves, seperate from your character's specific levels.
             As your skills get higher, they go through ranks which, in turn,
             affect that skill's abilities, spells and perks.  The ranks go
             5-24: Novice; 25-49: Apprentice; 50-74: Journeyman; 75-99:
             Expert; 100: Master.  All major skills start with a minimum of
             level 25.  I say minimum because race and overall class emphasis
             can and will adjust this.  Minor skills start at a minimum at 5,
             pending adjustments made from earlier decisions.  As you use a
             skill, it levels.  Sometimes that's as simple as casting a spell or
             as difficult as sneaking around an NPC in order to avoid being seen
             and heard.  As the skill itself levels, you gain different
             abilities, also called perks, to go with the skill.  Magic skills
             are slightly different as you gain the ability to use new spells.
             However, you must purchase the spells to use them.  They aren't
             automatically granted to you.
             
             b: Skills and their "Perks"
             
                All skills have perks (abilities) that come as you gain ranks in
                the skill.  Perks for magical abilities are in the nature of
                better spells to cast.  However, the ability to cast them
                doesn't automagically grant them to you.  You must track down
                someone to sell you the spell and purchase it.  I'm not going to
                list spell effects, magicka costs or places to puchase the
                spells here, just the spells that are available when you do gain
                a rank.  I won't even say that this list is comprehensive, as I
                keep discovering new things in the world every time I play.
             
                1: Acrobatics - This Speed-based skill allows you to jump long
                   distances and avoid damage when falling great distances.
    
                   Novice Rank means you cannot attack when jumping or falling.
    
                   Apprentice Rank allows you to make normal attacks, but not
                   power attacks, when jumping or falling.
    
                   Journeyman Rank gives you the Dodge ability and you can hold
                   a block and jump in a direction to roll and avoid attacks.
    
                   Expert Rank reduces your Fatigue loss for jumping by 50%.
    
                   Master Rank gives you the Water Jump ability that allows you,
                   with precise timing, to jump off the surface of water.
    
                2: Alteration - This Willpower-based magic skill includes spells
                   that allow you to breathe under water, walk on water, open
                   locks, shield yourself from physical or magical damage, alter
                   your encumbrance and probably other things I haven't found.
    
                   Novice Rank spells are:
                    Open Very Easy Lock
                    Protect
                    Protect Other
    
                   Apprentice Rank spells are:
                    Defend
                    Ease Burden
                    Electric Shell
                    Frost Shell
                    Heat Shell
                    Hindering Touch
                    Open Easy Lock
                    Sea Stride
                    Water Breathing
    
                   Journeyman Rank spells are:
                    Encumbering Touch
                    Guard
                    Ice Shield
                    Lighten Load
                    Lightning Shield
                    Open Average Lock
    
                   Expert Rank spells are:
                    Fire Shield
                    Glacial Wall
                    Lightning Wall
                    Open Hard Lock
                    Oppressing Grasp
                    Pack Mule
                    Shield
                    Weight of the World
    
                   Master Rank spells are:
                    Aegis
                    Beast of Burden
                    Flame Shield
    
                3: Alchemy - This Intelligence-based skill allows you to create
                   potions as well as gain more benefits from alchemical
                   ingredients when eaten.  All ingredients and foods in the
                   world have alchemic properties that can be matched together
                   to create potions of varying strengths.  The rank of your
                   alchemy skill affects how many properties you can see to
                   match two or more ingredients together for potion creation.
    
                   Novice Rank can only see the first of the four total
                   properties every ingredient has.
    
                   Apprentice Rank can see two of the four properties of an
                   ingredient.
    
                   Journeyman Rank can see three of the four properties of an
                   ingredient.
    
                   Expert Rank can see all four of the properties of an
                   ingredient.
    
                   Master Rank can make potions from a single ingredient.
    
                4: Armorer - This Endurance-based skill allows you to maintain
                   your weapons and armor at their top condition.  Damaged
                   weapons and armor are less effective than those in the best
                   repair.
    
                   Novice Rank can simply use Repair Hammers to repair their
                   armor and weapons.
    
                   Apprentice Rank makes Repair Hammers last twice as long. In
                   other words, they don't break as often.
    
                   Journeyman Rank allows you to repair your magical items.
    
                   Expert Rank allows you to repair items beyond their highest
                   condition to 125%.  Expert-improved weapons do more damage
                   and expert-improved armor protects you better.
    
                   Master Rank never breaks their Repair Hammers.  One will last
                   a lifetime.
    
                5: Athletics - This Speed-based skill allows you to run faster,
                   swim faster and regenerate lost fatigue faster.
    
                   Novice Rank regenerates fatigue slowly when running.
    
                   Apprentice Rank regenerates fatigue 25% faster when running.
    
                   Journeyman Rank regenerates fatigue 50% faster when running.
    
                   Expert Rank regenerates fatigue 75% faster when running.
    
                   Master Rank never has a reduced fatigue regeneration when
                   running.
    
                6: Blade - This Strength-based skill is for dagger and sword
                   weapons, making their slashing and thrusting attacks more
                   effective.
    
                   Novice Rank has a basic Power Attack with a damage bonus in
                   all directions.
    
                   Apprentice Rank gains a Mastery Standing Power Attack with a
                   damage bonus.
    
                   Journeyman Rank gains the Mastery Left and Right Power
                   Attacks, which have a chance to disarm an opponent.
    
                   Expert Rank gains a Mastery Backwards Power Attack which has
                   a chance to knock an opponent down.
    
                   Master Rank gains a Mastery Forward Power Attack that has a
                   chance to paralyze an opponent.
    
                7: Block - This Endurance-based skill gives you the ability to
                   parry melee attacks with your shield or weapons.  Shields
                   block better, of course, but weapons do work as well.
                   Successful blocks can reduce the damage you take from a melee
                   strike.
    
                   Novice Rank is fatigued by blocking and cannot block with
                   Hand-to-Hand against weapons.
    
                   Apprentice Rank doesn't get fatigued when blocking.
    
                   Journeyman Rank doesn't gain damage to shield or weapon when
                   blocking and can cause an opponent to recoil when blocking
                   with Hand-to-Hand.
    
                   Expert Rank gains a chance of a knockback counterattack on
                   opponents when using a shield.  This causes an enemy to
                   stagger if the blow connects.
    
                   Master Rank has an additional chance of disarming an enemy
                   when using the knockback counterattack successfully.
    
                8: Blunt - This Strength-based skill is for maces, clubs,
                   staves, hammers and axes (yes, axes).  It affects crushing
                   blows of these weapons to be more effective.
    
                   Novice Rank has a basic Power Attack with a damage bonus in
                   all directions.
    
                   Apprentice Rank gains a Mastery Standing Power Attack with a
                   damage bonus.
    
                   Journeyman Rank gains the Mastery Left and Right Power
                   Attacks, which have a chance to disarm an opponent.
    
                   Expert Rank gains a Mastery Backwards Power Attack which has
                   a chance to knock an opponent down.
    
                   Master Rank gains a Mastery Forward Power Attack that has a
                   chance to paralyze an opponent.               
    
                9: Conjuration - This Intelligence-based magic skill allows you
                   to cast spells to summon creatures, magical weapons and
                   magical armor.  It also allows you to turn undead (think
                   Cause Fear instead of the destroy undead effect from D&D).
    
                   Novice Rank spells are:
                    Bound Boots
                    Bound Dagger
                    Bound Gauntlets
                    Bound Helmet
                    Turn Undead
    
                   Apprentice Rank spells are:
                    Bound Greaves
                    Bound War Axe
                    Repulse Undead
                    Summon Ghost
                    Summon Scamp
                    Summon Skeleton
                    Summon Zombie
    
                   Journeyman Rank spells are:
                    Bound Bow
                    Bound Cuirass
                    Bound Mace
                    Rebuke Undead
                    Summon Dremora
                    Summon Flame Atronach
                    Summon Headless Zombie
                    Summon Skeleton Guardian
    
                   Expert Rank spells are:
                    Bound Shield
                    Bound Sword
                    Dismiss Undead
                    Summon Clannfear
                    Summon Daedroth
                    Summon Frost Atronach
                    Summon Skeleton Champion
                    Summon Skeleton Hero
                    Summon Spider Daedra
    
                   Master Rank spells are:
                    Summon Dremora Lord
                    Summon Gloom Wraith
                    Summon Storm Atronach
                    Summon Xivilai
    
               10: Destruction - This Willpower-based magic skill allows you to
                   cast ice, fire and lightning damaging spells at opponents.
                   It also has spells that reduce resistances to magical
                   attacks.
    
                   Novice Rank spells are:
                    Burning Touch
                    Cold Touch
                    Curse of Weakness
                    Damage Attribute: Agility
                    Damage Attribute: Endurance
                    Damage Attribute: Luck
                    Drain Attribute: Agility
                    Drain Attribute: Endurance
                    Drain Attribute: Luck
                    Flare
                    Minor Ennervation
                    Minor Wound
                    Shocking Touch
                    Snowball
                    Spark
    
                   Apprentice Rank spells are:
                    Corrode Armor
                    Damage Attribute: Speed
                    Damage Attribute: Willpower
                    Drain Attribute: Speed
                    Drain Attribute: Willpower
                    Drain Skill: Illusion
                    Drain Skill: Marksman
                    Electric Touch
                    Entropic Bolt
                    Flame Touch
                    Flash Bolt
                    Frost Touch
                    Hailstone
                    Magicka Drain
                    Major Ennervation
                    Major Wound
                    Sever Magicka
                    Shock
                    Weakness to Fire
                    Weakness to Frost
                    Weakness to Poison
                    Weakness to Shock
    
                   Journeyman Rank spells are:
                    Blazing Spears
                    Corrode Weapon
                    Damage Attribute: Intelligence
                    Damage Attribute: Strength
                    Dire Wound
                    Drain Attribute: Intelligence
                    Drain Skill: Alteration
                    Drain Skill: Destruction
                    Drain Skill: Hand-to-Hand
                    Drain Skill: Heavy Armor
                    Fireball
                    Frost Bolt
                    Greater Magicka Drain
                    Hail Storm
                    Lightning Bolt
                    Lightning Grasp
                    Searing Grasp
                    Shocking Burst
                    Weakness to Magicka
                    Winter's Grasp
                    Withering Touch
                    
                   Expert Rank spells are:
                    Arctic Blow
                    Dire Enervation
                    Disintegrate Armor
                    Drain Skill: Blade
                    Drain Skill: Conjuration
                    Drain Skill: Restoration
                    Fire Storm
                    Heat Blast
                    Ice Bolt
                    Ice Storm
                    Lightning Ball
                    Lightning Blast
                    Lightning Surge
                    Scorching Blow
                    Superior Magicka Drain
                    Superior Wound
                    Withering Bolt
                   
                   Master Rank Spells are:
                    Blizzard
                    Disintegrate Weapon
                    Electrocution
                    Flame Tempest
                    Ice Blast
                    Immolating Blast
                    Legendary Magicka Drain
                    Lightning Storm
    
               11: Hand-to-Hand - This Strength-based skill governs weaponless
                   damage to opponents.
    
                   Novice Rank does a Basic Power Attack in all directions for
                   a damage bonus.
    
                   Apprentice Rank gains a Mastery Standing Power Attack which
                   adds bonus damage.
    
                   Journeyman Rank gains the Mastery Left and Right Power
                   Attacks and has a chance of disarming an opponent.
    
                   Expert Rank gains the Mastery Backward Power Attack which
                   can knockback an opponent and, if blocking at this rank,
                   gains a chance of a knockback attack.
    
                   Master Rank gains the Master Forward Power Attack which can
                   paralyze an opponent and, if blocking at this rank, gains a
                   chance of disarming an opponent upon a successful knockback
                   attack.
    
               12: Heavy Armor - This Endurance-based skill gives you more
                   effective use of Heavy Armors.  These are Iron, Steel,
                   Dwarven, Orcish, Ebony and Daedric armors.
    
                   Novice Rank has a 150% degredation rate of heavy armor.
    
                   Apprentice Rank has a 100% degredation rate of heavy armor.
    
                   Journeyman Rank gains a reduction to 50% degredation rate of
                   heavy armor.
    
                   Expert Rank reduces encumbrance by equipped armor 50%.
    
                   Master Rank removes encumbrance by equipped armor.
    
               13: Illusion - This Personality-based skill allows you to cast
                   spells that charm, silence, paralyze and command your
                   opponents.  Its spells also allow you to conceal yourself and
                   create light to see by.
    
                   Novice Rank spells are:
                    Alluring Gaze
                    Beguiling Touch
                    Frenzy
                    Illuminate
                    Inspiration
                    Inspiring Touch
                    Serenity
                    Soothing Touch
                    Starlight
                    Touch of Frenzy
                    
                   Apprentice Rank spells are:
                    Command Creature
                    Command Humanoid
                    Commanding Touch
                    Eyes of Eventide
                    Heroic Touch
                    Heroism
                    Mesmerizing Grasp
                    Moonlight
                    Pacification
                    Rage
                    Seductive Charm
                    Touch of Fear
                    Touch of Rage
    
                   Journeyman Rank spells are:
                    Calming Touch
                    Candlelight
                    Chameleon
                    Debilitate
                    Dominating Touch
                    Enthralling Presence
                    Eyes of Midnight
                    Hush
                    Shadow Shape
                    Voice of Dread
                    Voice of Rapture
    
                   Expert Rank spells are:
                    Dominate Creature
                    Dominate Humanoid
                    Fearful Gaze
                    Ghostwalk
                    Immobolize
                    Mute
                    Shadow
                    Torchlight
    
                   Master Rank spells are:
                    Cloak
                    Daylight
                    Grasp of Terror
                    Paralyze
                    Silence
                    Spectral Form
                    Terrifying Presence
    
               14: Light Armor - This Speed-based skill gives you more effective
                   use of Light Armors.  These are Fur, Leather, Chainmail,
                   Mithril, Elven and Glass armors.
    
                   Novice Rank has a 150% degredation rate of light armor.
    
                   Apprentice Rank has a 100% degredation rate of light armor.
    
                   Journeyman Rank gains a reduction to 50% degredation rate of
                   light armor
    
                   Expert Rank removes the encumbrance of equipped armor.
    
                   Master Rank gains a 50% bonus to the armor rating when
                   wearing only light armor.
    
               15: Marksman - This Agility-based skill allows you to do more
                   damage with bows.
    
                   Novice Rank is fatigued while holding a bow drawn for attack.
    
                   Apprentice Rank no longer gains fatigue for holding a bow
                   drawn for attack.
    
                   Journeyman Rank gains a Zoom ability when pushing the block
                   button while their bow is drawn for attack.
    
                   Expert Rank has a chance of knocking down a target with their
                   arrow attacks.
    
                   Master Rank has a chance of paralyzing a target with their
                   arrow attacks.
    
               16: Mercantile - This Personality-based skill allows you to gain
                   better prices when selling or buying goods in a shop.
    
                   Novice Rank has the value of an item reduced by the item's
                   condition when selling it.
    
                   Apprentice Rank allows you to sell any item regardless of
                   condition without a reduction.
    
                   Journeyman Rank allows you to sell any object to any vendor,
                   even if they don't deal in that type of merchandise.
    
                   Expert Rank allows you to invest in a shop, giving the
                   merchant money to permamently increase that shop's available
                   gold by 500.
    
                   Master Rank gives all shops in the world an additional 500
                   gold to barter with.
    
               17: Mysticism - This Intelligence-based magic skill allows you to
                   cast spells that absorb, dispel and reflect magic.  It also
                   lets you sense life, move objects and bind souls into gems
                   for item recharging.
    
                   Novice Rank spells are:
                    Minor Dispel
                    Minor Life Detection
    
                   Apprentice Rank spells are:
                    Dispel Other
                    Major Dispel
                    Major Life Detection
                    Remote Manipulation
                    Soul Trap
    
                   Journeyman Rank spells are:
                    Greater Dispel
                    Greater Dispel Other
                    Greater Life Detection
                    Greater Soul Trap
                    Greater Spell Reflection
                    Psychic Motion
                    Spell Absorption
    
                   Expert Rank spells are:
                    Superior Dispel
                    Superior Life Detection
                    Superior Soul Trap
                    Superior Spell Absorption
                    Superior Spell Reflection
                    Telekinesis
    
                   Master Rank Spells are:
                    Legendary Dispel
                    Legendary Life Detection
                    Legendary Soul Trap
                    Legendary Spell Absorption
                    Legendary Spell Reflection
                    Movement Mastery
    
               18: Restoration - This Willpower-based magic skill allows you to
                   cast spells that heal, protect, cure diseases and resist
                   magical attacks.
    
                   Novice Rank spells are:
                    Absorb Attribute: Agility
                    Absorb Attribute: Endurance
                    Absorb Attribute: Intelligence
                    Absorb Attribute: Luck
                    Absorb Attribute: Speed
                    Absorb Attribute: Strength
                    Absorb Attribute: Willpower
                    Absorb Fatigue
                    Absorb Health
                    Absorb Magicka
                    Absorb Skill: Acrobatics
                    Absorb Skill: Athletics
                    Absorb Skill: Illusion
                    Absorb Skill: Security
                    Fortify Fatigue
                    Heal Minor Wounds
                    Minor Respite
    
                   Apprentice Rank spells are:
                    Absorb Skill: Hand-to-Hand
                    Absorb Skill: Light Armor
                    Absorb Skill: Mercantile
                    Absorb Skill: Mysticism
                    Absorb Skill: Restoration
                    Convalescence
                    Cure Paralysis
                    Cure Poison
                    Fortify Agility
                    Fortify Endurance
                    Fortify Health
                    Fortify Intelligence
                    Fortify Luck
                    Fortify Personality
                    Fortify Speed
                    Fortify Strength
                    Fortify Willpower
                    Greater Fortify Fatigue
                    Heal Major Wounds
                    Leech Health
                    Major Respite
                    Restore Agility
                    Restore Endurance
                    Restore Intelligence
                    Restore Luck
                    Restore Personality
                    Restore Speed
                    Restore Strength
                    Restore Willpower
    
                   Journeyman Rank spells are:
                    Absorb Skill: Alteration
                    Absorb Skill: Block
                    Absorb Skill: Conjuration
                    Absorb Skill: Heavy Armor
                    Absorb Skill: Marksman
                    Consume Health
                    Cure Disease
                    Fortify Magicka
                    Greater Convalescence
                    Greater Fortify Agility
                    Greater Fortify Endurance
                    Greater Fortify Intelligence
                    Greater Fortify Luck
                    Greater Fortify Personality
                    Greater Fortify Speed
                    Greater Fortify Strength
                    Greater Fortify Willpower
                    Heal Greater Wounds
                    Minor Magic Resistance
                    
                   Expert Rank spells are:
                    Absorb Skill: Blade
                    Absorb Skill: Blunt
                    Absorb Skill: Destruction
                    Absorb Skill: Sneak
                    Devour Health
                    Greater Fortify Health
                    Greater Fortify Magicka
                    Heal Superior Wounds
                    Superior Convalescence
                    
                   Master Rank has only one spell I've found:
                    Heal Legendary Wounds
    
               19: Security - This Agility-based skill gives you bonuses when
                   you pick doors and container locks.  As a note, you can pick
                   any level lock at any level if you have good timing, this
                   just affects what happens if you happen to fail a move.  The
                   failure comment is good up to Very Hard (five tumbler) locks.
                   Of course, if the lock is easier, less tumbler will fall
                   because less were down in the first place.
                    
                   Novice Rank has up to four tumblers fall when you fail and
                   break a pick.
                    
                   Apprentice Rank has up to three tumblers fall when you fail
                   and break a pick.
                    
                   Journeyman Rank has up to two tumblers fall when you fail and
                   break a pick.
                    
                   Expert Rank has only one tumbler fall when you fail and break
                   a pick.
                    
                   Master Rank doesn't have tumblers fall on them when a pick is
                   broken.
    
               20: Sneak - This Agility-based skill allows you to move unseen
                   and unheard (sometimes) and to pick pockets.  Be aware that
                   people might still be able to see you, even if you can pick
                   their pocket.  Also, the weight of your boots affects your
                   sneaking ability.
                
                   Novice Rank gains a 4x damage bonus for one-handed weapon and
                   Hand-to-Hand attacks and a 2x damage bonus for marksman
                   attacks when undetected.
                    
                   Apprentice Rank gains a 6x damage bonus for one-handed weapon
                   and Hand-to-Hand attacks and a 3x damage bonus for marksman
                   attacks when undetected.
                    
                   Journeyman Rank allows you to wear any boots while sneaking
                   without detection.
                    
                   Expert Rank removes the penalty to detection for moving while
                   Sneaking.
                    
                   Master Rank ignores the armor rating of an opponent if
                   attacking while undetected.
    
               21: Speechcraft - This Personality-based skill allows you to
                   persuade NPC characters to like you and merchants to haggle
                   prices a bit lower for you.
                
                   Novice Rank allows you to offer bribes to increase an NPC's
                   disposition.
                    
                   Apprentice Rank gains you a free rotation of the wedge in the
                   Persuasion menu.
                    
                   Journeyman Rank slows the falling disposition during the
                   Persuasion process by 50%.
                    
                   Expert Rank reduces disposition loss from the hated option
                   from 150% to 100%.
                    
                   Master Rank reduces bribes to NPC's by 50%.
                    
             c: Planning Skills for Balanced Leveling
             
                While most guides will urge you to consider those skills you are
                going to use the most, this guide is built around a different
                principle, that of keeping your character balanced while you
                progress in levels.  It's really easy to make a fighter
                character, for example, and load them with melee skills with a
                couple supportive magic abilities or even none at all.  Yet when
                you've gained five levels from sneaking or alteration spells and
                your blade skill has only moved three times, you begin to see an
                imbalance between your fighting skills and that of your
                opponents.  Leveled dungeons make this especially problematic as
                they progress in difficulty as you progress in level.  Gaps in
                skill differences can make the game all but impossible to enjoy.
                
                A very good approach to keeping everything balanced is to look
                at those skills which will not affect your level.  In other
                words, you probably won't use them unless you choose to do so.
                For a fighter, this could easily be Mercantile, Alchemy or
                Speechcraft, along with Illusion and Mysticism skills.  For a
                mage, just turn it around and look at the fighting skills you
                probably will never use.  Controlling your skills means
                controlling your levels as they effect the bonuses you get to
                your stats when you level.
                
                Pick your skills with an eye to things you will have level
                outside your normal activities.  I realize this sounds backwards
                and that major skills get bonuses to begin with, but it's not
                that hard to bring a minor skill up to the same level and it's
                a lot easier to make sure that your skills are a match for your
                level.  As a note, I've found Intelligence, Willpower and
                Strength very useful, but someone pointed out to me that
                Endurance is rather nice to push to get maxed health.  I don't
                really take that much damage because my scores are usually
                higher than my level would call for, but I have had some close
                calls.  Endurance up early on might be the solution if you have
                this problem.
                
                Example: A Nord Male Knight Templar (custom class)
                         Class Emphasis: Combat
                         Sign: The Warrior
                         Stats: Strength and Endurance
                         Major Skills: Acrobatics, Alchemy, Armorer, Blunt,
                                       Destruction, Illusion, Sneak
                         
                Looking at that, I realize a lot of people are going to ask
                "That's a fighter?", however you need to take into account that
                major skills only emphasize skills that start higher.  They all
                go to a maximum of 100 and all can be used by any character,
                regardless of emphasis.  That said, let's look at how this
                character's stats will play out.
                
                Example: A Nord Male Knight Templar
                         Class Emphasis: Combat
                         Sign: The Warrior
                         Major Stats: Strength and Endurance
                         
                         Stat Scores:
                          Strength:     65
                          Intelligence: 30
                          Willpower:    30
                          Agility:      40
                          Speed:        40
                          Endurance:    65
                          Personality:  30
                          Luck:         50
                          
                         Major Skill Scores:
                          Acrobatics - 25
                          Alchemy - 25
                          Armorer - 35
                          Blunt - 40
                          Destruction - 25
                          Illusion - 25
                          Sneak - 30
                         Minor Skill Scores:
                          Alteration - 5
    		      Athletics - 10
    		      Blade - 20
    		      Block - 15
    		      Conjuration - 5
    		      Hand-to-Hand - 10
    		      Heavy Armor - 20
    		      Light Armor - 10
    		      Marksman - 5
    		      Mercantile - 5
    		      Mysticism - 5
    		      Restoration - 10
    		      Security - 5
    		      Speechcraft - 5
                          
                Look scary?  Well that's what this guide is here for, to help
                make it not so scary.  It might not make sense right now, but
                in the next section I'll explain how to make the most out of a
                setup like this and why this isn't nearly as bad as it looks.
    
    ====================================3=======================================
                
    3: Planning Levels
       
       So we get to the meat of the problem, how to make your character reflect
       your preference of play without leaving you open to random level advances
       while necessary skills lag behind.  I'll admit, it isn't always easy, but
       you can ensure yourself a character with maximum stats and skills by the
       time you're finished.  The true secret is planning ahead, one level at a
       time.  Don't worry about three levels from now outside of your overall
       goal, but this level you're working on.
    
    ------------------------------------3A--------------------------------------
    
       A: Setting Stat Goals
       
          First of all, set goals for what stats you want to raise each level.
          Each time you gain a level you can pick three stats to raise.  Knowing
          you might need magic for the first few levels (as per our example)
          perhaps investing in Intelligence and Willpower might best suit you.
          Or maybe you want more Strength to carry things around.  Whatever you
          feel would give you the best benefit, choose it carefully.
          
          Example: A Nord Male Knight Templar
                   Class Emphasis: Combat
                   Sign: The Warrior
                   Major Stats: Strength and Endurance
                         
                   Stat Scores:
                    Strength:     65
                    Intelligence: 30
                    Willpower:    30
                    Agility:      40
                    Speed:        40
                    Endurance:    65
                    Personality:  30
                    Luck:         50
                          
                   Major Skill Scores:
                    Acrobatics - 25
                    Alchemy - 25
                    Armorer - 35
                    Blunt - 40
                    Destruction - 25
                    Illusion - 25
                    Sneak - 30
                   Minor Skill Scores:
                    Alteration - 5
    		Athletics - 10
    		Blade - 20
    		Block - 15
    		Conjuration - 5
    		Hand-to-Hand - 10
    		Heavy Armor -  20
    		Light Armor - 10
    		Marksman - 5
    		Mercantile - 5
    		Mysticism - 5
    		Restoration - 10
    		Security - 5
    		Speechcraft - 5
                     
          Using our example character, it seems his strength is fine, for now.
          He can already hold 325 pounds (well, 324 in practice) without being
          over-encumbered.  His intelligence is suffering, however, as he's only
          got 60 magicka points.  His personality can wait for a while.  But
          maybe his Willpower and Speed could use a bit of a boost.  With this
          in mind, we come to the next section.
    
    ------------------------------------3B--------------------------------------
          
       B: Maximizing your Level Bonuses
       
          Just as we discussed earlier, each stat has three skills that belong
          to it.  While the game advises you that these stats affect those
          skills, it actually works in reverse as well.  In the menu for
          leveling, you'll sometimes see a +2, +3, +4 or even +5 next to a stat.
          These numbers mean that if you choose that stat to raise, you get that
          many points added to the stat instead of just the base one point.
          Efficiency at its best, as +5 Strength adds 25 pounds more to your
          weight allowance rather than the 5 you would get with a single point
          up.  How do you get these bonuses?  It's simple math.  The skills that
          belong to those stats affect the bonus.  For every two points you get
          in skills belonging to a stat, you get +1 stat bonus point.  For two
          skill points, it's still the base one.  After that, up to a maximum of
          +5, every two skill points add another bonus stat point when you
          level.
          
          Example: Our Nord character gets 5 Armorer and 5 Heavy Armor skill ups
          before they level.  In the level menu, Endurance now has a +5 next to
          it and, if chosen, will be 5 points higher, moving our example's
          Endurance from 65 to 70.
          
          Knowing what stats you want raised in your level can let you emphasize
          on getting skill points in the attendant skills.  If you get extra
          skills it's okay.  There are a lot of skills and it's likely you'll
          get random skill ups every level.  As long as those points aren't in
          major skills, it's fine.  That brings to mind our next section...
    
    ------------------------------------3C--------------------------------------
          
       C: Level Points versus Stat Points
       
          As has been stated many times, only gaining skill points in your major
          skills will gain you a level.  Any other skill points gained don't
          affect your level directly.  However, all skill points gained go into
          bonuses for Stat points upon leveling.  It's very easy to forget this
          and gain a bunch of skill points and then wonder why you're not
          getting a level.  Alternatively, it's also very easy to gain a level
          and then wonder why the maximum bonus you're seeing is a +2 to a Stat.
          That's what planning your level is all about.
          
          Looking at our Nord example, we decided he needed Intelligence,
          Willpower and Speed.  Intelligence skills are Alchemy, Conjuration and
          Mysticism.  Willpower has Alteration, Destruction and Restoration.
          Speed has Athletics, Light Armor and Acrobatics.  Keeping in mind that
          we should probably gain our level with those skills as well, we can
          plan out a strategy.
          
          Athletics is an easy 10 skill points to get the +5 bonus to Speed.
          Alternatively you could aim for Light Armor skill ups for 5 points and
          Athletics to fill in the other 5.  Avoid Acrobatics this level as the
          major skill points for this level will be obtained elsewhere.
          
          For Willpower we can get an easy 10 skillpoints in Alteration.  Again,
          it's okay to alternate with Restoration, but Destruction is a major
          skill and this time we're getting all our major skill points from
          Intelligence.
          
          Intelligence, as you probably guessed, will be 10 points from Alchemy.
          Again, this is easy as materials are in abundance.
          
          It should be noted that you need to have all your other skill points
          in place before you get your last major skill point in your level.  As
          soon as that happens, it locks into place any bonuses earned and
          starts working on a new level.  In fact, you can gain multiple levels
          without ever resting.  Make sure you keep track so that you don't miss
          out on maximum Stat bonuses.
    
    ------------------------------------3D--------------------------------------
          
       D: Random Skilling and Forced Skilling
       
          There's a lot to be said for the random skillup.  Diving into a
          dungeon, sword drawn, armor clanking, magic blazing at your
          fingertips, you really have to love the thrill of the entire
          environment in Oblivion.  If you know that you won't get skills in
          your major skills unless you so desire, then go ahead.  Get some extra
          Blade or Athletics points.  It shouldn't hurt you in the long run and
          will definitely help ensure that your character can meet any challenge
          they face.
          
          On the other hand, forced skilling allows you to control every aspect
          of your character, getting the skills that you planned for.  It sounds
          a bit impossible, considering that you probably can't see how to force
          Blade, Light Armor and other fighting skills without being in a
          dungeon.  There is, however, a way.  A way without cheating, even.
          It's called Conjuration.  
          
          Conjuration is probably the best magical skill ever, though you
          probably wouldn't have thought of it before this.  Simply put, it
          allows you to summon a creature with your magic.  Why is this
          important?  Because, like mobs in dungeons, you can attack those
          mobs you have summoned.  Want a blade skill?  Conjure a skeleton once
          Conjuration is at Apprentice level (Novices don't have creatures to
          summon) and hit it with a dagger until it dies or disappears.  Light
          Armor skill coming slowly?  Easy, just hit your skeleton three times
          with a dagger and it will turn around to attack you.  Destruction
          magic works too, as does marksmanship.  Pretty much any assault skill
          you desire can be gained by beating on the mob you summoned.
          
          That doesn't solve the majority of magic skills, is the next comment
          I can hear.  Right, but all magic skills (except for Destruction) have
          spells you can cast on yourself repetitively.  Examples are Starlight
          for Illusion, Bound Boots for Conjuration (to Apprentice at least)
          Fortify Fatigue for Restoration, Minor Life Detection for Mysticism
          and Protect for Alteration.  Most of these spells, with the exception
          of conjured equipment (as opposed to conjured mobs), can be recast over
          themselves.  Actually, conjured weapons can be sheathed to dissipate
          the spell, but boots, helmets and such just have to wear off.  Quick,
          easy and mostly painless.  (Note: Okay, I admit that if you have
          access to the Arcane University, you can create a spell that allows
          you to cast Destruction magic on yourself.  If you have access, it's a
          great way to overcome the barrier of having to cast on something else.
          If you haven't gotten access because you're wanting your levels first,
          then you can fireball your summoned critters and not worry about it.
          Also, casting cure spells does work even if you aren't hurt, but it's
          slower than the other Restoration spells.  Actually, Restoration is
          just slow, period.)  I've been reminded that you can just jump into
          campfires to damage yourself for mad Restoration skilling.  However,
          if you can cast Protect, it's really less painful to your character.
          
          Athletics skills can be gained by swimming in a river a lot more
          quickly than if you were running all over the place.  Acrobatics
          skills move by jumping around.  Silly, but that's the truth.  You can
          also gain Acrobatics by falling, though you can damage yourself this
          way so avoid it when possible.  Speechcraft goes up by using the
          Persuasion menu, Mercantile by haggling with a merchant to the high
          end of what they will still sell to you or buy from you at.  Also you
          can sell any stackable item to a merchant one item at a time.  You can
          buy or loot a stack of arrows, for example, and sell them one by one
          for maximum Mercantile skill.  It takes a while, but is possible.
          Security skill can be gained by picking locks.
          
          Easiest of all is Alchemy.  Even at Novice level you can make Restore
          Fatigue potions with the foods found in every Mage's Guild and
          Fighter's Guild in cities.  You can find a basic mortar and pestle
          during the tutorial or at any Mage's Guild.  Most of the Mage's Guilds
          have the other three alchemic apparatuses (Alembic, Calcinator and
          Retort) to strengthen your potions.  Better yet, you can sell your
          potions for badly needed gold.  Best of all, food (just food, not
          alchemy ingredients) regenerates in about a week and reappears on the
          tables and in the cupboards of any Guilds you have looted already.
          Food regenerates on tables, shelves and desks, in cupboards and
          barrels.  Food found in bags, chests and other spots don't come back
          at least not that I've seen yet.
          
          Sneak is easier than I first thought. (Thank you Edwin.)  All you
          need to do to skill sneak is find a hallway or corner with an NPC
          nearby.  Put yourself in sneak mode while behind them and move back
          and forth slowly.  I tested this myself and it does work very well.
          Apparently invisible is good for enhancing your sneakiness (is that a
          word?) as it causes NPCs to not see you while you start to sneak
          behind them. As I'm all for putting off dungeon crawls until they are
          profitable for me, this was a great addition to the overall strategy.
          As a side note, you could, of course, break into a house or go into
          an off-limits area (the door is red, even if unlocked) and sneak
          around in it.  This isn't my favorite as I'd prefer not to have to pay
          a fine if caught, but it works just the same.  Also, I was reminded
          that if you steal something and get put in jail, you can gain sneak
          skill there.  Or, at worse, go into a dungeon and sneak around.  Don't
          forget that the weight of your footwear matters until you are at least
          50 Sneak skill.  Chapels, as a note, are a great place for following
          an NPC while sneaking.  They are dark and so it's easy to just follow
          behind someone for loads of skill.  These aren't the only options, of
          course, just a few.  If you find another way that works for you, 
          great.  Also, if you can find one of various places that has a wall
          between you and NPCs, you can auto-walk into the wall while sneaking
          for continuous skilling.  A lot of people mentioned this to me, so I
          figured I'd put that note in.  You do, however, have to be around to
          accept new rank levels.
          
          If you don't like the grind, don't do it.  There are a lot of
          creative ways to level your major and your minor skills to your
          satisfaction.  The principle is in controlling how you level so that
          your necessary skills progress along with your levels rather than
          lagging behind through random chance.
    
    ------------------------------------3E--------------------------------------
    
       E: It's easy to throw together a bunch of skills you think you can
          control and then find out too late that you're restricted from using
          a skill you really wish to use or getting too many random major skill
          points from your regular activities.  This section is just some
          thoughts of my own on the various skills, but you don't have to agree
          with me.  Looking at each skill individually, each of them has the
          potential to be controlled.  However, some are easier than others, not
          that this should surprise anyone.
          
          Acrobatics tends to be difficult, at best, to control.  Any jumping or
          falling you do, however inadvertantly, adds up to skill points.  While
          this is great news for leveling your Speed score, it's a bit rough
          when you end up with an extra point into your level you didn't plan.
                 
          Alchemy is pretty easy to control, just don't make any potions.  It's
          also a nice money maker, so unless you're fighting for a skill you
          won't be using, maybe it should be a minor skill.  I tend to end up
          with more Alchemy skill than I really wanted after realizing I picked
          up 70 or more pounds of ingredients.
                 
          Alteration is quick, easy and painless to level at any time.  With
          fairly inexpensive casting costs, you'll find yourself pulling in
          quite a few skill points in a matter of minutes with this skill.  It
          makes a nice choice for a controlled skill unless you think you'll be
          spending a lot of time breathing under water or bleeding from lack of
          extra defense.
                 
          Armorer seems like a perfect skill to control.  It's quite easy in
          many ways because you can always have someone in a city do it.  I have
          yet to have a problem with it, but my husband is struggling with it
          because he uses it all the time.  He also seems to break his armor
          more, so maybe that's the problem.
                 
          Athletics is rather a painful skill in a lot of ways.  It's extremely
          random and very hard to control in any given situation.  Every time
          you climb a set of stairs, stroll up a ramp, run up a steep incline,
          your Athletics skill is creeping up.  Swimming makes it faster, so you
          can force it upwards, but forcing it to stay down is next to
          impossible.
                 
          Blade, like all weapon skills, is easy to control.  Just don't use it.
          If this is going to be your main fighting weapon, choose another one
          for your major skills and just beat on a summoned creature for a
          little while before going on a dungeon crawl.
                 
          Block is almost like the weapon skills in that you can control its
          level by just not using your block button.  That can get you in
          trouble if you run into a particularly nasty enemy, so keep in mind
          how you intend to play before taking this as a main.
                 
          Blunt is like Blade, it is easy to control.  If you're using an axe,
          hammer or mace instead of a dagger or sword, just make sure this stays
          a minor skill.  Control issue solved.
                 
          Conjuration should never, ever be in your major skill list.  I don't
          know about you, but the temptation to conjure a mob just to get those
          last couple of levels of such-and-such skill is a bit too much at
          times.  Even if you don't power-game, can you honestly say you won't
          come to the moment when you go "Blade is 98.  Just two more levels."
          and not be tempted to conjure your own personal leveling dummy?  I
          certainly can't. (Okay, you can go to Rosentia Gallenus' house in
          Leyawiin and practice on the Scamp mobs that spawn there until you're
          totally done.  This keeps you from being able to complete this quest,
          however, so be careful about this.  I've gotten a lot of mail about
          this house so I thought I'd mention it.  While I like to be self-
          reliant, I realize this is an easy means to an end if you can leave
          this quest for a bit.)
                 
          Destruction should truly be treated like a weapon skill.  It's a skill
          for mages who, like me, can't aim straight for whatever reason with a
          bow (or sword, or mace, etc.).  If you also get a thrill from shooting
          a ball of fire at a rat and watching it fly back five feet, this isn't
          a major skill for you.  Think it over carefully, as controlling the
          urge to blast something to smithereens isn't always easy, at least not
          for me.
                 
          Hand-to-Hand, like Blade and Block, can be controlled by avoiding
          placement of this skill in the major skill list.  Really, whatever
          fighting style you choose, that's pretty much the rule of thumb.
                 
          Heavy Armor tends to give you random and disjointed skill points,
          especially if this is your favored armor type.  Do yourself a favor
          and put your favored type in minor skills and the other type of armor
          in major skills.  Unless you plan to use them both, that is.
                 
          Illusion is fast and painless like Alteration.  Novice spells like
          Starlight move along nicely and make it easy to get a lot of skill
          points.  If you think you can live without making your enemies see
          things with spells, this is a great major skill you can control.
                 
          Light Armor is ditto for Heavy Armor.  If this is your main type of
          armor, leave it out of your major skill list.  It's a lot more easy to
          control as a minor skill instead of worrying over random major skill
          points.
                 
          Marksman is a weapon skill.  As I've said before, if you're going to
          use it a lot, make it a minor skill.  If you can't normally hit the
          side of a barn from two inches away (I admit that I can't) then it's
          a good option.  You have plenty of time to target your own conjured
          mobs and paid for training with this skill never hurt my feelings all
          that badly.
                 
          Mercantile skill is rather random as well, sadly.  The more you sell,
          the more your Mercantile goes up.  You can slightly tweak this by
          selling things in groups instead of singly and not using "Haggle" to
          push your profits as high as you dare (wound anyone really want to not
          make maximum profits?), but on the whole it's better left in the minor
          skills list.  Of course, if you want to use this for Personality bonus
          points, you can just buy a stack of arrows and sell them back one at a
          time.  I admit this is tedious, but it works.  I bought a stack of 50
          iron arrows for 100 gold and sold them back one at a time at one gold
          a piece.  Okay, I lost money on the deal (something like 400 gold
          total) but I got 10 straight Mercantile skill points.  Tried, tested,
          tedious, torturous, true.  It works, enough said.
                 
          Mysticism is yet another great skill for easy skill ups.  One of its
          two Novice spells, Minor Life Detection, can be cast over and over as
          long as you have Magicka points to spare.  So far, even as a mainly
          mage character, I haven't used this skill much and it's a great easy
          leveling skill for me.
                 
          Restoration is probably the hardest skill among the magic skills to
          level.  It is slow and sluggish, even when actually healing yourself
          from massive amounts of damage.  It's enough to make anyone grind
          their teeth, really.  However, that very property does come in handy
          for level control.  If you're short of skills that you can avoid
          random skill points with, consider taking Restoration and working
          around any random point you might gain every five or so levels.
                 
          Security is one of those skills that makes you wonder if it actually
          does anything useful.  Okay, so fewer tumblers fall if your skill is
          higher, but the goal is to not break your lockpick in the first place,
          right?  Still, with a lot of locks within picking ability of
          Alteration spells, you might not find yourself picking a lot of locks
          unless you choose to.  This one is a toss-up, as it's probably a good
          bet that you WILL pay for training eventually because it is a bit of a
          pain to depend on. Also, I'm not sure that getting thrown in jail in
          the hopes of a small skill up would be worth it.  I'll leave that up
          to you.
                 
          Sneak is easy to skill up (now that I know how) and makes damage on
          big mobs climb to a maximum when you attack before they see you.
          However, unless you plan on running through entire dungeons without
          sneak on or being completely maxed before you ever set foot in a
          dungeon, think carefully about this skill.  Of course, if it's part
          of your overall strategy for your levels, it might just be the ticket
          to easy level points.
                 
          Speechcraft...what can I say?  It's silly and often annoying to play
          that little persuasion mini-game.  Enough so that I don't normally
          touch it unless I either have to or want to.  This skill is
          completely within your means to control.  You don't have to be careful
          with your choices if you're just trying to level this skill.  I've
          tested this and found that just mashing buttons and going around the
          circle works as well as being meticulous in your choices.  Better,
          actually, as you never max the NPC's disposition and can go on
          infinitely if you so desire.
          
    ------------------------------------3F--------------------------------------
    
       F: Notes on Endurance and Luck.
       
          While I hesitate to favor any one stat over another, I will admit that
          Endurance seems to be the most crucial stat.  Unlike other stats, this
          one directly effects every level even if you haven't boosted it that
          level.  Endurance equals Health Points and Health Points mean you can
          live through that ultra-super-mega hard dungeon that is giving you a
          bellyache.  The game (and booklet and guide) will tell you that you
          gain 10% of your Endurance in Health Points every level.  Yes, EVERY
          level, not just those you boost Endurance in.  What they don't tell
          you is that your beginning HP (short for Health Points) is two times
          your Endurance or that every time you gain more endurance points you
          gain HP in the amount of two times the Endurance boost PLUS that 10%
          of your Endurance.  This affects your overall HP pool as it
          continuously builds upon itself every level.  So, the lower you max
          out your Endurance, the more HP you'll have in higher levels to keep
          yourself alive.  Boosting your beginning Endurance with the signs of
          The Lady or The Warrior means you are looking at 20 more HP to start
          and 2 fewer levels until you can cap Endurance at 100.  Adding in an
          additional boost from setting one of your main stats as Endurance will
          net you another 10 HP and one less level of Endurance needed.  And, of
          course, those also mean you have a higher maximum overall HP pool when
          you reach your highest level.
          
          Example:
           Race: Orc
           Sign: The Warrior
           Max Stats: Strength and Endurance
           Level 1 Endurance:        65
           Level 1 Health Points:   130
           Level 8 Endurance:       100
           Level 8 Health Points:   254
           Level 25 Health Points:  424
           
           or
           
           Race: Breton
           Sign: The Lady
           Max Stats: Willpower and Endurance
           Level 1 Endurance:        45
           Level 1 Health Points:    90
           Level 12 Endurance:      100
           Level 12 Health Points:  274
           Level 25 Health Points:  404
           
          This doesn't mean you have to take these bonuses, by any means, it's
          just an example of how you can maximize your Endurance for the most
          Health Points over time.  Remember, Magicka is only and ever two
          times your Intelligence.  Whether you cap it at 10 or 25, the result
          is the same.  Endurance always builds on your Health Points, making
          it a valuable stat to consider when you make your level plan.
          
          Another stat that gives one pause is Luck.  As it is very hard to
          gauge exactly what this stat does, it is hard to endorse raising it
          instead of other skills you can get a +5 bonus in.  However, it should
          be noted that if you take no bonuses in the beginning to luck, it
          could take you a maximum of 50 levels to cap Luck.  If this stat
          governs what items you are likely to find in dungeons or for sale from
          merchants, then this could be quite a monumental task to max this out
          at 100 and nearly impossible without the right beginning skills (all
          at 25) to stretch out your levels to 50.  I've had a lot of people
          send me notes about Luck and, to be honest, I've yet to see empirical
          evidence that Luck is worthwhile.  But, I also note that it has got to
          be in the game for some reason!  I'll keep working on a character with
          maxed Luck to see if I can get an inkling of how exactly this stat
          works.
    
    ====================================4=======================================
    
    4: Training for Skills
    
       You aren't condemned to random or forced skill points, though it is the
       least expensive way to progess.  There are trainers for every skill all
       across the world.  There are five trainers for every skill..  Two of
       these are low level trainers, training anyone with a skill under 40. 
       At 40 you must look for the two mid-level trainers who will train you
       until your skill is 70.  At 70, given certain restrictions, the mid-level
       trainers will refer you to the high level trainer.  This trainer, for the
       most part, will require you to complete a quest before they will offer
       you training.  In most instances, low level trainers don't refer you to
       the next trainer in the chain, but the only way to get the option of
       training with the high level trainer is to gain that reference.
    
    ------------------------------------4A--------------------------------------
    
       A: Pros and Cons of using Trainers
       
          Trainers are expensive and cost gold for every level that you train
          with them.  The higher your level, the more it costs.  Additionally,
          you can only train five points total per level.  That isn't five
          points per skill, but five points period.  Despite these restrictions,
          if you have a lot of gold and very little patience, Trainers can make
          a nice supplement to your leveling.  They take the grind out of the
          less interesting skills and definitely can boost you that last couple
          of points to your next training rank.
          
          Note: As far as I can tell, the cost of training is 10 times your
          current skill level.  Disposition and the Persuasion menu don't affect
          this at all. This also means if any equipment is magically enhancing
          your skill level it will cost you more.  Make sure to remove any
          enhancement items before speaking to a trainer to save yourself some
          gold.
    
    ------------------------------------4B--------------------------------------
       
       B: List of Trainers
       
          As I've said before, trainers can be found all over the place.
          However, each of them has their own picky time, place and/or
          disposition they require before they will train you.  Catching them at
          just the right time takes patience sometimes.  Additionally the Master
          Trainers will generally require a quest to prove your abilities to
          them before they will allow you to train with them.
       
          1: Acrobatics
          
             a: Low Level Trainers (5-39)
                
                Quill-Weave in Anvil.  Their house is on the main road.
                
                Ida Vilnorman lives in the northeast of the Imperial City's.
                Elven Gardens District.
                
             b: Mid Level Trainers (40-69)
                
                Tsrava lives in J'Baris' house in the south part of Leyawiin.
                
                Ganredhel can be found in Cheydinhal with her dogs.  Her house
                is in the southeast corner.
                
             c: Master Trainer (70-100)
             
                Torbern is found in a camp in northeastern Cyrodiil.  It's in
                the foothills of the Valus Range.  North of Cheydinhal, east of
                Azura's shrine and northeast of Lord Rugdumph's Estate.  Yes, I
                know Tsrava and Ganredhel both told you to find Aerin, but take
                my word for it, Torbern is the real trainer.
                
          2: Alchemy
          
             a: Low Level Trainers (5-39)
             
                Felen Relas at the Anvil Mage's Guild.
                
                S'drassa in the Leyawiin Mage's Guild.
             
             b: Mid Level Trainers (40-69)
             
                Ardaline at the Bravil Mage's Guild.
                
                Brotch Calus who lives in a house just east of Bruma's Great
                Chapel of Talos.
                
             c: Master Trainer (70-100)
             
                Sinderion is found in the cellar of Skingrad's West Weald Inn.
                
          3: Alteration
          
             a: Low Level Trainers (5-39)
    
                Dovyn Aren has a house in the Imperial City's Elven Garden's
                District.  You can also find him in Fathis Ules' house.
                
                Deetsan at the Cheydinhal Mage's Guild.
    
             b: Mid Level Trainers (40-69)
    
                Athragar at the Chorrol Mage's Guild.
                
                Abhuki runs the Faregyl Inn off the Green Road south of the
                Imperial City.
    
             c: Master Trainer (70-100)
             
                Tooth-in-the-Sea is found on the Niben Bay coast north of
                Bravil.
    
          4: Armorer
          
             a: Low Level Trainers (5-39)
             
                Eitar lives in a house just east of Leyawiin's Great Chapel of
                Zenithar.
                
                Tadrose Helas is the smith at the Bravil Fighter's Guild.
             
             b: Mid Level Trainers (40-69)
             
                Rohssan runs A Fighting Chance in the Imperial City's Market
                District.
                
                Rasheda runs Fire and Steel in Chorrol.
             
             c: Master Trainer (70-100)
    
                Gin-Wulm is a smith at the Best Defense in the Imperial City's
                Market District, but spends a lot of his time wandering in the
                Market District and the Elven Garden's District.
    
          5: Athletics
          
             a: Low Level Trainers (5-39)
             
                Uuras has a house in the southwest of Skingrad.
                
                Mahei is found in Leyawiin.
             
             b: Mid Level Trainers (40-69)
             
                Hauls-Ropes-Faster is a drunk pirate you can find at The
                Fo'c'sle in Anvil as well as along the Waterfront at night.
                
                Honditar has a homestead just southwest of Chorrol.
             
             c: Master Trainer (70-100)
    
                Rusia Bradus is found in Anvil next to the Abandoned House.
    
          6: Blade
          
             a: Low Level Trainers (5-39)
             
                Naspia Cosma is the steward at Castle Cheydinhal.
                
                Right Wind is found at the Bruma Fighter's Guild.
             
             b: Mid Level Trainers (40-69)
             
                Sherina at the Leyawiin Fighter's Guild.
                
                Rhano at the Anvil Fighter's Guild.
             
             c: Master Trainer (70-100)
    
                Alix Lencolia can be found at the Faregyl Inn south of the
                Imperial City.
    
          7: Block
          
             a: Low Level Trainers (5-39)
             
                Fadus Calidius at the Skingrad Fighter's Guild.
                
                Huurwen at the Anvil Fighter's Guild.
             
             b: Mid Level Trainers (40-69)
             
                Lum gro-Baruth at the Chorrol Fighter's Guild.
                
                Ambroise Canne has a house in the southwest of Skingrad.
             
             c: Master Trainer (70-100)
             
                Andragil lives above Dro'Shanji in the north part of Bravil.
    
          8: Blunt
          
             a: Low Level Trainers (5-39)
             
                Bugak gro-Bol is found at Southern Books in Leyawwin.
                
                Vigdis at the Anvil Fighter's Guild.
             
             b: Mid Level Trainers (40-69)
             
                Christophe Marane is the proprieter of the Brina Cross Inn
                northeast of Anvil.
                
                Azzan at the Anvil Fighter's Guild.
             
             c: Master Trainer (70-100)
             
                Irene Metrick has a house in the southwest of the Imperial
                City's Elven Gardens District.
    
          9: Conjuration
          
             a: Low Level Trainers (5-39)
             
                Fathis Aren is the court mage at Castle Bravil.
                
                Sulinus Vassinus at the Skingrad Mage's Guild.
             
             b: Mid Level Trainers (40-69)
             
                Alberic Litte at the Chorrol Mage's Guild.
                
                Arentus Falvius is the High Priest at Bruma's Great Chapel of
                Talos.
             
             c: Master Trainer (70-100)
             
                Olyn Seran can be found at Molag Bal's shrine located in the
                Great Forest west of the Imperial City.
    
         10: Destruction
         
             a: Low Level Trainers (5-39)
             
                Chanel is the court mage at Castle Chorrol.
                
                J'skar is at the Bruma Mage's Guild.
             
             b: Mid Level Trainers (40-69)
             
                Marc Gulitte at the Anvil Mage's Guild.
                
                Delphine Jend at the Bravil Mage's Guild.
             
             c: Master Trainer (70-100)
             
                Andaren has a camp near a shrine to Kynareth west of the
                Weatherleah estate in the Imperial Reserve.
    
         11: Hand-to-Hand
         
             a: Low Level Trainers (5-39)
             
                Nahsi at the Bravil Fighter's Guild.
                
                Rufruis Vinicius at the Anvil Fighter's Guild.
             
             b: Mid Level Trainers (40-69)
             
                Davela Hlaren runs the Imperial Bridge Inn on the north bank of
                the Silverfish River east of the Yellow Road.
                
                Ra'qanar can be found at Castle Cheydinhal.
             
             c: Master Trainer (70-100)
             
                Helvius Cecia lives in a house in the southeast of Bruma.
    
         12: Heavy Armor
         
             a: Low Level Trainers (5-39)
             
                Brodras at the Leyawiin Fighter's Guild.
                
                Bumph gra-Gash at the Bruma Fighter's Guild.
             
             b: Mid Level Trainers (40-69)
             
                Valus Odiil can be found in Chorrol at either his house near the
                chapel or in the Grey Mare.
                
                Varnado can be found at The Best Defense in the Imperial City's
                Market District.
             
             c: Master Trainer (70-100)
             
                Pranal lives at the Roxey Inn on the Red Ring Road at the
                northeast corner of Lake Rumare.
    
         13: Illusion
         
             a: Low Level Trainers (5-39)
             
                Hil the Tall is a priest at the Chapel of Arkay in Cheydinhal.
                
                Jantus Brolus lives at Istrius Brolus' house in Bruma.
             
             b: Mid Level Trainers (40-69)
             
                Carahil at the Anvil Mage's Guild.
                
                Kud-Ei at the Bravil Mage's Guild.
             
             c: Master Trainer (70-100)
             
                Martina Floria is found in the Arcane University's Chironasium.
    
         14: Light Armor
         
             a: Low Level Trainers (5-39)
             
                Dul gro-Shug has a house in the northeast of the Imperial City's
                Elven Gardens District.
                
                Olfand works at Nord Winds in Bruma.
             
             b: Mid Level Trainers (40-69)
             
                Luciana Galena has a house in the south of Bravil.  It's above
                the house for sale there.
                
                Ahdarji has a house in Leyawiin just south of the castle's south
                gate.
             
             c: Master Trainer (70-100)
             
                J'Bari lives in south Leyawiin with Acrobatics trainer Tsrava.
    
         15: Marksman
         
             a: Low Level Trainers (5-39)
             
                Edla Dark-Heart lives in Regner's house in the south of Bruma.
                
                Shameer has a place just west of the Great Chapel of Julianos in
                Skingrad.
             
             b: Mid Level Trainers (40-69)
             
                Reman Broder works in a vineyard outside of Skingrad.  His house
                is in southwest Skingrad.
                
                Pinarus Inventius is a hunter in Anvil.
                
                Unlike most trainers, the low level Marksman trainers MUST refer
                you to the mid level trainers.
             
             c: Master Trainer (70-100)
             
                Alawen is found at Troll Candle Camp east of Anvil.
    
         16: Mercantile
         
             a: Low Level Trainers (5-39)
             
                Foroch can be found at the Gottshaw Inn southwest of Kvatch.
                
                Mach-Na runs Mach-Na's Books in Cheydinhal.
             
             b: Mid Level Trainers (40-69)
             
                Margarte lives in a house  east of the Great Chapel of Zenithar
                in Leyawiin with her husband Eitar.
                
                Seed-Neeus owns Northern Goods and Trade in Chorrol.
             
             c: Master Trainer (70-100)
             
                Palonirya runs Divine Elegance in the Imperial City's Market
                District.
    
         17: Mysticism
         
             a: Low Level Trainers (5-39)
             
                Angalmo at the Mage's Guild in Chorrol.
                
                Druja in the Mage's Guild in Skingrad.
             
             b: Mid Level Trainers (40-69)
             
                Ita Rienus at the Mage's Guild in Bravil.
                
                Boderi Farano is found in the Arcane University's Mystic
                Archives.
             
             c: Master Trainer (70-100)
             
                Dagail is at the Mage's Guild in Leyawiin.
    
         18: Restoration
         
             a: Low Level Trainers (5-39)
             
                Cirroc at the Great Chapel of Talos in Bruma.
                
                Marie Palielle at the Great Chapel of Julianos in Skingrad.
             
             b: Mid Level Trainers (40-69)
             
                Marz in the Great Chapel of Mara in Bravil
                
                Ohtesse in the Great Chapel of Arkay in Cheydinhal.
             
             c: Master Trainer (70-100)
             
                Oleta at the Chapel of Akatosh in Kvatch.
    
         19: Security
         
             a: Low Level Trainers (5-39)
             
                Malintus Ancrus lives in Chorrol.
                
                Samuel Bantien has a house in the Imperial City's Talos Plaza
                District.
             
             b: Mid Level Trainers (40-69)
             
                Dro'Shanji has a home below Andragil's in north Bravil.
                
                Mandil lives in Othrelos' house in the Imperial City's Elven
                Gardens District.
             
             c: Master Trainer (70-100)
             
                J'baana is found in the Imperial Prison District.
    
         20: Sneak
         
             a: Low Level Trainers (5-39)
             
                City-Swimmer's house is just over S'kivva's southwest of the
                Bravil city gate, but can also be found in the city's canals.
                
                Glistel lives with Malintus Ancrus in Chorrol.
             
             b: Mid Level Trainers (40-69)
             
                Othrelos lives in a house in the Imperial City's Elven Gardens
                District.
                
                Mirabelle Monet runs the Fo'c'sle in the Waterfront area outside
                of Anvil.
             
             c: Master Trainer (70-100)
             
                Marana Rian apparently has a house in the Temple District of the
                Imperial City, but can often be found in the Arboretum and the
                Waterfront District.
    
         21: Speechcraft
         
             a: Low Level Trainers (5-39)
             
                Alga lives in Honmund's house in Bruma.
                
                Uravasa Othelas is a priest at the Great Chapel of Mara in
                Bravil.
             
             b: Mid Level Trainers (40-69)
             
                Varon Vamori has a house in Bravil.
                
                Gruland Garrana is found in the Great Chapel of Arkay in
                Cheydinhal.
             
             c: Master Trainer (70-100)
             
                Tandilwe can be found at the Temple of the One in the Imperial
                City's Temple District.
    
    ------------------------------------4C--------------------------------------
    
       C: Questing for Mastery
       
          Each Master of a skill has a different requirement before they will
          train you.  Some quests are simple and some extensively long.  This
          varies from trainer to trainer and several of them test your abilities
          in that skill itself.  If you are really set against grinding any more
          of a skill, do the quests when you come to it, but there's no
          requirement to do these unless you plan on purchasing training.  You
          can still hit 100 in any skill for free.  It just might take some
          time.
          
    ====================================5=======================================
    
    5: Skill Books and other ways to gain skills
    
       A really neat addition, in my opinion, are the books scattered across the
       world that give you skill points.  There aren't a lot of these for any
       skill, but they do make a nice and (usually) free addition to your skill
       points.  Some are in easy places and some in hard, most don't require
       that you actually take them and reading them can't get you into trouble
       for stealing.  Some are DEFINITELY in places that could get you into
       trouble for breaking and entering or tresspassing.  It's pretty much up
       to you how strongly you feel about going after certain books.  To make
       your life easier, I'm adding a list of books both by their skill and by
       the place you can find them.  This is by no means comprehensive.  I keep
       finding books all over the place.  This is just the most complete
       information I have at this moment.  These don't count as trained skill
       points for your level, so you can get as many as you like until you don't
       have any more books around.  As a caution, these work as regular skill
       points and will add to your major skills (and therefore your level).
       Also, once you hit 100 in any given skill these books might as well be
       pretty decoration as they will no longer benefit you.  Sorry, 100 is the
       cap without magical items to boost a skill.
    
    ------------------------------------5A--------------------------------------
    
       A: Skill Books by Type
       
          I've listed books by skill category, adding a brief notation about the
          city/place they are found.  This cross-references with the list just
          under it of books by location.  That list gives a more complete
          indication of where to find the book.  As an additional note, while
          more than one copies of a book might exist, it only works once.
          Finding a book of the same title in another city won't give you
          another skill point.
       
          1: Acrobatics
             Beggar Thief - Bravil
             A Dance in Fire Volume 1 - Cheydinhal, Kvatch
             A Dance in Fire Volume 4 - Cheydinhal, Kvatch
             The Black Arrow Volume 1 - Brindle
             Mystery of Talara Volume 1 - loot
           
          2: Alchemy
             Calcinator Treatise - loot or quest
             De Rerum Dirennis - Skingrad
             Mannimarco, King of Worms - Arcane University
             Song of the Alchemists - Arcane University
             A Game at Dinner - Chorrol
           
          3: Alteration
             Daughter of the Niben - Skingrad
             Reality and Other Falsehoods - Leyawiin
             The Dragon Break - Imperial City
             The Lunar Lorkhan - quest, loot, Henantier's Dreamworld
             Sithis - Leyawiin
           
          4: Armorer
             Heavy Armor Repair - loot
             Light Armor Repair - Bravil
             The Armorer's Challenge - Cheydinhal, Imperial City
             Cherim's Heart of Anequina - Imperial City
             Last Scabbard of Akrash - Imperial City
           
          5: Athletics
             The Argonian Account Volume 1 - loot only
             Beggar - Cloud Ruler Temple
             The Red Kitchen Reader - Anvil
             A Dance in Fire Volume 3 - Skingrad
             The Ransom of Zarek - Arena
           
          6: Blade
             Battle of Sancre Tor - Castle Bravil or loot
             Fire and Darkness - quest
             Song of Hrormir - Bravil or Arena
             2920 Morningstar - Anvil, Leyawiin, quest
           
          7: Block
             The Warp in the West - Chorrol
             A Dance in Fire Volume 2 - Imperial City
             Death Blow of Abernanit - Anvil
             The Mirror - Leyawiin
           
          8: Blunt
             Beggar King - Anvil
             The Legendary Sancre Tor - Chorrol
             Mace Etiquette - loot
             The Importance of Where - Bravil
             Night Falls of Sentinel - Goblin Jim's Cave
           
          9: Conjuration
             The Doors of Oblivion - Anvil, Cloud Ruler Temple, Fort Caractacus
             Liminal Bridges - Arcane University
             2920 Hearthfire - Bruma
             2920 Frostfall - Anvil
             The Warrior's Charge - quest and loot
           
         10: Destruction
             Response to Bero's Speech - Arcane University
             The Art of War Magic - Leafrot Cave
             The Horrors of Castle Xyr - Bravil
             Mystery of Talara Volume 3 - quest and loot
           
         11: Hand-to-Hand
             Ahzirr Traajijazeri - Bruma or Cheydinhal
             Immortal Blood - Imperial City, Bruma or Vilverin
             Way of the Exposed Palm - Fieldhouse Cave
             Master Zoaraym's Tale - quest or loot
             The Wolf Queen Volume 2 - Skingrad
           
         12: Heavy Armor
             Fighters Guild History 1st ed. - Chorrol, Anvil or Arcane University
             2920 MidYear - Chorrol
             Chimarvamidium - Imperial City
             How Orsinium Passed to Orcs - Bruma
             Halgerd's Tale - Chorrol
           
         13: Illusion
             The Argonian Account Volume 3 - Arcane University
             Incident in Neocrom - Cheydinhal
             Mystery of Talara Volume 4 - quest, loot, Fort Caractacus
             Palla Volume 1 - Arkved's Tower
             The Wolf Queen Volume 3 - Bruma
           
         14: Light Armor
             The Refugees - Cloud Ruler Temper & Imperial City
             Rislav the Righteous - loot
             Ice and Chitin - Leyawiin
             Lord Jornibret's Last Dance - Bleak Flats Cave
             The Rear Guard - Cheydinhal
           
         15: Marksman
             Father of the Niben - Bravil
             A Dance in Fire Volume 5 - Bruma
             The Black Arrow Volume 2 - Cheydinhal, loot, quest
             The Gold Ribbon of Merit - Cheydinhal
             Vernaccus and Bourlor - Chorrol
           
         16: Mercantile
             2920 Sun's Height - Imperial City
             A Dance in Fire Volume 6 - Chorrol, quest, loot
             A Dance in Fire Volume 7 - Chorrol, quest, loot
             The Buying Game - Imperial City
             The Wolf Queen Volume 4 - Imperial City
           
         17: Mysticism
             Before the Ages of Man - Arcane University
             The Black Arts on Trial - Imperial City
             Souls, Black and White - Fort Cuptor and loot
             2920 Sun's Dawn - Skingrad
             Before the Ages of Man - Arcane University
             The Firsthold Revolt - Cheydinhal
           
         18: Restoration
             The Exodus - Skingrad
             2920 Rain's Hand - Bravil
             Mystery of Talara Volume 2 - quest and loot
             Notes of Racial Phylogeny - Chorrol
             Withershins - - Leyawiin
           
         19: Security
             Advances in Lockpicking - Fingerbowl Cave
             Proper Lock Design - Imperial City
             The Locked Room - Anvil
             Surfeit of Thieves - loot and quest
             The Wolf Queen Volume 1 - Bravil
           
         20: Sneak
             Legand of Krately House - Cloud Ruler Temple
             Purloined Shadows - loot
             Sacred Witness - Lake Arrius Caverns
             2920 Last Seed - Bravil
             The Wolf Queen Volume 7 - Cheydinhal
           
         21: Speechcraft
             2920 Second Seed - Imperial City
             Biography of the Wolf Queen - Imperial City, quest
             The Wolf Queen Volume 5 - Imperial City
             The Wolf Queen Volume 6 - Imperial City
    
    ------------------------------------5B--------------------------------------
    
       B: Skill Books by Location
    
          1: Anvil
          
             The Doors of Oblivion - Conjuration Skillbook - Mage's Guild
             Library
           
             Fighters Guild History 1st ed. - Heavy Armor Skillbook - Fighter's
             Guild in locked display case
           
             Beggar King - Blunt Skillbook - Castle Anvil's Royal Quarters on a
             shelf
           
             The Red Kitchen Reader - Athletics Skillbook - Castle Anvil,
             Baerlorn's bedroom in private quarters
           
             2920 Morningstar - Blade Skillbook - Castle Anvil, Uleve Hlervu's
             room in private quarters
           
             2920 Frostfall - Conjuration Skillbook - Chapel of Dibella, chapel
             hall on a desk
           
             Death Blow of Abernanit - Block Skillbook - Fighter's Guild,
             bedroom off dining hall in a chest atop a dresser
           
             The Locked Room - Security Skillbook - Smuggler's Cave below Castle
             Anvil
           
          2: Bravil
           
             Battle of Sancre Tor - Blade Skillbook - Castle Bravil Great Hall
             in a locked case
           
             Father of the Niben - Marksmen Skillbook - Castle Bravil, private
             quarters north wing on a shelf
           
             Light Armor Repair - Armorer Skillbook - Castle Bravil's barracks
             on a shelf (the barracks is in the castle and the door is an
             average lock)
           
             Song of Hrormir: Blade Skillbook - Castle Bravil, Drels Theran's
             room in private quarters
           
             Beggar Thief - Acrobatics Skillbook - S'krivva's house
           
             2920 Rain's Hand - Restoration Skillbook - Great Chapel of Mara,
             Great Hall on a shelf
           
             2920 Last Seed - Sneak Skillbook - City-Swimmer's house on a
             dresser
           
             The Horrors of Castle Xyr - Destruction Skillbook - Mage's Guild,
             top floor in a bookshelf
           
             The Importance of Where - Blunt Skillbook - Castle Bravil's
             dungeon, first room
           
             The Wolf Queen Volume 1 - Security Skillbook - Dro'Shanji's house
             on a shelf
           
          3: Bruma
           
             Ahzirr Traajijazeri - H2H Skillbook - Below J'Ghasta's house
           
             Immortal Blood - H2H Skillbook - J'Gasta's house
           
             2920 Hearthfire - Conjuration Skillbook - Great Chapel of Talos
             chapel
           
             A Dance in Fire Volume 5 - Marksman Skillbook - Regner's house on a
             writing table beside fireplace
           
             How Orsinium Passed to Orcs - Heavy Armor Skillbook - Castle Bruma,
             Lord's Manor on a desk
           
             The Wolf Queen Volume 3 - Illusion Skillbook - Mage's Guild
             basement on a desk
           
          4: Cheydinhal
           
             Ahzirr Traajijazeri - H2H Skillbook - Dark Brotherhood's Sanctuary
           
             A Dance in Fire Volume 1 - Acrobatics Skillbook - Ganredhel's house
             on a dresser (w/Vol.4)
           
             A Dance in Fire Volume 4 - Acrobatics Skillbook - Ganredhel's house
             on a dresser (w/Vol.1)
           
             The Armorer's Challenge - Armorer Skillbook - Fighter's Guild,
             second floor on a shelf
           
             The Black Arrow Volume 2 - Marksman Skillbook - Dark Brotherhood's
             Sanctuary in Teinaava's chest
           
             The Firsthold Revolt - Mysticism Skillbook - Mage's Guilde basement
           
             The Gold Ribbon of Merit - Marksman Skillbook - Dark Brotherhood's
             Sanctuary, training room in a chest
           
             Incident in Neocrom - Illusion Skillbook - Willow Bank, second
             floor on a dresser
           
             The Rear Guard - Light Armor Skillbook - Dark Brotherhood's
             Sanctuary, training room in a chest
           
          5: Chorrol
           
             Fighters Guild History 1st ed. - Heavy Armor Skillbook - Fighter's
             Guild in locked display case
           
             The Legendary Sancre Tor - Blunt Skillbook - Vilena Donton's
             quarters on a shelf
           
             The Warp in the West - Block Skillbook - Chorrol - given by Brother
             Piner after asking Jauffre about assistance in Main Quest
           
             2920 MidYear - Heavy Armor Skillbook - Fire and Steel on a shelf
           
             A Dance in Fire Volume 6 - Mercantile Skillbook - Casta Scribonia's
             house, second floor on a shelf
           
             A Dance in Fire Volume 7 - Mercantile Skillbook - Casta Scribonia's
             house, second floor on a shelf
           
             Notes of Racial Phylogeny - Restoration Skillbook - Chapel of
             Stendarr, chapel hall in a chest
           
             Vernaccus and Bourlor - Marksman Skillbook - Renoit's Books on a
             bookshelf
           
             A Game at Dinner - Alchemy Skillbook - Chorrol Mage's Guild main
             floor on a shelf in the little room off the Alchemy room (not the
             bedroom).
           
             Halgerd's Tale - Heavy Armor - Chorrol Fighter's Guild Tower upper
             level in the unlocked chest.  (The other two are locked and marked
             as owned to boot.)
          
          6: Imperial City
           
             The Black Arts on Trial - Mysticism Skillbook - Mystic Emporium in
             Market District
           
             Immortal Blood - H2H Skillbook - Seridur's house in Temple
             District, celler on a shelf
           
             Proper Lock Design - Security Skillbook - Dareloth's house in
             Waterfront District, second floor on a desk (Must complete Thieve's
             Guild quest line for access to this house)
           
             The Refugees - Light Armor Skillbook - First Edition in Market
             District
           
             2920 Second Seed - Speechcraft Skillbook - Chancello Ocato's
             quarters in Imperial Palace
           
             2920 Sun's Height - Mercantile Skillbook - Black Horse Courier
             offices in Market District on desk
           
             A Dance in Fire Volume 2 - Block Skillbook - Guard House in Elven
             Gardens District, ground floor on a table
           
             The Armorer's Challenge - Armorer Skillbook - First Edition in
             Market District (must purchase to read it and must read it to
             convince the Master Armorer trainer to train you)
           
             Biography of the Wolf Queen - Speechcraft Skillbook - Armand
             Christophe's house in Waterfront District in a chest.
           
             The Buying Game - Mercantile Skillbook - Fathis Ules' house in the
             Elven Gardens District
           
             Cherim's Heart of Anequina - Armorer Skillbook - First Edition in
             Market District, second floor on a desk (the door into this area is
             locked with an average lock)
           
             Chimarvamidium - Heavy Armor Skillbook - Imperial Legion Compound,
             barracks on a shelf
           
             The Dragon Break - Alteration Skillbook - Dovyn Aren's house in
             Elven Garden District, second floor on a shelf below a hall table
           
             Last Scabbard of Akrash - Armorer Skillbook - A Fighting Chance in
             Market District, second floor on a shelf (this is behind a locked
             door with an Average lock and there is a guard dog inside this
             room)
           
             The Wolf Queen Volume 4 - Mercantile Skillbook - Office of Imperial
             Commerce in Market District on a counter
           
             The Wolf Queen Volume 5 - Speechcraft Skillbook - Hastrel Ottus'
             house in Temple District, ground floor on an end table
           
             The Wolf Queen Volume 6 - Speechcraft Skillbook - Hastrel Ottus'
             house in Temple District, ground floor on an end table
          
          7: Kvatch
           
             A Dance in Fire Volume 1 - Acrobatics Skillbook - Castle Kvatch,
             Great Hall on a hall table (w/Vol.4)
           
             A Dance in Fire Volume 4 - Acrobatics Skillbook - Castle Kvatch,
             Great Hall on a hall table (w/Vol.1)
          
          8: Leyawiin
           
             Reality and Other Falsehoods - Alteration Skillbook - Southern
             Books, second floor on a shelf
          
             2920 Morningstar - Blade Skillbook - Castle Leyawwin, Tsavi's room
             in private quarters
           
             Ice and Chitin - Light Armor Skillbook - Ahdarji's house, second
             floor in a chest at the foot of a bed.
           
             The Mirror - Block Skillbook - City Watch barracks, ground floor in
             storage room on a shelf
           
             Sithis - Alteration Skillbook - Great Chapel of Zenithar, Chapel
             Hall on a desk
           
             Withershins - Restoration Skillbook - Mage's Guild, library on a
             corner bookshelf
          
          9: Skingraad
           
             De Rerum Dirennis - Alchemy Skillbook - All Things Alchemical on a
             shelf upstairs (just stairs up, no locked doors here)
           
             The Exodus - Restoration Skillbook - Great Chapel of Julianos,
             Chapel Hall dining room on a shelf (the chapel hall is a restricted
             area that is tresspassing if you enter.  Be sure to sneak if you
             don't want to be caught)
           
             2920 Sun's Dawn - Mysticism Skillbook - Great Chapel of Julianos,
             Chapel Hall sideroom on a desk (the chapel hall is a restricted
             area that is tresspassing if you enter.  Be sure to sneak if you
             don't want to be caught)
           
             The Wolf Queen Volume 2 - H2H Skillbook - Castle Skingrad, Lord's
             Manor on a shelf
          
         10: Arcane University (must complete all recommendation quests for
             Mage's Guild to enter)
           
             The Argonian Account Volume 3 - Illusion Skillbook - Mystic
             Archives
           
             Before the Ages of Man - Mysticism Skillbook - Chironasium on an
             enchanting station
           
             Fighters Guild History 1st ed. - Heavy Armor Skillbook - Mystic
             Archives in an unlocked case
           
             Liminal Bridges - Conjuration Skillbook - Mystic Archives
           
             Mannimarco, King of Worms - Alchemy Skillbook - Mystic Archives
           
             Response to Bero's Speech - Destruction Skillbook - Mystic Archives
           
             Before the Ages of Man - Mysticism Skillbook - Chironasium ground
             floor in an Enchanting Center
           
             Song of the Alchemists - Alchemy Skillbook - Lustratorium, ground
             floor at the rear on a bookshelf
          
         11: Other Places
           
             Advances in Lockpicking - Security Skillbook - Fingerbowl Cave
             (Necromancer/undead lair just northeast of Aleswell north of the
             Imperial City)
           
             Beggar - Athletics Skillbook - Cloud Ruler Temple, Great Hall
           
             The Doors of Oblivion - Conjuration Skillbook - Cloud Ruler Temple,
             Great Hall on a table
           
             Immortal Blood - H2H Skillbook - Vilverin, Ayleid Ruin across the
             river from Imperial Sewers where you escape from prison in a bandit
             camp tent
           
             Legand of Krately House - Sneak Skillbook - Cloud Ruler Temple,
             library
           
             Sacred Witness - Sneak Skillbook - Lake Arrius Caverns, actually
             it's in the antechamber complex which you escape the caverns in
             the Dagon Shrine segment of the main quest
           
             Song of Hrormir: Blade Skillbook - Arena grounds, chest of the two
             would-be gladiators
           
             Souls, Black and White - Mysticism Skillbook - Fort Cuptor,
             northwest corner of the second level
           
             Way of the Exposed Palm - H2H Skillbook - Fieldhouse Cave, under a
             mushroom on the south side of the bottom level
           
             The Art of War Magic - Destruction Skillbook - Leafrot Cave, upper
             level on a shelf (cave is found northeast of the northeasternmost
             headwaters of the Panther River)
           
             The Black Arrow Volume 1 - Acrobatics Skillbook - Brindle Home,
             settlement in the Great Forest north of Skingrade, Torbal the
             Sufficient's house in a chest at the foot of a bed
           
             Lord Jornibret's Last Dance - Light Armor Skillbook - Bleak Flats
             Cave (found north-northwest of Skingrad) on a table
           
             The Lunar Lorkhan - Alteration Skillbook - Henantier's Dreamworld,
             starting location behind an overturned table (during the quest
             "Through a Nightmare, Darkly"
           
             Mystery of Talara Volume 4 - Illusion Skillbook - Fort Caractacus
             (north shore of Lake Rumare), tower under a table
          
            Night Falls of Sentinel - Blunt Skillbook - Goblin Jim's Cave (north
            of Skingrad), top level on a shelf
           
             Palla Volume 1 - Illusion Skillbook - Arkved's Tower (south of Lake
             Poppad), final level on an end table
           
             The Ransom of Zarek - Athletics Skillbook - Arena Bloodworks in a
             cupboard against the outer wall
          
         12: Loot and Quest
           
             The Argonian Account Volume 1 - Athletics Skillbook - random loot
           
             Battle of Sancre Tor - Blade Skillbook - random loot
           
             Calcinator Treatise - Alchemy Skillbook - leveled loot or  in quest
             Two Sides of the Coin
           
             Fire and Darkness - Blade Skillbook - found during Thieve's Guild
             quest The Ultimate Heist in a chest in the Imperial City sewers
           
             Heavy Armor Repair - Armorer Skillbook - loot - Marauder and tomb
             loot
           
             Mace Etiquette - Blunt Skillbook - random loot
           
             Purloined Shadows - Sneak Skillbook - random loot
           
             Rislav the Righteous - Light Armor Skillbook - Bandit and Vampire
             loot
           
             Souls, Black and White - Mysticism Skillbook - random loot
           
             2920 Morningstar - Blade Skillbook - reward in Fighter's Guild
             quest The Wandering Scholar
           
             A Dance in Fire Volume 6 - Mercantile Skillbook - boss level
             Vampire and Bandit loot or reward in quest Two Sides of the Coin
           
             A Dance in Fire Volume 7 - Mercantile Skillbook - boss level
             Vampire and Bandit loot or reward in quest Two Sides of the Coin
           
             The Black Arrow Volume 2 - Marksman Skillbook - boss level Vampire
             and Bandit loot or reward in quest Two Sides of the Coin
           
             The Lunar Lorkhan - Alteration Skillbook - boss level Conjurer and
             Necromancer loot, reward in quest Two Sides of the Coin
           
             Master Zoaraym's Tale - H2H Skillbook - boss level tomb creature
             and Marauder loot, reward in quest Two Sides of the Coin, reward in
             quest Bear Season
           
             Mystery of Talara Volume 1 - Acrobatics Skillbook - boss level
             Bandit and Vampire loot, loot during Two Sides of the Coin quest
           
             Mystery of Talara Volume 2 - Restoration Skillbook - Jorundr's
             Chestin Two Sides of the Coin, boss level Necromancer and Conjurer
             loot
           
             Mystery of Talara Volume 3 - Destruction Skillbook - Jorundr's
             Chest in Two Sides of the Coin, boss level Necromancer and Conjurer
             loot
           
             Mystery of Talara Volume 4 - Illusion Skillbook - Jorundr's Chest
             in Two Sides of the Coin, boss level Necromancer and Conjurer loot
           
             Surfeit of Thieves - Security Skillbook - boss level Bandit and
             Vampire loot, loot during Two Sides of the Coin quest
           
             The Warrior's Charge - Conjuration Skillbook - boss level
             Necromancer and Conjurer loot, Jorundr's Chest in Two Sides of the
             Coin quest
    
    ------------------------------------5C--------------------------------------
    
       C: Other skill additions
       
          1: "Shadow over Hackdirt" is given to you by Seed-Neeus who runs the
          Northern Goods and Trade in Chorrol.  After you've completed the
          quest, she'll give you five mercantile skill points free.
          Additionally, these skill points do not count as trained skill points
          per level.
          
          2: Ocheeva in the Dark Brotherhood Sanctuary in Cheydinhal gives you a
          +2 bonus to Acrobatics, Blade, Marksman, Sneak and Security for
          completion of a quest. (More details to come as I research this,
          thanks Nick.)
          
          3: Completion of the Origin of the Gray Prince has a reward of +3
          Blade, Block and Athletics from Argonak gro-Malog in the Bloodworks
          of the Arena. (This one is thanks to Nick too.)
          
          4: You can get +5 Hand-to-Hand in the Arena district by watching two
          fellows fight for a while.  (Thanks to Tim Neal for this, I'll get
          the names of the NPCs and add them next update.)
    
    ====================================6=======================================
    
    6: Beginning Spells and Spell Vendors
    
       Unlike many games, Oblivion spells cannot be learned from spell scrolls.
       Instead, you must purchase or create a spell to be cast by your character.
       Spells aren't too hard to find as each major city has a Mage's Guild and a
       Temple that has spells for sale.  Several of the Mage's Guilds have an
       emphasis in the spells they sell, although they usually sell a smattering
       of other spells as well.  Temples, on the whole, sell spells from the
       Restoration category, though they do sell a few other spells that are mostly
       harmless.
    
       If you see high spell costs when you first look at the spell purchase list,
       do not be dismayed.  As your skill goes up in the various magic skills, your
       casting cost will go down.  That Summon Skeleton spell that cost you 60
       Magicka points as a brand new Apprentice Conjurer will cost less than 30
       points when you reach Expert level.
    
       Just as the Magicka cost adjusts as you gain skill levels, so does the price
       of the spell.  It varies by your Personality stat score, the Disposition
       score you've gained with the NPC and your Mercantile skill.  As such, it's
       very difficult to give a cost of a spell.
    
       Because of the varying costs in Magicka and Septims, I've decided I'm only
       going to list the vendors who sell spells as well as where to find them and
       what they sell.  I'm including two lists here.  Spells by category and
       spells by vendor.  They, like my books list, cross-reference each other so
       that you can find the spell you're looking for more easily.  I might later
       go back and add spell effects, if I find the time.
    
    ------------------------------------6A--------------------------------------
    
       A: Beginning Spells for all Categories
       
          All magic skills have beginning spells that you can receive, provided
          you choose that skill as one of your major skills.  Regardless of your
          overall choices in skills, every character receives Flare and Heal
          Minor Wounds.  The rest depend on what major skills you take.
          
          1: Alteration Beginning Spells
             
             Open Very Easy Lock
             Protect
             
          2: Conjuration Beginning Spells
          
             Summon Skeleton
             Turn Undead
             
          3: Destruction Beginning Spells
          
             Cold Touch
             Flare
             Shocking Touch
             
          4: Illusion Beginning Spells
          
             Soothing Touch
             Starlight
             
          5: Mysticism Beginning Spells
          
             Minor Dispel
             Minor Life Detection
             
          6: Restoration Beginning Spells
             
             Absorb Health
             Heal Minor Wounds
    
    ------------------------------------6B--------------------------------------
    
       B: Mage's Guild Spell Emphasis
       
          All but one of the seven major Mage's Guilds has a special magic skill
          emphasis.  Bruma, the exception, has a smattering of all spells to
          offer from the spell vendors.  That doesn't mean you'll only find one
          category of spells in the other six cities, just that you'll find a
          concentration of those spells there, giving you a better chance to
          find the spell you're looking for.
    
          1: Anvil Mage's Guild: Restoration
    
          2: Bravil Mage's Guild: Illusion
    
          3: Cheydinhal Mage's Guild: Alteration
       
          4: Chorrol Mage's Guild: Conjuration
       
          5: Leyawiin Mage's Guild: Mysticism
       
          6: Skingrad Mage's Guild: Destruction
    
    ------------------------------------6C--------------------------------------
    
       C: Spells by Category
       
          1: Alteration
          
             a: Novice spells:
                 
                 Open Very Easy Lock
                  Cheydinhal, Imperial City
                 
                 Protect
                  Cheydinhal, Imperial City
                 
                 Protect Other
                  Cheydinhal, Imperial City
              
             b: Apprentice spells:
                 
                 Burdening Touch
                  Cheydinhal
                 
                 Defend
                  Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
    	     
    	     Ease Burden
    	      Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Imperial City,
    	      Leyawiin, Skingrad
    	     
    	     Electric Shell
    	      Cheydinhal
    	     
    	     Frost Shell
    	      Cheydinhal
    	     
    	     Heat Shell
    	      Bruma, Cheydinhal
    	     
    	     Hindering Touch
    	      Cheydinhal, Imperial City
    	     
    	     Open Easy Lock
    	      Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
    	     
    	     Sea Stride
    	      Cheydinhal
                 
                 Water Breathing
                  Cheydinhal, Imperial City
              
             c: Journeyman spells:
                 
                 Encumbering Touch
                  Cheydinhal
    	     
    	     Guard
    	      Cheydinhal
    	     
    	     Ice Shield
    	      Cheydinhal
    	     
    	     Lighten Load
    	      Cheydinhal
    	     
    	     Lightning Shield 
    	      Cheydinhal
                 
                 Open Average Lock
                  Bruma, Cheydinhal
              
             d: Expert spells:
                 
                 Fire Shield
                  Cheydinhal
    	     
    	     Glacial Wall
    	      Cheydinhal
    	     
    	     Lightning Wall
    	      Cheydinhal
    	     
    	     Open Hard Lock
    	      Cheydinhal
    	     
    	     Oppressing Grasp
    	      Cheydinhal, Imperial City
    	     
    	     Pack Mule
    	      Cheydinhal
    	     
    	     Shield
    	      Cheydinhal
                 
                 Weight of the World
                  Cheydinhal
                 
             e: Master spells:
                 
                 Aegis
                  Cheydinhal, Imperial City
    	     
    	     Beast of Burden
    	      Imperial City
                 
                 Flame Shield
                  Cheydinhal
                 
          2: Conjuration
          
             a: Novice spells:
                 
                 Bound Boots
                  Chorrol
    	     
    	     Bound Dagger
    	      Chorrol, Imperial City
    	     
    	     Bound Gauntlets
    	      Chorrol
    	     
    	     Bound Helmet
    	      Chorrol, Imperial City
                 
                 Turn Undead
                  Anvil, Chorrol, Skingrad
                 
             b: Apprentice spells:
                 
                 Bound Greaves
                  Chorrol
    	     
    	     Bound War Axe
    	      Chorrol
    	     
    	     Repulse Undead
    	      Anvil, Bravil, Chorrol, Skingrad
    	     
    	     Summon Ghost
    	      Chorrol
    	     
    	     Summon Scamp
    	      Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Imperial City,
    	      Leyawiin, Skingrad
    	     
    	     Summon Skeleton
    	      Bruma, Chorrol, Imperial City
                 
                 Summon Zombie
                  Chorrol, Imperial City
                 
             c: Journeyman spells:
                 
                 Bound Bow
                  Chorrol
    	     
    	     Bound Cuirass
    	      Bravil, Chorrol
    	     
    	     Bound Mace
    	      Chorrol
    	     
    	     Rebuke Undead
    	      Bruma, Chorrol, Skingrad
    	     
    	     Summon Dremora
    	      Chorrol
    	     
    	     Summon Flame Atronach
    	      Chorrol
    	     
    	     Summon Headless Zombie
    	      Chorrol
                 
                 Summon Skeleton Guardian
                  Chorrol
                 
             d: Expert spells:
                 
                 Bound Shield
                  Chorrol
    	     
    	     Bound Sword
    	      Bruma, Chorrol, Imperial City
    	     
    	     Dismiss Undead
    	      Bruma, Chorrol, Skingrad
    	     
    	     Summon Clannfear
    	      Chorrol
    	     
    	     Summon Daedroth
    	      Bruma, Chorrol
    	     
    	     Summon Faded Wraith
    	      Chorrol
    	     
    	     Summon Frost Atronach
    	      Chorrol
    	     
    	     Summon Skeleton Champion
    	      Chorrol
    	     
    	     Summon Skeleton Hero
    	      Chorrol
                 
                 Summon Spider Daedra
                  Chorrol
                 
             e: Master spells:
                 
                 Summon Dremora Lord
                  Bruma
    	     
    	     Summon Gloom Wraith
    	      Imperial City
    
    	     Summon Storm Atronach
                  Skingrad
                 
                 Summon Xivilai
                  Imperial City
                 
          3: Destruction
          
             a: Novice spells:
                 
                 Burning Touch
                  Imperial City, Skingrad
    	     
    	     Cold Touch
    	      Unknown
    	     
    	     Curse of Weakness
    	      Bruma, Skingrad
    	     
    	     Damage Attribute: Agility
    	      Unknown
    	     
    	     Damage Attribute: Endurance
    	      Unknown
    	     
    	     Damage Attribute: Luck
    	      Unknown
    	     
    	     Drain Attribute: Agility
    	      Unknown
    	     
    	     Drain Attribute: Endurance
    	      Unknown
    	     
    	     Drain Attribute: Luck
    	      Unknown
    	     
    	     Flare
    	      Starting Spell regardless of Major Skills
    	     
    	     Minor Ennervation
    	      Skingrad
    	     
    	     Minor Wound
    	      Skingrad
    	     
    	     Shocking Touch
    	      Imperial City
    	     
    	     Snowball
    	      Bruma, Imperial City, Skingrad
                 
                 Spark
                  Bravil, Bruma, Skingrad
                 
             b: Apprentice spells: 
                 
                 Corrode Armor
                  Skingrad
                 
                 Damage Attribute: Speed
                  Unknown
                 
                 Damage Attribute: Willpower
                  Unknown
                 
                 Drain Attribute: Speed
                  Unknown
                 
                 Drain Attribute: Willpower
                  Unknown
                 
                 Drain Skill: Illusion
                  Skingrad
    
                 Drain Skill: Marksman
                  Skingrad
    
                 Electric Touch
                  Imperial City, Skingrad
    
                 Entropic Touch
                  Skingrad
    
                 Entropic Bolt
                  Skingrad
    
                 Flame Touch
                  Imperial City, Skingrad
    
                 Flash Bolt
                  Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
                 
                 Frost Touch
                  Bruma, Skingrad
                 
                 Hailstone
                  Skingrad
                 
                 Magicka Drain
                  Skingrad
                 
                 Major Ennervation
                  Skingrad
                 
                 Major Wound
                  Imperial City, Skingrad
                 
                 Sever Magicka
                  Skingrad
                 
                 Shock
                  Skingrad
                 
                 Weakness to Fire
                  Imperial City, Skingrad
                 
                 Weakness to Frost
                  Skingrad
                 
                 Weakness to Poison
                  Imperial City, Skingrad
                 
                 Weakness to Shock
                  Skingrad
                 
             c: Journeyman spells:
                 
                 Barnoff's Bloody Icicle
                  Cheydinhal
                 
                 Blazing Spears
                  Skingrad
    	     
    	     Corrode Weapon
    	      Skingrad
    	     
    	     Damage Attribute
    	      Intelligence
    	     
    	     Damage Attribute
    	      Strength
    	     
    	     Dire Wound
    	      Skingrad
    	     
    	     Drain Attribute
    	      Intelligence
    	     
    	     Drain Skill: Alteration
    	      Skingrad
    	     
    	     Drain Skill: Destruction
    	      Imperial City, Skingrad
    	     
    	     Drain Skill: Hand-to-Hand
    	      Skingrad
    	     
    	     Drain Skill: Heavy Armor
    	      Skingrad
    	     
    	     Fire Ball
    	      Skingrad
    	     
    	     Frost Bolt
    	      Skingrad
    	     
    	     Greater Magicka Drain
    	      Skingrad
    	     
    	     Hail Storm
    	      Skingrad
    	     
    	     Lightning Bolt
    	      Skingrad
    	     
    	     Lightning Grasp
    	      Skingrad
    	     
    	     Searing Grasp
    	      Skingrad
    	     
    	     Shocking Burst
    	      Skingrad
    	     
    	     Weakness to Magicka
    	      Skingrad
    	     
    	     Winter's Grasp
    	      Bruma, Skingrad
                 
                 Withering Touch
                  Skingrad
                 
             d: Expert spells:
                 
                 Arctic Blow
                  Skingrad
    	     
    	     Dire Enervation
    	      Skingrad
    	     
    	     Disintegrate Armor
    	      Skingrad
    	     
    	     Drain Skill: Blade
    	      Skingrad
    	     
    	     Drain Skill: Conjuration
    	      Skingrad
    	     
    	     Drain Skill: Restoration
    	      Skingrad
    	     
    	     Fire Storm
    	      Skingrad
    	     
    	     Heat Blast
    	      Bruma, Imperial City, Skingrad
    	     
    	     Ice Bolt
    	      Imperial City, Skingrad
    	     
    	     Ice Storm
    	      Imperial City, Skingrad
    	     
    	     Lightning Ball
    	      Imperial City, Skingrad
    	     
    	     Lightning Blast
    	      Imperial City, Skingrad
    	     
    	     Lightning Surge
    	      Skingrad
    	     
    	     Scorching Blow
    	      Skingrad
    	     
    	     Superior Magicka Drain
    	      Skingrad
    	     
    	     Superior Wound
    	      Bruma, Skingrad
                 
                 Withering Bolt
                  Skingrad
                 
             e: Master spells:
                
                 Blizzard
                  Skingrad
    	     
    	     Disintegrate Weapon
    	      Imperial City
    	     
    	     Electrocution
    	      Imperial City, Skingrad
    	     
    	     Enemies Explode
    	      Bravil
    	     
    	     Flame Tempest
    	      Imperial City, Skingrad
    	     
    	     Ice Blast
    	      Skingrad
    	     
    	     Immolating Blast
    	      Imperial City, Skingrad
    	     
    	     Legendary Magicka Drain
    	      Imperial City
                 
                 Lightning Storm
                  Skingrad
                 
          4: Illusion
          
             a: Novice spells:
                 
                 Alluring Gaze
                  Bravil
    	     
    	     Beguiling Touch
    	      Bravil, Bruma
    	     
    	     Frenzy
    	      Bravil
    	     
    	     Illuminate
    	      Bravil
    	     
    	     Inspiration
    	      Bravil
    	     
    	     Inspiring Touch
    	      Bravil
    	     
    	     Serenity
    	      Bravil
    	     
    	     Soothing Touch
    	      Bravil
    	     
    	     Starlight
    	      Bravil, Imperial City
                 
                 Touch of Frenzy
                  Bravil
                 
             b: Apprentice spells:
                 
                 Command Creature
                  Chorrol
    	     
    	     Command Humanoid
    	      Chorrol
    	     
    	     Commanding Touch
    	      Bravil, Chorrol
    	     
    	     Eyes of Eventide
    	      Bravil, Imperial City
    	     
    	     Heroic Touch
    	      Bravil, Bruma
    	     
    	     Heroism
    	      Bravil
    	     
    	     Mesmerizing Grasp
    	      Bravil
    	     
    	     Moonlight
    	      Bravil
    	     
    	     Pacification
    	      Bravil
    	     
    	     Rage
    	      Bravil
    	     
    	     Seductive Charm
    	      Bravil, Chorrol
    	     
    	     Touch of Fear
    	      Bravil
                 
                 Touch of Rage
                  Bravil, Imperial City
                 
             c: Journeyman spells:
                 
                 Calming Touch
    	      Unknown
    	     
    	     Candlelight
    	      Bravil
    	     
    	     Chameleon
    	      Bravil
    	     
    	     Deathly Visage
    	      Cheydinhal
    	     
    	     Debilitate
    	      Bravil
    	     
    	     Dominating Touch
    	      Chorrol
    	     
    	     Enthralling Presence
    	      Bravil, Bruma
    	     
    	     Eyes of Midnight
    	      Bravil
    	     
    	     Hush
    	      Bravil
    	     
    	     Shadow Shape
    	      Bravil
    	     
    	     Shroudwalk
    	      Cheydinhal
    	     
    	     Voice of Dread
    	      Bravil
                 
                 Voice of Rapture
                  Bravil
                 
             d: Expert spells:
                 
                 Black Winter
                  Cheydinhal
                 
                 Dominate Creature
                  Chorrol
    	     
    	     Dominate Humanoid
    	      Bruma, Chorrol
    	     
    	     Fearful Gaze
    	      Bravil
    	     
    	     Ghostwalk
    	      Bravil, Imperial City
    	     
    	     Immobolize
    	      Bravil, Imperial City
    	     
    	     Mute
    	      Bravil, Imperial City
    	     
    	     Shadow
    	      Bravil, Imperial City
                 
                 Torchlight
                  Bravil, Imperial City
                 
             e: Master spells:
                 
                 Cloak
                  Imperial City
    	     
    	     Daylight
    	      Imperial City
    	     
    	     Grasp of Terror
    	      Bravil
    
    	     Paralyze
    	      Imperial City
    	     
    	     Silence
    	      Imperial City
    	     
    	     Spectral Form
    	      Bravil
                 
                 Terrifying Presence
                  Imperial City
                 
          5: Mysticism
          
             a: Novice spells:
                 
                 Minor Dispel
                  Leyawiin
                 
                 Minor Life Detection
                  Anvil, Imperial City, Leyawiin
                 
             b: Apprentice spells:
                 
                 Dispel Other
                  Leyawiin
    	     
    	     Major Dispel
    	      Imperial City, Leyawiin
    	     
    	     Major Life Detection
    	      Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
    	     
    	     Remote Manipulation
    	      Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
                 
                 Soul Trap
                  Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad
                 
             c: Journeyman spells:
                 
                 Greater Dispel
                  Leyawiin
    	     
    	     Greater Dispel Other
    	      Bruma, Leyawiin
    	     
    	     Greater Life Detection
    	      Leyawiin
    	     
    	     Greater Soul Trap
    	      Leyawiin
    	     
    	     Greater Spell Reflection
    	      Bruma
    	     
    	     Psychic Motion
    	      Leyawiin
                 
                 Spell Absorption
                  Unknown
                 
             d: Expert spells:
                 
                 Bloodhunt
                  Cheydinhal
                 
                 Superior Dispel
                  Imperial City, Leyawiin
    	     
    	     Superior Life Detection
    	      Bruma, Imperial City, Leyawiin
    	     
    	     Superior Soul Trap
    	      Leyawiin
    	     
    	     Superior Spell Absorption
    	      Leyawiin
    	     
    	     Superior Spell Reflection
    	      Imperial City, Leyawiin
                 
                 Telekinesis
                  Leyawiin
                 
             e: Master spells:
                 
                 Legendary Dispel
                  Imperial City
    	     
    	     Legendary Life Detection
    	      Imperial City
    	     
    	     Legendary Soul Trap
    	      Imperial City
    	     
    	     Legendary Spell Absorption
    	      Imperial City
    	     
    	     Legendary Spell Reflection
    	      Leyawiin
                 
                 Movement Mastery
                  Imperial City
                 
          6: Restoration
          
             a: Novice spells:
                 
                 Absorb Attribute: Agility
                  Anvil
    	     
    	     Absorb Attribute: Endurance
    	      Anvil
    	     
    	     Absorb Attribute: Intelligence
    	      Anvil
    	     
    	     Absorb Attribute: Luck
    	      Anvil, Imperial City
    	     
    	     Absorb Attribute: Speed
    	      Anvil
    	     
    	     Absorb Attribute: Strength
    	      Anvil
    	     
    	     Absorb Attribute: Willpower
    	      Anvil
    	     
    	     Absorb Fatigue
    	      Anvil, Imperial City
    	     
    	     Absorb Health
    	      Anvil
    	     
    	     Absorb Magicka
    	      Anvil, Imperial City
    	     
    	     Absorb Skill: Acrobatics
    	      Anvil
    	     
    	     Absorb Skill: Athletics
    	      Anvil
    	     
    	     Absorb Skill: Illusion
    	      Anvil, Imperial City
    	     
    	     Absorb Skill: Security
    	      Anvil
    	     
    	     Fortify Fatigue
    	      Imperial City
    	     
    	     Heal Minor Wounds
    	      Starting Spell for all characters regardless of skill choice.
                 
                 Minor Respite
                  Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
                 
             b: Apprentice spells:
                 
                 Absorb Skill: Hand-to-Hand
                  Anvil
    	     
    	     Absorb Skill: Light Armor
    	      Anvil
    	     
    	     Absorb Skill: Mercantile
    	      Anvil, Imperial City
    	     
    	     Absorb Skill: Mysticism
    	      Anvil
    	     
    	     Absorb Skill: Restoration
    	      Anvil
    	     
    	     Convalescence
    	      Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
    	     
    	     Cure Paralysis
    	      Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
    	     
    	     Cure Poison
    	      Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
    	     
    	     Fortify Agility
    	      Bruma
    	     
    	     Fortify Endurance
    	      Leyawiin
    	     
    	     Fortify Health
    	      Bruma
    	     
    	     Fortify Intelligence
    	      Unknown
    	     
    	     Fortify Luck
    	      Anvil
    	     
    	     Fortify Personality
    	      Anvil
    	     
    	     Fortify Speed
    	      Bravil, Imperial City
    	     
    	     Fortify Strength
    	      Chorrol
    	     
    	     Fortify Willpower
    	      Skingrad
    	     
    	     Greater Fortify Fatigue
    	      Imperial City
    	     
    	     Heal Major Wounds
    	      Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Imperial City,
    	      Leyawiin, Skingrad
    	     
    	     Leech Health
    	      Anvil
    	     
    	     Major Respite
    	      Bravil, Skingrad
    	     
    	     Restore Agility
    	      Bruma
    	     
    	     Restore Endurance
    	      Leyawiin
    	     
    	     Restore Intelligence
    	      Unknown
    	     
    	     Restore Luck
    	      Anvil
    	     
    	     Restore Personality
    	      Anvil
    	     
    	     Restore Speed
    	      Bravil
    	     
    	     Restore Strength
    	      Chorrol
                 
                 Restore Willpower
                  Skingrad
                 
             c: Journeyman spells:
                 
                 Absorb Skill: Alteration
                  Anvil, Imperial City
    	     
    	     Absorb Skill: Block
    	      Anvil
    	     
    	     Absorb Skill: Conjuration
    	      Anvil
    	     
    	     Absorb Skill: Heavy Armor
    	      Anvil
    	     
    	     Absorb Skill: Marksman
    	      Anvil
    	     
    	     Consume Health
    	      Anvil, Bruma
    	     
    	     Cure Disease
    	      Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
    	     
    	     Fortify Magicka
    	      Anvil, Imperial City
    	     
    	     Greater Convalescence
    	      Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
    	     
    	     Greater Fortify Agility
    	      Bruma
    	     
    	     Greater Fortify Endurance
    	      Leyawiin
    	     
    	     Greater Fortify Intelligence
    	      Unknown
    	     
    	     Greater Fortify Luck
    	      Anvil
    	     
    	     Greater Fortify Personality
    	      Anvil
    	     
    	     Greater Fortify Speed
    	      Bravil, Bruma, Imperial City
    	     
    	     Greater Fortify Strength
    	      Chorrol
    	     
    	     Greater Fortify Willpower
    	      Skingrad
    	     
    	     Heal Greater Wounds
    	      Anvil, Bravil, Chorrol, Leyawiin, Skingrad
                 
                 Minor Magic Resistance
                  Anvil
                 
             d: Expert spells:
                 
                 Absorb Skill: Blade
                  Anvil, Bruma
    	     
    	     Absorb Skill: Blunt
    	      Anvil
    	     
    	     Absorb Skill: Destruction
    	      Anvil
    	     
    	     Absorb Skill: Sneak
    	      Anvil, Imperial City
    	     
    	     Devour Health
    	      Anvil, Imperial City
    	     
    	     Greater Fortify Health
    	      Anvil, Leyawiin
    	     
    	     Greater Fortify Magicka
    	      Anvil, Leyawiin
    	     
    	     Heal Superior Wounds
    	      Bruma, Chorrol, Skingrad
                 
                 Superior Convalescence
                  Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad
                 
             e: Master spell:
                 
                 Heal Legendary Wounds
                  Bruma, Imperial City, Skingrad
    
    ------------------------------------6D--------------------------------------
    
       D: Spells by Location
       
          The vendors are very picky about time and place to sell.  Some seem to
          only have a few minutes maximum each game day that they will sell
          spells, while others are available for hours at a time.  Some only
          sell when standing in a specific place and others roam and still will
          let you buy spells.  Be patient is my only advice.
          
          I'm pretty sure I didn't get all of the vendors, though I definitely
          tried.  I was using a level one character without any spells to make
          sure my list was comprehensive.  Because of that, I could have had
          people refuse to speak with me for a variety of reasons.  I'll go back
          over the next few days and try to see what else I can find.
    
          1: Anvil
       
             a: Marc Gulitte: Mage's Guild
          
                Absorb Skill: Alteration - Journeyman Restoration
                Absorb Skill: Blade - Expert Restoration
                Absorb Skill: Block - Journeyman Restoration
                Absorb Skill: Blunt - Expert Restoration
                Absorb Skill: Conjuration - Journeyman Restoration
                Absorb Skill: Destruction - Expert Restoration
                Absorb Skill: Heavy Armor - Journeyman Restoration
                Absorb Skill: Marksman - Journeyman Restoration
                Absorb Skill: Sneak - Expert Restoration
                Consume Health - Journeyman Restoration
                Devour Health - Expert Restoration
                Fortify Magicka - Journeyman Restoration
                Greater Fortify Health - Expert Restoration
                Greater Fortify Magick - Expert Restoration
             
             b: Thaurron: Mage's Guild
          
                Absorb Ability: Agility - Novice Restoration
                Absorb Ability: Endurance - Novice Restoration
                Absorb Ability: Intelligence - Novice Restoration
                Absorb Ability: Luck - Novice Restoration
                Absorb Ability: Speed - Novice Restoration
                Absorb Ability: Strength - Novice Restoration
                Absorb Ability: Willpower - Novice Restoration
                Absorb Fatigue - Novice Restoration
                Absorb Health - Novice Restoration
                Absorb Magicka - Novice Restoration
                Absorb Skill: Acrobatics - Novice Restoration
                Absorb Skill: Athletics - Novice Restoration
                Absorb Skill: Hand-to-Hand - Apprentice Restoration
                Absorb Skill: Illusion - Novice Restoration
                Absorb Skill: Light Armor - Apprentice Restoration
                Absorb Skill: Mercantile - Apprentice Restoration
                Absorb Skill: Mysticism - Apprentice Restoration
                Absorb Skill: Restoration - Apprentice Restoration
                Absorb Skill: Security - Novice Restoration
                Defend - Apprentice Alteration
                Ease Burden - Apprentice Alteration
                Flash Bolt - Apprentice Destruction
                Heal Major Wounds - Apprentice Restoration
                Leech Health - Apprentice Restoration
                Minor Life Detection - Novice Mysticism
                Minor Magic Resistance - Journeyman Restoration
                Open Easy Lock - Apprentice Alteration
                Remote Manipulation - Apprentice Mysticism
                Soul Trap - Apprentice Mysticism
                Summon Scamp - Apprentice Conjuration
             
             c: Trevaia: Chapel of Dibella
          
                Consume Health - Journeyman Restoration
                Convalescence - Apprentice Restoration
                Cure Disease - Journeyman Restoration
                Cure Paralysis - Apprentice Restoration
                Cure Poison - Apprentice Restoration
                Fortify Luck - Apprentice Restoration
                Fortify Personality - Apprentice Restoration
                Greater Convalescence - Journeyman Restoration
                Greater Fortify Luck - Journeyman Restoration
                Greater Fortify Personality - Journeyman Restoration
                Heal Greater Wounds - Journeyman Restoration
                Heal Major Wounds - Apprentice Restoration
                Minor Respite - Novice Restoration
                Repulse Undead - Apprentice Conjuration
                Restore Luck - Apprentice Restoration
                Restore Personality - Apprentice Restoration
                Superior Convalescence - Expert Restoration
                Turn Undead - Novice Conjuration
       
          2: Bravil
       
             a: Delphine Jend: Mage's Guild
             
                Alluring Gaze - Novice Illusion
                Beguiling Touch - Novice Illusion
                Bound Cuirass - Journeyman Conjuration
                Calming Touch - Journeyman Illusion
                Defend - Apprentice Alteration
                Ease Burden - Apprentice Alteration
                Enemies Explode - Master Destruction
                Enthralling Presence - Journeyman Illusion
                Eyes of Eventide - Apprentice Illusion
                Flash Bolt - Apprentice Distruction
                Frenzy - Novice Illusion
                Heal Major Wounds - Apprentice Restoration
                Heroic Touch - Apprentice Illusion
                Heroism - Apprentice Illusion
                Illuminate - Novice Illusion
                Inspiration - Novice Illusion
                Inspiring Touch - Novice Illusion
                Major Life Detection - Apprentice Mysticism
                Mesmerizing Grasp - Apprentice Illusion
                Moonlight - Apprentice Illusion
                Open Easy Lock - Apprentice Alteration
                Pacification - Apprentice Illusion
                Rage - Apprentice Illusion
                Remote Manipulation - Apprentice Mysticism
                Seductive Charm - Apprentice Illusion
                Serenity - Novice Illusion
                Soothing Touch - Novice Illusion
                Soul Trap - Apprentice Mysticism
                Spark - Novice Destruction
                Starlight - Novice Illusion
                Summon Scamp - Novice Illuion
                Touch of Fear - Apprentice Illusion
                Touch of Frenzy - Novice Illusion
                Touch of Rage - Apprentice Illusion
             
             b: Ita Rienus: Mage's Guild
          
                Candlelight - Journeyman Illusion
                Chameleon - Journeyman Illusion
                Debilitate - Journeyman Illusion
                Eyes of Midnight - Journeyman Illusion
                Fearful Gaze - Expert Illusion
                Ghostwalk - Expert Illusion
                Grasp of Terror - Master Illusion
                Hush - Journeyman Illusion
                Immobilize - Expert Illusion
                Mute - Expert Illusion
                Shadow - Expert Illusion
                Shadow Shape - Journeyman Illusion
                Spectral Form - Master Illusion
                Torchlight - Expert Illusion
                Voice of Dread - Journeyman Illusion
                Voice of Rapture - Journeyman Illusion
             
             c: Uravasa Othrelas: Mage's Guild
          
                Convalescence - Apprentice Restoration
                Cure Disease - Journeyman Restoration
                Cure Paralysis - Apprentice Restoration
                Cure Poison - Apprentice Restoration
                Fortify Speed - Apprentice Restoration
                Greater Convalescence - Journeyman Restoration
                Greater Fortify Speed - Journeyman Restoration
                Heal Greater Wounds - Journeyman Restoration
                Heal Major Wounds - Apprentice Restoration
                Major Respite - Apprentice Restoration
                Minor Respite - Novice Restoration
                Respulse Undead - Apprentice Conjuration
                Restore Speed - Apprentice Restoration
                Superior Convalescence - Expert Restoration
       
          3: Bruma
          
             a: Issa Reman: Chapel of Talos
                
                Convalescence - Apprentice Restoration
                Cure Disease - Journeyman Restoration
                Cure Paralysis - Apprentice Restoration
                Cure Poison - Apprentice Restoration
                Dismiss Undead - Expert Conjuration
                Fortify Agility - Apprentice Restoration
                Greater Convalescence - Journeyman Restoration
                Greater Fortify Agility - Journeyman Restoration
                Heal Legendary Wounds - Master Restoration
                Heal Major Wounds - Apprentice Restoration
                Heal Superior Wounds - Expert Restoration
                Minor Respite - Novice Restoration
                Rebuke Undead - Journeyman Conjuration
                Restore Agility - Journeyman Restoration
                Superior Convelescence - Expert Restoration
                
             b: Selena Orania: Mage's Guild
             
                Absorb Skill: Blade - Expert Restoration
                Beguiling Touch - Novice Illusion
                Defend - Apprentice Alteration
                Dominate Humanoid - Expert Illusion
                Ease Burden - Apprentice Alteration
                Flash Bolt - Apprentice Destruction
                Fortify Health - Apprentice Restoration
                Heal Major Wounds - Apprentice Restoration
                Major Life Detection - Apprentice Mysticism
                Open Easy Lock - Apprentice Alteration
                Remote Manipulation - Apprentice Mysticism
                Soul Trap - Apprentice Mysticism
                Summon Daedroth - Expert Conjuration
                Summon Scamp - Apprentice Conjuration
                Superior Spell Reflection - Expert Mysticism
                Superior Wound - Expert Destruction
                Winter's Grasp - Journeyman Destruction
                
             c: Volnaro: Mage's Guild
             
                Bound Sword - Expert Conjuration
                Consume Health - Journeyman Restoration
                Curse of Weakness - Novice Destruction
                Enthralling Presence - Journeyman Illusion
                Frost Touch - Apprentice Distruction
                Greater Dispel Other - Journeyman Mysticism
                Greater Fortify Speed - Journeyman Restoration
                Heat Blast - Expert Destruction
                Heat Shell - Apprentice Alteration
                Heroic Touch - Apprentice Illusion
                Open Average Lock - Journeyman Alteration
                Remote Manipulation - Apprentice Mysticism
                Snowball - Novice Destruction
                Spark - Novice Destruction
                Summon Dremora Lord - Master Conjuration
                Summon Skeleton - Novice Conjuration
                Superior Life Detection - Expert Mysticism
       
          4: Cheydinhal
          
             a: Trayvond the Redguard: Mage's Guild
                
                Burdening Touch - Apprentice Alteration
                Defend - Apprentice Alteration
                Ease Burden - Apprentice Alteration
                Electric Shell - Apprentice Alteration
                Flash Bolt - Apprentice Destruction
                Frost Shell - Apprentice Alteration
                Heal Major Wounds - Apprentice Restoration
                Heat Shell - Apprentice Alteration
                Hindering Touch - Apprentice Alteration
                Major Life Detection - Apprentice Mysticism
                Open Easy Lock - Apprentice Alteration
                Open Very Easy Lock - Novice Alteration
                Protect - Novice Alteration
                Protect Other - Novice Alteration
                Remote Manipulation - Apprentice Mysticism
                Sea Stride - Apprentice Alteration
                Soul Trap - Apprentice Mysticism
                Summon Scamp - Apprentice Conjuration
                Water Breathing - Apprentice Alteration
                
             b: M'raaj-Dar: Darkbrotherhood's Sanctuary
             
                Barnoff's Bloody Icicle - Journeyman Destruction
                Black Winter - Expert Illusion
                Bloodhunt - Expert Mysticism
                Deathly Visage - Journeyman Mysticism
                Detect Pulse - Unknown Mysticism
                Night Mother's Caress - Unknown Restoration
                Shroudwalk - Journeyman Mysticism
                The Unwelcome Guest - Unknown Alteration
                Void Gazer - Unknown Illusion
                Will of Sithis - Unknown Illusion
                (Note: Those listed as unknown I'm not sure what rank the spell
                       is supposed to be as of yet.  I'll work on it.)
             
             c: Orintur: Mage's Guild
             
                Aegis - Master Alteration
                Encumbering Touch - Journeyman Alteration
                Fire Sheild - Expert Alteration
                Flame Shield - Master Alteration
                Glacial Wall - Expert Alteration
                Guard - Journeyman Alteration
                Ice Shield - Journeyman Alteration
                Lighten Load - Journeyman Alteration
                Lightning Shield - Journeyman Alteration
                Lightning Wall - Expert Alteration
                Open Average Lock - Journeyman Alteration
                Open Hard Lock - Expert Alteration
                Oppressing Grasp - Expert Alteration
                Pack Mule - Expert Alteration
                Shield - Expert Alteration
                Weight of the World - Expert Alteration
                
             d: Chapel of Arkay: After two straight game days here, I gave up.
                If you have any information on this vendor, don't hesitate to
                let me know.
       
          5: Chorrol
       
             a: Alberic Litte: Mage's Guild
          
                Bound Boots - Novice Conjuration
                Bound Dagger - Novice Conjuration
                Bound Gauntlets - Novice Conjuration
                Bound Greaves - Apprentice Conjuration
                Bound Helmet - Novice Conjuration
                Bound War Axe  - Apprentice Conjuration
                Command Creature - Apprentice Illusion
                Command Humanoid - Apprentice Illusion
                Commanding Touch - Apprentice Illusion
                Defend - Apprentice Alteration
                Ease Burden - Apprentice Alteration
                Flash Bolt - Apprentice Destruction
                Major Heal Wounds - Apprentice Restoration
                Major Life Detection - Apprentice Mysticism
                Open Easy Lock - Apprentice Alteration
                Remote Manipulation - Apprentice Mysticism
                Repulse Undead - Apprentice Conjuration
                Soul Trap - Apprentice Mysticism
                Summon Ghost - Apprentice Conjuration
                Summon Scamp - Apprentice Conjuration
                Summon Skeleton - Apprentice Conjuration
                Summon Zombie - Apprentice Conjuration
                Turn Undead - Novice Conjuration
             
             b: Athragar: Mage's Guild
    
                Bound Bow - Journeyman Conjuration
                Bound Cuirass - Journeyman Conjuration
                Bound Mace - Journeyman Conjuration
                Bound Shield - Expert Conjuration
                Bound Sword - Expert Conjuration
                Dismiss Undead - Expert Conjuration
                Dominate Creature - Expert Illusion
                Dominate Humanoid - Expert Illusion
                Dominating Touch - Journeyman Illusion
                Rebuke Undead - Journeyman Conjuration
                Summon Clannfear - Expert Conjuration
                Summon Daedroth - Expert Conjuration
                Summon Dremora - Journeyman Conjuration
                Summon Faded Wraith - Expert Conjuration
                Summon Flame Atronach - Journeyman Conjuration
                Summon Frost Atronach - Expert Conjuration
                Summon Headless Zombie - Journeyman Conjuration
                Summon Skeleton Guardian - Journeyman Conjuration
                Summon Skeleton Hero - Expert Conjuration
                Summon Skeleton Champion - Expert Conjuration
                Summon Spider Daedra - Expert Conjuration
             
          c: Orag gra-Bargol: Chapel of Stendarr
          
                Convalescence - Apprentice Restoration
                Cure Disease - Journeyman Restoration
                Cure Paralysis - Apprentice Restoration
                Cure Poison - Apprentice Restoration
                Dismiss Undead - Expert Conjuration
                Fortify Strength - Apprentice Restoration
                Greater Convalescence - Journeyman Restoration
                Greater Fortify Strength - Journeyman Restoration
                Heal Greater Wounds - Journeyman Restoration
                Heal Major Wounds - Apprentice Restoration
                Heal Superior Wounds - Expert Restoration
                Minor Respite - Novice Restoration
                Restore Strength - Apprentice Restoration
                Seductive Charm - Apprentice Illusion
                Superior Convalescence - Expert Restoration
       
          6: Imperial City
          
             a: Borissean: Praxigraphical Center in the Arcane University
             
                Beast of Burden - Master Alteration
                Cloak - Master Illusion
                Devour Health - Expert Restoration
                Dominating Touch - Journeyman Illusion
                Electrocution - Master Destruction
                Flame Tempest - Master Destruction
                Fortify Speed - Apprentice Restoration
                Heal Legendary Wounds - Master Restoration
                Immolating Blast - Master Destruction
                Legendary Dispel - Master Mysticism
                Legendary Magicka Drain - Master Destruction
                Legendary Soul Trap - Master Mysticism
                Legendary Spell Absorption - Master Mysticism
                Movement Mastery - Master Mysticism
                Paralyze - Master Illusion
                Silence - Master Illusion
                Summon Gloom Wraith - Master Conjuration
                Summon Lich - Unknown Conjuration
                Summon Xivilai - Master Conjuration
             
             b: Calindil: Mystic Emporium in the Market District
             
                Absorb Fatigue - Novice Restoration
                Absorb Skill: Illusion - Novice Restoration
                Bound Helmet - Novice Conjuration
                Electric Touch - Apprentice Destruction
                Eyes of Eventide - Apprentice Illusion
                Flame Touch - Apprentice Destruction
                Heal Major Wounds - Apprentice Restoration
                Hindering Touch - Apprentice Alteration
                Major Dispel - Apprentice Mysticism
                Minor Life Detection - Novice Mysticism
                Open Very Easy Lock - Novice Alteration
                Protect - Novice Alteration
                Protect Other - Novice Alteration
                Starlight - Novice Illusion
                Summon Skeleton - Apprentice Conjuration
                Summon Zombie - Apprentice Conjuration
                Touch of Rage - Apprentice Illusion
                Weakness to Fire - Apprentice Destruction
                Weakness to Poison - Apprentice Destruction
             
             c: Edger Vantrine: Edger's Discount Spells in the Market District
             
                Absorb Attribute: Luck - Novice Restoration
                Absorb Skill: Alteration - Journeyman Restoration
                Absorb Skill: Mercantile - Apprentice Restoration
                Bound Dagger - Novice Conjuration
                Burning Touch - Novice Destruction
                Drain Skill: Destruction - Journeyman Destruction
                Ease Burden - Apprentice Alteration
                Fortify Fatigue - Novice Restoration
                Fortify Magicka - Journeyman Restoration
                Greater Fortify Fatigue - Apprentice Restoration
                Major Wound - Apprentice Destruction
                Minor Life Detection - Novice Mysticism
                Protect - Novice Alteration
                Shocking Touch - Novice Destruction
                Snowball - Novice Destruction
                Starlight - Novice Illusion
                Summon Scamp - Novice Conjuration
                Water Breathing - Apprentice Alteration
       
             d: Gaspar Stegine - Praxigraphical Chamber in the Arcane University
             
                Absorb Magicka - Novice Restoration
                Absorb Skill: Sneak - Expert Restoration
                Aegis - Master Alteration
                Daylight - Master Illusion
                Disintegrate Weapon - Master Destruction
                Greater Fortify Luck - Journeyman Restoration
                Legendary Life Detection - Master Mysticism
                Shadow - Expert Illusion
                Silence - Master Illusion
                
             e: Raminus Pollus - Lobby of Arcane Univsity
             
                Bound Sword - Expert Conjuration
                Fire Storm - Expert Destruction
                Ghostwalk - Expert Illusion
                Heal Superior Wounds - Expert Restoration
                Heat Blast - Expert Destruction
                Ice Bolt - Expert Destruction
                Ice Storm - Expert Destruction
                Immobilize - Expert Illusion
                Lightning Ball - Expert Destruction
                Lightning Blast - Expert Destruction
                Mute - Expert Illuion
                Oppressing Grasp - Expert Alteration
                Superior Dispel - Expert Mysticism
                Superior Life Detection - Expert Mysticism
                Superior Spell Reflection - Expert Mysticism
                Terrifying Presence - Master Illusion
                Torchlight - Expert Illusion
       
          7: Leyawiin
          
             a: Agata: Mage's Guild
             
                Greater Dispel - Journeyman Mysticism
                Greater Dispel Other - Journeyman Mysticism
                Greater Life Detection - Journeyman Mysticism
                Greater Soul Trap - Journeyman Mysticism
                Legendary Spell Reflection - Master Mysticism
                Psychic Motion - Journeyman Mysticism
                Superior Dispel - Expert Mysticism
                Superior Life Detection - Expert Mysticism
                Superior Soul Trap - Expert Mysticism
                Superior Spell Absorption - Expert Mysticism
                Superior Spell Reflection - Expert Mysticism
                Telekinesis - Expert Mysticism
             
             b: Alves Uvenin: Mage's Guild
             
                Defend - Apprentice Alteration
                Dispel Other - Apprentice Mysticism
                Ease Burden - Apprentice Alteration
                Flash Bolt - Apprentice Destruction
                Heal Major Wounds - Apprentice Restoration
                Major Dispel - Apprentice Mysticism
                Major Life Detection - Apprentice Mysticism
                Minor Dispel - Novice Mysticism
                Minor Life Detection - Novice Mysticism
                Open Easy Lock - Apprentice Alteration
                Remote Manipulation - Apprentice Mysticism
                Soul Trap - Apprentice Mysticism
                Summon Scamp - Apprentice Conjuration
             
             c: Avrus Adus: Chapel of Zenithar
             
                Convalescence - Apprentice Restoration
                Cure Disease - Journeyman Restoration
                Cure Paralysis - Apprentice Restoration
                Cure Poison - Apprentice Restoration
                Fortify Endurance - Apprentice Restoration
                Greater Convalescence - Journeyman Restoration
                Greater Fortify Endurance - Journeyman Restoration
                Greater Fortify Health - Expert Restoration
                Greater Fortify Magicka - Expert Restoration
                Heal Greater Wounds - Journeyman Restoration
                Heal Major Wounds - Apprentice Restoration
                Minor Respite - Novice Restoration
                Restore Endurance - Apprentice Restoration
                Superior Convalescence - Expert Restoration
       
          8: Skingrad
       
             a: Adrienne Berene: Mage's Guild
             
                Arctic Blow - Expert Destruction
                Blizzard - Master Destruction
                Disintegrate Armor - Expert Destruction
                Drain Skill: Blade - Expert Destruction
                Drain Skill: Conjuration - Expert Destruction
                Drain Skill: Restoration - Expert Destruction
                Fire Storm - Expert Destruction
                Flame Tempest - Master Destruction
                Heat Blast - Expert Destruction
                Ice Bolt - Expert Destruction
                Ice Storm - Expert Destruction
                Lightning Ball - Expert Destruction
                Lightning Blast - Expert Destruction
                Lightning Storm - Master Destruction
                Lightning Surge - Expert Destruction
                Scorching Blow - Expert Destruction
                Superior Magicka Drain - Expert Destruction
                Superior Wound - Expert Destruction
                Withering Bolt - Expert Destruction
          
             b: Druja: Mage's Guild
          
                Burning Touch - Novice Destruction
                Curse of Weakness - Novice Destruction
                Defend - Apprentice Alteration
                Ease Burden - Apprentice Alteration
                Entropic Touch - Apprentice Destruction
                Flash Bolt - Apprentice Destruction
                Heal Major Wounds - Apprentice Restoration
                Major Life Detection - Apprentice Mysticism
                Minor Enervation - Novice Destruction
                Minor Wound - Novice Destruction
                Open Easy Lock - Apprentice Alteration
                Remote Manipulation - Apprentice Mysticism
                Snowball - Novice Destruction
                Soul Trap - Apprentice Mysticism
                Spark - Novice Destruction
                Summon Scamp - Apprentice Conjuration
             
             c: Sulinas Vassinus: Mage's Guild
          
                Corrode Armor - Apprentice Destruction
                Defend - Apprentice Alteration
                Drain Skill: Illusion - Apprentice Destruction
                Drain Skill: Marksman - Apprentice Destruction
                Ease Burden - Apprentic Alteration
                Electric Touch - Apprentice Destruction
                Entropic Bolt - Apprentice Destruction
                Flame Touch - Apprentice Destruction
                Flash Bolt - Apprentice Destruction
                Frost Touch - Apprentice Destruction
                Hailstone - Apprentice Destruction
                Heal Major Wounds - Apprentice Restoration
                Magicka Drain - Apprentice Destruction
                Major Enervation - Apprentice Destruction
                Major Life Detection - Apprentice Mysticism
                Major Wound - Apprentice Destruction
                Open Easy Lock - Apprentice Alteration
                Remote Manipulation - Apprentice Mysticism
                Sever Magicka - Apprentice Destruction
                Shock - Apprentice Destruction
                Soul Trap - Apprentice Mysticism
                Summon Scamp - Apprentice Conjuration
                Weakness to Fire - Apprentice Destruction
                Weakness to Frost - Apprentice Destruction
                Weakness to Poison - Apprentice Destruction
                Weakness to Shock - Apprentice Destruction
             
             d: Tumindil: Chapel of Julianos
          
                Convalescence - Apprentice Restoration
                Cure Disease - Journeyman Restoration
                Cure Paralysis - Apprentice Restoration
                Cure Poison - Apprentice Restoration
                Dismiss Undead - Expert Conjuration
                Fortify Willpower - Apprentice Restoration
                Greater Convalescence - Journeyman Restoration
                Greater Fortify Willpower - Journeyman Restoration
                Heal Greater Wounds - Journeyman Restoration
                Heal Legendary Wounds - Master Restoration
                Heal Superior Wounds - Expert Restoration
                Major Respite - Apprentice Restoration
                Minor Respite - Novice Restoration
                Rebuke Undead - Journeyman Conjuration
                Repulse Undead - Apprentice Conjuration
                Restore Willpower - Apprentice Restoration
                Superior Convalescence - Expert Restoration
                Turn Undead - Novice Conjuration
             
             e: Vigge the Cautious: Mage's Guild
          
                Blazing Spears - Journeyman Destruction
                Corrode Weapon - Journeyman Destruction
                Dire Enervation - Expert Destruction
                Dire Wound - Journeyman Destruction
                Drain Skill: Alteration - Journeyman Destruction
                Drain Skill: Destruction - Journeyman Destruction
                Drain Skill: Hand-to-Hand - Journeyman Destruction
                Drain Skill: Heavy Armor - Journeyman Destruction
                Electrocution - Master Destruction
                Fire Ball - Journeyman Destruction
                Frost Bolt - Journeyman Destruction
                Greater Magicka Drain - Journeyman Destruction
                Hail Storm - Journeyman Destruction
                Ice Blast - Master Destruction
                Immolating Blast - Master Destruction
                Lightning Bolt - Journeyman Destruction
                Lightning Grasp - Journeyman Destruction
                Searing Grasp - Journeyman Destruction
                Shocking Burst - Journeyman Destruction
                Summon Storm Atronach - Master Conjuration
                Weakness to Magicka - Journeyman Destruction
                Winter's Grasp - Journeyman Destruction
                Withering Touch - Journeyman Destruction
    
    ====================================7=======================================
    
    7: Comparison Example
    
       I thought I'd post this now while I worked on a fresh character to map
       step by step the first 10 levels to sort of visualize what this guide is
       all about.  My guinea pig (aka my husband) offered up his current
       character build as an example and I took him up on it.  First, a look at
       what his basic character build looked like:
       
       Character Name: Elysia (yes, he's playing a girl)
       Race: Nord Gender: Female
       Sign: The Apprentice
       Class: Cleric (custom build)
       Overall Emphasis: Combat
       Major Stats: Strength and Endurance
       Major Skills: Armorer, Blunt, Alteration, Illusion, Mysticism,
                     Restoration and Marskman
                     
       His beginning scores looked like this:
       
       HP/MP/Fatigue
       Health:       90
       Magicka:     160
       Fatigue:     180
       
       Stats
       Strength:     55
       Intelligence: 30
       Willpower:    40
       Agility:      40
       Speed:        40
       Endurance:    45
       Personality:  30
       Luck:         50
       
       Major Skills
       Armorer:      35
       Alteration:   25
       Blunt:        35
       Illusion:     25
       Marksman:     25
       Mysticism:    25
       Restoration:  30
       
       Minor Skills
       Acrobatics:    5
       Alchemy:       5
       Athletics:    10
       Blade:        20
       Block:        20
       Conjuration:   5
       Destruction:   5
       Hand-to-Hand: 10
       Heavy Armor:  20
       Light Armor:   5
       Mercantile:    5
       Security:      5
       Sneak:         5
       Speechcraft:   5
       
       Now, 20 hours into his character (although I'll admit some of those were
       me forcing him to run places to check just "one more thing"), he's
       cleared only 6 dungeons and has had 518 skill ups.  Now his sheet looks
       like this:
       
       Level 12
       
       HP/MP/Fatigue
       Health:      204
       Magicka:     250
       Fatigue:     290
       
       Stats
       Strength:     90
       Intelligence: 75
       Willpower:    75
       Agility:      55
       Speed:        50
       Endurance:    70
       Personality:  30
       Luck:         50
       
       Major Skills
       Armorer:      55
       Blunt:        40
       Alteration:   62
       Illusion:     35
       Mysticism:    35
       Restoration:  50
       Marksman:     38
       
       Minor Skills
       Acrobatics:   20
       Alchemy:      52
       Athletics:    29
       Blade:        62
       Block:        32
       Conjuration:  80
       Destruction:  32
       Hand-to-Hand: 41
       Heavy Armor:  62
       Light Armor:  25
       Mercantile:   23
       Security:     16
       Sneak:        42
       Speechcraft:   8
       
       As you can see, he's deliberately pushed his Strength, Intelligence and
       Willpower higher, giving him some nice overall bonuses to his magic and
       to his encumbrance limit.  His encumbrance is now a whopping 450, though
       in real practice 449, and he can loot dungeons without missing a step.  I
       was surprised that he's gotten so high, honestly, as I'm forever
       distracting him from his play to do things for me.  He tells me he just
       spams spells as he runs around for me.
       
       Overall, I think that shows a little of what I'm trying to say.  If
       anyone is confused or needs more clarification, I'll be more than
       happy to help out.
    
    ====================================8=======================================
    
    8: Updates and Things
    
       1.01
        A small version update to add in ASCII text art and section breaks. Also
        some typo fixes that I missed the first go around.
        
       1.02
        Fixed more minor typos and clarified some items.  Fixed the Sneak skill
        section in quick skill ups.  Added credits for tips and tricks.
       
       1.10
        Added Spell Vendor content.  Added two more ways for skills ups in
        section 5.  Added a comparison example from level 1 to level 12 using
        this guide to attain level 12.  Updated Imperial race to reflect the
        correct bonuses.  Updated Major Stat bonuses.  Added more credits and
        thanks.
        
       1.11
        Fixed some oversights and added in a comment on major skills and levels.
        Added thanks for pointers and extended it since I'm getting a lot of
        help (thanks to everyone again) and people are starting to have the same
        name.
        
       1.20
        Added a section on skill control.  Added another skill bonus item.
        Credit given where credit was due, that sort of thing.
        
       1.21
        Fixed some typos and added a few extra tips and tricks.  Put in some
        credits for help.
        
       1.30
        Small clarifications and notations, a few more thanks.  Added a section
        on Endurance and Luck stats.  Added another spell vendor.
        
       1.35
        Added three more spell vendors.
        
    ====================================9=======================================
    
    9: Credits and Legal Babble
    
       This Guide is the product of my time and thoughts as well as lots of time
       testing my theories and using my husband as a guinea pig to see if it
       worked for even the most random of players (it does).  Please do not
       steal my work (or his).  This Guide is only to be published on GameFAQs
       1up.com and Neoseeker.com unless I give permission otherwise.
       
       I will say that I cross-checked information I had with the official
       guide, but I ran around looking for things and THEN checked my
       information to make sure my notes were correct.  The guide was very
       helpful to jog my memory, but my information comes from gameplay, not
       from reading material.
       
       Thank you to Bethesda for this beautiful game.  It gave me one more thing
       to make me wonder where my day went.  Thanks go to Prima for their huge
       and heavy guide that I use to double check myself.  Without it, I would
       have confused two of the trainers because I wrote them down wrong.
       
       Thanks to Edwin DeNicholas, who brought the easy sneak skill ups to my
       attention.  I'm very happy with your tip as it made sneak skills a snap.
       Thanks to Eric Mayet for reminding me about breaking and entering as a
       means to gain sneak skill as well. Exaggeration17A also sent me a note
       about sneaking with NPCs in towns.  Kudos to Nick Fournier for the adds
       on bonus skill points.  Derick reminded me about Endurance bonuses and
       Tyveron reminded me about spell creation at the Arcane University.  Thank
       you to David Davidson for reminding me to put in the info on casting cost
       under Int.  I'd added it earlier to the spells sections, but not there.
       A big credit to Bill Whitmore for pointing out hard math on levels and
       making me sit down and really figure it out.  Tim Neal sent in the
       information about a +5 Hand-to-Hand bonus, thanks!  Jonathan D caught a
       typo so I could fix it.  Antonio Sistos, Nutzo100, Bill Yeung, Justin
       Greiner, FooBar, Revolver Talksalot and Andrew Leach also get thanks for
       cool sneak skill tips.  Stephen Chan noted that fires work for damaging
       yourself for healing skill.  Nick Sandberg caught another typo.  Joe
       Deemer added a note about mercantile skill.  Wes Robertson and Chris
       Kaiser reminded me about Rosentia Gallenus' house.  Oncnawan told me
       about sheathing bound weapons, thanks!  More than mere thanks go to Alex
       Li for giving me working charts on Endurance that I boiled down and used
       here.  I wasn't sure how to present the Endurance problem and his email
       gave me the means to do so.  Alderon noted that you can just spam chart
       choices in the Persuasion menu, causing me to test it and use it here.
       
       Also, thanks to http://www.network-science.de/ascii/ for my ASCII art.  I
       really stink at graphics (even ASCII art) and I'm really grateful to that
       little site for saving my butt.
       
       Final thanks go to my husband, Chris (aka DarkGremlin) who puts up with
       me asking him to check things all the time and let me use him as a guinea
       pig for my thoughts as I was writing this.  Also, he lets me steal his
       Xbox 360 to play, as my computer is just a little under-powered for this
       game.
       
       If you find a mistake, would like to add something or give constructive
       criticism, by all means, email me at brynne_emrys@yahoo.com.  If it's an
       addition or suggestion that I use, I'll give you credit.  If you have
       hate mail, save it.  I don't tell you how to game, this is just a
       suggestion on how to make your character work for you.
       
       Again, I will say that the author of this work has no association with
       Bethesda or 2K games, just a really odd gamer girl (woman, whatever) with
       way too much time on her hands.
    
    ====================================END=====================================