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The Elder Scrolls IV: Oblivion - Character Guide
System: Xbox 360
Rated: M
Also On: PC · PlayStation 3 · PSP
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                        <~~~~~~ STEALTH SKILLS ~~~~~~>

-> Acrobatics
   Attribute:  Speed
   Novice:     Cannot attack when jumping or falling
   Apprentice: Can make normal (non-power) attacks when jumping or falling
   Journeyman: Gains the Dodge ability--hold Block and jump in a direction
               to evade attacks
   Expert:     Fatigue loss for jumping is cut in half
   Master:     Water Jump--time your jumps just right and you can jump across
               water surfaces

Acrobatics is one of those little-used skills, the main purpose of which is to 
use in leveling up. Acrobatics is pretty controllable--it levels slowly and 
you won't rank up much if you just do the normal amount of jumping that's 
required to get around. This makes Acrobatics, along with Mercantile and 
Restoration, as must-have major skills, since you just won't get anything out 
of them if you have to rank them up from Novice.


-> Light Armor
   Attribute:  Speed
   Novice:     Armor degrades at 150% the normal rate
   Apprentice: Armor degrades at the normal rate
   Journeyman: Armor degrades at 50% the normal rate
   Expert:     Equipped Light Armor does not encumber the wearer
   Master:     Gains a 50% bonus to armor rating if wearing only Light Armor

Light armor (fur, leather, chainmail, mithril, Elven and glass) is for those 
characters that rely more on stealth and speed to stay alive. While these 
armors provide some protection, they are not meant to keep you alive if you 
consistently go toe-to-toe with the bad guys. Light armor is sort of the back-
up plan for ranged characters who get caught in melee or Stealth characters 
who are spotted before they can deliver a critical blow.


-> Marksman
   Attribute:  Agility
   Novice:     Drawing a bow causes a loss of Fatigue
   Apprentice: There is no loss of Fatigue when drawing a bow
   Journeyman: Hold Block while your bow is drawn to zoom in on the target
   Expert:     Gives a chance of knocking down the target with arrows
   Master:     Gives a chance of paralyzing the target with arrows

The only ranged weapon in Oblivion is the bow, and characters who depend upon 
it must have Marksman. Generally, one should choose a single combat skill and 
stick with it; however, Marksman may be mixed with a melee skill that you can 
fall back on should you get caught by a rush. If you decide to go the archer 
route, make sure you always have plenty of arrows before leaving town and also 
be careful to recover arrows you have used.  Since archers will want the 
Journeyman perk as quickly as possible, you should start with Marksman as a 
major skill if you plan on being a ranged fighter. Mix it up with some spells 
to keep from ranking it up too quickly, and getting your class levels too 
quickly.


-> Mercantile
   Attribute:  Personality
   Novice:     The condition of an item reduces its selling price
   Apprentice: The condition of an item does not affect its selling price
   Journeyman: Buy and sell any item with any merchant*
   Expert:     You can invest in a shop, giving that shop a bonus to the
               amount of gold on hand.
   Master:     All shops have an increase of 500 gold for bartering

*This does not mean you can sell stolen items to non-fence merchants.
It only means, say, an armor merchant will buy rings or a ring merchant will 
buy weapons. Etc.

Mercantile affects your ability to haggle with a merchant. While the 
merchant's barter screen (the shop inventory) is open, click the Haggle 
button. You'll get a slider from Easy (far left) to Hard (far right). 
Underneath you'll see the percentage of base cost for items you buy from the 
merchant (e.g. 185%) and the percentage of base cost for items you sell to the 
merchant (e.g. 35%). Moving the slider from left to right decreases the buy 
cost and increases the sell cost.  Once you've chosen a buy/sell combination 
you like, close the Haggle window and try to buy or sell an item. If the 
merchant refuses, open the Haggle window and move the slider to the left. The 
higher your Mercantile skill, the more likely the merchant is to accept deals 
on the right side of the slider.

At high levels, Mercantile increases the amount of barter gold each merchant 
has available. The barter gold a merchant has is, essentially, the limit of 
what you can sell that merchant per transaction. E.g. if the merchant has 800 
gold and you have three pairs of boots the merchant would normally pay you 400 
gold for, you cannot sell all three to the merchant in one transaction (1200 
gold total). You could sell them one at a time, or two and then one.

Normally, the largest individual transaction with a merchant is 1,200 gold. If 
you advance to almost the end of the Thieves Guild, you get a fence with 1,500 
gold. The Thieves Den official mod includes a 1,500 gold fence. The Wizard's 
Tower official mod includes a 2,000 gold normal merchant. Any merchant's 
barter gold can be increased by 1,000 gold at Master Mercantile (by investing 
500 gold in the store).


-> Security
   Attribute:  Agility
   Novice:     Up to four set tumblers will fall if you fail to set a tumbler
   Apprentice: Up to three set tumblers will fall if you fail to set a
               tumbler
   Journeyman: Up to two set tumblers will fall if you fail to set a tumbler
   Expert:     Onlye one set tumbler will fall if you fail to set a tumbler
   Master:     No set tumblers fall if you fail to set a tumbler

Security controls the lockpicking mini-game in three ways:
* Higher Security provides a more likely chance of success if you use the Auto 
Attempt button to try to pick the lock.

* Higher Security keeps set tumblers in place when you break a pick by failing 
to properly set a tumbler.

* Higher Security causes tumblers to drop back down more slowly.

The lockpicking mini-game pops up whenever you try to open a locked object. 
You'll see a stylized rendition of the internal workings of a lock. Through 
the middle runs a hollow bolt into which your pick is inserted. This bolt is 
held in place by from one (very easy locks) to five (very hard locks) 
tumblers.

You may attempt to automatically open the lock using the Auto Attempt but-ton, 
or you may pick the lock manually. Move the pick under a tumbler and push up 
to push the tumbler out of the bolt. The tumblers are spring-loaded and will 
pop back down either immediately or after a one- or two-second delay. While 
the tumbler is still seated in the up position, LEFT-CLICK or press the right 
trigger to set the tumbler. If you click at the wrong time, the tumbler falls 
back into place and breaks your pick.  Depending on your Security skill, other 
tumblers you have already set will also fall and you'll have to set them all 
over again.

You can figure out when to set a tumbler into place in one of two ways:

1) Keep pushing it up and letting it fall and watch the pattern. For the most 
part, a quick reset of the tumbler is immediately followed by a long reset. So 
all you have to do is watch for a quick reset and then set the tumbler on the 
next try.

2) Listen to the sound of the tumbler moving up. There is an extra, very quiet 
click when the tumbler is going to stay seated for a second or two. That's 
when you can set the tumbler. Once you learn how to recognize that little 
extra click, you can pick locks very easily.

Whether you take Security as a minor or major skill depends on how much you 
intend to use it. While you'll occasionally need Security for quests, it only 
becomes important in Thieves Guild and Dark Brotherhood quests. If you don't 
plan on performing those quests, make Security a major skill. You won't use it 
often enough to class level unexpectedly. If you do plan on a bit of 
skullduggery, leave Security as a minor skill. You can successfully complete 
the lockpicking mini-game regardless of your Security rank, and you don't want 
to gain unnecessary class levels from all the locks you pick.


-> Sneak
   Attribute:  Agility
   Novice:     Undetected attacks have a bonus of 4x damage for one-handed or
               hand-to-hand attacks, 2x damage for bow attacks
   Apprentice: Undetected attacks have a bonus of 6x damage for one-handed or
               hand-to-hand attacks, 3x damage for bow attacks
   Journeyman: Weight of your boots does not affect chance of detection
   Expert:     Moving, regardless of speed, while Sneaking does not affect
               chance of detection
   Master:     Undetected attacks ignore armor rating of opponents

Sneaking is the bread and butter of the thief-type character, whether you are 
a basic sneak-thief or a stealth-oriented fighter. Attacks made while 
undetected do more damage:

* Novice:               4x from one-handed weapons and hand-to-hand,
                        2x from bows
* Apprentice and above: 6x from one-handed weapons and hand-to-hand,
                        3x from bows

*Note* you do not receive any damage bonus when Sneak attacking with a two-
handed melee weapon.

Sneak also allows you to pick pockets, avoid detection while you burglar a 
house, etc. When in Sneak mode, an eye replaces your standard crosshair. If 
the eye is grayed out, you are undetected. If the eye starts to glow, another 
creature hears or sees something suspicious. Remaining undetected while 
Sneaking is not just a matter of your skill rank, it also takes gameplay 
skill. You have to move slowly, stay in shadows, avoid being in another 
creature's sight (i.e. only move when their back is turned), etc. The only 
clothing item that makes a difference when sneaking is your boots, and at 
Journeyman level you can Sneak in steel boots if you're so inclined.

To pick someone's pocket, approach in Sneak mode. While remaining undetected, 
Activate the NPC. You'll get a pick-pocket inventory rather than a 
conversation. The higher in value or weight of the items you try to remove, 
the more likely your attempt will be noticed.  Sneak is best left as a minor 
skill. You can rank it up quickly in a number of ways. Perhaps the best way is 
to Sneak behind an innkeeper, and then run into a wall. You can level up Sneak 
pretty quickly that way. This is a good way to get +5 modifiers to your 
Agility.


-> Speechcraft
   Attribute:  Personality
   Novice:     Can bribe most NPCs for Disposition bonuses
   Apprentice: Can get one free rotation of the Persuasion mini-game wheel
               during each play of the mini-game
   Journeyman: Disposition decreases more slowly during the Persuasion game
   Expert:     Lower reduction in Disposition from the hated response
   Master:     Bribes are 50% lower.

Each NPC has a Disposition score that indicates how likely they are to give 
you important information or Haggle with you (if a merchant). You can increase 
an NPC's Disposition using a Persuasion mini-game. In some cases, getting or 
continuing a quest requires you to get a high Disposition score with the 
target.

*NOTE* You can also increase Disposition by using Charm spells, the Imperial 
ability, "Voice of the Emperor", or the vampire ability, "Vampire's 
Seduction".

To play the Persuasion mini-game, click the Persuade button (face icon on the 
left of the conversation menu) during conversation. A segmented wheel opens 
next to the NPC. There are four segments: Admire, Boast, Joke and Coerce. 
During each round of play, you must perform each action once.

To perform an action, select it and LEFT-CLICK or Right Trigger. Of the four 
actions, the NPC will love one, like one, dislike one and hate one. You can 
tell the NPC's reaction by examining his or her face when you select the 
action. Inside each action's segment of the wheel is a wedge. After each 
selection, the wedges "rotate", changing their position.

There are four wedges: 25%, 50%, 75% and 100%. They always rotate clockwise 
and their order will differ from round to round. The actions the NPC loves, 
likes, dislikes and hates will always be the same, so you only need to test 
them at the beginning of the mini-game.

Basic gameplay involves choosing liked or loved responses when they are filled 
with a medium or large wedge and choosing disliked and hated actions when they 
have only a small wedge in them. All the while you're deciding which action to 
pick, the NPC's Disposition is falling.

First, get a blank sheet of paper and sketch four large X's on it:
   
        \    /        \    /        \    /        \    /
         \  /          \  /          \  /          \  /
          \/            \/            \/            \/
          /\            /\            /\            /\
         /  \          /  \          /  \          /  \
        /    \        /    \        /    \        /    \
   
Start the Persuasion mini-game and quickly examine the NPC's reactions to each 
action. Pause the game and note these reactions in the appropriate section of 
your diagrams. In this example, the NPC (a city guard) loves Admire, likes 
Boast, dislikes Joke and hates Coerce:

          LV            LV            LV            LV
        \    /        \    /        \    /        \    /
         \  /          \  /          \  /          \  /
      LK  \/  D     LK  \/  D     LK  \/  D     LK  \/  D
          /\            /\            /\            /\
         /  \          /  \          /  \          /  \
        /    \        /    \        /    \        /    \
          H             H             H             H

Next, quickly examine the current position of the wedges, pause the game and 
note these in your first X:
   
          LV
        \ 25 / 
         \  /  
      LK  \/  D
      75  /\ 50
         /  \  
        /100 \ 
          H    

You can now extrapolate where each wedge will be for each selection:

          LV            LV            LV            LV
        \ 25 /        \ 75 /        \100 /        \ 50 /
         \  /          \  /          \  /          \  /
      LK  \/  D     LK  \/  D     LK  \/  D     LK  \/  D
      75  /\ 50     100 /\ 25     50  /\ 75     25  /\100
         /  \          /  \          /  \          /  \
        /100 \        / 50 \        / 25 \        / 75 \
          H             H             H             H

The strategy is simple: First determine in which turn you get the 25% wedge in 
Hate and take that--in this example, it is the third turn. Then you want the 
100% wedge in Love, or, if that's unavailable (because it occurs in the same 
turn as 25% in Hate), then take 75% in Love (second turn in this example). 
Then Dislike when it is lower--of the remaining turns (first and fourth), 
Dislike is lower in the first. So, the correct strategy for this round is: 
Dislike (50%), Love (75%), Hate (25%), Like (25%). You then start the next 
round and your opening looks like this:

          LV
        \100 / 
         \  /  
      LK  \/  D
      25  /\ 75
         /  \  
        / 50 \ 
          H    

Planning ahead yields: Love (100%), Like (50%), Dislike (25%), Hate (25%). 
You'll get a greater increase in Disposition this round than the previous 
round. Continue until you've maximized the NPC's Disposition.

Your Speechcraft skill can help with the Persuasion mini-game in several ways:
  * At Apprentice rank, you can get a free rotation of the wheel during
    the mini-game.
  * At Journeyman rank, the NPC's Disposition falls more slowly while
    you're making your decisions.
  * At Expert rank, there is less reduction in Disposition from the
    hated response.

Once you get good at this mini-game, you won't need to sketch out your moves; 
you'll be able to do it in your head, which dramatically decreases the time it 
takes to sweet-talk NPCs.
 
 




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