The Elder Scrolls IV: Oblivion Character Build-up & Development Guide

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| [CBDG04]                 Choose your Skills                          |
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Shouldn't this section be called 'Choose your Class' ? No. Classes are 
just a selection of major skills, two favoured attributes and a skill 
package. Take a look at the Skill descriptions here, and if you find 
a good predefined class in game pick it accordingly. However, the 
existing classes don't have luck as favoured attribute, and most have 
stupid skill combinations from a game play perspective - they are 
ok from the lore perspective, but that's not the point of this guide. 

First, lets take a quick look which favoured attributes we pick - 
favoured attribute equals a one time +5 bonus. The first one is 
obviously luck, since its hard to raise (see Character Development for 
more info). The other one is up to you, although endurance would be 
a natural choice, since later endurance changes are not retroactive
(your starting health is 2x your starting endurance, not 2x your 
level 50 endurance). 

Secondly, pick a skill package. This affects you in two ways: You get 
a +5 bonus to all package skills (packages are Combat, Magic, Stealth)
and you will increase those skills even faster. A major package skill 
will rise faster than a normal major one, a minor package skill will 
rise faster than a normal minor but still slower than a normal major.   
I normally pick stealth or combat, since magic is so easy to raise 
anyway. Some hardcore power gamers think one should get the package 
with the least major skills, since your maximum level is determined 
by (700-(sum of starting major skill points))/10  - but that's not 
true since you can decrease your skill points in prison. And its not 
fun. 

Thirdly, pick your major skills. The 7 major skills rise a lot faster, 
they start at journeyman level and 10 skill rises in any combination of 
major skills gives you one level-up. However, you can also raise minor 
skills, actually as far as major ones - its just slower. Skills give 
you certain perks at 25 (Apprentice), 50 (Journeyman), 75 (Expert) and 
100 (Master) Skill points. The Spell casting skills have no real perks, 
but the perk levels allow you to cast different spells. Ok lets start...


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| Combat Skills | 
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 Block (Endurance) 
   Essential Skill for melee. Some good timing is required, but 
   especially later on it will mean the difference between winning 
   a fight barely scratched and loosing badly. Its easy rise, so 
   no need to pick it as major - but DO spend time or money on this
   lifesaver. 

  Novice: fatigued by blocking 
  Apprentice: not fatigued by blocking
  Journeyman: shield/weapon takes no damage from blocking (!)
  Expert: chance to do a knock back counter-attack
  Master: knock back counter-attack has chance to disarm

 Rating A- 


 Armourer (Endurance) 
   Repair your stuff to keep it effective. Get it at least to Journeyman
   if you use armour and weapons so you can repair magical equipment. 
   Good overall skill, but since it just saves some money for repairs 
   and rises fast its not worth a major pick.

  Novice: cannot repair magic items
  Apprentice: repair hammers last longer (2x)
  Journeyman: can repair magic items
  Expert: Can improve items to 125% 
          - yes they get more effective that way !
  Master: never breaks repair hammers 

 Rating C


 Heavy Armour (Endurance) 
   Either pick this or Light Armour if you wear armour at all. Somewhat 
   cosmetic choices, since both types do not encumber at master level & 
   Light Armour has 50% AC bonus later on. However, the best non-unique 
   Heavy Armour has better enchanting capacity than the best Light Armour 
   and until you reach master level, Heavy Armour is the better choice - 
   encumbrance is not that much of a problem - staying alife is better 
   than carrying more. The third choice, no armour, is hard - especially 
   in many vs one battles. So pick this skill, and pick it major. 

  Novice: 150 % degration rate
  Apprentice: normal degration
  Journeyman: 50% slower degration
  Expert: encumbers only 50%
  Master: encumbers not at all

 Rating B+


 Blunt (Strength)
   Maces, Axes, Mauls, Staffs... you name it. A little stronger than 
   blade, but also a little slower. There are more unique Blades than 
   Blunt Weapons, and since effects are an important factor later on, 
   speed wins over damage. If you don't need Blunt for style reasons 
   (Mage Staff, Maul Barb), get Blade.
   
   Note by Aerenel: Blunt is stronger against certain creatures, e.g. 
                    Skeletons & Slaughterfish

  Novice: basic power attack
  Apprentice: Standing Power Attack damage bonus
  Journeyman: Left/Right Power Attack have chance to disarm
  Expert: Backwards Power Attack has chance to knock-down
  Master: Forward Power Attack has chance to paralyse

 Rating B+


 Blade (Strength)
   Daggers, Short Swords, Long Swords, Claymores, Katanas & Dai-Katanas -
   something for every range and speed requirement. It wins speed wise 
   over Blunt. It has more variety. It has more unique weapons. And they 
   look cool. So if you want to get into melee at all, pick Blade. 

  Novice: basic power attack 
  Apprentice: Standing Power Attack damage bonus
  Journeyman: Left/Right Power Attack have chance to disarm
  Expert: Backwards Power Attack has chance to knock-down
  Master: Forward Power Attack has chance to paralyse

 Rating A


 Athletics (Speed) 
   Well you run & swim faster - and since you run all the time anyway, 
   this skill will go up. Swimming will raise it if you don't get any more   
   raises out of running. Don't take it as major, it will give you gimp 
   levels en masse. 

  Novice: running = slow fatigue regeneration 
  Apprentice: 25% faster fatigue regeneration
  Journeyman: 50% faster fatigue regeneration
  Expert: 75% faster fatigue regeneration
  Master: running does not reduce fatigue regeneration

 Rating D 


 Hand to Hand (Strength)
   Hand to Hand is fast - very fast. Knockdowns are abundant. But that's 
   about it. Both damage and reach are minimal. And all those cool weapons 
   won't make you smile in your sleep, and you cannot enchant your fists.  

  Novice: basic power attack
  Apprentice: Standing Power Attack damage bonus
  Journeyman: Left/Right Power Attack have chance to disarm
  Expert: Backwards Power Attack & Block has chance to knock-down
  Master: Forward Power Attack has chance to paralyse
          Block has a chance to disarm 

 Rating D+

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| Magic Skills |
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Higher magic skill equals lesser spell costs - so if you find one 
of those "Call me Death Star" spells with high Magicka cost, raise 
the fitting magic skill. There are no perks, just access to new 
spells. Alchemy is the exception, it works just like the other 
non-magic skills.


 Destruction (Willpower)
   Magic Damage for all your needs: fire, frost, shock, health, Magicka, 
   equipment, attribute or skill - if it has a rating, you can damage it 
   with destruction. Just destroy your enemy's magic, disintegrate his 
   stuff and enjoy Mr. Superarchmage fighting naked with his fists. Pick 
   it !

 Rating: A


 Alteration (Willpower)
   Open locks with magic, alter encumbrance on self and others and water 
   walking are the not so good parts of Alteration, but Water Breathing is 
   essential for your underwater expeditions (or Alchemy) and the 
   shield spells (vs normal/elemental damage) are nice, too. Ok, but not 
   really worth a major pick.  

 Rating: C


 Illusion (Personality)
   Let your enemies fight against each other, while you watch invisible or 
   join the fight under a chameleon spell. Make them love you, make them 
   fear you. Paralyse them. And this school has the most effective spell 
   versus casters: silence. Its fun, however not absolutely necessary as 
   a major.  

 Rating: A-


 Conjuration (Intelligence) 
   Well, turn undead and summon weapons/armour is worthless (you want your 
   stuff enchanted and at 125%) . But summoned beasts are nice, willing 
   training dummies, and the best Magicka potion for you atronachs (see 
   birth signs). In fights, you get most damage for your magic from 
   summons, and they also take damage for you. 

 Rating: B (A for Atronach Birth sign)


 Mysticism (Intelligence)
   Dispel and Life Detection are not that important, the basic apprentice 
   soul trap is completely sufficient, you don't need telekinesis for 
   most thefts. The real goodies are Spell Absorption & Spell Reflection.
   On the other hand, both are better used as constant effect items.
   Not worth the major pick. 

 Rating: C+


 Restoration (Willpower) 
   If Destruction allows you to destroy anything with a rating, restoration 
   allows you to absorb all those (health, Magicka, fatigue, skills, 
   attributes), or fortify them, or restore them. You will use this power 
   often - so often in fact that you will be at 50 skill points very fast. 
   50 is sufficient, so its a  must have, but not must have major. 

 Rating: A


 Alchemy (Intelligence)
   The jack of all trades magic skill. Make your own potions and poisons for 
   every occasion. Creating new crazy potions is a great game on its own. 
   If you like to try out new stuff, this is for you. Can jump in for any 
   magic school except conjuration.  

  Novice: recognises 1 of 4 properties of substances
  Apprentice: recognises 2 of 4 properties of substances
  Journeyman: recognises 3 of 4 properties of substances
  Expert: recognises 4 of 4 properties of substances
  Master: make potions from a single ingredient

 Rating: A- 

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| Stealth Skills |
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 Security (Agility) 
   Open locks. Well, you can open a very hard lock with one lockpick and 
   skillevel 5, so its not really worth it. If you don't like the mini 
   game,  you are better off with Alteration than with high security 
   skill levels. 

  Novice: up to 4 tumblers fall on fail
  Apprentice: up to 3 tumblers fall on fail
  Journeyman: up to 2 tumblers fall on fail
  Expert: up to 1 tumblers fall on fail
  Master: no tumblers fall on fail

 Rating D


 Sneak (Agility) 
   Move unseen, backstab and pick pockets. This skill is great. There is 
   no substitute for pick pockets, Backstabbing is the best way to start 
   a fight and nothing gives you better heart attacks than sneaking into 
   the treasure chamber (or out of prison). Additionally, you wont draw 
   attention if you sneak while lockpicking. Pick it major if you are 
   interested the thief guild / heists / assassin methods in general.

  Novice: 4x backstab, 2x marksman undetected critical
  Apprentice: 6x backstab, 3x marksman undetected critical
  Journeyman: no penalty for weight of boots
  Expert: no penalty to chance of detection for moving
  Master: backstab ignores armour rating

 Rating A-


 Acrobatics (Speed) 
   Jumping and Falling. This skill gets interesting on higher levels: 
   Since there are no levitation spells in Oblivion, high Acrobatics is 
   the only way to reach certain places - for example, there are hidden 
   areas only reachable by water (aka lava) jumping (submitted by Aerenel). 
   The dodge ability is nice against enemy power attacks, real blocks are 
   better to break a normal attack sequence with their counter attack. 
   Also good for getting out of sticky situations in late game (by 
   LtKerensky). Probably no major pick, but you should train this. 

  Novice: no attack when jumping/falling
  Apprentice: normal attacks when jumping/falling
  Journeyman: dodge (block & jump to avoid hit completely)
  Expert: 50% less fatigue loss for jumping
  Master: jump off the surface of water

 Rating C+  


 Light Armour (Speed)
   Pick this or Heavy Armour. Light Armour means less encumbrance early 
   on, Heavy Armour better defence - but on Master level they are 
   almost equal (no encumbrance, about same defence). Even then, Heavy 
   Armor is better for enchantment. However, until master level Heavy 
   armour is a better, since encumbrance is less important than armour 
   rating. 

  Novice: degrades at 150% of normal rate
  Apprentice: degrades at normal rate
  Journeyman: degrades 50% slower
  Expert: does not encumber at all
  Master: 50% bonus to armour rating 

 Rating: B


 Marksman (Agility)
   You want to show Legolas how one REALLY uses a bow ? Pick this skill. 
   Double enchantments (bow & arrow are added) with zoom, knock-down & 
   paralysing chances + 3x critical if you use sneak - your enemies 
   will be in a bad condition when they reach you - if they reach you at 
   all. Drawback: It uses ammo (so what?) and requires some tactical 
   planning in battles against multiple enemies. 

  Novice: fatigued when holding bow drawn back
  Apprentice: not fatigued when holding bow drawn back
  Journeyman: block with bow = zoom ability
  Expert: chance of knock-down
  Master: Chance of paralysing 

 Rating: A-


 Mercantile (Personality)
   High Mercantile = better deals. Since money is lying on the streets 
   anyway, you don't need better deals. 

  Novice: value is reduced by worn condition
  Apprentice: value is not reduced by worn condition
  Journeyman: buy and sell any object to any vendor
  Expert: invest in shops (shops available gold +500)
  Master: all shops have +500 gold for barter

 Rating: F


 Speechcraft (Personality)
   Persuade others. Ok if you don't use illusion, but bribes are working 
   all right in most cases. You can get the disposition up about 30 points 
   in the mini game without any training - add illusion and/or money and 
   you will be all right. Not worth a major pick. 

  Novice: offer bribes to increase Disposition
  Apprentice: free rotation of a wedge in the mini game 
  Journeyman: timer in mini game is 50% slower
  Expert: disposition loss by bad choices in mini game is reduced 
  Master: bribes for half price

 Rating: C-


|||| Conclusion |||| 

Good major skills are Block, Heavy or Light Armour, Blunt or Blade, 
Destruction, Illusion, Conjuration, Alchemy, (Restoration), Marksman 
and Sneak.