The Elder Scrolls IV: Oblivion Walkthrough :
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Walkthrough - Character Build FAQThe Elder Scrolls IV ------------------------------------------------------------------------ _______ ______ _ _________ _________ _______ _ ( ___ )( ___ \ ( \ \__ __/|\ /|\__ __/( ___ )( ( /| | ( ) || ( ) )| ( ) ( | ) ( | ) ( | ( ) || \ ( | | | | || (__/ / | | | | | | | | | | | | | || \ | | | | | || __ ( | | | | ( ( ) ) | | | | | || (\ \) | | | | || ( \ \ | | | | \ \_/ / | | | | | || | \ | | (___) || )___) )| (____/\___) (___ \ / ___) (___| (___) || ) \ | (_______)|/ \___/ (_______/\_______/ \_/ \_______/(_______)|/ )_) #################################### ##################################### ################################## ############## ########### ########### ########## ########## ######### ########### ######### ######### ######### ######### ######### ######### # ######## ######## ###### ######## ######## ######## ######## ######## ####### ####### ####### ##### ####### ###### ## ####### ####### ####### ###### ####### ###### ####### ##### ###### ##### ###### ##### ###### #### ###### #### ##### ### ##### ## #### ### ## CHARACTER BUILD GUIDE (for PC, Xbox 360 and Playstation 3) V2.00 2007-02-26 Copyright 2006, 2007 Barry Scott "PapaGamer" Will A premium version of this guide is available. It includes maps, screenshots, hyperlinked cross-references and more. See http://www.papagamer.com/content/view/28/39/ ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CONTACT INFORMATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ To contact me about the guide, send email to: barry@papagamer.com Please include "Oblivion Character FAQ" in your subject line so I don't auto- discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you found this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal by using the Donate link found on my Web site: http://www.papagamer.com/ Thank you, and enjoy the guide! ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TABLE OF CONTENTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ Skills.......................................CG00 Attributes...................................CG01 Races........................................CG02 Birthsigns...................................CG03 The Leveling System..........................CG04 Classes......................................CG05 Class Templates..............................CG06 The Math: How Skills Increase................CG07 Skill Training...............................CG08 Version History & Credits VH00 Legal........................................LG00 To quickly jump to a section, copy the section code, press CTRL-F and paste the section code in the search box. [CG00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SKILLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ Everything in the game is based on skills. What race (and therefore what starting attributes) you choose, what class you choose (pre-generated or custom), how you fight, how you interact with people, what quests you pick up...it should all be founded on the skills you want. Oblivion features 21 different skills. Each skill is governed by an attribute score, has different Mastery Levels--Novice, Apprentice, Journeyman, Expert and Master--and affects how well you are able to do certain things. Each skill is also related to a class specialization (combat, mage or stealth). The Mastery Levels are: Skill Mastery Rank Level ------- ---------- 0 - 24 Novice 25 - 49 Apprentice 50 - 74 Journeyman 75 - 99 Expert 100 Master Your base rank in all skills is five (5), which is Novice level. At that rank, you will receive limited benefit when using the skill and may even receive penalties. For example, Novice Marksmen lose Fatigue whenever they draw a bow. The highest natural rank for any skill is 100. You can boost a skill beyond 100 by using Fortify spells; however, very few skills provide any additional benefit when boosted past 100. When you select a class, seven skills are identified as "major skills". All the rest of the skills are "minor skills". Major skills immediately receive a +20 bonus and begin at rank 25, or Apprentice level. Any major skills that come from your class' specialization receive an additional +5, for a starting rank of 30*. You'll also receive a bonus of +5 or +10 in several skills based on your racial selection. Thus, you can start the game with some skills as high as rank 40 (major skill from class specialization +10 racial bonus). *Correction provided by yaox0024 and McArminius. Various printed material about the game (including the game manual and in-game information) lists a +10 bonus from specialized skills, but the game actually only provides a +5 bonus. Example: a Breton Battlemage would begin the game with the following major skills and scores: -> Alchemy.......35 -> Alteration....35 -> Blade.........25 -> Blunt.........25 -> Conjuration...40 -> Destruction...30 -> Mysticism.....40 Additionally, the character would have the following minor skill scores: -> Illusion......10 -> Restoration...15 All other skills would be rank 5. This doesn't mean this character could not use the other skills, but they will be at Novice level and it will take a long time to increase them to Apprentice level. On the other hand, the character should quickly reach Journeyman level (and the associated perks) in Conjuration and Mysticism. All skills increase in rank as you use them. The lower your rank in a skill, the faster it will increase as you use it. Major skills increase slightly faster than minor skills of the same rank. You must increase your major skills in order to increase your class level. (See the section on Leveling.) -> Armorer Attribute: Endurance Novice: Repair hammers break quickly Apprentice: Repair hammers last twice as long as Novice Journeyman: Can repair magic items Expert: Can repair items to 125%, weapons do more damage, armor provides more protection. Master: Never break a repair hammer As you use weapons and armor, they deteriorate. You can buy (or find) repair hammers and use them to repair your items based on your Armorer skill. Repair hammers also wear out with use. At Novice level, hammers last a very short time and you cannot repair magic items. At Apprentice level, hammers begin lasting twice as long. Armorer is a "tweener" skill. Leveling this skill can be tedious and requires a lot of money (for repair hammers) and lots of time spent damaging and then repairing armor and weapons. You also do not want to wait a long time before hitting Journeyman Mastery so you can repair enchanted items. Armorer is a good choice for a major skill, especially for melee fighters. -> Athletics Attribute: Speed Novice: Slow Fatigue regeneration while running Apprentice: While running regenerate Fatigue 25% faster than Novice Journeyman: While running regenerate Fatigue 50% faster than Novice Expert: While running regenerate Fatigue 75% faster than Novice Master: No reduction in rate of Fatigue regeneration while running Your ability to run and swim is controlled by your Athletics skill. You normally regenerate Fatigue whenever you are not running or swimming; performing one of those activities reduces the regeneration rate of your Fatigue. As your ranks in Athletics increase, your ability to regenerate Fatigue while exerting yourself increases. Even though most players prefer to play with Always Run on, Athletics levels up very slowly. Also, you will not typically run while in a dungeon (unless you're Sneak-running, which does not provide experience for Athletics); and, above-ground, there is Fast Travel and horses to keep you from wearing out your feet. All-in-all, Athletics is very controllable and makes a good major skill. -> Blade Attribute: Strength Novice: No Power Attacks Apprentice: Standing Power Attack Journeyman: Left/Right Power Attacks with chance to disarm Expert: Backwards Power Attack with a chance to knockdown Master: Forward Power Attack with a chance to paralyze This skill determines how much damage you can inflict with a bladed weapon-- swords, daggers, etc. Higher Mastery Levels allow you to disarm or knock down your opponent. The Master perk is almost equivalent to an instant win. There are three melee combat skills (Blade, Blunt and Hand To Hand); you really only need one as a major skill. Fighters will want to have one of the three as a major skill for quick access to Power Attacks. By mixing up some spellcasting and ranged attacks, you can keep from ranking up your major skill too quickly. In general, Blade is the best of the three as there are more and better blades to be found than blunts, and there are not magic enhancements for your fists. Hint: When you reach Cloud City Temple, you can watch two Blades sparring. Watch for a few minutes and your Blade skill will increase by two. -> Block Attribute: Endurance Novice: Fatigued by blocking, hand-to-hand blocking has no effect Apprentice: Not fatigued by blocking Journeyman: Shield or weapon takes no damage when used to block, opponents may recoil when blocking with hand-to-hand Expert: Blocking with a shield gives a chance to counterattack Master: Blocking with a shield gives a chance to disarm when a successful blocking counterattack is made Blocking is a key ingredient in Oblivion combat. The amount of damage you can deflect is governed by your Block skill. At Novice level, blocking costs Fatigue and lets a lot of damage through anyway. Melee fighters will want Block as a major skill since their lives will depend upon it. Other classes can leave this as a minor skill and use Blocking to get modifiers to Endurance. Hint: When you reach Cloud City Temple, you can watch two Blades sparring. Watch for a few minutes and your Block skill will increase by two. -> Blunt Attribute: Strength Novice: No Power Attacks Apprentice: Standing Power Attack Journeyman: Left/Right Power Attacks with chance to disarm Expert: Backwards Power Attack with a chance to knockdown Master: Forward Power Attack with a chance to paralyze Same as Blade, but you fight with weapons classified as blunt (clubs, maces, axes, hammers, etc.) Note the classifications of blade and blunt differentiate on the way the weapons are wielded. Axes are used just like maces and clubs, not like swords, even though axes have a bladed head. -> Hand To Hand Attribute: Strength Novice: No Power Attacks Apprentice: Standing Power Attack Journeyman: Left/Right Power Attacks with chance to disarm Expert: Backwards Power Attack with a chance to knockdown Master: Forward Power Attack with a chance to paralyze Same as Blade, but you fight with your fists. Hint: Outside the Arena in the Imperial City, you can find two NPCs sparring with each other. Watch them for a couple of minutes and you will receive 5 bonus ranks to your HTH skill. -> Heavy Armor Attribute: Endurance Novice: Armor degrades 50% faster than normal Apprentice: Armor degrades at a normal rate Journeyman: Armor degrades 50% slower than normal Expert: Equipped heavy armor items only count 50% of their normal encumbrance value. Master: Equipped heavy armor items cause no encumbrance. Heavy armor (iron, steel, dwarven, orcish, ebony and daedric) is the protection of choice for high-Strength melee combatants. (Low Strength characters will find heavy armor to be too...well, heavy.) The only way to increase this skill is to wear heavy armor pieces--as many as you can buy or scrounge and take damage while wearing them. Heavy Armor ranks up slowly, so having it as a major skill should not be a liability. Unless you have a very high STR character, you'll want to reach the Expert perk sooner rather than later, to reduce the encumbrance of all that metal. -> Alchemy Attribute: Intelligence Novice: Can identify the first of four effects of an ingredient Apprentice: Can identify the first two of four effects of an ingredient Journeyman: Can identify the first three of four effects of an ingredient Expert: Can identify all four effects of an ingredient Master: Can make potions with just one ingredient There are many alchemical substances in Tamriel: food, plants, bits and pieces of the creatures you kill...Each of these substances has up to four effects-- some beneficial and some harmful. By mixing two or more ingredients that have the same effect, you can create potions or poisons. Your Alchemy skill determines how many of the four effects of a substance you can identify. At Novice level you can only identify one effect. Apprentices can identify two effects, and so on. At Master level, you can create a potion with just one ingredient. You need an alchemical apparatus to mix ingredients. The mortar and pestle is the basic apparatus, and you should find one during the starter dungeon. The better the apparatus, the greater the magnitude of the effect produced by your potion or poison: * Mortar and Pestle: basic apparatus allowing potions to be created * Retort: increases magnitude and duration of beneficial effects of potions (but not poisons) * Alembic: decreases the magnitude and duration of negative effects of potions (but not poisons) * Calcinator: increases the magnitude and durations of all effects of potions and poisons. There are different quality "grades" for each type of apparatus. The higher quality apparatuses have the same effect on your potions and poisons, but to a higher degree. To mix a potion or poison, select any apparatus in Inventory to bring up the Alchemy menu. Select at least two ingredients with the same effect and click Create. The higher your Alchemy skill, the greater the magnitude of your new potion or poison. Alchemy is a very controllable skill; thus, it's useful both as a major skill for leveling or as a minor skill to rank up for the Intelligence modifiers. Alchemy can also be tedious to train--you have to buy, harvest or scrounge every ingredient you can. Once you have lots of ingredients, mixing them into potions and poisons is quick, and easy. SPELL SKILLS -------------- The following spell school skills do not have skill perks, per se. Spells are rated at a particular Mastery Level and you must have achieved that Level in the skill in order to cast the spell. For combat effectiveness, you'll want to start with some spell schools as major skills, thus getting Apprentice-level spells. If you're planning to be a magic-wielding class and all you have are Novice spells...well, good luck. On the other hand, you'll want to vary spell-casting between major and minor skills, so you don't level up your class too quickly. For example, you could throw some high-level Destruction spells at the start of combat, then switch to lower-level Alteration or Restoration spells close-up. Or, you could use a high-level Conjuration to summon some help, and then switch to low-level Destruction spells. -> Alteration Attribute: Willpower Alteration spells are primarily used in a defensive or adaptive way, with a focus on buffs. Alteration spells can shield you from damage, enable you to breathe underwater, reduce your encumbrance, etc. This school may be of most use to a combat-oriented character with some magical ability (i.e. a "Spellsword" or "Battlemage"). Thieves may also find this school useful for the "Open Lock" spells. Alteration levels up very quickly and has a lot of self-targeted spells that can be cast over-and-over. It's a good choice for a minor skill. -> Conjuration Attribute: Intelligence This school of magic is primarily concerned with three things: summoning creatures to fight for the caster, summoning "bound" armor and weapons--i.e. creating armor and weapons out of Magicka--and repulsing (turning) undead. Pure casters will definitely want this school, and battlemages with low Strength may like the bound armor and weapons, since they have no weight. Conjuration is the fastest-leveling skill in the game and you can cast Summon spells over-and-over to rank it up. Never take Conjuration as a major skill, you'll level far too fast. -> Destruction Attribute: Willpower Your basic offensive spells. Pure mages need this school for raw firepower. (Literally.) However, Destruction spells go beyond simple damage-dealing; they can weaken attributes and skills, corrode armor and weapons and other nasty things. There are also a number of good long-range Destruction spells, making this an excellent choice for battlemages who don't want to lug around bow and arrows. Destruction levels fairly slowly--the second slowest of all the spell schools; and, you have to hit a valid target to level it up. You can always create a small, self-targeted Destruction spell to help level this one up. However, since Destruction is a major tool, it's probably best not to use this as a major, you'll simply be forced into using it more often than you would like. -> Illusion Attribute: Personality Illusions run the gamut from charm spells to invisibility to controlling creatures to lighting up the dark spaces in the world. (And there are a lot of dark spaces in Oblivion.) There are a wide variety of spells in this school, many of them of most value to a Stealth character rather than a pure mage or battlemage. Illusion ranks up quickly and has good spells that can be cast over-and-over to earn experience. -> Mysticism Attribute: Intelligence Mysticism has three major uses: protect against magic, detect enemies and soul trap enemies for enchanting. This is the school where you find your dispelling magic as well as detection magic. A good school for pure casters and for "bounty hunter" builds--warriors who specialize in tracking down targets. All characters can benefit from Soul Trap spells, since all types of classes use enchanted weapons. Mysticism is another easy-to-level skill. Detect Life is not only useful, it can help you rank up this skill in short order. Definitely not a major skill candidate. -> Restoration Attribute: Willpower Restoration spells include basic healing magic, as well as many more types that can be used for offense as well as defense. Some Restoration spells allow you to increase your own attributes and skills by absorbing them from your foes. You'll also find a number of buffing spells in addition to restorative magic. Restoration is a great all-around school that fits well into any character build that needs a little magic boost. Restoration makes a good choice for a major skill because: a) it ranks up very slowly; and, b) you have to have a damaged target (normally yourself), which is not that easy to achieve. Starting with Restoration as a minor skill will only lead to it being ignored since it will take far to long to rank up to the more useful Apprentice and Journeyman level spells. -> 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. [CG01] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ATTRIBUTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ -> Strength Related skills: Blade, Blunt, Hand To Hand Determines how much you can carry, contributes to your Fatigue score and helps you do more damage with melee weapons. -> Intelligence Related skills: Alchemy, Conjuration, Mysticism Determines how much total Magicka you have and the effectiveness of your spells. -> Willpower Related skills: Alteration, Destruction, Restoration Contributes to your Fatigue score, gives resistance to Magicka and determines how quickly you regenerate Magicka. -> Agility Related skills: Security, Stealth, Marksman Determines the damage from bows and contributes to your Fatigue score. -> Speed Related skills: Acrobatics, Athletics, Light Armor Determines how fast you move. -> Endurance Related skills: Armorer, Block, Heavy Armor Contributes to your Fatigue score and determines your Health. -> Personality Related skills: Illusion, Mercantile, Speechcraft Affects NPC reactions to you. -> Luck Related skills: None. Has some effect on everything. -> Health Measures how much damage you can take before dying. Starting Health is equal to 2x your Endurance. Each time you level up, you receive 10% of your Endurance added to your maximum Health. -> Magicka Your power pool for casting spells. Each spell costs a certain amount of Magicka to cast. Magicka regenerates over time at a speed determined by your Willpower. Magicka is equal to 2x your Intelligence. -> Fatigue A sort of catch-all stat that shows how tired you are. The less full your Fatigue meter, the less effective you will be at any action. Fatigue is equal to STR + END + AGL + WILL. Your Fatigue and Magicka regenerate gradually at all times. All three derived stats (Health, Fatigue and Magicka) can also be restored using potions, spells, raw ingredients, resting or worshiping at an altar (as long as you have no outstanding bounty). Your base ability scores are determined by your race and gender, as listed in the next section. In addition, you receive a +5 bonus to each of the two favored attributes for your chosen class. You can then also receive ability score bonuses from your birthsign. For example, a female Nord begins with: STR 50, INT 30, WILL 40, AGL 40, SPD 40, END 40, PER 30, LUCK 50 If you choose the Warrior class, you would receive +5 to STR and END. If you further chose the Warrior birthsign, you would receive another +10 to STR and END, giving you starting attributes of: STR 65, INT 30, WILL 40, AGL 40, SPD 40, END 55, PER 30, LUCK 50 [CG02] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RACES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ * Special abilities not listed as "constant effect" or "unlimited use" can only be used once per 24 hour period. I.e. you have to wait 24 hours after using the ability before you can use it again. * These are base attributes. Your actual starting attributes will also be affected by your class and birthsign. * Race descriptions are from the Oblivion game manual. -> Argonian +------------------------------+ | | Male | Female | |--------------+------+--------| | Strength | 40 | 40 | | Intelligence | 40 | 50 | | Willpower | 30 | 40 | | Agility | 50 | 40 | | Speed | 50 | 40 | | Endurance | 30 | 30 | | Personality | 30 | 30 | | Luck | 50 | 50 | +------------------------------+ Bonuses: Alchemy +5, Athletics +10, Blade +5, Hand To Hand +5, Illusion +5, Mysticism +5, Security +10 Special: Resist Disease, magnitude 75, constant effect Immune to Poison, magnitude 100, constant effect Can breathe underwater This reptilian race, well-suited for the treacherous swamps of its homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks. Argonians make good Stealth characters, and females can do well as spellcasters. They are not suited for a heavy armored combat role. Resistance to disease is helpful when fighting undead, and there are several quests that involve underwater work. They are a fast race for those that like to travel quickly (without using a horse or Fast Travel). -> Breton +------------------------------+ | | Male | Female | |--------------+------+--------| | Strength | 40 | 30 | | Intelligence | 50 | 50 | | Willpower | 50 | 50 | | Agility | 30 | 30 | | Speed | 30 | 40 | | Endurance | 30 | 30 | | Personality | 40 | 40 | | Luck | 50 | 50 | +------------------------------+ Bonuses: Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10 Special: Fortified Magicka, +50 max Magicka, constant effect Dragon Skin, 50 magnitude shield, 60 sec duration Resist Magicka, magnitude 50, constant effect In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. They are particularly skilled at summoning and heal- ing magic. With their skill bonuses, high starting Intelligence and Willpower and special abilities, Bretons are a natural choice for any Magic-specialized class. Beyond that, they don't have much to offer as they will be weak in a Combat or Stealth role. Their skill bonuses affect mostly defensive rather than offensive magic schools. -> Dark Elf +------------------------------+ | | Male | Female | |--------------+------+--------| | Strength | 40 | 40 | | Intelligence | 40 | 40 | | Willpower | 30 | 30 | | Agility | 40 | 40 | | Speed | 50 | 50 | | Endurance | 40 | 30 | | Personality | 30 | 40 | | Luck | 50 | 50 | +------------------------------+ Bonuses: Athletics +5, Blade +10, Blunt +5, Destruction +10, Light Armor +5, Marksman +5, Mysticism +5 Special: Ancestor Guardian, summons a Ghost, 60 sec duration Resist Fire, magnitude 75, constant effect Also known as "Dunmer" in their homeland of Morrowind, the Dark Elves are noted for their skilled integration of the sword, the bow and destruction magic. They are resistant to fire, and can summon an ancestral ghost for aid. Dark Elves are designed to be fleet warriors, with a little offensive magic thrown in for good measure. They can also work well as a thief or assassin, though they get no racial bonus to the "thief" skills (Security, Sneak). Next to the Wood Elf, they are the most natural choice for an archer, and may actually be the best archer race since they can combine ranged attacks with both bow and spell with devastating melee ability. -> High Elf +------------------------------+ | | Male | Female | |--------------+------+--------| | Strength | 30 | 30 | | Intelligence | 50 | 50 | | Willpower | 40 | 40 | | Agility | 40 | 40 | | Speed | 30 | 40 | | Endurance | 40 | 30 | | Personality | 40 | 40 | | Luck | 50 | 50 | +------------------------------+ Bonuses: Alchemy +5, Alteration +10, Conjuration +5, Destruction +10, Illusion +5, Mysticism +10 Special: Weakness to Fire, Frost & Shock, magnitude 25, constant effect Resist Disease, magnitude 75, constant effect Fortified Magicka, +100 max Magicka, constant effect Also known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most strongly gifted in the arcane arts of all the races. However, they are also somewhat vulnerable to fire, frost and shock. Along with Bretons, Altmer are almost stereotypical mages. Their skill bonuses are tilted more toward offensive magic rather than defensive, but they will be sufficiently capable in any magicka school. Weakness to elemental damage is a warning that High Elf is not an easy race to play. You'll want to have a good selection of shielding spells available, and then keep the bad guys off you. -> Imperial +------------------------------+ | | Male | Female | |--------------+------+--------| | Strength | 40 | 40 | | Intelligence | 40 | 40 | | Willpower | 30 | 40 | | Agility | 30 | 30 | | Speed | 40 | 30 | | Endurance | 40 | 40 | | Personality | 50 | 50 | | Luck | 50 | 50 | +------------------------------+ Bonuses: Blade +5, Blunt +5, Hand To Hand +5, Heavy Armor +10, Mercantile +10, Speechcraft +10 Special: Star of the West, absorb Fatigue, magnitude 100 Voice of the Emperor, +30 to target Disposition, 30 sec duration Natives of the civilized, cosmopolitan province of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with heavy armor and in the social skills and tend to favor the warrior classes. Imperials are a very average race. Their two big skill bonuses come in skills that are of little real value in the game. They get bonuses to all three melee combat skills when, in practice, most players will only use one. Their ability scores, outside of Personality, are distinctly average. On the other hand, the high Personality, large bonus to Speechcraft and Voice of the Emperor ability mean there will be precious few quests that cause you any difficulty--since many quests involve persuading people to talk. -> Khajiit +------------------------------+ | | Male | Female | |--------------+------+--------| | Strength | 40 | 30 | | Intelligence | 40 | 40 | | Willpower | 30 | 30 | | Agility | 50 | 50 | | Speed | 40 | 40 | | Endurance | 30 | 40 | | Personality | 40 | 40 | | Luck | 50 | 50 | +------------------------------+ Bonuses: Acrobatics +10, Athletics +5, Blade +5, Hand To Hand +10, Light Armor +5, Security +5, Sneak +5 Special: Eye of Fear, Demoralize up to level 25, 30 sec duration Eye of the Night, Night Eye, duraction 30 sec, unlimited use Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajiit can see in the dark. Khajiit are natural sneak thieves and "martial artists". Low Health (for males) and low Strength (for females) means they don't work well in any kind of melee combat role and they have neither the attributes nor skill bonuses to be more than average mages. Play Khajiit if you are going full-on Stealth; otherwise, avoid this race. -> Nord +------------------------------+ | | Male | Female | |--------------+------+--------| | Strength | 50 | 50 | | Intelligence | 30 | 30 | | Willpower | 30 | 40 | | Agility | 40 | 40 | | Speed | 40 | 40 | | Endurance | 50 | 40 | | Personality | 30 | 30 | | Luck | 50 | 50 | |
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