The Elder Scrolls IV: Oblivion Walkthrough :
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Walkthrough - Detail Stats/Leveling GuideDetailed Stats and Leveling Guide for The Elder Scrolls IV: Oblivion V1.06 Introduction [A0000] ********************************************************* Author: MichaelCrosato (MykC) Contact: Myk@accesswave.ca Contributors: Scy046, Azala and Nilwarp This FAQ tries to quantify the effects of stats in this game and avoid terms like better, worse, less and more when it can. This FAQ tries to explain how the choice you make in creating your character will affect your character. This FAQ generally focuses on how to build your character to allow for the easiest time getting through the game. This isn't a walk through. This isn't for role-players (unless you like to know the underlying equations and math that govern the game). This FAQ isn't 100% finished. Some of the information may not be correct. If you find something inaccurate or plain wrong, please let me know by emailing me. If you have something to contribute such as giving insight to how a skill works, how to make the most of a skill, your own build theory, etc. I will review and add it if it applies. If you think there should be something presented in this FAQ that another FAQ has not already provided just let me know and I'll research it and add to the FAQ if I can. So, please feel free to email me at Myk@accesswave.ca Novice FAQ Users [A0001] ----------------------------------------------------- If you need to find a section simply reference the code on the right in the table of contents [00000] and select the "find" or "search" function on your browser/text editor (crtl-f is the default for most browsers and text editors). Put in the code associated with the topic and hit the search/find command and it will bring you to the beginning of that section. Table of Contents [00000] **************************************************** Introduction [A0000] Novice FAQ Users [A0001] Table of Contecnts [B0000] The Character Creation Process [C0000] Race [C0001] Birth Sign [C0002] Class [C0003] Specialization [C0004] Favored Attribute [C0005] Major Skills [C0006] Character Stats [D0000] Level, Health, Magicka and Fatigue [D0001] Increasing Your Level [D0002] Attributes [D0003] Strength [DA000] Intelligence [DA001] Willpower [DA002] Agility [DA003] Speed [DA004] Endurance [DA005] Personality [DA006] Luck [DA007] Summary of Attributes [D0004] Races [F0000] Brenton [F0001] High Elf [F0002] Do I choose Bretonor High Elf? [FA000] Orc [F0003] Redguard [F0004] Do I choose Orc or Redguard? [FA001] Wood Elf [F0005] The Other Races [F0005] Birth Signs [G0000] The Attribute Bonus Signs [G0001] Atronach [G0002] The Mage [G0003] The Ritual [G0004] The Useless Signs [G0005] Skills [H0000] Acrobatics [H0001] Alchemy [H0002] Alteration [H0003] Armorer [H0004] Athletics [H0005] Blade [H0006] Block [H0007] Blunt [H0008] Conjuration [H0009] Destruction [H0010] Hand-to-Hand [H0011] Heavy Armor [H0012] Illusion [H0013] Light Armor [H0014] Marksman [H0015] Mercantile [H0016] Mysticism [H0017] Restoration [H0018] Security [H0019] Sneak [H0020] Speechcraft [H0021] Summary of Skills [H0022] EXP Chart and Additional EXP Info [I0000] Build Strategies [J0000] Max Level Max Stats [J0001] Max Stats by Level 40 [J0002] Max Stats less Luck by Level 27 [J0003] Best stats possible by Level 20 [J0004] Pure Warrior at Level 8 [J0005] Pure Mage at Level 10 [J0006] Max Skills at Level 1 [J0007] Example Leveling Paths [K0000] Rules of Leveling [K0001] How Should I Choose My Major Skills? [K0002] I want to power level all my skills to 100 [KA000] I want to power level only my essential skills [KA001] I want to power level a low level fighter [KA002] I want to power level a low level mage [KA003] I want to play a fighter character as I level [KA004] I want to play a mage character as I level [KA005] I want to play a thief/assassin character as I level [KA006] I want to role play my character [KA007] Breton as a Mage [K0003] Wood Elf as a Fighter/Archer [K0004] Equipment Information [R0000] Weapon Stats [R0001] Blade 1H [RA000] Blade 2H [RA001] Blunt 1H [RA002] Blunt 2H [RA003] Bows And Arrows [RA004] Calculating Your Weapon Damage [R0002] Armor Stats * [R0003] Light Armor * [RB000] Heavy Armor * [RB001] Armor's Impact on Spell Effectiveness [RB002] NPC Information * [S0000] Miscellaneous Information [L0000] Effects that affect your movement speed [L0001] Exploits and Tricks [L0002] Spell Making and Enchanting [L0003] Magicka Regeneration Rate [L0004] Increase EXP rate for Magicka Schools [L0006] The Miscellaneous of the Miscellaneous [L0007] Adjusting the Games Difficulty [L0008] Ugh, the attribute systems sucks, I want to have FUN! [L0009] Things Planned [M0000] Revisions [N0000] Legal [O0000] Thanks [P0000] *Indicates Incomplete or Planned Section The Character Creation Process [C0000] *************************************** When you first start the game you’ll be asked to choose a race. As you continue your escape through the sewers you’ll be asked to choose a birth sign and finally near the end you’ll be asked to choose your class. When you attempt to exit the sewer you’ll be prompted to confirm your race, birth sign and class. This is a good place to make a permanent save game as it allows you to customize your characters starting stats without playing the tutorial over again. Race [C0001] ----------------------------------------------------------------- Each race has a total of 320 starting attribute points; however, they are distributed differently depending on the race. Each race will also have a total of 45 skill points; again these points are distributed based on race. Lastly, each race has its own special abilities and resistances. Birth Sign [C0002] ----------------------------------------------------------- You’ll be able to choose one birth sign for your character. Each birth sign comes with a unique bonus and some come with drawbacks to compensate from their bonus. Class [C0003] ---------------------------------------------------------------- Your character’s class is made up your character’s specialization, favored attributes and major skills. You’re presented to select these in the order listed above. Specialization [C0004] ------------------------------------------------------- There are 3 types of skill specializations which are Combat, Mage and Stealth. Each specialization governs 7 skills. Skills that are part of your specialization will increase 33% faster than minor skills and will receive a +5 starting bonus. Combat specialization includes Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand and Heavy Armor. Mage specialization includes Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism and Restoration. Stealth specialization includes Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak and Speechcraft. Favored Attributes [C0005] --------------------------------------------------- You will then be asked to select two favored attributes. This will give you a +5 bonus in each of the selected attributes. Major Skills [C0006] --------------------------------------------------------- You will now choose 7 major skills for you’re character. This is the most important part of your character creation. Your major skills will determine how you will level. Gaining any combination of 10 major skill levels will allow you to increase you’re characters level. Your major skills will start with a +20 bonus making their starting value at least 25 and no more than 45. Major skills also have the benefit of increasing 65% faster than minor skills. If a skill happens to be a major skill and a specialized skill then it will increase at a rate of 122% compared to minor skills. Any skills that aren’t selected as major skills will be your minor skills. Characters Stats [D0000] ***************************************************** Your Basic Stats [D0001] ----------------------------------------------------- Character Level: You will gain 1 character level for every 10 major skills you increase. As your character level increases the difficulty of the game increases. Health: Your health is 2x your endurance plus an increase of 10% of your endurance value when you gain a character level. There are spells, potions and enchanted equipment that can further increase your health. Magicka: Your magicka is 2x your intelligence. Your birth sign, race, spells, potions and enchanted equipment can increase this further. Fatigue: Your fatigue is determined by totaling your strength, willpower, agility and endurance. Again, spells, potions and enchanted equipment can increase this further. Your fatigue regeneration rate is 10 per second while you’re not running. The following actions will drain fatigue: Jumping, dodging, attacking, power attacking, blocking (at novice skill rank) and holding an arrow pulled back (at novice skill rank). Increasing Your Level [D0002] ------------------------------------------------ To increase your character’s level you must gain any combination of 10 major skill levels. You can only raise your level by sleeping in a bed. Once you've gained 10 major skills, all skill levels your earn after that will counted towards your next level and applied to your next level attribute bonuses. When you sleep and gain a level several things will happen. Your health will increase by 10% of your endurance value, you can choose 3 attributes to increase, loot from enemies will become better, quest rewards may get better, the locks on doors and chests will increase in difficulty and the enemies you fight will have gotten stronger. When enemies do get stronger their abilities, damage and health increases at a fix rate relative to your level. It has nothing to do with your skill or attribute totals. When you raise your level you will be able to choose 3 of your attributes increase. If you choose to increase an attribute the minimum it can increase is 1 point and the maximum it can increase is 5 points. The amount of skill points (whether its major or minor does not matter) you increase that are governed by that attribute is what determines how many points you can increase it by. Skill Points Earned Attribute Bonus 0 x1 1-4 x2 5-7 x3 8-9 x4 10+ x5 The following is a chart to help explain how your character levels up and how leveling your skills will affect your attribute bonus. Level 1 Total Attribute Skill Bonus Strength: +4 Blunt, +3 Hand to Hand +7 x3 Intelligence: +10 Alchemy +10 x5 Willpower: +3 Destruction (Major) +3 x2 Agility: +2 Marksman, +2 Sneak, +5 Security +9 x4 Speed: +2 Athletics, +1 Acrobatics +3 x2 Endurance: +4 Heavy Armor (Major), +2 Block +4 x3 Personality: +2 Speechcraft, +3 Mercantile (MAJOR) +5 x3 LucK: N/A +0 x1 Level 2 Strength: +10 Blade (Major) +10 x5 Intelligence: None +0 x1 Willpower: None +0 x1 Agility: None +0 x1 Speed: +10 Light Armor, +1 Atheltics, +1 Acrobatics +12 x5 Endurance: Block +10 +10 x5 Personality: Speechcraft +1 +1 x2 Luck: N/A +0 x1 In review: - Major and minor skills contribute equally to your attribute bonus. - Unspent attribute bonuses will not carry over to your next level. - If you earn more than 10 skill points for an attribute the additional skill points will not be carried over to the next level. - You begin earning your skill points for your next character level as soon as your earn 10 major skill points for your current character level. So, don't earn more skill points then you need to get your x5 bonus, get your x5 bonus in at least two attributes (3 if your not increasing luck) and level your minor skills before you level your major skills. Attributes [DA000] ----------------------------------------------------------- There are 8 attributes and each attributes governs 3 of your skills except luck which governs no skills. Strength [DA001] ------------------------------------------------------------- Strength governs Blade, Blunt and Hand-to-Hand. Strength will increase the amount you can carry by 5 per strength point, your fatigue. Melee weapons will receive a 0.66% damage increase for each point of strength you receive. Strength does affect hand-to-hand (see the skill listing for more details). Effects that increase your strength above 100 will continue to increase your fatigue and the amount of weight you can carry, but it will not continue to increase your melee damage. Strength is important for those who will be dealing melee damage, if your not dealing melee damage you can put this attribute lower on you priority list. Strength does contribute to the same effects that its governing skills affect. Intelligence [DA002] --------------------------------------------------------- Intelligence governs Alchemy, Conjuration and Mysticism. Intelligence will increase your magicka by 2 points per intelligence point. Effects that raise your intelligence will continue to increase you magicka. See the "Magicka Regeneration Rate" section for an explanation on how intelligence affects your MRR. Intelligence can be placed at a low priority because of the sigil stones that provide an enchant that give +50 magicka (you can get six of these) and that completly dwarfs the +100 magicka that 50 intelligence would provide you. You can get the +50 magicka until your at least level 17 though. If you play the early game and want the most magicka as quickly as possible then you'll prioritize intelligence higher. Intelligence does not affect the skills it governs. Willpower [DA003] ------------------------------------------------------------ Willpower governs Alteration, Destruction and Restoration. Willpower will contribute to your fatigue score and increase your magicka regeneration rate (MRR). If you willpower is 0 it will take ~131 seconds to regenerate your magicka from empty to full, 25 willpower takes ~80 seconds, 50 willpower takes ~58 seconds, 75 willpower takes ~45 seconds and 100 willpower takes ~35 seconds. Willpower above 100 will continue to increase your MRR. There is an estimate on how willpower can be predicted but it isn’t 100% accurate. This chart uses willpower set to 0 as the reference point and the fractions refer to how much it will reduce the time by. Willpower Time 0 - 50 1/2 100 1/4 150 1/5 200 1/6 Willpower does not increase or decrease your character’s spell resistance nor does it have any affect of the skills it governs. Willpower has the most benefit when you have a large magicka total and the least benefit with a small magicka total. So if you plan to have an abundace on magicka then prioritize willpower high, and if you don't then prioritize it low. Agility [DA004] -------------------------------------------------------------- Agility governs Security, Sneak and Marksman. Agility will increase the damage dealt by bows by 0.66% per agility point, contribute to your fatigue score and increase your resistance to knock downs (balance). Effects that raise your agility above 100 do not continue to increase your damage with bows, but will continue to increase your fatigue score. It is unknown whether it will continue have an affect on your ability to withstand knock downs. Agility is good for preventing knock downs and increasing bow damage. Preventing knock downs is important for melee characters. You can ignore the benefit of increased bow damage with agility if your character doesn’t bother with ranged combat or if they have strong destruction magicka. As far as I can tell it has no affect on security or sneak. Agility does contribute to the same effect that marksman affects. Speed [DA005] ---------------------------------------------------------------- Speed governs Acrobatics, Athletics and Light Armor. Speed will increase the rate at which your character moves. Each point you put into speed will increase your movement speed by 0.44%. Effects that increase your speed above 100 will continue to increase your speed at a rate of 0.30%. Speed is most effective if your play style is geared towards ranged combat or playing keep away from your foes. Your play style will effect how you want to prioritize. Speed does not affect light armor or acrobatics. It does contribute to the same effect that athletics affects. Speed does not influence the skills it governs. Endurance [DA006] ------------------------------------------------------------ Endurance governs Armorer, Block and Heavy Armor. Endurance contributes to your fatigue and determines your health. Your health is 2x your endurance plus an increase of 10% of your endurance value (if you increase your choose to increase your endurance during the character level your new endurance value will apply to your health increase). The game will always round down when it gets a fraction when determining the health increase. Anytime your endurance increases you receive an additional 2 health to your total. So when you gain a character level and raise your endurance by 5 you will get another 10 health to your base (this is because your health is 2x your endurance). If you used an effect that increased you endurance by 25, you would receive an additional 50 health for as long as that effect lasted. Effects that increase your endurance beyond 100 will continue to provide benefit. Endurance is the most important attribute for any character class. It gets priority because of the +10% health increase on character level up is not retroactive. Endurance does not affect the skills it governs. Personality [DA007] ---------------------------------------------------------- Personality governs: Illusion, Mercantile and Speechcraft. This affects the way people you interact with people. The higher your personality the greater the starting NPC disposition is. Every 4 personality points will give you 1 extra starting disposition point. Personality is essentially as poor attribute because its impact on the game is minimal. If necessary a low personality can normally be compensated for easily through bribes or spells. Luck [DA008] ----------------------------------------------------------------- Luck governs: Nothing. The following information was provided entirely by Scy046. Luck affects how your skill performs. If luck is greater than 50 then all your skill will gain a bonus and if its less than 50 than all your skills will suffer. The formula looks like: Skill + (Luck-50) * 0.4 = Modified Skill Level (33.38 N/A #Reps 30-39 159.35 119.81 96.57 71.78 #Reps 40-49 232.89 175.10 141.14 104.90 #Reps 50-59 315.90 237.52 191.45 142.30 #Reps 60-69 406.60 305.71 246.42 183.15 #Reps 70-79 504.63 379.42 305.84 227.31 #Reps 80-89 609.49 458.27 369.39 274.55 #Reps 90-99 724.33 544.61 438.99 326.27 #Reps Total 3096.85 2325.36 1823.18 1355.07 T(mins) 5-9 0.54 N/A N/A N/A T(mins) 10-19 3.22 2.00 N/A N/A T(mins) 20-29 7.01 4.35 (25-29)>2.02 N/A T(mins) 30-39 11.69 7.25 5.84 4.34 T(mins) 40-49 17.08 10.59 8.54 6.35 T(mins) 50-59 23.17 14.37 11.58 8.61 T(mins) 60-69 29.82 18.50 14.91 11.08 T(mins) 70-79 37.01 22.95 18.50 13.75 T(mins) 80-89 44.70 27.73 22.35 16.61 T(mins) 90-99 53.12 32.95 26.56 19.74 T(mins) Total 227.10 140.68 110.30 80.48 The estimated time and reps is based on jumping down the mountain at Dark Fissure (3.3 EXP every 4.4s). There are a few variables that will probably increase your time such as enemy NPC, loading times and skill with the drill. Apprentice: You’re able to use normal attacks when jumping or falling. Journeyman: Dodge. Hold block and press jump to activate a dodge. Expert: Reduces fatigue loss per jump from 30 to 15 (50%). Master: Allows you to jump off the surface of water. Acrobatics will increase your jumping height by ~0.75% per point. Acrobatics beyond 100 will provide ~0.45% increase per point. Your control of your direction in the air will also increase as your acrobatics skill increases. The amount of fall damage you take is not affected by your acrobatics skill. A great place to level acrobatics is at Dark Fissure. When fast travel to this location you will start at the top of a mountain. Turn west after you've fast travelled to this location and jump down the mountain. Try to damage on every jump to get the 3.0 EXP on top of your 0.30 EXP for jumping. It will probably take you about 5-10 minutes to get feel for it but it'll come. A high restoration skill to keep healing yourself will help greatly as you do this exercise. If you don't have a good restoration skill and or don't want to level it just yet you should hold off until you can use the skill to level acrobatics. If you don't like this drill once you get to skill level 50 you can continuously dodge which is an easier drill but will take 2-2.5 times longer to level. I've read that an object or cieling that prevents you from making a full jump will allow you to increase your acrobatics skill rapidly. I've tested this with store signs and found that my skill wouldn't increase if I rapidly kept jumping before the spring after he lands was over. So, as of now I don't think this is a good method to rapidly increase the skill. Acrobatics can be easily leveled by accident. To stop yourself from unnecessarily jumping around bind the key to something awkward so you’re not always pushing it when traveling. Alchemy [H0002] -------------------------------------------------------------- Governing Attribute: Intelligence Specialized Skill Group: Mage EXP Rate: 5 per potion created. Leveling Speed Rank: N/A Leveling Difficulty: Mediocre Combat Rating: Poor, generally out classed by magicka schools. Utility Rating: Good, selling potions is a good money maker. Minor Specialized Major M+S #Reps 5-9 4.87 N/A N/A N/A #Reps 10-19 29.01 363.48 N/A N/A #Reps 20-29 63.10 47.44 (25-29)>22.03 N/A #Reps 30-39 105.17 79.08 63.74 47.37 #Reps 40-49 153.71 115.57 93.16 69.24 #Reps 50-59 208.49 156.76 126.36 93.92 #Reps 60-69 268.35 201.77 162.64 120.88 #Reps 70-79 333.06 250.42 201.85 150.03 #Reps 80-89 402.27 302.46 243.80 181.20 #Reps 90-99 478.06 359.44 289.73 215.34 #Reps Total 2043.92 1534.74 1203.13 877.97 T(mins) 5-9 X X X X T(mins) 10-19 T(mins) 20-29 T(mins) 30-39 T(mins) 40-49 T(mins) 50-59 T(mins) 60-69 T(mins) 70-79 T(mins) 80-89 T(mins) 90-99 T(mins) Total X X X X Because the gathering process of the indgredients will vary greatly from player to player its hard to make an estimate on how long this skill takes to level. When I find a suitable scenario I will post an estimate. Apprentice: Allows you to recognize 2 of 4 properties of an ingredient. Journeyman: Allows you to recognize 3 of 4 properties of an ingredient. Expert: Allows you to recognize 4 of 4 properties of an ingredient. Master: Allows you to make potions from a single ingredient. There are no per skill point benefit as far as I know. The number of ingredients used or the quality has no effect of the amount EXP earned with this skill. The easiest way to level this skill is to steal all the food you can find and make potions. You can also buy ingredients from vendors and sell the end product back to them for a profit. This skill works with leveling mercantile. Alchemy can be used to create a wide range of potions that can restore health to increase stats temporarily. Alchemy can require a bit of work to level but it doesn’t take that long to do it. Alteration [H0003] ----------------------------------------------------------- Governing Attribute: Willpower Specialized Skill Group: Mage EXP Rate: 4.0 per alteration spell cast. Leveling Speed Rank: 4 Leveling Difficulty: Easy Combat Rating: Mediorce Utility Rating: Good Minor Specialized Major M+S #Reps 5-9 6.08 N/A N/A N/A #Reps 10-19 36.26 27.26 N/A N/A #Reps 20-29 78.87 59.30 (25-29)>27.54 N/A #Reps 30-39 131.46 98.84 79.67 59.22 #Reps 40-49 192.13 114.46 116.44 86.55 #Reps 50-59 260.62 195.95 157.95 117.39 #Reps 60-69 335.44 252.21 203.30 151.10 #Reps 70-79 416.32 313.02 252.32 187.53 #Reps 80-89 502.83 378.07 304.75 226.50 #Reps 90-99 597.57 449.30 362.16 269.18 #Reps Total 2554.90 1918.42 1504.13 1097.47 T(mins) 5-9 0.14 N/A N/A N/A T(mins) 10-19 0.86 0.65 N/A N/A T(mins) 20-29 1.87 1.40 (25-29)>0.65 N/A T(mins) 30-39 3.11 2.34 1.89 1.40 T(mins) 40-49 4.55 3.42 2.76 2.05 T(mins) 50-59 6.17 4.64 3.74 2.78 T(mins) 60-69 7.94 5.97 4.81 3.58 T(mins) 70-79 9.85 7.41 5.97 4.44 T(mins) 80-89 11.90 8.95 7.21 5.36 T(mins) 90-99 14.14 10.63 8.57 6.37 T(mins) Total 60.47 45.40 35.60 25.97 To reduce the required time to level "Spell Cast Speeds" for more information. For all mage skills when you receive your apprentice, journeyman, expert and master skill levels you gain access to higher quality spells some with entirely new effects. As your alteration skill increases, the cost of your spells will decrease by 0.85% per point. There is no benefit from raising your skill level above 100. Your spell potency and effectiveness do not increase with skill. All spells give the same EXP per successful cast regardless of the effect, cost or casting time. Mixing two effects from different schools of magicka will not earn you EXP for both skills at the same time but only one (which every one it is remains constant). To quickly level simply cast "Open Very Easy Lock" on easy to very hard locks. If you can’t easily find a lock you can always go to the arena and cast your spell on the very hard lock box there. Once your MRR is high enough you will be able to chain cast these low level spells without running out of magicka. This will allow you have something keep your cast spell button in place while you do other thing like eat, sleep, etc. This school of magic alters the physical environment and objects contained within. This is useful skill for a mage class player because it will allow you to create weightless magic armor instead of carrying light or heavy armor that a low strength character might not be able to do. At apprentice and beyond you can gain access to feather which will increase the amount of weight you can carry. The most useful ability for any class is the open X lock magic spells. At different levels of mastery one can open locks of increasing difficulty. It is very useful for low security characters, or people who have trouble with or simply don't like the lock picking mini-game. Armorer [H0004] -------------------------------------------------------------- Governing Attribute: Endurance Specialized Skill Group: Combat EXP Rate: 1.5 per hammer bang. Leveling Speed Rank: 5.0 Leveling Difficulty: Easy Combat Rating: Poor/Good when you receive the expert bonus. Utility Rating: Poor, saves you a bit on repairs costs. Minor Specialized Major M+S #Reps 5-9 16.22 N/A N/A N/A #Reps 10-19 96.69 72.70 N/A N/A #Reps 20-29 210.33 158.14 (25-29).73.43 N/A #Reps 30-39 350.57 263.58 212.46 157.91 #Reps 40-49 512.35 385.23 310.52 230.79 #Reps 50-59 694.97 522.54 421.20 313.05 #Reps 60-69 894.51 672.57 542.13 402.93 #Reps 70-79 1110.19 834.73 672.84 500.08 #Reps 80-89 1340.89 1008.19 812.66 604.00 #Reps 90-99 1593.52 1198.14 965.77 717.80 #Reps Total 6813.07 5115.80 4011.01 2926.58 T(mins) 5-9 X X X X T(mins) 10-19 T(mins) 20-29 T(mins) 30-39 T(mins) 40-49 T(mins) 50-59 T(mins) 60-69 T(mins) 70-79 T(mins) 80-89 T(mins) 90-99 T(mins) Total X X X X Apprentice: You’re repair hammers last twice as long. Journeyman: You can now repair magical equipment. Expert: You can improve your equipment quality to 125%. This also improves the weapon damage by 12.5% and durability of the equipment by 25%. Master: Never breaks repair hammers. I currently don't know the per point benefit of increasing the Armorer skill. Go to the Imperial Prison Sewer. In the sewer there are 4 enemies. Lure the 4 enemies to the sewer exit and just let them beat on you. Just get hit enough so that at least 1 point of durability is lost on most or all of your armor. When you’ve achieved that, exit the sewers and repair your armor and re-enter. When you re-enter the enemies should be right on top of you again. Alternatively, you can also use the Staff of Everscamp or your Conjuration to summon enemies. This skill can be leveled along side your block and heavy armor skills (it may not suitable for light armor because it is governed by a different attribute). The amount of durability you repair with each hammer bang does not affect the amount of EXP you earn. Wearing as many armor pieces as possible makes this easier. The Heavy Raiment or Raiment of Valor are not good equipment to use for this exercise. A good example is to wear exactly what the Imperial Legion wears. You can easily get this by killing a lone guard (say in the Waterfront district of the Imperial City) or if your sneak skill will allow, stealing a suit from a sleeping guard. Armorer is a skill that will take a bit of effort to level, but the main benefit is reach at skill level 75. Leveling this skill beyond 75 provides little benefit. So if you don’t want or need to level this skill anymore then feel free not to. Athletics [H0005] ------------------------------------------------------------ Governing Attribute: Speed Specialized Skill Group: Combat XP Rate: 0.03 per second running +25% for swimming, 0.03 per dodge. Leveling Speed Rank: 17 Leveling Difficulty: Automated Combat Rating: Good Utility Rating: Mediocre Minor Specialized Major M+S #Reps 5-9 811.00 N/A N/A N/A #Reps 10-19 4834.33 3634.84 N/A N/A #Reps 20-29 10516.33 7907.02 (25-29)>3671.52 N/A #Reps 30-39 17528.33 13179.20 10623.23 7895.65 #Reps 40-49 25617.67 19261.40 15526.86 11539.49 #Reps 50-59 34748.67 26126.82 21059.80 15652.55 #Reps 60-69 44725.67 33628.32 27106.46 20146.70 #Reps 70-79 55509.03 41736.34 33642.02 25004.20 #Reps 80-89 67044.33 50409.27 40632.93 30200.15 #Reps 90-99 79676.00 59906.77 48288.48 35890.09 #Reps Total 340653.67 255789.97 200550.30 146328.83 T(mins) 5-9 13.52 N/A N/A N/A T(mins) 10-19 80.57 60.58 N/A N/A T(mins) 20-29 175.27 131.78 (25-29) 61.19 N/A T(mins) 30-39 292.14 219.65 177.05 131.59 T(mins) 40-49 426.96 321.02 258.76 192.32 T(mins) 50-59 579.14 435.45 351.00 260.88 T(mins) 60-69 745.43 560.47 451.77 335.78 T(mins) 70-79 925.16 695.61 560.70 416.74 T(mins) 80-89 1117.41 840.15 677.22 503.34 T(mins) 90-99 1327.93 998.45 804.81 598.17 T(mins) Total 5677.56 4263.17 3342.51 2438.81 T(hours) Total 94.62 71.06 55.71 40.64 Novice: 20% fatigue regeneration when running. Apprentice: 40% fatigue regeneration when running. Journeyman: 60% fatigue regeneration when running. Expert: 80% fatigue regeneration when running. Master: 100% fatigue regeneration when running. This differs from that most FAQs report that Apprentice, Journeyman and Expert are 25%, 50% and 75% respectively. Athletics will increase you movement speed by +0.33% for running, +0.04% for swimming and +0.60% for swimming fast per point while your skill level is 100 or less. When your athletics skill level is above 100 you will still seen benefits but at a decreased rate. Your new per point benefit is +0.25% for running, +0.38% for swimming and +.46% for swimming fast. Athletics provides no gain for walking speed. The easiest way to level athletics is to find a corner in a safe zone and hit auto run. If you don’t have an auto run button use an elastic band or complex series of books to set the thumb stick to go forward. Its leveling difficulty is automated but it will take about 95 hours as a minor skill to level from 5 to 100. Blade [H0006] ---------------------------------------------------------------- Governing Attribute: Strength Specialized Skill Group: Combat EXP Rate: 0.5 per hit. Leveling Speed Rank: 9 Leveling Difficulty: Mediocre Combat Rating: Good, the best physical damage dealing combat skill. Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 48.66 N/A N/A N/A #Reps 10-19 290.06 218.09 N/A N/A #Reps 20-29 630.98 474.42 (25-29)>220.29 N/A #Reps 30-39 1051.70 790.75 637.39 473.74 #Reps 40-49 1537.06 1155.68 931.55 692.37 #Reps 50-59 2084.92 1567.61 1263.59 939.15 #Reps 60-69 2683.54 2017.70 1626.39 1208.80 #Reps 70-79 3330.56 2504.18 2018.52 1500.25 #Reps 80-89 4022.66 3024.56 2437.98 1812.01 #Reps 90-99 4780.56 3594.41 2897.31 2153.41 #Reps Total 20439.22 15347.40 12033.02 8779.73 T(mins) 5-9 0.32 N/A N/A N/A T(mins) 10-19 1.93 1.45 N/A N/A T(mins) 20-29 4.21 3.16 (25-29)>1.47 N/A T(mins) 30-39 7.01 5.27 4.25 3.16 T(mins) 40-49 10.25 7.70 6.21 4.62 T(mins) 50-59 13.90 10.45 8.42 6.26 T(mins) 60-69 17.89 13.45 10.84 8.06 T(mins) 70-79 22.20 16.69 13.46 10.00 T(mins) 80-89 26.82 20.16 16.25 12.08 T(mins) 90-99 31.87 23.96 19.32 14.36 T(mins) Total 136.26 102.32 80.22 58.53 The times listed above are assuming you’re constantly hitting something without breaks. So your actual leveling time may increase greatly. Novice: You're power attack does 2.5x more damage than your normal attack. Apprentice: You're power attack does 3.0x more damage than your normal attack. Journeyman: You’re sidestepping (LEFT or RIGHT) power attack that has a chance to disarm your opponent. Expert: You’re sweeping (BACK) power attack now has a chance to knockdown. Master: You’re rushing (FORWARD) power attack now has a chance to paralyze. For every point in blade you increase you will receive an additional 7.5% damage bonus from your weapon's base. The only way you can increase or decrease the speed of your attacks is by changing weapon types like using a dagger instead of a sword. None of your skills or attributes has an affect on the rate at which your character will attack. To level your blade skill use a daggers because they are the fastest swinging blade weapons at 2.5 swings per second. Find a place where there are a lot of monsters to hit or summon enemies using your Conjuration or Staff of Everscamp will do fine. Adjusting the slider difficult will also adjust the health your foes have which will decrease the number of foes you will have to find or summon. Block [H0007] ---------------------------------------------------------------- Governing Attribute: Endurance Specialized Skill Group: Combat EXP Rate: 1.25 per successful blocked. Leveling Speed Rank: 5 Leveling Difficulty: Mediocre Combat Rating: Poor to good, varies based on your play style. Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 19.46 N/A N/A N/A #Reps 10-19 116.02 87.24 N/A N/A #Reps 20-29 252.39 189.77 (25-29)>88.12 N/A #Reps 30-39 420.68 316.30 254.96 189.50 #Reps 40-49 614.82 462.27 372.62 276.95 #Reps 50-59 833.97 627.04 505.44 375.66 #Reps 60-69 1073.42 807.08 650.56 483.52 #Reps 70-79 1332.22 1001.67 807.41 600.10 #Reps 80-89 1609.06 1209.82 975.19 724.80 #Reps 90-99 1912.22 1437.76 1158.92 861.36 #Reps Total 8175.69 6138.96 4813.21 3511.89 T(mins) 5-9 0.26 N/A N/A N/A T(mins) 10-19 1.55 1.16 N/A N/A T(mins) 20-29 3.37 2.53 (25-29)>1.17 N/A T(mins) 30-39 5.61 4.22 3.40 2.53 T(mins) 40-49 8.20 6.16 4.97 3.69 T(mins) 50-59 11.12 8.36 6.74 5.01 T(mins) 60-69 14.31 10.76 8.67 6.45 T(mins) 70-79 17.76 13.36 10.77 8.00 T(mins) 80-89 21.45 16.13 13.00 9.66 T(mins) 90-99 25.50 19.17 15.45 11.48 T(mins) Total 109.01 81.85 64.18 46.83 The time listed is an estimate based on the stats from heavy armor. It simple assumes that 50% of the hits you take will be blocked and it therefore will take twice as long to level. Apprentice: When you block it no longer drains fatigue. Journeyman: Blocking with a shield or weapon will no longer cause durability damage. Blocking with your hands will cause your attackers to recoil but will still do full damage. Expert: Blocking can now be used like an attack to knock back and stagger your attackers. Master: Blocking now has a chance to disarm. For each point your block increases damage is reduced when you successfully block an attack. Go to the Imperial Prison Sewer. In the sewer there are 4 enemies. Lure the 4 enemies to the sewer exit and let them beat on you. When you need low of health leave, heal and re-enter. Alternatively you may use your Conjuration magicka or Staff of Everscamp to summon creatures. Try to stay in a corner so your enemies are generally attacking from the same direction. Blunt [H0008]----------------------------------------------------------------- Governing Attribute: Strength Specialized Skill Group: Combat EXP Rate: 0.5 per hit. Leveling Speed Rank: 10 Leveling Difficulty: Mediocre Combat Rating: Good Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 48.66 N/A N/A N/A #Reps 10-19 290.06 218.09 N/A N/A #Reps 20-29 630.98 474.42 (25-29)>220.29 N/A #Reps 30-39 1051.70 790.75 637.39 473.74 #Reps 40-49 1537.06 1155.68 931.55 692.37 #Reps 50-59 2084.92 1567.61 1263.59 939.15 #Reps 60-69 2683.54 2017.70 1626.39 1208.80 #Reps 70-79 3330.56 2504.18 2018.52 1500.25 #Reps 80-89 4022.66 3024.56 2437.98 1812.01 #Reps 90-99 4780.56 3594.41 2897.31 2153.41 #Reps Total 20439.22 15347.40 12033.02 8779.73 T(mins) 5-9 0.41 N/A N/A N/A T(mins) 10-19 2.42 1.82 N/A N/A T(mins) 20-29 5.26 3.95 (25-29)>1.84 N/A T(mins) 30-39 8.76 6.59 5.31 3.95 T(mins) 40-49 12.81 9.63 7.76 5.77 T(mins) 50-59 17.37 13.06 10.53 7.83 T(mins) 60-69 22.36 16.81 13.55 10.07 T(mins) 70-79 27.75 20.87 16.82 12.50 T(mins) 80-89 33.52 25.20 20.32 15.10 T(mins) 90-99 39.84 29.95 24.14 17.95 T(mins) Total 170.33 127.98 100.28 73.16 The times listed above are assuming you’re constantly hitting something without breaks. So your actual leveling time may increase greatly. Novice: You're power attack does 2.5x more damage than your normal attack. Apprentice: You're power attack does 3.0x more damage than your normal attack. Journeyman: You’re sidestepping (LEFT or RIGHT) power attack that has a chance to disarm your opponent. Expert: You’re sweeping (BACK) power attack now has a chance to knockdown. Master: You’re rushing (FORWARD) power attack now has a chance to paralyze. For each skill point you receive for blunt you blunt weapon damage increase 7.5% from the weapon's base. The only way you can increase or decrease the speed of your attacks is by changing weapon types like using a axe instead of a two handed mace. None of your skills or attributes has an affect on the rate at which your character will attack. To level your blunt skill use a one handed axe because they are the fastest swinging blunt weapons at 2.0 swings per second. Find a place where there are a lot of monsters to hit or summon enemies using your Conjuration or Staff of Everscamp will do fine. Adjusting the slider difficult will also adjust the health your foes have which will decrease the number of foes you will have to find or summon. Conjuration [H0009] ---------------------------------------------------------- Governing Attribute: Intelligence Specialized Skill Group: Mage EXP Rate: 6.0 per spell cast. Leveling Speed Rank: 3 Leveling Difficulty: Easy Combat Rating: Mediorce Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 4.06 N/A N/A N/A #Reps 10-19 24.17 18.17 N/A N/A #Reps 20-29 52.58 39.54 (25-29)>18.36 N/A #Reps 30-39 87.64 65.90 53.12 39.48 #Reps 40-49 128.09 96.31 77.63 57.70 #Reps 50-59 173.74 130.63 105.30 78.26 #Reps 60-69 223.63 168.14 135.53 100.73 #Reps 70-79 277.55 208.68 168.21 125.02 #Reps 80-89 335.22 252.05 203.61 151.00 #Reps 90-99 398.38 299.53 241.44 179.45 #Reps Total 1703.27 1278.95 1002.75 731.64 T(mins) 5-9 0.14 N/A N/A N/A T(mins) 10-19 0.85 0.64 N/A N/A T(mins) 20-29 1.84 1.38 (25-29)>0.64 N/A T(mins) 30-39 3.07 2.31 1.86 1.38 T(mins) 40-49 4.48 3.37 2.72 2.02 T(mins) 50-59 6.08 4.57 3.69 2.74 T(mins) 60-69 7.83 5.88 4.74 3.53 T(mins) 70-79 9.71 7.30 5.89 4.38 T(mins) 80-89 11.73 8.82 7.11 5.29 T(mins) 90-99 13.94 10.48 8.45 6.28 T(mins) Total 59.61 44.76 35.10 25.61 To reduce the required time to level "Spell Cast Speeds" for more information. Apprentice, journeyman, expert and master skill levels simply make new spells available to you. As your conjuration skill increase the cost of your spells will decrease by 0.85% per point. To level conjuration cast “Skeleton” repeatedly. Holding the spell cast button in place makes things even easier. Very useful in combat for a magic character, it allows access to powerful Daedric style weapons and armor at different levels of mastery, as well it allows you to summon a creature from oblivion to help you fight. In any situation with multiple enemies, summoning a creature will help move the odds in your favor. Often if your summoned creature is between you and your enemies, your enemies will stop and attack it. When this happens it will buy you time to heal yourself or attack the enemies without reprisal. This is especially useful against NPCs who have the ability to summon creatures themselves. Outside of combat summoning a creature will give you access to a creature that you can train all your combat abilities on without the need for dungeon crawling. I personally find that training in your own house will eliminate the chances of random monsters and animals from nearby from interfering. This also eliminates the risk of accidentally striking a friendly NPC. For training purposes you can increase the difficulty slider to the right and increase the punishment your conjured monster will take. See Alteration for more details about mage skills in general. Destruction [H0010] ---------------------------------------------------------- Governing Attribute: Willpower Specialized Skill Group: Mage EXP Rate: 1.2 per spell cast that hits (you or an enemy) Leveling Speed Rank: 11 Leveling Difficulty: Mediocre Combat Rating: Good Utility Rating: N/A Minor Specialized Major M+S #Reps 5-9 20.28 N/A N/A N/A #Reps 10-19 120.86 90.87 N/A N/A #Reps 20-29 262.91 197.68 (25-29)>91.79 N/A #Reps 30-39 438.21 329.48 265.58 197.39 #Reps 40-49 640.44 481.54 388.15 288.49 #Reps 50-59 868.72 653.17 526.49 391.31 #Reps 60-69 1118.14 840.71 677.66 503.67 #Reps 70-79 1387.73 1043.41 841.05 625.11 #Reps 80-89 1676.11 1260.23 1015.82 755.00 #Reps 90-99 1991.90 1497.67 1207.21 897.25 #Reps Total 8516.34 6394.75 5013.76 3658.22 T(mins) 5-9 0.48 N/A N/A N/A T(mins) 10-19 2.86 2.15 N/A N/A T(mins) 20-29 6.22 4.68 (25-29)>2.17 N/A T(mins) 30-39 10.37 7.80 6.29 4.67 T(mins) 40-49 15.16 11.40 9.19 6.83 T(mins) 50-59 20.56 15.46 12.46 9.26 T(mins) 60-69 26.46 19.90 16.04 11.92 T(mins) 70-79 32.84 24.69 19.90 14.79 T(mins) 80-89 39.67 29.83 24.04 17.87 T(mins) 90-99 47.14 35.44 28.57 21.2 |
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