The Elder Scrolls IV: Oblivion Walkthrough :
This walkthrough for The Elder Scrolls IV: Oblivion [Playstation 3] has been posted at 07 Jan 2010 by Emerald Girl and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Emerald Girl and share this with your freinds. And most important we have 1 other walkthroughs for The Elder Scrolls IV: Oblivion, read them all!
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Walkthrough - FAQ/Walkthrough========================================================= Elder Scrolls 4: Oblivion - Version 0.8 - 7/11/2007 ========================================================= This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Written by: Daniel Acaba GameFAQS ID: Misfit119 Contact me at: eternalmisery718@yahoo.com System: Playstation 3 Version 0.8 - 7/11/2007 This FAQ Copyright 2007 Daniel Acaba Lists of sites that may host this FAQ: www.GameFAQS.com www.cheatcc.com www.neoseeker.com ========================================================= xxxxxxxxxxxxx xxx xxx xxxxxxx xxxxxxxxxxxxx xxx xxx xxxxxxx xx xxx xx xxx xxx xxx xx xxx xx xxx xxx xxx xxx xxxxxxxxx xxxxxxx xxx xxxxxxxxx xxxxxxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxxxxxx xxx xxx xxx xxxxxxx xxxxxxx xxx xxxxxxx xxxxxxx xxxxxxxx xxxxxxx xxx xxx xxxx xxxxxxx xxx xxxx xxx xxx xxx xxxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxxx xxxxxxx xxx xxx xxx xxxxxxx xxxxxxxx xxxxxxx xxx xxx xxx xxxxxxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxxx xxx xxx xxx xxxxxxx xxxxxxx xxx xxxx xxxxxxx xxx xxx xxxxxxx xxxxxxx xxxxxxx xxxxxxx xxx xxx xxxxxxx xxxxxxx xxxxxxxx xxxx xxx xxx xxxxxxx xxxxxxx xxxxxxx xxx xxxx xxx xxx xxx xxx xxxxxxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxxx xxx xxx xxx xxx xxx xxxxxxx xxx xxxxxxxx xxx xxx xxx xxx xxxxxxx xxxxxxx xxx xxx xxx xxx xxx xxx xxx xxxxxxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxxxxxx xxxxxxx xxx xxx xxx xxx xxxxxxx xxxxxxx xxxxxxx xxxxxxx xxxxxxx xxx xxx xxxx xxxxxxx xxxxxxx xxxxxxx xxxxxxxxxxxx xxx xxx xxxxxxxxxxxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx xxxxxxxxxxxx xxxxxx xxxxxxxxxxxx xxx ========================================================= Index ========================================================= 1 - Update History 2 - About This FAQ 3 - Controls 4 - Player Stats 4.01 - Vital Statistics 4.02 - Stats 4.03 - Skills 4.03.01 - Combat Skills 4.03.02 - Magic Skills 4.03.03 - Stealth Skills 4.03.04 - Skill Trainers 4.04 - The Races 4.05 - The Birthsigns 5 - General Tips 5.01 - Character Creation 5.02 - Combat 5.02.01 - Melee Combat 5.02.02 - Ranged Combat 5.02.03 - Stealth Combat 5.02.04 - Hand-To-Hand Combat 5.02.05 - Magical Combat 5.03 - Stealth 5.03.01 - Sneaking 5.03.02 - Security 5.03.03 - Picking Pockets 5.04 - Commerce 5.05 - Making Friends 5.06 - Levelling Up 5.06.01 - Basics of Levelling Up 5.06.02 - How to Level Well 5.06.03 - How to Cheese Level 6 - Main Quest Walkthrough 6.01 - Tutorial 6.02 - Deliver the Amulet 6.03 - Find the Heir 6.04 - Breaking the Siege of Kvatch 6.05 - Weynon Priory 6.06 - The Path of Dawn 6.07 - Dagon Shrine 6.08 - Spies 6.09 - Blood of the Daedra 6.10 - Blood of the Divine 6.11 - Miscarcand 6.12 - Bruma Gate 6.13 - Allies for Bruma 6.14 - Defense of Bruma 6.15 - Great Gate 6.16 - Paradise 6.17 - Light the Dragonfires 6.18 - Imperial Dragon Armor 7 - Guild Quests Walkthrough 7.01 - Dark Brotherhood 7.01.01 - Getting in to The Dark Brotherhood 7.01.02 - A Knife in the Dark ----Vicente Valtieri's Quests---- 7.01.03 - A Watery Grave 7.01.04 - Accidents Happen 7.01.05 - Scheduled Execution 7.01.06 - The Assassinated Man ----Teinaava's Quests---- 7.01.07 - The Renegade Shadowscale ----Ocheeva's Quests---- 7.01.08 - The Lonely Wanderer 7.01.09 - Bad Medicine 7.01.10 - Whodunit? 7.01.11 - Permanent Retirement 7.01.12 - Of Secret And Shadow ----Lucien Lachance's Quests---- 7.01.13 - The Purification 7.01.14 - Affairs of a Wizard 7.01.15 - Next of Kin 7.01.16 - Broken Vows 7.01.17 - Final Justice 7.01.18 - A Matter of Honor 7.01.19 - The Coldest Sleep 7.01.20 - A Kiss Before Dying 7.01.21 - Following a Lead ----The Black Hand's Quests---- 7.01.22 - Honor Thy Mother 7.02 - Fighters Guild 7.02.01 - Getting in to the Fighters Guild 7.02.02 - Azzan: A Rat Problem 7.02.03 - Azzan: The Unforntunate Shopkeeper 7.02.04 - Burz: The Desolate Mine 7.02.05 - Burz: Unfinished Buisness 7.02.06 - Mordryn: Drunk and Disorderly 7.02.07 - Azzan: Den of Thieves 7.02.08 - Burz: Amelion's Debt 7.02.09 - Modryn: The Master's Son 7.02.10 - Modryn: More Unfinished Buisness 7.02.11 - Modryn: Azani Blackheart 7.02.12 - Azzan: The Wandering Scholar 7.02.13 - Burz: The Fugitives 7.02.14 - Modryn: Trolls of Forsaken Mine 7.02.15 - Azzan: The Stone of St. Alessia 7.02.16 - Burz: The Noble's Daughter 7.02.17 - Burz: Mystery at Harlum's Watch 7.02.18 - Modryn: Information Gathering 7.02.19 - Modryn: Infiltration 7.02.20 - Modryn: The Hist 7.03 - Knights of the Nine 7.04 - Mages Guild 7.04.01 - Getting in to the Mages Guild 7.04.02 - Bravil Recommendation 7.04.03 - Leyawiin Recommendation 7.04.04 - Cheydinhal Recommendation 7.04.05 - Chorrol Recommendation 7.04.06 - Bruma Recommendation 7.04.07 - Skingrad Recommendation 7.04.08 - Anvil Recommendation ----Raminus Polus's Quests---- 7.04.09 - A Mage's Staff 7.04.10 - Ulterior Motives 7.04.11 - Vahtacen's Secret 7.04.12 - Necromancer's Moon ----Hannibal Traven's Quests---- 7.04.13 - Liberation or Apprehension? 7.04.14 - Information at a Price 7.04.15 - A Plot Revealed 7.04.16 - The Bloodworm Helm and the Necromancer's Amulet 7.04.17 - Ambush 7.04.18 - Confront the King 7.04.19 - Alchemy Acquisitions 7.05 - Thieves Guild 7.05.01 - Getting in to the Thieves Guild ---Armand Christphe's Quests--- 7.05.02 - May the Best Thief Win 7.05.03 - Untaxing the Poor 7.05.04 - The Elven Maiden ---S'krivva's Quests--- 7.05.05 - Ahdarji's Heirloom 7.05.06 - Misdirection 7.05.07 - Lost Histories 7.05.08 - Taking Care of Lex ---The Gray Fox's Quests--- 7.05.09 - Turn a Blind Eye 7.05.10 - Arrow of Extrication 7.05.11 - Boots of Springheel Jak 7.05.12 - The Ultimate Heist 8 - Town Quests 8.01 - Anvil 8.01.01 - Dunbarrow Cave 8.01.02 - The Ghost Ship of Anvil 8.01.03 - Newheim's Flagon 8.01.04 - The Siren's Deception 8.01.05 - Where Spirits Have Lease 8.02 - Bravil 8.02.01 - Buying a House in Bravil 8.02.02 - Caught in the Hunt 8.02.03 - The Forlorn Watchman 8.02.04 - Through a Nightmare, Darkly 8.03 - Bruma 8.03.01 - A Brotherhood Betrayed 8.03.02 - Buying a House in Bruma 8.03.03 - Lifting the Vale 8.03.04 - Two Sides of the Coin 8.04 - Cheydinhal 8.04.01 - A Brush With Death 8.04.02 - Buying a House in Chorrol 8.04.03 - Corruption and Conscience 8.04.04 - The Wayward Knight 8.05 - Chorrol 8.05.01 - Buying a House in Chorrol 8.05.02 - Canvas the Castle 8.05.03 - The Killing Field 8.05.04 - Shadow over Hackdirt 8.05.05 - Seperated at Birth 8.05.06 - Legacy Lost 8.05.07 - Sins of the Father 8.06 - Imperial City 8.06.01 - The Arena 8.06.01.01 - The Pit Dogs 8.06.01.02 - Brawlers 8.06.01.03 - Bloodletters 8.06.01.04 - Myrmidons 8.06.01.05 - Warriors 8.06.01.06 - Gladiators 8.06.01.07 - Hero 8.06.01.08 - Grand Championship 8.06.02 - Buying a House in the Imperial City 8.06.03 - Imperial Corruption 8.06.04 - Order of the Virtuous Blood 8.06.05 - Origin of the Gray Prince 8.06.06 - An Unexpected Voyage 8.06.07 - Unfriendly Competition 8.06.08 - The Collector 8.06.09 - Nothing You Can Possess 8.06.10 - Secrets of the Ayleids 8.07 - Kvatch 8.07.01 - The Battle for Castle Kvatch 8.08 - Leyawiin 8.08.01 - Buying a House in Leyawiin 8.08.02 - Knights of the White Stallion 8.08.03 - Mazoga the Org 8.08.04 - Tears of the Savior 8.08.05 - Whom Gods Annoy 8.09 - Skingrad 8.09.01 - Buying a House in Skingrad 8.09.02 - The Rosethorn Cache 8.09.03 - Paranoia 8.09.04 - Seeking Your Roots 9 - Daedric Quests 9.01 - Azura's Quest 9.02 - Boethia's Quest 9.03 - Clavicus Vile's Quest 9.04 - Hircine's Quest 9.05 - Malacath's Quest 9.06 - Mephala's Quest 9.07 - Meridia's Quest 9.08 - Molag Bal's Quest 9.09 - Namira's Quest 9.10 - Nocturnal's Quest 9.11 - Peryite's Quest 9.12 - Sanguine's Quest 9.13 - Sheogorath's Quest 9.14 - Vaermina's Quest 9.15 - Hermaeus Mora's Quest 10 - Out in the Wilderness 10.01 - Treasure Caverns 10.02 - Old Forts 10.03 - Oblivion Gates 10.04 – Ruins 10.05 - Other Quests 10.05.01 - Goblin Trouble 10.05.02 - Key to Key 10.05.03 - Zero Visibility 10.05.04 - A Cure for Vampirism 11 - Beastiary 12 - Equipment 13 - Downloadable Content Mini-FAQs (coming whenever they are released!) 14 - About the Author ========================================================= 1. Update History ========================================================= Ver.0.5 - 4/29/2007 - FAQ is initially posted. The basics of the FAQ have been posted. The walkthrough itself is still in the works. Still need to add a few weapons and armor pieces to complete those sections as well as Volderung and a whole slew of magic items. Ver.0.8 - 7/11/2007 - Updated the FAQ finally with some previous work. Due to some problems, I havent played Oblivion again yet. I intend to do so soon and finally finish this monster. ========================================================= 2. About This FAQ ========================================================= I was initially going to do a minor FAQ, but I decided that in my spare time I wanted to embark on a quest of my own to do a true FAQ for this game. This has taken me some time to compile, but in the end it was so worth it. All comments, questions or suggestions are totally welcome, so feel free to e-mail me at the address listed above. Please dont send me dumb e-mails or I will ignore you and sign you on a bunch of spam websites. :-D ========================================================= Introduction ========================================================= The story of Oblivion follows your character, a nameless prisoner whom you will give an identity to, who must fulfill the last wishes of his Emperor. You must close shut the gaping jaws of Oblivion and save Cyrodil from the clutches of Mehrunes Dagon, a fearsome Daedric Prince, a lord of the demonic hordes. They have masterminded a conspiracy to see the Empire destroyed. Only you can stand before them and save an empire from destruction. ========================================================= 3. Controls ========================================================= Directional Buttons - Quick Slots (up to 8) Left Analog Stick - Move Character Right Analog Stick - Look Select - Wait Mode Start - Pause Menu Square - Ready Weapon / Shield / Torch Triangle - Jump X - Use Circle - Journal L1 - Block L2 - Grab R1 - Attack R2 - Cast L3 - Toggle Sneak Mode on/off R3 - Toggle Between 1st and 3rd person camera ========================================================= 4. Player Stats ========================================================= 4.01 - Vital Statistics ========================================================= Health - This stat determines how much damage your character can take before dying. Enemy attacks, hostile magics and poisons can reduce your health as can traps and certain environmental hazards you will come across. You can only recover your health by resting (not waiting) or through the use of certain potions and spells. - Your starting health is determined by your endurance. You gain one-tenth of your endurance to your total health per level. - If you are playing a character with a low amount of health, then you are best off getting your hands on equipment and potions to enhance your health. By fortifying your health or your endurance with a few of these items, you can health to match even the most hardy Orc warrior. ------------------------------------- Magicka - This is simply the measure of how deep your magicka reserves are. The more magicka you have the more often you can use magic and you can also use bigger and more powerful spells. Using magics or being hit by certain poisons, enchanted items or spells can drain your magicka. You can recover magicka by standing around (see magicka regeneration below), - Your starting magicka is determined by your intelligence. You start with an amount of magicka equal to double your intelligence. Unlike your health, your magicka doesnt increase as you go up in levels. To increase your magicka, you will need to increase your intelligence or fortify your magicka. - Your magicka regeneration rate is determined by your willpower. The higher you get your willpower, the faster your magicka will return. If you use the wait option, then you will recover your magicka pretty much to maximum even if you only rest for one hour. ------------------------------------- Fatigue - Your fatigue measures how tired your character is. As you get more and more tired, you will do less damage with attacks and some of your skills will begin to work less efficiently. Fatigue will drain from attacking, jumping and using certain novice skills. It will recover when standing still, resting or sleeping but it recovers slowly while walking and yet slower while running. - Your starting fatigue is the combined values of your strength, endurance, agility and willpower. - If your fatigue falls to zero or below through a spell effect or unarmed attack, then you will be knocked down. Like this you take extra damage from all attacks. ========================================================= 4.02 - Stats ========================================================= These are the basic stats that make up every facet of your character. Carrying capacity, health, magicka, fatigue and the ability to use your skills all stem from these traits. It is of the utmost importance that you are aware of what each of your stats do for you. Even the bulkiest warrior needs willpower and personality or they will suffer. ---------------------- Strength - This is the measure of exactly how physically powerful your character is. Strength determines how much damage you do in melee, how much weight you can carry as well as your fatigue. - The related skills are Blade, Blunt and Hand-to-Hand. Endurance - This is the measure of just how healthy, and hardy, your character is. Endurance determines how much fatigue you have, your starting health and how much health you will gain upon each level up. - The related skills are Block, Armorer and Heavy Armor. Agility - This is the measure of how nimble and accurate your character is. Agility determines how much fatigue you have and how much damage you can do with ranged attacks. - The related skills are Marksman, Security and Sneak. Speed - This is the measure of exactly how fast your character can move. The higher your speed rating, the faster you move around the world. - The related skills are Acrobatics, Athletics and Light Armor. Intelligence - This is the measure of how smart, and creative, your character is. Intelligence determines your total magicka and how well you use certain magic colleges. - The related skills are Alchemy, Conjuration and Mysticism. Willpower - This is the measure of how powerful your characters mental fortitude is. Willpower determines how much fatigue you have and how quickly your magicka regenerates. - The related skills are Alteration, Destruction and Restoration. Personality - This is the measure of your characters charm and ability to communicate with others. Personality determines how much people like you as well as initial disposition ratings. - The related skills are Illusion, Mercantile and Speechcraft. Luck - This is the measure of how often things go in your characters favor. While it has no concrete effects, nor any related skills, luck affects just about every thing that your character does in some small way. ========================================================= 4.03 - Skills ========================================================= Skills have remained mostly the same in their function since the earlier games in the series. The better the stat, the better you are with the skill that is in question. However, in this game, when you reach certain milestone points in the skill level you will reach a new skill rank. With each rank comes a Skill Perk that grants you new abilities (such as being able to disarm people with a special attack). The milestones are as such: ================================= || Mastery Lvl || Skill Scores || ================================= || Novice || 0 - 24 || ================================= || Apprentice || 25 - 49 || ================================= || Journeyman || 50 - 74 || ================================= || Expert || 75 - 99 || ================================= || Master || 100 || ================================= ***************************** 4.03.01 - Combat Skills ***************************** Armorer - Related Stat: Endurance As this skill gets higher your character gains more use from each repair hammer that he uses. This gets better as you gain skill perks. This is definitely a skill that near everyone should invest in at least a small amount. Do not make this a major skill unless you wish to not be able to have good control of your levelling up. Any character will have some equipment that needs to be repaired sometime and so it makes sense for you to carry a few of the repair hammers on you at all times. When a weapon or piece of armor begins to deteriorate, it also begins to lose effectiveness which can be a seriously dangerous situation in Oblivion gates. For the most part, it is vital for any character to have at least some measure of skill in armorer. Everybody can benefit from this skill, so it is important that even the most non-combat oriented mages carry around at least a few repair hammers to repair their equipment. I will repeat it again, do NOT make this a major skill unless you plan to repair all your items at a shop. This is a very hard to control skill as far as increasing it goes. Novice: You cannot repair magic items. Apprentice: Repair hammers last twice as long. Journeyman: You can now repair magic items. Expert: Gain the ability to enhance items; this allows you to repair items up to 125% which grants weapons more damage and armor more protection. Master: You never break your hammers. ***************************** Athletics - Related Stat: Speed The higher this skill gets, the faster your character can run and swim. It also allows you to regenerate your fatigue faster, especially when moving. While one could easily be inclined to ignore athletics as a negligable skill, there are numerous advantages to having a high athletics. Forgetting the simple fact that it helps you regenerate fatigue faster while still moving, it also effects your capability to swim effectively. That may be irrelevant to mages who can water breathe, but it helps those who dont have that skill just yet. I would never suggest making this a major skill, but it gives you a good reason to run around as much as possible and to not ride a horse all the time. This skill is also hard to control how it levels due to it going up while you are walking or running around. So it could go up pretty much at any point while you are moving around. Thus, this is another skill you should keep away from being a major skill. Novice: You will regenerate fatigue slowly while running. Apprentice: You will regenerate fatigue 25% faster while running. Journeyman: You will regenerate fatigue 50% faster while running. Expert: You will regenerate fatigue 75% faster while running. Master: Running never reduces your fatigue. ***************************** Blade - Related Stat: Strength Blade is a pretty simple skill. The higher your rating in it is, the more damage you do with swords and daggers (but not axes for some odd reason). Thats about all there is to say on it really. I would suggest that when making a melee oriented character that you do not take this as a major skill if you are planning on using it often. You should not take whatever weapon you are using most often as a major skill, unless you are a combat avoidance type or magic user type character. Novice: You can do power attacks in all directions that have a damage bonus. Apprentice: Your standing power attack does yet more damage. Journeyman: Left and right power attacks do more damage and may disarm foes. Expert: Backwards power attacks do more damage and may knock down foes. Master: Foward power attack does more damage and may paralyze foes. ***************************** Block - Related Stat: Endurance This skill is the measure of how effective your character is at blocking enemy attacks. While it can be done with a weapon, it is better off being done when using a shield. Depending on how high your skill is, you will be able to block more damage when an attack comes at you. Between your armor class and the ability to block, you can seriously dampen how much damage you take from an enemy attack. When you use a shield, the damage is lessened by an even greater degree. Also, when you use your weapon to block at a lower level, it will be damaged. So between you attacking and blocking, you can damage your weapon quickly, so I suggest that you use a shield, especially at low levels. This is a good thing to take for a major skill. You can simply choose to not block the enemy attacks and hack away, so you can control how quickly it will level up. This is especially good for a non-melee warrior type. Novice: You can do power attacks in all directions that have a damage bonus. Apprentice: Your standing power attack does yet more damage. Journeyman: Left and right power attacks do more damage and may disarm foes. Expert: Backwards power attacks do more damage and may knock down foes. Master: Foward power attack does more damage and may paralyze foes. ***************************** Blunt - Related Stat: Strength Blunt is another very simple skill. The higher your rating in it is, the more damage you do with maces and hammers (and axes too, for some odd reason). Its nothing more complicated than that honestly. I would suggest that when making a melee oriented character that you do not take this as a major skill if you are planning on using it often. You should not take whatever weapon you are using most often as a major skill, unless you are a combat avoidance type or magic user type character. Novice: You can do power attacks in all directions that have a damage bonus. Apprentice: Your standing power attack does yet more damage. Journeyman: Left and right power attacks do more damage and may disarm foes. Expert: Backwards power attacks do more damage and may knock down foes. Master: Foward power attack does more damage and may paralyze foes. ***************************** Hand-To-Hand - Related Stat: Strength This skill measures how effectively your character can fight with his hands. As you advance in this skill you will be able to do more damage with punches. The perks that you get will make it much easier for you to fight in melee much more effectively without a weapon. However, there is one major thing to consider. You will not be doing all that much damage with your strikes, so it is very important that you have a high strength score as soon as possible to maximize the damage you take. You will do fatigue damage as well as health damage, so it is possible that if you use some fatigue draining attacks you can make people pass out. Using this tactic, you dont need to have a high strength. I would suggest that when making a melee oriented character that you do not take this as a major skill if you are planning on using it often. You should not take whatever weapon you are using most often as a major skill, unless you are a combat avoidance type or magic user type character. Novice: You can do power attacks in all directions that have a damage bonus. Apprentice: Your standing power attack does yet more damage. Journeyman: Left and right power attacks do more damage and may disarm foes. Expert: Backwards power attacks do more damage and may knock down foes. Also, while blocking there is a chance of a knockback attack. Master: Foward power attack does more damage and may paralyze foes. You now gain a chance to disarm foes on a knockback attack. ***************************** Heavy Armor - Related Stat: Endurance As you gain points in this skill you will be able to wear the heavier armors more efficiently. This types include Iron, Steel, Orcish, Ebony, Dwarven and Daedric armor. The main advantage to heavy armor is that it protects you better than light armor does. The armor class of ebony and daedric armor compared to mithril or elven armor(on an average) is far better. However, this trade off comes at the cost of just how freaking heavy the armor itself actually. It really is a trade off that becomes more of a matter of taste if you ask me. Dont get into the habit of using heavy armor if you arent going to be able to carry at least 100+ pounds of armor and then the rest of your equipment. Novice: Due to lack of skill, armor degrades at 150% of the normal rate. Apprentice: Armor degrades at the normal rate. Journeyman: Armor now degrades at 50% of the speed. Expert: Equipped heavy armor only encumbers you by 50% Master: Equipped heavy armor doesnt encumber you at all. ***************************** 4.03.02 - Magic Skills ***************************** Alchemy - Related Stat: Intelligence As this skill gets higher, you can make better potions and you gain more information on each of the alchemical ingredients you pick up. You can make not only potions to aide you, but poisons to harm your foes. This skill is one of the most powerful ones in the game if you know how to use it properly. There are few things more useful than being down in a dungeon and low on healing items and pulling out your alchemy set and just making a few more healing items. Need a potion of water breathing? If you have the necessary components just make one. This skill should never be a major skill, due to the fact that it will start to go up super fast if you begin using it too often. If it is a major skill you will indeed raise it up super fast, so keep away from it. However, it is most definitely a good skill for almost all characters to invest in, carrying around at least a mortar & pestle. With these items, you can make basic potions that can still be useful. Novice: You will recognize only the first of four properties of an ingredient. Apprentice: You will recognize the second of four properties of an ingredient. Journeyman: You will recognize the third of four properties of an ingredient. Expert: You will recognize all four properties of an ingredient. Master: You can make potions out of only one ingredient. ***************************** Alteration - Related Stat: Willpower The higher this skill gets, the more advanced spells you can use from the school of Alteration. Alteration isnt the most powerful of magic skills, but it is one of the most useful of magical skills. From waterwalking, to water breathing, to feather effects and a spell to shield you from damage, this college is kind of a jack- of-all-trades sort of thing. It does alot of things that are very useful but not necessary for even a pure mage to use. Novice: Can cast Novice level spells. Apprentice: Can cast Apprentice level spells. Journeyman: Can cast Journeyman level spells. Expert: Can cast Expert level spells. Master: Can cast Master level spells. ***************************** Conjuration - Related Stat: Intelligence The higher this skill gets, the more advanced spells you can use from the school of Conjuration. Conjuration is probably one of the most powerful of the magic skills in the game. Not only does it allow you to summon in powerful, weightless daedric weapons and armor but you can summon in the powerful daedra themselves with time and training. You can do some pretty serious damage with these creatures in addition to being able to do this from the shadows. You could hide yourself in a corner and constantly summon in powerful monsters to fight your enemies for you while you hide. If you are going to be using this as your primary method of fighting, keep it as a minor skill and then train it up. Novice: Can cast Novice level spells. Apprentice: Can cast Apprentice level spells. Journeyman: Can cast Journeyman level spells. Expert: Can cast Expert level spells. Master: Can cast Master level spells. ***************************** Destruction - Related Stat: Willpower The higher this skill gets, the more advanced spells you can use from the school of Destruction. This is the prototypical mages skill, letting you hurl fireballs and lightning bolts to reduce your opponents to ash. It also lets you control ice magics, damage health magics (which do damage to an opponents health without bothering to be an elemental type) and it also gives you access to magics that will reduce the enemies resistances to elemental attacks. This isnt a really good idea for a combat mage to take due to the workout that it will be getting. You should definitely be leaving this as a minor skill if it is going to be used all of the time. Novice: Can cast Novice level spells. Apprentice: Can cast Apprentice level spells. Journeyman: Can cast Journeyman level spells. Expert: Can cast Expert level spells. Master: Can cast Master level spells. ***************************** Illusion - Related Stat: Personality The higher this skill gets, the more advanced spells you can use from the school of Illusion. This is an easily overlooked spell college, but it is still powerful if you know what you are doing with it. The most useful parts of this college are the ability to turn yourself invisible, great for sneak attacks, or the ability to use your magic to temporarily increase others dispositions towards you. This is a very easily controllable skill, so it makes a great major skill for either thieves or mages to take. Novice: Can cast Novice level spells. Apprentice: Can cast Apprentice level spells. Journeyman: Can cast Journeyman level spells. Expert: Can cast Expert level spells. Master: Can cast Master level spells. ***************************** Mysticism - Related Stat: Intelligence The higher this skill gets, the more advanced spells you can use from the school of Mysticism. Mysticism is more of a niche use magical skill and while it has some spells that make the game much easier to play (such as soul trap), overall it isnt the greatest of spell colleges. This is a good choice for a mage to take as a major skill as it wont see enough use to force level you (and you dont need it to be that high to use soul trap anyways). Novice: Can cast Novice level spells. Apprentice: Can cast Apprentice level spells. Journeyman: Can cast Journeyman level spells. Expert: Can cast Expert level spells. Master: Can cast Master level spells.: ***************************** Restoration - Related Stat: Willpower The higher this skill gets, the more advanced spells you can use from the school of Restoration. Restoration magic is useful for healing yourself and others as well as for fortifying your attributes and skills. This makes it an incredibly useful skill and one that even the least magically oriented characters will find themselves using quite often, to spare potions if nothing else. This is a poor choice for a major skill due to this constant use factor. Novice: Can cast Novice level spells. Apprentice: Can cast Apprentice level spells. Journeyman: Can cast Journeyman level spells. Expert: Can cast Expert level spells. Master: Can cast Master level spells. ***************************** 4.03.03 - Stealth Skills ***************************** Acrobatics - Related Stat: Speed The higher this skill is, the higher your character can jump and how far he can fall without taking damage. While this skill doesnt really sound like anything all that special, it most definitely is useful when traveling around the game world and exploring dungeons. This skill is better to take as a major skill, much moreso than athletics. You can simply choose to not jump around if you dont want to level it up, although this isnt really always possible. You may be inclined to take this as a major skill simply to help you get to the dodge ability quicker, which is very useful I will admit, but overall it isnt the greatest of choices. Novice: Cannot attack while jumping or falling. Apprentice: Can make normal attacks, but not power attacks, while they are jumping or falling. Journeyman: Gain the dodge ability; this is done by holding down block and then jumping in a direction. You will do a quick evade in said direction. Expert: Fatigue loss for jumping is reduced by 50% Master: Gain the water jump ability; with expert timing you can leap off of the surface of water, allowing you to walk on water. ***************************** Light Armor - Related Stat: Speed As you gain points in this skill you will be able to wear the light armors more efficiently. This includes Leather, Fur, Glass, Mithril and Chaimail armor. You must remember that for the most part, light armor isnt as good at defense as the heavier armors. But in that trade-off, the best light armor weighs quite considerably less than the best heavy armors (about 40 or so pounds for glass armor and over 120 for daedric). And if you get yourself to the highest points in the light armor skill, you will actually start to get a comparable defense rating to even the best heavy armors, it just requires some work. The perks you gain, very quickly get to the point that your armor stops weighing anything at all when you are wearing it. This is very useful, especially if you are using a bow as well and need to carry lots of arrows, or even repair hammers. Novice: Due to lack of skill, armor degrades at 150% of the normal rate. Apprentice: Armor degrades at the normal rate. Journeyman: Armor now degrades at 50% of the speed. Expert: Equipped light armor doesnt encumber you at all. Master: When wearing only light armor, you gain a 50% bonus to your rating. ***************************** Marksman - Related Stat: Agility This skill measures your ability to wield a bow effectively. At lower levels you are a pretty pathetic archer. Even drawing back an arrow can drain your fatigue super fast which will make your arrows do really low damage whenever you actually do get around to firing it. I would suggest that when making a ranged attack type character that you do not take this as a major skill if you are planning on using it often. You should not take whatever weapon you are using most often as a major skill, unless you are a combat avoidance type or magic user type character. This actually works great as a mage back up weapon skill. If you take it as a major skill, you can get it up to Journeyman rank quickly and get the zoom ability really quickly. This will let you snipe enemies from a range to weaken them and then use summons or magic to kill them. Novice: You become fatigued while holding an arrow at the ready. Apprentice: You no longer become fatigued while holding an arrow at the ready. Journeyman: Gain the Zoom ability; by holding block with an arrow ready you can zoom in on your target for a more accurate shot. Expert: Your arrows have a chance to knockdown targets. Master: Your arrows have a chance of paralyzing targets. ***************************** Mercantile - Related Stat: Personality As you get better in this skill you will be able to get better deals out of the merchants you deal with, in addition to letting you sell items for more than the shop would normally have. It is a key skill if you intend on being able to afford all of the homes and horses in the game. Without a decent mercantile skill, you will never be able to haggle down the merchants to a more realistic price when you are buying and sellig goods. A great way to increase this skill is to buy a bunch of iron arrows and then sell them back one by one. You can do this over and over and get your skill up as quickly as possible. This skill isnt as good as you might think to take as a major skill due to it going up whenever you sell enough goods. I suggest you take speechcraft over this one as a major skill if you want a social skill to be up higher than normal. Novice: Item value is reduced by the condition of the item. Apprentice: Item value is no longer affected by the items condition. Journeyman: You can now sell any item to any vendor, even if they normally do not deal in that item. Expert: Can now invest in a shop, giving the merchant money to permanently increase their shop gold by 500. Master: All shops in the world now have 500 more gold to barter with. ***************************** Security - Related Stat: Agility This skill measures your ability to break into treasure chests and locked doors that you come across. You will likely need plenty of lockpicks to get this skill higher up. Take note that the only time you use the actual skill itself is when you auto-attempt to open a door, but whenever you try the mini-game you can get Security experience. I would suggest against taking this skill with most character types. You are going to need to increase it if you want to open the tougher chests without the frustration of the mini-game. Also, there is a very good item, the Skeleton Key given to you by Nocturnal, which nullifies this skill entirely. Due to its infinite uses and unbreakable nature, you never need to use the actual security mini-game ever again. Novice: Up to four tumblers can fall when you fail in the mini-game. Apprentice: Up to three tumblers can fall when you fail in the mini-game. Journeyman: Up to two tumblers can fall when you fail in the mini-game. Expert: Only one tumbler will fall when you fail in the mini-game. Master: N/A ***************************** Sneak - Related Stat: Agility As you get better in this skill you will be able to sneak around more and more effectively. While at first you must wear light shoes and move slowly, by the time you get to higher levels all these restrictions will be lifted. You can take this skill as a major skill if you are willing to forget about sneaking around when you want to control your leveling up. However it is tough to do this if you are playing a thief type character since sneak attacks will be your primary means of damage dealing. However, the magical boosts to your weapon damage will not be multiplied, so if you have a weapon that deals nice magic damage, you can afford to not have it multiplied. Novice: You gain a 4x bonus for one-handed and hand-to-hand attacks and a 2x bonus to ranged attacks when attacking an enemy unaware of your presence. Apprentice: You gain a 6x bonus for one-handed and hand-to-hand attacks and a 3x bonus to ranged attacks when attacking an enemy unaware of your presence. Journeyman: You recieve no penalties to sneaking for the weight of your boots. Expert: You recieve no penalties to sneaking based on how fast you move. Master: Your attacks now ignore an opponents armor rating while sneaking. ***************************** Speechcraft - Related Stat: Personality This skill measures your characters ability to talk to people and to make friends with them easier. This is very useful for getting information from the citizens of Cyrodil without having to spend money on bribes all the time. The major effect of a high speechcraft skill is that you will gain alot on a positive response during the Persuasion mini-game and a lessened drain when you hit negative responses. You can quickly get up other peoples disposition with the mini-game, sparing you from hearing their responses dozens of times over and over. This is an excellent skill to take as a major skill. You can choose to not use it and to simply bribe up dispositions if you need the increase. Also, you can get it up very quickly by using it over and over when interacting with people. Novice: You can offer bribes to increase peoples disposition. Apprentice: You gain a free rotation of the wedges in the persuasion mini-game. Journeyman: The rate that disposition falls in the mini-game is slowed 50% Expert: The loss for the "Hate it" result drops from 150% to 100% Master: Bribes cost half as much. ***************************** 4.03.04 - Skill Trainers ***************************** Acrobatics --------- Novice Trainers: Quill-Weave, Anvil; Ida Vlinorman, Wanders the Imperial City Elven Gardens District Journeymen Trainers: Ganredhel, Cheydinhal; Tsrava, Leyawiin (J'bari's house) Master Trainer: Torbern, Aerin's Camp (NE of Cheydinhal) --------- Alchemy --------- Novice Trainers: Felen Relas, Anvil Mages Guild; S'drassa, Leyawiin Mages Guild Journeymen Trainers: Ardaline, Bravil Mages Guild; Brotch Calus, Bruma (House) Master Trainer: Sinderion, Skingrad (West Weald Inn basement) --------- Alteration --------- Novice Trainers: Deetsan, Cheydinhal Mages Guild; Dovyn Aren, Wanders the Imperial City Elven Gardens District Journeymen Trainers: Abhuki, Faregyl Inn; Athragar, Chorrol Mages Guild Master Trainer: Tooth-in-the-Sea, Swimming around north of Bravil --------- Armorer --------- Novice Trainers: Eitar, Leyawiin; Tadrose Helas, Bravil Fighters Guild Journeymen Trainers: Rasheda, Chorrol (Fire and Steel); Rohssan, Imperial City Market Distict (A Fighting Chance) Master Trainer: Gin-Wulm, Imperial City Market District (The Best Defense) --------- Athletics --------- Novice Trainers: Mahei, Leyawiin; Uuras the Shephard, Skingrad Journeymen Trainers: Hauls-Ropes-Faster, Anvil (The Fo'c'sle), Honditar, Chorrol (wanders around near the Great Oak) Master Trainer: Rusia Bradus, Anvil --------- Blade --------- Novice Trainers: Naspia Cosma, Castle Cheydinhal; Right-Wind, Bruma Fighters Guild Journeymen Trainers: Rhano, Anvil Fighters Guild; Sherina, Leyawiin Fighters Guild Master Trainer: Alix Lencolia, Faregyl Inn --------- Block --------- Novice Trainers: Fadus Calidius, Skingrad Fighters Guild; Huurwen, Anvil Fighters Guild Journeymen Trainers: Ambroise Canne, Skingrad; Lum gro-Baroth, Chorrol Fighters Guild Master Trainer: Andragail, Bravil (House) --------- Blunt --------- Novice Trainers: Bugrak gro-Bol, Leyawiin (Southern Books); Vigdis, Anvil Fighters Guild Journeymen Trainers: Christophe Marane, Brina Cross Inn; Azzan, Anvil Fighters Guild Master Trainer: Irene Metrick, Imperial City Elven Gardens District --------- Conjuration --------- Novice Trainers: Fathis Aren, Castle Bravil; Sulinus Vassinus, Skingrad Mages Guild Journeymen Trainers: Alberic Litte, Chorrol Mages Guild; Arentus Falvius, Bruma (Great Chapel of Talos) Master Trainer: Olyn Seran, Molag Bal's Shrine --------- Destruction--------- Novice Trainers: Chanel, Castle Chorrol; J'skar, Bruma Mages Guild Journeymen Trainers: Delphine Jend, Bravil Mages Guild; Mar Gulitte, Anvil Mages Guild Master Trainer: Bralsa Andaren, Wandering near the Wayshrine of Kynareth --------- Hand-to-Hand --------- Novice Trainers: Mashi, Bravil Fighters Guild; Rufrius Vinicius, Anvil Fighters Guild Journeymen Trainers: Davela Hlaren, Imperial Bridge Inn; Ra'qanar; Castle Cheydinhal Master Trainer: Helvius Cecia, Bruma --------- Heavy Armor --------- Novice Trainers: Brodras, Leyawiin Fighters Guild; Bumph gra-Gash, Bruma Fighters Guild Journeymen Trainers: Valus Odiil, Chorrol; Varnado; Imperial City Market District (The Best Defense) Master Trainer: Pranal, Roxey Inn --------- Illusion --------- Novice Trainers: Hil the Tall, Cheydinhal (Great Chapel of Arkay); Jantus Brolus, Bruma (House) Journeymen Trainers: Carahil, Anvil Mages Guild; Kud-Ei, Bravil Mages Guild Master Trainer: Martina Floria, Imperial City Arcane University --------- Light Armor --------- Novice Trainers: Dul gro-Shug, Wanders Imperial City Elven Gardens District; Olfand, Bruma (Nord Winds) Journeymen Trainers: Ahdarji, Leyawiin; Luciana Galena, Bravil Master Trainer: J'bari, Leyawiin --------- Marksman --------- Novice Trainers: Edla Dark-Heart, Bruma (Regner's House); Shameer, Skingrad (Great Chapel of Julianos) Journeymen Trainers: Pinarus Inventius, Anvil; Reman Broder, Skingrad Master Trainer: Alawen, Troll Candle Camp --------- Mercantile --------- Novice Trainers: Foroch, Gottshaw Inn; Mach-Na, Cheydinhal (Mach-Na Books) Journeymen Trainers: Margarte, Leyawiin; Seed-Neeus, Chorrol (Northern Goods and Trade) Master Trainer: Palonirya, Imperial City Market District (Divine Elegance) --------- Mysticism --------- Novice Trainers: Angalmo, Chorrol Mages Guild; Druja, Skingrad Mages Guild Journeymen Trainers: Boderi Farano, Imperial City Arcane University (Mystic Archives); Ita Rienus, Bravil Mages Guild Master Trainer: Dagail, Leyawiin Mages Guild --------- Restoration --------- Novice Trainers: Cirroc, Bruma (Great Chapel of Talos); Marie Palielle, Skingrad (Great Chapel of Julianos) Journeymen Trainers: Beem-Kiurz, Bravil (Great Chapel of Mara); Marz, Bravil (Great Chapel of Mara); Ohtesse, Cheydinhal (Great Chapel of Arkay) Master Trainer: Oleta, Kvatch (Chapel of Akatosh) --------- Security --------- Novice Trainers: Malintus Ancrus, Chorrol; Samuel Bantien, Imperial City Talos Plaza District Journeymen Trainers: Dro'shanji, Bravil (Andragail's House); Mandil, Imperial City Elven Gardens District Master Trainer: J'banna, Imperial City Imperial Prison Area --------- Sneak --------- Novice Trainers: City-Swimmer, Bravil (House); Glistel, Chorrol Journeymen Trainers: Mirabelle Monet, Anvil Waterfront Area (The Fo'c's'le); Othrelos, Imperial City Elven Gardens District Master Trainer: Marana Rian, Imperial City Temple District --------- Speechcraft --------- Novice Trainers: Alga, Bruma (Honmund's House); Uravasa Othrelos, Bravil (Great Chapel of Mara) Journeymen Trainers: Gruiand Garrana, Cheydinhal (Great Chapel of Arkay); Varon Vamori, Bravil (House) Master Trainer: Tandilwe, Imperial City Temple District (Temple of the One) ========================================================= 4.04 - The Races ========================================================= The following charts list the base stats for each race as well as what skills they gain bonuses in and what special abilities they possess. Take note of the fact that the different sexes do indeed have different stats. ---------------- Argonian ---------------- Argonians do best with thief based classes. If you are playing a thief, their alchemy bonus allows them to make poisons which can assist them with dealing damage. Sneak attack with a poisoned, magic weapon and you can wreck enemies. The mysticism bonus can help you with trapping souls to recharge your magic items. However, Argonians are not designed for combat, neither by their stats or by their abilities. They can use a blade or even their hands if they must but their strength is fairly low, so they cant hit too hard, and due to their low endurance, they cant take too much damage. I would suggest a custom class for them, giving them a bow as their main weapon. This lets them take advantage of their high agility and speed. Take note that Argonians cannot wear boots and this leaves them missing out on a piece of armor they could make use of. |
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