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({{All Game Nav}} -> {{Header Nav}}, back -> prev, various fixes, Replaced: All Game Nav . Header Nav , typos fixed: percieve → perceive AWB)
(Modified to fit the Stealth Skills)
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'''The Basics'''
{{Header Nav|game=The Elder Scrolls IV: Oblivion}}
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===Acrobatics===
*All skills start off at level 5.
[[Image:oblivion acrobatics.gif|right|thumb|Acrobatics]]
**Once you've made your choice for Major Skills, these will be referred to as Minor Skills.
The simple act of jumping, combined with other actions. Anybody can jump, naturally, but skilled Acrobats can jump higher, take less damage when falling from high places, attack in mid-air, and even dodge enemies' attacks with ease.
*Major Skills start off at level 25.
**Further skill bonuses can be received through your Birth-sign and Race selection, which will be added on top of the Major and Minor Skills.
*There are many books & scrolls throughout Cyrodill you can read which will increase a skill by one level.
**Simply open the book and you will receive a skill increase.  


'''Governing Attribute: Agility'''
====Power Leveling Acrobatics====
Jump all the time, the longer you are in the air the more experience.


==Acrobatics==
[[Image:oblivion acrobatics.gif|left|thumb|Acrobatics]]
'''Governing Attribute: Agility'''</br>The simple act of jumping, combined with other actions. Anybody can jump, naturally, but skilled Acrobats can jump higher, take less damage when falling from high places, attack in mid-air, and even dodge enemies' attacks with ease.
----
'''Leveling Acrobatics'''</br>Jump all the time, the longer you are in the air the more experience. Falling from high distances works too, just don't kill yourself.
{{-}}
{{-}}
===Acrobatics Mastery Perks===
{| class="wikitable"
|-
!Skill Mastery Level !! Skill Score !! Perk
|-
| '''Novice''' || 0-24 || Can't attack in mid-air.
|-
| '''Apprentice''' || 25-49 || Can perform regular attacks in mid-air, Power attacks are not possible.
|-
| '''Journeyman''' || 50-74 || You gain Dodge, a quick roll in the forward, left or right directions to avoid a foes attacks.
*Hold Block down and the direction you want to roll, then hit the jump button.
|-
| '''Expert''' || 75-99 || When you jump, you are fatigued 50% less.
|-
| '''Master''' || 100 || You can now jump from the surface of water.
|}


===Alchemy===
==Light Armor==
[[Image:oblivion alchemy.gif|left|thumb|Alchemy]]
[[Image:Skill lightarmor.gif|left|thumb|Light Armor]]
The art of making ordinary plants and meats into potions capable of bestowing magic effects.  you need at least a mortar and pestle (there is one sitting on a crate during the tutorial sequence in the beginning of the game). Equip the mortar and pestle in your inventory to open the Alchemy window. To create potions, you need to find two different ingredients with one or more effect in common. You can add up to four ingredients (for up to 3 different effects for a single potion, for Apprentice level and up). As your skill increases, ingredients have more potential effects that you may harness.
'''Governing Attribute: Agility'''</br>Characters skilled in Light armor can make better use of Fur, Leather, Chainmail, Mithril, Elven, and Glass Armors.  the higher level you are the more protection it offers, the less it weighs, and the slower it decays
 
----
'''Governing Attribute: Intelligence'''
'''Leveling Light Armor'''</br>To level Light Armor just let a weak enemy hit you and don't block. This will cause your health to fall much faster so it is best if you have a lot of potions or are skilled in restoration.
 
====Power Leveling Alchemy====
Power leveling Alchemy is very simple and is also a good way to increase your mercantile skill.  To power level alchemy simply go to farms, at farms there are usually large amounts of ingredients with similar characteristics (restore fatigue).  Collect large amounts of these ingredients until you can not carry any more, then make your potions and sell them at a store.  Good places to go for ingredients are the grapevines outside of Skingrad and Odili Farm (west of Weynon Priory), However there are many more places to go.
{{-}}
===Alteration===
[[Image:oblivion alteration.gif|right|thumb|Alteration]]
One of the branches of magic that can be used. Alteration is the ability to modify the very physics of the universe. With Alteration spells, you can create magical shields on yourself and others, burden others, or lighten your own load so you can carry more items without becoming over-encumbered. You can also unlock doors from a distance with the proper spells.
 
'''Governing Attribute: Willpower'''
 
====Power Leveling Alteration====
Alteration has some nice little buffs you can use on yourself over an over. There is a shield spell you get for choosing it as a main skill that is very easy to train with (takes 9 magicka and is almost instant cool-down).  Remember, the power of the spell does not effect the amount of experience you gain.
 
{{-}}
===Armorer===
[[Image:oblivion armorer.gif|left|thumb|Armorer]]
An Armorer can repair weapons and armor to maximize their effectiveness. You need a Repair Hammer to use this skill. Journeyman Armorers can repair enchanted weapons and armor, and more experienced Armorers can also repair Daedric weapons.
A master of the armorer skill never breaks hammers.
 
'''Governing Attribute: Endurance'''
 
====Power Leveling Armorer====
Whenever you visit a smith or weapons salesman just buy repair hammers and do it yourself instead of paying them to repair your armor.
If you want to level even faster, join the Mage's Guild and make a disintegrate Armor spell on self.  after you break all of your armor just repair it again.
 
{{-}}
===Athletics===
[[Image:oblivion athletics.gif|right|thumb|Athletics]]
Athletics affects how fast you can run on land, how fast you can swim in water, how long you can hold your breath, and how fast your Fatigue regenerates.
 
'''Governing Attribute: Speed'''
 
====Power Leveling Athletics====
Auto-walk into a wall and then go see a movie. Swimming gets skill increases faster then running so if you really want it to go up go jump in a lake. This skill tends to skill up itself without you really working on it if you're like me and run all the time(This is a good skill to use trainers on)
 
{{-}}
===Blade===
[[Image:oblivion blade.gif|left|thumb|Blade]]
Blade governs how much damage you do with daggers and swords. It also allows different melee moves and power attacks.
 
'''Governing Attribute: Strength'''
 
====Power Leveling Blade====
Fight with daggers. The more slashes you hit with the better it doesn't matter at all how much damage you do. You could also find a really weak dagger and beat up a creature you summon.  (This is a good skill to use trainers on)
 
{{-}}
===Block===
[[Image:oblivion block.gif|right|thumb|Block]]
Block determines how much damage is reduced when you block and incoming attack. The more you gain in this skill the more likely you'll be to block since it reduces damage more.
 
'''Governing Attribute: Endurance'''
 
====Power Leveling Block====
Turn the game's difficulty down all the way (if it isn't already there), then you have two options, you can find a weak monster, tape down the block button, and forget about it for an hour; or you can find a strong monster.  if you choose to find a strong monster keep an eye on your health.  this trick is made even easier if you are good at restoration and can constantly restore your health.
 
'''Warning''' your shield will slowly disintegrate, once it reaches 0 you will stop gaining experience for block and start training armor.  To prevent this carry multiple shields or kill off whatever you are fighting once in a while so you can fix your shield.
 
{{-}}
===Blunt===
[[Image:oblivion blunt.gif|left|thumb|Blunt]]
Blunt governs how much damage you deal with axes, maces and hammers. It also adds new power attacks and melee moves.
 
'''Governing Attribute: Strength'''
 
====Power Leveling Blunt====
Use the weakest blunt weapon you can find and beat the stuff out of stuff, it doesn't matter how much damage you do.  (This is a good skill to use trainers on)
{{-}}
===Conjuration===
[[Image:oblivion conjuration.gif|right|thumb|Conjuration]]
A Conjurer has the ability to summon monsters and Daedra from thin air to do their bidding, in addition to creating bound armor and weapons to use in battle.
 
'''Governing Attribute: Intelligence'''
 
====Power Leveling Conjuration====
The main way is to get a skeleton spell and spam it.  Additionally, you can fight or Soul-trap the skeleton while you do this. Remember, the amount of magicka it takes to summon has no effect on the experience.
{{-}}
 
===Destruction===
[[Image:oblivion destruction.gif|left|thumb|Destruction]]
Magical self-defense, in the form of fireballs, electric blasts, or balls of ice. Most Mages would do well in building this skill, while others could use it as a secondary means of defense when one's Fatigue is too low to fight.
 
'''Governing Attribute: Willpower'''
 
====Power Leveling Destruction====
The best way would be to lean more on shooting fireballs then slashing swords. You could also spam Flare (that crappy little fire spell from level one) on a monster you summon.  (This is a good skill to use trainers on)
 
{{-}}
===Hand To Hand===
[[Image:oblivion handtohand.gif|right|thumb|Hand to Hand]]
The ability to fight and kill foes with nothing but one's own hands. While not as powerful as using a weapon (and certainly not as good to block with), hand to hand combat is fast and doesn't use as much fatigue. Higher skill levels give you more power attacks which can be used to paralyze and disarm opponents.
 
'''Governing Attribute: Strength'''
 
====Power Leveling Hand to Hand====
Summon a monster and punch it in the face until it dies, then summon another and beat it up.  (this is a good skill to use trainers on)
 
{{-}}
===Heavy Armor===
[[Image:HvArOb.jpg|left|thumb|Heavy Armor]]
Characters skilled in heavy armor will make better use of iron, steel, dwarven, Orcish, Ebony, and Daedric Armors.  the Higher your level, the more protection it offers and the slower it decays.
 
''''Governing Attribute: Endurance''''
 
====Power Leveling Heavy Armor====
Power leveling Heavy Armor is the same as block, except don't block (duh). this will cause your health to fall much faster so it is best if you have a lot of potions or are skilled in restoration.
{{-}}
 
===Illusion===
[[Image:oblivion illusion.gif|right|thumb|Illusion]]
Skilled Illusionists can modify the way humans perceive reality - casting light, becoming invisible, or charming others into believing that you are a friend.
 
'''Governing Attribute: Personality'''
 
====Power Leveling Illusion====
The best way to power level illusion is to rapidly cast weak light spells.
 
{{-}}
{{-}}
===Light Armor===
===Light Armor Mastery Perks===
[[Image:Skill lightarmor.gif|left|thumb|Light Armor]]
{| class="wikitable"
Characters skilled in Light armor can make better use of Fur, Leather, Chainmail, Mithril, Elven, and Glass Armors. the higher level you are the more protection it offers, the less it weighs, and the slower it decays
|-
 
!Skill Mastery Level !! Skill Score !! Perk
'''Governing Attribute: Agility'''
|-
 
| '''Novice''' || 0-24 || Light Armor becomes damaged at 150% the normal rate.
====Power Leveling Light Armor====
|-
See Heavy Armor
| '''Apprentice''' || 25-49 || Light Armor becomes damaged at the normal rate.
|-
| '''Journeyman''' || 50-74 || Light Armor becomes damaged at 50% the normal rate.
|-
| '''Expert''' || 75-99 || Any Light Armor equipped does not count towards your encumbrance.
|-
| '''Master''' || 100 || When only wearing light armor you gain a 50% bonus to that armors rating.
|}


==Marksman==
[[Image:oblivion marksman.gif|left|thumb|Marksman]]
'''Governing Attribute: Agility'''</br>The use of a bow and arrows to attack from a distance. Skilled Marksmen can do more damage, and truly gifted Marksmen also have the ability to zoom in while using a bow.
----
'''Leveling Marksman'''</br>Using targets that you can find around the world you can train your Marksman skill as well as your ability to hit a target you can even get your arrows back.
{{-}}
{{-}}
===Marksman===
===Marksman Mastery Perks===
[[Image:oblivion marksman.gif|right|thumb|Marksman]]
{| class="wikitable"
The use of a bow and arrows to attack from a distance. Skilled Marksmen can do more damage, and truly gifted Marksmen also have the ability to zoom in while using a bow.
|-
 
!Skill Mastery Level !! Skill Score !! Perk
'''Governing Attribute: Agility'''
|-
| '''Novice''' || 0-24 || Fatigue from holding a drawn bow.
|-
| '''Apprentice''' || 25-49 || No fatigue from holding a drawn bow.
|-
| '''Journeyman''' || 50-74 || Holding block button with a drawn bow allows you to zoom.
|-
| '''Expert''' || 75-99 || Your shots harness the possibility to knock down foes.
|-
| '''Master''' || 100 || Your shots harness the possibility to paralyze foes.
|}


====Power Leveling Marksman====
==Mercantile==
Using targets that you can find around the world you can train your marksman skill as well as your ability to hit a target you can even get your arrows back.  (This is a good skill to use trainers on).
 
{{-}}
===Mercantile===
[[Image:Skill mercantile.gif|left|thumb|Mercantile]]
[[Image:Skill mercantile.gif|left|thumb|Mercantile]]
The mercantile skill is primarily used for getting better deals when buying and selling items.
'''Governing Attribute: Personality'''</br>The mercantile skill is primarily used for getting better deals when buying and selling items.
 
----
'''Governing Attribute: Personality'''
'''Leveling Mercantile'''
 
This is a pretty self explanatory one, what ever you find that you don't want to keep and don't need, well go ahead and sell it. If you really want to level this up fast, you can raid some ruins or level practice Alchemy and sell the results, (lots of potions). Bartering will help you gain experience quicker so long as you can sell the items at the percentage you have chosen.
====Power Leveling Mercantile====
The easiest way is to use Alchemy and sell lots of potions( See Power Leveling Alchemy)
 
{{-}}
{{-}}
===Mysticism===
===Mercantile Mastery Perks===
[[Image:oblivion mysticism.gif|right|thumb|Mysticism]]
{| class="wikitable"
This branch of magic can be used to detect living creatures through walls, trap souls within soul gems, and levitate items across the room with telekinesis.
|-
!Skill Mastery Level !! Skill Score !! Perk
|-
| '''Novice''' || 0-24 || The condition of an item will play into the final value of it.
|-
| '''Apprentice''' || 25-49 || The condition of an item does not play into the final value of it.
|-
| '''Journeyman''' || 50-74 || Can buy and sell any object to fellow merchants, even if they don't generally deal with those wares.
|-
| '''Expert''' || 75-99 || Able to invest in shops, allowing the merchant to have an extra 500 gold when buying from you.
|-
| '''Master''' || 100 || All shops have an extra 500 gold when buying from you. This does not include your investments.
|}


'''Governing Attribute: Intelligence'''
==Security==
 
[[Image:oblivion security.gif|left|thumb|Security]]
====Power Leveling Mysticism====
'''Governing Attribute: Agility'''</br>When one is trained in Security, they understand all kinds of mechanical locks and traps. The higher your Security skill, the slower the pins will move in the lockpicking interface (or the better chance you will have of opening a lock using Auto Attempt).
The best way to power level Mysticism is to use a weak detect life spell over and over.
----
'''Leveling Security'''</br>You can power level security by buying a large amount of lockpicks, find a very hard lock, and then auto attempting until you get it.


'''*Note:''' This skill is made completely obsolete by the reward from the [[The Elder Scrolls IV: Oblivion/Daedric Quests#Nocturnal|Nocturnal Daedric Shrine Quest]].
{{-}}
{{-}}
===Restoration===
===Security Mastery Perks===
[[Image:Skill restoration.gif|left|thumb|Restoration]]
{| class="wikitable"
Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. This is one of the most useful magic skills in the game and should not be left off of any list
|-
 
!Skill Mastery Level !! Skill Score !! Perk
'''Governing Attribute: Willpower'''
|-
 
| '''Novice''' || 0-24 || When you break a pick all the tumblers will fall as well.
====Power Leveling Restoration====
|-
Use a weak restore health spell over and over and over...
| '''Apprentice''' || 25-49 || When you break a pick one tumbler will stay up.
|-
| '''Journeyman''' || 50-74 || When you break a pick two tumblers will stay up.
|-
| '''Expert''' || 75-99 || When you break a pick three tumblers will stay up.
|-
| '''Master''' || 100 || When you break a pick all tumblers will stay up.
|}


==Sneak==
[[Image:oblivion sneak.gif|left|thumb|Sneak]]
'''Governing Attribute: Agility'''</br>The talent of disappearing into the shadows without aid of magic, to pass behind foes without making a noise, and to deal insane amounts of damage by attacking an opponent unaware of your presence. As your Sneak skill increases, the volume of your footsteps is dramatically lowered, your critical damage multiplier is increased, and sneak attacks will eventually completely ignore whatever armor your opponent is wearing.
----
'''Leveling Sneak'''
For people at lower levels a great way to train is to go walk behind a guard standing in front of one of the city gates(doesn't matter which city or Guard) Now, auto-walk (tape down the left analog stick or forward movement key) into the wall behind them, ensuring that you are not going to eventually come off the wall.
{{-}}
{{-}}
===Security===
===Sneak Mastery Perks===
[[Image:oblivion security.gif|right|thumb|Security]]
{| class="wikitable"
When one is trained in Security, they understand all kinds of mechanical locks and traps. The higher your Security skill, the slower the pins will move in the lockpicking interface (or the better chance you will have of opening a lock using Auto Attempt).
|-
 
!Skill Mastery Level !! Skill Score !! Perk
'''Governing Attribute: Agility'''
|-
 
| '''Novice''' || 0-24 || One-Handed weapons receive a 4x sneak attack damage multiplier.
====Power Leveling Security====
|-
You can power level security by buying a large amount of lockpicks, find a very hard lock, and then auto attempting until you get it.
| || || Marksmanship weapons receive a 2x sneak attack damage multiplier.
 
|-
'''Note''' This skill is made completely obsolete by Nocturnal's Daedric Shrine Quest
| '''Apprentice''' || 25-49 || One-Handed weapons receive a 6x sneak attack damage multiplier.
{{-}}
|-
===Sneak===
| || || Marksmanship weapons receive a 3x sneak attack damage multiplier.
[[Image:oblivion sneak.gif|left|thumb|Sneak]]
|-
The talent of disappearing into the shadows without aid of magic, to pass behind foes without making a noise, and to deal insane amounts of damage by taking an opponent unawares. As your Sneak skill increases, the volume of your footsteps is dramatically lowered, your critical damage multiplier is increased, and sneak attacks will eventually completely ignore whatever armor your opponent is wearing.
| '''Journeyman''' || 50-74 || Your boots no longer effect the volume of your foot steps.
 
|-
'''Governing Attribute: Agility'''
| '''Expert''' || 75-99 || No longer a chance of detection while moving.
 
|-
====Power leveling Sneak====
| '''Master''' || 100 || Your sneak attacks now ignore your foes armor all together.
For people at lower levels a great way to train is to break into someone's house shortly after they go to bed then auto-walk (tape down the Analog or key) into the wall while they sleep. Once you reach a higher level you can sneak quickly behind people with out them noticing, go to the imperial palace and auto-walk in the corner next to the palace guards.  if you have a high enough sneak then they will not see you.  this is better than breaking into someone's house because it is not a crime if you get caught.
|}
 
'''Warning''' If you leave your character in auto-walk inside someone's house there is a chance that you will get caught.  keep a close eye on what time it is.


==Speechcraft==
[[Image:oblivion speechcraft.gif|left|thumb|Speechcraft]]
'''Governing Attribute: Personality'''</br>The use of words to convince others to aid you. As your skill increases, people will have a better initial reaction to you, and be more likely to respond positively when persuaded. The higher your Speechcraft skill, the less bribes cost as well.
----
'''Leveling Speechcraft'''</br>This is a slow skill, play the persuasion mini-game a lot. It will help you out in most quests anyways when disposition comes into play.
{{-}}
{{-}}
===Speechcraft===
===Speechcraft Mastery Perks===
[[Image:oblivion speechcraft.gif|right|thumb|Speechcraft]]
{| class="wikitable"
The use of words to convince others to aid you. As your skill increases, people will have a better initial reaction to you, and be more likely to respond positively when persuaded. The higher your Speechcraft skill, the less bribes cost as well.
|-
 
!Skill Mastery Level !! Skill Score !! Perk
'''Governing Attribute: Personality'''
|-
| '''Novice''' || 0-24 || Can offer bribes to some people in order to increase disposition.
|-
| '''Apprentice''' || 25-49 || On the mini-game wheel, you have the option now to rotate the circle one quarter turn.
|-
| '''Journeyman''' || 50-74 || The mini-game timer is 50% slower.
|-
| '''Expert''' || 75-99 || Amount of disposition lost from the response of '''''Hate''''' is lowered from 150% to 100%.
|-
| '''Master''' || 100 || Bribes are 50% cheaper.
|}


====Power Leveling Speechcraft====
{{Footer Nav|game=The Elder Scrolls IV: Oblivion|prevpage=Magic Skills|customprev=[[The Elder Scrolls IV: Oblivion/Combat Skills|Combat Skills]]}}
This works when using an analog (i don't know if it works on a computer).  find an insignificant person and play the persuasion minigame.  Rapidly tap X and Rapidly spin the analog in a circle, you can complete a game in about a second, increasing your level very fast.

Revision as of 23:06, 27 October 2007

The Basics


  • All skills start off at level 5.
    • Once you've made your choice for Major Skills, these will be referred to as Minor Skills.
  • Major Skills start off at level 25.
    • Further skill bonuses can be received through your Birth-sign and Race selection, which will be added on top of the Major and Minor Skills.
  • There are many books & scrolls throughout Cyrodill you can read which will increase a skill by one level.
    • Simply open the book and you will receive a skill increase.


Acrobatics

File:Oblivion acrobatics.gif
Acrobatics

Governing Attribute: Agility
The simple act of jumping, combined with other actions. Anybody can jump, naturally, but skilled Acrobats can jump higher, take less damage when falling from high places, attack in mid-air, and even dodge enemies' attacks with ease.


Leveling Acrobatics
Jump all the time, the longer you are in the air the more experience. Falling from high distances works too, just don't kill yourself.

Acrobatics Mastery Perks

Skill Mastery Level Skill Score Perk
Novice 0-24 Can't attack in mid-air.
Apprentice 25-49 Can perform regular attacks in mid-air, Power attacks are not possible.
Journeyman 50-74 You gain Dodge, a quick roll in the forward, left or right directions to avoid a foes attacks.
  • Hold Block down and the direction you want to roll, then hit the jump button.
Expert 75-99 When you jump, you are fatigued 50% less.
Master 100 You can now jump from the surface of water.

Light Armor

File:Skill lightarmor.gif
Light Armor

Governing Attribute: Agility
Characters skilled in Light armor can make better use of Fur, Leather, Chainmail, Mithril, Elven, and Glass Armors. the higher level you are the more protection it offers, the less it weighs, and the slower it decays


Leveling Light Armor
To level Light Armor just let a weak enemy hit you and don't block. This will cause your health to fall much faster so it is best if you have a lot of potions or are skilled in restoration.

Light Armor Mastery Perks

Skill Mastery Level Skill Score Perk
Novice 0-24 Light Armor becomes damaged at 150% the normal rate.
Apprentice 25-49 Light Armor becomes damaged at the normal rate.
Journeyman 50-74 Light Armor becomes damaged at 50% the normal rate.
Expert 75-99 Any Light Armor equipped does not count towards your encumbrance.
Master 100 When only wearing light armor you gain a 50% bonus to that armors rating.

Marksman

File:Oblivion marksman.gif
Marksman

Governing Attribute: Agility
The use of a bow and arrows to attack from a distance. Skilled Marksmen can do more damage, and truly gifted Marksmen also have the ability to zoom in while using a bow.


Leveling Marksman
Using targets that you can find around the world you can train your Marksman skill as well as your ability to hit a target you can even get your arrows back.

Marksman Mastery Perks

Skill Mastery Level Skill Score Perk
Novice 0-24 Fatigue from holding a drawn bow.
Apprentice 25-49 No fatigue from holding a drawn bow.
Journeyman 50-74 Holding block button with a drawn bow allows you to zoom.
Expert 75-99 Your shots harness the possibility to knock down foes.
Master 100 Your shots harness the possibility to paralyze foes.

Mercantile

File:Skill mercantile.gif
Mercantile

Governing Attribute: Personality
The mercantile skill is primarily used for getting better deals when buying and selling items.


Leveling Mercantile This is a pretty self explanatory one, what ever you find that you don't want to keep and don't need, well go ahead and sell it. If you really want to level this up fast, you can raid some ruins or level practice Alchemy and sell the results, (lots of potions). Bartering will help you gain experience quicker so long as you can sell the items at the percentage you have chosen.

Mercantile Mastery Perks

Skill Mastery Level Skill Score Perk
Novice 0-24 The condition of an item will play into the final value of it.
Apprentice 25-49 The condition of an item does not play into the final value of it.
Journeyman 50-74 Can buy and sell any object to fellow merchants, even if they don't generally deal with those wares.
Expert 75-99 Able to invest in shops, allowing the merchant to have an extra 500 gold when buying from you.
Master 100 All shops have an extra 500 gold when buying from you. This does not include your investments.

Security

File:Oblivion security.gif
Security

Governing Attribute: Agility
When one is trained in Security, they understand all kinds of mechanical locks and traps. The higher your Security skill, the slower the pins will move in the lockpicking interface (or the better chance you will have of opening a lock using Auto Attempt).


Leveling Security
You can power level security by buying a large amount of lockpicks, find a very hard lock, and then auto attempting until you get it.

*Note: This skill is made completely obsolete by the reward from the Nocturnal Daedric Shrine Quest.

Security Mastery Perks

Skill Mastery Level Skill Score Perk
Novice 0-24 When you break a pick all the tumblers will fall as well.
Apprentice 25-49 When you break a pick one tumbler will stay up.
Journeyman 50-74 When you break a pick two tumblers will stay up.
Expert 75-99 When you break a pick three tumblers will stay up.
Master 100 When you break a pick all tumblers will stay up.

Sneak

File:Oblivion sneak.gif
Sneak

Governing Attribute: Agility
The talent of disappearing into the shadows without aid of magic, to pass behind foes without making a noise, and to deal insane amounts of damage by attacking an opponent unaware of your presence. As your Sneak skill increases, the volume of your footsteps is dramatically lowered, your critical damage multiplier is increased, and sneak attacks will eventually completely ignore whatever armor your opponent is wearing.


Leveling Sneak For people at lower levels a great way to train is to go walk behind a guard standing in front of one of the city gates(doesn't matter which city or Guard) Now, auto-walk (tape down the left analog stick or forward movement key) into the wall behind them, ensuring that you are not going to eventually come off the wall.

Sneak Mastery Perks

Skill Mastery Level Skill Score Perk
Novice 0-24 One-Handed weapons receive a 4x sneak attack damage multiplier.
Marksmanship weapons receive a 2x sneak attack damage multiplier.
Apprentice 25-49 One-Handed weapons receive a 6x sneak attack damage multiplier.
Marksmanship weapons receive a 3x sneak attack damage multiplier.
Journeyman 50-74 Your boots no longer effect the volume of your foot steps.
Expert 75-99 No longer a chance of detection while moving.
Master 100 Your sneak attacks now ignore your foes armor all together.

Speechcraft

File:Oblivion speechcraft.gif
Speechcraft

Governing Attribute: Personality
The use of words to convince others to aid you. As your skill increases, people will have a better initial reaction to you, and be more likely to respond positively when persuaded. The higher your Speechcraft skill, the less bribes cost as well.


Leveling Speechcraft
This is a slow skill, play the persuasion mini-game a lot. It will help you out in most quests anyways when disposition comes into play.

Speechcraft Mastery Perks

Skill Mastery Level Skill Score Perk
Novice 0-24 Can offer bribes to some people in order to increase disposition.
Apprentice 25-49 On the mini-game wheel, you have the option now to rotate the circle one quarter turn.
Journeyman 50-74 The mini-game timer is 50% slower.
Expert 75-99 Amount of disposition lost from the response of Hate is lowered from 150% to 100%.
Master 100 Bribes are 50% cheaper.