From StrategyWiki, the video game walkthrough and strategy guide wiki
< The Elder Scrolls IV: Oblivion
Revision as of 02:06, 25 June 2022 by Trig Jegman (talk | contribs) (& Taping down a button to grind blocking endurance is certainly one way to do it...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Your Class will decide which skills are your Major Skills. Major Skills level up much easier than Minor Skills do. All Minor Skills level with the same difficulty, it is your playing style that will choose which skills level up faster than others. As you become more proficient in specific skills, you will gain access to a few new perks in them. The perks come with each mastery level you gain.

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.

Armorer[edit]

Armorer

Governing Attribute: Endurance
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.

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.

Armorer Mastery Perks[edit]

Skill Mastery Level Skill Score Perk
Novice 0-24 Can't repair items with magical enchantments on them.
Apprentice 25-49 Your Repair Hammers will have twice the durability.
Journeyman 50-74 You are able to repair magically enchanted items.
Expert 75-99 Can repair items to 125% life. The weapons do more damage, the armor protects more.
Master 100 Never break a Repair Hammer.

Athletics[edit]

Athletics

Governing Attribute: Speed
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.

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, just grab a Water Breathing item. This skill tends to skill up itself without you really working on it if you're like me and run all the time. A good skill to use trainers on.

Athletics Mastery Perks[edit]

Skill Mastery Level Skill Score Perk
Novice 0-24 Slowly regenerates your fatigue back to normal while you run.
Apprentice 25-49 Fatigue regenerates 25% faster while running.
Journeyman 50-74 Fatigue regenerates 50% faster while running.
Expert 75-99 Fatigue regenerates 75% faster while running.
Master 100 Fatigue regeneration is not affected by your running.

Blade[edit]

Blade

Governing Attribute: Strength
Blade governs how much damage you do with daggers and swords. It also allows different melee moves and power attacks.

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.

Blade Mastery Perks[edit]

Skill Mastery Level Skill Score Perk
Novice 0-24 Basic Power Attack.
  • Hold attack button down to do Power Attack.
Apprentice 25-49 Your standard Power Attack becomes more powerful.
Journeyman 50-74 Gain Left and Right Power Attacks. They have a chance of disarming your foe.
  • Hold attack button down and left or right to perform.
Expert 75-99 Backwards Power Attack is now available. Chance of knocking your foe down.
  • Hold attack button and down to perform.
Master 100 Forward Power Attack now available. Chance to paralyze your foe.
  • Hold attack button and up to perform.

Block[edit]

Block

Governing Attribute: Endurance
Block determines how much damage is reduced when you block an incoming attack. The more you gain in this skill the more likely you'll be to block since it reduces damage more.

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.

  • Caution: Your shield will slowly degenerate. 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. Being at the Journeyman mastery level will stop this from happening as your shield will not be damaged while blocking. You could also make or find a shield with the reflect damage ability as the monster will die before you.

Block Mastery Perks[edit]

Skill Mastery Level Skill Score Perk
Novice 0-24 Grow fatigued by blocking, Hand-to-Hand blocking weapons has no effect.
Apprentice 25-49 You no longer grow fatigued from blocking.
Journeyman 50-74 Chance to recoil your foe if they block with their hands. Weapon or shield no longer becomes damaged while blocking.
Expert 75-99 Possible counterattack with your shield with a chance to knockback your foe.
Master 100 With a successful counterattack, you also have the chance to disarm your foe.

Blunt[edit]

Blunt

Governing Attribute: Strength
Blunt governs how much damage you deal with axes, maces and hammers. It also adds new power attacks and melee moves.

Leveling Blunt
Use the weakest blunt weapon you can find. The more heads you crack, the better. It doesn't matter at all how much damage you do. You could also find a really weak axe and beat up a creature you summon.

Blunt Mastery Perks[edit]

Skill Mastery Level Skill Score Perk
Novice 0-24 Basic Power Attack.
  • Hold attack button down to do Power Attack.
Apprentice 25-49 Your standard Power Attack becomes more powerful.
Journeyman 50-74 Gain Left and Right Power Attacks. They have a chance of disarming your foe.
  • Hold attack button down and left or right to perform.
Expert 75-99 Backwards Power Attack is now available. Chance of knocking your foe down.
  • Hold attack button and down to perform.
Master 100 Forward Power Attack now available. Chance to paralyze your foe.
  • Hold attack button and up to perform.

Hand-To-Hand[edit]

Hand to Hand

Governing Attribute: Strength
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.

Leveling Hand-to-Hand
Summon a monster and punch it in the face until it dies, then summon another and beat it up.

Hand-to-Hand Mastery Perks[edit]

Skill Mastery Level Skill Score Perk
Novice 0-24 Basic Power Attack.
  • Hold attack button down to do Power Attack.
Apprentice 25-49 Your standard Power Attack becomes more powerful.
Journeyman 50-74 Gain Left and Right Power Attacks. They have a chance of disarming your foe.
  • Hold attack button down and left or right to perform.
Expert 75-99 Backwards Power Attack is now available. Chance of knocking your foe down.
  • Hold attack button and down to perform.
    When Blocking, chance of knockback counter.
Master 100 Forward Power Attack now available. Chance to paralyze your foe.
  • Hold attack button and up to perform.
    When blocking chance to disarm on a knockback counterattack.

Heavy Armor[edit]

Heavy Armor

Governing Attribute: Endurance
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.

Leveling Heavy Armor Leveling Heavy Armor is the same as block, except don't hold down 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.

Heavy Armor Mastery Perks[edit]

Skill Mastery Level Skill Score Perk
Novice 0-24 Heavy Armor becomes damaged at 150% the normal rate.
Apprentice 25-49 Heavy Armor becomes damaged at the normal rate.
Journeyman 50-74 Heavy Armor becomes damaged at 50% the normal rate.
Expert 75-99 Heavy Armor only encumbers you by 50%.
Master 100 Any Heavy Armor equipped does not count towards against your encumbrance.