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{{Header Nav|game=The Elder Scrolls IV: Oblivion}}
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===
==Acrobatics==
[[Image:oblivion_acrobatics.gif|right|thumb|Acrobatics]]
[[File:TES4O Acrobatics Icon.png|left|thumb|Acrobatics]]
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.
'''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===
{| {{prettytable|notwide=1}}
!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.
|}


Methods of Training: Jump around the world like a neurotic toad. I've heard that you get skill points faster if the fall hurts you, but it hasn't been confirmed.
==Light Armor==
[[File:TES4O Light Armor Icon.png|left|thumb|Light Armor]]
'''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
----
'''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.
{{-}}
===Light Armor Mastery Perks===
{| {{prettytable|notwide=1}}
!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:TES4O Marksman Icon.png|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 Mastery Perks===
{| {{prettytable|notwide=1}}
!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:TES4O Mercantile Icon.png|left|thumb|Mercantile]]
'''Governing Attribute: Personality'''</br>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===
{| {{prettytable|notwide=1}}
!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:TES4O Security Icon.png|left|thumb|Security]]
'''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).
----
'''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.


===Alchemy===
'''*Note:''' This skill is made completely obsolete by the reward from the [[The Elder Scrolls IV: Oblivion/Daedric Quests#Nocturnal|Nocturnal Daedric Shrine Quest]].
[[Image:oblivion_alchemy.gif|left|thumb|Alchemy]]
{{-}}
The art of making ordinary plants and meats into potions capable of bestowing magic effects.  
===Security Mastery Perks===
{| {{prettytable|notwide=1}}
!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.
|}


==== How to Use Alchemy ====
==Sneak==
Tou 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.
[[File:TES4O Sneak Icon.png|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.
{{-}}
===Sneak Mastery Perks===
{| {{prettytable|notwide=1}}
!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:TES4O Speechcraft Icon.png|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 Mastery Perks===
{| {{prettytable|notwide=1}}
!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.
|}


 
{{Footer Nav|game=The Elder Scrolls IV: Oblivion|prevpage=Magic Skills|customprev=[[The Elder Scrolls IV: Oblivion/Combat Skills|Combat Skills]]}}
===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.
 
Methods of Training: 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 cooldown.)
 
 
 
===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.
 
Methods of Training: Repair your stuff. Whenever you visit a smith or weapons salesman just buy repair hammers and do it yourself instead of paying them to repair your armor.
 
===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.
 
Methods of Training: Click caps lock and forget it. 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.
 
 
 
 
 
=== 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.
 
Methods of Training: 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.
 
 
 
 
 
=== 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.
 
Methods of Training: Fight like a turtle. Summon a monster thats really weak and just let it beat on you while you block preferably with a shield. Since this is a bit of a slow skill to level you might have to block real attacks from more serious enemies.
 
=== 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.
 
===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.
 
Conjuration is a vital tool especially when you need to train spells that need a soft and squishy enemy.
 
Methods of Training: The main way is to get a skeleton spell and spam it. It would probably be a better idea to fight the skeleton then to wait for your magicka to regenerate.
 
 
 
 
===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.
 
Methods of Training: 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.
 
 
 
===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.
 
Methods of Training: Summon a monster and punch it in the face until it dies, then summon another and beat it up.
 
===Illusion===
[[Image:oblivion_illusion.gif|left|thumb|Illusion]]
Skilled Illusionists can modify the way humans percieve reality - casting light, becoming invisible, or charming others into believing that you are a friend.
 
 
 
 
 
===Marksman===
[[Image:oblivion_marksman.gif|right|thumb|Marksman]]
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.
 
Methods of Training: 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.
 
 
 
 
 
===Mysticism===
[[Image:oblivion_mysticism.gif|left|thumb|Mysticism]]
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.
 
 
 
 
 
 
 
 
===Security===
[[Image:oblivion_security.gif|right|thumb|Security]]
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).
 
 
 
 
 
 
 
===Sneak===
[[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.
 
Methods of Training: Sneaking has a simple rule when it comes to skill ups. The farther you walk near someone who doesn't see you the better. A great way to train is to break into someone's house shortly after they go to bed then autowalk into the wall while they sleep.
 
 
 
 
===Speechcraft===
[[Image:oblivion_speechcraft.gif|right|thumb|Speechcraft]]
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. If you lack Speechcraft skill, you can obtain similar effects by bribing the person in question.
 
Methods of Training: The only way of training this is to play the persuasion minigame. This is one of the most boring and tedious skills to raise, but on the upside it will rarely make you level up when you don't want to.

Latest revision as of 01:58, 25 June 2022

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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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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.