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Walkthroughs of The Elder Scrolls IV - Oblivion

The Elder Scrolls IV - Oblivion Walkthroughs

The Elder Scrolls IV - Oblivion

The Elder Scrolls IV
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v1.50 2006-06-12
Copyright 2006 Barry Scott "PapaGamer" Will

A premium version of this Character Guide is available as part of the premium
Unofficial Strategy Guide for The Elder Scrolls IV: Oblivion. See
for more information.

The Elder Scrolls IV: Oblivion was developed by Bethesda Game Studios,
published by Bethesda Softworks and 2K Games and is copyright 2006 Bethesda
Softworks. This guide is not endorsed by, nor is the author associated with,
Bethesda Game Studios, Bethesda Softworks or 2K Games.

--The Elder Scrolls IV-------------------------------------------------------

To contact me about the guide, send email to:

A lot of people have written in about the "perfect" build. I've updated a lot
of information in this guide with all the math. That's the most I'm going to
do. I'm not a power-gamer myself, and I'm not going to turn the entire guide
into a power-gamer's guide to character building. Thanks.

Please include "Oblivion Character Guide" in your subject line so I don't
auto-discard the message. Also, please read the FAQ carefully prior to asking
for help on any part of the game. If you send me additional suggestions or
hints for the game and I find them useful, you will be acknowledged in the

If you found this guide useful and would like to contribute a small token for
my efforts, you may send money through PayPal by using the Donate link found
on my Web site:

Thank you, and enjoy the guide!

~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Front Matter
Contact Information
Table of Contents

The Leveling System..................................................CG04
Class Templates......................................................CG06
The Math: How Skills Increase........................................CG07
Skill Training.......................................................CG08

Version History & Credits

To quickly jump to a section, copy the section code, press CTRL-F and paste
the section code in the search box.

~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

<~~~~~~ HOW SKILLS WORK ~~~~~~>

Everything in the game is based on skills. What race (and therefore what
starting attributes) you choose, what class you choose (pre-generated or
custom), how you fight, how you interact with people, what quests you pick
up...it should all be founded on the skills you want.

Oblivion features 21 different skills. Each skill is governed by an attribute
score, has different Mastery Levels--Novice, Apprentice, Journeyman, Expert
and Master--and affects how well you are able to do certain things. Each skill
is also related to a class specialization (combat, mage or stealth).

The Mastery Levels are:

Rank Level
------- ----------
0 - 24 Novice
25 - 49 Apprentice
50 - 74 Journeyman
75 - 99 Expert
100 Master

Your base rank in all skills is five (5), which is Novice level. At that rank,
you will receive limited benefit when using the skill and may even receive
penalties. For example, Novice Marksmen lose Fatigue whenever they draw a bow.
The highest rank for any skill is 100.

When you select a class, seven skills are identified as "major skills". All
the rest of the skills are "minor skills". Major skills immediately receive a
+20 bonus and begin at rank 25, or Apprentice level. Any major skills that
come from your class' specialization receive an additional +5, for a starting
rank of 30*. You'll also receive a bonus of +5 or +10 in several skills based
on your racial selection. Thus, you can start the game with some skills as
high as rank 40 (major skill from class specialization +10 racial bonus).

* Correction provided by yaox0024 and McArminius. Various printed material
about the game lists a +10 bonus from specialized skills, but the game
actually only provides a +5 bonus.

Example: a Breton Battlemage would begin the game with the following major
skills and scores:
* Alchemy.......35
* Alteration....35
* Blade.........25
* Blunt.........25
* Conjuration...40
* Destruction...30
* Mysticism.....40

Additionally, the character would have the following minor skill scores:
* Illusion......10
* Restoration...15

All other skills would be rank 5. This doesn't mean this character could not
use the other skills, but they will be at Novice level and it will take a long
time to increase them to Apprentice level. On the other hand, the character
should quickly reach Journeyman level (and the associated perks) in
Conjuration and Mysticism.

All skills increase in rank as you use them. The lower your rank in a skill,
the faster it will increase as you use it. Major skills increase slightly
faster than minor skills of the same rank. You must increase your major skills
in order to increase your class level. (See the secion on Leveling.)

<~~~~~~ COMBAT SKILLS ~~~~~~>

-> Armorer
Attribute: Endurance
Novice: Repair hammers break quickly
Apprentice: Repair hammers last twice as long as Novice
Journeyman: Can repair magic items
Expert: Can repair items to 125%, weapons do more damage, armor
provides more protection.
Master: Never break a repair hammer

As you use weapons and armor, they deteriorate. You can buy (or find)
repair hammers and use them to repair your items based on your Armorer
skill. Repair hammers also wear out with use. At Novice level, hammers
last a very short time and you cannot repair magic items. At Apprentice
level, hammers begin lasting twice as long.

Armorer is a good skill to leave as a minor skill. It is easy to rank up
the skill, and, since it's based on Endurance, is a good choice to help
you get your +5 modifier for Endurance. Melee combatants, especially, will
not want this as a major skill as they are likely to use it a lot, thus
causing them to level their class too often.

-> Athletics
Attribute: Speed
Novice: Slow Fatique regeneration while running
Apprentice: While running regenerate Fatique 25% faster than Novice
Journeyman: While running regenerate Fatique 50% faster than Novice
Expert: While running regenerate Fatique 75% faster than Novice
Master: No reduction in rate of Fatigue regeneration while running

Your ability to run and swim is controlled by your Athletics skill. You
normally regenerate Fatigue whenever you are not running or swimming;
performing one of those activities reduces the regeneration rate of your
Fatigue. As your ranks in Athletics increase, your ability to regenerate
Fatigue while exerting yourself increases.

Athletics should almost always be a minor skill. Unless you're going to
play with Always Run off (which most players do not, preferring to move
faster), you'll rank up in this skill too quickly to leave as a major
skill. Leaving it as a minor skill will also help you easily get those +5
modifiers to Speed.

-> Blade
Attribute: Strength
Novice: No Power Attacks
Apprentice: Standing Power Attack
Journeyman: Left/Right Power Attacks with chance to disarm
Expert: Backwards Power Attack with a chance to knockdown
Master: Forward Power Attack with a chance to paralyze

This skill determines how much damage you can inflict with a bladed
weapon--swords, daggers, etc. Higher Mastery Levels allow you to disarm
or knock down your opponent. The Master perk of paralyzation is almost
equivalent to an instant win.

Of the three melee combat skills (Blade, Blunt and Hand To Hand), you
really only need one as a major skill. Fighters will want to have one of
the three as a major skill for quick access to Power Attacks. By mixing
up some spellcasting and ranged attacks, you can keep from ranking up your
major skill too quickly.

* Hint: When you reach Cloud City Temple, you can watch two Blades
sparring. Watch for a few minutes and your Blade skill will increase
by two.

-> Block
Attribute: Endurance
Novice: Fatigued by blocking, hand-to-hand blocking has no effect
Apprentice: Not fatigued by blocking
Journeyman: Shield or weapon takes no damage when used to block,
opponents may recoil when blocking with hand-to-hand
Expert: Blocking with a shield gives a chance to counterattack
Master: Blocking with a shield gives a chance to disarm when a
successful blocking counterattack is made

Blocking is a key ingredient in Oblivion combat. The amount of damage
you can deflect is governed by your Block skill. At Novice level,
blocking costs Fatigue and lets a lot of damage through anyway.

Melee fighters will want Block as a major skill since their lives will
depend upon it. Other classes can leave this as a minor skill and use
Blocking to get modifiers to Endurance.

* Hint: When you reach Cloud City Temple, you can watch two Blades
sparring. Watch for a few minutes and your Block skill will increase
by two.

-> Blunt
Attribute: Strength
Novice: No Power Attacks
Apprentice: Standing Power Attack
Journeyman: Left/Right Power Attacks with chance to disarm
Expert: Backwards Power Attack with a chance to knockdown
Master: Forward Power Attack with a chance to paralyze

Same as Blade, but you fight with weapons classified as blunt (clubs,
maces, axes, hammers, etc.) Note the classifications of blade and blunt
differentiate on the way the weapons are wielded. Axes are used just like
maces and clubs, not like swords, even though axes have a bladed head.

-> Hand To Hand
Attribute: Strength
Novice: No Power Attacks
Apprentice: Standing Power Attack
Journeyman: Left/Right Power Attacks with chance to disarm
Expert: Backwards Power Attack with a chance to knockdown
Master: Forward Power Attack with a chance to paralyze

Same as Blade, but you fight with your fists.

* Hint: Outside the Arena in the Imperial City, you can find two NPCs
sparring with each other. Watch them for a couple of minutes and you
will receive 5 bonus ranks to your HTH skill.

-> Heavy Armor
Attribute: Endurance
Novice: Armor degrades 50% faster than normal
Apprentice: Armor degrades at a normal rate
Journeyman: Armor degrades 50% slower than normal
Expert: Equipped heavy armor items only count 50% of their normal
encumbrance value.
Master: Equipped heavy armor items cause no encumbrance.

Heavy armor (iron, steel, dwarven, orcish, ebony and daedric) is the
protection of choice for high-Strength melee combatants. (Low Strength
characters will find heavy armor to be too...well, heavy.) The only way
to increase this skill is to wear heavy armor pieces--as many as you can
buy or scrounge.

Heavy Armor ranks up slowly, so having it as a major skill
should not be a liability. Unless you have a very high STR character,
you'll want to reach the Expert perk sooner rather than later, to reduce
the encumbrance of all that metal.

<~~~~~~ MAGE SKILLS ~~~~~~>

-> Alchemy
Attribute: Intelligence
Novice: Can identify the first of four effects of an ingredient
Apprentice: Can identify the first two of four effects of an ingredient
Journeyman: Can identify the first three of four effects of an ingredient
Expert: Can identify all four effects of an ingredient
Master: Can make potions with just one ingredient

There are many alchemical substances in Tamriel: food, plants, bits and
pieces of the creatures you kill...Each of these substances has up to
four effects--some beneficial and some harmful. By mixing two or more
ingredients that have the same effect, you can create potions or poisons.

Your Alchemy skill determines how many of the four effects of a substance
you can identify. At Novice level you can only identify one effect.
Apprentices can identify two effects, and so on. At Master level, you
can create a potion with just one ingredient.

You need an alchemical apparatus to mix ingredients. The mortar and pestle
is the basic apparatus, and you should find one during the starter dungeon.
The better the apparatus, the greater the magnitude of the effect produced
by your potion or poison:

* Mortar and Pestle: basic apparatus allowing potions to be created
* Retort: increases magnitude and duration of beneficial effects of
potions (but not poisons)
* Alembic: decreases the magnitude and duration of negative effects of
potions (but not poisons)
* Calcinator: increases the magnitude and durations of all effects of
potions and poisons
There are different quality "grades" for each type of apparatus. The
higher quality apparatuses have the same effect on your potions and
poisons, but to a higher degree.

To mix a potion or poison, select your apparatus in Inventory to bring
up the Alchemy menu. Select the apparatus you want to use from the top
row. Select at least two ingredients with the same effect and click
Create. The higher your Alchemy skill, the greater the magnitude of your
new potion or poison.

Alchemy is a good skill to leave as a minor skill. You can mix potions all
day long--there are always plenty of ingredients lying around. This will
give you important +5 modifiers to INT (increasing your Magicka), and
you'll be able to mix all these potions without increasing your class
level. What you don't use, you can sell for money, making Alchemy a profit-
able skill.

The following spell school skills do not have skill perks, per se. Spells are
rated at a particular Mastery Level and you must have achieved that Level in
the skill in order to cast the spell. For combat effectiveness, you'll want to
start with some spell schools as major skills, thus getting Apprentice-level
spells. If you're planning to be a magic-wielding class and all you have are
Novice spells...well, good luck.

On the other hand, you'll want to vary spell-casting between major and minor
skills, so you don't level up your class too quickly. For example, you could
throw some high-level Destruction spells at the start of combat, then switch
to lower-level Alteration or Restoration spells close-up. Or, you could use a
high-level Conjuration to summon some help, and then switch to low-level
Destruction spells.

-> Alteration
Attribute: Willpower

Alteration spells are primarily used in a defensive or adaptive way,
with a focus on buffs. Alteration spells can shield you from damage,
enable you to breathe underwater, reduce your encumbrance, etc. This
school may be of most use to a combat-oriented character with some magical
ability (i.e. a "Spellsword" or "Battlemage"). Thieves may also find this
school useful for the "Open Lock" spells.

-> Conjuration
Attribute: Intelligence

This school of magic is primarily concerned with three things: summoning
creatures to fight for the caster, summoning "bound" armor and weapons--
i.e. creating armor and weapons out of Magicka--and repulsing (turning)
undead. Pure casters will definitely want this school, and battlemages
with low Strength may like the bound armor and weapons, since they have
no weight.

-> Destruction
Attribute: Willpower

Your basic offensive spells. Pure mages need this school for raw firepower.
(Literally.) However, Destruction spells go beyond simple damage-dealing;
they can weaken attributes and skills, corrode armor and weapons and other
nasty things. There are also a number of good long-range Destruction
spells, making this an excellent choice for battlemages who don't want to
lug around bow and arrows.

-> Illusion
Attribute: Personality

Illusions run the gamut from charm spells to invisibility to controlling
creatures. There are a wide variety of spells in this school, many of them
of most value to a Stealth character rather than a pure mage or battlemage.

-> Mysticism
Attribute: Intelligence

Mysticism has three major uses: protect against magic, detect enemies and
soul trap enemies for enchanting. This is the school where you find your
dispelling magic as well as detection magic. A good school for pure casters
and for "bounty hunter" builds--warriors who specialize in tracking down
targets. All characters can benefit from Soul Trap spells, since all types
of classes use enchanted weapons.

-> Restoration
Attribute: Willpower

Resoration spells include basic healing magic, as well as many more types
that can be used for offense as well as defense. Some Restoration spells
allow you to increase your own attributes and skills by absorbing them
from your foes. You'll also find a number of buffing spells in addition to
restoritive magic. A great all-around school that fits well into any
character build that needs a little magic boost.

<~~~~~~ STEALTH SKILLS ~~~~~~>

-> Acrobatics
Attribute: Speed
Novice: Cannot attack when jumping or falling
Apprentice: Can make normal (non-power) attacks when jumping or falling
Journeyman: Gains the Dodge ability--hold Block and jump in a direction
to evade attacks
Expert: Fatigue loss for jumping is cut in half
Master: Water Jump--time your jumps just right and you can jump across
water surfaces

Acrobatics provides some benefit in combat, the Dodge ability tends to be
terribly underrated. However, Acrobatics works best as a major skill that
is left unused until you're ready to level up your class. Then you just
start hopping everywhere and, just like that, you'll be ready to level up.

-> Light Armor
Attribute: Speed
Novice: Armor degrades at 150% the normal rate
Apprentice: Armor degrades at the normal rate
Journeyman: Armor degrades at 50% the normal rate
Expert: Equipped Light Armor does not encumber the wearer
Master: Gains a 50% bonus to armor rating if wearing only Light Armor

Light armor (fur, leather, chainmail, mithril, elven and glass) is for
those characters that rely more on stealth and speed to keep themselves
alive. While these armors provide some protection, they are not meant to
keep you alive if you consistently go toe-to-toe with the bad guys. Light
armor is sort of the back-up plan for ranged characters who get caught in
melee or Stealth characters who are spotted before they can deliver a
critical blow.

Light Armor works best as a minor skill. You can use Armorer skill to keep
your armor in good condition, and you don't need to get the mastery level
perks quite as quickly as you do with heavy armor.

-> Marksman
Attribute: Agility
Novice: Drawing a bow causes a loss of Fatigue
Apprentice: There is no loss of Fatigue when drawing a bow
Journeyman: Hold Block while your bow is drawn to zoom in on the target
Expert: Gives a chance of knocking down the target with arrows
Master: Gives a chance of paralyzing the target with arrows

The only ranged weapon in Oblivion is the bow, and characters who depend
upon it must have Marksman. Generally, one should choose a single combat
skill and stick with it; however, Marksman may be mixed with a melee skill
that you can fall back on should you get caught by a rush. If you decide
to go the archer route, make sure you always have plenty of arrows before
leaving town and also be careful to recover arrows you have used.

Since archers will want the Journeyman perk as quickly as possible, you
should start with Marksman as a major skill if you plan on being a ranged
fighter. Mix it up with some spells to keep from ranking it up too quickly,
and getting your class levels too quickly.

-> Mercantile
Attribute: Personality
Novice: The condition of an item reduces its selling price
Apprentice: The condition of an item does not affect its selling price
Journeyman: Buy and sell any item with any merchant*
Expert: You can invest in a shop, giving that shop a bonus to the
amount of gold on hand.
Master: All shops have an increase of 500 gold for bartering

* This does not mean you can sell stolen items to non-fence merchants.
It only means, say, an armor merchant will buy rings or a ring merchant
will buy weapons. Etc.

Mercantile affects your ability to haggle with a merchant. At high levels,
it increases the amount of barter gold each merchant has available. The
barter gold a merchant has is, essentially, the limit of what you can sell
that merchant *per transaction*. E.g. if the merchant has 800 gold and you
have three pairs of boots the mercant would normally pay you 400 gold for,
you cannot sell all three to the merchant in one transaction (1200 gold
total). You could sell them one at a time, or two and then one.

Normally, the largest individual transaction with a merchant is 1,200 gold.
If you advance to almost the end of the Thieves Guild, you get a fence with
1,500 gold. The Thieves Den official mod includes a 1,500 gold fence. The
Wizard's Tower official mod includes a 2,000 gold normal merchant. Any
merchant's barter gold can be increased by 1,000 gold at Master Mercantile.

While the merchant's barter screen (the shop inventory) is open, click the
Haggle button. You'll get a slider from Easy (far left) to Hard (far
right). Underneath you'll see the percentage of base cost for items you
buy from the merchant (e.g. 185%) and the percentage of base cost for items
you sell to the merchant (e.g. 35%). Moving the slider from left to right
decreases the buy cost and increases the sell cost.

Once you've chosen a buy/sell combination you like, close the Haggle win-
dow and try to buy or sell an item. If the merchant refuses, open the
Haggle window and move the slider to the left. The higher your Mercantile
skill, the more likely the merchant is to accept deals on the right side
of the slider.

-> Security
Attribute: Agility
Novice: Up to four set tumblers will fall if you fail to set a tumbler
Apprentice: Up to three set tumblers will fall if you fail to set a tumbler
Journeyman: Up to two set tumblers will fall if you fail to set a tumbler
Expert: Onlye one set tumbler will fall if you fail to set a tumbler
Master: No set tumblers fall if you fail to set a tumbler

Security controls the lockpicking mini-game in three ways:

* Higher Security provides a more likely chance of success if you use the
Auto Attempt button to try to pick the lock.

* Higher Security keeps set tumblers in place when you break a pick by
failing to properly set a tumbler.

* Higher Security causes tumblers to drop back down more slowly.

The lockpicking mini-game pops up whenever you try to open a locked object.
You'll see a stylized rendition of the internal workings of a lock. Through
the middle runs a hollow bolt into which your pick is inserted. This bolt
is held in place by from one (very easy locks) to five (very hard locks)

You may attempt to automatically open the lock using the Auto Attempt but-
ton, or you may pick the lock manually. Move the pick under a tumbler and
push up to push the tumbler out of the bolt. The tumblers are spring-
loaded and will pop back down either immediately or after a one- or two-
second delay. While the tumbler is still seated in the up position,
LEFT-CLICK or press the right trigger to set the tumbler. If you click
at the wrong time, the tumbler falls back into place and breaks your pick.
Depending on your Security skill, other tumblers you have already set will
also fall and you'll have to set them all over again.

You can figure out when to set a tumbler into place in one of two ways:

* Keep pushing it up and letting it fall and watch the pattern. On more
complex locks the tumbler's patter can be quite long. For example, an
easy lock might have a tumbler with a pattern of short-long-short-short.
A more complex lock might have patterns like short-long-long-short-short-
short-long-short-long. Once you've got the pattern, click to set on a
long segment of the pattern.

* Listen to the sound of the tumbler moving up. There is an extra, very
quiet click when the tumbler is going to stay seated for a second or
two. That's when you can set the tumbler. Once you learn how to recognize
that little extra click, you can pick locks very easily.

Whether you take Security as a minor or major skill depends on how much you
intend to use it. While you'll occastionally need Security for quests, it
only becomes important in Thieves Guild and Dark Brotherhood quests. If you
don't plan on performing those quests, make Security a major skill. You
won't use it often enough to class level unexpectedly. If you do plan on a
bit of skullduggery, leave Security as a minor skill. You can successfully
complete the lockpicking mini-game regardless of your Security rank, and
you don't want to gain unneccessary class levels from all the locks you

-> Sneak
Attribute: Agility
Novice: Undetected attacks have a bonus of 4x damage for one-handed or
hand-to-hand attacks, 2x damage for bow attacks
Apprentice: Undetected attacks have a bonus of 6x damage for one-handed or
hand-to-hand attacks, 3x damage for bow attacks
Journeyman: Weight of your boots does not affect chance of detection
Expert: Moving, regardless of speed, while Sneaking does not affect
chance of detection
Master: Undetected attacks ignore armor rating of opponents

Sneaking is the bread and butter of the thief-type character, whether you
are a basic sneak-thief or a stealth-oriented fighter. Attacks made while
undetected do more damage:

* Novice: 4x from one-handed weapons and hand-to-hand,
2x from bows

* Apprentice and above: 6x from one-handed weapons and hand-to-hand,
3x from bows

Sneak also allows you to pick pockets, avoid detection while you burglar
a house, etc. When in Sneak mode, an eye replaces your standard crosshair.
If the eye is grayed out, you are undetected. If the eye starts to glow,
another creature hears or sees something suspicious.

Remaining undetected while Sneaking is not just a matter of your skill
rank. It also takes gameplay skill. You have to move slowly, stay in
shadows, avoid being in another creature's sight (i.e. only move when their
back is turned), etc. The only clothing item that makes a difference when
sneaking is your boots, and at Journeyman level you can Sneak in steel
boots if you're so inclined.

To pick someone's pocket, approach in Sneak mode. While remaining
undetected, Activate the NPC. You'll get a pick-pocket inventory rather
than a conversation. The higher in value or weight of the items you try
to remove, the more likely your attempt will be noticed.

Sneak is best left as a minor skill. You can rank it up quickly in a
number of ways. Perhaps the best way is to Sneak behind an innkeeper, and
then run into a wall. You can level up Sneak pretty quickly that way. This
is a good way to get +5 modifiers to your Agility.

-> Speechcraft
Attribute: Personality
Novice: Can bribe most NPCs for Disposition bonuses
Apprentice: Can get one free rotation of the Persuasion mini-game wheel
during each play of the mini-game
Journeyman: Disposition decreases more slowly during the Persuasion game
Expert: Lower reduction in Disposition from the hated response
Master: Bribes are 50% lower.

Each NPC has a Disposition score that indicates how likely they are to give
you important information or Haggle with you (if a merchant). You can
increase an NPC's Disposition using a Persuasion mini-game. In some cases,
getting or continuing a quest requires you to get a high Disposition score
with the target.

You can also increase Disposition by using Charm spells or the Imperial
ability, "Voice of the Emporer".

To play the Persuasion mini-game, click the Persuade button (face icon on
the left of the conversation menu) during conversation. A segmented wheel
opens next to the NPC. There are four segments: Admire, Boast, Joke and
Coerce. During each round of play, you must perform each action once.

To perform an action, select it and LEFT-CLICK or Right Trigger. Of the
four actions, the NPC will love one, like one, dislike one and hate one.
You can tell the NPC's reaction by examing his or her face when you select
the action. Inside each action's segment of the wheel is a wedge. After
each selection, the wedges "rotate", changing their position.

There are four wedges: 25%, 50%, 75% and 100%. They always rotate clock-
wise and their order will differ from round to round. The actions the
NPC loves, likes, dislikes and hates will always be the same, so you
only need to test them at the beginning of the mini-game.

Basic gameplay involves choosing liked or loved responses when they are
filled with a medium or large wedge and choosing disliked and hated actions
when they have only a small wedge in them. All the while you're deciding
which action to pick, the NPC's Disposition is falling.

First, get a blank sheet of paper and sketch four large X's on it:

\ / \ / \ / \ /
\ / \ / \ / \ /
\/ \/ \/ \/
/\ /\ /\ /\
/ \ / \ / \ / \
/ \ / \ / \ / \

Start the Persuasion mini-game and quickly examine the NPC's reactions
to each action. Pause the game and note these reactions in the appropriate
section of your diagrams. In this example, the NPC (a city guard) loves
Admire, likes Boast, dislikes Joke and hates Coerce:

\ / \ / \ / \ /
\ / \ / \ / \ /
LK \/ D LK \/ D LK \/ D LK \/ D
/\ /\ /\ /\
/ \ / \ / \ / \
/ \ / \ / \ / \

Next, quickly examine the current position of the wedges, pause the game
and note these in your first X:

\ 25 /
\ /
LK \/ D
75 /\ 50
/ \
/100 \

You can now extrapolate where each wedge will be for each selection:

\ 25 / \ 75 / \100 / \ 50 /
\ / \ / \ / \ /
LK \/ D LK \/ D LK \/ D LK \/ D
75 /\ 50 100 /\ 25 50 /\ 75 25 /\100
/ \ / \ / \ / \
/100 \ / 50 \ / 25 \ / 75 \

The strategy is simple: First determine in which turn you get the 25%
wedge in Hate and take that--in this example, it is the third turn. Then
you want the 100% wedge in Love, or, if that's unavailable (because it
occurs in the same turn as 25% in Hate), then take 75% in Love (second
turn in this example). Then Dislike when it is lower--of the remaining
turns (first and fourth), Dislike is lower in the first. So, the correct
strategy for this round is: Dislike (50%), Love (75%), Hate (25%),
Like (25%). You then start the next round and your opening looks like this:

\100 /
\ /
LK \/ D
25 /\ 75
/ \
/ 50 \

Planning ahead yields: Love (100%), Like (50%), Dislike (25%), Hate (25%).
You'll get a greater increase in Disposition this round than the previous
round. Continue until you've maxed the NPC's Disposition.

In addition to playing a role in the Persuasion mini-game, Speechcraft also
determines the maximum Disposition score you can have for an NPC. This
score can be exceeded with magic or bribes, but not with the Persuasion

Speechcraft is a good choice as a major skill, since ranking up in it is
entirely controllable.

~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

-> Strength
Related skills: Blade, Blunt, Hand To Hand

Determines how much you can carry, contributes to your Fatigue score and
helps you do more damage with melee weapons.

-> Intelligence
Related skills: Alchemy, Conjuration, Mysticism

Determines how much total Magicka you have and the effectiveness of your

-> Willpower
Related skills: Alteration, Destruction, Restoration

Contributes to your Fatigue score, gives resistance to Magicka and
determines how quickly you regenerate Magicka.

-> Agility
Related skills: Security, Stealth, Marksman

Determines the damage from bows and contributes to your Fatigue score.

-> Speed
Related skills: Acrobatics, Athletics, Light Armor

Determines how fast you move.

-> Endurance
Related skills: Armorer, Block, Heavy Armor

Contributes to your Fatigue score and determines your Health.

-> Personality
Related skills: Illusion, Mercantile, Speechcraft

Affects NPC reactions to you.

-> Luck
Related skills: None.

Has some effect on everything.

-> Health
Measures how much damage you can take before dying. Starting Health is
equal to 2x your Endurance. Each time you level up, you receive 10% of
your Endurance added to your maximum Health.

-> Magicka
Your power pool for casting spells. Each spell costs a certain amount of
Magicka to cast. Magicka regenerates over time at a speed determined by
your Willpower. Magicka is equal to 2x your Intelligence.

-> Fatigue
A sort of catch-all stat that shows how tired you are. The less full your
Fatigue meter, the less effective you will be at any action. Fatigue is
equal to STR + END + AGL + WILL

Your Fatigue and Magicka regenerate gradually at all times. All three
derived stats (Health, Fatigue and Magicka) can also be restored using
potions, spells, raw ingredients, resting or worshiping at an alter (as
long as you have no outstanding bounty).

Your base ability scores are determined by your race and gender, as listed in
the next section. In addition, you receive a +5 bonus to each of the two
favored attributes for your chosen class. You can then also receive ability
score bonuses from your birthsign.

For example, a female Nord begins with:

STR 50, INT 30, WILL 40, AGL 40, SPD 40, END 40, PER 30, LUCK 50

If you choose the Warrior class, you would receive +5 to STR and END. If you
further chose the Warrior birthsign, you would receive another +10 to STR and
END, giving you starting attributes of:

STR 65, INT 30, WILL 40, AGL 40, SPD 40, END 55, PER 30, LUCK 50

~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Special abilities not listed as "constant effect" or "unlimited use" can only
be used once per 24 hour period. I.e. you have to wait 24 hours after using
the ability before you can use it again.

These are base attributes. Your actual starting attributes will also be
affected by your class and birthsign.

Race descriptions are from the Oblivion game manual.

-> Argonian
| | Male | Female |
| Strength | 40 | 40 |
| Intelligence | 40 | 50 |
| Willpower | 30 | 40 |
| Agility | 50 | 40 |
| Speed | 50 | 40 |
| Endurance | 30 | 30 |
| Personality | 30 | 30 |
| Luck | 50 | 50 |
Bonuses: Alchemy +5, Athletics +10, Blade +5, Hand To Hand +5,
Illusion +5, Mysticism +5, Security +10
Special: Resist Disease, magnitude 75, constant effect
Immune to Poison, magnitude 100, constant effect
Can breathe underwater

This reptilian race, well-suited for the treacherous swamps of
its homeland, has developed natural immunites to diseases and
poisons. They can breathe water and are good at picking locks.

Argonians make good Stealth characters, and females can do well as spell-
casters. They are not suited for a heavy armored combat role. Resistance
to disease is helpful when fighting undead, and there are several quests
that involve underwater work. A very fast race for those that like to
travel quickly (without using a horse or Fast Travel).

-> Breton
| | Male | Female |
| Strength | 40 | 30 |
| Intelligence | 50 | 50 |
| Willpower | 50 | 50 |
| Agility | 30 | 30 |
| Speed | 30 | 40 |
| Endurance | 30 | 30 |
| Personality | 40 | 40 |
| Luck | 50 | 50 |
Bonuses: Alchemy +5, Alteration +5, Conjuration +10, Illusion +5,
Mysticism +10, Restoration +10
Special: Fortified Magicka, +50 max Magicka, constant effect
Dragon Skin, 50 magnitude shield, 60 sec duration
Resist Magicka, magnitude 50, constant effect

In addition to their quick and perceptive grasp of spellcraft,
even the humblest of Bretons can boast a resistance to magical
energies. They are particularly skilled at summoning and heal-
ing magic.

With their skill bonuses, high starting Intelligence and Willpower and
special abilities, Bretons are a natural choice for any Magic-specialized
class. Beyond that, they don't have much to offer as they will be weak
in a Combat or Stealth role. Their skill bonuses affect mostly defensive
rather than offensive magic schools.

-> Dark Elf
| | Male | Female |
| Strength | 40 | 40 |
| Intelligence | 40 | 40 |
| Willpower | 30 | 30 |
| Agility | 40 | 40 |
| Speed | 50 | 50 |
| Endurance | 40 | 30 |
| Personality | 30 | 40 |
| Luck | 50 | 50 |
Bonuses: Athletics +5, Blade +10, Blunt +5, Destruction +10,
Light Armor +5, Marksman +5, Mysticism +5
Special: Ancestor Guardian, summons a Ghost, 60 sec duration
Resist Fire, magnitude 75, constant effect

Also known as "Dunmer" in their homeland of Morrowind, the Dark
Elves are noted for their skilled integration of the sword, the
bow and destruction magic. They are resistant to fire, and can
summon an ancestral ghost for aid.

Dark Elves are designed to be fleet warriors, with a little offensive magic
thrown in for good measure. They can also work well as a thief or assassin,
though they get no racial bonus to the more theifly skills (Security,
Sneak). Next to the Wood Elf, they are the most natural choice for an
archer, and may actually be the best archer race since they can combine
ranged attacks with both bow and spell with devastating melee ability.

-> High Elf
| | Male | Female |
| Strength | 30 | 30 |
| Intelligence | 50 | 50 |
| Willpower | 40 | 40 |
| Agility | 40 | 40 |
| Speed | 30 | 40 |
| Endurance | 40 | 30 |
| Personality | 40 | 40 |
| Luck | 50 | 50 |
Bonuses: Alchemy +5, Alteration +10, Conjuration +5, Destruction +10,
Illusion +5, Myticism +10
Special: Weakness to Fire, Frost & Shock, magnitude 25, constant effect
Resist Disease, magnitude 75, constant effect
Fortified Magicka, +100 max Magicka, constant effect

Also known as "Altmer" in their homeland of Summerset Isle, the
High Elves are the most strongly gifted in the arcane arts of
all the races. However, they are also somewhat vulnerable to fire,
frost and shock.

Along with Bretons, Altmer are almost stereotypical mages. Their skill
bonuses are tilted more toward offensive magic rather than defensive,
but they will be sufficiently capable in any magicka school. Weakness to
elemental damage is a warning that High Elf is not an easy race to play.
You'll want to have a good selection of shielding spells available, and
then keep the bad guys off you.

-> Imperial
| | Male | Female |
| Strength | 40 | 40 |
| Intelligence | 40 | 40 |
| Willpower | 30 | 40 |
| Agility | 30 | 30 |
| Speed | 40 | 30 |
| Endurance | 40 | 40 |
| Personality | 50 | 50 |
| Luck | 50 | 50 |
Bonuses: Blade +5, Blunt +5, Hand To Hand +5, Heavy Armor +10,
Mercantile +10, Speechcraft +10
Special: Star of the West, absorb Fatigue, magnitude 100
Voice of the Emporer, +30 to target's Disposition, 30 sec duration

Natives of the civilized, cosmopolitan province of Cyrodiil,
they have proved to be shrewd diplomats and traders. They are
skilled with heavy armor and in the social skills and tend
to favor the warrior classes.

Imperials are a very average race. Their two big skill bonuses come in
skills that are of little real value in the game. They get bonuses to all
three melee combat skills when, in practice, most players will only use
one. Their ability scores, outside of Personality, are distinctly average.
On the other hand, the high Personality, large bonus to Speechcraft and
Voice of the Emporer ability mean there will be precious few quests that
cause you any difficulty--since many quests involve persuading people to

-> Khajiit
| | Male | Female |
| Strength | 40 | 30 |
| Intelligence | 40 | 40 |
| Willpower | 30 | 30 |
| Agility | 50 | 50 |
| Speed | 40 | 40 |
| Endurance | 30 | 40 |
| Personality | 40 | 40 |
| Luck | 50 | 50 |
Bonuses: Acrobatics +10, Athletics +5, Blade +5, Hand To Hand +10,
Light Armor +5, Security +5, Sneak +5
Special: Eye of Fear, Demoralize up to level 25, 30 sec duration
Eye of the Night, Night Eye, duraction 30 sec, unlimited use

Hailing from the province of Elsweyr, they are intelligent,
quick, and agile. They make excellent thieves due to their
natural agility and unmatched acrobatics skill. All Khajiit
can see in the dark.

Khajiit are natural sneak thieves and "martial artists". Low Health
(for males) and low Strength (for females) means they don't work well
in any kind of melee combat role and they have neither the attributes
nor skill bonuses to be more than average mages. Play Khajiit if you
are going full-on Stealth; otherwise, avoid this race.

-> Nord
| | Male | Female |
| Strength | 50 | 50 |
| Intelligence | 30 | 30 |
| Willpower | 30 | 40 |
| Agility | 40 | 40 |
| Speed | 40 | 40 |
| Endurance | 50 | 40 |
| Personality | 30 | 30 |
| Luck | 50 | 50 |
Bonuses: Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10,
Restoration +5
Special: Nordic Frost, touch attack, 50 frost damage
Woad, Shield, magnitude 30, 60 sec duration
Resist Frost, magnitude 50, constant effect

Citizens of Skyrim, they are a tall and fair-haired people.
Strong and hardy, Nords are famous for their resistance to
cold. They are highly talented warriors.

At first blush, Nord seem ready-made to be straight-up warriors. But, a
little examination shows a propensity for defensive magic (especially for
females) that give the Nord more of a melee/caster feel. If you really
want just a plain hack-n-slasher, Orc or Redguard is probably the better
choice. Nord give you just a touch of the mage look to put a little spice
in your me-smash tank.

-> Orc
| | Male | Female |
| Strength | 45 | 45 |
| Intelligence | 30 | 40 |
| Willpower | 50 | 45 |
| Agility | 35 | 35 |
| Speed | 30 | 30 |
| Endurance | 50 | 50 |
| Personality | 30 | 25 |
| Luck | 50 | 50 |
Bonuses: Armorer +10, Block +10, Blunt +10, Hand To Hand +5,
Heavy Armor +10
Special: Berserk--Health +20, Fatigue +200, STR +50, AGL -100, 60 sec dur
Resist Magicka, magnitude 25, constant effect

The people of the Wrothgarian and Dragontail Mountains, Orcish
armorers are prized for their craftsmanship. Orc troops in heavy
armor are among the finest in the Empire, and are fearsome when
using their berserker rage.

There are two races in Oblivion that are almost uniquely suited for pure
combat roles. Orc is the more defensive of the two. (Redguard is the
offensive melee race of choice.) Their high Endurace (equals high Health),
heavy skill bonuses on defensive skills and their innate resistance to
Magicka all spell defensive powerhouse. They have plenty of Strength
to do serious damage, and can also wield defensive magic (such as
Alteration or Restoration) well due to high Willpower. A good choice if
you want your tank to be a real tank.

-> Redguard
| | Male | Female |
| Strength | 50 | 40 |
| Intelligence | 30 | 30 |
| Willpower | 30 | 30 |
| Agility | 40 | 40 |
| Speed | 40 | 40 |
| Endurance | 50 | 50 |
| Personality | 30 | 40 |
| Luck | 50 | 50 |
Bonuses: Athletics +10, Blade +10, Blunt +10, Light Armor +5,
Heavy Armor +5, Mercantile +5
Special: Adrenaline Rush, +50 to STR, SPD, AGL & END, +25 Health, 60s dur
Resist Poison, magnitude 75, constant effect
Resist Disease, magnitude 75, constant effect

The most naturally talented warriors in Tamriel. In addition to
their cultural affinities for many weapon and armor styles,
they also have a hardy constitution and a natural resistance
to disease and poison.

There are two races in Oblivion that are almost uniquely suited for pure
combat roles. Redguard is the more offensive of the two. (Orc is the
deffensive melee race of choice.) Redguards are designed for dodge-and-
slash melee tactics, without much thought given to blocking incoming
attacks. Decent Agility and Speed makes a stealthy fighter an option as
well. You could even get by putting them in heavy armor and tanking. Just
don't try to turn one into a mage...of any sort.

-> Wood Elf
| | Male | Female |
| Strength | 30 | 30 |
| Intelligence | 40 | 40 |
| Willpower | 30 | 30 |
| Agility | 50 | 50 |
| Speed | 50 | 50 |
| Endurance | 40 | 30 |
| Personality | 30 | 40 |
| Luck | 50 | 50 |
Bonuses: Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5,
Marksman +10, Sneak +10
Special: Beast Tongue, Command Creature, up to level 5, 60 sec duration
Resist Disease, magnitude 75, constant effect

The clanfolk of the Western Valenwood forests, also known as
"Bosmer." Wood Elves are nimble and quick, making them good
scouts and thieves, and there are no finer archers in all of
Tamriel. Their ability to command simple creatures is well-

Wood Elves are natural archers. Beyond that, they can get by as a mage,
though not nearly so well as their cousins (Dunmer and Altmer). Low
Endurance (especially for females) tilts this race towards a stealthy
profession. If sniping is your play-style of choice, this is the race for
you. You definitely don't want to tank with a Bosmer.


Stats are male/female.

Skill key: ACR (Acrobatics), ALC (Alchemy), ALT (Alteration), ARM (Armorer),
ATH (Athletics), BLA (Blade), BLO (Block), BLU (Blunt), CON (Conjuration), DES
(Destruction), HTH (Hand To Hand), HVA (Heavy Armor), ILL (Illusion), LTA
(Light Armor), MAR (Marksman), MER (Mercantile), MYS (Mysticism), RES
(Restoration), SEC (Security), SNE (Sneak), SPE (Speechcraft).

These tables will print on one page if you don't print the above key

Argonian | Breton | Dark Elf | High Elf | Imperial
STR | 40/40 | 40/30 | 40/40 | 30/30 | 40/40
INT | 40/50 | 50/50 | 40/40 | 50/50 | 40/40
WILL | 30/40 | 50/50 | 30/30 | 40/40 | 30/40
AGL | 50/40 | 30/30 | 40/40 | 40/40 | 30/30
SPD | 50/40 | 30/40 | 50/50 | 30/40 | 40/30
END | 30/30 | 30/30 | 40/30 | 40/30 | 40/40
PER | 30/30 | 40/40 | 30/40 | 40/40 | 50/50
LUCK | 50/50 | 50/50 | 50/50 | 50/50 | 50/50
SKILL | ALC +5 | ALC +5 | ATH +5 | ALC +5 | BLA +5
| ATH +10 | ALT +5 | BLA +10 | ALT +10 | BLU +5
| BLA +5 | CON +10 | BLU +5 | CON +5 | HTH +5
| HTH +5 | ILL +5 | DES +10 | DES +10 | HVA +10
| ILL +5 | MYS +10 | LTA +5 | ILL +5 | MER +10
| MYS +5 | RES +10 | MAR +5 | MYS +10 | SPE +10
| SEC +10 | | MYS +5 | |
SPEC | Resist | +50 | Summon | Weakness to | Absorb
| disease | Magicka, | Ghost, | fire, frost | Fatigue,
| & poison, | Shield, | Resist | & shock, | Charm
| Water | Resist | fire | Resist disease, |
| Breathing | Magicka | | +100 Magicka |

Khajiit | Nord | Orc | Redguard | Wood Elf
STR | 40/30 | 50/50 | 45/45 | 50/40 | 30/30
INT | 40/40 | 30/30 | 30/40 | 30/30 | 40/40
WILL | 30/30 | 30/40 | 50/45 | 30/30 | 30/30
AGL | 50/50 | 40/40 | 35/35 | 40/40 | 50/50
SPD | 40/40 | 40/40 | 30/30 | 40/40 | 50/50
END | 30/40 | 50/40 | 50/50 | 50/50 | 40/30
PER | 40/40 | 30/30 | 30/25 | 30/40 | 30/40
LUCK | 50/50 | 50/50 | 50/50 | 50/50 | 50/50
SKILL | ACR +10 | ARM +5 | ARM +10 | ATH +10 | ACR +5
| ATH +5 | BLA +10 | BLO +10 | BLA +10 | ALC +10
| BLA +5 | BLO +5 | BLU +10 | BLU +10 | ALT +5
| HTH +10 | BLU +10 | HTH +5 | LTA +5 | LTA +5
| LTA +5 | HVA +10 | HVA +10 | HVA +5 | MAR +10
| SEC +5 | RES +5 | | MER +5 | SNE +10
| SNE +5 | | | |
SPEC | Fear, | Frost | Berserk, | Adrenaline | Command
| Nighteye | touch, | Resist | Rush, | creature,
| | Shield, | Magicka | Resist | Resist
| | Resist | | disease | disease
| | frost | | & poison |

~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Special abilities can only be used once per 24 hour period. I.e. you must wait
24 hours after using the ability in order to use it again.

-> Apprentice: Maximum Magicka +100, Weakness to Magicka 100%
Risky sign for mages. Extra Magicka is always helpful, but enemy spell-
casters will kill you quick. Useful primarily for pure mage classes with
plenty of offensive and defensive spells.

-> Atronach: Maximum Magicka +150, Spell Absorbtion 50%, no Magicka regen
Lots of extra Magicka a great bonus for pure casters, but you'll drink
potions like water. Expensive (to your wallet) sign.

-> Lady: Willpower +10, Endurance +10
Good stat boosts for characters that mix a little heavy melee with
defensive spellcasting.

-> Lord: Restore Health (magnitude 6, 15 sec duration), Weakness to fire
25% (constant effect)
Bonus ability is weak at higher levels and weakness to fire when the main
point of the game is to travel in hell? Yeah, right...

-> Lover: Paralyze (10 sec duration) touch attack cost 120 Fatigue
Great special ability if you're getting your rear handed to you on a
platter; but, good tactics and careful selection of equipment should help
you avoid those situations.

-> Mage: Maximum Magicka +50
Safe bet for casters. Not as much extra Magicka as the Apprentice or
Atronach, but no weaknesses to go along with the bonus.

-> Ritual: Restore 100 Health, Turn Undead magnitude 100, 30 sec duration
Really helps with undead, useful if Restoration is not one of your major

-> Serpent: Single ability with four effects--
Damage Health (touch attack, magnitude 3, 20 sec duration)
Dispel (magnitude 90)
Cure Poison
Damage Fatigue (self, magnitude 100)
Questionable ability that damages you almost more than your opponent.
Plenty of potions can cover the Cure Poison ability.

-> Shadow: Invisibility 60 sec duration
Great for Stealth characters, especially in quests involving theft or

-> Steed: Speed +20
Only useful if your character concept is built around Speed, which not
many are.

-> Thief: Agility +10, Speed +10, Luck +10
Good all-around selection for Stealth characters. Helps other classes as
well. Good sign for novice players.

-> Tower: Open Average lock, Reflect Damage magnitude 5 120 sec duration
Good for non-Stealth characters to help them get through quests that
involve lock-picking. Damage reflection good for casters who don't wear

-> Warrior: Strength +10, Endurance +10
Basic fighter setup. Good sign for novice players.

~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Levels, levels everywhere! There are skill levels, skill Mastery levels, class
levels, equipment levels...Like any good RPG, you can quickly bog down in the
concept of levels in Oblivion.

-> Skill Ranks (Levels)

Each skill has a rank (or level) indicated by a numerical score from 0 to
100. The higher your rank in a skill, the more benefit it provides. You
block more damage with higher Block ranks. You more easily Haggle with
merchants with higher Mercantile ranks. Etc.

Skill ranks increase as you use the skill. The lower the skill rank, the
less use is required to raise the skill. Major skills increase slightly
faster than minor skills of the same rank.

Skill ranks can also be gained by purchasing them from a trainer. You may
only purchase a total of 5 ranks during any one class level. You can also
gain skill points by reading special books.

-> Skill Mastery Levels

Each skill has a Mastery level that indicates what types of bonuses or
penalties come with the skill. The Mastery Levels are:

Rank Level
------- ----------
0 - 24 Novice
25 - 49 Apprentice
50 - 74 Journeyman
75 - 99 Expert
100 Master

At Novice level, most skills have a penalty. For example, Novice Armorers
break their repair hammers much more quickly. Novices in Acrobatics can-
not attack while jumping. Any skill can be increased all the way to Master
level, it will just take longer for minor skills.

-> Class Level

As your skills increase, you will gain levels in your class. Each time
you increase your class level, you have the opportunity to increase three
of your attributes.

When you gain a total of 10 (ten) ranks in major skills, you gain one class
level. The 10 ranks can all be in one major skill, or spread through all
seven major skills.

Once you have gained 10 ranks in major skills, you will receive a message
telling you to meditate on what you have learned. You then need to find
a bed and rest for a minimum of one hour. (Any bed will do, but you have
to rest in a bed, you can't just use the Wait command.)

"Leveling up" consists of increasing three of your attributes. You will
see a list of your attributes followed by a +# indicating how many points
that attribute will increase. Select three attributes and click Exit.

There may not be three attributes that can be raised depending on how you
gained skill ranks.

The increase in an attribute is determined by the increases in governed
skills during the class level. For each two ranks gained in a skill, you
will receive one point to add to that skill's governing attribute.
Increases in both major and minor skills are used for attribute bonuses.
The maximum you can increase an attribute at level up is +5.

Example: During the class level, you increase Blade +4, Block +4, Heavy
Armor +2, Armorer +4, Security +2, Speechcraft +3 and Restoration +5.
You will have the opportunity to raise...
* Strength (Blade +4) by +2
* Endurance (Block +4, Heavy Armor +2, Armorer +4) by +5
* Personality (Speechcraft +3) by +1
* Agility (Security +2) by +1
* Willpower (Restoration +5) by +2

You could select any three of those attributes to increase on this level
increase. Attributes not selected during this level up do not carry over
their modifier to the next level. You can level up several times in one
rest if you do not level for a while. E.g. you have gained 32 ranks in
your major skills since your last rest. You will level up 3 times when
next you sleep in a bed.

-> The Leveled System

Oblivion uses a leveled system for enemies, loot and merchant invent

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