Oblivion levelling info, for non-TES veterans

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Thought id put up a post here to offer a bit of info on the best manner to level in Oblivion (also morrowind should you wish).

This will be common knowledge to a lot of you, whether you have noticed it/figured it out/ read about it etc. But i didnt find it out until id spent about 50hours on morrowind, therefore its garaunteed a lot of peeps here wont have.

Right, levelling. Levelling occurs when you have raised enough of your MAJOR abilities. These are listed in the stats section (press B highlight the health/magica/fatigue bars, tab to abilities) next to each attribute is a bar showing how long/many uses are required until the ability raises a level. At the bottom of this page is a bar that represents the number of raises of major abilities required to raise a level. Once this bar is filled, find a LEGAL bed to raise a level.

So far so cricket, yes? Right well when you have levelled you may notice multipliers beside each attribute. either blank, +2, +3, +4 or +5. This indicates the number of bonus attribute points that are added when that attribute is chosen as one of the three you can increase. That much is obvious, but what isn't immediately is that these 'multipliers' are linked to the number of MINOR ability level raises that have occured within that carachter levelling period.

Here is an example. Your carachter has been doing a lot of bow work, a lot of magical healing and a lot of running. The marksmanship and restoration levelling has caused a level up as they are 2 of his major abilities. The running, one of the carachters minor abilities, has caused the athletics ability to be raised from 25 to 30 since the last time the carachter levelled. Now when the level screen appears, there is a +5 multiplier by speed, this is because speed is the governing attribute of athletics which in turn governs running ability.

If you've grasped that then you are most of the way there, indeed by now you probably realise that there is an optimum manner in which you can create your carachters class.

Heres my example (what i did with my first oblivion carachter).

I create a high elf, they have slight weakness to magika however permanently regenerate magika points, couple this with a health spell and sleep is never necessary. Also you can continuously cast spells on your own in a room or in the street to raise that skill.

I give him combat major skills, marksmanship and blade, this ensures he levels in balance with the amount of combat he sees. For the other majors i choose restoration for easy 'levelling on demand', sneak for steady level gain, merchantile (simply to encourage me to barter) and another 2 that i forget right now. Importantly i DO NOT use many magical type abilities, this is because these can be easily raised at any time in the game and therefore are not necessary. Also i do not have either Athletics nor Acrobatics, this is because these level up easily just roaming around and will almost certainly cause levelling when it is not wanted. Also these make excellent minor attributes as they will give multipliers of +5 to speed and agility each time, my level 9 carachter already has over 80 in both and with agility controlling the damage arrows do this couples well with my marksmanship major ability.

The rest of the things i did, such as choosing 'the steed' as my sign, were personal choices based on how i wanted my carchter to play, although i suggest that you choose one that will perform throughout your play. For example, dont choose a sign that has, say, a heal spell. This will be useful enough until you are level 10, but by that time you will have access to many far more powerful spells and your sign will become redundant. In my case, having chosen the steed (+20 speed) i will build on it, therefore my speed will always be 20pts ahead of where it should be, useful.

With armour choose based on your skill, not on how tough it looks, a person with low heavy armour skill and the best daedric armour will be given less protection than a carachter with even a moderate unarmoured skill with nowt but his birthday suit on. In fact, although a master of heavy armour could become a one-man fortress, cumbersome, strength draining heavy arms are only really useful for burly all out muscles+swords carchters that stand and fight. If you want to do any sneaking, stealth, archery, athletics magic etc you are far better off either using magical armour, light armour of nowt at all. In fact one great method if you take the mage route is to only use magical equipment, therefore just the robe on your back and a shed-pot of magika is required.

Just hoping to shed some light on a very small portion of this game for you, theres loads more to tell, too much really. Post any q's in here.
 
Ughhh my heads going to explode trying to figure out all these 'best' combinations :(

/goes back to chasing deer
 
Oi! Where are you finding the deer!? I've yet to find anything out thar!

/me goes back to wandering around aimlessly killing wolfs
 
Nismo said:
Ughhh my heads going to explode trying to figure out all these 'best' combinations :(

/goes back to chasing deer

'theoretically' you can get +5 on three attributes each level, therby levelling 'perfectly' for maximum abilities each ;level, but leave that for your 4th or 5th char.
 
One thing thats starting too annoy me is i never got enough Majicka or alteration so can't get any decent spells.

I would start again and find a better magic character but am 37hrs in and don't want to do it all again :eek:
 
Jabbs said:
One thing thats starting too annoy me is i never got enough Majicka or alteration so can't get any decent spells.

I would start again and find a better magic character but am 37hrs in and don't want to do it all again :eek:

what you mean not enough magika/alteration? at level up focus on intelligence governed attributes to get +5 at every level up, stay in a room with a bed you can sleep in (guild/own house etc) cast spells of alteration until you run out of magika, sleep, repeat. A good cheap and quick spell is 'defend' which casts sheild repeatedly on you, for 30 mins work you can go from level 30 to 60 in alteration.
 
if i go after defend spell it says, requires alteration skill of 25

I got the lockpick spell which it says does what u said, been doing it for 15 mins and i had no improvements at all as yet
 
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Jabbs said:
if i go after defend spell it says, requires alteration skill of 25

I got the lockpick spell which it says does what u said, been doing it for 15 mins and i had no improvements at all as yet

no no m8, the lockpick one NEEDS a target, ya gotta hit a lock. The point with the shield spells is they dont. There is a protect type spell available (not sure where) that can be cast by a novice. If not look for a cheap water breathing or water walking spell, same thing. Try 'Edgars Discount Spells' in the market district of the imperial city.
 
managed to get a cheap shield spell from there that works for me so will see and hope i can improve it thanx :)

Worked a treat thanx, now going to boost others that are lacking
 
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put mine up to 50 so i could use the 'open average lock' spell, now i can easily rob most shops at night without lockpicks or good sneak skill and fence about 500g per hour :) roxor
 
Ultra_Extreme said:
anyone found bear yet? i cant seem to?

Found them. Growled at them. Attacked them. Killed them.

There's loads of bears in mountain caves, as well as mountain cats.
 
Ultra_Extreme said:
put mine up to 50 so i could use the 'open average lock' spell, now i can easily rob most shops at night without lockpicks or good sneak skill and fence about 500g per hour :) roxor
Spoiler alert




Theres a quest at the nocturnal shrine north of leyawiin. Complete that and you'll get a skeleton key! :D
 
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