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- 22 Aug 2004
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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.
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.




