18
Jun
08

Skills

There are 21 skills in Oblivion. Each has its own advanteges to your character, and each is governed by an attribute. Each skill has five Master levels

  • 0-24 skill points: Novice level
  • 25-49 skill points: Apprentice level
  • 50-74 skill points: Journeyman level
  • 75-99 skill points: Expert level
  • 100 skill points: Master level

Each master level has its own perk. The skills are as follows

Acrobatics

Acrobatics allows your character to jump higher and fall further (without damage). The level of your skill determines how high and how long you can fall without receiving damage (when you hit the ground that is).

Mastery Perks

  • A Novice cannot attack when jumping or falling
  • An Apprentice can perform normal attacks (not power attacks) when jumping or falling
  • A Journeyman gains the Dodge ability, which means you can jump while blocking to avoid damage, this works well when your enemies are using War Hammers or Battle Axes. You can also can perform power attacks when jumping or falling
  • An Expert only suffers 50% less Fatigue loss when jumping.
  • A Master can jump off water…sweet…this is very helpful when escaping melee attacks and can serve as a easy get away from Legion Guards

Alchemy

Alchemy is one of the seven skills of the arcane (magical arts) in Oblivion. This skill allows you to identify the different effects of ingredients, like plants and food. With just one alchemal device you can make potions depending on the ingredients effect. As you may have read on other sites Alchemy is very good for money making purposes. By going to a shop, such as “The Main Ingredient” or “The Gilded Carafe”, and buying a few ingredients and a Retort. Once these are bought you can make potions and sell the potions back for way more then what you bought the Ingredients for.

Mastery Perks

  • A Novice can only identify one effect of an ingredient
  • An Apprentice can only indentify two effects of an ingredient
  • A Journeyman can identify three effects of an ingredient
  • An Expert can identify all four effects of any ingredient
  • A Master can make potions out of one ingredient

Alteration

Alteration is another one of the seven magical skills in the game. It allows you to do things that can be very useful during the game. If you are a full mage and do not wear armor you can use protect spells, and alter your strength to carry more. Another valuable spell of Alteration is “Water Walking”, also “Water Breathing”.

Mastery Perks

  • A Novice can only cast Novice level Alteration spells.
  • An Apprentice can cast Novice and Apprentice level Alteration spells.
  • A Journeyman can cast Journeyman, Apprentice and Novice level Alteration spells.
  • An Expert can cast Expert, Journeyman, Apprentice, and Novice level Alteration spells.
  • A Master can cast all Alteration spells.

Armorer

Armorer is the use of repair hammers to repair armor and weapons. As your skill improves, you can repair items more effectively and you break less repair hammers while fixing.

Mastery Perks

  • A Novice cannot repair magic items
  • For an Apprentice repair hammers last twice as long. You still can’t repair magic items
  • A Journeyman can repair magic items.
  • An Expert can repair items beyond 100%, to 125%, this is very valuable because you armor and weapons stay in good shape (above 50%) 12.5% longer.
  • A Master never breaks repair hammers

Athletics

Athletics determines how quickly you run and swim. As you progress higher through in your athletics skill level you will move faster and not loose as much fatigue while running. Things that cost your character fatigue are motions such as: swinging an axe, sword, punching, running etc.

Mastery Perks

  • A Novice regenerates fatigue at an almost non moving rate
  • An Apprentice regenerates Fatigue 25% faster
  • A Journeyman regenerates Fatigue 50% faster
  • An Expert regenerates Fatigue 75% faster
  • A Master regenerates fatigue at a very fast pace no matter what they are doing

Blade

Blade is the skill that governs how well your character can use sharp weapons such as daggers, swords, claymores etc. Axes are considered Blunt and will not increase your blade skill if used.

Mastery Perks

  • A Novice can do basic attacks
  • An Apprentice can use a power attack
  • A Journeyman can use Left and Right Power Attacks, which can sometimes disarm opponents
  • An Expert can use the Backwards power attack, which can knock opponents down
  • A Master can use the Forward Power Attack, which has a chance to paralyze

Block

Block is a very important combat skill in that it allows you to fend of melee attacks when you are struck with them.

Mastery Perks

  • A Novice is fatigued when blocking, and hand-to-hand blocking has no effect
  • An Apprentice is not longer fatigued by blocking
  • A Journeyman can block with no shield damage, and opponents may recoil when blocking with hand-to-hand
  • An Expert block can knock down an opponent, staggering the enemy if timed right
  • A Master of block can disarm opponents

Blunt

Blunt is the skill that governs how well your character can use heavy, including maces, hammers, and axes. Yes, axes are Blunts.

Mastery Perks

  • A Novice can do a basic attack
  • An Apprentice gains the Power Attack
  • A Journeyman gains Left and Right Power Attacks, which may disarm an opponent
  • An Expert gains the Backwards Power Attack, has a chance of a knockdown.
  • A Master gains the Forward Power Attack, has a chance to paralyze.

Conjuration

Conjuration is the skill of summoning creatures from the planes of Oblivion. It is a very valuable skill because if you are fighting multiple enemies, you can summon an ally. You can soul trap creatures you summon.

Mastery Perks

  • A Novice can cast novice level Conjuration spells
  • An Apprentice can cast Apprentice Conjuration spells
  • A Journeyman can cast Journeyman Conjuration Spells
  • An Expert can cast Expert Conjuration spells
  • A Master can cast all Conjuration spells.

0 Responses to “Skills”



  1. No Comments Yet

Leave a Reply