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Ru
14th November 2006, 14:25
Oblivion Tips & Tricks

I've been playing Oblivion for a quite a bit recently and i thought it was about time i put up some bits of sound advice, most will be known by those already playing i guess, but it'll be handy for those just starting.

If you want +5 to the your three desired stats for each level up you have to make sure you can manipulate your major skills so that you can choose when you want to level up. 10 major skill increases result in a level up, and when you do, the bonuses available to your stats are a reflection of how much you used the corresponding skills. For example, Heavy Armor, Armorer and Block all contribute to Endurance. So, if youwant your endurance to go up by +5 the next time you level up, you must get at least 10 levels up in Heavy Armor, Armorer and Block before you do. So basically, the key is to choose major skills that you wont be using, or at least you will be but in measured amounts that you can control, (like alteration, mysticism, alchemy). And only level up once you have 10 skill increases in the three stats you desire.

Guilds : As Strings said, join a guild! join as many as you want, however, note that the Dark Brotherhood and Thieves Guild missions will credit you with Infamy, oppose to most other quests that make you more famous. As far as i know, its NOT good to be more infamous than famous, do you get kicked out of the lawful guilds? Something like that anyway. Yeah, so, Guilds are quests on a plate. I found the Mages & Thieves Guild to be most fun. There are smaller guilds/factions, such as the vampire hunters that will find you in the temple district if you've killed a vampire before. Once part of them, they will pay 250gold for each vampire dust, so STOP selling them for 50gold to shopkeeps now!

Guilds, Arena, they'll put some gold in your pocket, but looting and selling is by far the most profitable method in the game. In Ayleid Ruins you will find lots of Welkynd Stones. These recharge your magicka, and weigh only 1 for a sell cost of 50. So, pretty efficient as far as these things go. You can shoot down ones out of reach with your bow or a fireball. I used to sell all i found, until i realised how invaluable they could be. I only carried health and sorcery potions before, but a Welkynd Stone is far better than any sorcery potion, so now i carry 5 Welkynds and happily sell all sorcery potions i find!

How to get the best price? Well, here's where tricks become useful. If you talk to someone with your weapon out, you will recieve a -10 to your disposition with that person. However, if you then speechcraft them to the max disp, and talk to them again but with your weapon sheathed, you'll notice that the disposition is 10 higher than a second a go. Hence, you can increase the default max dispostion of anyone you talk to be 10.

The Arcane University is The Shit. Spelling making is too fun. Here is some things ive noticed.

The most expensive enchantments are Protection and Fortification. Money is generally not an issue though, soul gems are. Get a hold of a weapon enchanted with soultrap as soon as possible. I have an axe, and its invaluable cos i smack em about with my normal mace, hit 1 (hotkeyed to Soul trapping axe) and finishing blow YEAH! take another one! You can never have to many soul gems. Elenglylum (wrong spelling) is an Ayleid ruin south of Chorrol that housed a Black soul gem as a prize when i was in there once. Black soul gems are capable of capturing a human soul, making them the most powerful soul gems in the game (excluding Azura's Star, the resusable soul gem, a prize at one of the shrines. Ahem, Azura's). Mmm, as for spell making. To make a cost efficient spell the key is to rely on the duration of the spell more than the base damage. For eg. i made a spell called Vampircal Heat (gay? shut up) that does : absorb 10pts in 10ft, for 5 seconds. Thus, when being attacked by 3 guys or so, i can pinch 50 health from each and get healed 150pts myself. At a cost of 108 magicka, that is sweeeeeet. It would be far more costly to do 50pts for 1 seconds.

ADDITIONAL EDIT: Once you have Azura, you may as well sell everything below Grand/black. There aint no use for them apart from recharging weapons as you want to use greater/grand for enchantments.

Clearly, when you run about places your constantly bunnyhopping and casting spells to increase your skills. Few things to note. It seems that your skill goes up with the amount of casts made*, not the power of the cast. Hence, use your cheapest spells to increase your skills. *Either its the amount of casts made, or its to do with the efficiency of the spell, which would be why smaller ones are better). So, i thought why not make a spell that heals, detects life, creates a light and protects myself, but all in small amounts to increase the skill of each magic kind. DOESNT WORK, when you make a spell, the prodominant magic determines the nature of the spell. The one i prev mentioned was just Illusion. Oh well. Moving on.

ADDITIONAL EDIT: in order to take advantage of the system i just mentioned, when making a spell, say an uber destructive one, but you only have destructive skill of 50, and its says you need 75, heres how you get round it. If you are an expert in, say restoration, then simply add enough of a restore (absorb) affect to the spell to tip it over to being a restore spell of 75 (for example) Yay, castable!

Ways to take advantage of the spell making system even more. Create fortify spells to stats such as Armoror, Security, Speechcraft etc, 100pts for 2 seconds. These spells should cost around 20 magicka only! This gives you enough time to cast, and then use the hammer/lock/person etc. I dont actually use any of those, as they would take the fun of those mini-games away. However, the truely useful ones that i happiliy use are, Fortify Endurance, Fortify Mercantile and Fortify Luck (all by 100 pts for 2 secs). First off, its important to note that Endurance is the only stat that has bonuses relevant to each level up. Err, i mean, in my opinion, you want to get Endur to 100 first and foremost before all other stats because your health goes up by 1/10th of your endurance, so your going to want as many levels with your Endurance at 100 as poss right? As for Mercantile fortifications, this allows you to get an excellant selling rate, and allows you to invest in the shop, which means they will have more money to barter with (hhaa, straight back in your pocket!). Also handy. And then theres fortifiying luck..
I dont really know, i think it smooths out armoring speechcraft etc, +5 damage with weapons. More importantly though, Iain has two Mundane Rings (insane) which is probably due to his luck being nigh 100. So, fortifiying your luck before traveling into the next area/level (which i think is when your items are spawned) should ensure better items.

Fortifying Magicka is a bit more complicated. I hear that in Morrowind you could stack spells, ie cast feather over and over again and recieve more and more bonuses. In Oblivion, casting the same spell again DOES NOTHING!! (booming voice). However, theres nothing stopping you from making an identical spell with a different name and casting that. So stacking is basically just slightly more awkward. As i was saying, i have noticed when you fortify your magicka, the amount you fortify by is full of magicka. Ie, not just a higher max of magicka, but more magicka in itself. This can be used as such: By creating spells of Fortify Magicka 100pts for say 8, 6, 4 and 2 seconds you can then cast them (from 8 secs to 2) and will have an effect of 400pts fortified for about half a second after that last cast. (gaps of 2 sec because a cast takes just more than a second). This is when you can then cast a spell with a much larger cost than you could normally cast. But surely il have no magicka after casting those fortifications you ask? nah, cos theyr fairly cheap costs due to the small duration time. Obviously, this trick would be ideal for when you know theres a fight round the corner, and you would want the uber spell to be some kinda kick ass health protection skill increasing kinda thing that lasts for ages.

Other tips, Uh, when running about and you catch a glimpse of water, always have a quick skirt around its edges to find some nirnroots.
When looking through book cases, make a point of reading anything 15gold worth or more, as it may be a Skill Increase book.
Trainers are GOOD, dont turn your nose up at them, the gold they ask for is nothing for the time they will save you.
Not my tip but - "enough alchohol will make anyone look like a slob".
Try to hang onto Quest weapons/armor for a while (assuming they're good, like Umbra and Rockshatter) as Quest items weigh 0!
When leveling up Destruction or Sneak, they only work if the destruction is making contact with someone/creature, and if your sneaking is with someone/creature present.

ADDITIONAL EDIT: Destruction clearly is awkward to level up as it needs enemies. Not so. Simply create a spell of 'Drain 3pts on self', this wont actually hurt you, but will credit some destruction skill (cast as much as poss).

Word for the wise, all those efficiently leveling up (+5+5+5) beware! If you waste too many skill increases (ie skill increases in a stat your not going to level up) then you may end up not being able to get 100 in all your stats. Im ALMOST screwed on it, from now on i will have to level up speed every level...damn acrobatics..

DrSuperEvil
16th March 2012, 00:48
For anyone who still plays oblivion and has the shivering isles exansion, this is the most effective way of getting started and results in a character immune to damage or capable of using over 1.3k magica every 30 secs.

1. Go Altmer or Breton as they have +magicka natuaral abilities although the Argonians are ok for beginners because they cannot drown. Gender wise go with whichever has the highest endurance for that race since that is the only attribute that maxing fast affects long term gameplay.

2. Do not throw away the Shackles the start of the game as they are one of the only two you can get. They are also the only non armor glove item so good for mages who dont want the 5% spell efficiency penalty but want the extra magica.

3. Always quicksave before picking a lock as that saves wasted points into agility when you do not want them.

4. If you want to become a superhuman do not run as that burns early points into athletics that go to waste (yes it is tedious until you max speed part 1). Also do not become a vampire until every stat is over 100%. Choose one primary skill for each attribute preferably ones that are easy to control or redundant (preferably armorer, light armor, hand to hand, sneak, speechcraft, mysticism and alteration). Go the Apprentice, Mage or Lady birthsign since magicka is hard to come by else the extra early endurance for more long term hp

4. As soon as you leave the tutorial dungeon warp to the east gate of Cheydinhal and follow the road east to Fort Faragut. Ignore the main entrance to the dungeon and take the broken wall to the left and look at the tree for a secret entrace to the end of the dungeon. Once inside you find a free bed to use and a locked barrel. Pick the barrel for 5x poison apples every 48 game hours (must be out of dungeon). With this you have an infinite source of money. For a start use it to buy hammers for armor repair.

5. Exit and warp to the imperial city. Head north of the imperial city to where the island has a small indent. There is the locked entrance to the Imperial City Sewers - North Exit. Pick the lock and walk in, kill the rat and to the right is a cog, turn it to reveal a door near the entrance. Inside you find an area with a bed, two mud crabs and 2x boss class item chests! Now you have an early supply of gold and items. You might want to get the Fin Gleam unique helm which cen be found underwater to the west of the northern section of the oblong island on the map just off Anvil. In the Imperial City Docks you will find a pirate ship with a crew of three by the plank onto the ship. As soon as you get near the ship the crew will go hostile and chase after you, let the guards kill them and swipe a cutlass as it is a 3 damage sword which it is hard to beat early on.

6. Presuming you have the shivering isles expansion (often was sold with the game), head to Bravil and swim to the gate to the shivering isles. Push ahead and do the gatekeeper quest using the piosoned arrows (at higher levels you can swamp him down with clanfears or once you are toally immune you can just melee him but he absorbs magic). Walk north on a long and colourful journey to the ruins of Milchar. Once inside find the room where you need to light the three torches to get the Amulet of Disintegration (awesome for leveling armorer skill).

7. You should still be level 1 and have no points into your primary skills yet. Head back the Cheydinhal and get 10 acrobatics points by jumping under a bridge (fastest way) before ranking up armorer for the level. Repeat until one is max. Continue this sort or training regime with a total of 10 skill points into one skill for a desired attribute and then enough points for +5 of another attribute on the level. As luck can only bee boosted by +1 per level always level luck and 2 atributes each level. You want to get endurance to 100 as fast as possible due to the hp gain formula and the sooner you max acrobatics the sooner you can get it greater than 100 for super human jumping powers. Once endurance or acrobatics is maxed start pumping destruction magic as you will use this alot in combat and doing the mage guild entry quests so you have access to the spell crafting altar. Purchase a Drain Skill type spell and craft two different 5 sec drain acrobatics 100 spells. There is a bug where if you cast a drain skill spell on yourself you can be trained over 100. This allows you to go to Quillweave in Anvil for +5 free acrobatic points over 100 per level up to 255!

8. Once you have speed and endurance at 100 pump mysticism till 25 for access to the Soul Trap spell. Once the other attribute is maxed level destruction With all your money from selling poison apples you should have brought alot of grand soul gems. To the east of Bravil you find a rather branched river on the map with the Mouth of the Panther landmark. Follow the panther river along the north bank until you get to a ruin with a necromancer alter (odds are there is the bloodmoon light the first time you visit). Here you can place grand soul gems into the alter and cast the soul trap spell on them to convert them into black soul gems when the light shines. Use these to trap the souls of a few bandits and enchant some items with +speed so you dont go crazy walking everywhere (do not enchant shackles).

9. At level 17 do the oblivion gate outside Kvatch and make sure you get a +magicka sigil stone using quick save. Reason you wait till lvl 17+ is there are a limited number of gates and you can get the best quality sigil stones at lvl 17+. Collect a load of +50 magicka and 15% spell absorption sigil stones. Just south of the S in Jerall Mountains is the Temple of the Ancestor Moths. Inside you find chests that have good odds of having alchemist equipment and the boss always has a good piece of jewelry. Quicksave just before entering the boss room to reroll what he has equiped. You are after getting the Amulet of Swords, Ring of the Iron Fist, Acrobat's Amulet, Sorcerer's Ring and 2x Ring of Skimming.

10. At level 22+ you can find the Magebane Greaves in boss chests which add 36% spell absorption. At level 24 complete the Seperated At Birth quest if you have not done so already. Continue the quest line until you complete Sins of the Father to get the best version fo the Escutcheon of Chorrol. Continue the mage guild quest line until you get the lvl 24 version of the Necromancer's Amulet. Get the Boots of Springheel Jack from the thieves guild quest line but do not wear them when jumping down the chute at the end of final mission so they are not destroyed.

11. With 2x rings, pants, shoes, hood, shackles, shirt all enchanted with +50 magicka each and the Necromancer's Amulet you find yourself having insane amounts of magica for heavy spellcasting. When you have maxed the restoration skill you can even walk around in the day as a vampire with the healing spells you can use.

12. With Amulet of Swords, Ring of the Iron Fist, Sorcerer's Ring, Magebane Greaves and Escutcheon of Chorrol you are immune to all physical damage but silver arrows and have 61% spell absorption. With the helm, boots and armor being powered with 15% spell absorption sigil stones you find yourself immune to any magic attacks making yourself nearly totally immune to anything!

13. From the Imperial city exit to the west and follow the roads south to Vindasel, this is a small ruin that always has mud crabs and rats inside so is good for leveling armor skills and block as they do low damage. At the bottom of the ruin is Umbra who holds the best sword in the game also called Umbra. At a low level you will need to lure her into the trap in the entrance room to kill her without her killing you. If you have the alchemy skill at a decent level you can slow her till paralysis with damage speed poisons, summoning Clanfears can also make short work of her or use a gattling paralysis spell to take her down. At higher levels she is only as strong as any other humanoid, so killed in a single blast.

14. Once all attributes except luck are at 100 continue the shivering isles main story line until you get to the Addiction quest. Collect at least 10 units of Feldew without entering the dungeon as it has several one way passages. Consume a feldew and it will drain up to 10-15 of all attributes which can then be levels back on each level up. Make sure the addiction stage is low enough that you can keep your endurance at 100 or as close as possible so you do not suffer too many hp gains lost. After having trained alot more you will now have 115 intelligence, 115 strength, 110 speed, 110 willpower and 110 endurance (note the other attribute bonuses are capped at 100 so are not worth getting over max)! Go to the spellcrafting alter and make a Drain Attribute spell as the only other way to get this spell fairly is to be an orc race player. Finish the quest.

15. You are now free to max all skills and runs at full speed all the time (faster than a horse). You now have a pretty good character but there is a lot to go. Complete the deadric quests till you can do the Hermaeus Mora quest and choose either the Path of Spirit or Path of Steel (note the +Willpower does not go over the 100 cap while the other attributes do). Finally become a vampire once acrobatics is 255 for a large +20 boost to strength speed and willpower and even more acrobatics past the 255 cap!

16. You can now do whatever you want with your hero so the remaining sections will be just tips not that your 135-145 strenth, 135-145 Speed, 115-125 Intelligence, 130 Willpower and 110 Endurance hero needs it.

17.The Serpent Stone can be found just north of the Y of Topal Bay in the far south of Cyrodiil and allows access to the Paralyze spell at low illusion levels. Also the 5 sec paralyse once a day can come in handy.

18. The skeleton key can be gotten at level 10+ by completing the Nocturnal quest saving on lockpicks and giving access to the Fortify Skill spell.

19. For leveling alchemy raid farms expecially near Skingrad till level 25, then get Sacred Lotus Seeds from the Imperial City ponds or near Bravil and Flax seeds from the country side around the Miscarcand ruins (about half way between Skingrad and Kvatch for leveling up to 75+ since you can easily collect these ingredients by the 100s for the always useful Feather potions. In the Shivering Isles is a dungeon called Dire Warrens (northwest of Camp Talltrees along the north road from the Gates of Madness), at the top the the waterfall in the dungeon is a unique wizard which is tough to kill at low levels but has several pieces of alchemist equipment that you cannot get until higher levels on the bench behind him. You can always to a snatch and grab to let him chase you after having warped to safety only to let the guards finish him.

20. As far as useful poisons go for anyone wanting to use a bow the Spiddal Stick + Bone Marrow + Congealed Putrescence + Milk Thistle Seeds combination is ineffective against non bosses despite the paralysis and triple damage due to the rarity of the monsters that drop bone marrow. Rather use a Black Tar + Green Stain Shelf Cap + Fly Amanita Cap based poisons for lightning damage + health damage + speed damage. Black tar can be found in >140 batches by following the shivering isles road south from the entrance to the shivering isles collecting it from every mushroom tree and black strand hanging from the larger ones. Green Stain Shelf Cap are found in the zounds just north of Bogwater Camp in the south of the map while Fly Amanita Cap is found in huge quantities throughout the Imperial City.

21. With crafting spells rather have lightning, fire, frost and health damage all at lower damage amounts over 3 seconds than a singe damage that is higher but instant as that makes spells chew magicka fast. Put the Weakness to blah spells before the damage effects or the they do not affect the damage spells being cast along side them.

22. For playing on max difficulty use a gattling spell where you have a 3 sec 100 Fortify Magicka spell, a 1 sec Paralyze spell to drop enemies to the ground and then as many damage spells as you can get for under 50 magicka total cost. The fortify magicka spell constantly replenishes 50 magicka per cast until it wears of which allows constant casting of the spell to keep the enemy floored while eating at their life.

23. If you opted for the supreme mage build of character make two different Fortify Speed and Fortify Acrobatics by 100 for 30 seconds spells. Cast both before swapping your gear to the 2x Ring of Skimming, the Boots of Springheel Jack and as much other +acrobatics/speed gear as you can get for some feats of speed and jumping that can put most comic heroes to shame including leaping onto the tops of the city cathedrals, entering forts from unusual places, skipping parts of dungeons and viewing the skingrad rooftops. Also you may find yourself running faster than the game can load the terrain.

24. As far as summons go use Clanfear or Lich. Clanfear does good damage and unlike the stronger Deadroth is motivated to actually attack/hit stuff while the Lich is pretty random but can do good splash damage if it rolls a good staff and spell. Another plus about the lich is if the enemy humanoids disarm it you can pocket the staff before it vanishes to sell later.

25. For maximum price selling items use a Drain Personality spell on yourself and a Fortify Personality on the shop keeper for 1-2 secs, this allows you to get their disposition over 100 when talking to them in the converstion wheel. Second cast a spell on yourself that uses Fortify Personality and Fortify Merchantile on yourself while draining those from the shopkeeper.

To0
16th March 2012, 12:50
You know there are cheats right?

saladin
16th March 2012, 13:02
Some people enjoy using the rules of the game to completely break the game. Cheats don't fit with that.

Drifloon-kun
17th March 2012, 01:52
Shit.

Now I want to play Oblivion again.

Thanatos
17th March 2012, 10:37
http://www.forumgarden.com/forums/attachments/did-you-know/31565d1270489092-little-known-facts-regarding-world-war-2-holy-thread-resurrection.jpg