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William Franco
William Franco

Oblivion Increase Skill Consolel

All skills in Oblivion increase in level as you use the skill. Each time you use a skill, you gain experience points; the number of points gained depends upon the particular skill and how you use it. Those experience points count towards your next increase in skill level. Once enough experience points have accumulated, your skill level increases. (Note that "experience points" are not visible to the player in-game unless you use the console; you see only your "skill level" values in the journal.)

Oblivion Increase Skill Consolel

The number of experience points that you must accumulate to advance a skill increases with level -- at the start of the game, you will quickly gain skill levels, but later in the game you will need to practice a skill for much longer in order to gain one level.

Your character's level advances when any combination of your class' seven major skills have increased 10 skill levels (and you sleep). For example, you can raise a single skill by 10 skill levels, or two skills by 5 skill levels, or five skills by 2 levels... or any other combination that adds up to 10 skill level increases. Note that even though minor skills do not count towards your level up count, they still contribute to attribute bonuses. So for example, if you raise your alchemy skill, even though it isn't a major skill it will increase your Intelligence bonus option upon leveling up.

The following table shows the specific number of experience points needed to increase any skill from the listed level to the next level. The experience points depend upon whether the skill is a major skill or a skill in your class' specialization (Spec). Any extra experience points will roll over to the next skill level.

Many players will find that their skills increase naturally from normal gameplay: combat and defense skills will automatically increase each time you engage a creature in a dungeon, for example. However, as part of more advanced game play strategies, such as Efficient Leveling, more controlled practice may be desired, for example to be able to train skills in a specific environment, or to train one skill independently of other skills.

If, at the highest levels, you have a lot of cash to burn and are looking for a late-game money sink, the Truncheon of Submission (purchased Varel Morvayn at Morvayn's Peacemakers in Anvil) would be ideal for some late-game Blunt training (e.g. if you started out with Blade or Destruction and want to raise other skills later on). It is expensive to acquire, and ungodly expensive to keep charged (a fully depleted Truncheon will require 2 Grand Souls and 1 Petty Soul to fully recharge, and even then, it's only good for 30 hits before needing to be recharged again). However, if you can pull it off, its unique enchantment will heal the target to keep him constantly alive, while still keeping him too weak to fight back, making him easy target practice. The biggest issue with this strategy is that, unless you only plan to increase your blunt in small, concentrated doses (such as just enough to get +5 Strength the next level), to make it work, you'll need to keep so many soul-filled soul gems on hand that you probably won't be able to move without large, powerful Feather spells.

If you are training a skill by attacking non-stop, the game may not register the attacks or notify you of any skill increases until you stop attacking. Other than the delayed notification, this does not affect the amount of experience that you obtain.

Summoned creatures can be used for offensive practice. After three hits they will turn on you, allowing them to also be used for defensive practice if desired. If you wish to use this technique a lot, you may want to create a custom Summon Skeleton spell (the cheapest summon effect) with an extra-long duration. This minimizes the number of times you need to cast the summon spell, and reduces the extent to which you will simultaneously increase your Conjuration skill. When using a summoned creature to do defensive training, the most efficient way of raising endurance is to have no shield, wear only heavy armor and use hand to hand combat. This way when you block you will be blocking with your hands covered in heavy armor and both skills will increase at the same time, then you can repair damaged equipment which will also raise your armorer skill.

Wear Heavy Armor while you run. Wearing heavy armor in Oblivion will not have a direct impact on how fast your Athletics skill increases; however, because you are slowed down, it will take longer to reach your destination, and each second spent running counts towards your athletics. Thus, if you have the patience, you can maximize your athletics training as you get from Point A to Point B, just by slowing yourself down with heavy armor. This method may be preferable to some players who don't mind reaching their destination slower than normal.

To increase any magic skill, all that you need to do is find a cheap spell and cast it over and over again. Only actual spells provide skill experience; casting Lesser Powers, Greater Powers, and Scrolls will not increase any skills. An exception to this rule is the spell Telekinesis since casting it does not increase your Mysticism skill, regardless if the spell successfully connects with an object.

In order to have a guaranteed target for the spell, it is best to use "on self" spells as practice spells. These practice spells can be cast continuously: as you walk through town to get to the store, as you explore the countryside, as you walk back out of a dungeon that you have finished exploring. In most cases, you do not have to wait for the previous spell to expire; you can recast the spell as soon as the casting animation is done. To cast spells even more rapidly, hold the Block key down while spell casting. Also, the spell does not have to be "needed" for the spell casting to be effective at providing experience. For example, a Restore Health spell can be cast on yourself even if your health is at 100%; it won't increase your health, but it will increase your Restoration experience. You cannot, however, use a spell with multiple effects to get experience in multiple skills, like a spell with destruction and healing effects. You will only get experience for the higher value part of the spell, like if you had a spell that healed four points and did three points fire damage. You would only get credit for the healing portion. If they are equal values, you will still only receive credit for one or the other.

On the PC, magic skills can be auto-trained by placing a weight on the "cast" button on your keyboard. To increase casting speed, you can additionally draw a weapon and tape down the right mouse button in order to be blocking while casting. This is not possible on Xbox 360 or PlayStation 3 (holding down the cast control does not cause a spell to be cast repeatedly).

The difference between the two approaches is how they are taken into account when leveling up your player character: setav counts directly towards levels (increasing a skill this way will advance your level like a 'natural' increase would do), whereas modpc will "technically give you negative progress towards your next skill increase".

TriggerPlayerSkillUse - records positive or negative uses of one of the specified skill actions. Enough skill uses will increment or decrement the skill itself, and adjust the log of the number of increases for that skill.(nuSkillExperience:float) TriggerPlayerSkillUse skill:actorValueCode whichAction:int howManyTimes:float(nuSkillExperience:float) TriggerPlayerSkillUseC skill:int whichAction:int howManyTimes:float

ModPlayerSkillExp - directly adjusts the experience for a skill. A large enough adjustment will increment or decrement the skill itself, and adjust the log of the number of increase for that skill.(nuSkillExperience:float) ModPlayerSkillExp skill:actorValueCode amount:float(nuSkillExperience:float) ModPlayerSkillExpC skill:int amount:float

Governing Attribute: IntelligenceThe art of making ordinary plants and meats into potions capable of bestowing magic effects. You need at least a Mortar & Pestle(there is one sitting on a crate during the tutorial sequence in the beginning of the game). Equip the Mortar & Pestle in your inventory to open the Alchemy window. To create potions, find 2 different ingredients with one or more common effects. As your skill increases, ingredients have more potential effects that you may harness.

Leveling AlchemyLeveling Alchemy is very simple and is also a good way to increase your mercantile skill. Firstly, just tasting an ingredient can improve your skill. Secondly, simply go to farms. While at a farm there are usually large amounts of ingredients with similar characteristics (restore fatigue). Collect large amounts of these ingredients until you can not carry any more, then make your potions and sell them at a store. Good places to go for ingredients are the grape-vines outside of Skingrad and Odili Farm (west of Weynon Priory), however there are many more places to go, the forests for example.

Unlike most skill boosts, these skill increases are implemented as abilities and therefore they increase the base value of your skills. One effect is that you gain skill perks, such as the ability to cast more powerful spells. See the section on skill boost abilities for other advantages.

Note that at least for the first night of sleep, if you are also due to level up, sleeping will only trigger vampire skills. A second nap will be necessary to increase your level and increase your attributes.

A mage can hold a weapon in one hand and a spell in the other, while a warrior can replace that spell with a shield or even another weapon. Rogues can use the One-Handed skill to increase the damage they deal with their sneak attacks, and this effect is multiplied by the extra damage. No matter the character, One-Handed is an absolutely critical skill to invest in.


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