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Oblivion talk:Increasing Skills/Archive 1

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This is an archive of past Oblivion talk:Increasing Skills discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Horses and Crime

If you simply cast a charm skill upon a guard and he "takes care of" a fine, will this clear out the unreported crimes you accumlate if you attack a horse?


First person

There is a lot of "I did..." and "I gained .." info on this page. Maybe the title should be changed to indicate this is a page with "tips and tricks" rather than "Increasing Skills" which suggests more objective information? --MrMostard 08:25, 25 July 2006 (EDT)

My vote would be for trying to clean up the page and change it out of first-person mode. I can see this being a frequently used page, and I don't see any reason why it has to be personal-experience stories. --Nephele 10:46, 25 July 2006 (EDT)
I made a beginning with the Endurance -> Armorer section (don't have much time on my hands right now). What do you think? Also, the page should get a general introduction about increasing skills (but maybe other pages do the trick already? Like, the Efficient Leveling page? Following that should then come a listing with general tricks (not the "Once I did..." stuff) ordered by Attribute and Skill (i.e. current structured might suffice) --MrMostard 11:32, 25 July 2006 (EDT)

Marksmanship entry needed

Somebody should create a marksmanship entry...

I threw a little something together. There's no cheap and easy way to practice Marksman like some of the other skills, which is probably why it wasn't up there before. --TheRealLurlock 20:22, 1 September 2006 (EDT)
Incidentally, the section on marksmanship seems incomplete when it says that you gain no skill from shooting non-live targets. I've lost count of the number of times my marksmanship has levelled when I have been deliberately targeting the ground. I do this because I've found no other sensible way to unload a bow without losing an arrow. Fire at feet, pick up arrow, gain a skill point, look confused. Repeat many times throughout game. However, I use a plethora of mods, some of which may affect this, so I did not edit the article. DewiMorgan 11:29, 14 September 2006 (EDT)
Besides the point of this discussion but you can unload your bow using the "grab item" button. (Z by default for the PC).

Ignoring that, he is saying the truth I play oblivion on PS3 so I have no mods installed and I cannot count how many times i have accidently fired at an inanimate object and recieved a skill boost, sometimes long after I shot a living target, I think that it should be put on the page, I would but I need some other kind of vertification. I have a theory that it may be actually using up one shot on an enchanted bow though because I think this only happened with an enchanted bow.

I also play on PS3, but I disagree. I've fired 50 arrows into a wooden box at 50 marksman skill (major, not specialized) bordering on 51 and seen no difference. You could be right that it may require it to be enchanted. Can someone confirm this? Mental Gear 15:01, 10 October 2009 (UTC)

Markmanship can be trained by getting 100% chameleon, finding a zombie and repeatedly shooting at it. Since the zombie's health will replenish and he can't see you, you can shoot over and over. It's pretty boring, though. Do you guys think this tip should be worth adding to the article?

Another method would be to summon your own skeleton, kill it in two or three hits and kill it in another. Admittedly yes, this also raises conjuration, but even with max conjuration there's still enough skill points in the other two 'intelligence' skills to max it out if you're going for efficient levelling. The main reason I suggest this, though, is because your arrows bounce off the skeleton so you can recover them. WARNING! Pick up your arrows after EVERY kill, because arrows start disappearing after you fire a few, around 7. This is also better than the 'unconscious' worshippers at the shrine (Hircine's, I believe) because you don't have to occasionally stop to clear the 'unreported assaults' hidden counter. Mental Gear 15:01, 10 October 2009 (UTC)

Marksmanship Errors

I removed the suggestion to enchant a bow with paralize as you can not create paralize enchantments on the alter of enchantment. Also, the only enchanted arrows I have been able to pick up after firing are those that failed to hit something, and they disappear after a few seconds so you have to be quick to pick them up. Perhaps this should be changed also? Nat 20:22, 14 November 2006 (EST)

Individual Skills

I'm proposing to move all the details on how to improve individual skills to each of the skill pages and leave this page to describe more general tips on increasing skills. Accordingly, I've created a Oblivion:Increasing Skills#To Be Deleted section with all the info that I'm planning to merge elsewhere. For those interested in the details, I'm planning to rearrange most of the skills to have a layout similar to Armorer, i.e., have a subsection dedicated to information on how to increase a skill.

My rationale is that right now that type of information tends to be included both here and on the individual skill pages (compare, for example Oblivion:Sneak#Increasing sneak skill with Oblivion:Increasing Skills#Sneak). Therefore, to actually get complete information on any skill a reader really always has to check both places, instead of just being able to check in a single place and being able to be sure that all the relevant information is there. Even if the two pages were synchronized, having information in two places inevitably means that when someone has a new tip, it gets randomly included on just one of the pages.

In choosing between the two possible locations for the info, I think having it on the individual skill pages makes more sense: I think somebody looking for information on a given skill is most likely to check the skill page (and may not even know that this page exists), and information on increasing a skill naturally ties in with the information on how to use the skill that is already on the skill page.

However, one editor has expressed a concern about this plan, so I'd like to get some feedback and find out if there are any ideas on what the best way is to address everybody's concerns. The options that I see as feasible are:

  • Have the information only on the skills page.
  • Have one or two particularly usefull tips here, with a link to the skills page for a more complete set of tips.
  • Create subpages, i.e. Oblivion:Armorer/Increasing, with a single complete list of tips on how to increase the skill, and then transclude that one copy both here and on the skill page.
    • If it really is important to have complete information provided in two different places, this the only option that I personally feel is workable in the long term (i.e., guarantees that the two different pages always have fully up-to-date information).
    • The downside is that casual editors of the site would probably find it very difficult to edit or update the information, because pulling up transcluded pages is more awkward.

Another question is about the overall layout if all the training information is kept together on a single page. Right now the structure, organized by attribute rather than skill, seems more appropriate for Increasing Attributes. So, for example, if just having a few key tips is the way people would like to go, does it make more sense to have those tips here or at Increasing Attributes? Or should the Increasing Skills page be rearranged to list all the skills alphabetically, instead of ordering them by attribute and then skill?

I'm just trying to find a way to have this information all laid out where it is easy to find the desired information but where there are not three redundant and out-of-sync copies of the information. I'd appreciate any tips on good ways to go about doing that. Thanks. --Nephele 17:16, 3 December 2006 (EST)

That's a shame. It's very useful all together like this. 66.188.6.131 21:11, 2 December 2006 (EST) (feedback on the original plan, moved here from main page)
I still haven't received any feedback from other editors on this idea. I'm reluctant to keep stalling, because in the meantime I have to be vigilant for new tips added to this page, and make sure that those tips get copied to the skills pages. What I have opted to do is keep a single tip for each skill on this page. That tip is provided in a new table I've created, under Acquiring Experience Points that merges a couple of previous lists of information. My hope is that this approach satisfies everyone's interests. For those interested in trying to compare training for several skills, I think the new table should overall make it easier, because the information is better organized and more compact. But I would still welcome anyone's suggestions about alternative ways to organize the information. --Nephele 22:33, 16 January 2007 (EST)
Rather late reply but I only just found the Peer Review Category. Sadly I don't really have much to input apart from I think the table you put in looks good. Jadrax 23:01, 24 February 2007 (EST)
Thanks. And, yes, the peer review category isn't too useful right now because nobody knows to check it. Given that it's been a month, I'll go ahead and delete that tag now ;) --Nephele 01:48, 25 February 2007 (EST)

Missing Images

Is their a reason some of the skill level images are missing? --Kmg90 16:15, 15 April 2007 (EDT)

Which ones are you seeing as missing? Right now I'm not seeing any missing images. But I do know that whenever I'm at work (using a somewhat out-of-date version of Mozilla) I can never see the Mercantile logo. By default, it always skips that logo and just shows the alttext instead. If I go the image page and try to pull up the image it says that the file contains an error. Since it's a problem that I only encounter when using an uncommon and out-of-date browser, I've never bothered to follow up on it. But if you're getting similar problems, perhaps some investigation is needed. --NepheleTalk 16:26, 15 April 2007 (EDT)

Amulet of Disintegration

The Amulet of disintigration in Shivering Isles is the easiest way to level up armorer, but it isn't noted on this page or elsewhere. Even a great mage will have difficulty damaging his own armor enough to raise armorer quickly. This item is easy to get and much faster. -Guest

This tip is already provided at Oblivion:Armorer#Skill Increases, which is exactly where tips on how to increase armorer skill are supposed to be listed. --NepheleTalk 14:29, 15 August 2007 (EDT)

Something wrong

You can auto spells on the 360. You just need a turbo controller.

Additional way to rappidly increase acrobatics

I know of a rapid way to increase acrobatics. Go to the lonely suitor Lodge in Bravil and jump on the counter. When standing on the counter, keep running forwards and hammering the jump button. You will be jammed in the same spot (as long as you keep going forwards). Since you are jammed in an enclosed spot, your jumps are shorter- you can jump 4 times every second this way. To get out from on top of the counter simply step backwards to fall off the counter. [1] - this is a video showing how to do this.--Willyhead 12:39, 3 August 2007 (EDT)

Specific tips on how to increase individual skills belong on the individual skill pages, and this tip is already described at Oblivion:Acrobatics#Skill Increases. --NepheleTalk 12:58, 3 August 2007 (EDT)
Do you think the tip on upgrading acrobatics on this page should be replaced with the 'jumping on a counter' strategy?--Willyhead 13:04, 3 August 2007 (EDT)


Sneak Correction

You should make a note that sneak goes up faster when you're moving. I'm not sure by how much, but just standing there levels up sneak much more slowly than auto-running into a wall in sneak mode. The tables on this page suggest this in the hints, but don't have the actual numbers listing the difference in these two actions. — Unsigned comment by 24.66.94.141 (talk)

Actually, from everything I can tell, you gain zero experience if you are just standing still. I stood behind a guard in Bravil for 24 hours game time, undetected in sneak mode the entire time. And my experience didn't visibly increase at all. I've changed both this page and the Sneak page to state that you must be moving to gain experience. --NepheleTalk 13:16, 15 August 2007 (EDT)

Formula verification?

I'm curious about the constant you've got listed in the advancement formulas. I've been under the impression that there's no constant, it's simply (RANK * fSkillUseFactor) ^ fSkillUseExp... but RANK is not your current rank, it's the one you're working toward. (You rolled the 0.75 for minor in with the constant in your formula, calling that base; I omitted that here.) --Tejón 05:07, 13 December 2007 (EST)

Thanks for the tip. You're right that fSkillUseExp is also supposed to apply to fSkillUseFactor. You threw me off a bit with the 0.75 factor though ;) The factor for minor skills is 1.25, not 0.75; once I realized that, I was indeed able to simplify the full version of the equation to much a more satisfactory equation that doesn't have any strange unexplained constants. --NepheleTalk 13:10, 13 December 2007 (EST)

A faster way to train conjuration

I noted that, if you follow these steps to train conjuration (bound dagger), you must repeatly press 'c' 'f', while waiting to the dagger to be equipped and unequipped. I think its FAR faster to use summon skeleton repeatly, and when one gets low of magicka just wait one hour (by pressing 't'), and all the magicka will gbe restored. I tried it, and its far faster than using bound dagger.

Of course the best way of all (if you've access to a spellmaking altar) is to create a Summon Skeleton for 1 second spell and chain-cast that. It's only one point of magicka so you won't ever run out. — Unsigned comment by 80.177.48.3 (talk)

Using Summon Skeleton is already included on the Conjuration page which is where additional training tips belong. As it says on the Increasing Skills article:
Training Tip provides a single suggestion for how to artificially train this skill. A complete list of tips for each skill is provided on each skill page. The tip shown here is just one technique that is considered to be useful for most characters in most situations.
And I don't think that your suggestions are more generally useful and therefore I don't think either of them should replace the existing tip. In particular,
  • Summon Skeleton is not available to any Novice players.
  • Custom spells aren't possible unless you have access to a spellmaking altar.
  • Without custom spells, Summon Skeleton is twice as expensive as Bound Dagger.
  • Some players prefer to not have to wait constantly to recharge their magicka. In particular, players using the Atronach birthsign don't have that luxury. So higher cost can be a serious drawback.
I'm not questioning that Summon Skeleton can be more useful for some players, but that does not mean it is more useful for all players. --NepheleTalk 21:12, 14 February 2008 (EST)

Also for me I just never unequipped the dagger, I just sheathed it and it disappeared. (PS3 fully updated)

I found a faster way, which i found quicker for me to raise than these two methods. I brought a turn undead spell, and at level 3, i would go to fort carmalla, find a skeleton and constantly use it on him. you can trap him in one of the rooms aswell, so it's not that much hard work. i got from skill 10 to 100 in about an half an hour using this method.— Unsigned comment by 79.72.6.182 (talk)

Additional targets for combat practice

If you have the Shivering Isles, Ushnar's Skinned Hound is an interesting target. It follows you around like a horse, but isn't part of your guild, so you don't get kicked out of any guild for attacking it. Plus, he doesn't ever fight back, unlike a summons, so you can just train only offensive skills if you need to. I don't think attacking him counts as a crime, but I'm not positive, so didn't add it to the main page. At least, when I'm attacking him, my Assaults don't change on the stat sheet; maybe someone with more knowledge can confirm whether or not it is a crime. Krenn 23:48, 25 June 2008 (EDT)

Fortify / Drain Skills

I recall reading somewhere that it is more difficult to raise the level of skills that have been fortified because it counts them for levelling at their modified level. Is this true? If so, can it be inverted by Drain Skill effects? ~ SotiCoto 87.194.75.37 18:37, 18 October 2008 (EDT)

Yes - Drain Skill will counter that effect. Or dispel it. Or wait for the fortify effect to end. –RpehTCE 02:30, 19 October 2008 (EDT)

Train your magic With Touch/target spells rather than self-buffs

It's worth noting that when you activate Block and start casting touch/target spells, you get about 56 casts per minute. If you just cast spells on yourself, you only get 30 casts per minute. However, experience is only awarded if your spell connects with a target (which is always successful if you cast something on yourself). My solution is to create a spell that has a touch effect and a self-effect. This allows you to make a fast-casting touch spell that always reaches a target (yourself) and awards skill. For instance, to train conjuration at maximum speed without having to find undead to turn or unequip bound weapons, make a Turn Undead on Touch spell that also has a tiny Fortify Magicka on Self (this inherently cheap effect will not override the conjuration component of the spell). You will train your conjuration skill even though the spell only hits you with a miniscule restoration effect.

The idea here, is that if you're willing to train a spell discipline and you have a spellmaking altar, you may as well train the skill twice as fast, with 55 casts per minute, rather than the normal 30. Tlist 14:37, 24 February 2009 (EST)

I Put this on but it was taken off, why... it should be on there

It's a pretty small issue. Although, yes, if you have access to the spell maker there's no reason why you shouldn't set up training spells like this.Tlist 15:25, 2 December 2009 (UTC)
Blocking while casting On Self spell also increases the rate at which you can cast spells. I don't see why this is special. --Timenn-<talk> 15:17, 3 December 2009 (UTC)
because this increases the casting rate even further... useful for both training and fighting Tlist 01:22, 12 December 2009 (UTC)

Scrolls

I have absolutely no idea where to place this question. Also, I've looked all over the site and haven't found my question answered. If I missed it, I apologize in advance. The question is this: does USING A SCROLL raise a character's experience points and, by association, contribute toward raising skill levels in the same way that CASTING A SPELL does? I know the effects on the targets mimic each other, but generally speaking, I only have one or two scrolls at a time. So, if the experience bar budges, I can't tell. 204.108.237.194 14:56, 7 May 2009 (EDT)Marcus

Scrolls do not provide experience, only spells (and only true spells, not Powers). I'll try to add the information to a few appropriate articles. --NepheleTalk 23:39, 7 May 2009 (EDT)


Thanks. 204.108.237.194 09:09, 8 May 2009 (EDT)Marcus

Skills < 5, etc

This article states that it's not possible to have skills under 10, 25, or 30, depending on whether the skill is a specialization and/or major skill. That isn't true--by going to jail or using Drain Skill, one can have attributes fall below those values, and in fact anyone can have a skill of 1 (or is it 0?) in anything. Just wanted to point that out. Shashakiro 00:21, 17 August 2009 (UTC)

Drain Skill has no effect on experience needed. The base level of a skill is used, which Drain Skill doesn't effect (just the active value). I can't seem to find the script that deals with sleeping while in jail, so I can't check whether there is a limit to how far you can reduce your skill level. --Timenn-<talk> 12:34, 18 August 2009 (UTC)
I'm sure you can't go below 0, but you can definitely go below 5, according to rpeh. As for Drain Skill, that was more a comment about the inaccuracy of that particular line the way it was phrased, since it doesn't actually say "base skill level". Shashakiro 15:17, 18 August 2009 (UTC)

mysticism and armorer tricks

heres some tricks i found out Mysticism: make a soul trap spell for touch and 1 sec use this spell repeatedly armorer: in the shivering isles there is a amulet thats a insta disintegrate if you have the ripare armors then go at it

Changing the experience formula

Hey. I want to make it so that when you cast a higher level spell you get more experience for it, so Electrocution and Shock don't give the same experience. I feel that Electrocution is far more useful, and should reward the player with extra Destruction experience, not 1.2. How do I change this in the TES Construction Set?

Thanks!

-Razecg

I would recommend looking up the right articles and asking at the Construction Set Wiki, as they have more experience with this sort of thing. I do know that you'll likely need OBSE (Oblivion Script Extender) for functions to get this to work. It won't be very easy though, and it might take you much time. --Timenn-<talk> 12:03, 10 September 2009 (UTC)
Thanks for the help Timenn! - Razecg
As an addendum to this, check out Supreme Magicka. It does exactly what you are looking for - the more magicka a spell costs, the more experience it gives you. Even if you don't like the other changes it does, you should be able to use it as a reference. --Gaebrial 07:13, 14 September 2009 (UTC)

Killing Scamps before Everscamp quest

  • "You can kill them before starting the quest (Rosentia Gallenus does not mind)[verification needed — When I killed an everscamp before accepting the quest, Rosentia shouted at me and accused me of murder] "

Now that is interesting. Actually, to be more precise in my original edit, I had started the quest, talked to Rosentia Gallenus and Alves Uvenim, but hadn't actually taken possession of the staff (i.e., I was at stage 30) when I spent a good half hour killing scamps with nary a peep from Rosentia. I changed my comment to be more precise, but it probably still needs verification to see where her behavior changes. Also, are there any ramifications for her murder accusation, or does she just whine? --Ninti 17:41, 14 September 2009 (UTC)

Well, she didn't attack me, she just shouted the usual "there's a psychopath on the loose" type of stuff. Plus her disposition towards me went down - I could still get the quest, though, although she still shouted at me whenever she saw me, even after completing the quest. I didn't get a bounty, nor did any guards turn up, but that may have been due to a mod I was using (Reneer's Guard Overhaul). But this was before I had even spoken to Rosentia to start the quest - all I had done was hear the rumour about her. --Gaebrial 17:59, 14 September 2009 (UTC)

Alteration

Open Very Easy Lock is cheaper to cast then protect and can be cast on opened containers. HiteSPARKYZ 00:08, 4 January 2010 (UTC)

The problem is that you need a container to be present. You cannot continuously cast the spell while travelling. --Timenn-<talk> 14:38, 10 January 2010 (UTC)

Well a lot of people are actually willing to take the time to train a skill rather than just casting spells all the time during general gameplay (they've come to this page after all). And I was thinking, a custom Open Very Easy Lock on Touch spell would be even cheaper. Can't we put a note somewhere? HiteSPARKYZ 06:02, 23 January 2010 (UTC)

If you're willing to put more time into it, why don't you just wait until your magicka regenerates? --Timenn-<talk> 12:46, 28 January 2010 (UTC)

Alchemy

Once you buy Rosethorn Hall in Skingrad and purchase the servant's quarters and get a maid/servant, she'll provide you with a limitless supply of Shepherd's Pie, letting you make an unlimited number of Cure Disease potions easily. Maybe we should put a note somewhere? HiteSPARKYZ 06:05, 23 January 2010 (UTC)

Buying the house requires a good deal of Fame and gold. The world is cluttered with free ingredients that can hep you make the common potions like Restore Fatigue or Restore Magicka. You need one more ingredient for Cure Disease, and they all are relatively rare compared to the ingredients required for Restore Fatigue or Restore Magicka. --Timenn-<talk> 12:50, 28 January 2010 (UTC)

Leveling up armor skills quickly

I'd suggest going to any goblin cave such as Timberscar hollow, lower the difficulty all the way down, then just repeatedly get hit by a dozen goblins or so. Most have daggers and you can max your level within an hour.

69.121.210.37 23:31, 13 May 2010 (UTC)

this is menchend some where wich i can't remember right now--GUM!!! 23:46, 13 May 2010 (UTC)
You can also go into the basement of Arvena Thelas' house, cast a non-damaging spell on all four of her rats that will turn them hostile, and then let them attack you. (I'm doing this as we speak.) BrenMan 94 02:07, 11 July 2010 (UTC)

Interactive Experience Calculator

I'm not much of a programmer, otherwise I could do this myself, but is there anybody who would be willing to make a program that lets you input a skill, your current level, and your objective level to give you how many actions you need to take to get somewhere? The code wouldn't be hard, and you could even just do this in VisualBasic... Unless there is already one out there, in which case somebody should put a link on the main article. Stouf761 17:16, 1 August 2010 (UTC)

You can use excel, oo calc or a google docs spreadsheet. I did it in excel with vlookup and a table. You can even convert easily between casts and time, so long as you know the rate (spells cast on self while blocking are apparently 500 ms/cast). You might even include your mana regeneration and spell cost to know how long you can cast a spell. I did it once for training my restoration, and found that around level 70, with a naked level 1 high elf apprentice birthsign, you can continuously cast heal minor wounds until you reach master, so long as you start with full magicka.216.237.226.1 16:59, 12 August 2010 (UTC)
Hmmm I forgot I could use excel... I might just do that... If I didn't have football season going on and school starting I'd have more time to. If its good I might upload it to the article with directions (like protect all of the cells except starting level, goal level, what skill, etc.) Is there any simple boolean or variable coding in excel? Stouf761 02:47, 13 August 2010 (UTC)
Good news! I figured out all of the right formulas and finished the spreadsheet! I will color code it (that is, brighten the important stuff) and upload it. Stouf761 01:53, 14 August 2010 (UTC)
Bad news, I can't upload spreadsheets. If somebody could direct me to either an external site that will permanently hold a download for free or how I could manage uploading a spreadsheet, that would be much appreciated. Stouf761 02:30, 14 August 2010 (UTC)
Put it in a ZIP file and upload that instead. rpeh •TCE 14:26, 15 August 2010 (UTC)
That works. Thanks! Stouf761 00:32, 16 August 2010 (UTC)

Minor Addition (Suggestion for General Combat Strategies)

Hi there, I'd like to make a minor addition to the "General Combat Strategies" section, but I wanted to ask first. In addition to warning players to unequip any Reflect Damage-enchanted items and have some minor Restoration potions on hand, I'd like to add a clause about how if you let animals like rats and mud crabs wail on you, you'll eventually catch a disease, unless you have 100% Disease resistance cast/enchanted equipment. So unlike the prospect of skill-boosting say, Acrobatics, where you just have to run and jump in a corner (possibly while you do something else), I feel it's pertinent to warn players about the high probability of catching a disease so they can prepare accordingly. Thoughts? — Irene Metrick 12:50, 27 August 2010 (UTC)

If you're sure you CAN catch a disease with Reflect Damage on then it would be a great addition!--Corevette789 15:58, 27 August 2010 (UTC)

Maximum magicka! optimal mage character

There has been mentioned that, if you want a good health you need Endurance early on in the game. For the reason that is you will get added a number of health points by how much endurance you have per level you advance. Now what about magicka and fatigue?! I like to think that intelligence determines how much magicka you get added per level and strenght and Endurance sets the bar for fatigue addition per lvl. I have not tested this theory, but I would like the best mage and a high magicka would be desirable. I hope this could be put in to some article, if this is true of course. — Unsigned comment by 80.202.229.173 (talk) at 03:10 on 23 September 2010

Various articles on the site already describe how this all works. Magicka is equal to Intelligence multiplied by two. Fatigue is affected by Endurance, Willpower and (I believe) Agility, though I don't know the exact formula just off the top of my head. Strength affects only maximum encumbrance and melee damage. And, as for Fatigue, as a pure mage, one shouldn't be needing that. Spells cost only a negligible one point of fatigue.
Endurance is useful to get for mages because Endurance does affect how much health is added per level, so the higher your endurance is early on, the higher your health is later. Leveling too quickly in the Magicka based areas without increasing Endurance can mean your character is VERY easy to kill, especially since a mage would typically not wear armor (though Shield enchantments can help with that). --Darkle ~ Talk 04:39, 23 September 2010 (UTC)

Acrobatics Training Tip

Want to put it here first so it can be verified as useful.

• Go to Rosentia Gallenus's house in Leyawiin
• On the ground floor, head NW from the entrance. There should be 4 barrels stacked up in the same room as a round table
• Jump up on top of the barrels & keep moving your character towards the carpet hanging up on a metal bar
• From here you repeatedly press jump rapidly & receive quick xp in Acrobatics, as your character should only be able to do a slight jump from the metal bar being in the way

— Unsigned comment by Arpaleggia (talkcontribs) at 11:45 on 24 September 2010

Nice trick! Unfortunately, once I looked for it, I found that it was already on the Acrobatics page, with several examples already listed. Robin Hoodtalk 19:49, 24 September 2010 (UTC)

Trainers

This page should have some information on the amount of experience gained from trainers. Do you gain a set amount of experience, or a percentage of a skill level? Do different grades of trainers grant different amounts of experience? 98.28.145.111 16:04, 16 November 2010 (UTC)

Every time you pay for training, your level will go up by 1. This means that any experience you may have received before, will remain. E.g. Alteration is level 50: 20/100 XP, you raise a level through training which will then be level 51: 20/103 XP (the experience points are most likely to be incorrect, I merely wanted to point out the way it works). ~ Dwarfmp 16:12, 16 November 2010 (UTC)
Thank you. I couldn't find that info on any of the related pages, so I'll check again and add it if it's still not there. 98.28.145.111 14:44, 17 November 2010 (UTC)

"Action" in Destruction

I don't understand the differentation among Destruction and the rest of magic schools.
each spell cast that hits a target instead of each spell cast
Every school's spell must hit a target in order to gain exp. While it doesn't look like a big deal, some players may think spells other than Destruction's don't need a target by only looking at this table. --Wizy (Talk/Contribs) 23:14, 10 December 2010 (UTC)

That's not true though. The other schools don't require targets or the target is implicit (Summon). With Destruction, you can't just keep casting Flare to gain experience, for instance. rpeh •TCE 14:17, 11 December 2010 (UTC)
They all require targets, a creature, NPC, oneself (wich includes summon), door or container (Open). And if we do not consider oneself as a target, destruction can be cast on self too. If I am wrong, I would like to see an example of a spell that will grant experience without a target. --Wizy (Talk/Contribs) 15:21, 11 December 2010 (UTC)
Is it possible to cast Destruction spells when you do not have a target? That is what the articles imply. In that case, you would not gain experience for casting such a spell when you do not have a target. --Brf 16:53, 11 December 2010 (UTC)
  • Restoration: restore health on self (always gives exp, the player is the target); restore health on target (requires a target in order to gain exp)
  • Destruction: damage health on self (always gives exp, the player is the target); damage health on target (requires a target in order to gain exp)
I see no difference between these two. --Wizy (Talk/Contribs) 17:12, 11 December 2010 (UTC)
You did not answer my question. Is it possible to cast a destruction spell when you do not have a valid target? Such as casting it on a tree? --Brf 17:50, 11 December 2010 (UTC)
image Yes it is but will give no exp. --Wizy (Talk/Contribs) 18:56, 11 December 2010 (UTC)
Good. Then that is what the phrase is explaining, that you must have a valid target for your Destruction spell, to get experience. --Brf 19:07, 11 December 2010 (UTC)
I don't disagree with the phrase but with differentiation. You can cast an Enchant(Illusion) spell on a tree and you wont get exp either. What I mean is all or none. --Wizy (Talk/Contribs) 19:31, 11 December 2010 (UTC)
So, which type of spells can you cast on a tree, and not get any experience? If it is possible with any school of spell, then there should not be a different condition listed. --Brf 19:43, 11 December 2010 (UTC)
Every on target/touch spell can be cast without a target giving no exp and it is possible with any school. If someone thinks this is not true, please give me an example. --Wizy (Talk/Contribs) 20:01, 11 December 2010 (UTC)
How is that? Now they match the descriptions on the individual pages --Brf 20:07, 11 December 2010 (UTC)
In one word: Perfect! I can sleep well at last knowing this page is accurate. --Wizy (Talk/Contribs) 20:21, 11 December 2010 (UTC)

Peryite's Shrine

I noticed Peryite's shrine while looking at daedric quests, its possible to use the npc's as practice dummies for every combat skill, however you MUST clear your crimes often, preferably by committing one in front of a guard — Unsigned comment by 173.65.173.50 (talk) at 00:38 on January 23, 2011

Yes, this is on the quest page. In fact, it is already on this page as well. --DKong27 Talk Cont 05:48, 23 January 2011 (UTC)

Moved statement

There is also a ledge in Rosentia's house where you can stand before beginning the quest and attack the scamps without them being able to reach you.

I have no problem with this being added, maybe not specifically on this page but somewhere. The best way to train on them would be to increase the difficulty slider to make them take more hits, so therefore them not being able to hit you would be an advantage that should certainly be listed somewhere.--Catmaniac66 03:33, 28 January 2011 (UTC)

I don't see how useful this fact is either way, even if you turn up the difficulty all of the way they still only have like 10 hp, and attack you one at a time. If someone can't defeat them while they still can attack (even if the difficulty is turned all the way up) I doubt this knowledge would help them in any way. --AKB Talk 03:39, 28 January 2011 (UTC)
Not for challenge, for convenience. If they hit you a few times, you have to sleep and recover the damage. If they are unable to hit you, you save that time. It is more effective to raise skills without having to take a break as much, so if a strategy that allows you to do that doesnt go on here, it should at least go somewhere.--Catmaniac66 03:44, 28 January 2011 (UTC)
On Oblivion:Staff of the Everscamp:
If one of the Everscamps is killed, it will shortly reappear (with no memory that it was previously attacked). Therefore attacking the scamps is a very useful way to train combat skills.
  • You do not need to be on the quest to make use of the Everscamps. Beforehand, Rosentia doesn't seem to mind you killing the Everscamps in her house; after the quest, you can repeatedly go back to Darkfathom Cave and attack the Everscamps.
Dang edit conflicts...twice.--DKong27 Talk Cont 03:45, 28 January 2011 (UTC)
Not sure what the conflict is, but it made me think. I feel even more strongly that this could go somewhere because they also take some time to respawn. So constantly wailing on the same one would have even more advantage over 2-3 hitting them on any other difficulty and having to wait for them to respawn.--Catmaniac66 03:49, 28 January 2011 (UTC)
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