The Guide

The Guide

Written January 2009

Bai Lee, High Elf, Female, Atronach

HP: 70 MP: 350 Fatigue: 145

Hikari Custom Class, Magic Specialization

Strength 30

Intelligence 50

Willpower 40

Agility 40

Speed 40

Endurance 35

Personality 40

Luck 55

 

Major Skills ( Level 25)

Block, Blade, Heavy Armor, Acrobatics, Light Armor, Sneak, Speechcraft

Minor Skills

20 Alteration (High Elf +10 per Race and Specialization +10)

Destruction

Mysticism

15 Alchemy (High Elf +5 and Specialization +10)

Conjuration

Illusion

10 Restoration (Specialization +10)

5 Armorer, Athletics, Blunt, Hand to Hand, Marksman, Mercantile, Security

Let me say: I am not comfortable running this character, and that is having played the game before. Characters with MP above 350 suffer massive disadvantages. Breton Apprentices hold 350 MP, and High Elf Mages have 350 MP, and both hold a balanced disadvantage. Bretons will be weak to magic per their Birthsign, and High Elves are elementally weak per their Race. I’d recommend those before Breton Atronachs (400, no MP regen) or High Elf Apprentices (*groan* 400 MP, Severe weakness to elemental magic. I speak from experience. Third character I ran). If not for My Potion, I wouldn’t even be running this setup. I suggest something more… conservative. My first playthrough I did not fully level up Intelligence. I had 150-170 MP. I played a Warrior. He used it for healing and an occasional attack. Worked out fine. With my 400 MP High Elf I had a lot of fun “concept spells”. They’re like modern art: Ritzy, glamorous, and fun to look and theorize about, on the whole clunky and useless in application. A Breton Mage is a fine compromise. 300 MP will let you throw higher than normal spells and it will regenerate between casting on its own. You’ll have a good level of magic for everything. Only if you run a warrior like I did should you consider The Atronach. With the way I level and set up, the same Breton Mage could easily be a Breton Atronach. If your focus is magic, have it refill. It’s less of a hassle. If it’s just used to patch up and maybe draw an enemy, the large MP pool with the Atronach will help. Since healing came primarily between skirmishes for my Redguard you can do the same for your MP, just using items.

Also, I’ve grown very fond and accustomed to using magic to level up. I prefer it because it is deliberate. With my Redguard Warrior Athletics and Acrobatics were in my Major Skills. I’d be walking along and “BAM” level up. Fall off a hill, poof! New level. That would annoy me now since I control my leveling. It’s similar with Blade. I’ll have to switch to a secondary skill if I’m on the verge of leveling up completely before I’m ready. Easily done. A hassle none-the-less. *sigh* The disadvantages of running a strong magic type I suppose.

I have picked the major skills I have because they are relatively balanced. Also, before choosing Major Skills these were all at skill level 5. Blade and Block will serve in combat, and provide quick level ups in the latter. The same can be said for both Armor skills. Redundant, but it leaves options. Acrobatics can easily be replaced with Athletics, however, I find it a bit easier to level up Acrobatics than Athletics. Sneak will give you a way to move around. While visible it won’t level up at all. It will also stay still if there are no targets around to be considered sneaking around. Speechcraft will provide a way to level up in town with no quests involved, which is something I advise. With the Magic Specialty, the magic schools will be at a higher than normal level and level up more quickly. I’ll include a list of spells that I recommend making. Some for fun, some practical, often both.

While inclined to pick a male for higher starting Endurance, I did the math and can reach maximum Endurance with a female.

Character Advantages

High starting/ending max MP totals. (350/450), Quick Magic Growth

Character Disadvantages

Weakness to Elements (which MAY help MP restoration when coupled with Spell Absorption), No auto-regenerating Magicka

Onto the Leveling Journal…


 

Out of the Sewers: Level 1

Chosen Stats: Speed and Endurance

I always have trouble starting out. I know I’m going to level up Endurance, but what else? Should it coincide with my training or not? With an Endurance of only 35, I’m disinclined to put into Armorer just to ensure I have enough levels to do so. I’m also disinclined to dedicate Training to anything with too low a level. Since normally all Magic are Major Skills and I specialize in Combat, there isn’t too much of an issue.

After charting how many levels I need to max out some of my stats I will make my decision. For instance with Endurance, begin at 35, count by fives until you 100. Whatever you multiply by to reach 100 (13) in this case, is how many levels you’ll have to raise Endurance by a score of +5, meaning thirteen levels in which Endurance related skills must level up ten times. Even starting with three skills at Novice level that’s 22 potential levels. However, I’m talking about taking Armorer, which would give me the most in leveling out of the equation. My options are:

  • Don’t train. Not going to happen.
  • Combine levels. i.e. Using Block or Heavy Armor in conjunction with Armorer, while leveling up another stat that is in my Major skills, using skills that are in my Minor skill set. Five levels of Heavy Armor and Armorer each gets ten levels (+5 stat increase) and the same for five levels of Light Armor and Athletics (+5 stat increase for Speed). Heavy and Light Armors will add up to ten, getting the level up. Combining the others will add another +5 to the corresponding stats.
  • Say “screw it”. Heavy Armor and Block are both at level 25, giving me 14 levels of +5 Endurance. Just enough. Training Armorer will be my priority, and I’ll include the training amount at later levels if I so choose.

Getting started on a solid foot is, in my opinion, very important and possibly very difficult.

Also regarding leveling… you do not have to go to the skill screen to chart your progress. Every time you gain a skill level you will get a message stating “’X Skill’ level increased”. When you have gained enough Major Skill levels to grant you a level up you will see a similar, but more detailed message. “X Skill level increased. You should rest and meditate upon what you’ve learned.” This will be denoted by a symbol to the right of the compass (looks somewhat like a sword in a moon to me… I’ve yet to play this on a “good” TV.) This occurrence is important. Once you see this message all skill growth will begin on the next level. So if you’re leveling up Heavy Armor for the sake of Endurance and it’s leveled up nine times and you are told for whatever skill to rest and meditate, additional skill increases will be put on the next levels stat increase tally. Until you sleep you still hold your current level, able to get training sessions if you choose. Those increases count on the next level. If charted meticulously you can level up to the maximum while still at level one. However, you will do so with the inherent disadvantages of not leveling up: Lower vital stats, carry and the like. If you do end up using my method at all

SAVE AND SAVE OFTEN

in case your leveling becomes sealed. The advantage of using magic was I knew when I was using it. Often times the first thing I would do each level is use whatever magic I was leveling within two or three uses of leveling up, level up my other skills for the stats I desired, save near a bed, use the three hanging magics, check to make sure I got in training sessions this level (5xyour current level), and sleep. I could see right there if all was done correctly. If it was and I had +5 on all the stats I wished, I’d plug them in and begin again.

With this character I am running and swimming for (at least) five in Athletics, leveling for five in Heavy Armor, and using Light Armor and Armorer to fill in the gaps respectively. As I said in option three, there are just enough levels between Block and Heavy Armor to max out Endurance, so the rate Armorer increases will be less geared toward leveling and instead just focus on getting it done. I think I’ve said this, but I dislike “wasting” training on skills that are easy to level up. I also hate wasting them on skills that are too low. Yes, Mercantile is tedious, but even that will level up a few times at level five. Later on with all skills are basically at 15-25 for the ones rarely used and higher for the others I hold fewer qualms with spending the money on it.

Skill Increases

Athletics IIII/

Light Armor IIII/

Speed +5

Mercantile II

Personality +2

Heavy Armor IIII/

Armorer IIII/

Endurance +5

Training: Armorer IIII/

I needed money for the house, Heavy and Light Armor sets, Alchemy ingredients, and training sessions. I didn’t need as much as I have, but as… detail oriented as I am about it, a few levels won’t hurt too badly at this point. First few levels (especially of the un-Specialized Minor Skills that sit at 5) won’t bug you (much) in the long run. Do what you have to do.

Level Summary

First off, I used the duplication trick to gain the money I needed. If this is not an option for you, let me know, and I will be able to give you alternatives. Inside two levels I had about 15,000 gold. That’ll hold me for awhile. I then bought as full sets of Heavy and Light armor as were available, including shields. Purchased my house in the Imperial City Commerce Office, and alchemy ingredients (from one of two vendors). I went to Three Brothers Trade Goods to get storage space for my house.

I then went to the waterfront district to my house. I duplicated more scrolls and several repair hammers.

Next I went to Sercen, an Ayelid ruin (fancy circle with diagonal “spokes”) northeast of the Imperial City near the Roxey Inn. I took the long way around, allowing my Athletics to level up a few more times while swimming. Upon arrival there was an Marauder Archer lying in wait outside. Marauders are Heavy armored more often than not, or possess larger weapons. Archers however, are speed based. This one had a bow (duh) and a dagger. Get close enough and archers will normally begin attacking you with their daggers after letting loose any arrow they have nocked. I let this archer level up my Heavy Armor skill. Since my low Speed, Athletics, and the fact that Heavy Armor still encumbers me, this prevented me from escaping on my own. I ran up to the Roxey Inn and had an Imperial Soldier stationed there kill off the Archer. I returned home, repaired my armor, which completed my Endurance for this level.

Since I had leveled up Athletics once before exiting the sewers and Light Armor also falls under speed, I used that to round out Lvl 1. By this point I had five Athletics levels, so all I needed were five Light Armor levels. I went to Vindasel, another Ayelid Ruin, directly across from the northeast sewer exit (the one you popped out of after the training) the Bandits there had quick weapons, leveling it up rapidly. I saved once I had four levels in Light Armor (9 total for the Speed stat) let me get the Level Seal, found a guard, and had him kill the bandit which maintained pursuit. By the way, looting foes for their armor and weapons will allow you to repair it, furthering your Armorer skill. After Light Armor I had all the levels required for Speed and Endurance. I made a quick stop by A Fighting Chance in the Market District, got my 5 levels of training in under Armorer, returned home, slept and leveled up.

My Athletics score was right at leveling up, and I used Sneak to move, but stayed in people’s eyesight so it didn’t raise at all.

Strength 30

Intelligence 50

Willpower 40

Agility 40

Speed 40 +5 (45)

Endurance 35 +5 (40)

Personality 40 +2 (40)

Luck 55 +0 (56)

In this, I put what the stat increase screen looked liked while leveling up. If the number is the same in and outside the parenthesis (as Personality is) that means I gained enough to add the specified number of points to the value, but chose not to. I add the +0 to luck just to show that it did not gain any more levels, but that I put a point into it anyway.

In the times, consider I stop to type things up as they happen.

Exiting the sewers, Level 1: 0:58:43

Awakening in My Imperial City House, Level 2: 2:27:10

Approximately 1:30 from Level 1 to Level 2


One Step Forward: Level 2

Chosen Stats: Speed (45) and Endurance (40)

Worked so well last time, why not do it again?

30 Light ArmorIIII

10 Athletics III

Acrobatics

Block

30 Heavy Armor IIII/

15 Armorer

I’m still worried about “wasting” training sessions. As such, I’m choosing to make Armorer training the last thing I do each level. Here’s what I’ll do.

  • Repair weapons and armor (looted or otherwise) myself.
  • Supplement missing levels with Heavy Armor.
  • Switch to Light Armor, supplementing whatever I lack from Athletics.
  • Upon Level Seal, go and get five Armorer Training sessions.
  • Sleep, and raise level.

Gained no levels from initial repairs. Fast travel to Sercen for the numerous bandits within. Leveled up Heavy Armor and Light Armor quicker than you’d believe. Returned to A Fighting Chance for Training. Closed. Realized I’d run aground a bit of tedium. By leveling up Light and Heavy Armor, I left Athletics to be leveled up. Even at levels 10-15, that takes some time. What I SHOULD have done is used ten levels of Armorer (repairing my own armor and five Training levels) for ALL my endurance, and Light Armor for ALL my speed. But for now I’m swimming around.

And then in my wandering, random person died who bore a necklace with a leveled Luck enchantment that I wanted for myself so… start over?

I did.

As… Luck would have it, the enchantment is the same at all levels. So it’s always an 8 point enchantment. I could have had my necklace and kept my work. Bah.


 

Level 2 Redux

Completely forgot that I only leveled up speed because I already had a couple levels in Athletics. I’m inclined to level up the stats that are lower first, but I want to gain several levels quickly. As such, I’m going to use skills that level up swiftly.

Intelligence and Endurance

15 Alchemy IIII/ IIII/ (25 ending number per level)

Heavy Armor IIII/ IIII

Armorer IIII/

Since Armorer is not among my main Skills I am going to use ten levels of Heavy Armor to level up, and put at least five levels per level into Armorer. At the rate of increase Armorer should be at a decent level by the time Heavy Armor peaks. Also by that point I should have decidedly better grades of armor to work with, allowing me to use Armorer more effectively for leveling. With the duplication trick Alchemy, and thus Intelligence, will fly through levels.

Level 15 Alchemy

Starting Item Counts 4000

This is for the benefit of showing you how many items you’ll need to max out Alchemy. Depending upon Alchemies’ level, your item usage may vary.

Strength 30

Intelligence 50 +5 (55)

Willpower 40

Agility 40

Speed 45

Endurance 40 +5 (45)

Personality 40

Luck 56 +0 (57)

Awakening in My Imperial City House, Level 2: 2:27:10

Awakening in My Imperial City House, Level 3: 2 56:55

Approximately 30 minutes from Level 2 to 3


Level 3

Intelligence and Endurance

Alchemy IIII/ IIII/ (35)

Heavy Armor IIII/ IIII/

Armorer IIII/ I

Alchemy 25 Alchemy

Item Count 3966

Strength 30

Intelligence 55 +5 (60)

Willpower 40

Agility 40

Speed 45

Endurance 45 +5 (50)

Personality 40

Luck 57 +0 (58)

Awakening in My Imperial City House, Level 3: 2 56:55

Awakening in My Imperial City House, Level 4: 3:16: 52

Approximately 20 minutes from Level 3 to 4


Level 4

Alchemy IIII/ IIII/ (45)

Heavy Armor IIII/ IIII/

Armorer IIII/ I

 

Alchemy 35

Item Count 3903

 

Strength 30

Intelligence 60 +5 (65)

Willpower 40

Agility 40

Speed 45

Endurance 50 +5 (55)

Personality 40

Luck 58 +0 (59)

Awakening in My Imperial City House, Level 4: 3:16: 52

Awakening in My Imperial City House, Level 5: 3: 32: 08

Approximately 26 minutes from Level 4 to 5


Level 5

Alchemy IIII/ IIII/ (55)

Heavy Armor IIII/ IIII/

Armorer IIII/ I

Alchemy 45

Item Counts 3806

 

Strength 30

Intelligence 65 +5 (70)

Willpower 40

Agility 40

Speed 45

Endurance 55 +5 (60)

Personality 40

Luck 59 +0 (60)

Awakening in My Imperial City House, Level 5: 3: 32: 08

Awakening in My Imperial City House, Level 6: 3: 58: 13

Approximately 26 minutes from Level 5 to 6


Level 6

Athletics I

Alchemy IIII/ IIII/ (65)

Heavy Armor IIII/ IIII/

Armorer IIII/ II

Alchemy 55

Item Count 3671

 

The extra seventh level in Armorer came from reading The Armorer’s Challenge, bought at First Edition Books in the Imperial City. Needed to (eventually) gain Expert+ level Armory training. Sixth came from actual application of the Skill.

 

Strength 30

Intelligence 70 +5 (75)

Willpower 40

Agility 40

Speed 45

Endurance 60 +5 (65)

Personality 40

Luck 60 +0 (61)

Awakening in My Imperial City House, Level 6: 3: 58: 13

Awakening in My Imperial City House, Level 7: 4: 22: 27

Approximately 24 minutes from Level 6 to 7


Level 7

Alchemy IIII/ IIII/ (75)

Alchemy 65

Item Count 3493

The Alchemy # I’ve put at every level is where it starts at. The Item Count is to keep track. At the end I will have a total item count to bring it from level 15 to 100.

Joy of Joys… Alchemy Skill Perk for Level 75 is revealing all four ingredient effects. If you didn’t find a way to do so before, you are now able to make The Best Potion Ever. Usage of the character will increase at this point since I will now have a steady way to refill MP.

FYI, I have a different name for The Best Potion Ever. It just seemed easier to call it that to make it mutable to anyone. I have a penchant for using something akin to me. In this case, I based it off the initials ZS (ZerohourSeraphim) and used the name Zenith Spice for my potions. There were three versions total in my first game. The first was just that. The second, a refined version at level 100 with primarily Expert level equipment, and the third (Zenith Spice III- Master Mix) was at level 100 with a full set of Master level equipment. As your level increases and as you use better equipment, the potion will increase in potency. I’ll only put the potions benefits up when I actually mix a new version of the potion.

For the sake of fun, I will go use HK (Hikari Kitsune) for this potion. It shall be called Heavenly Ki.

Zenith Spice (Heavenly Ki)

1st Mix- Expert Level, Full Novice Set

0.1 Encumbrance Point per Potion

Restore Health 4 per second for 17 sec (68 HP total)

Restore Magicka 8 per second for 31 sec (248 total)

Restore Fatigue 9 per second for 35 sec (315 total)

Feather 93 (up to four times) for 353 seconds (Feather stacks up to four times, time does not, allowing for 372 additional encumbrance points for slightly less than six minutes)

Characters’ Current Maximum Health 160

Characters’ Current Maximum Magicka 400

Characters’ Current Maximum Fatigue 175

Characters’ Current MaximumEncumbrance 150

I’ve bragged about this potion. Now look at the numbers. For your Health three potions will completely cure you. For magic, you’ll need two. Consider however… If you don’t choose a magic inclined race and/or birthsign your maximum MP total is probably 200. The more sustainable combos net you 250-350. For characters such as these your MP will regenerate that much faster. For this character, it is about the only way to readily refill your MP. This will allow you to go for broke on physical attacks since you fatigue will basically not drop for half a minute depending on your actions. The Feather attribute will allow you to care 1.5 your total carry. And this is just the first version. Worth note, all the potions I have made myself have been subject to the Duplication Glitch (detailed elsewhere).

Heavy Armor IIII/ IIII/

Armorer IIII/

Athletics I

Mercantile I

Strength 30

Intelligence 75 +5 (80)

Willpower 40

Agility 40

Speed 45 +2 (45)

Endurance 65 +5 (70)

Personality 40

Luck 61 +0 (62)

Now… I’ve noticed what may be a discrepancy… perhaps I’m not paying attention, my math is bad, or the game is written oddly. Now, I’ve said that every two levels in a Skill gives it an “extra point” on the Level Up screen. In fact, two levels earns you +2, but you still need ten levels for a +5. Now Athletics… I checked, and it only leveled up once, but I got a +2. Is there a grace given for Athletics? I’ll see if I can answer that question.

Awakening in My Imperial City House, Level 7: 4: 22: 27

Awakening in My Imperial City House, Level 8: 4:48:43

Approximately 26 minutes from Level 7 to 8


Level 8

Alchemy IIII/ IIII/ (85)

Alchemy 75

Item Count 3268

Heavy Armor IIII/ IIII/

Armorer IIII/ IIII/

Heavy Armor Maxed

Now, this is just wonderful. Eight levels… not too long by anyones’ standard. You haven’t dived into the story yet, and already you can completely deduct any Heavy Armor you wear from your encumbrance. In celebration, either with this level or the next one, I went and slayed Umbra, which as a cold blood kill gained the attention of the Dark Brotherhood. It gives me Ebony class armor ten levels before it is readily available. It also makes the sword Umbra available for my use, at no additional encumbrance. Funny thing is, I’m about set for any fight, and the only thing weighing me down are about the 100 Kis I have, for a total of ten points. I’ve not improved my strength at all, so that leaves me with 140 points that I can carry items with. Don’t care who you ask. That’s impressive.

Strength 30

Intelligence 80 +5 (85)

Willpower 40

Agility 40

Speed 45

Endurance 70 +5 (75)

Personality 40

Luck 62 +0 (63)

Awakening in My Imperial City House, Level 7: 4: 22: 27

Awakening in My Imperial City House, Level 8: 4:48:43

Approximately 26 minutes from Level 7 to 8


Level 9

Alchemy IIII/ (100)

Conjuration IIII/

Alchemy 95

Item Count 2993

Alchemy Level 100 MAX

Ending Item Count 2479

4000-2479=1521 compatible item pairs needed to level Alchemy from level 15 to 100 with Magic when it is selected as a Specialty.

Block IIII/ IIII/

Armorer IIII/ I

During this level I had to go Edgar’s Discount Spells in the Imperial City Market District and bought a Bound Dagger and Summon Scamp spells. They are Novice and Apprentice level spells respectively. They are cheap to cast, allowing even a limited MP count of the Atronach to use them repeatedly. I bought the Summon Scamp spell instead of just sticking with Bound Dagger because there is exta animation on the Dagger (cast the spell, pull it out, sheath it to cancel it, draw your actual weapon, repeat). Once I hit Level 25, Summon Scamp is quicker.

Strength 30

Intelligence 85 +5 (90)

Willpower 40

Agility 40

Speed 45

Endurance 75 +5 (80)

Personality 40

Luck 63 +0 (64)

Awakening in My Imperial City House, Level 8: 4:48:43

Awakening in My Imperial City House, Level 9: 5:20:11

Approximately 32 minutes from Level 8 to 9


Level 10

Conjuration IIII/ IIII/

Block IIII/ IIII/

Armorer IIII/

Strength 30

Intelligence 90 +5 (95)

Willpower 40

Agility 40

Speed 45

Endurance 80 +5 (85)

Personality 40

Luck 64 +0 (65)

Awakening in My Imperial City House, Level 9: 5:20:11

Awakening in My Imperial City House, Level 10: 5: 57: 29

Approximately 37 minutes from Level 9 to 10


Level 11

Conjuration IIII/ IIII/

Block IIII/ IIII/

Armorer IIII/

Athletics I

Intelligence Maxed

Now that Intelligence is maxed out, and none of my major skills are connected to that stat, I can freely use Alchemy, Conjuration, and Mysticism. Since Alchemy is already maxed out, this leaves me with Conjuration and Mysticism. It may take me a bit more time than normal since I don’t regenerate magic naturally, but a single potion all on its own refills it at a rate comperable to a moderate Willpower. This means that with mindless button pressing I’ll be able to max out Conjuration and thus summon the most vicious of demons if I so choose within this or the next level.

Strength 30

Intelligence 95 +5 (100)

Willpower 40

Agility 40

Speed 45 +2 (45)

Endurance 85 +5 (90)

Personality 40

Luck 65 +0 (66)

Last Save Level 10, Level Up Ready 6:18:45


Level 12

Now that Intelligence is maxed out, giving me free access to use those skills and the highest maximum MP available, what does This One improve next? I’m choosing Alteration because at Edgar’s there was a low level Alteration spell which I also procured. I may not dedicate a lot of levels to it just now, but to continue quickly, it will work.

Willpower

Alteration IIII/ IIII/

Block IIII/ IIII/

Armorer IIII/ I

Mercantile II

 

Strength 30

Intelligence 100

Willpower 40 +5 (45)

Agility 40

Speed 45

Endurance 90 +5 (95)

Personality 40

Luck 66 +0 (67)

First Save 6:48:40, Last Save 7:13:32


Level 13

Alteration IIII/ IIII/

Armorer IIII/

Block IIII/ IIII/

Athletics I

Endurance Maxed

With Endurance now maxed out I can use the Armorer skill to my heart’s content. Block will not affect stat increases, but can still add to your level.

Strength 30

Intelligence 100

Willpower 45 +5 (50)

Agility 40

Speed 45

Endurance 95 +5 (100)

Personality 40

Luck 67 +0 (68)

First Save 7:27:00, Last Save 7:59:04


Level 14

Although still putting heavy emphasis on Armorer, I will not include it in the counts simply because it no longer adds to any stat. I will say, with my prior experience, I know I will get to 100 with the skill eventually. I am inclined to level it up normally and switch to something else, mainly for a change of pace, face, and locale, and shifting from the Imperial City to Chorrol.

Endurance being maxed out causes me to shift to yet another stat. I’ve chosen to continue with willpower since I have a spell handy, and according to my math I’ll have just enough levels to cover everything. I’m also focused on Speed. I’m not sure what you’ll choose first or if you’ll take a more relaxed stance than this. By working on Speed it gives you three skills: Light Armor, Acrobatics, and Athletics. At this point I’ve been seeing naught but the inside of dungeons for a little over eight hours and have been beat on mercilessly by all manner of beast and by every race on Cyrodill and from Oblivion. A girl is taking the chance to heal, get some fresh air, and let the bruises heal (and get a mess ass of beauty sleep). *ahem * Back to the point… Since Athletics lays under Speed this provides the freedom to run around and see the world. As a matter of fact, finding thirty locations is required to learn from the Master Athletics trainer. Some may rally against training Athletics. But I’ve found it to be T-E-D-I-O-U-S in the best of situations (as a Major Skill with a Combat Specialty with a race bonus tacked on), and since the parenthetical situation is completely reversed now, it will take longer. In fact, my first character did EVERYTHING from the main quest to every strip of downloadable content made for Oblivion, and STILL did not have Athletics maxed out. So in using it not primarily, but as a supplement to enchancing Speed will cut down on the time it takes in theory. I will still need ten levels of Major Skill advancement, and both Acrobatics and Light Armor cover that category. Chorrol has the Jump Spot I suppose, which works well. But to be a real stat miser (which I am) five levels of Athletics training and five total of Light Armor and Acrobatics works well enough. What to use to fill in the gaps? Block. Why? Since it is an endurance based skill and that is maxed out, you don’t have to worry about missing stat points through it anymore, but it can still be used to level you up. Also, personally, I like running. I like to go fast. Maxing out both Speed and Athletics will allow you to damn near fly. You’ll be able to outrun most if not all NPCs.

So… the plan:

-Go to Chorrol

-Train in Athletics at from the trainer there

-Use the Jump Spot in the Mages’ Guild Hall to level up acrobatics.

-get out and see the world using Athletics while protecting yourself with Light Armor

-While jumping, level up Alteration (or any Willpower based magic), and completing any Intelligence based magic (why waste the time?)

-Sleep, meditate, increase

-repeat

Alteration IIII/ IIII/

Acrobatics IIII/ IIII

Athletics II

Light Armor I

Strength 30

Intelligence 100

Willpower 50 +5 (55)

Agility 40

Speed 45 +5 (50)

Endurance 100

Personality 40

Luck 68 +0 (69)

First Save 8:02:21, Last Save 9:09:28


Level 15

Alt IIII/ IIII/

Acro IIII/ IIII/

Ath IIII/

Strength 30

Intelligence 100

Willpower 55 +5 (60)

Agility 40

Speed 50 +5 (55)

Endurance 100

Personality 40

Luck 69 +0 (70)

Only Save 9:37:34


Level 16

Alt IIII/ IIII/

Acro IIII/ IIII/

Ath IIII/

Strength 30

Intelligence 100

Willpower 60 +5 (65)

Agility 40

Speed 55 +5 (60)

Endurance 100

Personality 40

Luck 70 +0 (71)

First Save 9:49:41, Last Save 10:03:04


Level 17

Alt IIII/ IIII/

Acro IIII/ IIII/

Ath IIII/

Strength 30

Intelligence 100

Willpower 65 +5 (70)

Agility 40

Speed 60 +5 (65)

Endurance 100

Personality 40

Luck 71 +0 (72)

Only Save 10:08:18


Level 18

Alt IIII/ IIII/

Acro IIII/ IIII/

Ath IIII/

Strength 30

Intelligence 100

Willpower 70 +5 (75)

Agility 40

Speed 65 +5 (70)

Endurance 100

Personality 40

Luck 72 +0 (73)

First Save 10:36:12, Last Save 10:51:17


Level 19

Alt IIII/ IIII/

Acro IIII/ IIII/

Ath IIII/

Alteration MAXED

Upon having spell making capabilities, high-end water walking and breathing spells, open lock, and Feather spells are yours to command.

Conjuration MAXED

This will allow you to use all summonable creatures, including the Xivalai and Dremora Lords, great for any type of character to call in a little help. Nothing like calling up a slew of creatures to assist against (read distract) all opponents while you sneak by, or better yet, a defensible or completely unreachable perch to rain down death.

 

Strength 30

Intelligence 100

Willpower 75 +5 (80)

Agility 40

Speed 70 +5 (75)

Endurance 100

Personality 40

Luck 73 +0 (74)

First Save 10:55:01, Last Save 11:18:35


Level 20

Restoration IIII/ IIII/

Acrobatics IIII/ IIII/

Athletics IIII/

Strength 30

Intelligence 100

Willpower 80 +5 (85)

Agility 40

Speed 75 +5 (80)

Endurance 100

Personality 40

Luck 74 +0 (75)

First Save 11:21:25, Last Save 11:46:43


Level 21

Restoration IIII/ IIII/

Light Armor IIII/ IIII/

Athletics IIII/

Switched from Acrobatics to Light Armor considering the Oghma Infinium. While I’ve played none of the actual game I should be able to make it through without a lot of jumping. Honestly, it’s something I rarely do. However, when I use it, it’s good to know I’ll get the most out of it. I won’t have access to the level 100 “timed jump off the waters’ surface” perk, but it’s something I rarely do. One level here and there won’t hurt anything, and as long as I keep track of automatic level ups given as rewards or from books, I can make it to the Oghma without hitting 100.

Side note (mainly for me to find later) leveling up the base skill for a Conjured item does increase the conjured items’ effectiveness. Used my Orc and used Bound Dagger, attack power 14 with Blade at 98. Used our Elf and used Bound Dagger, attack power 4 at level 25.

 

Strength 30

Intelligence 100

Willpower 85 +5 (90)

Agility 40

Speed 80 +5 (85)

Endurance 100

Personality 40

Luck 75 +0 (76)

First Save 11:57:25, Last Save 12:15:03


Level 22

Restoration IIII/ IIII/

Light Armor IIII/ IIII/

Athletics IIII/

Strength 30

Intelligence 100

Willpower 90 +5 (95)

Agility 40

Speed 85 +5 (90)

Endurance 100

Personality 40

Luck 76 +0 (77)

Considering I’d be taking damage from better weapons at a higher level I made the second version of Heavenly Ki for this walkthough, and actually named it as such.

Heavenly Ki I

2nd Mix- Master Level, Full Novice Set

0.1 Encumbrance Point per Potion

Restore Health 5 per second for 19 sec (95 HP total)

Restore Magicka 9 per second for 35 sec (315 total)

Restore Fatigue 10 per second for 38 sec (380 total)

Feather 102 (up to four times) for 390 seconds (Feather stacks up to four times, time does not, allowing for 372 additional encumbrance points for about six to seven minutes)

Current Health 368

Current Magicka 450

Current Fatigue 260

Current Encumbrance 150

Mastering Alchemy helps a tad. At this point you’ll have to constantly slug back more potions if you’re under severe attack. You’ll have to be mindful of magic use. A single potion will still not restore you completely. Fatigue regenrates on its own.

 

First Save 12:19:12, Last Save 13:01:00


 

Level 23

Restoration IIII/ IIII/

Light Armor IIII/ IIII/

Athletics IIII/

Willpower MAXED

Now I can level up Restoration, Destruction, and Alteration per my will, the last already being done.

 

Strength 30

Intelligence 100

Willpower 95 +5 (100)

Agility 40

Speed 90 +5 (95)

Endurance 100

Personality 40

Luck 77 +0 (78)

First Save 13:06:05, Last Save 14:16:57


Level 24

Now the enchantments on weapons and armor generated in chests, from foes, and as rewarded from quests are certainly maxed out. If you decide to play the game like this you are certainly able to get the most out of each and every item you come across.

I’m taking this opportunity to stay in town and work a bit on Personality. It is quick, easy, and I’ve got a mess of stuff to sell, and could use the money.

Light Armor IIII/ IIII/

Athletics IIII/

Mercantile IIII/ IIII/

Speed MAXED

I can level up Athletics, Light Armor, and Acrobatics as much as I want. I’ll level up Light Armor to a degree and wait for the Oghma. Acrobatics will stay where it is until that point, and I’ll level up Athletics fully more or less I’m sure.

 

Strength 30

Intelligence 100

Willpower 100

Agility 40

Speed 95 +5 (100)

Endurance 100

Personality 40 +5 (45)

Luck 78 +0 (79)

First Save 14:17:15, Last Save 15:10:09


Level 25: Half Done

Now I’m down to just four Stats out of eight maxed, with four to go. Considering the max level ends up around 50, I’m doing good. As the enchantments have maxed out (as I’ve said et nauseum), I can begin doing a few things. Let’s look at what Stats I’ve got left…

Strength: Covers all the melee weapons Skills. Two are only at level five, which means they can fly through levels with ease. The third is at 25, just like at the beginning of the game, and will level up quickly itself.

Agility: Covers Sneak and Security (lock picking), the thief skills. The former is a Major Skill. Say… there IS a Thieves’ Guild…

Personality: Mercantile is a bore, however, since I mastered Alchemy I’ve got a lot of potions bogging me down. I should get rid of them. Training is expensive after all. Speechcraft is in my Major Skills so some Personality points are a given. I should ensure that I’m not left with ONLY Personality based skills to level up.

Luck: One point per level, 21 points to go.

…what stats I’ve completed…

Intelligence: Conjuration and Alchemy are maxed, Mysticism is being leveled up.

Willpower: Destruction and Restoration need to be leveled up, but can be used freely now. Alteration is maxed. Considering this and Intelligence-based skills, I can freely use all magics since they are all minor skills.

Speed: Acrobatics will stay where it is. Athletics will be leveled, and Light Armor sits in my major skill set. As such, I’ve got some quick leveling should I choose to use it.

…what I have left to do…

Everything, actually. I’ve completed only four quests: The Tutorial Sewers, Buying a House in the Imperial City, Finding the Master Armorer Trainer, and the Deadric Prince Nocturnal’s quest.

…and how to use what I have to complete the rest of the game…

Fighter’s Guild: Lots of running around (Athletics) and melee combatants (Strength Skill, perhaps Marksman as well). Opportunities to squeeze people I think (Speechcraft). Loot of course (Mercantile).

Mages’ Guild: Lots of running around (Athletics) and closed quarter fighting (Strength skills… mages wear no armor). Some opportunities to squeeze people.

Thieves’ Guild: Have to be a cutpurse in the crowd. Running around, Sneaking, picking locks and pockets, being crafty, being convincing. Later on, some fighting opportunities.

Assassins’ Guild: Blade in the crowd. Running around, sneaking, being crafty, convincing, unseen, unheard. While the opportunities for outright fighting are rare, they are present, and they don’t frown on killing, so you don’t have to dedicate yourself to the mission upon accepting it like you do in the Thieves’ Guild.

Arena: Straight battles. Weapon skills and offensive spell use opportunities. Armor too.

Deadric Quests: Variety of skills and opportunities. Most are rather quick, but hold prerequisites and offerings needed.

Main quest: Variety of execution options.

Light Armor: IIII/ IIII/

Hand to Hand: IIII/ IIII/

Marksman: IIII/ IIII/

Athletics IIII/

 

Strength 30 +5 (35)

Intelligence 100

Willpower 100

Agility 40 +5 (45)

Speed 100

Endurance 100

Personality 45

Luck 79 +0 (80)

First Save: 15:14:19, Last Save 15:38:59


Level 26

Light Armor: IIII/ IIII/

Blunt: IIII/ IIII/

Marksman: IIII/ IIII/

Athletics IIII/

Strength 35 +5 (40)

Intelligence 100

Willpower 100

Agility 45 +5 (50)

Speed 100

Endurance 100

Personality 45

Luck 80 +0 (81)

First Save 15:56:23, Last Save 17:22:31


Level 27

Blade IIII/ IIII/

Illusion IIII/ IIII/

I know what I’ve been saying: Personality is negligible and should be leveled last. Well… typically I’ve either maxed all stats outside of Personality and Luck by now or I was damned close. This time however… I can level up Illusion more readily than anything under Agility. I’ve got the levels, so I’m screwing with the order a bit.

Athletics IIII/

Strength 40 +5 (45)

Intelligence 100

Willpower 100

Agility 50

Speed 100

Endurance 100

Personality 45 +5 (50)

Luck 81 +0 (82)

First Save 17:26:53, Last Save 18:46:20


Level 28

Blade IIII/ IIII/

Illusion IIII/ IIII/

Athletics IIII/

Strength 45 +5 (50)

Intelligence 100

Willpower 100

Agility 50

Speed 100

Endurance 100

Personality 50 +5 (55)

Luck 82 +0 (83)

First Save 18:56:46, Last Save 19:10:11


Level 29

Blade IIII/ IIII/

Illusion IIII/ IIII/

Athletics IIII/

Athletics is now at level 96. Taking into consideration The Gray Prince’s Training and The Night Mother’s Blessing it’s as good as Mastered. Now… onto training something else… *groan *

Mysticism MAXED

Just because really. Soul Trap can be used to a high degree. I can also couple Spell Absorption to my Atronach sign and perhaps absorb all incoming spells.

 

Strength 50 +5 (55)

Intelligence 100

Willpower 100

Agility 50

Speed 100

Endurance 100

Personality 55 +5 (60)

Luck 83 +0 (84)

First Save 19:14:13, Last Save 19:40:23


Level 30

Blade IIII/ IIII/

Illusion IIII/ IIII/

I’m at the same dilemma I was at towards the beginning of the game: What to do. Since I refrain from leveling Major Skills and magic, and excluding the skills I consider Mastered as is, I’m left with:

Blunt, Hand to Hand, Marksman, Mercantile, Security

Scrawling in 50 as my maximum level, that leaves me with 105 training sessions left, 100 if you exclude this level. Marksman is at the highest level of 25, Mercantile 20, Blunt and H2H at 15, and Security at 5 (although I am currently holding The Skeleton Key, which is an unbreakable lockpick and gives +40 to security). So… what to do…?

I’m going to break with my current scheme and use my older one, and that will allow to level up a Major Skill through training.

I’m not sure if I explained this, but the game does a damned fine job of keeping track of your progress. In fact, if one were to keep painstakingly accurate details of what one leveled, you could do ALL your skill and stat leveling at Level One.

At this point I’ve trained in Illusion and Blade. Blade being a Major Skill, I’ll level up next time I sleep. Any additional levels go onto Level 31 upgrades. So this is what I’m doing: I’m going to stay where I am and level Illusion up to 65. That will be ten levels. Then I will go to a Sneak Trainer and get five levels of training. I will then sleep. Because on Level 30 I leveled up Blade I’ll be able to improve Strength. When I wake up I can go and look at my Skill screen, and I’ll already be half done with Level 31. Because the work I did while at level 30 was in fact charted on level 31, I’ll already have my points for Personality. I can then go to the trainer immediately since my level increased, train five more times, and earn a level up, this time for Agility and Personality. I will leap frog like this (Strength and Personality, Agility and Personality) until I run out of levels for Illusion and quite possibly patience for Mercantile. But since Speechcraft is a Major skill I can use that to fill in the last few levels for Personality. If I’m really feeling edgy, I can wait until level… 75 or so before I add points into Personality again through Speechcraft. I wish I could record the screen or more accurately get my thoughts across. Anyhow, saving, and trying this out…

 

Strength 55 +5 (60)

Intelligence 100

Willpower 100

Agility 50

Speed 100

Endurance 100

Personality 60 +5 (65)

Luck 84 +0 (85)

First Save 20:02:00, Last Save 20:09:00


Level “31” (Yet to sleep to level up from 30)

Illusion IIII/ IIII/ (done while at Level 30. After I was told to meditate on what I learned, before I did so)

Sneak IIII/ (Training from Level 30 which counted on 31)

Slept, raised level

Sneak IIII/ (Training from Level 31)

And the process worked.

 

Strength 60

Intelligence 100

Willpower 100

Agility 50

Speed 100

Endurance 100

Personality 65 +5 (70)

Luck 85 +0 (86)

No Save


Level 32

Illusion IIII/ IIII/

Blade IIII/ IIII/ (earned level up, but didn’t implement it and then…)

Illusion IIII/ IIII/ (mark on 33)

Sneak IIII/ (from Trainer, for level 33)

Strength 60 +5 (65)

Intelligence 100

Willpower 100

Agility 50

Speed 100

Endurance 100

Personality 70 +5 (75)

Luck 86 +0 (87)

First Save 20:59:08, Last Save 21:21:23


Level “33”

Sneak IIII/ (earned level up… get it?)

Strength 65

Intelligence 100

Willpower 100

Agility 55 +5 (60)

Speed 100

Endurance 100

Personality 75 +5 (80)

Luck 87 +0 (88)

First Save 21:23:23, Last Save 21:26:41


Level 34

Illusion IIII/ IIII/

Blade IIII/ IIII/

FYI, on the last screen of the character status, it marks a number of different counters. One of them being the Assaults you’ve committed. And Assault is defined as any singular damaging attack used on someone who isn’t fighting you, and who you have no reason to attack per a quest and not automatically designated as a combatant (going into a random dungeon and killing ever person in sight is legit since they’re lawless and apparently “had it coming” either way). In order to level up, I have basically been assaulting someone. It works because this person is “immortal” for now, away from prying eyes, and completely unable to return the attacks. As such, I have a nifty number to give you an idea on how much work needs to be done to level up a Combat skill. Previously I had one assault from when I attacked Umbra (the person). After that, we were counted as engaged in battle. From Blade Level 25 to 85 I had inflicted 7594 individual attacks that cause HP damage. Give or take since Umbra (the person) definitely doesn’t go down after one hit… so let’s say 7,550. I’ve still got 15 levels to go.

Now I know that an estimated 10,000 plus attacks (I’m just guessing really based upon the numbers I’ve got) to fully level this skill up to 100 is to be stretched out over a projected 50+ hours of gameplay with a variety of enemies over a variety of quests. With the current number and skill level it translates into about 600-800 blade strikes per level. However, this is skewed since it takes almost no effort at lower levels and a lot of effort at higher ones. I can tell you many targets take significantly less than 50 melee attacks on the middle difficulty setting. It takes a long while, a lot of work on a vulnerable target to level up the weapon skills. Now I have numerical proof for you. Set as a Major Skill as you wish.

 

Strength 65 +5 (70)

Intelligence 100

Willpower 100

Agility 60

Speed 100

Endurance 100

Personality 80 +5 (85)

Luck 88 +0 (89)

First Save 22:16:59, Last Save 22:32:34


Level “35”

Illusion IIII/ IIII/

Hand to Hand IIII/ IIII/

Strength 75 +5 (80)

Intelligence 100

Willpower 100

Agility 60

Speed 100

Endurance 100

Personality 85 +5 (90)

Luck 89 +0 (90)

First Save 22:43:50, Last Save 22:48:33


Level 36

Illusion IIII/

Mercantile IIII/

Sneak IIII/ IIII/

Illusion MAXED

And just in time too. I need to sell stuff… hurting for the gold.

 

Strength 75

Intelligence 100

Willpower 100

Agility 60 +5 (65)

Speed 100

Endurance 100

Personality 90 +5 (95)

Luck 90 +0 (91)

First Save 22:54:49, Last Save 23:07:46


Level “37”

Hand to Hand IIII/

Blunt IIII/

Speechcraft IIII/

Strength 75 +5 (80)

Intelligence 100

Willpower 100

Agility 65

Speed 100

Endurance 100

Personality 90 +5 (95)

Luck 90 +0 (91)

Only Save 23:25:53


Level 38

Hand to Hand IIII/ IIII/

Speechcraft IIII/ IIII/

Strength 80 +5 (85)

Intelligence 100

Willpower 100

Agility 70

Speed 100

Endurance 100

Personality 95 +5 (100)

Luck 92 +0 (93)

This level I was meandering around and bought the ingredients to Zenith Spice/Heavenly Ki/Celestial Necters’ Evil Twin, a poison that has similar yet opposing effects. I don’t keep these as well stocked partly because I don’t use poisons that often, and because in spite of my best efforts I can’t mix up a poison that I like that weighs less than a full encumbrance point.

Zenith Spite/ Hell-a-Kinesis/Celestial Negation

1st Mix, Master Alchemy, Expert Set except for Novice Retort

1 Encumbrance Point per Poison

Damage Health 7 per second for 26 secs (182 HP total)

Damage Magicka 13 per second for 52 secs (676 total)

Silence for 24 seconds

Paralyze for 3 seconds (in opposition to Feather)

Now why do I make it like this? From my experience “Damage” affects whatever the attribute is directly. With the Arrow of Withering, it knocks down each Stat by two points with each shot that connects. I don’t think Damage Health and Magicka do that. Instead, they put a constant drain on these vital stats. However, with the set up like this, it does this damage over time.

Let’s use a mage as an example. They do not use armor, so damage will be prime. You poison your bow/blade. Attack connects.

  1. Mage falls over, paralyzed for three seconds, leaving them open for other attacks.
  2. Takes about two to three more seconds for them to right themselves, again levaing them open for a continued assault.
  3. They are Silenced for the next twenty seconds, so all magic is made useless. If they use conjured equipment instead of an actual weapon they are left solely with the Hand to Hand option. They will probably run instead. Once more, keeping up the pressure is wonderful at this time.
  4. Their Health is being drained, forcing them to use whatever Health potions they hold to restore it up to four or five potions, then they must deal with the drain.
  5. Their magic is being drained, forcing them to use whatever Magic potions they hold to restore it. If they have none or exhausted the limitation on Health potions, they must deal with the drain.
  6. After the twenty seconds of Silence ends, they will be inclined to use whatever MP they have left to heal themselves.
  7. With the constant drain on their MP reserves and but a few potions to restore it, this will leave them with little MP for offense geared spells. I imagine that any NPC mage you fight has enough Willpower to recharge MP quickly. You may luck out and be in a situation where the drain equals or overcomes regeneration, rendering them helpless.

See how effective this is? If they aren’t a mage, the damage is direct (unless they’re Argonian as they are immune to poison, or they have some resistance to poison that succeeds). If you’ve gotten accomplished with Marksman you can zoom in from further distance, knock down the target for added time, or stack paralysis at Master level. If you’ve Mastered Sneak, a successful stealth attack will cut through whatever armor someone might be wearing and give you a 6X damage bonus to the physical aspects of the attack. If the weapon you attack with has been enchanted with “Weakness to Poison” (100% just for example) the damage from the poison will be increased that much. I don’t think there’s a NPC with Willpower enough in the game to counteract an MP drain of 1352. As with Feather on TBPE, I’m not sure if the time will stack or not. It’s hard to tell on enemies.

Originally I had Burden as one of the effects, but it wasn’t at all useful on mages and rouges who stay well under their encumbrance maximums. I replaced that with Paralyze. Also I used to have damage fatigue, but that wasn’t as useful on mages. In both my spells and items I like to have the effects be well rounded. Paralyze works just as well on everyone and silence keeps anyone with even one spell from using it.

Just keep in mind… creatures such as Atronach, Deadra, and Spriggans seem to have rather annoying resistance to all this stuff. In fact… I’ve known a couple of instances where the affects I sought to inflict were returned to me. Just… keep an eye out.

Some enemies have earned my ire or I just know they’re going to be tough. Those bastards get two poisons. It’s funny when you do that to the boss and then you go after his one or two minions, and then the boss just keels over and dies without any more attacks from you.

 

First Save 23:43:56, Last Save 24:07:43


 

Level 39

Sneak IIII/ IIII/ (first five from level 38’s training)

Hand to Hand IIII/ IIII/ (done while at Level 38)

Strength 85 +5 (90)

Intelligence 100

Willpower 100

Agility 70 +5 (95)

Speed 100

Endurance 100

Personality 100

Luck 93 +0 (94)

No Saves


Level 40

Sneak IIII/

Security IIII/

H2H IIII/

Blade IIII/

Strength 90 +5 (95)

Intelligence 100

Willpower 100

Agility 75 +5 (80)

Speed 100

Endurance 100

Personality 100

Luck 94 +0 (95)

First Save 24:23:07, Last Save 24:54:27


Level 41

Hand to Hand IIII/ IIII/

Sneak IIII/ IIII/

Strength 95 + 5 (100)

Intelligence 100

Willpower 100

Agility 80 +5 (85)

Speed 100

Endurance 100

Personality 100

Luck 95 +0 (96)

Strength MAXED

I can use melee attacks all I wish, keeping in mind enough in Blade will level me up.

 

No Saves


 

Level 42

Sneak IIII/

Security IIII/

Speechcraft IIII/

Strength 100

Intelligence 100

Willpower 100

Agility 85 +5 (90)

Speed 100

Endurance 100

Personality 100

Luck 96 +0 (97)

Only Save 25:33:16


Level 43

Sneak IIII/

Security IIII/

Speechcraft IIII/

Strength 100

Intelligence 100

Willpower 100

Agility 90 +5 (95)

Speed 100

Endurance 100

Personality 100

Luck 97 +0 (98)

Only Save 26:10:24


Level 44

Sneak IIII

Security IIII/ I

Speechcraft IIII/

Strength 100

Intelligence 100

Willpower 100

Agility 95 +5 (100)

Speed 100

Endurance 100

Personality 100

Luck 98 +0 (99)

Agility MAXED

Held back from Mastering Sneak completely in regards to the Oghma. However, this means it will top out due to The Night Mother’s Blessing (or I could just not earn that reward… not bloody likely). I’ll have to run through a large portion of the main quest to get to this point.

Whooooooot!!!! And then….

 

(No Saves this level by the way)


 

Level 45

… There are no skills adding to stats…

Speechcraft IIII/ IIII/

Strength 100

Intelligence 100

Willpower 100

Agility 100

Speed 100

Endurance 100

Personality 100

Luck 99 +0 (100)

LUCK MAXED

Now I can… uh… be lucky!

First Save 25:35:40, Last Save 26:53:52


Level 46: The End… Mostly

Save 664 – Level 46

Play Time : 26:54:18 (Around two levels an hour)

Bai Lee, High Elf, The Atronach

Hikari Custom Class, Level 46

Health: 608, Magicka: 450, Fatigue 400

Stats: All 100

Strength 100

Intelligence 100

Willpower 100

Agility 100

Speed 100

Endurance 100

Personality 100

Luck 100

Current Skill Levels

Major Skills

Blade 90, Block 75, Heavy Armor 100, Acrobatics 94, Light Armor 91, Sneak 99, Speechcraft 76

Minor Skills

Armorer 92, Athletics 96, Hand To Hand 65, Alchemy 100, Alteration 100, Conjuration 100, Destruction 20, Illusion 100, Mysticism 100, Restoration 57, Marksman 31, Mercantile 26, Security 31 (71 w/ Skeleton Key)

Days Passed (In Game): 30

Quests Completed: 6

Skill Increases: 1238

Training Sessions: 225

Skill Levels: Novice 2, Apprentice 2, Journeyman 3, Expert 8, Master 6

Fame 1

Assaults 14714 (heh… whoops…)

Murders: 1

Largest Bounty: N/A

Creatures killed 16

People Killed 8

Places found 69

Locks Picked 4

Lockpicks broken 6

Potions made 1524

Hours Slept 45 (Only enough to level up)

Hours waited 23

Jokes Told 1283

Spell List

Bound Dagger (Conjuration)

Flare (Destruction)

Heal Minor Wounds (Restoration)

Minor Life Detection (Mysticism)

Namira’s Shroud (Alteration Special)

Protect (Alteration)

Starlight (Illusion)

Summon Scamp (Conjuration)

Summon Skeleton (Conjuration)

Completed Quests

Sneak Training, Light Armor Training, Athletics Training, and Armorer Training, Nocturnal (Deadric Quest), Tutorial (Jailbreak)

Well, That does it. It is possible, and I have proven it. You CAN indeed get all your Stats to 100. How many levels it takes changes based upon where your levels start at. 

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