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If you *just* did those though, you'd only see +1's and +2's for your stats when you did level up.īut we want +5's in *all* of them. You figure you'll do, say, 3 points in Heavy Armor, 4 in Blunt, and another 3 in Acrobatics, which will give you 10 major skill increases, and thus the level. Let's say you want to raise End, Str and Spd this level, and you have Heavy Armor, Blunt and Acrobatics as your majors for those, respectively. Perhaps another example would serve better: I know how confusing this all might be, and I hope I'm explaining it all even half well. If not doing Luck, but three other stats at a time, you'll need to mix and match the majors to get the total of 10 for the level, but have the extra minors under each of those to make *each* stat's skillups reach 10.
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So if you're building Luck plus two others, you'll need a total of 10 skillups in majors from those two other stats, plus enough minors to go along with them to make sure *each* stat's skills are getting 10 total skillups to give you the +5 bonus when you level. If you gained 10 majors in a mix of skills across multiple stats, the bonuses would all be much lower.Īnd in a sense, that's the basis of 'efficient leveling', is managing which skills you gain points in each level to get, ideally, exactly the 10 you need for each stat you want to raise, without gaining any points in skills goverened by stats you're not raising this level. If all you gained one level was 10 points in a single major skill, for example - you'd level up alright, but only get that +5 for the one stat goverened by that skill. So you're right about majors being *how* you level, but it's adding in the extra skillups in the minors that will drive up the stats to the desired +5 *when* you level. Gaining skills in minors contribute to the stat bonus you get when you level, but don't progress you towards the next level - only major skills do that. Hope that helps you out - I'll watch this thread for a few days if you have any other questions. That 10th major is what makes you level, and any skills gained after that point will apply to the *next* level's modifiers. If you're not bothering with Luck, just be sure to do 10 more skillups in the third stat you want to raise before letting that 10th major skill point complete, so maybe do 3, 3 and 4 in the majors for those stats, and 7, 7 and 6 in the minors. So I might decide that for this level I'll train Blunt (major) for 5 and Hand to Hand (minor) for the other 5 for STR, then while training those do 5 points in Block (minor) and finish out the level by letting a rat or mudcrab slam against my Heavy Armor (major) for 5 more skillups. When I do the efficient leveling thing, my usual targets are to get 5 each in a major and one minor from a given stat, for two stats (leaving Luck to be my third). It gets a bit trickier with the planning when you choose how many of each skill to raise, and figure in the majors you'll be using to trigger the level-up, but it's managable (if a bit tedious). To ensure seeing a +5 to End when you level, you'd need to have increased your Heavy Armor, Armorer or Block by (at least) 10 points during that level, in any mix-and-match fashion you like. It doesn't matter if they're major or minor skills, just that you gained 10 in those.Įxample: Say you want to increase Endurance this level, and have chosen Heavy Armor as your major skill from the Endurance skills. To get a +5 modifier when you level, you have to have increased skills governed by that statistic by (at least) 10 points during that level.