Oblivion:Remastered Leveling
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Stats and Leveling[edit]
The leveling system has been overhauled to resolve problems that occurred under the original game's system.
- All skills now contribute to increasing the player character's level, just as in Skyrim. However, Major Skills increase level much faster than Minor Skills, making them the fastest way to level up.
- Attribute increases are no longer determined by the specific skills the player has raised. Instead, a new system has been implemented:
- When the player levels up, they are given 12 virtues to distribute amongst their attributes to increase them.
- Each virtue assigned to an attribute increases it by a single point, however Luck requires 4 virtues to increase by a single point.
- Up to 5 virtues can be assigned to a single attribute, and only up to 3 different attributes can be increased per level up.
- Endurance attribute increases are now applied retroactively to Health gain when levelling up.
- Enemy scaling as the player increases their level has been adjusted.
- Multiple skills now level up based on the magnitude of performed actions, rather than the number of those actions that are performed.
- Mercantile experience gain is determined by the price of items sold, instead of being a flat rate for every item sold.
- Athletics experience is gained more rapidly when sprinting.
- Magic schools, such as Restoration, Destruction, Mysticism, Illusion, Alteration and Conjuration, now have their experience correlate with the base magicka price of the spell cast, meaning more expensive spells now advance the skill level faster, and preventing the strategy of casting the lowest-magicka spell on repeat.
- Speedy leveling involves maximizing the total base cost of spells in the school cast per minute. This might look like a loop of Fortify Restoration 3s, Fortify school 20s, casting expensive spell until nearly depleted, Fortify Restoration 3s, and Fortify Willpower 15s to recharge magicka.
- Using beds at inns and taverns will replenish the food generated on the tables.
Perks[edit]
Perks have been overhauled, with certain skills now having completely different perks, and others having their perks moved to different ranks. Only the changed ranks/perks are listed below:
Combat Skills[edit]
- Armorer
- Apprentice: Can repair magic items (was a Journeyman perk in the original game).
- Journeyman: Repair Hammers last twice as long (was an Apprentice perk in the original game).
- Blade
- Novice: No longer has any perks.
- Apprentice: Power attacks deal 20% more damage, and weapons are 20% more durable.
- Journeyman: Power attacks apply a 15% Weakness to Normal Weapons for 5 seconds.
- Expert: Regular attacks have a 20% chance to make the target Bleed for 10 seconds.
- Master: Power attacks apply a 30% Weakness to Normal Weapons for 10 seconds.
- Block
- Novice: Shields and weapons lose durability when blocking an attack.
- Apprentice: Shields and weapons no longer lose durability when blocking an attack.
- Journeyman: Consume 25% less Fatigue when blocking an attack.
- Expert: Consume 50% less Fatigue when blocking an attack, and perform a Shield Bash that staggers opponents.
- Master: Consume 75% less Fatigue when blocking an attack, and deal 150% more damage when using Shield Bash.
- Blunt
- Novice: No longer has any perks.
- Apprentice: Power attacks deal 20% more damage, and weapons are 20% more durable.
- Journeyman: Power attacks grant 15% Shield for 5 seconds.
- Expert: Regular attacks have a 20% chance to apply Silence for 10 seconds.
- Master: Power attacks grant 30% Shield for 10 seconds.
- Hand-to-Hand
- Novice: Attacks deal Fatigue damage equal to 50% of Health damage. Cannot recoil opponents when blocking.
- Apprentice: Power attacks deal 20% more damage, and can now always recoil opponents when blocking.
- Journeyman: Power attacks have a 25% chance to disarm the opponent.
- Expert: Attacks deal Fatigue damage equal to 75% of Health damage.
- Master: Attacks deal Fatigue damage equal to 100% of Health damage.
Magic Skills[edit]
- Alchemy
- Novice: Recognizes only the first alchemical property of a substance (no change), and can only handle 4 simultaneous potion effects.
- Apprentice: Recognizes the first two alchemical properties of a substance (no change), and 25% chance to craft an additional potion.
- Journeyman: Recognizes three alchemical properties of a substance (no change), and can handle 6 simultaneous potion effects.
- Expert: Recognizes all four alchemical properties of a substance (no change), and always crafts an additional potion.
- Master: Can make potions from a single ingredient (no change), and can handle 10 simultaneous potion effects.
Stealth Skills[edit]
- Acrobatics
- Novice: No longer has any perks.
- Apprentice: Can Dodge by pressing Block + Jump while moving.
- Journeyman: Consumes 50% less Fatigue when jumping.
- Expert: Can jump over the surface of water (was a Master perk in the original game).
- Master: Consumes 75% less Fatigue when jumping and takes 50% less fall damage.
- Mercantile
- Apprentice: Always sell items as if they were in perfect condition (no change). Merchants offer better items.
- Journeyman: Buy and sell any item to any vendor, even if they usually do not barter that type of wares (no change). Merchants offer even better items.
- Expert: Can invest in a shop to permanently increase that merchant's available gold by 500 (no change). Additionally, all shops in the world always have 500 more gold available for barter (was a Master perk in the original game).
- Master: Buys and sells items for base cost (no change). Merchants offer their best items.
- Security
- Novice: Up to four tumblers will fall when you fail and break a lockpick. (used to drop all tumblers when breaking a pick)
- Apprentice: Up to three tumblers will fall when you fail and break a lockpick. (used keep one tumbler when breaking a pick)
- Journeyman: Up to two tumblers will fall when you fail and break a lockpick. (used keep two tumblers when breaking a pick)
- Expert: Only one tumblers will fall when you fail and break a lockpick. (used keep three tumblers when breaking a pick)
- Sneak
- Novice: Sneak Attacks with a Dagger deal 5 times more damage. Sneak Attacks with Bows, one-handed weapons and bare hands deal 2 times more damage.
- Apprentice: Sneak Attacks with a Dagger deal 8 times more damage. Sneak Attacks with Bows, one-handed weapons and bare hands deal 3 times more damage.
- Expert: Harder to detect in bright environments.
- Speechcraft
- Novice: No longer has any perks.
- Apprentice: Loses disposition 50% less rapidly when trying to persuade a character (was a Journeyman perk in the original game).
- Journeyman: Gain a free rotation of the a wedge when trying to persuade a character (was an Apprentice perk in the original game).
- Expert: Bribes cost 50% less (was a Master perk in the original game).
- Master: Disposition doesn't decrease over time when trying to persuade a character. disposition is also less impacted by the most disliked action.