The Elder Scrolls IV: Oblivion Guide

Oblivion Complete Perk Guide for The Elder Scrolls IV: Oblivion

Oblivion Complete Perk Guide

Overview

A complete list of all perks in the game and what they bonuses they give

Levels for Each Perk

Novice 0-24
Apprentice 25-49
Journeyman 50-74
Expert 75-99
Master 100

EXAMPLE:
A character with 76 blade would have the Novice, Apprentice, Journeyman and Expert perks for the blade skill

Not all skills have a novice mastery perk

Combat Skills

Armorer

  • Novice:
  • Apprentice: Hammers last twice as long
  • Journeyman: Repair magic items
  • Expert: Repair items beyond their highest condition (to 125%)
  • Master: Never breaks repair hammers

Athletics

  • Novice:
  • Apprentice: Regenerate Fatigue 25% faster when running
  • Journeyman: Regenerate Fatigue 50% faster when running
  • Expert: Regenerate Fatigue 75% faster when running
  • Master: No reduction in fatigue regeneration when running

Block

  • Novice:
  • Apprentice: No fatigue loss when blocking
  • Journeyman: Weapon/shield not damaged when blocking, Enemy may recoil when blocking Hand to Hand
  • Expert: blocking with shield has a 25% chance to do a knockback counterattack, staggering the enemy if the shield blow connects
  • Master: blocking with a shield has an additional 5% chance of disarming the enemy with a successful knockback counterattack

Blunt (Shares perks with Blade)

  • Novice: Basic Power Attack
  • Apprentice: Standing Power Attack
  • Journeyman: Side Power Attacks with a chance to disarm
  • Expert: Backwards Power Attack with a chance of knockback
  • Master: Forwards Power Attack with a chance of paralysis

Blade (Shares Perks with Blunt)

  • Novice: Basic Power Attack
  • Apprentice: Standing Power Attack
  • Journeyman: Side Power Attacks with a chance to disarm
  • Expert: Backwards Power Attack with a chance of knockback
  • Master: Forwards Power Attack with a chance of paralysis

Hand to Hand

  • Novice: Basic Power Attack
  • Apprentice: Standing Power Attack
  • Journeyman: Side Power Attacks with a chance to disarm. You can damage to creatures immune to normal weapons such as ghosts.
  • Expert: Backwards Power Attack with a chance of knockdown. Chance of knockback when blocking
  • Master: Forwards Power Attack with a chance of paralysis. Chance of knockback and disarm when blocking

Heavy Armor

  • Novice: Heavy armor degrades rapidly with use (150% of normal rate).
  • Apprentice: Heavy armor degrades at a normal rate.
  • Journeyman: Heavy armor degrades at a slower rate (50% of normal rate).
  • Expert: Equipped heavy armor only encumbers the user by 50%.
  • Master: Equipped heavy armor does not encumber the user.

Magic Skills

With the exception of Alchemy all magic perks are effectivley the same for each skill

Alchemy

  • Novice: Only 1 effect usable
  • Apprentice: 2 effects usable
  • Journeyman: 3 effects usable
  • Expert: 4 effects usable
  • Master: You can make Single-ingredient potions

Alteration

  • Novice: You can cast novice level spells
  • Apprentice: You can cast apprentice level spells
  • Journeyman: You can cast journeyman level spells
  • Expert: You can cast expert level spells
  • Master: You can cast master level spells

Conjuration

  • Novice: You can cast novice level spells
  • Apprentice: You can cast apprentice level spells
  • Journeyman: You can cast journeyman level spells
  • Expert: You can cast expert level spells
  • Master: You can cast master level spells

Destruction

  • Novice: You can cast novice level spells
  • Apprentice: You can cast apprentice level spells
  • Journeyman: You can cast journeyman level spells
  • Expert: You can cast expert level spells
  • Master: You can cast master level spells

Illusion

  • Novice: You can cast novice level spells
  • Apprentice: You can cast apprentice level spells
  • Journeyman: You can cast journeyman level spells
  • Expert: You can cast expert level spells
  • Master: You can cast master level spells

Mysticism

  • Novice: You can cast novice level spells
  • Apprentice: You can cast apprentice level spells
  • Journeyman: You can cast journeyman level spells
  • Expert: You can cast expert level spells
  • Master: You can cast master level spells

Restoration

  • Novice: You can cast novice level spells
  • Apprentice: You can cast apprentice level spells
  • Journeyman: You can cast journeyman level spells
  • Expert: You can cast expert level spells
  • Master: You can cast master level spells

Stealth Skills

Acrobatics

  • Novice:
  • Apprentice: You can attack while jumping/falling
  • Journeyman: You gain the Dodge ability: while holding block, you can jump in any direction to do a quick avoidance roll. You can also perform power attacks when jumping or falling
  • Expert: You suffer 50% less Fatigue loss when jumping
  • Master: You can jump off of water

Light Armour

  • Novice: Light armor degrades rapidly with use (150% of normal rate).
  • Apprentice: Light armor degrades at a normal rate.
  • Journeyman: Light armor degrades at a slower rate (50% of normal rate).
  • Expert: Equipped light armor does not encumber the user.
  • Master: When a Master wears only light armor, they gain a bonus of 50% to the armor rating of that armor

Marksman

  • Novice:
  • Apprentice: No fatigue loss when drawing a bow.
  • Journeyman: You can zoom in with a bow.
  • Expert: 5% chance of knockdown when using a bow.
  • Master: 5% chance of paralysis when using a bow.

Mercantile

  • Novice:
  • Apprentice: Prices not reduced for damaged items
  • Journeyman: Merchants buy anything
  • Expert: You can invest money in a shop to permanently increase the shop’s available gold by 500
  • Master: All shops in the world have 500 more gold for barter. Items buy and sell at their base cost

Security

  • Novice:
  • Apprentice: Keep one picked tumbler up when breaking a pick.
  • Journeyman: Keep two picked tumblers up when breaking a pick.
  • Expert: Keep three picked tumblers up when breaking a pick.
  • Master: Never drop tumblers when breaking a pick.

Sneak

  • Novice: Sneak attack 4x melee, 2x ranged
  • Apprentice: Sneak attack 6x melee, 3x ranged
  • Journeyman: No sneak penalty for footwear
  • Expert: No sneak penalty for running
  • Master: Armor rating ignored for sneak attacks

Speechcraft

  • Novice:
  • Apprentice: You can rotate the wheel once for free in the Persuasion minigame.
  • Journeyman: Disposition falls 50% slower in the Persuasion minigame.
  • Expert: Loss of disposition for ‘Hate it’ results is lowered from -150% to -100%.
  • Master: Bribes cost half as much

Thank for for reading

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