The main problem then, is balancing your character build so that you can control when you level up. If you’ve also raised blunt weapons 3 times (for arguments sake, a minor skill) you would also be able to raise Strength by 2. Acrobatics is associated with the speed attribute so at level up you’ll be able to raise Speed by 5 and two other attributes by 1. Jumping around and occasionally taking fall damage you’ve raised acrobatics 10 times and no other major skills. For some reason you’ve selected acrobatics as a major skill. You’ll get a minimum of 1 point to a maximum of 5 points, to achieve 5 points you need to have raised at least 10 skills associated with that attribute. Each attribute will be raised based on how many skills were raised that are associated with that attribute. When you level up you choose three attributes to raise (Strength, Intelligence, etc), and this is where things get sticky. Raising 10 major skills (with repetition) gives you a level up that will be applied the next time you sleep in a bed. When you choose (preferably create) your character class certain skills are designated as major skills. and each of them levels up as you use them (a method I’ve always wanted to see done well in a game). So how does leveling work in Oblivion? You have your skills like destruction magic, bladed weapons, light armor, etc. Warning: The next two paragraphs are entirely expositional, if you understand Oblivion’s game system skip ahead. For ranged you can equip a light crossbow, I went with +15 for mine since the DLC areas are really punishing towards elemental damage and the early game doesn’t really benefit much from powerful ranged attacks. for buying titanite/large titanite) especially since you won’t need any boss soul weapons. You have plenty of souls to upgrade multiple weapons (i.e. The reinforced club is your go to weapon for max damage, for faster swings you can opt for the hand axe but since you’re dependent on dodging/parrying it pays to finish enemies in as few hits as possible – one hit at a time. For the DLC a pure +15 weapon is good to have due to the ridiculous resistances that those enemies have (especially if you remember to two-hand it for the bonus strength). It may be better to go with Chaos +5 if you suck less than I do. Since you don’t benefit from stat scaling at SL1 your best bet is elemental weapons, Fire +5 can be had very early, and in the grand scheme of things Fire +10 and Lightning +5 can be had early and are strong throughout the main game. The reason for the semi-early Pinwheel has nothing to do with kindling and everything to do with visiting Vamos. Slight variations on armor – gargoyle helm during O and S (user error), Mask of Mother for Centipede, full antiquated for Seath, mostly naked for Artorias and Kalameet, chest/arms/legs Havel for Kings. Once I dropped FaP I switched to head/arms – antiquated and chest/legs –pyro (seems best possible if you want the grass crest shield and a reinforced club equipped). I prefer fast roll whenever feasible, and it’s hard to beat the pyromancer’s starting equipment for light armor (and you can have both once you get FaP going). While it’s not really that strong in a normal run it’s great at SL1 for the extra stamina and equip load. (It would also help if you remember how amazing the Antiquated set is, I didn’t get to abuse that until Nito due to my faulty memory.) I used the Ring of FaP starting with Capra and going through Artorias. You don’t need pyro for the early bosses but the sooner you can get the BDCR and access to Quelaana the sooner you can start trivializing things. There’s an early run down to the depths that’s not reflected in the boss order, getting Griggs and Laurentius available as merchants is a high priority. Obviously equipment is the most important part of a run like this. It’s so satisfying to beat these jerks to death with a club (actually RFC+3 iirc).
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