Game pc through walk


















Note that the lower-level healing spells are generally more efficient than the higher-level ones, by which we mean that they'll typically give you back more health for the amount of magicka that you expend on them.

Higher-level spells will obviously heal you more quickly, but warriors and non-magic specialists can probably get by with casting the lowest-level spells over and over again. In addition to healing spells, though, Restoration offers up a bevy of other effects, some useful, some not so much. The bulk of the spells here are of the Absorb variety, allowing you to transfer attributes and skill points from your enemies to yourself.

Theoretically these are useful, but in most instances we found ourselves killing our foes too quickly to get much advantage from the Absorb spells; if they're going to die within 10 or 15 seconds anyway, you may as well just concentrate on your Destruction spells and kill them straight out. Beyond that, there are plenty of Fortify spells, which temporarily give one of your primary attributes a small boost.

These spells can be handy, especially if you use Fortify Personality to gain the upper hand with merchants or people that have information you need. Acrobatics is something of the ugly stepsister of skills; it doesn't have much in the way of concrete usage in Oblivion, besides the obvious advantages of being able to jump higher and farther than normal. Really, though, jumping isn't all that required in the game, and you're certainly never going to need to attack while jumping around, even if you wanted to.

That said, there's no reason not to increase your Acrobatics skill, especially since it's fairly easy to do so; all you have to do is jump around everywhere you go. Just keep hitting that jump button! This will obviously reduce your fatigue to almost nothing, so it's unwise to do in dungeons or in the wilderness, where you might have to engage in combat, but when you're tooling around in a city, feel free to jump the night away and improve your Acrobatics with minimal effort.

Your Fatigue loss may affect your ability to Persuade, though, so be wary of that. Mastery Level Ability Novice Cannot attack while jumping or falling. Apprentice Can make normal attacks while jumping or falling. Journeyman Gains the ability to Dodge blows if you fight Scamps, you'll see them do this a lot. Master Gains the ability to jump across the surface of water. Just like in Remo Williams! The only way to increase your Light Armor skill is to get hit by something while wearing it, so this is a skill that will naturally increase as you engage in firefights.

Since you'll likely want to get this as high as possible to take advantage of the added defense, this is a good selection as a Major Skill for most thieve or stealthy characters.

Apprentice Light armor degrades at a normal rate. Expert Light armor doesn't encumber the user. Oh, yeah Marksman is the skill that determines the amount of damage you're capable of dealing with bows. As you increase your skill level here, you'll unlock new abilities to use with your bow, such as the handy zoom mode.

The biggest benefit, though, will be the simple addition of damage, so keep using your bows to increase your skill and look for bigger and better bows.

Like weapons, bows can come with damage-causing enchantments, or can be given them via Sigil Stones or enchantment altars. If you're at all decent at Sneaking, then you should always try to approach your target in sneak mode before letting loose your first arrow.

Doing so will let you take advantage of the 2x or 3x multiplier that you get from sneaking. Just be sure to stand up when the battle is joined, or you'll fire much more slowly than you would otherwise.

Mastery Level Ability Novice Take fatigue damage while holding back a drawn bow. Apprentice Takes no fatigue while holding back a drawn bow. Journeyman Can zoom in on targets by holding Block while bow is drawn. Expert Gains a chance to knock down an enemy with successful arrow shot. Master Gains a chance to paralyze a target with successful shots. The Mercantile ability affects the price that you get from vendors when you attempt to either sell to or buy from them.

The higher your Mercantile score, the better the prices that you'll be able to negotiate. In order to increase your Mercantile score, you'll have to use the Haggle mechanic while in the shopkeeper interface. When you haggle, you'll be able to continually attempt to rachet up your selling price for items sold to the merchant.

Each time you sell an item at above market price, you'll gain a small amount to your Mercantile score. It's possible to attempt to sell an item for too much cash, though, in which case the merchant will reject your offer and become slightly less favorable to your future offers.

The thing you want to do here is grab a huge stack of something cheap of disposable and attempt to sell them one by one. Arrows are perfect for this, since you'll often find a bunch of them in dungeon crawls, and they don't weigh very much. When you have a large amount of them, find a merchant and start selling them one by one, increasing your haggling percentage by two or three points after each sale. When they reject your first offer, knock your percentage down by two points and start selling selling selling!

Each time you sell an individual item, your Mercantile skill will gain a small increase. Thus, the best way to get big increases in your Mercantile skill are to get huge amounts of arrows and sell them one by one. Selling them as one stack counts as one transaction for Mercantilism's purposes.

It's laborious, sure, but it works. Since iron arrows are dirt cheap, you can sell a huge stack of them, buy them back, then repeat the process as often as you like to increase your Mercantile score.

Mastery Level Ability Novice Value of sold items is affected by the condition of the item. Apprentice Condition no longer affects value of items.

Journeyman Can buy and sell any kind of item to any vendor. Expert Can invest in a shop, permanently raising that vendor's cash amount by gold.

Master All shops in the world increase their maximum purchase price by gold. Once you get the Daedric lockpick, your Security skill becomes almost irrelevant. Security denotes your character's proficiency at picking locks. Locks in Oblivion are represented by a mini-game, wherein you have to attempt to pick the lock with a flimsy pick by flipping the tumblers within.

If you don't flip a tumbler correctly, though, you'll break your pick and will likely wind up resetting a few of the lock's tumblers. Locks are rated anywhere from very easy one tumbler to very hard five tumblers. In order to flip a tumbler, you have to first tap it upwards with your pick, then hit another button to snap it into place as it hits the top of the lock. Each tumbler, when lifted, will either move up swiftly or slowly. What you want to do when attempting to pick a lock is keep tapping the tumbler over and over again until you notice it taking the slowest path upwards; when it just hits the top of the lock, tap the button to snap it into place, and it should remain in position, allowing you to move onto the next tumbler.

If you attempt to lock it when the tumbler is moving too fast, you'll usually snap your lockpick and drop a few of the tumblers, requiring you to start over from near the beginning of the lock, depending on your skill level.

As you increase your skill in security, tumblers will rotate more slowly, making them much more easy to snap into place, and fewer tumblers will drop if you do happen to screw one of them up. Note that, at level 10, an item becomes available through one of the Daedric quests that makes lockpicking much, much easier; it's worth seeking out as soon as you hit that milestone.

Mastery Level Ability Novice As many as four tumblers fall when a pick is broken. Apprentice As many as three tumblers fall when a pick is broken. Journeyman As many as two tumblers fall when a pick is broken. Expert As many as one tumblers fall when a pick is broken. Master No tumblers fall when a pick is broken.

Speechcraft denotes your character's ability to persuade and influence other NPCs through the Persuasion interface. With a high Speechcraft score, most characters will respond more favorably to you in conversation, and you'll have a better chance of increasing their disposition towards you when attempting to Persuade them, and you'll be able to raise their disposition higher than a character with a low Speechcraft score.

In order to raise your Speechcraft, you just have to attempt to use the Persuasion mini-game as often as you can. Even getting negative results will raise your skill in Speechcraft, so try to take the time to Persuade anyone you meet that offers you the opportunity to do so, even if they're just an average joe that doesn't have anything important to tell you. Apprentice Once per Persuasion, can rotate wedges without selecting a response. Master Cost of bribes cut in half. Sneak is going to be a critical skill for stealth characters.

With a high Sneak skill, you'll be able to avoid combat, deal massive damage to enemies before they're aware of your presence, and make your way into heavily-guarded areas.

Sneaking won't turn you invisible, but if you can remain undetected, then you'll gain some large advantages in combat. It's dark and I've got Chameleon on. Even these ghosts won't be able to detect me! Heck, even I can't detect me.

To sneak, enter sneak mode, and your primary cursor will be ringed with an eye icon. While the eye icon is bright, someone is either watching you or is aware of your presence; if it's greyed-out, though, you can rest assured that you're temporarily undetected. Remaining that way requires you to stay out of your enemy's line of sight which doesn't necessarily mean that you have to stand behind them all the time and to stay quiet.

The amount of noise you make depends on the weight of the boots that you're wearing and how fast you're moving. Wearing heavy armor boots while attempting to run while Sneaking will let people hear you from a good distance away, while walking slowly while wearing light armor boots or preferably no boots at all will let you make much less noise.

You should also stick to the shadows whenever possible, as the amount of light cast on you will directly affect the chance that your enemies will detect you. Invisibility or a Chameleon effect will likewise greatly reduce the chances of detection. Mastery Level Ability Novice When undetected in Sneak mode, one-handed and hand-to-hand attacks deal 4x damage, bow attacks deal 2x damage. Apprentice When undetected in Sneak mode, one-handed and hand-to-hand attacks deal 6x damage, bow attacks deal 3x damage.

Journeyman No penalty to detection chance when wearing boots. Expert No penalty to detection chance for moving while in Sneak mode. Master Opponent is considered to have no armor when struck while undetected and in Sneak mode. One of the most unique aspects of Oblivion is the way it handles experience and levels. While in most RPGs, you want to level up as quickly as possible to gain an advantage over your enemies, that's not always going to be the case in Oblivion.

In fact, the game can become quite difficult if you simply attempt to level up as quickly as possible, because of one simple fact: as you level up, so do your enemies. Here's a small list of things that are affected when you level up. There are probably more effects than these, but these are the important ones. Enemies increase in level.

You'll run into harder enemies the higher level you are, with better spells and equipment and more health. Their skills will increase as well, so Sneaking and Speechcraft will become more difficult if you don't consistently improve these skills between levels. Loot and treasure is better quality. At level one, it'll be difficult to find magical items, but they become more common as you level up. Quest rewards are increased in quality. If you complete a quest at level five in one game, then play again and complete it at level 15, you'll get better quest rewards for the same quest.

Although some quests, like the Daedric quests, have rewards that are always the same. Locks on chests and doors become more difficult.

A door that had a two-tumbler lock at level five might wind up having five at level fifteen. The biggest effect, though, is the effect that levelling has on your foes. If you charge through the game's main storyline and attempt to gain levels as quickly as possible, you'll probably start encountering enemies that are going to be very tough to beat.

You can still level up quickly if you wish, but it's more important to level up smartly. When you create a character in Oblivion, you choose a class or create one that has seven skills as Major Skills. These skills, when improved, cause your character to gain levels. You can contrast this to the system in most games, where you have to run around and kill monsters to gain experience, which then causes you to level up; in Oblivion, it's not who you kill that matters, it's what you do.

Although what you do will probably still involve killing a whole mess of enemies. Constant use of your Major Skills, such as Blunt and Heavy Armor, which are about to get a workout in this screenshot, will cause you to level more quickly. Anyway, so you have these seven Major Skills. In order to gain one level, you need to increase them by ten points total, spread out through any number of the skills.

Let's say that you're a warrior character, and thus you have Heavy Armor, Blunt, and Block as Major Skills, along with a few others. If you increase Heavy Armor by ten points, then you'll gain a level; if you increase Blunt and Block five points each, then you'll also gain a level, and so on. Note that, unlike Morrowind, your Minor Skills have no impact on the rate at which you level, no matter how much you raise them between levels. The crux of the matter here is that increasing your skills also allows you to raise your attributes when you level up.

When you rest and level, you'll be given the opportunity to raise your attributes by anything from one to five points. The number of points by which you can increase an attribute depends on how many points you increased the skills that relate to that attribute. Now, here's where things get kind of complicated. Although raising your Minor Skills doesn't count towards your levelling rate, it does count towards the attribute gain you can add when you level up. The best way to explain this is through an example, or perhaps multiple examples.

Let's suppose that you wanted to raise your Strength attribute by five points at your next level-up. In order to get the full five points at your next level up, then, you'll have to increase those three skills by a combined ten points. This can be done in a number of ways, obviously; if you're focusing on bladed weapons, then you can increase Blade by ten points, or you can spread those ten points out between all three skills.

Note that this is true regardless of whether your Blunt, Blade, and Hand-To-Hand skills are Major or Minor skills or a combination of both. Even a pure wizard can raise his or her Strength by five points at each level-up if they devote enough time to raising these skills.

Strength is more important for warriors, though, who'll want to make sure that they manage to get four or five points added to it at each level up. The balance you have to strike here is between having levelling up rapidly, which occurs when you consistently use all of your Major Skills quite often, and gaining large attribute bonuses, which occurs when you slow down your levelling and spread out your skill point increases.

Things become even more complicated when you consider that most characters will have at least two attributes that they'll want to increase at each level up: wizards will be focusing on Intelligence and Willpower; thieves on Agility and Speed; and warriors on Strength and Endurance. If you're going to try and increase both of these attributes by a full five points each, that means you'll have to increase the relevant skills by 20 points. Since you can only increase your Major Skills by 10 points between each level-up, that means at least some of those skills are going to have to be Minor Skills.

We're going to give you an example of how all this comes together, drawn from our warrior character. His two favored attributes were Strength and Endurance. With a little effort and some slow leveling, you can consistently raise your major attributes by five points at each level-up.

The basic process to increase both of these attributes by five points per level went something like this. We almost never used bladed weapons at all, preferring to stick to blunt weapons. For long portions of the game, we used a two-handed mace weapon, switching to Hand-To-Hand combat for weaker enemies.

Thus, for our Strength attribute, we used Minor skills exclusively to increase it, with Blade seeing occasional use when we found powerful swords. Since we were attempting to level up slowly, though, the fact that Blunt and Hand-To-Hand didn't count towards increasing our level made them preferable, and it wasn't difficult to get at least eight or ten points in both of them between each level, allowing us to consistently raise our Strength by four or five points.

Endurance was a bit easier, since Armorer was a Minor Skill. Even though Minor Skills increase a bit more slowly than Major Skills do, if you use something as often as you do the Armorer skill, you're going to be increasing it naturally quite a bit.

Heavy Armor also went up fairly quickly as a Major Skill, since we almost always used heavy armor and took quite a bit of damage in melee combat. It didn't go up so rapidly that we thought we were levelling up too quickly, though. Block is the third Endurance skill, and as a Minor Skill, we could use it as often as we liked to without worrying about levelling up because of it.

The rest of the Major Skills that we chose were either never used such as the magical skills; we still used Illusion for things like Light and Mysticism for Soul Trap or were used to let us gradually gain points towards the next level, without going too fast, as in the case of Mercantile and Security. With a smooth levelling curve, you won't have to be frightened the first time you see a Frost Atronach.

Well, ok, maybe not AS frightened So, in our experience, if you want to level up quickly, you can add all of the skills that you want to use most often to your Major Skill category, but the drawback to this is that you won't be able to raise your attributes as high when you do level up. If you don't mind levelling up a bit more slowly, you can shift your most-used skills into your Minor Skills selection, increase them between each level-up, and gain four or five points in your primary attributes each time you level.

Doing so will keep you fairly strong in relation to your enemies as you proceed through the game. Keep in mind that each of your attributes is capped at , so if you increase your levels slowly but with high attribute additions at each level-up, you'll probably cap out an attribute or two at around level After this point, you'll still be able to increase your skills and they'll still count towards your levelling-up if they're Major Skills , but you won't be able to add to the attributes that they relate to.

At this point, you might find it enjoyable to focus on some of your other minor skills and attempt to start playing around with magic or thieving abilities, or learn how to use a bow, or something like that, if only to start gaining higher additions to attributes that you've been neglecting.

Also note that levelling slowly will mean that you won't find much magical loot until you hit level three or so. Still, if you've off-loaded your most-used abilities into your Minor Skills category, you should be able to raise them enough to make yourself much more powerful than the foes you face.

For instance, a Blade specialist can get through much of the early game and reach Cloud Ruler Temple while still at level one, and use the Akaviri Katana to cut through the bulk of the enemies you face for the next few hours of gameplay. Spellcasters can likewise advance through the ranks of their chosen professions, with the only limitation being the amount of magicka available to them. It's not unheard of for casters at level two or three to become capable of summoning Dremoras to do their fighting for them.

Most of these character archetypes are just suggestions; one of the joys of Oblivion is making a custom character and seeing how they work. Generally speaking, these characters are designed to allow you to control the speed at which you level by shifting back and forth from your Major Skills to your Minor Skills as you play. In most cases, though, your primary damage-dealing skills will be Minor Skills, which will allow you to rank them up so that you can add five points to each of your primary attributes when you level up.

See our Character Creation and Leveling Up section for more details on this theory - suffice to say it's not something that everyone will agree on. If you want your character to level up more quickly, then pack his or her Major Skills with things that you're going to be using all of the time.

The benefit of quicker leveling is that you'll get better equipment and magical items more quickly; the drawback is that it'll take longer to maximize your attribute scores.

Thus, in our opinion, it's best to have a couple of Major Skills that you use constantly, a couple that are used with less frequency, and a couple that are rarely used at all.

This will let you level up at a modest pace, but allow you to hopefully maximize the number of points that you put into your attributes when you do level up. If this all sounds complicated, then you're not alone: Oblivion's skill and leveling system is a bit intricate, and penalizes you somewhat for leveling up too quickly. If you level up fast, the enemies that you face will get tougher and tougher, and you won't be able to increase your attributes quickly enough to keep pace in most instances.

Anyway, there isn't a "perfect build" in Oblivion - there's only what you enjoy playing. On the flipside, it is possible to create a character that's spectacularly ill-suited to your play style, but with a little work you can make something that's enjoyable and powerful at the same time. There's nothing wrong with making a stealthy character from the outset of the game, but it's worth noting that it's far easier for a warrior or a mage to obtain a good degree of proficiency in Sneak and Security arguably the two centerpiece skills of a good thief later in the game than it is for a stealth-oriented character to suddenly decide to start throwing spells or going toe-to-toe with a two-handed weapon.

Even characters that have been straightforward warriors for most of the game can become excellent stealth characters later on. This is mostly due to the fact that there are an awful lot of ways in the game to add to your Sneak skill the Ring of Khajiiti, the Dark Brotherhood light armor and robes, vampirism and Security skill Skeleton Key , but also due to the fact that adapting to a stealth-oriented style of gameplay requires few equipment changes beyond the ones listed above for other types of characters.

Warriors can continue to wear heavy armor while they sneak around, so long as they have the Ring of Khajiiti on, and will still have a good chance of remaining undetected.

Obtaining the Skeleton Key makes any lock in the game surpassable by simply hitting the auto-attempt key over and over again, since it can't break. So if you want to play as a thief or a stealthy assassin, feel free to do so, but keep in mind that your character might have a little more versatility if you start out as a warrior or mage and then shift over to sneaking around later on. You're going to be leveling up rapidly with this build, especially if you play around with Alchemy too much.

Alchemy, Conjuration, and Mysticism will all cause you to gain a bunch of Intelligence when you level up, but if you want to increase both Intelligence and Willpower, be sure to constantly cast low-level Restoration or Alteration spells on yourself.

Alteration is left as a minor skill to ensure that you'll be able to increase it for the purposes of extra Willpower at level-ups; just cast some Novice-level Shield spell over and over again so that you gain a few levels in it between each level, and your skillups in Restoration and Destruction should be able to get you up the rest of the way.

Be careful with Alchemy here, as going to fast with it can cause you to level too quickly. You'll gain a bunch of Intelligence at each level-up here, but making too many potions in a short period of time will make it difficult to gain Willpower when you level-up.

It's best to wait until you're two or three points away from leveling, then return to your storehouse, grab all of your ingredients from your storage chest, then make a bunch of potions until you level up. This is a pure melee warrior class, with the intent to rush up on your foes and bash them in the head. The goal here is to level up slowly, so pick either Blade or Blunt as your Major skill, but pick the one that you don't want to use most often.

If you pick Blade as a major skill, use blunt weapons for most of the game. That'll let you skill it up a lot between levels since increasing that skill won't contribute towards advancing towards your next level , which in turn will let you add a lot to your Strength score when you hit a new level.

Of the rest of these skills, Heavy Armor will be in constant use, but increases at a fairly moderate pace itself. Between it, Block, and Armorer which starts off low but will rapidly gain points as you use it , you shouldn't have a problem adding a lot of Endurance to your character at low levels, when it's most important to do so.

Endurance added at higher levels doesn't retroactively add to your health. With that said, feel free to trade them out for other skills you think you might find more useful. After you manage to max out Strength and Endurance which should occur around level 10 , you can become a bit more freeform and start working on your minor skills, such as spellcasting or stealth.

Stealth should be easier to increase later on in the game, thanks to items like the Ring of Khajiiti and the light armor given to you in the Dark Brotherhood initiation. This character will always be deficient in magicka, barring something like a backup set of clothes enchanted with Intelligence bonuses, but if you use Conjuration enough and pair it with a dabbling in Alchemy, you should eventually be adding five points of Intelligence at each level up, after you've maxed out Strength and Endurance.

A good variety of skills to supplement your chosen attributes. With a combination of Sneak and Illusion, you should be a master of disguise fairly early in the game, and be able to sneak past enemies that would otherwise be difficult to kill, which is a good thing, since you won't be capable of dealing supreme amounts of physical damage, even if you do practice with your Blade skill.

You'll be able to Conjure up a Bound Dagger whenever you need a little extra oomph in combat, though, at least until you start finding magical weapons.

You'll also be able to create distractions with summoned creatures, which will let you get your attacks in while your enemies hopefully go after your pets.

The Destruction magic here should be used as a followup to your opening sneak attacks. You may have a hard time increasing your Willpower enough to increase the efficacy of the spells, so be sure to pack low-level Alteration or Restoration spells and cast them repeatedly so that you can increase your Willpower when you level up. Note that you can also replace Blade with Marksman if you so choose.

That could fit in with your Conjuration skill, as well, as you summon in enemies to distract your foes while pelting them with arrows. One of the less subtler ways to get through a game of Oblivion is as a melee-focused warrior with high Strength and Endurance. Although you'll run into some scraps now and again, the large health reserves and high armor rating you'll have will allow you to go toe-to-toe with multiple enemies without taking much damage, especially as you start wrapping together that set of Daedric armor when you hit level Luckily for everyone concerned, the awkward missing-a-dude-from-a-foot-away combat system from Morrowind is gone, replaced by a much more sensible combat system that will allow you to hit an opponent every time you swing at them, assuming you're close enough to do so.

So even a lowly mage will be able to hit his or her opponent with an axe Personal preferences aside, we'll come out and make a recommendation: you're generally going to be better off with a one-handed weapon and a shield than you will be with a two-handed weapon.

The reasons for this are multiple. First off, although two-handed weapons generally deal more damage than one-handed weapons do, and have a slightly longer reach, they're also slower and drain more fatigue when swung. If you have to fight a couple of enemies back to back, you're going to be in danger of running out of fatigue, which will reduce the amount of damage you do and also have you run the risk of getting knocked down, which is always humiliating.

Secondly, you're going to lose out on the armor bonus given to you by shields when you wield a two-handed weapon. Shields are generally going to have a higher boost to your armor than any other piece of armor from the same set, including the cuirass, all other things being equal, so the loss of armor here is substantial.

Note that this armor increase is constant; you don't necessarily have to actually block with the shield to get it, just have it equipped. The loss of a shield is also the loss of another enchantable piece of equipment, which, by the time you're finding Grand Soul Gems with Grand souls in them, means that you're basically missing the chance to gain a point bonus to one of your attributes, like strength.

The ability to sneak attack with one-handed weapons make them all but indispensable for most characters. Lastly, you can't sneak attack with two-handed weapons. Technically, you can, but you only get a 1x damage multiplier. That alone is pretty killer, unless you're role-playing a foolhardy Orc that can't wrap his or her head around the concept of stealthy play. Even characters that don't start out practicing their stealth can still get back in the game with a little practice, and by the time you're level 10 or so, you can start finding equipment that makes sneaking much easier.

Getting a six times damage bonus from a sneak attack more than eliminates the difference in damage between a one-handed and two-handed weapon, and you'll rack up your fair share of one-shot kills, as well, especially when dealing with necromancers and conjurers, letting you get past your opponents without causing a ruckus. We're not saying that you should never use a two-handed weapon; they can be fun to play around with.

In our opinion, though, the slight damage disadvantage of a one-handed weapon is more than offset by the advantages outlined above. Hand to Hand is an amusing option, but one that won't be able to really match the choice of either one-handed or two-handed weapons, in our opinion. If you want to add a little more challenge to the game, then it might be worth attempting to max out your hand-to-hand skill and take your James T. Kirk fighting skills to the wicked Dremora, but you're going to be losing out on a lot of advantages when you specialize in hand to hand, such as the armor bonus given by your shield, the ability to poison your weapon, and the ability to enchant both your shield and your weapon.

We're not saying that hand-to-hand is a nonviable choice, but you're going to have to give up a lot in order to make it work. Spellcasters or stealthy characters probably won't have the strength to really make it viable, but pure warriors might find it fun to try out. It's also noticeable for having an awesome sneak attack animation, especially when you land a one-hit kill.

As you progress in level, you're going to start finding magical weapons in the game world and as quest rewards, as well as become able to make them yourself with the Altar of Enchanting in the Mages Guild which every warrior should gain access to, no matter what or via the Sigil Stones you obtain in the Plane of Oblivion.

There are a number of different effects that you can obtain on magical weapons, with the following being some of the most important to look for. Fire, Ice, Shock Damage: You can obtain weapons that deal anywhere from five to 25 magical damage per strike, with the highest ranks becoming available in Sigil Stones from Oblivion after you reach level Although you'll have to recharge these fairly often, it's still worth having one on your character at all times.

Just remember that most undead creatures, as well as trolls, are weak to fire, while Dremora are weak to shock damage. Damage Health: A more direct kind of enchantment, and one that occurs only rarely, although you can make it with the Altar of Enchantment in the Mages Guild. A good basic choice for an enchanted weapon, since it'll work equally well against enemies that have resistances to elemental damage.

Umbra does a supreme amount of damage, besides having a Soul Trap enchantment. Having a Control walkthrough to hand can be essential when making your way through the Oldest House, especially as it's not only a giant maze but it also changes shape as you explore. This makes it particularly easy to lose your bearings, which can make things very frustrating when you're trying to reach a specific location and suddenly the corridors and hallways no longer go where you'd expect them to. With enemies lurking around the corner in most areas it's best to avoid too much confused backtracking, so if you want to finish the main story, complete all of the side missions, and find everything the game has to offer, then continue reading for our comprehensive Control walkthrough.

The game starts with you inside the lobby of the Federal Bureau of Control. Walk to the right and go through the metal detectors, then up the stairs and along the corridor past the three portraits.

Head right and run through the dark offices, then speak to the janitor. After the cutscene, head back out to the hallway and into the elevator. After the cutscene, run to the end of the corridor then into the Director's Office to investigate the sound. Pick up the Pistol and complete the tutorial in the alternate dimension, then when you're back in the Federal Bureau of Control, leave the office and shoot the three Hiss Guards at the end of the corridor.

Philosophical , Story Rich , Atmospheric , Horror. Comedy , Psychological , Narration , Walking Simulator. Indie , Adventure , Surreal , Retro. Indie , Exploration , 3D Platformer , Collectathon. Free to Play. Thriller , Horror , Atmospheric , Psychological Horror. Find More Action , Adventure , 3D Platformer , 3D. Simulation , Stealth , Crime , Action. Action , Horror , Adventure , Casual.

Surreal , Horror , Short , Atmospheric. Adventure , Casual , Simulation , Exploration. Early Access , Action , Adventure , Indie. Browse All Upcoming Releases. Narrow By Tag Adventure 1, Singleplayer 1, Indie Atmospheric Exploration First-Person Casual



0コメント

  • 1000 / 1000