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The Elder Scrolls IV: Oblivion Hints
Exactly how do these multipliers work?
1 of 18: When you level up, you get a multiplier for every attribute that's the governing attribute for one or more of the skills that you increased (by any method) since your last level-up.
2 of 18: NOTE: If you gain 10 major skill points without leveling up, your attribute multipliers are remembered for when you do level up, but new attribute multiplier counters are started for the next level-up. That means you don't lose any attribute multipliers if you wait to level up until after you gain 20 or 30 major skill points.
3 of 18: What your exact multiplier for an attribute will be can vary. It'll be x2 if you gained 1 to 4 related skill points, x3 if you gained 5 to 7 points, x4 if you gained 8 or 9 points, and x5 if you gained 10 or more points.
4 of 18: Since attribute multipliers can be gotten by raising minor skills as well as major, the best way to do it is to go up exactly 10 points in major skills and 10 points in minor skills, and then rest and level up.
5 of 18: NOTE: The last one of those 20 skill points you gain had better be for a major skill due to the previous note.
6 of 18: Don't do 10 points in just any major and minor skills -- work on ones that have governing attributes in common so you can max out your attribute multipliers.
7 of 18: Since Luck is important, but doesn't have any skills using it as a governing attribute, you could plan on having x5 multipliers (the max allowed) on only two attributes so that when you level up, you can increase those two attributes and Luck.
8 of 18: It really helps if your character has some skills governed by a certain attribute as major skills and some as minor. If they're all major, you'll gain level-up points too fast, and if they're all minor, you won't gain any at all.
9 of 18: Since you can only train 5 skill points' worth between level-ups, you'll probably want to save that for when you've gotten all your skill points except for the last five, and then get them quickly via training. This is especially convenient if you plan on gaining 5 skill points in major skills and 5 in minor skills for one attribute, then gaining 5 minor skill points in a second attribute and training 5 major skill points in that second attribute.
10 of 18: Yes, that's all *extremely* confusing, I know. Read on for an example that should help to illustrate how it all works.
11 of 18: Let's say you've just finished leveling up, and you want to be sure to get x5 attribute multipliers for Strength and Endurance on your next level-up.
12 of 18: That means you'll want to go up 10 points total in any combination of the Strength-governed skills (Blade, Blunt, Hand to Hand) and 10 points total in any combination of the Endurance-governed skills (Block, Armorer, Heavy Armor). Also, you want exactly 10 of those 20 points to be in major skills so as to allow a level-up, and you want the last one of those 20 points gained to be in a major skill. This can be very tricky!
13 of 18: Ideally, you'll have at least one Strength-governed skill as a major skill and at least one as a minor skill. (Ditto with Endurance-governed skills.) Let's say for this example that Blade, Block, and Heavy Armor are major skills, and Blunt, Hand to Hand, and Armorer are minor skills.
14 of 18: There are several different ways you can do this, and I'll give specific tips on one of them.
15 of 18: Since you can practice Blunt, Heavy Armor, and Armorer by going out and fighting creatures with blunt weapons while wearing heavy armor and repairing it yourself, do so until each of those skills goes up 5 points. That'll take care of several requirements, including 5 Strength-governed skill points from Blunt practice, 10 Endurance-governed skill points from Heavy Armor and Armorer practice, and 5 of the 10 needed major skill points (from the Heavy Armor practice).
16 of 18: You then need just 5 more Strength-governed major skill points, so go buy 5 points of training in Blade (or go slash creatures with a blade weapon until your Blade skill goes up by 5).
17 of 18: NOTE: If during your combats you healed yourself a lot with Restoration-related spells, you may find that you have a fairly good attribute multiplier for Willpower. The same goes for Speed if you gained a lot of points in Athletics and/or Acrobatics. Due to this, you may want to increase one of those during level-up instead of Luck.
18 of 18: In conclusion, it's a bit of a pain to carefully plan each level-up so that you get x5 multipliers for exactly two attributes. Fortunately, it's not at all necessary to do so, and you can always "fudge" your plans to help accommodate your quest and exploration goals. Just be sure to get at least one x4 or x5 multiplier plus a lesser one per level-up, and do try to get your Strength and Endurance up to high numbers fairly early in the game.