# ###      /      ###
   /  /###    #/        ###    #               #
  /  /  ###   ##         ##   ###             ###
 /  ##   ###  ##         ##    #  ##           #
/  ###    ### ##         ##       ##
##   ##     ## ## /###    ##  ###   ##    ### ###       /###   ###  /###
##   ##     ## ##/ ###  / ##   ###   ##    ### ###     / ###  / ###/ #### /
##   ##     ## ##   ###/  ##    ##   ##     ### ##    /   ###/   ##   ###/
##   ##     ## ##    ##   ##    ##   ##      ## ##   ##    ##    ##    ##
##   ##     ## ##    ##   ##    ##   ##      ## ##   ##    ##    ##    ##
##  ##     ## ##    ##   ##    ##   ##      ## ##   ##    ##    ##    ##
 ## #      /  ##    ##   ##    ##   ##      ## ##   ##    ##    ##    ##
  ###     /   ##    /#   ##    ##   ##      /  ##   ##    ##    ##    ##
   ######/     ####/     ### / ### / ######/   ### / ######     ###   ###
     ###        ###       ##/   ##/   #####     ##/   ####       ###   ###



============================================================================

Elder Scrolls IV: Oblivion Balanced Character Creation Guide
Version 1.35 04/06/06
Copyright 2006 Bon "Brynne" Cottle

============================================================================

The Elder Scrolls IV: Oblivion was developed by Bethesda Game Studios,
published by Bethesda Softworks and 2K Games and is copyright 2006 Bethesda
Softworks. This guide is not endorsed by, nor is the author associated in
any way with, Bethesda Game Studios, Bethesda Softworks or 2K Games.

============================================================================

Outline:
1: Introduction
2: Building a Character
  A: Choosing a Race
     1: Argonian
     2: Breton
     3: Dark Elf
     4: High Elf
     5: Imperial
     6: Khajiit
     7: Nord
     8: Orc
     9: Redguard
    10: Wood Elf
  B: What Sign Are You?
     1: The Apprentice
     2: The Atronach
     3: The Lady
     4: The Lord
     5: The Lover
     6: The Mage
     7: The Ritual
     8: The Serpant
     9: The Shadow
    10: The Steed
    11: The Thief
    12: The Tower
    13: The Warrior
  C: The Class Decision
     1: Overall Emphasis
        a: Combat
        b: Mage
        c: Stealth
     2: Your major stats
        a: Agility
        b: Endurance
        c: Intelligence
        d: Luck
        e: Personality
        f: Speed
        g: Strength
        h: Willpower
     3: Major and minor skills
        a: Ranks of Skills
        b: Skills and their "Perks"
           1: Acrobatics
           2: Alteration
           3: Alchemy
           4: Armorer
           5: Athletics
           6: Blade
           7: Block
           8: Blunt
           9: Conjuration
          10: Destruction
          11: Hand-to-Hand
          12: Heavy Armor
          13: Illusion
          14: Light Armor
          15: Marksman
          16: Mercantile
          17: Mysticism
          18: Restoration
          19: Security
          20: Sneak
          21: Speechcraft
        c: Planning Skills for Balanced Leveling
3: Planning Levels
  A: Setting stat goals
  B: Maximizing your level bonuses
  C: Level Points versus Stat Points
  D: Random Skilling and Forced Skilling
  E: Control Considerations
  F: Notes on Endurance and Luck
4: Training a Skill
  A: Payment for services
  B: List of Trainers
     1: Acrobatics
     2: Alteration
     3: Alchemy
     4: Armorer
     5: Athletics
     6: Blade
     7: Block
     8: Blunt
     9: Conjuration
    10: Destruction
    11: Hand-to-Hand
    12: Heavy Armor
    13: Illusion
    14: Light Armor
    15: Marksman
    16: Mercantile
    17: Mysticism
    18: Restoration
    19: Security
    20: Sneak
    21: Speechcraft
  C: Questing for Mastery
5: Skill Books and other ways to gain skills
  A: Skill Books by Type
     1: Acrobatics
     2: Alteration
     3: Alchemy
     4: Armorer
     5: Athletics
     6: Blade
     7: Block
     8: Blunt
     9: Conjuration
    10: Destruction
    11: Hand-to-Hand
    12: Heavy Armor
    13: Illusion
    14: Light Armor
    15: Marksman
    16: Mercantile
    17: Mysticism
    18: Restoration
    19: Security
    20: Sneak
    21: Speechcraft
  B: Skill Books by Location
     1: Anvil
     2: Bravil
     3: Bruma
     4: Cheydinal
     5: Chorrol
     6: Imperial City
     7: Kvatch
     8: Leyawiin
     9: Skingrad
    10: Arcane University
    11: Other Locations
    12: Loot and Quests
  C: Other skill additions
6: Beginning Spells and Spell Vendor Locations
  A: Beginning Spells for All Categories
  B: Mage's Guild Spell Emphasis
  C: Spells by Category
     1: Alteration
     2: Conjuration
     3: Destruction
     4: Illusion
     5: Mysticism
     6: Restoration
  D: Spells by Location
     1: Anvil
     2: Bravil
     3: Bruma
     4: Cheydinhal
     5: Chorrol
     6: Imperial City
     7: Leyawiin
     8: Skingrad
7: Comparison Example
8: Updates and Things
9: Credits and Legal Babble.

====================================1=======================================

1: Introduction

  There's nothing worse than putting eight or more hours into a game, only
  to find that your character has become unbalanced or unplayable.  You run
  into a dungeon only to find that mobs that should be easy essentially
  kick your butt.  With Oblivion being a huge game overall, it's very easy
  to find this happening.  It happens for many reasons, among them the
  leveled dungeons whose denizens gain strength as you gain levels.
  Another reason is random skillups on your major skills.  Indeed, it often
  seems that some move very fast while others crawl along, giving you
  levels before you have combat skills to match.  Not to worry, after much
  trial and error (and about 10 remakes of characters more than four hours
  in) I've discovered some basic ways to balance your character and shape
  it in the way you would like it to be.

  As a disclaimer, I should note that if you're playing as a roleplayer
  this guide will probably upset you, as it is meant to take into control
  your leveling, rather than just choosing those skills which reflect how
  you want to play your character.  Please don't send me hate mail about
  your opinions on this method.  I realize some people won't like this way
  of leveling, but it's just as legitimate as getting the random levels by
  dungeon crawling or attending to the main quest.  There are no cheats in
  this guide and I think cheating is really unneccessary in this game if
  you play it right.  That aside, on with the guide.

====================================2=======================================

2: Building a Character

  The first thing to consider when you build your character is your overall
  goal.  Do you want to be a fighter, a pure mage, maybe something in
  between?  Is there a specific image you hold for how you want your
  character to be or look when you max out your levels?  Perhaps a specific
  way of combat that appeals to you?  Knowledge of what you're choosing and
  how it affects your character in the long run can make a huge difference.

------------------------------------2A--------------------------------------

  A: Choosing a Race

     While choosing a race sounds simple, it's also rather involved.  There
     is quite a selection of races in Oblivion, all of them worthwhile to
     play and all of them with their strengths and weaknesses.  Knowing how
     you want to play your character should come into play in your choice,
     although there is nothing wrong with choosing a magically inclined
     race to make a fighter or vice versa.  It just means your job will be
     slightly more difficult.

     Each race has a special ability along with adjusted beginning stats
     and skill bonuses.  Males and females of the races also have slightly
     different stats.  Don't get upset girls, as when a female is weaker
     in some areas, males are weaker in others.  There are no judgements
     made by the game creators overall and it truly is very balanced
     regardless of what you pick.  Stats start at either 30, 40 or 50 (with
     Orcs the exception to this rule) and only the Luck stat is 50 for any
     and every race.

     I did use some abbreviations for stats, so here they are.  Str is
     Strength, Int is Intelligence, Will is Willpower, Agi is Agility, End
     is Endurance and Per is Personality.  Those, along with Speed and
     Luck, are the stats for this game.  We'll discuss stats in a later
     section.  For now, here are the various races and their starting
     abilities.

     1: Argonian - A reptilian race with immunities to disease and poison.
        They can also breathe water and get a bonus to picking locks.

        a: Starting Stats - Male:        Female:
                             40 Str       40 Str
                             40 Int       50 Int
                             30 Will      40 Will
                             50 Agi       40 Agi
                             40 Speed     40 Speed
                             30 End       30 End
                             30 Per       30 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Athletics and Security
                           +5 Alchemy, Blade, Hand-to-Hand, Illusion and
                           Mysticism

        c: Specials - Resist Disease (75/100 constant)
                      Immune to Poison (100/100 constant)
                      Water Breathing (constant)

     2: Breton - Humanoid race that is known for their spellcraft and
        resistance to magic.  They are especially good at summoning and
        healing magics.

        a: Starting Stats - Male:        Female:
                             40 Str       30 Str
                             50 Int       50 Int
                             50 Will      50 Will
                             30 Agi       30 Agi
                             30 Speed     40 Speed
                             30 End       30 End
                             40 Per       40 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Conjuration, Mysticism and Restoration
                           +5 Alchemy, Alteration and Illusion

        c: Specials - Fortified Maximum Magicka (+50 Magicka Points)
                      Resist Magicka (50/100 constant)
                      Dragon Skin (Shield ability of 50, duration 60
                      seconds, once per day)

     3: Dark Elf - Dark Elves are known for balanced fighting skills with
        sword, bow and destruction magic.  They are also known as Dunmer in
        their homeland of Morrowind.

        a: Starting Stats - Male:        Female:
                             40 Str       40 Str
                             40 Int       40 Int
                             30 Will      30 Will
                             40 Agi       40 Agi
                             50 Speed     50 Speed
                             40 End       30 End
                             30 Per       40 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Blade and Destruction
                           +5 Athletics, Blunt, Light Armor, Marksman
                           and Mysticism

        c: Specials - Resist Fire (75/100 constant)
                      Guardian Spirit (conjures a Ghost for 60 seconds,
                      once per day)

     4: High Elf - The most strongly gifted in magic, the High Elves (also
        known as Altmer on Summerset Isle) also have a vulnerability to
        fire, frost and shock.

        a: Starting Stats - Male:        Female:
                             30 Str       30 Str
                             50 Int       50 Int
                             40 Will      40 Will
                             40 Agi       40 Agi
                             30 Speed     40 Speed
                             40 End       30 End
                             40 Per       40 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Alteration, Conjuration, Destruction and
                           Mysticism
                           +5 Alchemy and Illusion

        c: Specials - Fortified Maximum Magicka (+100 Magicka Points)
                      Weakness to Fire, Frost and Shock (25/100 constant on
                      all)
                      Resist Disease (75/100 constant)

     5: Imperial - These natives of the cosmopolitan province of Cyrodiil
        are hailed as gifted diplomats and traders.  They also are reputed
        to be skilled with heavy armor and in social skills.

        a: Starting Stats - Male:        Female:
                             40 Str       40 Str
                             40 Int       40 Int
                             30 Will      40 Will
                             30 Agi       30 Agi
                             40 Speed     30 Speed
                             40 End       40 End
                             50 Per       50 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Heavy Armor, Mercantile and Speechcraft
                           +5 Blade, Blunt and Hand-to-Hand

        c: Specials - Star of the West (Absorb Fatigue, 100 points, once
                      per day)
                      Voice of the Emperor (Charm, 30 points, once per day)

     6: Khajiit - A feline race, they are intelligent, quick and agile.
        Because of this, and their ability to see in the dark, they make
        excellent thieves.

        a: Starting Stats - Male:        Female:
                             40 Str       30 Str
                             40 Int       40 Int
                             30 Will      30 Will
                             50 Agi       50 Agi
                             40 Speed     40 Speed
                             30 End       40 End
                             40 Per       40 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Acrobatics and Hand-to-Hand
                           +5 Athletics, Blade, Light Armor, Security
                           and Sneak

        c: Specials - Eye of Fear (Demoralize, 100 points, once per day)
                      Eye of Night (duration of 30 seconds, unlimited use)

     7: Nord - Tall and fair-haired, Nord make strong warriors with an
        added resistence to cold.

        a: Starting Stats - Male:        Female:
                             50 Str       50 Str
                             30 Int       30 Int
                             30 Will      40 Will
                             40 Agi       40 Agi
                             40 Speed     40 Speed
                             50 End       40 End
                             30 Per       30 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Blade, Blunt and Heavy Armor
                           +5 Armorer, Block and Restoration

        c: Specials - Nordic Frost (Frost Damage on touch, 50 points, once
                      per day)
                      Woad (Shield ability, 30 point, duration of 60
                      seconds, once per day), Resist Frost (50/100
                      constant)

     8: Orc - Mountain people, Orcs are known as armorers and heavy troops.
        Their berserker abilities and fighting skills make them strong in
        melee combat.

        a: Starting Stats - Male:        Female:
                             45 Str       45 Str
                             30 Int       40 Int
                             50 Will      45 Will
                             35 Agi       35 Agi
                             30 Speed     30 Speed
                             50 End       50 End
                             30 Per       25 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Armorer, Block, Blunt and Heavy Armor
                           +5 Hand-to-Hand

        c: Specials - Berserk (Fortify Health, 20 points, Fortify Fatigue,
                      200 points, Fortify Strength, 50 points, Drain
                      Agility, 100 points, duration 60 seconds, once per
                      day), Resist Magicka (25/100 constant)

     9: Redguard - With an affinity for all armors and most fighting
        styles, Redguards make superior fighters.  Add in their hardy
        constitution and a natural resistance to disease and poison and you
        can see why they are known as a warrior race in Tamriel.

        a: Starting Stats - Male:        Female:
                             50 Str       40 Str
                             30 Int       30 Int
                             30 Will      30 Will
                             40 Agi       40 Agi
                             40 Speed     40 Speed
                             50 End       50 End
                             30 Per       40 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Athletics, Blade and Blunt
                           +5 Light Armor, Heavy Armor and Mercantile

        c: Specials - Adrenaline Rush (Fortify Agility, 50 points, Fortify
                      Speed, 50 points, Fortify Strength, 50 points,
                      Fortify Endurance, 50 points, Fortify Health, 25
                      points, duration 60 seconds, once per day), Resist
                      Poison (75/100 constant), Resist Disease (75/100
                      constant)

    10: Wood Elf - Nimble and quick, the Bosmer (as they are known in the
        Valenwood forests) are good scouts, thieves and archers.  Their
        ability to command simple creatures is also a bonus.

        a: Starting Stats - Male:        Female:
                             30 Str       30 Str
                             40 Int       40 Int
                             30 Will      30 Will
                             50 Agi       50 Agi
                             50 Speed     50 Speed
                             40 End       30 End
                             30 Per       40 Per
                             50 Luck      50 Luck

        b: Skill Bonuses - +10 Alchemy, Marksman and Sneak
                           +5 Acrobatics, Alteration and Light Armor

        c: Specials - Beast Tongue (Command Creature, 20 points, duration
                      60 seconds, once per day), Resist Disease (75/100
                      constant)

------------------------------------2B--------------------------------------

  B: What Sign Are You?

     No, this isn't a pickup line heard in the common room of inns across
     Tamriel, but a birthsign for your character that offers you a special
     ability or bonus that can help you in your time in the game world.  It
     is important to choose your sign with care, as being born under the
     right sign for your abilities will can boost you at the start.  Again
     I'm providing a list of their names and what they do without making
     any judgement calls.

     1: The Apprentice - This sign offers a character a bonus of 100
        Magicka points at the start of their character.  To offset this
        bonus it comes with a 100% weakness to Magicka.

     2: The Atronach - This sign offers 150 points of Magicka at the start.
        However, you don't get any Magicka regeneration over time
        regardless of how much Willpower your character might have.
        Instead you have to sleep in a bed (if only for an hour) to get
        your Magicka back.  You also get a 50% boost to Spell Absorbtion.

     3: The Lady - This sign gives you a +10 Stat bonus to Willpower and
        Endurance.

     4: The Lord - This sign gives you Restore Health (6 point regeneration
        over 15 seconds) and a Weakness to Fire (25/100 constant).

     5: The Lover - This sign gives you Paralyze (a touch effect for a
        duration of 10 seconds, once per day) and you lose 120 points of
        Fatigue once a day.

     6: The Mage - This sign offers you 50 points of Magicka to start.
        Unlike The Apprentice and The Atronach, however, there are no
        negative effects.

     7: The Ritual - This sign gives you Restore Health (200 points,
        instant, once per day) and Turn Undead (100/100, duration of 30
        seconds, once per day).

     8: The Serpent - This sign has three effects that are all once per
        day.  Damage Health (touch effect, 3 points over 20 seconds),
        Dispel (90/100), Cure Poison and Damage Fatigue (on self, 100
        points).

     9: The Shadow - This sign offers you Invisibility (duration of 60
        seconds once per day).

    10: The Steed - This sign boosts your Speed by 20.

    11: The Thief - This sign gives you +10 to Agility, Speed and Luck.

    12: The Tower - This sign gives you the ability to Open an Average
        (3 tumbler) lock once per day.  You also get Reflect Damage (5
        points, duration of 120 seconds, once per day).

    13: The Warrior - This sign boosts both your Strength and Endurance
        by 10 points.

    Without trying to tell you how to build your character, I have found
    that The Apprentice and The Mage are very useful when building a
    character, especially if you plan on forcing your levels.  It takes
    a lot of magic and having a bit of extra magic at the beginning never
    hurt anyone. Another great choice, in my opinion, is The Warrior.  That
    sign has been great for my magically inclined races that start with
    very little strength and weight allowance.  (Thanks Derick for
    reminding me to make that note.)

------------------------------------2C--------------------------------------

  C: The Class Decision

     Class is the most difficult choice overall, because it encompasses a
     lot of information.  It also has the ability of making your leveling
     experience to be hard or easy, depending on what you choose in the
     end.  While your race and your sign give you some nice beginning
     points, class affects your time in Oblivion throughout and it can make
     or break your experience with the game.  If you're a role-player, the
     choice is simply finding the kind of class that works with your
     overall vision of your character.  If you just want to play the game
     without worrying about finding certain skills lagging behind your
     level, class is the place to start the balancing act.

     Most people are going to find that the classes that come with the
     game, while nice, just won't offer them exactly what they are looking
     for.  In fact, it's my recommendation that you do build a custom class
     to maximize your ability to control the balance of your character
     throughout every level.  You don't have to, of course, but it
     definitely makes your job easier.

     The sub-sections for this area in my guide are geared toward making
     that custom class, but are helpful for everyone, even if they are
     picking a pre-made class.  The information about what everything does
     and how it affects your character is included, letting you make an
     informed decision about your class.

     NOTE: When looking over classes, skills and such, consider that the
     lower your original major class skills are, the higher your potential
     level will be.  It's difficult to get all 25s because of bonuses found
     in most decisions, but even 30s across the board will net you around
     49 levels.  (Do the math, I did.  And thanks to Bill for pointing this
     out.  I knew it, technically, but I hadn't actually sat down to
     really think about it.)

     1: Overall Emphasis

        To begin, every custom class has to choose between one of three
        different areas of emphasis.  With the pre-made classes, of course,
        this is already set.  However, knowing what each one does can allow
        you to set the tone for how your character's skill increase.  All
        skills in that emphasis group get a +5 bonus to start as well as
        all of the skills in that set level more quickly (or supposedly
        according to the game).  I know the game, the booklet that came
        with the game AND the guide say differently, but I could never get
        my skills to add up right.  Finally, I went back to the beginning
        to test it.  Sure enough, every skill in an emphasis group got +5
        points.  It might be a mistake, but that's how it works right now.
        Knowing this, your emphasis should be on how you intend to play
        your game.  While the official guide recommends choosing those
        skills in your emphasis as major skills, there are plenty of
        reasons not to necessarily follow that advice, as I'll explain
        later.

        a: Combat - This emphasis includes Armorer, Athletics, Blade,
        Block, Blunt, Hand-to-Hand and Heavy Armor.  Note that six out of
        seven of these skills have Strength or Endurance as their governing
        stats. Athletics is speed. (More explained in the stats section.)

        b: Mage - This emphasis includes Alchemy, Alteration, Conjuration,
        Destruction, Illusion, Mysticism and Restoration.  Out of these
        skills, six out of seven are either governed by Willpower or
        Intelligence.  Illusion is Personality.

        c: Stealth - This emphasis includes Acrobatics, Light Armor,
        Marksman, Mercantile, Security, Sneak and Speechcraft.  Out of
        these, only five are Agility and Speed stat governed.  Mercantile
        and Speechcraft are Personality.

     2: Your Major Stats

        As with your overall emphasis, it's a good idea to look at how you
        want to play your character in the overall scheme of things.
        Again, this shouldn't affect your major and minor skill choices for
        reasons I'll explain below.  However, this will give you a tiny
        boost in skillups to the skills belonging to these stats, as well
        as five more stat points.  Careful and judicious picking will allow
        you to get the most out of your character's levels.  It is
        interesting to note that while the game says that the stats govern
        skills, it is actually the other way around.  Skills in that stat
        set boost bonuses to the stat upon leveling, something that will
        make your job easier when leveling your character.  All stats have
        a maximum of 100 points, but they can be damaged or boosted with
        items and spells.

        a: Agility - This stat (aka statistic or attribute) affects your
        ability to maneuver and balance.  It also ties in with Strength,
        Endurance and Willpower to affect your Fatigue and finally, how
        much damage you can do with marksman weapons (eg bows).  It governs
        the skills of Marksman, Security and Sneak.

        b: Endurance - This stat affects how much Health you have.  You
        start with Health Points that are two times your beginning End
        stat.  Then, every time you level, 10% of your total Endurance
        is added to your Health Points.  This stat also affects how much
        Fatigue you have.  It governs the skills of Armorer, Block and
        Heavy Armor.

        c: Intelligence - This stat affects your total Magicka points,
        giving you two times your stat total for your total Magicka Pool.
        This only goes up if your Intelligence goes up, unlike health.  At
        first I thought that Int was what brought my casting costs down,
        however, I've since discovered that it is level in a magic skill
        and not Intelligence directly.  It governs the skills of Alchemy,
        Conjuration and Mysticism.

        d: Luck - This stat affects everything you do, not surprisingly.
        It's a bit hard to define just how it works specifically, but you
        can see how sometimes you'll get lucky with things.  It governs no
        skills.

        e: Personality - This stat affects how people react to you.  This
        allows you to gather information, get better deals in a shop and
        generally talk people into telling you things and doing things for
        you.  It governs the skills of Illusion, Mercantile and
        Speechcraft.

        f: Speed - This stat determines how fast you move.  Believe me,
        this might sound minor, but when this stat gets higher, it makes a
        difference and you can tell.  It governs the skills of Acrobatics,
        Athletics and Light Armor.

        g: Strength - This stat affects how much weight you can carry.
        This is determined by multiplying your Strength stat by five.  This
        does not go up unless your strength goes up, something that is very
        important to note.  Strength also determines how much damange you
        can do with melee weapons (eg swords and axes) and helps determine
        how much Fatigue you have.  It governs the skills of Blade, Blunt
        and Hand-to-Hand.

        h: Willpower - This stat affects how quickly you regenerate Magicka
        points, unless you chose The Atronach as your sign, that is.  Like
        speed, it sounds minor but makes a major difference in the levels
        to come, even if you never mean to cast spells in combat.
        Willpower is also one of the four stats that affect your Fatigue.
        It governs the skills of Alteration, Destruction and Restoration.

     3: Major and Minor Skills

        Skills are the integral part of Elder Scrolls IV: Oblivion.
        Instead of an experience point basis, all of your levels come from
        raising your major skills.  For every 10 points gained spread among
        your major skills, your character will gain one level.  So, what is
        the difference between major and minor skills, you might ask?
        Well, it's not as much as you might think.  All skills have the
        potential of getting to 100, the highest skill level possible.
        Your character can use any and all of their skills, whether major
        or minor, and all of the skills will affect bonuses available when
        you gain a level.  This, however, is the point where you begin the
        balancing game of deciding how you are going to level and what
        skills you think will help you.  And it's not as simple as it
        sounds.

        a: Ranks of Skills

        For starters, there's a leveling system within the skills
        themselves, seperate from your character's specific levels.
        As your skills get higher, they go through ranks which, in turn,
        affect that skill's abilities, spells and perks.  The ranks go
        5-24: Novice; 25-49: Apprentice; 50-74: Journeyman; 75-99:
        Expert; 100: Master.  All major skills start with a minimum of
        level 25.  I say minimum because race and overall class emphasis
        can and will adjust this.  Minor skills start at a minimum at 5,
        pending adjustments made from earlier decisions.  As you use a
        skill, it levels.  Sometimes that's as simple as casting a spell or
        as difficult as sneaking around an NPC in order to avoid being seen
        and heard.  As the skill itself levels, you gain different
        abilities, also called perks, to go with the skill.  Magic skills
        are slightly different as you gain the ability to use new spells.
        However, you must purchase the spells to use them.  They aren't
        automatically granted to you.

        b: Skills and their "Perks"

           All skills have perks (abilities) that come as you gain ranks in
           the skill.  Perks for magical abilities are in the nature of
           better spells to cast.  However, the ability to cast them
           doesn't automagically grant them to you.  You must track down
           someone to sell you the spell and purchase it.  I'm not going to
           list spell effects, magicka costs or places to puchase the
           spells here, just the spells that are available when you do gain
           a rank.  I won't even say that this list is comprehensive, as I
           keep discovering new things in the world every time I play.

           1: Acrobatics - This Speed-based skill allows you to jump long
              distances and avoid damage when falling great distances.

              Novice Rank means you cannot attack when jumping or falling.

              Apprentice Rank allows you to make normal attacks, but not
              power attacks, when jumping or falling.

              Journeyman Rank gives you the Dodge ability and you can hold
              a block and jump in a direction to roll and avoid attacks.

              Expert Rank reduces your Fatigue loss for jumping by 50%.

              Master Rank gives you the Water Jump ability that allows you,
              with precise timing, to jump off the surface of water.

           2: Alteration - This Willpower-based magic skill includes spells
              that allow you to breathe under water, walk on water, open
              locks, shield yourself from physical or magical damage, alter
              your encumbrance and probably other things I haven't found.

              Novice Rank spells are:
               Open Very Easy Lock
               Protect
               Protect Other

              Apprentice Rank spells are:
               Defend
               Ease Burden
               Electric Shell
               Frost Shell
               Heat Shell
               Hindering Touch
               Open Easy Lock
               Sea Stride
               Water Breathing

              Journeyman Rank spells are:
               Encumbering Touch
               Guard
               Ice Shield
               Lighten Load
               Lightning Shield
               Open Average Lock

              Expert Rank spells are:
               Fire Shield
               Glacial Wall
               Lightning Wall
               Open Hard Lock
               Oppressing Grasp
               Pack Mule
               Shield
               Weight of the World

              Master Rank spells are:
               Aegis
               Beast of Burden
               Flame Shield

           3: Alchemy - This Intelligence-based skill allows you to create
              potions as well as gain more benefits from alchemical
              ingredients when eaten.  All ingredients and foods in the
              world have alchemic properties that can be matched together
              to create potions of varying strengths.  The rank of your
              alchemy skill affects how many properties you can see to
              match two or more ingredients together for potion creation.

              Novice Rank can only see the first of the four total
              properties every ingredient has.

              Apprentice Rank can see two of the four properties of an
              ingredient.

              Journeyman Rank can see three of the four properties of an
              ingredient.

              Expert Rank can see all four of the properties of an
              ingredient.

              Master Rank can make potions from a single ingredient.

           4: Armorer - This Endurance-based skill allows you to maintain
              your weapons and armor at their top condition.  Damaged
              weapons and armor are less effective than those in the best
              repair.

              Novice Rank can simply use Repair Hammers to repair their
              armor and weapons.

              Apprentice Rank makes Repair Hammers last twice as long. In
              other words, they don't break as often.

              Journeyman Rank allows you to repair your magical items.

              Expert Rank allows you to repair items beyond their highest
              condition to 125%.  Expert-improved weapons do more damage
              and expert-improved armor protects you better.

              Master Rank never breaks their Repair Hammers.  One will last
              a lifetime.

           5: Athletics - This Speed-based skill allows you to run faster,
              swim faster and regenerate lost fatigue faster.

              Novice Rank regenerates fatigue slowly when running.

              Apprentice Rank regenerates fatigue 25% faster when running.

              Journeyman Rank regenerates fatigue 50% faster when running.

              Expert Rank regenerates fatigue 75% faster when running.

              Master Rank never has a reduced fatigue regeneration when
              running.

           6: Blade - This Strength-based skill is for dagger and sword
              weapons, making their slashing and thrusting attacks more
              effective.

              Novice Rank has a basic Power Attack with a damage bonus in
              all directions.

              Apprentice Rank gains a Mastery Standing Power Attack with a
              damage bonus.

              Journeyman Rank gains the Mastery Left and Right Power
              Attacks, which have a chance to disarm an opponent.

              Expert Rank gains a Mastery Backwards Power Attack which has
              a chance to knock an opponent down.

              Master Rank gains a Mastery Forward Power Attack that has a
              chance to paralyze an opponent.

           7: Block - This Endurance-based skill gives you the ability to
              parry melee attacks with your shield or weapons.  Shields
              block better, of course, but weapons do work as well.
              Successful blocks can reduce the damage you take from a melee
              strike.

              Novice Rank is fatigued by blocking and cannot block with
              Hand-to-Hand against weapons.

              Apprentice Rank doesn't get fatigued when blocking.

              Journeyman Rank doesn't gain damage to shield or weapon when
              blocking and can cause an opponent to recoil when blocking
              with Hand-to-Hand.

              Expert Rank gains a chance of a knockback counterattack on
              opponents when using a shield.  This causes an enemy to
              stagger if the blow connects.

              Master Rank has an additional chance of disarming an enemy
              when using the knockback counterattack successfully.

           8: Blunt - This Strength-based skill is for maces, clubs,
              staves, hammers and axes (yes, axes).  It affects crushing
              blows of these weapons to be more effective.

              Novice Rank has a basic Power Attack with a damage bonus in
              all directions.

              Apprentice Rank gains a Mastery Standing Power Attack with a
              damage bonus.

              Journeyman Rank gains the Mastery Left and Right Power
              Attacks, which have a chance to disarm an opponent.

              Expert Rank gains a Mastery Backwards Power Attack which has
              a chance to knock an opponent down.

              Master Rank gains a Mastery Forward Power Attack that has a
              chance to paralyze an opponent.

           9: Conjuration - This Intelligence-based magic skill allows you
              to cast spells to summon creatures, magical weapons and
              magical armor.  It also allows you to turn undead (think
              Cause Fear instead of the destroy undead effect from D&D).

              Novice Rank spells are:
               Bound Boots
               Bound Dagger
               Bound Gauntlets
               Bound Helmet
               Turn Undead

              Apprentice Rank spells are:
               Bound Greaves
               Bound War Axe
               Repulse Undead
               Summon Ghost
               Summon Scamp
               Summon Skeleton
               Summon Zombie

              Journeyman Rank spells are:
               Bound Bow
               Bound Cuirass
               Bound Mace
               Rebuke Undead
               Summon Dremora
               Summon Flame Atronach
               Summon Headless Zombie
               Summon Skeleton Guardian

              Expert Rank spells are:
               Bound Shield
               Bound Sword
               Dismiss Undead
               Summon Clannfear
               Summon Daedroth
               Summon Frost Atronach
               Summon Skeleton Champion
               Summon Skeleton Hero
               Summon Spider Daedra

              Master Rank spells are:
               Summon Dremora Lord
               Summon Gloom Wraith
               Summon Storm Atronach
               Summon Xivilai

          10: Destruction - This Willpower-based magic skill allows you to
              cast ice, fire and lightning damaging spells at opponents.
              It also has spells that reduce resistances to magical
              attacks.

              Novice Rank spells are:
               Burning Touch
               Cold Touch
               Curse of Weakness
               Damage Attribute: Agility
               Damage Attribute: Endurance
               Damage Attribute: Luck
               Drain Attribute: Agility
               Drain Attribute: Endurance
               Drain Attribute: Luck
               Flare
               Minor Ennervation
               Minor Wound
               Shocking Touch
               Snowball
               Spark

              Apprentice Rank spells are:
               Corrode Armor
               Damage Attribute: Speed
               Damage Attribute: Willpower
               Drain Attribute: Speed
               Drain Attribute: Willpower
               Drain Skill: Illusion
               Drain Skill: Marksman
               Electric Touch
               Entropic Bolt
               Flame Touch
               Flash Bolt
               Frost Touch
               Hailstone
               Magicka Drain
               Major Ennervation
               Major Wound
               Sever Magicka
               Shock
               Weakness to Fire
               Weakness to Frost
               Weakness to Poison
               Weakness to Shock

              Journeyman Rank spells are:
               Blazing Spears
               Corrode Weapon
               Damage Attribute: Intelligence
               Damage Attribute: Strength
               Dire Wound
               Drain Attribute: Intelligence
               Drain Skill: Alteration
               Drain Skill: Destruction
               Drain Skill: Hand-to-Hand
               Drain Skill: Heavy Armor
               Fireball
               Frost Bolt
               Greater Magicka Drain
               Hail Storm
               Lightning Bolt
               Lightning Grasp
               Searing Grasp
               Shocking Burst
               Weakness to Magicka
               Winter's Grasp
               Withering Touch

              Expert Rank spells are:
               Arctic Blow
               Dire Enervation
               Disintegrate Armor
               Drain Skill: Blade
               Drain Skill: Conjuration
               Drain Skill: Restoration
               Fire Storm
               Heat Blast
               Ice Bolt
               Ice Storm
               Lightning Ball
               Lightning Blast
               Lightning Surge
               Scorching Blow
               Superior Magicka Drain
               Superior Wound
               Withering Bolt

              Master Rank Spells are:
               Blizzard
               Disintegrate Weapon
               Electrocution
               Flame Tempest
               Ice Blast
               Immolating Blast
               Legendary Magicka Drain
               Lightning Storm

          11: Hand-to-Hand - This Strength-based skill governs weaponless
              damage to opponents.

              Novice Rank does a Basic Power Attack in all directions for
              a damage bonus.

              Apprentice Rank gains a Mastery Standing Power Attack which
              adds bonus damage.

              Journeyman Rank gains the Mastery Left and Right Power
              Attacks and has a chance of disarming an opponent.

              Expert Rank gains the Mastery Backward Power Attack which
              can knockback an opponent and, if blocking at this rank,
              gains a chance of a knockback attack.

              Master Rank gains the Master Forward Power Attack which can
              paralyze an opponent and, if blocking at this rank, gains a
              chance of disarming an opponent upon a successful knockback
              attack.

          12: Heavy Armor - This Endurance-based skill gives you more
              effective use of Heavy Armors.  These are Iron, Steel,
              Dwarven, Orcish, Ebony and Daedric armors.

              Novice Rank has a 150% degredation rate of heavy armor.

              Apprentice Rank has a 100% degredation rate of heavy armor.

              Journeyman Rank gains a reduction to 50% degredation rate of
              heavy armor.

              Expert Rank reduces encumbrance by equipped armor 50%.

              Master Rank removes encumbrance by equipped armor.

          13: Illusion - This Personality-based skill allows you to cast
              spells that charm, silence, paralyze and command your
              opponents.  Its spells also allow you to conceal yourself and
              create light to see by.

              Novice Rank spells are:
               Alluring Gaze
               Beguiling Touch
               Frenzy
               Illuminate
               Inspiration
               Inspiring Touch
               Serenity
               Soothing Touch
               Starlight
               Touch of Frenzy

              Apprentice Rank spells are:
               Command Creature
               Command Humanoid
               Commanding Touch
               Eyes of Eventide
               Heroic Touch
               Heroism
               Mesmerizing Grasp
               Moonlight
               Pacification
               Rage
               Seductive Charm
               Touch of Fear
               Touch of Rage

              Journeyman Rank spells are:
               Calming Touch
               Candlelight
               Chameleon
               Debilitate
               Dominating Touch
               Enthralling Presence
               Eyes of Midnight
               Hush
               Shadow Shape
               Voice of Dread
               Voice of Rapture

              Expert Rank spells are:
               Dominate Creature
               Dominate Humanoid
               Fearful Gaze
               Ghostwalk
               Immobolize
               Mute
               Shadow
               Torchlight

              Master Rank spells are:
               Cloak
               Daylight
               Grasp of Terror
               Paralyze
               Silence
               Spectral Form
               Terrifying Presence

          14: Light Armor - This Speed-based skill gives you more effective
              use of Light Armors.  These are Fur, Leather, Chainmail,
              Mithril, Elven and Glass armors.

              Novice Rank has a 150% degredation rate of light armor.

              Apprentice Rank has a 100% degredation rate of light armor.

              Journeyman Rank gains a reduction to 50% degredation rate of
              light armor

              Expert Rank removes the encumbrance of equipped armor.

              Master Rank gains a 50% bonus to the armor rating when
              wearing only light armor.

          15: Marksman - This Agility-based skill allows you to do more
              damage with bows.

              Novice Rank is fatigued while holding a bow drawn for attack.
</pre><pre id="faqspan-2">
              Apprentice Rank no longer gains fatigue for holding a bow
              drawn for attack.

              Journeyman Rank gains a Zoom ability when pushing the block
              button while their bow is drawn for attack.

              Expert Rank has a chance of knocking down a target with their
              arrow attacks.

              Master Rank has a chance of paralyzing a target with their
              arrow attacks.

          16: Mercantile - This Personality-based skill allows you to gain
              better prices when selling or buying goods in a shop.

              Novice Rank has the value of an item reduced by the item's
              condition when selling it.

              Apprentice Rank allows you to sell any item regardless of
              condition without a reduction.

              Journeyman Rank allows you to sell any object to any vendor,
              even if they don't deal in that type of merchandise.

              Expert Rank allows you to invest in a shop, giving the
              merchant money to permamently increase that shop's available
              gold by 500.

              Master Rank gives all shops in the world an additional 500
              gold to barter with.

          17: Mysticism - This Intelligence-based magic skill allows you to
              cast spells that absorb, dispel and reflect magic.  It also
              lets you sense life, move objects and bind souls into gems
              for item recharging.

              Novice Rank spells are:
               Minor Dispel
               Minor Life Detection

              Apprentice Rank spells are:
               Dispel Other
               Major Dispel
               Major Life Detection
               Remote Manipulation
               Soul Trap

              Journeyman Rank spells are:
               Greater Dispel
               Greater Dispel Other
               Greater Life Detection
               Greater Soul Trap
               Greater Spell Reflection
               Psychic Motion
               Spell Absorption

              Expert Rank spells are:
               Superior Dispel
               Superior Life Detection
               Superior Soul Trap
               Superior Spell Absorption
               Superior Spell Reflection
               Telekinesis

              Master Rank Spells are:
               Legendary Dispel
               Legendary Life Detection
               Legendary Soul Trap
               Legendary Spell Absorption
               Legendary Spell Reflection
               Movement Mastery

          18: Restoration - This Willpower-based magic skill allows you to
              cast spells that heal, protect, cure diseases and resist
              magical attacks.

              Novice Rank spells are:
               Absorb Attribute: Agility
               Absorb Attribute: Endurance
               Absorb Attribute: Intelligence
               Absorb Attribute: Luck
               Absorb Attribute: Speed
               Absorb Attribute: Strength
               Absorb Attribute: Willpower
               Absorb Fatigue
               Absorb Health
               Absorb Magicka
               Absorb Skill: Acrobatics
               Absorb Skill: Athletics
               Absorb Skill: Illusion
               Absorb Skill: Security
               Fortify Fatigue
               Heal Minor Wounds
               Minor Respite

              Apprentice Rank spells are:
               Absorb Skill: Hand-to-Hand
               Absorb Skill: Light Armor
               Absorb Skill: Mercantile
               Absorb Skill: Mysticism
               Absorb Skill: Restoration
               Convalescence
               Cure Paralysis
               Cure Poison
               Fortify Agility
               Fortify Endurance
               Fortify Health
               Fortify Intelligence
               Fortify Luck
               Fortify Personality
               Fortify Speed
               Fortify Strength
               Fortify Willpower
               Greater Fortify Fatigue
               Heal Major Wounds
               Leech Health
               Major Respite
               Restore Agility
               Restore Endurance
               Restore Intelligence
               Restore Luck
               Restore Personality
               Restore Speed
               Restore Strength
               Restore Willpower

              Journeyman Rank spells are:
               Absorb Skill: Alteration
               Absorb Skill: Block
               Absorb Skill: Conjuration
               Absorb Skill: Heavy Armor
               Absorb Skill: Marksman
               Consume Health
               Cure Disease
               Fortify Magicka
               Greater Convalescence
               Greater Fortify Agility
               Greater Fortify Endurance
               Greater Fortify Intelligence
               Greater Fortify Luck
               Greater Fortify Personality
               Greater Fortify Speed
               Greater Fortify Strength
               Greater Fortify Willpower
               Heal Greater Wounds
               Minor Magic Resistance

              Expert Rank spells are:
               Absorb Skill: Blade
               Absorb Skill: Blunt
               Absorb Skill: Destruction
               Absorb Skill: Sneak
               Devour Health
               Greater Fortify Health
               Greater Fortify Magicka
               Heal Superior Wounds
               Superior Convalescence

              Master Rank has only one spell I've found:
               Heal Legendary Wounds

          19: Security - This Agility-based skill gives you bonuses when
              you pick doors and container locks.  As a note, you can pick
              any level lock at any level if you have good timing, this
              just affects what happens if you happen to fail a move.  The
              failure comment is good up to Very Hard (five tumbler) locks.
              Of course, if the lock is easier, less tumbler will fall
              because less were down in the first place.

              Novice Rank has up to four tumblers fall when you fail and
              break a pick.

              Apprentice Rank has up to three tumblers fall when you fail
              and break a pick.

              Journeyman Rank has up to two tumblers fall when you fail and
              break a pick.

              Expert Rank has only one tumbler fall when you fail and break
              a pick.

              Master Rank doesn't have tumblers fall on them when a pick is
              broken.

          20: Sneak - This Agility-based skill allows you to move unseen
              and unheard (sometimes) and to pick pockets.  Be aware that
              people might still be able to see you, even if you can pick
              their pocket.  Also, the weight of your boots affects your
              sneaking ability.

              Novice Rank gains a 4x damage bonus for one-handed weapon and
              Hand-to-Hand attacks and a 2x damage bonus for marksman
              attacks when undetected.

              Apprentice Rank gains a 6x damage bonus for one-handed weapon
              and Hand-to-Hand attacks and a 3x damage bonus for marksman
              attacks when undetected.

              Journeyman Rank allows you to wear any boots while sneaking
              without detection.

              Expert Rank removes the penalty to detection for moving while
              Sneaking.

              Master Rank ignores the armor rating of an opponent if
              attacking while undetected.

          21: Speechcraft - This Personality-based skill allows you to
              persuade NPC characters to like you and merchants to haggle
              prices a bit lower for you.

              Novice Rank allows you to offer bribes to increase an NPC's
              disposition.

              Apprentice Rank gains you a free rotation of the wedge in the
              Persuasion menu.

              Journeyman Rank slows the falling disposition during the
              Persuasion process by 50%.

              Expert Rank reduces disposition loss from the hated option
              from 150% to 100%.

              Master Rank reduces bribes to NPC's by 50%.

        c: Planning Skills for Balanced Leveling

           While most guides will urge you to consider those skills you are
           going to use the most, this guide is built around a different
           principle, that of keeping your character balanced while you
           progress in levels.  It's really easy to make a fighter
           character, for example, and load them with melee skills with a
           couple supportive magic abilities or even none at all.  Yet when
           you've gained five levels from sneaking or alteration spells and
           your blade skill has only moved three times, you begin to see an
           imbalance between your fighting skills and that of your
           opponents.  Leveled dungeons make this especially problematic as
           they progress in difficulty as you progress in level.  Gaps in
           skill differences can make the game all but impossible to enjoy.

           A very good approach to keeping everything balanced is to look
           at those skills which will not affect your level.  In other
           words, you probably won't use them unless you choose to do so.
           For a fighter, this could easily be Mercantile, Alchemy or
           Speechcraft, along with Illusion and Mysticism skills.  For a
           mage, just turn it around and look at the fighting skills you
           probably will never use.  Controlling your skills means
           controlling your levels as they effect the bonuses you get to
           your stats when you level.

           Pick your skills with an eye to things you will have level
           outside your normal activities.  I realize this sounds backwards
           and that major skills get bonuses to begin with, but it's not
           that hard to bring a minor skill up to the same level and it's
           a lot easier to make sure that your skills are a match for your
           level.  As a note, I've found Intelligence, Willpower and
           Strength very useful, but someone pointed out to me that
           Endurance is rather nice to push to get maxed health.  I don't
           really take that much damage because my scores are usually
           higher than my level would call for, but I have had some close
           calls.  Endurance up early on might be the solution if you have
           this problem.

           Example: A Nord Male Knight Templar (custom class)
                    Class Emphasis: Combat
                    Sign: The Warrior
                    Stats: Strength and Endurance
                    Major Skills: Acrobatics, Alchemy, Armorer, Blunt,
                                  Destruction, Illusion, Sneak

           Looking at that, I realize a lot of people are going to ask
           "That's a fighter?", however you need to take into account that
           major skills only emphasize skills that start higher.  They all
           go to a maximum of 100 and all can be used by any character,
           regardless of emphasis.  That said, let's look at how this
           character's stats will play out.

           Example: A Nord Male Knight Templar
                    Class Emphasis: Combat
                    Sign: The Warrior
                    Major Stats: Strength and Endurance

                    Stat Scores:
                     Strength:     65
                     Intelligence: 30
                     Willpower:    30
                     Agility:      40
                     Speed:        40
                     Endurance:    65
                     Personality:  30
                     Luck:         50

                    Major Skill Scores:
                     Acrobatics - 25
                     Alchemy - 25
                     Armorer - 35
                     Blunt - 40
                     Destruction - 25
                     Illusion - 25
                     Sneak - 30
                    Minor Skill Scores:
                     Alteration - 5
                     Athletics - 10
                     Blade - 20
                     Block - 15
                     Conjuration - 5
                     Hand-to-Hand - 10
                     Heavy Armor - 20
                     Light Armor - 10
                     Marksman - 5
                     Mercantile - 5
                     Mysticism - 5
                     Restoration - 10
                     Security - 5
                     Speechcraft - 5

           Look scary?  Well that's what this guide is here for, to help
           make it not so scary.  It might not make sense right now, but
           in the next section I'll explain how to make the most out of a
           setup like this and why this isn't nearly as bad as it looks.

====================================3=======================================

3: Planning Levels

  So we get to the meat of the problem, how to make your character reflect
  your preference of play without leaving you open to random level advances
  while necessary skills lag behind.  I'll admit, it isn't always easy, but
  you can ensure yourself a character with maximum stats and skills by the
  time you're finished.  The true secret is planning ahead, one level at a
  time.  Don't worry about three levels from now outside of your overall
  goal, but this level you're working on.

------------------------------------3A--------------------------------------

  A: Setting Stat Goals

     First of all, set goals for what stats you want to raise each level.
     Each time you gain a level you can pick three stats to raise.  Knowing
     you might need magic for the first few levels (as per our example)
     perhaps investing in Intelligence and Willpower might best suit you.
     Or maybe you want more Strength to carry things around.  Whatever you
     feel would give you the best benefit, choose it carefully.

     Example: A Nord Male Knight Templar
              Class Emphasis: Combat
              Sign: The Warrior
              Major Stats: Strength and Endurance

              Stat Scores:
               Strength:     65
               Intelligence: 30
               Willpower:    30
               Agility:      40
               Speed:        40
               Endurance:    65
               Personality:  30
               Luck:         50

              Major Skill Scores:
               Acrobatics - 25
               Alchemy - 25
               Armorer - 35
               Blunt - 40
               Destruction - 25
               Illusion - 25
               Sneak - 30
              Minor Skill Scores:
               Alteration - 5
               Athletics - 10
               Blade - 20
               Block - 15
               Conjuration - 5
               Hand-to-Hand - 10
               Heavy Armor -  20
               Light Armor - 10
               Marksman - 5
               Mercantile - 5
               Mysticism - 5
               Restoration - 10
               Security - 5
               Speechcraft - 5

     Using our example character, it seems his strength is fine, for now.
     He can already hold 325 pounds (well, 324 in practice) without being
     over-encumbered.  His intelligence is suffering, however, as he's only
     got 60 magicka points.  His personality can wait for a while.  But
     maybe his Willpower and Speed could use a bit of a boost.  With this
     in mind, we come to the next section.

------------------------------------3B--------------------------------------

  B: Maximizing your Level Bonuses

     Just as we discussed earlier, each stat has three skills that belong
     to it.  While the game advises you that these stats affect those
     skills, it actually works in reverse as well.  In the menu for
     leveling, you'll sometimes see a +2, +3, +4 or even +5 next to a stat.
     These numbers mean that if you choose that stat to raise, you get that
     many points added to the stat instead of just the base one point.
     Efficiency at its best, as +5 Strength adds 25 pounds more to your
     weight allowance rather than the 5 you would get with a single point
     up.  How do you get these bonuses?  It's simple math.  The skills that
     belong to those stats affect the bonus.  For every two points you get
     in skills belonging to a stat, you get +1 stat bonus point.  For two
     skill points, it's still the base one.  After that, up to a maximum of
     +5, every two skill points add another bonus stat point when you
     level.

     Example: Our Nord character gets 5 Armorer and 5 Heavy Armor skill ups
     before they level.  In the level menu, Endurance now has a +5 next to
     it and, if chosen, will be 5 points higher, moving our example's
     Endurance from 65 to 70.

     Knowing what stats you want raised in your level can let you emphasize
     on getting skill points in the attendant skills.  If you get extra
     skills it's okay.  There are a lot of skills and it's likely you'll
     get random skill ups every level.  As long as those points aren't in
     major skills, it's fine.  That brings to mind our next section...

------------------------------------3C--------------------------------------

  C: Level Points versus Stat Points

     As has been stated many times, only gaining skill points in your major
     skills will gain you a level.  Any other skill points gained don't
     affect your level directly.  However, all skill points gained go into
     bonuses for Stat points upon leveling.  It's very easy to forget this
     and gain a bunch of skill points and then wonder why you're not
     getting a level.  Alternatively, it's also very easy to gain a level
     and then wonder why the maximum bonus you're seeing is a +2 to a Stat.
     That's what planning your level is all about.

     Looking at our Nord example, we decided he needed Intelligence,
     Willpower and Speed.  Intelligence skills are Alchemy, Conjuration and
     Mysticism.  Willpower has Alteration, Destruction and Restoration.
     Speed has Athletics, Light Armor and Acrobatics.  Keeping in mind that
     we should probably gain our level with those skills as well, we can
     plan out a strategy.

     Athletics is an easy 10 skill points to get the +5 bonus to Speed.
     Alternatively you could aim for Light Armor skill ups for 5 points and
     Athletics to fill in the other 5.  Avoid Acrobatics this level as the
     major skill points for this level will be obtained elsewhere.

     For Willpower we can get an easy 10 skillpoints in Alteration.  Again,
     it's okay to alternate with Restoration, but Destruction is a major
     skill and this time we're getting all our major skill points from
     Intelligence.

     Intelligence, as you probably guessed, will be 10 points from Alchemy.
     Again, this is easy as materials are in abundance.

     It should be noted that you need to have all your other skill points
     in place before you get your last major skill point in your level.  As
     soon as that happens, it locks into place any bonuses earned and
     starts working on a new level.  In fact, you can gain multiple levels
     without ever resting.  Make sure you keep track so that you don't miss
     out on maximum Stat bonuses.

------------------------------------3D--------------------------------------

  D: Random Skilling and Forced Skilling

     There's a lot to be said for the random skillup.  Diving into a
     dungeon, sword drawn, armor clanking, magic blazing at your
     fingertips, you really have to love the thrill of the entire
     environment in Oblivion.  If you know that you won't get skills in
     your major skills unless you so desire, then go ahead.  Get some extra
     Blade or Athletics points.  It shouldn't hurt you in the long run and
     will definitely help ensure that your character can meet any challenge
     they face.

     On the other hand, forced skilling allows you to control every aspect
     of your character, getting the skills that you planned for.  It sounds
     a bit impossible, considering that you probably can't see how to force
     Blade, Light Armor and other fighting skills without being in a
     dungeon.  There is, however, a way.  A way without cheating, even.
     It's called Conjuration.

     Conjuration is probably the best magical skill ever, though you
     probably wouldn't have thought of it before this.  Simply put, it
     allows you to summon a creature with your magic.  Why is this
     important?  Because, like mobs in dungeons, you can attack those
     mobs you have summoned.  Want a blade skill?  Conjure a skeleton once
     Conjuration is at Apprentice level (Novices don't have creatures to
     summon) and hit it with a dagger until it dies or disappears.  Light
     Armor skill coming slowly?  Easy, just hit your skeleton three times
     with a dagger and it will turn around to attack you.  Destruction
     magic works too, as does marksmanship.  Pretty much any assault skill
     you desire can be gained by beating on the mob you summoned.

     That doesn't solve the majority of magic skills, is the next comment
     I can hear.  Right, but all magic skills (except for Destruction) have
     spells you can cast on yourself repetitively.  Examples are Starlight
     for Illusion, Bound Boots for Conjuration (to Apprentice at least)
     Fortify Fatigue for Restoration, Minor Life Detection for Mysticism
     and Protect for Alteration.  Most of these spells, with the exception
     of conjured equipment (as opposed to conjured mobs), can be recast over
     themselves.  Actually, conjured weapons can be sheathed to dissipate
     the spell, but boots, helmets and such just have to wear off.  Quick,
     easy and mostly painless.  (Note: Okay, I admit that if you have
     access to the Arcane University, you can create a spell that allows
     you to cast Destruction magic on yourself.  If you have access, it's a
     great way to overcome the barrier of having to cast on something else.
     If you haven't gotten access because you're wanting your levels first,
     then you can fireball your summoned critters and not worry about it.
     Also, casting cure spells does work even if you aren't hurt, but it's
     slower than the other Restoration spells.  Actually, Restoration is
     just slow, period.)  I've been reminded that you can just jump into
     campfires to damage yourself for mad Restoration skilling.  However,
     if you can cast Protect, it's really less painful to your character.

     Athletics skills can be gained by swimming in a river a lot more
     quickly than if you were running all over the place.  Acrobatics
     skills move by jumping around.  Silly, but that's the truth.  You can
     also gain Acrobatics by falling, though you can damage yourself this
     way so avoid it when possible.  Speechcraft goes up by using the
     Persuasion menu, Mercantile by haggling with a merchant to the high
     end of what they will still sell to you or buy from you at.  Also you
     can sell any stackable item to a merchant one item at a time.  You can
     buy or loot a stack of arrows, for example, and sell them one by one
     for maximum Mercantile skill.  It takes a while, but is possible.
     Security skill can be gained by picking locks.

     Easiest of all is Alchemy.  Even at Novice level you can make Restore
     Fatigue potions with the foods found in every Mage's Guild and
     Fighter's Guild in cities.  You can find a basic mortar and pestle
     during the tutorial or at any Mage's Guild.  Most of the Mage's Guilds
     have the other three alchemic apparatuses (Alembic, Calcinator and
     Retort) to strengthen your potions.  Better yet, you can sell your
     potions for badly needed gold.  Best of all, food (just food, not
     alchemy ingredients) regenerates in about a week and reappears on the
     tables and in the cupboards of any Guilds you have looted already.
     Food regenerates on tables, shelves and desks, in cupboards and
     barrels.  Food found in bags, chests and other spots don't come back
     at least not that I've seen yet.

     Sneak is easier than I first thought. (Thank you Edwin.)  All you
     need to do to skill sneak is find a hallway or corner with an NPC
     nearby.  Put yourself in sneak mode while behind them and move back
     and forth slowly.  I tested this myself and it does work very well.
     Apparently invisible is good for enhancing your sneakiness (is that a
     word?) as it causes NPCs to not see you while you start to sneak
     behind them. As I'm all for putting off dungeon crawls until they are
     profitable for me, this was a great addition to the overall strategy.
     As a side note, you could, of course, break into a house or go into
     an off-limits area (the door is red, even if unlocked) and sneak
     around in it.  This isn't my favorite as I'd prefer not to have to pay
     a fine if caught, but it works just the same.  Also, I was reminded
     that if you steal something and get put in jail, you can gain sneak
     skill there.  Or, at worse, go into a dungeon and sneak around.  Don't
     forget that the weight of your footwear matters until you are at least
     50 Sneak skill.  Chapels, as a note, are a great place for following
     an NPC while sneaking.  They are dark and so it's easy to just follow
     behind someone for loads of skill.  These aren't the only options, of
     course, just a few.  If you find another way that works for you,
     great.  Also, if you can find one of various places that has a wall
     between you and NPCs, you can auto-walk into the wall while sneaking
     for continuous skilling.  A lot of people mentioned this to me, so I
     figured I'd put that note in.  You do, however, have to be around to
     accept new rank levels.

     If you don't like the grind, don't do it.  There are a lot of
     creative ways to level your major and your minor skills to your
     satisfaction.  The principle is in controlling how you level so that
     your necessary skills progress along with your levels rather than
     lagging behind through random chance.

------------------------------------3E--------------------------------------

  E: It's easy to throw together a bunch of skills you think you can
     control and then find out too late that you're restricted from using
     a skill you really wish to use or getting too many random major skill
     points from your regular activities.  This section is just some
     thoughts of my own on the various skills, but you don't have to agree
     with me.  Looking at each skill individually, each of them has the
     potential to be controlled.  However, some are easier than others, not
     that this should surprise anyone.

     Acrobatics tends to be difficult, at best, to control.  Any jumping or
     falling you do, however inadvertantly, adds up to skill points.  While
     this is great news for leveling your Speed score, it's a bit rough
     when you end up with an extra point into your level you didn't plan.

     Alchemy is pretty easy to control, just don't make any potions.  It's
     also a nice money maker, so unless you're fighting for a skill you
     won't be using, maybe it should be a minor skill.  I tend to end up
     with more Alchemy skill than I really wanted after realizing I picked
     up 70 or more pounds of ingredients.

     Alteration is quick, easy and painless to level at any time.  With
     fairly inexpensive casting costs, you'll find yourself pulling in
     quite a few skill points in a matter of minutes with this skill.  It
     makes a nice choice for a controlled skill unless you think you'll be
     spending a lot of time breathing under water or bleeding from lack of
     extra defense.

     Armorer seems like a perfect skill to control.  It's quite easy in
     many ways because you can always have someone in a city do it.  I have
     yet to have a problem with it, but my husband is struggling with it
     because he uses it all the time.  He also seems to break his armor
     more, so maybe that's the problem.

     Athletics is rather a painful skill in a lot of ways.  It's extremely
     random and very hard to control in any given situation.  Every time
     you climb a set of stairs, stroll up a ramp, run up a steep incline,
     your Athletics skill is creeping up.  Swimming makes it faster, so you
     can force it upwards, but forcing it to stay down is next to
     impossible.

     Blade, like all weapon skills, is easy to control.  Just don't use it.
     If this is going to be your main fighting weapon, choose another one
     for your major skills and just beat on a summoned creature for a
     little while before going on a dungeon crawl.

     Block is almost like the weapon skills in that you can control its
     level by just not using your block button.  That can get you in
     trouble if you run into a particularly nasty enemy, so keep in mind
     how you intend to play before taking this as a main.

     Blunt is like Blade, it is easy to control.  If you're using an axe,
     hammer or mace instead of a dagger or sword, just make sure this stays
     a minor skill.  Control issue solved.

     Conjuration should never, ever be in your major skill list.  I don't
     know about you, but the temptation to conjure a mob just to get those
     last couple of levels of such-and-such skill is a bit too much at
     times.  Even if you don't power-game, can you honestly say you won't
     come to the moment when you go "Blade is 98.  Just two more levels."
     and not be tempted to conjure your own personal leveling dummy?  I
     certainly can't. (Okay, you can go to Rosentia Gallenus' house in
     Leyawiin and practice on the Scamp mobs that spawn there until you're
     totally done.  This keeps you from being able to complete this quest,
     however, so be careful about this.  I've gotten a lot of mail about
     this house so I thought I'd mention it.  While I like to be self-
     reliant, I realize this is an easy means to an end if you can leave
     this quest for a bit.)

     Destruction should truly be treated like a weapon skill.  It's a skill
     for mages who, like me, can't aim straight for whatever reason with a
     bow (or sword, or mace, etc.).  If you also get a thrill from shooting
     a ball of fire at a rat and watching it fly back five feet, this isn't
     a major skill for you.  Think it over carefully, as controlling the
     urge to blast something to smithereens isn't always easy, at least not
     for me.

     Hand-to-Hand, like Blade and Block, can be controlled by avoiding
     placement of this skill in the major skill list.  Really, whatever
     fighting style you choose, that's pretty much the rule of thumb.

     Heavy Armor tends to give you random and disjointed skill points,
     especially if this is your favored armor type.  Do yourself a favor
     and put your favored type in minor skills and the other type of armor
     in major skills.  Unless you plan to use them both, that is.

     Illusion is fast and painless like Alteration.  Novice spells like
     Starlight move along nicely and make it easy to get a lot of skill
     points.  If you think you can live without making your enemies see
     things with spells, this is a great major skill you can control.

     Light Armor is ditto for Heavy Armor.  If this is your main type of
     armor, leave it out of your major skill list.  It's a lot more easy to
     control as a minor skill instead of worrying over random major skill
     points.

     Marksman is a weapon skill.  As I've said before, if you're going to
     use it a lot, make it a minor skill.  If you can't normally hit the
     side of a barn from two inches away (I admit that I can't) then it's
     a good option.  You have plenty of time to target your own conjured
     mobs and paid for training with this skill never hurt my feelings all
     that badly.

     Mercantile skill is rather random as well, sadly.  The more you sell,
     the more your Mercantile goes up.  You can slightly tweak this by
     selling things in groups instead of singly and not using "Haggle" to
     push your profits as high as you dare (wound anyone really want to not
     make maximum profits?), but on the whole it's better left in the minor
     skills list.  Of course, if you want to use this for Personality bonus
     points, you can just buy a stack of arrows and sell them back one at a
     time.  I admit this is tedious, but it works.  I bought a stack of 50
     iron arrows for 100 gold and sold them back one at a time at one gold
     a piece.  Okay, I lost money on the deal (something like 400 gold
     total) but I got 10 straight Mercantile skill points.  Tried, tested,
     tedious, torturous, true.  It works, enough said.

     Mysticism is yet another great skill for easy skill ups.  One of its
     two Novice spells, Minor Life Detection, can be cast over and over as
     long as you have Magicka points to spare.  So far, even as a mainly
     mage character, I haven't used this skill much and it's a great easy
     leveling skill for me.

     Restoration is probably the hardest skill among the magic skills to
     level.  It is slow and sluggish, even when actually healing yourself
     from massive amounts of damage.  It's enough to make anyone grind
     their teeth, really.  However, that very property does come in handy
     for level control.  If you're short of skills that you can avoid
     random skill points with, consider taking Restoration and working
     around any random point you might gain every five or so levels.

     Security is one of those skills that makes you wonder if it actually
     does anything useful.  Okay, so fewer tumblers fall if your skill is
     higher, but the goal is to not break your lockpick in the first place,
     right?  Still, with a lot of locks within picking ability of
     Alteration spells, you might not find yourself picking a lot of locks
     unless you choose to.  This one is a toss-up, as it's probably a good
     bet that you WILL pay for training eventually because it is a bit of a
     pain to depend on. Also, I'm not sure that getting thrown in jail in
     the hopes of a small skill up would be worth it.  I'll leave that up
     to you.

     Sneak is easy to skill up (now that I know how) and makes damage on
     big mobs climb to a maximum when you attack before they see you.
     However, unless you plan on running through entire dungeons without
     sneak on or being completely maxed before you ever set foot in a
     dungeon, think carefully about this skill.  Of course, if it's part
     of your overall strategy for your levels, it might just be the ticket
     to easy level points.

     Speechcraft...what can I say?  It's silly and often annoying to play
     that little persuasion mini-game.  Enough so that I don't normally
     touch it unless I either have to or want to.  This skill is
     completely within your means to control.  You don't have to be careful
     with your choices if you're just trying to level this skill.  I've
     tested this and found that just mashing buttons and going around the
     circle works as well as being meticulous in your choices.  Better,
     actually, as you never max the NPC's disposition and can go on
     infinitely if you so desire.

------------------------------------3F--------------------------------------

  F: Notes on Endurance and Luck.

     While I hesitate to favor any one stat over another, I will admit that
     Endurance seems to be the most crucial stat.  Unlike other stats, this
     one directly effects every level even if you haven't boosted it that
     level.  Endurance equals Health Points and Health Points mean you can
     live through that ultra-super-mega hard dungeon that is giving you a
     bellyache.  The game (and booklet and guide) will tell you that you
     gain 10% of your Endurance in Health Points every level.  Yes, EVERY
     level, not just those you boost Endurance in.  What they don't tell
     you is that your beginning HP (short for Health Points) is two times
     your Endurance or that every time you gain more endurance points you
     gain HP in the amount of two times the Endurance boost PLUS that 10%
     of your Endurance.  This affects your overall HP pool as it
     continuously builds upon itself every level.  So, the lower you max
     out your Endurance, the more HP you'll have in higher levels to keep
     yourself alive.  Boosting your beginning Endurance with the signs of
     The Lady or The Warrior means you are looking at 20 more HP to start
     and 2 fewer levels until you can cap Endurance at 100.  Adding in an
     additional boost from setting one of your main stats as Endurance will
     net you another 10 HP and one less level of Endurance needed.  And, of
     course, those also mean you have a higher maximum overall HP pool when
     you reach your highest level.

     Example:
      Race: Orc
      Sign: The Warrior
      Max Stats: Strength and Endurance
      Level 1 Endurance:        65
      Level 1 Health Points:   130
      Level 8 Endurance:       100
      Level 8 Health Points:   254
      Level 25 Health Points:  424

      or

      Race: Breton
      Sign: The Lady
      Max Stats: Willpower and Endurance
      Level 1 Endurance:        45
      Level 1 Health Points:    90
      Level 12 Endurance:      100
      Level 12 Health Points:  274
      Level 25 Health Points:  404

     This doesn't mean you have to take these bonuses, by any means, it's
     just an example of how you can maximize your Endurance for the most
     Health Points over time.  Remember, Magicka is only and ever two
     times your Intelligence.  Whether you cap it at 10 or 25, the result
     is the same.  Endurance always builds on your Health Points, making
     it a valuable stat to consider when you make your level plan.

     Another stat that gives one pause is Luck.  As it is very hard to
     gauge exactly what this stat does, it is hard to endorse raising it
     instead of other skills you can get a +5 bonus in.  However, it should
     be noted that if you take no bonuses in the beginning to luck, it
     could take you a maximum of 50 levels to cap Luck.  If this stat
     governs what items you are likely to find in dungeons or for sale from
     merchants, then this could be quite a monumental task to max this out
     at 100 and nearly impossible without the right beginning skills (all
     at 25) to stretch out your levels to 50.  I've had a lot of people
     send me notes about Luck and, to be honest, I've yet to see empirical
     evidence that Luck is worthwhile.  But, I also note that it has got to
     be in the game for some reason!  I'll keep working on a character with
     maxed Luck to see if I can get an inkling of how exactly this stat
     works.

====================================4=======================================

4: Training for Skills

  You aren't condemned to random or forced skill points, though it is the
  least expensive way to progess.  There are trainers for every skill all
  across the world.  There are five trainers for every skill..  Two of
  these are low level trainers, training anyone with a skill under 40.
  At 40 you must look for the two mid-level trainers who will train you
  until your skill is 70.  At 70, given certain restrictions, the mid-level
  trainers will refer you to the high level trainer.  This trainer, for the
  most part, will require you to complete a quest before they will offer
  you training.  In most instances, low level trainers don't refer you to
  the next trainer in the chain, but the only way to get the option of
  training with the high level trainer is to gain that reference.

------------------------------------4A--------------------------------------

  A: Pros and Cons of using Trainers

     Trainers are expensive and cost gold for every level that you train
     with them.  The higher your level, the more it costs.  Additionally,
     you can only train five points total per level.  That isn't five
     points per skill, but five points period.  Despite these restrictions,
     if you have a lot of gold and very little patience, Trainers can make
     a nice supplement to your leveling.  They take the grind out of the
     less interesting skills and definitely can boost you that last couple
     of points to your next training rank.

     Note: As far as I can tell, the cost of training is 10 times your
     current skill level.  Disposition and the Persuasion menu don't affect
     this at all. This also means if any equipment is magically enhancing
     your skill level it will cost you more.  Make sure to remove any
     enhancement items before speaking to a trainer to save yourself some
     gold.

------------------------------------4B--------------------------------------

  B: List of Trainers

     As I've said before, trainers can be found all over the place.
     However, each of them has their own picky time, place and/or
     disposition they require before they will train you.  Catching them at
     just the right time takes patience sometimes.  Additionally the Master
     Trainers will generally require a quest to prove your abilities to
     them before they will allow you to train with them.

     1: Acrobatics

        a: Low Level Trainers (5-39)

           Quill-Weave in Anvil.  Their house is on the main road.

           Ida Vilnorman lives in the northeast of the Imperial City's.
           Elven Gardens District.

        b: Mid Level Trainers (40-69)

           Tsrava lives in J'Baris' house in the south part of Leyawiin.

           Ganredhel can be found in Cheydinhal with her dogs.  Her house
           is in the southeast corner.

        c: Master Trainer (70-100)

           Torbern is found in a camp in northeastern Cyrodiil.  It's in
           the foothills of the Valus Range.  North of Cheydinhal, east of
           Azura's shrine and northeast of Lord Rugdumph's Estate.  Yes, I
           know Tsrava and Ganredhel both told you to find Aerin, but take
           my word for it, Torbern is the real trainer.

     2: Alchemy

        a: Low Level Trainers (5-39)

           Felen Relas at the Anvil Mage's Guild.

           S'drassa in the Leyawiin Mage's Guild.

        b: Mid Level Trainers (40-69)

           Ardaline at the Bravil Mage's Guild.

           Brotch Calus who lives in a house just east of Bruma's Great
           Chapel of Talos.

        c: Master Trainer (70-100)

           Sinderion is found in the cellar of Skingrad's West Weald Inn.

     3: Alteration

        a: Low Level Trainers (5-39)

           Dovyn Aren has a house in the Imperial City's Elven Garden's
           District.  You can also find him in Fathis Ules' house.

           Deetsan at the Cheydinhal Mage's Guild.

        b: Mid Level Trainers (40-69)

           Athragar at the Chorrol Mage's Guild.

           Abhuki runs the Faregyl Inn off the Green Road south of the
           Imperial City.

        c: Master Trainer (70-100)

           Tooth-in-the-Sea is found on the Niben Bay coast north of
           Bravil.

     4: Armorer

        a: Low Level Trainers (5-39)

           Eitar lives in a house just east of Leyawiin's Great Chapel of
           Zenithar.

           Tadrose Helas is the smith at the Bravil Fighter's Guild.

        b: Mid Level Trainers (40-69)

           Rohssan runs A Fighting Chance in the Imperial City's Market
           District.

           Rasheda runs Fire and Steel in Chorrol.

        c: Master Trainer (70-100)

           Gin-Wulm is a smith at the Best Defense in the Imperial City's
           Market District, but spends a lot of his time wandering in the
           Market District and the Elven Garden's District.

     5: Athletics

        a: Low Level Trainers (5-39)

           Uuras has a house in the southwest of Skingrad.

           Mahei is found in Leyawiin.

        b: Mid Level Trainers (40-69)

           Hauls-Ropes-Faster is a drunk pirate you can find at The
           Fo'c'sle in Anvil as well as along the Waterfront at night.

           Honditar has a homestead just southwest of Chorrol.

        c: Master Trainer (70-100)

           Rusia Bradus is found in Anvil next to the Abandoned House.

     6: Blade

        a: Low Level Trainers (5-39)

           Naspia Cosma is the steward at Castle Cheydinhal.

           Right Wind is found at the Bruma Fighter's Guild.

        b: Mid Level Trainers (40-69)

           Sherina at the Leyawiin Fighter's Guild.

           Rhano at the Anvil Fighter's Guild.

        c: Master Trainer (70-100)

           Alix Lencolia can be found at the Faregyl Inn south of the
           Imperial City.

     7: Block

        a: Low Level Trainers (5-39)

           Fadus Calidius at the Skingrad Fighter's Guild.

           Huurwen at the Anvil Fighter's Guild.

        b: Mid Level Trainers (40-69)

           Lum gro-Baruth at the Chorrol Fighter's Guild.

           Ambroise Canne has a house in the southwest of Skingrad.

        c: Master Trainer (70-100)

           Andragil lives above Dro'Shanji in the north part of Bravil.

     8: Blunt

        a: Low Level Trainers (5-39)

           Bugak gro-Bol is found at Southern Books in Leyawwin.

           Vigdis at the Anvil Fighter's Guild.

        b: Mid Level Trainers (40-69)

           Christophe Marane is the proprieter of the Brina Cross Inn
           northeast of Anvil.

           Azzan at the Anvil Fighter's Guild.

        c: Master Trainer (70-100)

           Irene Metrick has a house in the southwest of the Imperial
           City's Elven Gardens District.

     9: Conjuration

        a: Low Level Trainers (5-39)

           Fathis Aren is the court mage at Castle Bravil.

           Sulinus Vassinus at the Skingrad Mage's Guild.

        b: Mid Level Trainers (40-69)

           Alberic Litte at the Chorrol Mage's Guild.

           Arentus Falvius is the High Priest at Bruma's Great Chapel of
           Talos.

        c: Master Trainer (70-100)

           Olyn Seran can be found at Molag Bal's shrine located in the
           Great Forest west of the Imperial City.

    10: Destruction

        a: Low Level Trainers (5-39)

           Chanel is the court mage at Castle Chorrol.

           J'skar is at the Bruma Mage's Guild.

        b: Mid Level Trainers (40-69)

           Marc Gulitte at the Anvil Mage's Guild.

           Delphine Jend at the Bravil Mage's Guild.

        c: Master Trainer (70-100)

           Andaren has a camp near a shrine to Kynareth west of the
           Weatherleah estate in the Imperial Reserve.

    11: Hand-to-Hand

        a: Low Level Trainers (5-39)

           Nahsi at the Bravil Fighter's Guild.

           Rufruis Vinicius at the Anvil Fighter's Guild.

        b: Mid Level Trainers (40-69)

           Davela Hlaren runs the Imperial Bridge Inn on the north bank of
           the Silverfish River east of the Yellow Road.

           Ra'qanar can be found at Castle Cheydinhal.

        c: Master Trainer (70-100)
        </pre><pre id="faqspan-3">
           Helvius Cecia lives in a house in the southeast of Bruma.

    12: Heavy Armor

        a: Low Level Trainers (5-39)

           Brodras at the Leyawiin Fighter's Guild.

           Bumph gra-Gash at the Bruma Fighter's Guild.

        b: Mid Level Trainers (40-69)

           Valus Odiil can be found in Chorrol at either his house near the
           chapel or in the Grey Mare.

           Varnado can be found at The Best Defense in the Imperial City's
           Market District.

        c: Master Trainer (70-100)

           Pranal lives at the Roxey Inn on the Red Ring Road at the
           northeast corner of Lake Rumare.

    13: Illusion

        a: Low Level Trainers (5-39)

           Hil the Tall is a priest at the Chapel of Arkay in Cheydinhal.

           Jantus Brolus lives at Istrius Brolus' house in Bruma.

        b: Mid Level Trainers (40-69)

           Carahil at the Anvil Mage's Guild.

           Kud-Ei at the Bravil Mage's Guild.

        c: Master Trainer (70-100)

           Martina Floria is found in the Arcane University's Chironasium.

    14: Light Armor

        a: Low Level Trainers (5-39)

           Dul gro-Shug has a house in the northeast of the Imperial City's
           Elven Gardens District.

           Olfand works at Nord Winds in Bruma.

        b: Mid Level Trainers (40-69)

           Luciana Galena has a house in the south of Bravil.  It's above
           the house for sale there.

           Ahdarji has a house in Leyawiin just south of the castle's south
           gate.

        c: Master Trainer (70-100)

           J'Bari lives in south Leyawiin with Acrobatics trainer Tsrava.

    15: Marksman

        a: Low Level Trainers (5-39)

           Edla Dark-Heart lives in Regner's house in the south of Bruma.

           Shameer has a place just west of the Great Chapel of Julianos in
           Skingrad.

        b: Mid Level Trainers (40-69)

           Reman Broder works in a vineyard outside of Skingrad.  His house
           is in southwest Skingrad.

           Pinarus Inventius is a hunter in Anvil.

           Unlike most trainers, the low level Marksman trainers MUST refer
           you to the mid level trainers.

        c: Master Trainer (70-100)

           Alawen is found at Troll Candle Camp east of Anvil.

    16: Mercantile

        a: Low Level Trainers (5-39)

           Foroch can be found at the Gottshaw Inn southwest of Kvatch.

           Mach-Na runs Mach-Na's Books in Cheydinhal.

        b: Mid Level Trainers (40-69)

           Margarte lives in a house  east of the Great Chapel of Zenithar
           in Leyawiin with her husband Eitar.

           Seed-Neeus owns Northern Goods and Trade in Chorrol.

        c: Master Trainer (70-100)

           Palonirya runs Divine Elegance in the Imperial City's Market
           District.

    17: Mysticism

        a: Low Level Trainers (5-39)

           Angalmo at the Mage's Guild in Chorrol.

           Druja in the Mage's Guild in Skingrad.

        b: Mid Level Trainers (40-69)

           Ita Rienus at the Mage's Guild in Bravil.

           Boderi Farano is found in the Arcane University's Mystic
           Archives.

        c: Master Trainer (70-100)

           Dagail is at the Mage's Guild in Leyawiin.

    18: Restoration

        a: Low Level Trainers (5-39)

           Cirroc at the Great Chapel of Talos in Bruma.

           Marie Palielle at the Great Chapel of Julianos in Skingrad.

        b: Mid Level Trainers (40-69)

           Marz in the Great Chapel of Mara in Bravil

           Ohtesse in the Great Chapel of Arkay in Cheydinhal.

        c: Master Trainer (70-100)

           Oleta at the Chapel of Akatosh in Kvatch.

    19: Security

        a: Low Level Trainers (5-39)

           Malintus Ancrus lives in Chorrol.

           Samuel Bantien has a house in the Imperial City's Talos Plaza
           District.

        b: Mid Level Trainers (40-69)

           Dro'Shanji has a home below Andragil's in north Bravil.

           Mandil lives in Othrelos' house in the Imperial City's Elven
           Gardens District.

        c: Master Trainer (70-100)

           J'baana is found in the Imperial Prison District.

    20: Sneak

        a: Low Level Trainers (5-39)

           City-Swimmer's house is just over S'kivva's southwest of the
           Bravil city gate, but can also be found in the city's canals.

           Glistel lives with Malintus Ancrus in Chorrol.

        b: Mid Level Trainers (40-69)

           Othrelos lives in a house in the Imperial City's Elven Gardens
           District.

           Mirabelle Monet runs the Fo'c'sle in the Waterfront area outside
           of Anvil.

        c: Master Trainer (70-100)

           Marana Rian apparently has a house in the Temple District of the
           Imperial City, but can often be found in the Arboretum and the
           Waterfront District.

    21: Speechcraft

        a: Low Level Trainers (5-39)

           Alga lives in Honmund's house in Bruma.

           Uravasa Othelas is a priest at the Great Chapel of Mara in
           Bravil.

        b: Mid Level Trainers (40-69)

           Varon Vamori has a house in Bravil.

           Gruland Garrana is found in the Great Chapel of Arkay in
           Cheydinhal.

        c: Master Trainer (70-100)

           Tandilwe can be found at the Temple of the One in the Imperial
           City's Temple District.

------------------------------------4C--------------------------------------

  C: Questing for Mastery

     Each Master of a skill has a different requirement before they will
     train you.  Some quests are simple and some extensively long.  This
     varies from trainer to trainer and several of them test your abilities
     in that skill itself.  If you are really set against grinding any more
     of a skill, do the quests when you come to it, but there's no
     requirement to do these unless you plan on purchasing training.  You
     can still hit 100 in any skill for free.  It just might take some
     time.

====================================5=======================================

5: Skill Books and other ways to gain skills

  A really neat addition, in my opinion, are the books scattered across the
  world that give you skill points.  There aren't a lot of these for any
  skill, but they do make a nice and (usually) free addition to your skill
  points.  Some are in easy places and some in hard, most don't require
  that you actually take them and reading them can't get you into trouble
  for stealing.  Some are DEFINITELY in places that could get you into
  trouble for breaking and entering or tresspassing.  It's pretty much up
  to you how strongly you feel about going after certain books.  To make
  your life easier, I'm adding a list of books both by their skill and by
  the place you can find them.  This is by no means comprehensive.  I keep
  finding books all over the place.  This is just the most complete
  information I have at this moment.  These don't count as trained skill
  points for your level, so you can get as many as you like until you don't
  have any more books around.  As a caution, these work as regular skill
  points and will add to your major skills (and therefore your level).
  Also, once you hit 100 in any given skill these books might as well be
  pretty decoration as they will no longer benefit you.  Sorry, 100 is the
  cap without magical items to boost a skill.

------------------------------------5A--------------------------------------

  A: Skill Books by Type

     I've listed books by skill category, adding a brief notation about the
     city/place they are found.  This cross-references with the list just
     under it of books by location.  That list gives a more complete
     indication of where to find the book.  As an additional note, while
     more than one copies of a book might exist, it only works once.
     Finding a book of the same title in another city won't give you
     another skill point.

     1: Acrobatics
        Beggar Thief - Bravil
        A Dance in Fire Volume 1 - Cheydinhal, Kvatch
        A Dance in Fire Volume 4 - Cheydinhal, Kvatch
        The Black Arrow Volume 1 - Brindle
        Mystery of Talara Volume 1 - loot

     2: Alchemy
        Calcinator Treatise - loot or quest
        De Rerum Dirennis - Skingrad
        Mannimarco, King of Worms - Arcane University
        Song of the Alchemists - Arcane University
        A Game at Dinner - Chorrol

     3: Alteration
        Daughter of the Niben - Skingrad
        Reality and Other Falsehoods - Leyawiin
        The Dragon Break - Imperial City
        The Lunar Lorkhan - quest, loot, Henantier's Dreamworld
        Sithis - Leyawiin

     4: Armorer
        Heavy Armor Repair - loot
        Light Armor Repair - Bravil
        The Armorer's Challenge - Cheydinhal, Imperial City
        Cherim's Heart of Anequina - Imperial City
        Last Scabbard of Akrash - Imperial City

     5: Athletics
        The Argonian Account Volume 1 - loot only
        Beggar - Cloud Ruler Temple
        The Red Kitchen Reader - Anvil
        A Dance in Fire Volume 3 - Skingrad
        The Ransom of Zarek - Arena

     6: Blade
        Battle of Sancre Tor - Castle Bravil or loot
        Fire and Darkness - quest
        Song of Hrormir - Bravil or Arena
        2920 Morningstar - Anvil, Leyawiin, quest

     7: Block
        The Warp in the West - Chorrol
        A Dance in Fire Volume 2 - Imperial City
        Death Blow of Abernanit - Anvil
        The Mirror - Leyawiin

     8: Blunt
        Beggar King - Anvil
        The Legendary Sancre Tor - Chorrol
        Mace Etiquette - loot
        The Importance of Where - Bravil
        Night Falls of Sentinel - Goblin Jim's Cave

     9: Conjuration
        The Doors of Oblivion - Anvil, Cloud Ruler Temple, Fort Caractacus
        Liminal Bridges - Arcane University
        2920 Hearthfire - Bruma
        2920 Frostfall - Anvil
        The Warrior's Charge - quest and loot

    10: Destruction
        Response to Bero's Speech - Arcane University
        The Art of War Magic - Leafrot Cave
        The Horrors of Castle Xyr - Bravil
        Mystery of Talara Volume 3 - quest and loot

    11: Hand-to-Hand
        Ahzirr Traajijazeri - Bruma or Cheydinhal
        Immortal Blood - Imperial City, Bruma or Vilverin
        Way of the Exposed Palm - Fieldhouse Cave
        Master Zoaraym's Tale - quest or loot
        The Wolf Queen Volume 2 - Skingrad

    12: Heavy Armor
        Fighters Guild History 1st ed. - Chorrol, Anvil or Arcane University
        2920 MidYear - Chorrol
        Chimarvamidium - Imperial City
        How Orsinium Passed to Orcs - Bruma
        Halgerd's Tale - Chorrol

    13: Illusion
        The Argonian Account Volume 3 - Arcane University
        Incident in Neocrom - Cheydinhal
        Mystery of Talara Volume 4 - quest, loot, Fort Caractacus
        Palla Volume 1 - Arkved's Tower
        The Wolf Queen Volume 3 - Bruma

    14: Light Armor
        The Refugees - Cloud Ruler Temper & Imperial City
        Rislav the Righteous - loot
        Ice and Chitin - Leyawiin
        Lord Jornibret's Last Dance - Bleak Flats Cave
        The Rear Guard - Cheydinhal

    15: Marksman
        Father of the Niben - Bravil
        A Dance in Fire Volume 5 - Bruma
        The Black Arrow Volume 2 - Cheydinhal, loot, quest
        The Gold Ribbon of Merit - Cheydinhal
        Vernaccus and Bourlor - Chorrol

    16: Mercantile
        2920 Sun's Height - Imperial City
        A Dance in Fire Volume 6 - Chorrol, quest, loot
        A Dance in Fire Volume 7 - Chorrol, quest, loot
        The Buying Game - Imperial City
        The Wolf Queen Volume 4 - Imperial City

    17: Mysticism
        Before the Ages of Man - Arcane University
        The Black Arts on Trial - Imperial City
        Souls, Black and White - Fort Cuptor and loot
        2920 Sun's Dawn - Skingrad
        Before the Ages of Man - Arcane University
        The Firsthold Revolt - Cheydinhal

    18: Restoration
        The Exodus - Skingrad
        2920 Rain's Hand - Bravil
        Mystery of Talara Volume 2 - quest and loot
        Notes of Racial Phylogeny - Chorrol
        Withershins - - Leyawiin

    19: Security
        Advances in Lockpicking - Fingerbowl Cave
        Proper Lock Design - Imperial City
        The Locked Room - Anvil
        Surfeit of Thieves - loot and quest
        The Wolf Queen Volume 1 - Bravil

    20: Sneak
        Legand of Krately House - Cloud Ruler Temple
        Purloined Shadows - loot
        Sacred Witness - Lake Arrius Caverns
        2920 Last Seed - Bravil
        The Wolf Queen Volume 7 - Cheydinhal

    21: Speechcraft
        2920 Second Seed - Imperial City
        Biography of the Wolf Queen - Imperial City, quest
        The Wolf Queen Volume 5 - Imperial City
        The Wolf Queen Volume 6 - Imperial City

------------------------------------5B--------------------------------------

  B: Skill Books by Location

     1: Anvil

        The Doors of Oblivion - Conjuration Skillbook - Mage's Guild
        Library

        Fighters Guild History 1st ed. - Heavy Armor Skillbook - Fighter's
        Guild in locked display case

        Beggar King - Blunt Skillbook - Castle Anvil's Royal Quarters on a
        shelf

        The Red Kitchen Reader - Athletics Skillbook - Castle Anvil,
        Baerlorn's bedroom in private quarters

        2920 Morningstar - Blade Skillbook - Castle Anvil, Uleve Hlervu's
        room in private quarters

        2920 Frostfall - Conjuration Skillbook - Chapel of Dibella, chapel
        hall on a desk

        Death Blow of Abernanit - Block Skillbook - Fighter's Guild,
        bedroom off dining hall in a chest atop a dresser

        The Locked Room - Security Skillbook - Smuggler's Cave below Castle
        Anvil

     2: Bravil

        Battle of Sancre Tor - Blade Skillbook - Castle Bravil Great Hall
        in a locked case

        Father of the Niben - Marksmen Skillbook - Castle Bravil, private
        quarters north wing on a shelf

        Light Armor Repair - Armorer Skillbook - Castle Bravil's barracks
        on a shelf (the barracks is in the castle and the door is an
        average lock)

        Song of Hrormir: Blade Skillbook - Castle Bravil, Drels Theran's
        room in private quarters

        Beggar Thief - Acrobatics Skillbook - S'krivva's house

        2920 Rain's Hand - Restoration Skillbook - Great Chapel of Mara,
        Great Hall on a shelf

        2920 Last Seed - Sneak Skillbook - City-Swimmer's house on a
        dresser

        The Horrors of Castle Xyr - Destruction Skillbook - Mage's Guild,
        top floor in a bookshelf

        The Importance of Where - Blunt Skillbook - Castle Bravil's
        dungeon, first room

        The Wolf Queen Volume 1 - Security Skillbook - Dro'Shanji's house
        on a shelf

     3: Bruma

        Ahzirr Traajijazeri - H2H Skillbook - Below J'Ghasta's house

        Immortal Blood - H2H Skillbook - J'Gasta's house

        2920 Hearthfire - Conjuration Skillbook - Great Chapel of Talos
        chapel

        A Dance in Fire Volume 5 - Marksman Skillbook - Regner's house on a
        writing table beside fireplace

        How Orsinium Passed to Orcs - Heavy Armor Skillbook - Castle Bruma,
        Lord's Manor on a desk

        The Wolf Queen Volume 3 - Illusion Skillbook - Mage's Guild
        basement on a desk

     4: Cheydinhal

        Ahzirr Traajijazeri - H2H Skillbook - Dark Brotherhood's Sanctuary

        A Dance in Fire Volume 1 - Acrobatics Skillbook - Ganredhel's house
        on a dresser (w/Vol.4)

        A Dance in Fire Volume 4 - Acrobatics Skillbook - Ganredhel's house
        on a dresser (w/Vol.1)

        The Armorer's Challenge - Armorer Skillbook - Fighter's Guild,
        second floor on a shelf

        The Black Arrow Volume 2 - Marksman Skillbook - Dark Brotherhood's
        Sanctuary in Teinaava's chest

        The Firsthold Revolt - Mysticism Skillbook - Mage's Guilde basement

        The Gold Ribbon of Merit - Marksman Skillbook - Dark Brotherhood's
        Sanctuary, training room in a chest

        Incident in Neocrom - Illusion Skillbook - Willow Bank, second
        floor on a dresser

        The Rear Guard - Light Armor Skillbook - Dark Brotherhood's
        Sanctuary, training room in a chest

     5: Chorrol

        Fighters Guild History 1st ed. - Heavy Armor Skillbook - Fighter's
        Guild in locked display case

        The Legendary Sancre Tor - Blunt Skillbook - Vilena Donton's
        quarters on a shelf

        The Warp in the West - Block Skillbook - Chorrol - given by Brother
        Piner after asking Jauffre about assistance in Main Quest

        2920 MidYear - Heavy Armor Skillbook - Fire and Steel on a shelf

        A Dance in Fire Volume 6 - Mercantile Skillbook - Casta Scribonia's
        house, second floor on a shelf

        A Dance in Fire Volume 7 - Mercantile Skillbook - Casta Scribonia's
        house, second floor on a shelf

        Notes of Racial Phylogeny - Restoration Skillbook - Chapel of
        Stendarr, chapel hall in a chest

        Vernaccus and Bourlor - Marksman Skillbook - Renoit's Books on a
        bookshelf

        A Game at Dinner - Alchemy Skillbook - Chorrol Mage's Guild main
        floor on a shelf in the little room off the Alchemy room (not the
        bedroom).

        Halgerd's Tale - Heavy Armor - Chorrol Fighter's Guild Tower upper
        level in the unlocked chest.  (The other two are locked and marked
        as owned to boot.)

     6: Imperial City

        The Black Arts on Trial - Mysticism Skillbook - Mystic Emporium in
        Market District

        Immortal Blood - H2H Skillbook - Seridur's house in Temple
        District, celler on a shelf

        Proper Lock Design - Security Skillbook - Dareloth's house in
        Waterfront District, second floor on a desk (Must complete Thieve's
        Guild quest line for access to this house)

        The Refugees - Light Armor Skillbook - First Edition in Market
        District

        2920 Second Seed - Speechcraft Skillbook - Chancello Ocato's
        quarters in Imperial Palace

        2920 Sun's Height - Mercantile Skillbook - Black Horse Courier
        offices in Market District on desk

        A Dance in Fire Volume 2 - Block Skillbook - Guard House in Elven
        Gardens District, ground floor on a table

        The Armorer's Challenge - Armorer Skillbook - First Edition in
        Market District (must purchase to read it and must read it to
        convince the Master Armorer trainer to train you)

        Biography of the Wolf Queen - Speechcraft Skillbook - Armand
        Christophe's house in Waterfront District in a chest.

        The Buying Game - Mercantile Skillbook - Fathis Ules' house in the
        Elven Gardens District

        Cherim's Heart of Anequina - Armorer Skillbook - First Edition in
        Market District, second floor on a desk (the door into this area is
        locked with an average lock)

        Chimarvamidium - Heavy Armor Skillbook - Imperial Legion Compound,
        barracks on a shelf

        The Dragon Break - Alteration Skillbook - Dovyn Aren's house in
        Elven Garden District, second floor on a shelf below a hall table

        Last Scabbard of Akrash - Armorer Skillbook - A Fighting Chance in
        Market District, second floor on a shelf (this is behind a locked
        door with an Average lock and there is a guard dog inside this
        room)

        The Wolf Queen Volume 4 - Mercantile Skillbook - Office of Imperial
        Commerce in Market District on a counter

        The Wolf Queen Volume 5 - Speechcraft Skillbook - Hastrel Ottus'
        house in Temple District, ground floor on an end table

        The Wolf Queen Volume 6 - Speechcraft Skillbook - Hastrel Ottus'
        house in Temple District, ground floor on an end table

     7: Kvatch

        A Dance in Fire Volume 1 - Acrobatics Skillbook - Castle Kvatch,
        Great Hall on a hall table (w/Vol.4)

        A Dance in Fire Volume 4 - Acrobatics Skillbook - Castle Kvatch,
        Great Hall on a hall table (w/Vol.1)

     8: Leyawiin

        Reality and Other Falsehoods - Alteration Skillbook - Southern
        Books, second floor on a shelf

        2920 Morningstar - Blade Skillbook - Castle Leyawwin, Tsavi's room
        in private quarters

        Ice and Chitin - Light Armor Skillbook - Ahdarji's house, second
        floor in a chest at the foot of a bed.

        The Mirror - Block Skillbook - City Watch barracks, ground floor in
        storage room on a shelf

        Sithis - Alteration Skillbook - Great Chapel of Zenithar, Chapel
        Hall on a desk

        Withershins - Restoration Skillbook - Mage's Guild, library on a
        corner bookshelf

     9: Skingraad

        De Rerum Dirennis - Alchemy Skillbook - All Things Alchemical on a
        shelf upstairs (just stairs up, no locked doors here)

        The Exodus - Restoration Skillbook - Great Chapel of Julianos,
        Chapel Hall dining room on a shelf (the chapel hall is a restricted
        area that is tresspassing if you enter.  Be sure to sneak if you
        don't want to be caught)

        2920 Sun's Dawn - Mysticism Skillbook - Great Chapel of Julianos,
        Chapel Hall sideroom on a desk (the chapel hall is a restricted
        area that is tresspassing if you enter.  Be sure to sneak if you
        don't want to be caught)

        The Wolf Queen Volume 2 - H2H Skillbook - Castle Skingrad, Lord's
        Manor on a shelf

    10: Arcane University (must complete all recommendation quests for
        Mage's Guild to enter)

        The Argonian Account Volume 3 - Illusion Skillbook - Mystic
        Archives

        Before the Ages of Man - Mysticism Skillbook - Chironasium on an
        enchanting station

        Fighters Guild History 1st ed. - Heavy Armor Skillbook - Mystic
        Archives in an unlocked case

        Liminal Bridges - Conjuration Skillbook - Mystic Archives

        Mannimarco, King of Worms - Alchemy Skillbook - Mystic Archives

        Response to Bero's Speech - Destruction Skillbook - Mystic Archives

        Before the Ages of Man - Mysticism Skillbook - Chironasium ground
        floor in an Enchanting Center

        Song of the Alchemists - Alchemy Skillbook - Lustratorium, ground
        floor at the rear on a bookshelf

    11: Other Places

        Advances in Lockpicking - Security Skillbook - Fingerbowl Cave
        (Necromancer/undead lair just northeast of Aleswell north of the
        Imperial City)

        Beggar - Athletics Skillbook - Cloud Ruler Temple, Great Hall

        The Doors of Oblivion - Conjuration Skillbook - Cloud Ruler Temple,
        Great Hall on a table

        Immortal Blood - H2H Skillbook - Vilverin, Ayleid Ruin across the
        river from Imperial Sewers where you escape from prison in a bandit
        camp tent

        Legand of Krately House - Sneak Skillbook - Cloud Ruler Temple,
        library

        Sacred Witness - Sneak Skillbook - Lake Arrius Caverns, actually
        it's in the antechamber complex which you escape the caverns in
        the Dagon Shrine segment of the main quest

        Song of Hrormir: Blade Skillbook - Arena grounds, chest of the two
        would-be gladiators

        Souls, Black and White - Mysticism Skillbook - Fort Cuptor,
        northwest corner of the second level

        Way of the Exposed Palm - H2H Skillbook - Fieldhouse Cave, under a
        mushroom on the south side of the bottom level

        The Art of War Magic - Destruction Skillbook - Leafrot Cave, upper
        level on a shelf (cave is found northeast of the northeasternmost
        headwaters of the Panther River)

        The Black Arrow Volume 1 - Acrobatics Skillbook - Brindle Home,
        settlement in the Great Forest north of Skingrade, Torbal the
        Sufficient's house in a chest at the foot of a bed

        Lord Jornibret's Last Dance - Light Armor Skillbook - Bleak Flats
        Cave (found north-northwest of Skingrad) on a table

        The Lunar Lorkhan - Alteration Skillbook - Henantier's Dreamworld,
        starting location behind an overturned table (during the quest
        "Through a Nightmare, Darkly"

        Mystery of Talara Volume 4 - Illusion Skillbook - Fort Caractacus
        (north shore of Lake Rumare), tower under a table

       Night Falls of Sentinel - Blunt Skillbook - Goblin Jim's Cave (north
       of Skingrad), top level on a shelf

        Palla Volume 1 - Illusion Skillbook - Arkved's Tower (south of Lake
        Poppad), final level on an end table

        The Ransom of Zarek - Athletics Skillbook - Arena Bloodworks in a
        cupboard against the outer wall

    12: Loot and Quest

        The Argonian Account Volume 1 - Athletics Skillbook - random loot

        Battle of Sancre Tor - Blade Skillbook - random loot

        Calcinator Treatise - Alchemy Skillbook - leveled loot or  in quest
        Two Sides of the Coin

        Fire and Darkness - Blade Skillbook - found during Thieve's Guild
        quest The Ultimate Heist in a chest in the Imperial City sewers

        Heavy Armor Repair - Armorer Skillbook - loot - Marauder and tomb
        loot

        Mace Etiquette - Blunt Skillbook - random loot

        Purloined Shadows - Sneak Skillbook - random loot

        Rislav the Righteous - Light Armor Skillbook - Bandit and Vampire
        loot

        Souls, Black and White - Mysticism Skillbook - random loot

        2920 Morningstar - Blade Skillbook - reward in Fighter's Guild
        quest The Wandering Scholar

        A Dance in Fire Volume 6 - Mercantile Skillbook - boss level
        Vampire and Bandit loot or reward in quest Two Sides of the Coin

        A Dance in Fire Volume 7 - Mercantile Skillbook - boss level
        Vampire and Bandit loot or reward in quest Two Sides of the Coin

        The Black Arrow Volume 2 - Marksman Skillbook - boss level Vampire
        and Bandit loot or reward in quest Two Sides of the Coin

        The Lunar Lorkhan - Alteration Skillbook - boss level Conjurer and
        Necromancer loot, reward in quest Two Sides of the Coin

        Master Zoaraym's Tale - H2H Skillbook - boss level tomb creature
        and Marauder loot, reward in quest Two Sides of the Coin, reward in
        quest Bear Season

        Mystery of Talara Volume 1 - Acrobatics Skillbook - boss level
        Bandit and Vampire loot, loot during Two Sides of the Coin quest

        Mystery of Talara Volume 2 - Restoration Skillbook - Jorundr's
        Chestin Two Sides of the Coin, boss level Necromancer and Conjurer
        loot

        Mystery of Talara Volume 3 - Destruction Skillbook - Jorundr's
        Chest in Two Sides of the Coin, boss level Necromancer and Conjurer
        loot

        Mystery of Talara Volume 4 - Illusion Skillbook - Jorundr's Chest
        in Two Sides of the Coin, boss level Necromancer and Conjurer loot

        Surfeit of Thieves - Security Skillbook - boss level Bandit and
        Vampire loot, loot during Two Sides of the Coin quest

        The Warrior's Charge - Conjuration Skillbook - boss level
        Necromancer and Conjurer loot, Jorundr's Chest in Two Sides of the
        Coin quest

------------------------------------5C--------------------------------------

  C: Other skill additions

     1: "Shadow over Hackdirt" is given to you by Seed-Neeus who runs the
     Northern Goods and Trade in Chorrol.  After you've completed the
     quest, she'll give you five mercantile skill points free.
     Additionally, these skill points do not count as trained skill points
     per level.

     2: Ocheeva in the Dark Brotherhood Sanctuary in Cheydinhal gives you a
     +2 bonus to Acrobatics, Blade, Marksman, Sneak and Security for
     completion of a quest. (More details to come as I research this,
     thanks Nick.)

     3: Completion of the Origin of the Gray Prince has a reward of +3
     Blade, Block and Athletics from Argonak gro-Malog in the Bloodworks
     of the Arena. (This one is thanks to Nick too.)

     4: You can get +5 Hand-to-Hand in the Arena district by watching two
     fellows fight for a while.  (Thanks to Tim Neal for this, I'll get
     the names of the NPCs and add them next update.)

====================================6=======================================

6: Beginning Spells and Spell Vendors

  Unlike many games, Oblivion spells cannot be learned from spell scrolls.
  Instead, you must purchase or create a spell to be cast by your character.
  Spells aren't too hard to find as each major city has a Mage's Guild and a
  Temple that has spells for sale.  Several of the Mage's Guilds have an
  emphasis in the spells they sell, although they usually sell a smattering
  of other spells as well.  Temples, on the whole, sell spells from the
  Restoration category, though they do sell a few other spells that are mostly
  harmless.

  If you see high spell costs when you first look at the spell purchase list,
  do not be dismayed.  As your skill goes up in the various magic skills, your
  casting cost will go down.  That Summon Skeleton spell that cost you 60
  Magicka points as a brand new Apprentice Conjurer will cost less than 30
  points when you reach Expert level.

  Just as the Magicka cost adjusts as you gain skill levels, so does the price
  of the spell.  It varies by your Personality stat score, the Disposition
  score you've gained with the NPC and your Mercantile skill.  As such, it's
  very difficult to give a cost of a spell.

  Because of the varying costs in Magicka and Septims, I've decided I'm only
  going to list the vendors who sell spells as well as where to find them and
  what they sell.  I'm including two lists here.  Spells by category and
  spells by vendor.  They, like my books list, cross-reference each other so
  that you can find the spell you're looking for more easily.  I might later
  go back and add spell effects, if I find the time.

------------------------------------6A--------------------------------------

  A: Beginning Spells for all Categories

     All magic skills have beginning spells that you can receive, provided
     you choose that skill as one of your major skills.  Regardless of your
     overall choices in skills, every character receives Flare and Heal
     Minor Wounds.  The rest depend on what major skills you take.

     1: Alteration Beginning Spells

        Open Very Easy Lock
        Protect

     2: Conjuration Beginning Spells

        Summon Skeleton
        Turn Undead

     3: Destruction Beginning Spells

        Cold Touch
        Flare
        Shocking Touch

     4: Illusion Beginning Spells

        Soothing Touch
        Starlight

     5: Mysticism Beginning Spells

        Minor Dispel
        Minor Life Detection

     6: Restoration Beginning Spells

        Absorb Health
        Heal Minor Wounds

------------------------------------6B--------------------------------------

  B: Mage's Guild Spell Emphasis

     All but one of the seven major Mage's Guilds has a special magic skill
     emphasis.  Bruma, the exception, has a smattering of all spells to
     offer from the spell vendors.  That doesn't mean you'll only find one
     category of spells in the other six cities, just that you'll find a
     concentration of those spells there, giving you a better chance to
     find the spell you're looking for.

     1: Anvil Mage's Guild: Restoration

     2: Bravil Mage's Guild: Illusion

     3: Cheydinhal Mage's Guild: Alteration

     4: Chorrol Mage's Guild: Conjuration

     5: Leyawiin Mage's Guild: Mysticism

     6: Skingrad Mage's Guild: Destruction

------------------------------------6C--------------------------------------

  C: Spells by Category

     1: Alteration

        a: Novice spells:

            Open Very Easy Lock
             Cheydinhal, Imperial City

            Protect
             Cheydinhal, Imperial City

            Protect Other
             Cheydinhal, Imperial City

        b: Apprentice spells:

            Burdening Touch
             Cheydinhal

            Defend
             Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad

            Ease Burden
             Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Imperial City,
             Leyawiin, Skingrad

            Electric Shell
             Cheydinhal

            Frost Shell
             Cheydinhal

            Heat Shell
             Bruma, Cheydinhal

            Hindering Touch
             Cheydinhal, Imperial City

            Open Easy Lock
             Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad

            Sea Stride
             Cheydinhal

            Water Breathing
             Cheydinhal, Imperial City

        c: Journeyman spells:

            Encumbering Touch
             Cheydinhal

            Guard
             Cheydinhal

            Ice Shield
             Cheydinhal

            Lighten Load
             Cheydinhal

            Lightning Shield
             Cheydinhal

            Open Average Lock
             Bruma, Cheydinhal

        d: Expert spells:

            Fire Shield
             Cheydinhal

            Glacial Wall
             Cheydinhal

            Lightning Wall
             Cheydinhal

            Open Hard Lock
             Cheydinhal

            Oppressing Grasp
             Cheydinhal, Imperial City

            Pack Mule
             Cheydinhal

            Shield
             Cheydinhal

            Weight of the World
             Cheydinhal

        e: Master spells:

            Aegis
             Cheydinhal, Imperial City

            Beast of Burden
             Imperial City

            Flame Shield
             Cheydinhal

     2: Conjuration

        a: Novice spells:

            Bound Boots
             Chorrol

            Bound Dagger
             Chorrol, Imperial City

            Bound Gauntlets
             Chorrol

            Bound Helmet
             Chorrol, Imperial City

            Turn Undead
             Anvil, Chorrol, Skingrad

        b: Apprentice spells:

            Bound Greaves
             Chorrol

            Bound War Axe
             Chorrol

            Repulse Undead
             Anvil, Bravil, Chorrol, Skingrad

            Summon Ghost
             Chorrol

            Summon Scamp
             Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Imperial City,
             Leyawiin, Skingrad

            Summon Skeleton
             Bruma, Chorrol, Imperial City

            Summon Zombie
             Chorrol, Imperial City

        c: Journeyman spells:

            Bound Bow
             Chorrol

            Bound Cuirass
             Bravil, Chorrol

            Bound Mace
             Chorrol

            Rebuke Undead
             Bruma, Chorrol, Skingrad

            Summon Dremora
             Chorrol

            Summon Flame Atronach
             Chorrol

            Summon Headless Zombie
             Chorrol

            Summon Skeleton Guardian
             Chorrol

        d: Expert spells:

            Bound Shield
             Chorrol

            Bound Sword
             Bruma, Chorrol, Imperial City

            Dismiss Undead
             Bruma, Chorrol, Skingrad

            Summon Clannfear
             Chorrol

            Summon Daedroth
             Bruma, Chorrol

            Summon Faded Wraith
             Chorrol

            Summon Frost Atronach
             Chorrol

            Summon Skeleton Champion
             Chorrol

            Summon Skeleton Hero
             Chorrol

            Summon Spider Daedra
             Chorrol

        e: Master spells:

            Summon Dremora Lord
             Bruma

            Summon Gloom Wraith
             Imperial City

            Summon Storm Atronach
             Skingrad

            Summon Xivilai
             Imperial City

     3: Destruction

        a: Novice spells:

            Burning Touch
             Imperial City, Skingrad

            Cold Touch
             Unknown

            Curse of Weakness
             Bruma, Skingrad

            Damage Attribute: Agility
             Unknown

            Damage Attribute: Endurance
             Unknown

            Damage Attribute: Luck
             Unknown

            Drain Attribute: Agility
             Unknown

            Drain Attribute: Endurance
             Unknown

            Drain Attribute: Luck
             Unknown

            Flare
             Starting Spell regardless of Major Skills

            Minor Ennervation
             Skingrad

            Minor Wound
             Skingrad

            Shocking Touch
             Imperial City

            Snowball
             Bruma, Imperial City, Skingrad

            Spark
             Bravil, Bruma, Skingrad

        b: Apprentice spells:

            Corrode Armor
             Skingrad

            Damage Attribute: Speed
             Unknown

            Damage Attribute: Willpower
             Unknown

            Drain Attribute: Speed
             Unknown

            Drain Attribute: Willpower
             Unknown

            Drain Skill: Illusion
             Skingrad

            Drain Skill: Marksman
             Skingrad

            Electric Touch
             Imperial City, Skingrad

            Entropic Touch
             Skingrad

            Entropic Bolt
             Skingrad

            Flame Touch
             Imperial City, Skingrad

            Flash Bolt
             Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad

            Frost Touch
             Bruma, Skingrad

            Hailstone
             Skingrad

            Magicka Drain
             Skingrad

            Major Ennervation
             Skingrad

            Major Wound
             Imperial City, Skingrad

            Sever Magicka
             Skingrad

            Shock
             Skingrad

            Weakness to Fire
             Imperial City, Skingrad

            Weakness to Frost
             Skingrad

            Weakness to Poison
             Imperial City, Skingrad

            Weakness to Shock
             Skingrad

        c: Journeyman spells:

            Barnoff's Bloody Icicle
             Cheydinhal

            Blazing Spears
             Skingrad

            Corrode Weapon
             Skingrad

            Damage Attribute
             Intelligence

            Damage Attribute
             Strength

            Dire Wound
             Skingrad

            Drain Attribute
             Intelligence

            Drain Skill: Alteration
             Skingrad

            Drain Skill: Destruction
             Imperial City, Skingrad

            Drain Skill: Hand-to-Hand
             Skingrad

            Drain Skill: Heavy Armor
             Skingrad

            Fire Ball
             Skingrad

            Frost Bolt
             Skingrad

            Greater Magicka Drain
             Skingrad

            Hail Storm
             Skingrad

            Lightning Bolt
             Skingrad

            Lightning Grasp
             Skingrad

            Searing Grasp
             Skingrad

            Shocking Burst
             Skingrad

            Weakness to Magicka
             Skingrad

            Winter's Grasp
             Bruma, Skingrad

            Withering Touch
             Skingrad

        d: Expert spells:

            Arctic Blow
             Skingrad

            Dire Enervation
             Skingrad

            Disintegrate Armor
             Skingrad

            Drain Skill: Blade
             Skingrad

            Drain Skill: Conjuration
             Skingrad

            Drain Skill: Restoration
             Skingrad

            Fire Storm
             Skingrad

            Heat Blast
             Bruma, Imperial City, Skingrad

            Ice Bolt
             Imperial City, Skingrad

            Ice Storm
             Imperial City, Skingrad

            Lightning Ball
             Imperial City, Skingrad

            Lightning Blast
             Imperial City, Skingrad

            Lightning Surge
             Skingrad

            Scorching Blow
             Skingrad

            Superior Magicka Drain
             Skingrad

            Superior Wound
             Bruma, Skingrad

            Withering Bolt
             Skingrad

        e: Master spells:

            Blizzard
             Skingrad

            Disintegrate Weapon
             Imperial City

            Electrocution
             Imperial City, Skingrad

            Enemies Explode
             Bravil

            Flame Tempest
             Imperial City, Skingrad

            Ice Blast
             Skingrad

            Immolating Blast
             Imperial City, Skingrad

            Legendary Magicka Drain
             Imperial City

            Lightning Storm
             Skingrad

     4: Illusion

        a: Novice spells:

            Alluring Gaze
             Bravil

            Beguiling Touch
             Bravil, Bruma

            Frenzy
             Bravil

            Illuminate
             Bravil

            Inspiration
             Bravil

            Inspiring Touch
             Bravil

            Serenity
             Bravil

            Soothing Touch
             Bravil

            Starlight
             Bravil, Imperial City

            Touch of Frenzy
             Bravil

        b: Apprentice spells:

            Command Creature
             Chorrol

            Command Humanoid
             Chorrol

            Commanding Touch
             Bravil, Chorrol

            Eyes of Eventide
             Bravil, Imperial City

            Heroic Touch
             Bravil, Bruma

            Heroism
             Bravil

            Mesmerizing Grasp
             Bravil

            Moonlight
             Bravil

            Pacification
             Bravil

            Rage
             Bravil

            Seductive Charm
             Bravil, Chorrol

            Touch of Fear
             Bravil

            Touch of Rage
             Bravil, Imperial City

        c: Journeyman spells:

            Calming Touch
             Unknown

            Candlelight
             Bravil

            Chameleon
             Bravil

            Deathly Visage
             Cheydinhal

            Debilitate
             Bravil

            Dominating Touch
             Chorrol

            Enthralling Presence
             Bravil, Bruma

            Eyes of Midnight
             Bravil

            Hush
             Bravil

            Shadow Shape
             Bravil

            Shroudwalk
             Cheydinhal

            Voice of Dread
             Bravil

            Voice of Rapture
             Bravil

        d: Expert spells:

            Black Winter
             Cheydinhal

            Dominate Creature
             Chorrol

            Dominate Humanoid
             Bruma, Chorrol

            Fearful Gaze
             Bravil

            Ghostwalk
             Bravil, Imperial City

            Immobolize
             Bravil, Imperial City

            Mute
             Bravil, Imperial City

            Shadow
             Bravil, Imperial City

            Torchlight
             Bravil, Imperial City

        e: Master spells:

            Cloak
             Imperial City

            Daylight
             Imperial City

            Grasp of Terror
             Bravil

            Paralyze
             Imperial City

            Silence
             Imperial City

            Spectral Form
             Bravil

            Terrifying Presence
             Imperial City

     5: Mysticism

        a: Novice spells:

            Minor Dispel
             Leyawiin

            Minor Life Detection
             Anvil, Imperial City, Leyawiin

        b: Apprentice spells:

            Dispel Other
             Leyawiin

            Major Dispel
             Imperial City, Leyawiin

            Major Life Detection
             Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad

            Remote Manipulation
             Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad

            Soul Trap
             Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, Skingrad

        c: Journeyman spells:

            Greater Dispel
             Leyawiin

            Greater Dispel Other
             Bruma, Leyawiin

            Greater Life Detection
             Leyawiin

            Greater Soul Trap
             Leyawiin

            Greater Spell Reflection
             Bruma

            Psychic Motion
             Leyawiin

            Spell Absorption
             Unknown

        d: Expert spells:

            Bloodhunt
             Cheydinhal

            Superior Dispel
             Imperial City, Leyawiin

            Superior Life Detection
             Bruma, Imperial City, Leyawiin

            Superior Soul Trap
             Leyawiin

            Superior Spell Absorption
             Leyawiin

            Superior Spell Reflection
             Imperial City, Leyawiin

            Telekinesis
             Leyawiin

        e: Master spells:

            Legendary Dispel
             Imperial City

            Legendary Life Detection
             Imperial City

            Legendary Soul Trap
             Imperial City

            Legendary Spell Absorption
             Imperial City

            Legendary Spell Reflection
             Leyawiin

            Movement Mastery
             Imperial City

     6: Restoration

        a: Novice spells:

            Absorb Attribute: Agility
             Anvil

            Absorb Attribute: Endurance
             Anvil

            Absorb Attribute: Intelligence
             Anvil

            Absorb Attribute: Luck
             Anvil, Imperial City

            Absorb Attribute: Speed
             Anvil

            Absorb Attribute: Strength
             Anvil

            Absorb Attribute: Willpower
             Anvil

            Absorb Fatigue
             Anvil, Imperial City

            Absorb Health
             Anvil</pre><pre id="faqspan-4">

            Absorb Magicka
             Anvil, Imperial City

            Absorb Skill: Acrobatics
             Anvil

            Absorb Skill: Athletics
             Anvil

            Absorb Skill: Illusion
             Anvil, Imperial City

            Absorb Skill: Security
             Anvil

            Fortify Fatigue
             Imperial City

            Heal Minor Wounds
             Starting Spell for all characters regardless of skill choice.

            Minor Respite
             Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad

        b: Apprentice spells:

            Absorb Skill: Hand-to-Hand
             Anvil

            Absorb Skill: Light Armor
             Anvil

            Absorb Skill: Mercantile
             Anvil, Imperial City

            Absorb Skill: Mysticism
             Anvil

            Absorb Skill: Restoration
             Anvil

            Convalescence
             Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad

            Cure Paralysis
             Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad

            Cure Poison
             Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad

            Fortify Agility
             Bruma

            Fortify Endurance
             Leyawiin

            Fortify Health
             Bruma

            Fortify Intelligence
             Unknown

            Fortify Luck
             Anvil

            Fortify Personality
             Anvil

            Fortify Speed
             Bravil, Imperial City

            Fortify Strength
             Chorrol

            Fortify Willpower
             Skingrad

            Greater Fortify Fatigue
             Imperial City

            Heal Major Wounds
             Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Imperial City,
             Leyawiin, Skingrad

            Leech Health
             Anvil

            Major Respite
             Bravil, Skingrad

            Restore Agility
             Bruma

            Restore Endurance
             Leyawiin

            Restore Intelligence
             Unknown

            Restore Luck
             Anvil

            Restore Personality
             Anvil

            Restore Speed
             Bravil

            Restore Strength
             Chorrol

            Restore Willpower
             Skingrad

        c: Journeyman spells:

            Absorb Skill: Alteration
             Anvil, Imperial City

            Absorb Skill: Block
             Anvil

            Absorb Skill: Conjuration
             Anvil

            Absorb Skill: Heavy Armor
             Anvil

            Absorb Skill: Marksman
             Anvil

            Consume Health
             Anvil, Bruma

            Cure Disease
             Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad

            Fortify Magicka
             Anvil, Imperial City

            Greater Convalescence
             Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad

            Greater Fortify Agility
             Bruma

            Greater Fortify Endurance
             Leyawiin

            Greater Fortify Intelligence
             Unknown

            Greater Fortify Luck
             Anvil

            Greater Fortify Personality
             Anvil

            Greater Fortify Speed
             Bravil, Bruma, Imperial City

            Greater Fortify Strength
             Chorrol

            Greater Fortify Willpower
             Skingrad

            Heal Greater Wounds
             Anvil, Bravil, Chorrol, Leyawiin, Skingrad

            Minor Magic Resistance
             Anvil

        d: Expert spells:

            Absorb Skill: Blade
             Anvil, Bruma

            Absorb Skill: Blunt
             Anvil

            Absorb Skill: Destruction
             Anvil

            Absorb Skill: Sneak
             Anvil, Imperial City

            Devour Health
             Anvil, Imperial City

            Greater Fortify Health
             Anvil, Leyawiin

            Greater Fortify Magicka
             Anvil, Leyawiin

            Heal Superior Wounds
             Bruma, Chorrol, Skingrad

            Superior Convalescence
             Anvil, Bravil, Bruma, Chorrol, Leyawiin, Skingrad

        e: Master spell:

            Heal Legendary Wounds
             Bruma, Imperial City, Skingrad

------------------------------------6D--------------------------------------

  D: Spells by Location

     The vendors are very picky about time and place to sell.  Some seem to
     only have a few minutes maximum each game day that they will sell
     spells, while others are available for hours at a time.  Some only
     sell when standing in a specific place and others roam and still will
     let you buy spells.  Be patient is my only advice.

     I'm pretty sure I didn't get all of the vendors, though I definitely
     tried.  I was using a level one character without any spells to make
     sure my list was comprehensive.  Because of that, I could have had
     people refuse to speak with me for a variety of reasons.  I'll go back
     over the next few days and try to see what else I can find.

     1: Anvil

        a: Marc Gulitte: Mage's Guild

           Absorb Skill: Alteration - Journeyman Restoration
           Absorb Skill: Blade - Expert Restoration
           Absorb Skill: Block - Journeyman Restoration
           Absorb Skill: Blunt - Expert Restoration
           Absorb Skill: Conjuration - Journeyman Restoration
           Absorb Skill: Destruction - Expert Restoration
           Absorb Skill: Heavy Armor - Journeyman Restoration
           Absorb Skill: Marksman - Journeyman Restoration
           Absorb Skill: Sneak - Expert Restoration
           Consume Health - Journeyman Restoration
           Devour Health - Expert Restoration
           Fortify Magicka - Journeyman Restoration
           Greater Fortify Health - Expert Restoration
           Greater Fortify Magick - Expert Restoration

        b: Thaurron: Mage's Guild

           Absorb Ability: Agility - Novice Restoration
           Absorb Ability: Endurance - Novice Restoration
           Absorb Ability: Intelligence - Novice Restoration
           Absorb Ability: Luck - Novice Restoration
           Absorb Ability: Speed - Novice Restoration
           Absorb Ability: Strength - Novice Restoration
           Absorb Ability: Willpower - Novice Restoration
           Absorb Fatigue - Novice Restoration
           Absorb Health - Novice Restoration
           Absorb Magicka - Novice Restoration
           Absorb Skill: Acrobatics - Novice Restoration
           Absorb Skill: Athletics - Novice Restoration
           Absorb Skill: Hand-to-Hand - Apprentice Restoration
           Absorb Skill: Illusion - Novice Restoration
           Absorb Skill: Light Armor - Apprentice Restoration
           Absorb Skill: Mercantile - Apprentice Restoration
           Absorb Skill: Mysticism - Apprentice Restoration
           Absorb Skill: Restoration - Apprentice Restoration
           Absorb Skill: Security - Novice Restoration
           Defend - Apprentice Alteration
           Ease Burden - Apprentice Alteration
           Flash Bolt - Apprentice Destruction
           Heal Major Wounds - Apprentice Restoration
           Leech Health - Apprentice Restoration
           Minor Life Detection - Novice Mysticism
           Minor Magic Resistance - Journeyman Restoration
           Open Easy Lock - Apprentice Alteration
           Remote Manipulation - Apprentice Mysticism
           Soul Trap - Apprentice Mysticism
           Summon Scamp - Apprentice Conjuration

        c: Trevaia: Chapel of Dibella

           Consume Health - Journeyman Restoration
           Convalescence - Apprentice Restoration
           Cure Disease - Journeyman Restoration
           Cure Paralysis - Apprentice Restoration
           Cure Poison - Apprentice Restoration
           Fortify Luck - Apprentice Restoration
           Fortify Personality - Apprentice Restoration
           Greater Convalescence - Journeyman Restoration
           Greater Fortify Luck - Journeyman Restoration
           Greater Fortify Personality - Journeyman Restoration
           Heal Greater Wounds - Journeyman Restoration
           Heal Major Wounds - Apprentice Restoration
           Minor Respite - Novice Restoration
           Repulse Undead - Apprentice Conjuration
           Restore Luck - Apprentice Restoration
           Restore Personality - Apprentice Restoration
           Superior Convalescence - Expert Restoration
           Turn Undead - Novice Conjuration

     2: Bravil

        a: Delphine Jend: Mage's Guild

           Alluring Gaze - Novice Illusion
           Beguiling Touch - Novice Illusion
           Bound Cuirass - Journeyman Conjuration
           Calming Touch - Journeyman Illusion
           Defend - Apprentice Alteration
           Ease Burden - Apprentice Alteration
           Enemies Explode - Master Destruction
           Enthralling Presence - Journeyman Illusion
           Eyes of Eventide - Apprentice Illusion
           Flash Bolt - Apprentice Distruction
           Frenzy - Novice Illusion
           Heal Major Wounds - Apprentice Restoration
           Heroic Touch - Apprentice Illusion
           Heroism - Apprentice Illusion
           Illuminate - Novice Illusion
           Inspiration - Novice Illusion
           Inspiring Touch - Novice Illusion
           Major Life Detection - Apprentice Mysticism
           Mesmerizing Grasp - Apprentice Illusion
           Moonlight - Apprentice Illusion
           Open Easy Lock - Apprentice Alteration
           Pacification - Apprentice Illusion
           Rage - Apprentice Illusion
           Remote Manipulation - Apprentice Mysticism
           Seductive Charm - Apprentice Illusion
           Serenity - Novice Illusion
           Soothing Touch - Novice Illusion
           Soul Trap - Apprentice Mysticism
           Spark - Novice Destruction
           Starlight - Novice Illusion
           Summon Scamp - Novice Illuion
           Touch of Fear - Apprentice Illusion
           Touch of Frenzy - Novice Illusion
           Touch of Rage - Apprentice Illusion

        b: Ita Rienus: Mage's Guild

           Candlelight - Journeyman Illusion
           Chameleon - Journeyman Illusion
           Debilitate - Journeyman Illusion
           Eyes of Midnight - Journeyman Illusion
           Fearful Gaze - Expert Illusion
           Ghostwalk - Expert Illusion
           Grasp of Terror - Master Illusion
           Hush - Journeyman Illusion
           Immobilize - Expert Illusion
           Mute - Expert Illusion
           Shadow - Expert Illusion
           Shadow Shape - Journeyman Illusion
           Spectral Form - Master Illusion
           Torchlight - Expert Illusion
           Voice of Dread - Journeyman Illusion
           Voice of Rapture - Journeyman Illusion

        c: Uravasa Othrelas: Mage's Guild

           Convalescence - Apprentice Restoration
           Cure Disease - Journeyman Restoration
           Cure Paralysis - Apprentice Restoration
           Cure Poison - Apprentice Restoration
           Fortify Speed - Apprentice Restoration
           Greater Convalescence - Journeyman Restoration
           Greater Fortify Speed - Journeyman Restoration
           Heal Greater Wounds - Journeyman Restoration
           Heal Major Wounds - Apprentice Restoration
           Major Respite - Apprentice Restoration
           Minor Respite - Novice Restoration
           Respulse Undead - Apprentice Conjuration
           Restore Speed - Apprentice Restoration
           Superior Convalescence - Expert Restoration

     3: Bruma

        a: Issa Reman: Chapel of Talos

           Convalescence - Apprentice Restoration
           Cure Disease - Journeyman Restoration
           Cure Paralysis - Apprentice Restoration
           Cure Poison - Apprentice Restoration
           Dismiss Undead - Expert Conjuration
           Fortify Agility - Apprentice Restoration
           Greater Convalescence - Journeyman Restoration
           Greater Fortify Agility - Journeyman Restoration
           Heal Legendary Wounds - Master Restoration
           Heal Major Wounds - Apprentice Restoration
           Heal Superior Wounds - Expert Restoration
           Minor Respite - Novice Restoration
           Rebuke Undead - Journeyman Conjuration
           Restore Agility - Journeyman Restoration
           Superior Convelescence - Expert Restoration

        b: Selena Orania: Mage's Guild

           Absorb Skill: Blade - Expert Restoration
           Beguiling Touch - Novice Illusion
           Defend - Apprentice Alteration
           Dominate Humanoid - Expert Illusion
           Ease Burden - Apprentice Alteration
           Flash Bolt - Apprentice Destruction
           Fortify Health - Apprentice Restoration
           Heal Major Wounds - Apprentice Restoration
           Major Life Detection - Apprentice Mysticism
           Open Easy Lock - Apprentice Alteration
           Remote Manipulation - Apprentice Mysticism
           Soul Trap - Apprentice Mysticism
           Summon Daedroth - Expert Conjuration
           Summon Scamp - Apprentice Conjuration
           Superior Spell Reflection - Expert Mysticism
           Superior Wound - Expert Destruction
           Winter's Grasp - Journeyman Destruction

        c: Volnaro: Mage's Guild

           Bound Sword - Expert Conjuration
           Consume Health - Journeyman Restoration
           Curse of Weakness - Novice Destruction
           Enthralling Presence - Journeyman Illusion
           Frost Touch - Apprentice Distruction
           Greater Dispel Other - Journeyman Mysticism
           Greater Fortify Speed - Journeyman Restoration
           Heat Blast - Expert Destruction
           Heat Shell - Apprentice Alteration
           Heroic Touch - Apprentice Illusion
           Open Average Lock - Journeyman Alteration
           Remote Manipulation - Apprentice Mysticism
           Snowball - Novice Destruction
           Spark - Novice Destruction
           Summon Dremora Lord - Master Conjuration
           Summon Skeleton - Novice Conjuration
           Superior Life Detection - Expert Mysticism

     4: Cheydinhal

        a: Trayvond the Redguard: Mage's Guild

           Burdening Touch - Apprentice Alteration
           Defend - Apprentice Alteration
           Ease Burden - Apprentice Alteration
           Electric Shell - Apprentice Alteration
           Flash Bolt - Apprentice Destruction
           Frost Shell - Apprentice Alteration
           Heal Major Wounds - Apprentice Restoration
           Heat Shell - Apprentice Alteration
           Hindering Touch - Apprentice Alteration
           Major Life Detection - Apprentice Mysticism
           Open Easy Lock - Apprentice Alteration
           Open Very Easy Lock - Novice Alteration
           Protect - Novice Alteration
           Protect Other - Novice Alteration
           Remote Manipulation - Apprentice Mysticism
           Sea Stride - Apprentice Alteration
           Soul Trap - Apprentice Mysticism
           Summon Scamp - Apprentice Conjuration
           Water Breathing - Apprentice Alteration

        b: M'raaj-Dar: Darkbrotherhood's Sanctuary

           Barnoff's Bloody Icicle - Journeyman Destruction
           Black Winter - Expert Illusion
           Bloodhunt - Expert Mysticism
           Deathly Visage - Journeyman Mysticism
           Detect Pulse - Unknown Mysticism
           Night Mother's Caress - Unknown Restoration
           Shroudwalk - Journeyman Mysticism
           The Unwelcome Guest - Unknown Alteration
           Void Gazer - Unknown Illusion
           Will of Sithis - Unknown Illusion
           (Note: Those listed as unknown I'm not sure what rank the spell
                  is supposed to be as of yet.  I'll work on it.)

        c: Orintur: Mage's Guild

           Aegis - Master Alteration
           Encumbering Touch - Journeyman Alteration
           Fire Sheild - Expert Alteration
           Flame Shield - Master Alteration
           Glacial Wall - Expert Alteration
           Guard - Journeyman Alteration
           Ice Shield - Journeyman Alteration
           Lighten Load - Journeyman Alteration
           Lightning Shield - Journeyman Alteration
           Lightning Wall - Expert Alteration
           Open Average Lock - Journeyman Alteration
           Open Hard Lock - Expert Alteration
           Oppressing Grasp - Expert Alteration
           Pack Mule - Expert Alteration
           Shield - Expert Alteration
           Weight of the World - Expert Alteration

        d: Chapel of Arkay: After two straight game days here, I gave up.
           If you have any information on this vendor, don't hesitate to
           let me know.

     5: Chorrol

        a: Alberic Litte: Mage's Guild

           Bound Boots - Novice Conjuration
           Bound Dagger - Novice Conjuration
           Bound Gauntlets - Novice Conjuration
           Bound Greaves - Apprentice Conjuration
           Bound Helmet - Novice Conjuration
           Bound War Axe  - Apprentice Conjuration
           Command Creature - Apprentice Illusion
           Command Humanoid - Apprentice Illusion
           Commanding Touch - Apprentice Illusion
           Defend - Apprentice Alteration
           Ease Burden - Apprentice Alteration
           Flash Bolt - Apprentice Destruction
           Major Heal Wounds - Apprentice Restoration
           Major Life Detection - Apprentice Mysticism
           Open Easy Lock - Apprentice Alteration
           Remote Manipulation - Apprentice Mysticism
           Repulse Undead - Apprentice Conjuration
           Soul Trap - Apprentice Mysticism
           Summon Ghost - Apprentice Conjuration
           Summon Scamp - Apprentice Conjuration
           Summon Skeleton - Apprentice Conjuration
           Summon Zombie - Apprentice Conjuration
           Turn Undead - Novice Conjuration

        b: Athragar: Mage's Guild

           Bound Bow - Journeyman Conjuration
           Bound Cuirass - Journeyman Conjuration
           Bound Mace - Journeyman Conjuration
           Bound Shield - Expert Conjuration
           Bound Sword - Expert Conjuration
           Dismiss Undead - Expert Conjuration
           Dominate Creature - Expert Illusion
           Dominate Humanoid - Expert Illusion
           Dominating Touch - Journeyman Illusion
           Rebuke Undead - Journeyman Conjuration
           Summon Clannfear - Expert Conjuration
           Summon Daedroth - Expert Conjuration
           Summon Dremora - Journeyman Conjuration
           Summon Faded Wraith - Expert Conjuration
           Summon Flame Atronach - Journeyman Conjuration
           Summon Frost Atronach - Expert Conjuration
           Summon Headless Zombie - Journeyman Conjuration
           Summon Skeleton Guardian - Journeyman Conjuration
           Summon Skeleton Hero - Expert Conjuration
           Summon Skeleton Champion - Expert Conjuration
           Summon Spider Daedra - Expert Conjuration

     c: Orag gra-Bargol: Chapel of Stendarr

           Convalescence - Apprentice Restoration
           Cure Disease - Journeyman Restoration
           Cure Paralysis - Apprentice Restoration
           Cure Poison - Apprentice Restoration
           Dismiss Undead - Expert Conjuration
           Fortify Strength - Apprentice Restoration
           Greater Convalescence - Journeyman Restoration
           Greater Fortify Strength - Journeyman Restoration
           Heal Greater Wounds - Journeyman Restoration
           Heal Major Wounds - Apprentice Restoration
           Heal Superior Wounds - Expert Restoration
           Minor Respite - Novice Restoration
           Restore Strength - Apprentice Restoration
           Seductive Charm - Apprentice Illusion
           Superior Convalescence - Expert Restoration

     6: Imperial City

        a: Borissean: Praxigraphical Center in the Arcane University

           Beast of Burden - Master Alteration
           Cloak - Master Illusion
           Devour Health - Expert Restoration
           Dominating Touch - Journeyman Illusion
           Electrocution - Master Destruction
           Flame Tempest - Master Destruction
           Fortify Speed - Apprentice Restoration
           Heal Legendary Wounds - Master Restoration
           Immolating Blast - Master Destruction
           Legendary Dispel - Master Mysticism
           Legendary Magicka Drain - Master Destruction
           Legendary Soul Trap - Master Mysticism
           Legendary Spell Absorption - Master Mysticism
           Movement Mastery - Master Mysticism
           Paralyze - Master Illusion
           Silence - Master Illusion
           Summon Gloom Wraith - Master Conjuration
           Summon Lich - Unknown Conjuration
           Summon Xivilai - Master Conjuration

        b: Calindil: Mystic Emporium in the Market District

           Absorb Fatigue - Novice Restoration
           Absorb Skill: Illusion - Novice Restoration
           Bound Helmet - Novice Conjuration
           Electric Touch - Apprentice Destruction
           Eyes of Eventide - Apprentice Illusion
           Flame Touch - Apprentice Destruction
           Heal Major Wounds - Apprentice Restoration
           Hindering Touch - Apprentice Alteration
           Major Dispel - Apprentice Mysticism
           Minor Life Detection - Novice Mysticism
           Open Very Easy Lock - Novice Alteration
           Protect - Novice Alteration
           Protect Other - Novice Alteration
           Starlight - Novice Illusion
           Summon Skeleton - Apprentice Conjuration
           Summon Zombie - Apprentice Conjuration
           Touch of Rage - Apprentice Illusion
           Weakness to Fire - Apprentice Destruction
           Weakness to Poison - Apprentice Destruction

        c: Edger Vantrine: Edger's Discount Spells in the Market District

           Absorb Attribute: Luck - Novice Restoration
           Absorb Skill: Alteration - Journeyman Restoration
           Absorb Skill: Mercantile - Apprentice Restoration
           Bound Dagger - Novice Conjuration
           Burning Touch - Novice Destruction
           Drain Skill: Destruction - Journeyman Destruction
           Ease Burden - Apprentice Alteration
           Fortify Fatigue - Novice Restoration
           Fortify Magicka - Journeyman Restoration
           Greater Fortify Fatigue - Apprentice Restoration
           Major Wound - Apprentice Destruction
           Minor Life Detection - Novice Mysticism
           Protect - Novice Alteration
           Shocking Touch - Novice Destruction
           Snowball - Novice Destruction
           Starlight - Novice Illusion
           Summon Scamp - Novice Conjuration
           Water Breathing - Apprentice Alteration

        d: Gaspar Stegine - Praxigraphical Chamber in the Arcane University

           Absorb Magicka - Novice Restoration
           Absorb Skill: Sneak - Expert Restoration
           Aegis - Master Alteration
           Daylight - Master Illusion
           Disintegrate Weapon - Master Destruction
           Greater Fortify Luck - Journeyman Restoration
           Legendary Life Detection - Master Mysticism
           Shadow - Expert Illusion
           Silence - Master Illusion

        e: Raminus Pollus - Lobby of Arcane Univsity

           Bound Sword - Expert Conjuration
           Fire Storm - Expert Destruction
           Ghostwalk - Expert Illusion
           Heal Superior Wounds - Expert Restoration
           Heat Blast - Expert Destruction
           Ice Bolt - Expert Destruction
           Ice Storm - Expert Destruction
           Immobilize - Expert Illusion
           Lightning Ball - Expert Destruction
           Lightning Blast - Expert Destruction
           Mute - Expert Illuion
           Oppressing Grasp - Expert Alteration
           Superior Dispel - Expert Mysticism
           Superior Life Detection - Expert Mysticism
           Superior Spell Reflection - Expert Mysticism
           Terrifying Presence - Master Illusion
           Torchlight - Expert Illusion

     7: Leyawiin

        a: Agata: Mage's Guild

           Greater Dispel - Journeyman Mysticism
           Greater Dispel Other - Journeyman Mysticism
           Greater Life Detection - Journeyman Mysticism
           Greater Soul Trap - Journeyman Mysticism
           Legendary Spell Reflection - Master Mysticism
           Psychic Motion - Journeyman Mysticism
           Superior Dispel - Expert Mysticism
           Superior Life Detection - Expert Mysticism
           Superior Soul Trap - Expert Mysticism
           Superior Spell Absorption - Expert Mysticism
           Superior Spell Reflection - Expert Mysticism
           Telekinesis - Expert Mysticism

        b: Alves Uvenin: Mage's Guild

           Defend - Apprentice Alteration
           Dispel Other - Apprentice Mysticism
           Ease Burden - Apprentice Alteration
           Flash Bolt - Apprentice Destruction
           Heal Major Wounds - Apprentice Restoration
           Major Dispel - Apprentice Mysticism
           Major Life Detection - Apprentice Mysticism
           Minor Dispel - Novice Mysticism
           Minor Life Detection - Novice Mysticism
           Open Easy Lock - Apprentice Alteration
           Remote Manipulation - Apprentice Mysticism
           Soul Trap - Apprentice Mysticism
           Summon Scamp - Apprentice Conjuration

        c: Avrus Adus: Chapel of Zenithar

           Convalescence - Apprentice Restoration
           Cure Disease - Journeyman Restoration
           Cure Paralysis - Apprentice Restoration
           Cure Poison - Apprentice Restoration
           Fortify Endurance - Apprentice Restoration
           Greater Convalescence - Journeyman Restoration
           Greater Fortify Endurance - Journeyman Restoration
           Greater Fortify Health - Expert Restoration
           Greater Fortify Magicka - Expert Restoration
           Heal Greater Wounds - Journeyman Restoration
           Heal Major Wounds - Apprentice Restoration
           Minor Respite - Novice Restoration
           Restore Endurance - Apprentice Restoration
           Superior Convalescence - Expert Restoration

     8: Skingrad

        a: Adrienne Berene: Mage's Guild

           Arctic Blow - Expert Destruction
           Blizzard - Master Destruction
           Disintegrate Armor - Expert Destruction
           Drain Skill: Blade - Expert Destruction
           Drain Skill: Conjuration - Expert Destruction
           Drain Skill: Restoration - Expert Destruction
           Fire Storm - Expert Destruction
           Flame Tempest - Master Destruction
           Heat Blast - Expert Destruction
           Ice Bolt - Expert Destruction
           Ice Storm - Expert Destruction
           Lightning Ball - Expert Destruction
           Lightning Blast - Expert Destruction
           Lightning Storm - Master Destruction
           Lightning Surge - Expert Destruction
           Scorching Blow - Expert Destruction
           Superior Magicka Drain - Expert Destruction
           Superior Wound - Expert Destruction
           Withering Bolt - Expert Destruction

        b: Druja: Mage's Guild

           Burning Touch - Novice Destruction
           Curse of Weakness - Novice Destruction
           Defend - Apprentice Alteration
           Ease Burden - Apprentice Alteration
           Entropic Touch - Apprentice Destruction
           Flash Bolt - Apprentice Destruction
           Heal Major Wounds - Apprentice Restoration
           Major Life Detection - Apprentice Mysticism
           Minor Enervation - Novice Destruction
           Minor Wound - Novice Destruction
           Open Easy Lock - Apprentice Alteration
           Remote Manipulation - Apprentice Mysticism
           Snowball - Novice Destruction
           Soul Trap - Apprentice Mysticism
           Spark - Novice Destruction
           Summon Scamp - Apprentice Conjuration

        c: Sulinas Vassinus: Mage's Guild

           Corrode Armor - Apprentice Destruction
           Defend - Apprentice Alteration
           Drain Skill: Illusion - Apprentice Destruction
           Drain Skill: Marksman - Apprentice Destruction
           Ease Burden - Apprentic Alteration
           Electric Touch - Apprentice Destruction
           Entropic Bolt - Apprentice Destruction
           Flame Touch - Apprentice Destruction
           Flash Bolt - Apprentice Destruction
           Frost Touch - Apprentice Destruction
           Hailstone - Apprentice Destruction
           Heal Major Wounds - Apprentice Restoration
           Magicka Drain - Apprentice Destruction
           Major Enervation - Apprentice Destruction
           Major Life Detection - Apprentice Mysticism
           Major Wound - Apprentice Destruction
           Open Easy Lock - Apprentice Alteration
           Remote Manipulation - Apprentice Mysticism
           Sever Magicka - Apprentice Destruction
           Shock - Apprentice Destruction
           Soul Trap - Apprentice Mysticism
           Summon Scamp - Apprentice Conjuration
           Weakness to Fire - Apprentice Destruction
           Weakness to Frost - Apprentice Destruction
           Weakness to Poison - Apprentice Destruction
           Weakness to Shock - Apprentice Destruction

        d: Tumindil: Chapel of Julianos

           Convalescence - Apprentice Restoration
           Cure Disease - Journeyman Restoration
           Cure Paralysis - Apprentice Restoration
           Cure Poison - Apprentice Restoration
           Dismiss Undead - Expert Conjuration
           Fortify Willpower - Apprentice Restoration
           Greater Convalescence - Journeyman Restoration
           Greater Fortify Willpower - Journeyman Restoration
           Heal Greater Wounds - Journeyman Restoration
           Heal Legendary Wounds - Master Restoration
           Heal Superior Wounds - Expert Restoration
           Major Respite - Apprentice Restoration
           Minor Respite - Novice Restoration
           Rebuke Undead - Journeyman Conjuration
           Repulse Undead - Apprentice Conjuration
           Restore Willpower - Apprentice Restoration
           Superior Convalescence - Expert Restoration
           Turn Undead - Novice Conjuration

        e: Vigge the Cautious: Mage's Guild

           Blazing Spears - Journeyman Destruction
           Corrode Weapon - Journeyman Destruction
           Dire Enervation - Expert Destruction
           Dire Wound - Journeyman Destruction
           Drain Skill: Alteration - Journeyman Destruction
           Drain Skill: Destruction - Journeyman Destruction
           Drain Skill: Hand-to-Hand - Journeyman Destruction
           Drain Skill: Heavy Armor - Journeyman Destruction
           Electrocution - Master Destruction
           Fire Ball - Journeyman Destruction
           Frost Bolt - Journeyman Destruction
           Greater Magicka Drain - Journeyman Destruction
           Hail Storm - Journeyman Destruction
           Ice Blast - Master Destruction
           Immolating Blast - Master Destruction
           Lightning Bolt - Journeyman Destruction
           Lightning Grasp - Journeyman Destruction
           Searing Grasp - Journeyman Destruction
           Shocking Burst - Journeyman Destruction
           Summon Storm Atronach - Master Conjuration
           Weakness to Magicka - Journeyman Destruction
           Winter's Grasp - Journeyman Destruction
           Withering Touch - Journeyman Destruction

====================================7=======================================

7: Comparison Example

  I thought I'd post this now while I worked on a fresh character to map
  step by step the first 10 levels to sort of visualize what this guide is
  all about.  My guinea pig (aka my husband) offered up his current
  character build as an example and I took him up on it.  First, a look at
  what his basic character build looked like:

  Character Name: Elysia (yes, he's playing a girl)
  Race: Nord Gender: Female
  Sign: The Apprentice
  Class: Cleric (custom build)
  Overall Emphasis: Combat
  Major Stats: Strength and Endurance
  Major Skills: Armorer, Blunt, Alteration, Illusion, Mysticism,
                Restoration and Marskman

  His beginning scores looked like this:

  HP/MP/Fatigue
  Health:       90
  Magicka:     160
  Fatigue:     180

  Stats
  Strength:     55
  Intelligence: 30
  Willpower:    40
  Agility:      40
  Speed:        40
  Endurance:    45
  Personality:  30
  Luck:         50

  Major Skills
  Armorer:      35
  Alteration:   25
  Blunt:        35
  Illusion:     25
  Marksman:     25
  Mysticism:    25
  Restoration:  30

  Minor Skills
  Acrobatics:    5
  Alchemy:       5
  Athletics:    10
  Blade:        20
  Block:        20
  Conjuration:   5
  Destruction:   5
  Hand-to-Hand: 10
  Heavy Armor:  20
  Light Armor:   5
  Mercantile:    5
  Security:      5
  Sneak:         5
  Speechcraft:   5

  Now, 20 hours into his character (although I'll admit some of those were
  me forcing him to run places to check just "one more thing"), he's
  cleared only 6 dungeons and has had 518 skill ups.  Now his sheet looks
  like this:

  Level 12

  HP/MP/Fatigue
  Health:      204
  Magicka:     250
  Fatigue:     290

  Stats
  Strength:     90
  Intelligence: 75
  Willpower:    75
  Agility:      55
  Speed:        50
  Endurance:    70
  Personality:  30
  Luck:         50

  Major Skills
  Armorer:      55
  Blunt:        40
  Alteration:   62
  Illusion:     35
  Mysticism:    35
  Restoration:  50
  Marksman:     38

  Minor Skills
  Acrobatics:   20
  Alchemy:      52
  Athletics:    29
  Blade:        62
  Block:        32
  Conjuration:  80
  Destruction:  32
  Hand-to-Hand: 41
  Heavy Armor:  62
  Light Armor:  25
  Mercantile:   23
  Security:     16
  Sneak:        42
  Speechcraft:   8

  As you can see, he's deliberately pushed his Strength, Intelligence and
  Willpower higher, giving him some nice overall bonuses to his magic and
  to his encumbrance limit.  His encumbrance is now a whopping 450, though
  in real practice 449, and he can loot dungeons without missing a step.  I
  was surprised that he's gotten so high, honestly, as I'm forever
  distracting him from his play to do things for me.  He tells me he just
  spams spells as he runs around for me.

  Overall, I think that shows a little of what I'm trying to say.  If
  anyone is confused or needs more clarification, I'll be more than
  happy to help out.

====================================8=======================================

8: Updates and Things

  1.01
   A small version update to add in ASCII text art and section breaks. Also
   some typo fixes that I missed the first go around.

  1.02
   Fixed more minor typos and clarified some items.  Fixed the Sneak skill
   section in quick skill ups.  Added credits for tips and tricks.

  1.10
   Added Spell Vendor content.  Added two more ways for skills ups in
   section 5.  Added a comparison example from level 1 to level 12 using
   this guide to attain level 12.  Updated Imperial race to reflect the
   correct bonuses.  Updated Major Stat bonuses.  Added more credits and
   thanks.

  1.11
   Fixed some oversights and added in a comment on major skills and levels.
   Added thanks for pointers and extended it since I'm getting a lot of
   help (thanks to everyone again) and people are starting to have the same
   name.

  1.20
   Added a section on skill control.  Added another skill bonus item.
   Credit given where credit was due, that sort of thing.

  1.21
   Fixed some typos and added a few extra tips and tricks.  Put in some
   credits for help.

  1.30
   Small clarifications and notations, a few more thanks.  Added a section
   on Endurance and Luck stats.  Added another spell vendor.

  1.35
   Added three more spell vendors.

====================================9=======================================

9: Credits and Legal Babble

  This Guide is the product of my time and thoughts as well as lots of time
  testing my theories and using my husband as a guinea pig to see if it
  worked for even the most random of players (it does).  Please do not
  steal my work (or his).  This Guide is only to be published on GameFAQs
  1up.com and Neoseeker.com unless I give permission otherwise.

  I will say that I cross-checked information I had with the official
  guide, but I ran around looking for things and THEN checked my
  information to make sure my notes were correct.  The guide was very
  helpful to jog my memory, but my information comes from gameplay, not
  from reading material.

  Thank you to Bethesda for this beautiful game.  It gave me one more thing
  to make me wonder where my day went.  Thanks go to Prima for their huge
  and heavy guide that I use to double check myself.  Without it, I would
  have confused two of the trainers because I wrote them down wrong.

  Thanks to Edwin DeNicholas, who brought the easy sneak skill ups to my
  attention.  I'm very happy with your tip as it made sneak skills a snap.
  Thanks to Eric Mayet for reminding me about breaking and entering as a
  means to gain sneak skill as well. Exaggeration17A also sent me a note
  about sneaking with NPCs in towns.  Kudos to Nick Fournier for the adds
  on bonus skill points.  Derick reminded me about Endurance bonuses and
  Tyveron reminded me about spell creation at the Arcane University.  Thank
  you to David Davidson for reminding me to put in the info on casting cost
  under Int.  I'd added it earlier to the spells sections, but not there.
  A big credit to Bill Whitmore for pointing out hard math on levels and
  making me sit down and really figure it out.  Tim Neal sent in the
  information about a +5 Hand-to-Hand bonus, thanks!  Jonathan D caught a
  typo so I could fix it.  Antonio Sistos, Nutzo100, Bill Yeung, Justin
  Greiner, FooBar, Revolver Talksalot and Andrew Leach also get thanks for
  cool sneak skill tips.  Stephen Chan noted that fires work for damaging
  yourself for healing skill.  Nick Sandberg caught another typo.  Joe
  Deemer added a note about mercantile skill.  Wes Robertson and Chris
  Kaiser reminded me about Rosentia Gallenus' house.  Oncnawan told me
  about sheathing bound weapons, thanks!  More than mere thanks go to Alex
  Li for giving me working charts on Endurance that I boiled down and used
  here.  I wasn't sure how to present the Endurance problem and his email
  gave me the means to do so.  Alderon noted that you can just spam chart
  choices in the Persuasion menu, causing me to test it and use it here.

  Also, thanks to http://www.network-science.de/ascii/ for my ASCII art.  I
  really stink at graphics (even ASCII art) and I'm really grateful to that
  little site for saving my butt.

  Final thanks go to my husband, Chris (aka DarkGremlin) who puts up with
  me asking him to check things all the time and let me use him as a guinea
  pig for my thoughts as I was writing this.  Also, he lets me steal his
  Xbox 360 to play, as my computer is just a little under-powered for this
  game.

  If you find a mistake, would like to add something or give constructive
  criticism, by all means, email me at [email protected].  If it's an
  addition or suggestion that I use, I'll give you credit.  If you have
  hate mail, save it.  I don't tell you how to game, this is just a
  suggestion on how to make your character work for you.

  Again, I will say that the author of this work has no association with
  Bethesda or 2K games, just a really odd gamer girl (woman, whatever) with
  way too much time on her hands.

====================================END=====================================