Oblivion:The Great Skill Grind

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Revision as of 00:40, 14 December 2021 by MeemawHustlin (talk | contribs)
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Overview

For 100% Completion, the Master Skills stat needs to be at 21, indicating that all 21 skills have reached a base value of 100 or greater. The Great Skill Grind has historically been one of the most tedious and time-consuming portions of the 100% speedrun, requiring an extensive variety of tech and strategies to tackle it correctly.

There are several options for reaching 100+ in a skill:

  • Manually farming a skill — This is the most obvious option. This is the most time-consuming option, with some skills taking several hours to grind. Each skill grind method also requires a different setup, which adds additional time and route logic complexity to acquire the necessary items.
  • Buying training — This option is faster than manually farming, but slower than other options. By utilizing the Infinite Level-Up Glitch, the player can repeatedly buy training until they have max Attributes. Each skill takes approximately 15-20 minutes to train this way, depending on starting values.
  • Glitching skill values — This is the current fastest strategy, albeit with a few setbacks that make route logic much more complex. Glitches like Class Reset and Underflowing allow the player to reach high skill levels without having to grind or buy training, opting instead to use complex setups that glitch the skill value to 100+.

In addition to the grinding/training/glitching of each skill, timing when to activate certain free skill boosts such as the Oghma Infinium has been a crucial aspect to optimizing this section.

The Great Skill Grind specifically refers to the section of the run where all remaining skills are farmed up to 100+, but there is another element of the skill grind that occurs throughout the entire run. In current route logic, we have skills that can be passively farmed while playing the rest of the route. These are Acrobatics and the six Magic spell skills. New glitches that have been discovered may make this aspect of the grind obsolete.

Previous Methods

Version 1

In V1, there were no known glitches to affect skill values, so a combination of training and manually farming was done. The original system was to take advantage of the character build, passive skill farming, and training based on a tier list of the most tedious skills to manually farm. The original tier list is lost, but this is an approximation:

Tier Skills
High Tedium Athletics, Marksman, Mercantile, Speechcraft
Medium Tedium Armorer, Blade, Blunt, Block, Hand to Hand, Restoration
Low Tedium Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, Acrobatics, Light Armor, Heavy Armor, Security, Sneak

High tedium skills were determined to have too long of manual skill grinds to ever be worth doing. Training was allocated to these skills first. Leftover training was put into Medium tedium skills, which had fairly long manual grinds, but were still bearable. Low tedium skills were short grinds or grinds that were passively farmed throughout the run. Restoration is the only passive skill that was considered a Medium tedium due to it taking 17,000 casts to max out vs the other magic skills that each took ~1,700-8,500 casts.

Using this tier list, the "optimal" character build was selected as follows:

  • Race — Imperial was selected due to him having +10 to Mercantile and Speechcraft (two high tedium skills), as well as +5 to Blade, Blunt, Hand to Hand, and Heavy Armor, most of which were medium tedium skills. This makes Imperial the race with the most bonuses to the most tedious skills.
  • Gender — Make Imperial has 10 more Speed than Female Imperial, so Male was chosen.
  • Birthsign — The Steed was chosen for additional movement speed.
  • Class — A custom class was created with the following:
    • Specialization — Combat was chosen since it would give a bonus to one high tedium skill, and five medium tedium skills. Since specialization makes the grind for those skills faster, this was determined to be best since it would make all of the weapon/armor grinds much shorter.
    • Favored Attributes — Strength and Speed were chosen to speed up combat and movement throughout the run.
    • Major Skills — Armorer, Athletics, Blade, Blunt, Marksman, Mercantile, and Speechcraft were chosen. These are the four high tedium skills, and several of the worst medium tedium skills. Getting +20 bonuses to each of these made the amount of training required for each much lower, making it possible to never have to grind any of the high tedium skills, with stats left over to put into medium tedium skills.

At the time, it was not known that glitches could be used to increase the player's level higher than normal, resulting in a max player level of 42 with the character build. Each level, the player gets 5 levels of training for a total of 210 training purchases in V1, and the rest manually farmed.