Oblivion talk:Sneak

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Pickpocketing VNs[edit]

"Chances for success depend on the size of the items (gold in this respect counts as 'huge')"

That's so unlikely to be true it doesn't even warrant consideration. There isn't even any CONCEPT of "size" in the CS. The question is, what item factor(s) DO affect the chance of success?

There are three possible candidates. Weight is the most logical, but only makes sense if gold is handled in a special way (although it certainly is to at least some extent, but I'll get to that later). Value potentially explains in a natural way why weightless gold is extremely hard to pickpocket. Either one would explain the assumptions that produced the article's current claim, because "larger" items tend to be both more valuable and heavier than "smaller" items in the same class. The third possibility is that neither matters, but that seems the least likely of the three.

The "specialness" of gold can be explained by fPickPocketAmountMult. Take AN item, regardless of whether weight or value or even neither is the controlling factor, and it's still just one item. Take GOLD, and it's as many items as there are GP. This really doesn't come into play for anything BUT gold: an NPC isn't going to be carrying a stack of 3 Cuirasses. I gave Mazoga 10 Turpentines, and got a "how many?" menu when I tried to take them back: an option that isn't available for gold. I had no problem pickpocketing them one or two at a time, but consistently failed trying to take 10 at once. (50 Sneak, and wearing no items of any kind). Since Turpentine has a value of only 1 gold, and a weight of 1, regardless of which of those (if either) is the factor the Mult could apply to either one.

I gave her Erik's Test Gauntlets. At Weight 0 and Value 10000000 (yes, 10M!), that should provide a pretty clear indication of what matters. Fast asleep, she caught me fifteen times in a row. Meanwhile, I took her 210GP 24lb Dwarven Greaves, her 210GP 16lb Dwarven Shield, and her 420GP 36lb Elven Longsword in 6 attempts combined. I'd call that conclusive.

It's unquestionably at least Value. Gold therefore takes a double whammy for having both its value and the "multiple items" penalty factored in, and the multiple items penalty is clearly EXTREMELY significant if it's harder to pickpocket 10 Turpentines at once than it is a pair of Dwarven Greaves.

Whether Weight also counts or not still needs testing.

--Aliana 23:26, 22 April 2010 (UTC)

I wasn't going to bother with Weight for a while since I'm not in the mood to mod, but I remembered the Ring Of Burden, which at 0GP and 150lb seemed like it would do the job. 8 for 16 by the time I got bored: the same 50/50 as her equipment. So either Weight doesn't matter, or it matters so little as to be unimportant, since that's the heaviest item in the whole game by a large amount. If someone feels like experimenting further, I'd suggest Ebony Warhammer vs Ebony Warhammer Replica as a starting point, but as far as I'm concerned this is done. --Aliana 00:23, 23 April 2010 (UTC)
Actually, there is a size column in the CS... I'll admit I don't know much about reading the CS, so forgive me if I'm stating the obvious, but it's in the "Object Window". It's the second-to-last column, and it defaults to so narrow that the only way you can tell it's there is the double lines between the column headers. I honestly have no idea if that would affect your tests at all, but I figured I'd point it out. --GKtalk2me 03:02, 23 April 2010 (UTC)
Thanks - it's probably worth mentioning just for completeness, but no, it's not actually "size" anyway (e.g. Mithril Boots are "larger" than Daedric Cuirasses) and it's not relevant: as you'd expect, all rings are the same size, and essentially the same weight (i.e. all within 1lb of each other), so if Namira's Ring is harder to steal than a Copper Ring (which it is, by a huge amount - that was actually my first test, but Erik's Gauntlets were such an extreme example that I used them here) then it's clear that neither of those properties matter. --Aliana 07:37, 23 April 2010 (UTC)

"NPCs with a high enough Disposition to you will let you get away with pickpocketing once or twice, but since the act itself reduces Disposition, continued attempts WILL eventually provoke a "hostile" reaction."

More specifically, you can get away with it until their Disposition drops below their Aggression, at which point they'll attack you if their Confidence is high enough. Even if they don't turn violent, the "caught you" flag is set on them, so either way you can't keep pickpocketing them. --Aliana 12:57, 22 April 2010 (UTC)

Interesting. The -25 is a flat modifier, but only if you DON'T take anything. If you DO, the adjustment is only half the item's value, which may well be LESS than 25. Stealing a Red Velvet Garment worth 5GP from Aredil only dropped him 2 points. Stealing his 85GP dropped him 42. What's even more bizarre is that when I DID steal from him, I kept the items even when he noticed the theft, and could continue to pickpocket him, but when I took NOTHING, he became un-pickpocketable. --Aliana 06:53, 24 April 2010 (UTC)

Two-Handed bonus might exist....[edit]

Even tough you don't get a damage multiplier bonus, im almost positive that at master level sneak skill you WILL get the hit-through-armor bonus on a 2-handed weapon sneak attack. I tested by using a permanently bound claymore on an imperial legion guard, changing between sneak and regular attacks, and reloading after every strike. I noticed a noticible difference in the health bar's lenght between the 2 forms of attack.

Please note that the claymore was NOT enchanted, NOT poisonned and was UNDAMAGED at 125% Health for EVERY HIT.Game Version: PS3 GOTY Edition (not deluxe)


These are my findings, if anyone can confirm via console further tests, I would appreciate confirmation or, if incorrect, an explanation for this occurence. — Unsigned comment by Romaeus Aurelius (talkcontribs) at 20:18 on 24 April 2010

I was wondering the same thing with spells
I have just tested it for the second time (10 tries total) and have come up with this conclusion: No, spells do not apply. However, I may be wrong and someone else may also want to test this. Kalis Agea 06:20, 16 April 2011 (UTC)

Training[edit]

  • Chase deer while sneaking. Fun way to randomly explore, too. Works best if you have Speed > 60; lower than that, you will have to switch out of Sneak quite lot to keep up.

Will this work? Needs Verification --Corevette789 20:56, 25 May 2010 (UTC)

It still seems like alot of work, considering all you have to do is walk around in Sneak Mode for 2 hours for 50-80 Sneak. Lol. Shianni 18:59, 29 January 2011 (UTC)

You are better off getting a follower to wait in your house and forcing your character to move against a wall. To save yourself the boredom, find a way to get your character to keep sneaking without you being present, such as sticking your controller stick in the direction of the wall. --Manic 22:14, 10 June 2011 (UTC)

Detected with no NPCs[edit]

Sometimes while I'm sneaking, I get detected, although there are NO NPCs in the area, and I have 81 sneak, AND I use the Grand Ring of Shadows while I sneak.

I do not use a a lot of mods, and the mods I use are Fatality Cam, No Essential Npc Mod, Unofficial Oblivion Patch and the Unofficial Oblivion Mod Patch. I have patched my game to the latest version and I got the Shivering Isles and Knights of the Nine, but the problem still stays.

Can anyone tell me why this is happening and what I can do to solve it? — Unsigned comment by 83.245.228.229 (talk) at 11:45 on 6 June 2010

This may happened because you where fighting an enemy and escaped at the middle of combat by leaving your current cell. You went away enough so that you can fast travel, sleep and wait, but your enemy still knowns where you are but he/she/it is not chasing you because he/she/it is scripted not to live that cell. --Rigas Papadopoulos 18:51, 17 September 2010 (UTC)

A couple of glitches[edit]

I don't see any mention of these glitches but they might be worth noting. I found these both myself, but please do tell if it's been found before. Now, first one is this... if you want to pickpocket an item and not get the stolen flag on it, one can reverse pickpocket a lockpick, torch, or any other zero-weight item onto the 'victim'. Without exiting their inventory screen, try and pickpocket whatever item you're going for. If you succeed, the item you have stolen will not be marked as stolen and can be sold to vendors. May take a few tries since you can get caught when placing an item on them and then taking one of theirs. This works in the PC version and the 360 version.

This second glitch is something I found recently. What you do is pickpocket everything you can from an NPC until you have nothing to pickpocket from them. Next, what you do is very simple. Just press the left key on your keyboard and you'll take the very clothes on their back, weapons also. This is essentially like pressing "take all", something you're not supposed to do when pickpocketing an NPC. There doesn't seem to be a chance of failure at all, they'll be left naked. I don't think this can work on the 360, because I don't see how you could press a button that isn't there, unless the left input on the D-pad can do it, or the take all button...

These two glitches can be beneficial, and could perhaps be mentioned on the page. I'm not much of an editor really. -ShadownetN 02:36, 26 July 2010 (UTC)

Just a note, I just ran Oblivion with only Darnified UI running I think. Started a new game and tried this on the emporer, got all his clothes, the amulet, and his silver shortsword. None of the blades cared, neither did the Emporer. Can someone give it a shot if they're not running Darnified UI? EDIT: Just tried doing it on Glenroy, I got his katana but not his armor. Perhaps because it's marked as unplayable... -ShadownetN 02:46, 26 July 2010 (UTC)

Skill Benefits[edit]

All of the other Skill pages, as far as I know, have a small section called "Skill Benefits" that pretty much tells you exactly what is the meaning of having one extra point in that skill, independent of any mastery perks. I do not see this for Sneak. What exactly does it help to have a higher sneak score? How does it factor into my odds of being caught pickpocketing, or being spotted while sneaking, or being heard? Agiar2000 21:04, 10 August 2010 (UTC)

It seems the skill level of Sneak determines how likely your stealth will be detected. Not sure if the mechanism is revealed somewhere at UESP but here's an article on detection: [[1]] --Max8126 14:18, 25 June 2012 (UTC)

Implementation of Mastery Perk[edit]

How exactly does a master sneak attack ignore the target's armor? I want to add this effect to an enchanted weapon (no sneak necessary), I'm guessing I'd need to make a custom script, but no idea what the function or command should be. — Unsigned comment by 75.56.199.132 (talk) at 00:27 on 24 August 2010

There's no way to add just the effect, at least not that I know of. Your best bet would be to create a custom item in the Construction Set that gives +100 Sneak. Robin Hoodtalk 03:07, 24 August 2010 (UTC)
But that enchantment wouldn't exactly grant the perk... Not many skills let enchantments bump up status Stouf761 03:43, 24 August 2010 (UTC)
Set it up as an ability then. Like the Skeleton Key it will apply this as though your skill was 100.--TAOHuh? 21:47, 17 September 2010 (UTC)

Fastest way to increase Sneak[edit]

Sneaking near people is not the best way, pickpocketing is by far faster.

There are certain NPCs that do not mind if you pickpocket them, they wont say a word and will let you keep doing it even if they catch you. I don't know them all, here are some examples:

  • Eyja inside your Rosethorn Hall.
  • Many followers, like those from the dark brotherhood when you are the Listener.
  • Adoring Fan, I'm not sure about this.

I don't remember anymore right now cause I used mainly Eyja, but there should be many.


The process is very simple: go to sneak mode, get near the NPC (better if its stationary or sleeping) and tap space bar.(PC users)

Every time you open the pickpocket screen you gain 2 experience points and taping space bar again closes it.

Lets compare:

  • "Sneak near people who are asleep" 0.75 exp. per second.
  • Tap space bar near one of these NPCs, 2 exp per container popup and unless you have a slow PC you will open and close it at least once per secon.

edit:almost forgot, do it with none else around, specialy guards ;)

Sorry for my bad english -Wizy 81.172.12.28 03:57, 27 August 2010 (UTC)

While it's much faster if you've got a stationary NPC that you can pickpocket (it loses its advantage a bit if they're moving because you're always playing catch-up), the advantage of sneaking near a sleeping person is that you can go get yourself a coffee or even go to bed and leave it running. Unless you're in an off-limits area, even if someone sees you it won't matter (apart from not getting the XP). Robin Hoodtalk 05:31, 27 August 2010 (UTC)
The "catch up" problem is nonexistent with the adoring fan, since you can tell him to stay somewhere, and he'll stay there. You can just keep pick pocketing him, and all he'll say is "Fine, take it. I didn't want it anyway.", even if you didn't steal his 2 gold.

Sneaking near summoned creatures[edit]

I've noticed that enemies with a summon skill (various Necromancers, Spriggans, among others) are very difficult to sneak around. It seems to be impossible to remain hidden once a creature is summoned: can anyone confirm this issue? I'm having this with 55% chameleon (Ring of Khajiti and Chameleon Cuirass) and 110 sneak (32 bonus: +25 from Gray Cowl, +2 from Night Mother's Blessing, +5 Vampire Skills). In most caves, these stats allow me to sneak around undetected. For certain creatures, even frontal attacks from the dark don't result in detection. However, a summoned creature and its summoner seem to be able to see me regardless of how well-hidden I am (even if this is on the figurative other side of the map). My game version is 1.0.228. 85.113.245.37 16:59, 29 August 2010 (UTC)

I remember having 95% chameleleon (from a reduced 100% spell), 100 in sneak skill and summoners could still detect me in dark areas even far away, so yes looks like summoners always detect you unless you are invisible/100% chameleon--Wizy 18:11, 29 August 2010 (UTC)
You're confusing cause and effect. The only reason for an NPC to summon something in the first place is because it's already detected an enemy. So unless you're talking about one of the (very) rare cases where there are opposed NPC/monster factions (e.g. Fort Teleman), the enemy is you. Aliana 13:14, 31 December 2010 (UTC)
When you shoot an enemy it will detect you for an instant, but if you are hidding in a dark area the enemy will imediately lose track of you. What we mean is that once a summoner detects you it will keep you detected no matter how well you hide. --Wizy (Talk/Contribs) 07:34, 4 January 2011 (UTC)
If you have 100% chameleon they won't detect you and WONT summon creatures. Whatever it is annoying.

Moved from article[edit]

    • You may need to slightly readjust your position to stay directly behind the target on each swing and avoid getting spotted. This is easier with some monsters than others: notably, the Grummite Deathdealer from Shivering Isles will instantly turn to face you as soon as you attack it.

It's long since been established that not only is "directly behind" meaningless, but even "behind" is too. Either you're detected, in which case the target will always turn to face you and no amount of "readjusting" will help; or you aren't, and you can SA it again even if it's looking right at (ie through) you.

Do you mean that your relative position doesn't matter for SA or are you saying that "behind" does not matter for sneaking detection at all? If you mean the latter I would like to see where this has been established. If you mean the former than I would recommend leaving that part in the article. Position may not matter for SA but remaining undetected certainly does and it would take some extremely comprehensive testing to convince me that being behind an NPC does not increase your chance of remaining hidden. 67.149.196.9 02:41, 16 June 2011 (UTC)
Incidentally I did a little more searching. In case anyone else was confused by the staement before mine, according to this http://cs.elderscrolls.com/Category_talk:Detection page your position does matter for detection (and thus sneak attack) purposes. An NPCs line of sight consists of a 190 degree arc centered on the direction in which they are facing. 67.149.196.9 21:51, 1 July 2011 (UTC)
    • If you paralyze your target while you are undetected you may be able to get multiple sneak attacks in before the foe recovers. Sometimes, however, the enemy will detect you after the first hit, even while paralyzed.

In other words, "Paralyzed targets behave exactly the same way as non-paralyzed ones", so it has absolutely no impact at all on whether you can make multiple SAs or not.

Aliana 14:32, 30 December 2010 (UTC)

I modified one of the above removed sections and placed it in the article since there was no response or objection to my above comment but it was almost immediately removed. I can't recall the exact wording but under the "Melee Sneak Attacks" section I added a note that pointed out that paralysis or other means of immobilization may help you remain undetected for multiple sneak attacks by preventing the target from moving in such a way that it is more likely to detect you. (ie wandering into a well lit area or randomly turning to face you). I understand that paralyzing your target does not guarantee a sneak attack but it seems to me that remaining behind your target (and thus being less likely to be detected) is at least as relevant as the speed of your weapon. In fact, since sneaking makes you swing more slowly regardless of your weapon I would say that it is notably MORE relevant. I'll wait a bit for to see if anyone wants to voice an objection and then add a short note to that section of the article again. If it's just going to be deleted again I would at least appreciate an explanation. 67.149.196.9 17:31, 24 June 2011 (UTC)
If you read the posts directly above this post of yours, you will see the argument that paralysis does not prevent you being detected after you land your first strike. --Brf 17:39, 24 June 2011 (UTC)
I did in fact read the post directly above mine. And if you had finished reading my posts you would have seen my response to that argument. Paralysis does not AUTOMATICALLY prevent you from being detected. However a foe that isn't wandering randomly is less likely to detect you by wandering into better lighting or randomly changing direction. Also as I noted, attacking quickly with a faster weapon doesn't inherently decrease your chance of being detected but that statement remains in the article. Does anyone that has read my entire post have anything NEW to add? 67.149.196.9 21:23, 1 July 2011 (UTC)
You're confusing two (almost-)completely unrelated cases as being a single one: detection in and out of an "excited" state. Given the falloff factor for light, that one's a non-argument to begin with. The "turning" one is valid conceptually, but in reality the boost for "being in combat" that comes FROM your first attack simply drowns it. Essentially, if something IS going to detect you, it will do so even if not facing you, and/or will automagically face you BEFORE the paralysis takes effect, and in either case you still lose the ability to make multiple SAs, which is what the point of that section is. To put it simply, you're "paying for" one of the most expensive effects in the game for what is at best no perceptible benefit and may well literally be none at all. It's just bad advice, and putting it in the article only leads to even more players being confused / misled into thinking that SAs work like DnD and paralysis means that they CAN autochain them, which isn't the case. The same IS essentially true of the dagger case as you argue, but you're sort-of missing the point and there are other factors in play for that one: if you ARE detected on the hit, then yes, obviously it makes no difference what the weapon is, for exactly the same reason that it makes no difference if it's got Paralysis on it; but if you AREN'T, a dagger does have a genuine (albeit small) impact on your ability to get in another SA before the AI ticks again, etc. That isn't actually relevant 99% of the time, because frankly if something doesn't detect you on the hit the chances of them doing so a second later are absolutely miniscule. If you think that Paralysis helps you, and are happy to pay the price for it, then by all means keep using it. But given the confusion it's caused in the past, the cost of it, the fact that it doesn't work on a large number of creatures, and the fact that it empirically has either no benefit at all or at best almost none, I think you'd need to make a much stronger case for it than "it might maybe help once in a very blue moon" before it would merit inclusion, and it would need to be very well worded to avoid just reintroducing the old assumptions (and thus the confusion and talk posts and arguments) all over again. --ali

Fractional Damage[edit]

Just noticed that with a 25-damage weapon with an Absorb Health 8 enchantment (Mephala's blade), I can sneak-kill Mountain Lions in one hit. They have 160 HP, and I have a maximum of 158 damage. So the "real" base damage must be e.g. 25.4 and is rounded down for normal combat, but the sneak multiplier brings it to 152.4, so when that's rounded down the accumulated extra is enough to get a kill.

To put that another way, even if fortifying STR/Blade doesn't change the damage value of something in the inventory screen, it could still gain you improved damage for Sneak and Power attacks and might be worth doing in some situations. — Unsigned comment by Aliana (talkcontribs)

Indeed, as shown in The Complete Damage Formula, the sneak and power attacks multipliers are included in the damage equation before rounding. --Wizy (Talk/Contribs) 07:16, 4 January 2011 (UTC)

Uhh...?[edit]

It won't allow me to reverse pickpocket clothing into anybody's pockets. >.> Including enchanted equipment. Shianni 17:33, 12 February 2011 (UTC)

Are you sure it has absolutely zero weigth? Razor 17:35, 12 February 2011 (UTC)
It has to be zero-weight eh? I tried to add a Blue Velvet Outfit to Atraena's Inventory. But when that failed, I tried an Enchanted Blue Green Outfit I never use to test it. Nothing. Shianni 17:39, 12 February 2011 (UTC)
It has to be zero weight. It also has to be the first thing in their inventory alphabetically. If a different item that takes up the same slot as the one you slipped into their inventory comes first alphabetically they will equip that instead. --AKB Talk 17:44, 12 February 2011 (UTC)
So basically, Make a Zero Enchanted Item named, "AAAA"? Shianni 17:59, 12 February 2011 (UTC)
That is correct, happy cursing. --AKB Talk 18:01, 12 February 2011 (UTC)

Thanks, Lol. Shianni 18:04, 12 February 2011 (UTC)

Note: Placing a space before the name of an item will place it first in the inventory, even before "AAAA"--Ghurhak gro-Demril or TAOYes? 22:09, 1 July 2011 (UTC)

sleeping sneaking[edit]

the best person to train on would be the person who never wakes in the daedric shrine quest, i think its vaermias where you have to go through the fort thats connected to oblivion, you could probally even pickpocket him (Eddie the head 15:45, 26 February 2011 (UTC))

There are tons of NPCs who could be the "best one to train". The ones listed on the page are enough examples. --DKong27 Talk Cont 16:50, 26 February 2011 (UTC)

Unstated bug with Reverse-pickpocketing[edit]

Bug: All non-essential NPCs with a generic name,(Examples: Battlehorn Men-At-Arms, Dark Brotherhood Murderer, Knight of the Nine, Mage Apprentice, Ect), will have their inventories reset. Cause is yet unknown. My guesses are as followed:

1) Fast-traveling causes a respawn or reset of their inventories.

2) They are on the list of refreshing 'containers', and their inventory resets upon the set time(73 hours?)

3) Note: This is the least likely of the possabilities. The NPC's skills advance due to the player's advancing level and their inventory is refreshed to match any possible new statistics. Reasoning for unlikelyness: I am the max level without glitching/cheating/exploits(level 50), and have been level 50 for a while.

I am baseing this off of personal experience. I gave my Battlehorn Men-At-Arms full Daedric armor and torches, after I returned to the castle from questing the guards were back in their normal gear(the silver armor). However, the named Knights from Knights of the Nine(Yes, they all survived) keep the items I reverse-trade to them. Along with the torches that I gave to the Blades at Cloud Ruler Temple.

Confermation is needed, and someone with the PC-version that could confirm would be nice too, though I play on counsel(Xbox 360).

Thanks.--Freefall197 22:05, 31 March 2011 (UTC)

how'd you give them daedric armor? as far as i understand you can only reverse pickpocket zero weight items. (Eddie the head 23:40, 10 April 2011 (UTC))
They mean bound armour. You can make it permanent by exploiting a glitch. Legoless 23:45, 10 April 2011 (UTC)
I'll test this today with console commands. 24.156.216.144 10:44, 21 September 2011 (UTC)

Sneaking in Oblivion planes[edit]

I was wondering if it is possible to sneak in the Oblivion planes and take the sigil stones without having to fight any enemies? If so, I would probably try to get most, if not all the sigil stones. I have to try this, but I haven't started the main quest yet, having too much fun doing other quests. — Unsigned comment by 12.47.208.34 (talk) at 00:03 on May 4, 2011

You can certainly sneak by them if you are good enough, however the narrow corredors and multiple enemies will make it difficult. But there is no implementation that would stop you from running through the whole plain invisible.--Catmaniac66 05:07, 4 May 2011 (UTC)
With a decent sneak and a bit of Chameleon you can easily sneak by any high level enemies, but this gets soooo boring over time. --DKong27 Talk Cont 18:48, 4 May 2011 (UTC)
I don't even bother sneaking half the time. Only the Dremora are smart enough to follow you through doors, and they are usually slow, so with a high base speed and some minor fortify speed enchantments, it is easy enough to run past them all to get to the sigil stone. If you find yourself getting blocked, a summon skeleton spell for 3 sec gives you enough time to escape, and you can just keep summoning them to distract your followers. 202.89.156.45 01:41, 17 May 2011 (UTC)
100% chameleon allows you to sneak through any oblivion gate(exept the first one, in front of Kvatch) without need to kill anyone, and have acess to the sigil stone in the tower. though, the traps still affect you, such as the fire-shooting mines and flame towers. 74.138.183.168 18:05, 20 December 2011 (UTC)

How do you get NPCs to not care about being picked?[edit]

I've been trying to create an NPC that doesn't care about being pickpocketed with no success. What is it about all those NPCs that don't care that makes them not care? 130.184.55.63 22:00, 10 June 2011 (UTC)

A few factors probably contribute to that. Including your Personality Attribute, their disposition towards you, whether their in a faction with you and their responsibility level. --Manic 22:10, 10 June 2011 (UTC)

Barefooting[edit]

Before you reach journeyman level in Sneak (i.e., <50 points), you have a greater chance of being detected the heavier your shoes are. Does it also follow that if you don't have any shoes on at all, you'll be less likely to be detected? I've tried it both ways (with light shoes and with no shoes) but haven't been able to see any consistent difference. -- Wordmama 20:31, 10 July 2011 (UTC)

Yes, going barefoot is the best way to remain undetected. 77.162.63.219 22:26, 10 July 2011 (UTC)
Noted, thanks. Worth adding to the main article? -- Wordmama 20:29, 11 July 2011 (UTC)
Would that not imply that Bound Boots would be a good piece of footwear for sneaking, as it's a zero weight item? 24.156.216.144 11:56, 21 September 2011 (UTC)
It might be worth noting that wearing full sets does have an weight impact, too. An example would be Raiment of the Crimson Scar. In this case, if you haven't reached Journeyman, the weight effect is considerably more influential than the Sneak bonus.--Max8126 20:50, 14 June 2012 (UTC)

Another good place for levelling Sneak[edit]

If you have the Shivering Isles expansion, you can level Sneak quickly during the SI Main Quest. One quest has you go after an eye for the Staff of Sheogorath, and if you wear the robes of one of the NPC's in the area, you'll be friendly with all of the NPC's in the zone, and their responsibility is low enough that they won't care if you pick their pockets (They'll say "Take it. It's worthless anyway."). 24.156.216.144 10:53, 21 September 2011 (UTC)

Sneaking Around Multiple Creatures/NPCs[edit]

I was wondering if there was any difference in XP gain between sneaking around a single creature/NPC and multiple? — Unsigned comment by Deus1Ex3Machina (talkcontribs) at 05:35 on 25 November 2011

Effective leveling technique for Sneak![edit]

ONLY if you are part of the mages guild can this be done correctly! Go to the Skingrad chapter of the guild and find Drudja's room which is to the direct left of the entrance if I'm not mistaken. She sleeps from Midnight to 6 AM at which if you have no boots/shoes will sleep right through your running around which it is a level of .75 xp per second around a unknowing person/animal/creature. If you can hook your controller if you are playing on Xbox 360 or PS3 with something that will hold it in place where you want it as I HIGHLY reccomend go to the red tapestry (sorry on spelling) on the wall as standing at an angle wont let you walk foreward hence you dont have to hold it yourself (YES I understand this is powerleveling, But I say it is not a cheat or unlegit playtype)and for these 6 game hours you will gain a overwhealming amount of expereince and levels.I dont say you have to use Drudja but this is just how I preform my sneaking as I was in Skingrad and didnt want to travel anywhere. Am using as I type this!Found yet another way. Town guards by gates are always there and random citizens walk around the gates as well as sleeping homeless people as they line walls near where guards are. NaughtySeaplant 20:28, 22 July 2012 (UTC)-NaughtySeaplant

Arrow damage[edit]

Does the arrow's damage get multiplied as well during a sneak attack or just the bow damage. --Maldini (talk) 00:13, 3 December 2017 (UTC)

Sneak granularity[edit]

I'm not sure if this warrants a mention in the article, and I haven't researched it closely enough to be 100% on it, but it very strongly seems like Oblivion only measures how concealed you are as four possibilities: unseen, lost, noticed, and seen. There are multiple parts of the game including the sneak reticle which only "think" in terms of those values (the reticle smoothly animates but it does only animate between four opacities). DavidJCobb (talk) 10:55, 1 August 2019 (UTC)

I should clarify: this is for your overall detection state. I don't know how it's handled on a per-NPC basis; for Skyrim, they used structs like ActorKnowledge which had a granular detection value. DavidJCobb (talk) 12:00, 1 August 2019 (UTC)