Elder Scrolls IV: Oblivion

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Attributes, Skills, and Classes

Attributes, Races, and Classes.

Each race has different attribute bonuses. They also have different abilities, and 
skill bonuses. This means that even before you start playing, you should consider 
what type of character you want, in order to optimize how efficient he or she is.

Attributes-----------> Skills they govern
Strength:              Blade, Blunt, Hand-to-hand
Intelligence:          Alchemy, Conjuration, Mysticism
Willpower:            Alteration, Destruction, Restoration
Agility:                 Block, Marksman, Sneak
Speed:                 Acrobatics, light armor, athletics
Endurance:          Armorer, block, Heavy armor
Personality:         Illusion, Merchantile, speechcraft
Luck:                  N/A
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The playable races are these:
Beast Races: Argonians, Khajiit
Yokuduns: Redguards
Atmorans: Bretons, Imperials, Nords
Mer: Altmer(High elves), Bosmer (Wood Elves), Dunmer (Dark Elves), Orsimer (Orcs)
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Argonians
This reptilian race, well suited for the treacherous swamps of its homeland, has 
developed natural immunities to diseases and poisons. They can breath underwater 
and are good at picking pockets.

Specials: Resist Disease 75% (constant effect) Resist/immune to poison 100%
(constant effect) Water breathing (constant)

Skill bonuses: +10 athletics +10 security +5 Alchemy  +5 blade +5 hand to hand +5 
illusion +5 mysticism 

Attributes:       M       F
Strength:         40      40
Intelligence:     40      50
Willpower:        30      40
Agility:	  50      40
Speed:            50      40
Endurance:        30      30
Luck:             50      50
Personality:      30      30

Bretons
In addition to their quick and perceptive grasp of spellcraft, even the humblest of 
Bretons can boast a resistance to magical energies. They are particularly skilled 
at summoning and healing magic.

Specials: Fortified Maximum Magika 50 points (constant) Resist Magika 50% 
(constant) Shield magnitude 50, 60 seconds (once a day)

Skill bonuses: +10 Conjuration +10 Mysticism +10 Restoration +5 Alchemy +5 
Alteration +5 illusion 

Attributes:       M       F
Strength:         40      30
Intelligence:     50      50
Willpower:        50      50
Agility:	  30      30
Speed:            30      40
Endurance:        30      30
Luck:             50      50
Personality:      40      40

Dark Elves 
Also known as "Dunmer" in their homeland of Morrowind, the Dark Elves are noted for 
their skilled and balanced integration of the sword, the bow, and destruction 
magic. They are resistant to fire and can summon an ancestral ghost for aid.

Specials: Summon Ghost 60 seconds (Once a day) Resist fire 75% (Constant)

Skill bonuses: +10 Destruction +10 Blade +5 Athletics +5 Blunt +5 Light armor +5 
Marksman +5 Mysticism

Attributes:       M       F
Strength:         40      40
Intelligence:     40      40
Willpower:        30      30
Agility:	  40      40
Speed:            50      50
Endurance:        40      30
Luck:             50      50
Personality:      30      40

High Elves
Also known as "Altmer" in their homeland of Summerset Isle, the high elves are the 
most strongly gifted in the arcane arts of all the races. However, they are 
somewhat vulnerable to fire, frost, and shock. 

Specials: Fortified Maximum Magika 100 points (constant) Weakness to fire, frost, 
and shock 25 points (constant)  Resist Disease 75% (constant)

Skill bonuses: +10 Alteration +10 Destruction +10 Mysticism +5 Alchemy +5 
Conjuration +5 illusion 

Attributes:       M       F
Strength:         30      30
Intelligence:     50      50
Willpower:        40      40
Agility:	  40      40
Speed:            30      40
Endurance:        40      30
Luck:             50      50
Personality:      40      40

Imperials
Natives of the civilized, cosmopolitan province of Cyrodiil, they have proved to be 
shrewd diplomats and traders. They are skilled in heavy armor and in the social 
skills and tend to favor warrior classes.

Specials: Absorb fatigue 100 points (once a day) Charm 30 points (Once a day)

Skill bonuses: +10 Merchantile +10 Speechcraft +5 Blade +5 Blunt +5 Hand-to-Hand +5 
Heavy Armor 

Attributes:       M       F
Strength:         40      40
Intelligence:     40      40
Willpower:        30      40
Agility:	  30      30
Speed:            40      30
Endurance:        40      40
Luck:             50      50
Personality:      50      50

Khajiit
Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They 
make excellent theives due to their natural agility and unmatched acrobatics skill. 
All Khajiit can see in the dark.

Specials: Demoralize 100 points (Once a day) Night eye 30 seconds (unlimited use)

Skill bonuses: +10 Acrobatics +10 Hand-to-Hand +5 Athletics +5 Blade +5 light armor 
+5 Security +5 Sneak 

Attributes:       M       F
Strength:         40      30
Intelligence:     40      40
Willpower:        30      40
Agility:	  50      40
Speed:            50      40
Endurance:        30      30
Luck:             50      50
Personality:      30      30

Nord
Citizens of Skyrim, they are tall and fair haired people. Strong and hardy, Nords 
are famous for their resistance to cold. They are highly talented warriors.

Specials: Frost Damage 50 points on touch (Once a day) Shield 30 points, 60 seconds 
(Once a day) Resist Frost 50% (Constant)

Skill bonuses: +10 Blade +10 Blunt +10 Heavy Armor +5 Armorer +5 Block +5 
Restoration 

Attributes:       M       F
Strength:         50      50
Intelligence:     30      30
Willpower:        30      40
Agility:	  40      40
Speed:            40      40
Endurance:        50      40
Luck:             50      50
Personality:      30      30

Orcs
The people of the Wrothgarian and dragontail mountains, orcish armorers are prized 
for their craftsmanship. Orc troops in heavy armor are among the finest in the 
empire, and are fearsome when using their berserker rage.

Specials: Berserk: Fortify Health 20, Fortify fatigue 200, Fortify Strength 50, 
Drain Agility 100, duration 60 (Once a day) Resist Magika 25% (Constant)

Skill bonuses: +10 Armorer +10 Block +10 Blunt +10 Heavy Armor +5 Hand-to-Hand 

Attributes:       M       F
Strength:         45      45
Intelligence:     30      40
Willpower:        50      45
Agility:	  35      35
Speed:            30      30
Endurance:        50      50
Luck:             50      50
Personality:      30      25

Redguard
The most naturally talented warriors in tamriel. In addition to cultural affinities 
for many weapon and armor styles, they also have a hardy constitution and a natural 
resistance to disease and poison.

Specials: Adrenaline rush: Fortify Agility 50, Fortify Speed 50, Fortify strength 
50,, fortify Endurance 50, Fortify health 25, Duration 60 seconds (Once a day) 
Resist poison 75% (Constant) Resist Disease 75% (constant)

Skill bonuses: +10 Athletics +10 Blade +10 Blunt +5 Light armor +5 Heavy Armor +5 
Mercantile 

Attributes:       M       F
Strength:         50      40
Intelligence:     30      30
Willpower:        30      30
Agility:	  40      40
Speed:            40      40
Endurance:        50      50
Luck:             50      50
Personality:      30      40

Wood Elves
The clanfolk of the Western Valenwood forests, also known as "Bosmer". Wood Elves 
are nimble and quick, making them good scouts and theives, and their are no finer 
archers in all of Tamriel. Their ability to command creatures is well known.

Specials: Command Creature 20 points, 60 seconds (Once a day) Resist Disease 75% 
(Constant)

Skill bonuses: +10 Alchemy +10 Marksman +10 Sneak +5 Acrobatics +5 Alteration +5 
light armor 

Attributes:       M       F
Strength:         30      30
Intelligence:     40      40
Willpower:        30      30
Agility:	  50      50
Speed:            50      50
Endurance:        40      30
Luck:             50      50
Personality:      40      40
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Birthsigns:

Mage: +50 Magicka (Constant effect)

Apprentice: +100 magika, weakness to magika 100% (Constant effect)

Warrior: Strength +10, Endurance +10 (Constant effect)

Thief: Agility +10, Speed +10, Luck +10 (Constant effect)

Shadow: Invisability 60 seconds (once a day)

Lover: Paralyze on touch for 10 seconds - 120 Fatigue (once a day)

Ritual: Restore heath 200 points instantly (once a day) Turn undead 100 points 30 
seconds (once a day)

Tower: Open average lock(once a day) Reflect damage  5% 120 seconds (once a day)

Serpant: Damage health on touch 3 points 20 seconds, dispel 90 points, Cure poison, 
Damage fatigue on self 100 points (All at once, once a day)

Atronach: Magicka +150, Spell Absorption 50%, no magika regeneration (Constant 
effect)

Lady: Willpower +10 Endurance +10 (Constant effect)

Steed: Speed +20 (Constant effect)

Lord: Restore health 6 points for 15 seconds (once a day), weakness to fire 25% 
(Constant effect)
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Skills:

Combat:
Block
Armorer
Heavy Armor
Blunt
Blade
Athletics
Hand-to-Hand

Magic:
Destruction
Alteration
Illusion
Conjuration
Mysticism
Restoration
Alchemy

Stealth:
Security
Sneak
Acrobatics
Light Armor
Marksman
Merchantile
Speechcraft
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Example classes

Here I have compiled a few example characters that you may want to try and use in 
Oblivian. Custom classes are usually better, as you can match them with your race 
and sign.

Custom Class Name: Swordsman
Race: Male Redguard
Specialization: Combat
Class attributes: Strength, Agility
Birthsign: Thief

Starting Attributes

Strength:         60      
Intelligence:     30      
Willpower:        30      
Agility:	  60      
Speed:            50      
Endurance:        50      
Luck:             60      
Personality:      30

Starting Major Skills:

Blade 45 
Heavy Armor 40 
Block 35 
Armorer 35 
Athletics: 45
Merchantile: 30
Restoration: 25

The Swordsman is a strong warrior character. His attributes start generally high in 
every area except intelligence, Willpower, and personality. His high Agility 
prevents him from being knocked down in combat, his Endurance gives him moderate 
health to start with and gain in early levels. He's fast and strong, allowing him 
to run across Cyrodiil quickly, and damage opponents with his blade with ease. He 
can repair his own equipment, heal himself, and even bargain for a good price. This 
is a good character for the Fighters Guild, Main quest, The Arena and dungeon 
looting.
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Custom Class Name: Bandit
Race: Male Wood Elf
Specialization: Stealth
Class attributes: Agility, Speed
Birthsign: Theif

Starting Attributes

Strength:         30
Intelligence:     40      
Willpower:        30      
Agility:	  70      
Speed:            70      
Endurance:        40      
Luck:             60     
Personality:      40      

Starting Major Skills:

Marksman 45
Light Armor 40 
Sneak 45 
Security 35 
Acrobatics: 40
Alchemy: 35
Blade: 25

The Bandit is an excellent Theif and Assassin. He's fast, allowing him to run from 
town to town quickly. His agility prevents him from getting knocked down or hit 
easily. He's lucky as well, allowing him to do a little bit better with everything. 
He has Blade for close encounters, and alchemy for making useful potions that any 
thief needs. He's good when doing The dark Brotherhood, Theives guild, and Main 
Quest. He can also be useful looting dungeons, if he can get one hit kills with his 
arrows on every enemy by sneaking the whole way through.
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Custom Class Name: Wizard
Race: Male Breton
Specialization: Magic
Class attributes: Intelligence, Willpower
Birthsign: Mage

Starting Attributes

Strength:         40
Intelligence:     60      
Willpower:        60      
Agility:	  30      
Speed:            30      
Endurance:        30      
Luck:             50     
Personality:      40      

Starting Major Skills:

Destruction 35
Conjuration 45
Illusion 40
Mysticism 45
Alchemy 40
Alteration 40
Restoration 45

The Wizard is an all around mage, and is good in almost any situation. As a breton 
he is resistant to other magical attacks, and his Shield ability can help defend 
him from melee blows at early levels. He can easily conjure aid and weightlyess 
armor for himself, heal himself, and even cast a few fireballs when on the offense. 
Theoretically, this character could complete anything in the game, except perhaps 
the Fighters guild quests. Due to the fact that his illusion and Alteration could 
aid him with the Dark Brotherhood and Theives guild quests.
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Custom Class Name: War-Wizard
Race: Male Dark Elf
Specialization: Combat
Class attributes: Strength, Willpower
Birthsign: Warrior

Starting Attributes

Strength:         60      
Intelligence:     40      
Willpower:        40      
Agility:	  40      
Speed:            50      
Endurance:        50      
Luck:             50      
Personality:      30        

Starting Major Skills:

Destruction 35
Blade 45
Heavy armor 35
Alteration 25
Mysticism 30
Athletics 40
Block 35

The War-Wizard, being a mixed class, will be far weaker than those of more pure 
devotion early in the game. As he progresses in level, however, he will be more 
suited to solve any situation, and doesn't have to be as afraid of melee combat as 
a normal wizard. The combination of melee skills and magic that he has allows him 
to adapt for situations, where an enemy may be too tough to go toe-to-toe with, he 
can blast him from afar, and for magic resistant opponents, hack-and-slash may be 
the way to go.  His alteration and Mysticism spells will aid him in combat, 
shielding himself and being able to remove adverse effects. Even determine the 
location of opponents with a good detect life spell. He is excellent in the Arena, 
and good at the fighters guild, mages guild, and main quest.
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