Attributes, Skills, and Classes - Guide for The Elder Scrolls IV: Oblivion
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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 ------------------------------------------------------------------------------------ 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) ------------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------------ 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) ------------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------------