Which oblivion class are you
Gender is a choice that is likely to be made based upon personal preference how you like to roleplay, the appearance of your character. Objective considerations are how your character's attributes are modified. Female characters frequently have higher Personality or Willpower and lower Strength or Endurance , though some exceptions exist.
Personal preference can also play an important role in this decision, since your character's race controls your character's appearance. The objective considerations are:. Full details on these characteristics are provided on each individual race page; a table summarizing the attributes and skills is provided on the Race summary page. Most of the races have a combination of attributes, skills, and special abilities that make the race naturally suited for certain character types as detailed under Character Types.
A secondary consideration when choosing your race is that the racial powers and racial constant effects can provide access to spell effects that can then be used to create custom spells or custom enchanted items.
In most cases, standard spells can be bought, providing access to the same spell effects. Some exceptions are:. Generally, the benefit conferred from access to these spell effects is not significant enough for these racial powers to be dominant factors in choosing your character's race. There are thirteen possible birthsigns , each of which bestows a special ability. There are three main types of birthsigns: those that provide constant-effect attribute bonuses; those that provide constant-effect Magicka bonuses; and those that provide powers, which can be used once per day in the case of greater powers or cast multiple times per day using the character's Magicka in the case of lesser powers.
The strongest bonuses are accompanied by offsetting weaknesses. The birthsigns that provide constant effect Attribute bonuses are: Lady , Steed , Thief , and Warrior. Because you do not have to remember to use these constant-effect bonuses, they require the least effort to be made useful.
They are most useful early in the game by using efficient leveling , you can get your two most important attributes to by level 15, whether or not you use a birthsign bonus. Constant-effect Magicka bonuses in order of increasing bonus are provided by: Mage , Apprentice , and Atronach.
The higher Magicka bonuses are balanced by weaknesses, making them less conservative choices. As with the attribute bonuses, little effort is needed to take advantage of these birthsigns. The extra Magicka bonuses are useful throughout the game, even for high-level characters. The birthsigns that provide once-per-day greater powers are: Lover , Ritual , Serpent , Shadow , and Tower.
These bonuses are most useful if you are likely to remember to use these powers regularly - if you always forget to take advantage of them or are afraid to use them in case you might need them later in the day , these birthsigns are relatively ineffective. Most of the powers are most useful early in the game; later in the game, your character can generally learn spells or make potions that are at least as powerful as the greater powers. There are also Doomstones that can be discovered and provide greater powers that in many cases can replace the birthsign bonuses.
Lesser powers can be used as many times per day as desired, but carry with them a magicka cost albeit a small one. The game comes with twenty-one predefined standard classes , which provide a quick way for players to set up a character. One will be suggested for you during the tutorial. Unlike in previous chapters of The Elder Scrolls, this will be determined by what skills you have used up to that point, rather than a series of questions.
Some of the classes focus on a single one of the three specializations; other classes combine elements from two or more specializations. Therefore, it should be possible to find a class to cover most standard styles of gameplay. However, none of the standard classes are ideal. For example, there are actually no classes that exactly match the prototype character types presented below for fighters or thieves.
Players interested in efficient leveling or otherwise controlling their character's development will not find any suitable standard classes.
Custom classes are necessary to provide complete control over the character creation process. There are different character combinations without making a custom class. So remember, no pressure! There is a character combination for everybody's needs. There are three schools of skills : Combat, Magic, and Stealth. These skills also increase more rapidly than other skills. The maximum value of any attribute is , regardless of whether it received any initial bonuses.
One attribute that in general should not be chosen for your class attribute is Personality , as it is particularly weak. Of the three skills it governs, two provide no benefit in combat or survival Mercantile and Speechcraft and the third Illusion is not improved in any way by increased Personality.
Only those who plan on roleplaying their character with a strong personality should pick this. The most important part of creating a custom class is choosing the seven major skills. These major skills start out at values of 25 instead of 5 before any racial or specialization bonuses.
Major skills also increase more rapidly than other skills. The most rapid advancement is in skills that are both major skills and in the class specialization. The other aspect of major skills is that advances in major skills determine when your character's level increases.
Whenever your major skills have improved by a total of 10 points, your character levels up. This feature alone makes character creation difficult: depending upon whether you like to level up quickly or whether you prefer to control your character's level, creating your custom class will be fundamentally different. A secondary consideration is that starting spells are made available for any magic skill that is chosen to be a major skill.
These spells are summarized on the individual skill pages, and are also noted on the Spells page. These spells are in all cases standard spells that can be bought from spell vendors.
However, getting them for free saves some money and bother in tracking down spells before you can even start training the skill. The first step in deciding which skills should be major skills is determining which skills your character is likely to use the most often. Whether the most-used skills should be major skills or minor skills depends upon your style of play, as discussed in Custom Classes , but in either case identifying the most-used skills is a necessary step.
The most-used skills will largely be determined by the overall type of character you choose to play as. Some suggestions on sets of skills are provided in the next section. Oblivion does not restrict what skills any character can use. Any character can develop any skill to given enough time and effort. Therefore, selecting your character's most-used skills does not imply that the other skills will not or cannot be used. However, the strongest characters will start by focusing on a few skills and developing those skills the most rapidly.
For example, a character with in one combat skill e. There are some other game abilities where there are two different skills that can be used to provide that ability; it is worthwhile to choose which skill your character will rely on. Another factor in selecting skills is whether or not it is easy to control when and where your character uses a skill. In particular, if you are interested in efficient leveling , it is important to not accidentally level up because your character is forced to use a skill.
Skills that are not used in combat in other words, that you will not need to count on for character survival are typically easier to control. For most characters, easy to control skills will include:. Block can even be considered easy to control, because if necessary you can always opt to fight without blocking. In the case of magic skills, you can use spell effects of schools you'd rather not level by creating custom spells.
For example, a Restore Health 3 points for 5 seconds spell would normally train the Restoration skill. This will at least double the base cost of the spell, and often raise it past a skill breakpoint in this case, it turns a Novice Restoration spell into an Apprentice Alteration one , but it's one way to heal yourself in the field if you run out of potions. If you plan to use training to increase skills although remember that at most five skill training sessions can be used per level , you may also want to take into account how easy it is to obtain training in various skills.
The Trainers page lists who the trainers are for each skill, but note that some of the trainers have bugs that limit their availability. For training past skill level 70, only one master trainer is available in each skill, and a mini-quest must be completed for each some of which are more taxing than others. Corresponding to the three specializations, there are three archetypes for character roleplaying: fighter, mage, and thief. The most important difference between these three character types is the style of combat, but there are also some secondary differences generally associated with each of these characters.
This section provides some guidelines on key characteristics of each of these prototypes, and recommendations for the races, birthsigns, and classes that are best aligned with each one. These recommendations are intended primarily as guidelines for players starting out - as you play the game you are likely to develop personal preferences that differ from these guidelines.
However, you do not need to choose a character that strictly falls into one of these three categories. Most people will want to create a hybrid character that combines aspects of the various prototypes. The fighter relies upon melee combat to attack enemies, and prefers to charge into face-to-face combat. The fighter expects to receive a lot of damage in combat, and relies upon high health, full armor, and blocking skills to survive the damage.
All three of the following races provide good combat-related greater powers, good Strength and Endurance , and many combat-related skill bonuses. Profiting from the losses of others is their love. Able to be swift in shadow, and crafty in bartering. Locks are enemies, and lock-picks are their swords.
Unafraid of light weaponry, they plow into the fray with little regard for injury. Masters of all melee tools, they put little faith in the magical arts. Swift on foot, and clever with spells, they use distance as their ally. Slower adversaries are fodder for their arrows. With a custom class, you can select all of the class-specific details freely. Character Creation provides more information on how to setup a new character, including some specific tips for how to create a custom class.
Minor skills level up at the normal rate. A table of these experience requirements is provided at Increasing Skills. Jump to: navigation , search. You can: choose from a set of 21 Standard Classes , or develop your own Custom Class. Standard Classes The following table shows the seven Major Skills, the Specialization type, and the two Favored Attributes for each of the standard classes in Oblivion. Acrobat The kind of person that uses agility and endurance to their advantage. Agility , Endurance.
Agent Charming when they can be seen, and nearly invisible when in shadow. Agility , Personality. Archer A marksman, adept at combat at great distances. Agility , Strength. Assassin Nimble and quiet, they move in darkness to strike at the unsuspecting.
Intelligence , Speed. Barbarian Fearsome brutes who inspire fear and dread in the hearts of their enemies. Speed , Strength. Bard Intelligent and personable, they prefer to accomplish tasks with their words first, and sword second.
Intelligence , Personality. Battlemage Able to resolve most conflicts with either spell or sword. Intelligence , Strength. Crusader A combatant who wields the power of brute strength and medicinal knowledge. Strength , Willpower.
Healer Fighters of poison and illness. Personality , Willpower. If you want to roleplay as a noble knight, Oblivion's Knight class might be for you. While it lacks a ranged Major Skill, the Knight's skills are fairly solid. Illusion and Speechcraft allow you to increase your Personality Attribute, which you can raise high enough to have Bandits and even wildlife become non-hostile.
Blade, Heavy Armor, and Block also make for an effective melee character. Its only con is how Attribute reliant the class is, as you'll want to increase Strength, Personality, and Endurance Attributes at every level to stay effective. Without metagaming, this is fairly hard to accomplish. Archer is a solid class for players that want to use a mix of ranged and melee attacks in combat without relying on magic.
They have solid Major Skills, good Attributes, and have the ability to gain high Attribute bonuses from leveling Minor Skills. With that said, Archers aren't as good as Witchhunters for pure combat.
That class can summon minions to fight alongside you, giving the Witchhunter breathing room that the Archer can't afford. If you are going to play as an Archer, be sure to level the Armorer skill to gain larger Endurance Attribute bonuses whenever you level up. Agents are a fairly unique class in Oblivion. This class focuses on manipulating people to win engagements, both in combat and for swaying NPCs in dialogue.
Illusion will be your main skill, applying powerful crowd control in battle and allowing you to sneak past certain foes. Marksman pairs well with this, allowing you to keep your distance if played well.
It isn't the most beginner-friendly, but the Agent's overall kit is better than you might expect. Assassins strike from the shadows, utilizing Sneak and Alchemy to enhance the capabilities of their Blades and Marksman bows. If you want to play a stealth character, this is a fairly good choice. You have ranged and melee combat options, good Major Skills, and have a good roster of Minor Skills that allow you to get solid Attribute bonuses when you level up.
Just be sure to increase your Agility whenever possible, as this stat plays a large role in how stealthy your character is. Mage is arguably one of Oblivion's better premade classes. Magic is incredibly powerful in this installment, and you'll be proficient with every school of magic.
So long as you make full use of each school of magic, you'll have a solid time with this class. Be sure to take full advantage of Conjuration or use Endurance skills, as the Mage's lack of Endurance can become problematic at higher levels. This class is all about weaving Destruction and Blade to kill enemies all while using your enhanced mobility to avoid hits.
Its lack of Endurance Major Skills does make you a glass cannon when compared to the Spellsword, although leveling the Heavy Armor or Armorer skills can mitigate this issue. Oblivion's Sorcerer is a tankier alternative to the Mage class, sacrificing proficiency with Illusion for Heavy Armor. This is a great trade, as this allows you to increase the Endurance Attribute much more quickly. If you want to play a caster that isn't afraid to get their hands dirty on occasion, the Sorcerer is a good choice.
Crusaders are Oblivion's version of Paladins, utilizing Restoration magic and Blunt weapons to destroy the opposition. Willpower, the Attribute tied to Restoration, will be somewhat tough to level with this class unless you use Alteration or Destruction in conjunction with Restoration. Beyond that, this class is a fairly strong option for newer players that should provide solid Attribute bonuses every time you level up, which should be fairly often thanks to your Major Skills.
If you want to weave spells and archery, you can't go wrong with a Witchhunter. Its Major Skills are fairly good, although it lacks a skill that bolsters your Endurance Attribute. Consider wearing Heavy Armor or leveling Armorer to address this, or your character will become a glass cannon at higher levels. Beyond that, the Witchhunter is solid as a medium-range blaster, using conjured allies to keep enemies at a distance while your bow and Destruction spells annihilate the enemy.
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