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Oblivion FAQ

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*note: All information in this document take in consideration that you're playing in normal to hard difficulty, if you're playing in easier difficulty, you don't need to know anything, other then you're a mega noob. Most of the infos are taken from my own reading and experience with both Morrowind + expansion and Oblivion. There is no storyline spoiler here.

1. Getting Started; Character creation
  1. Races
  2. Sex
  3. Birthsigns
  4. Creating a custom class
2. Example of custom class
3. Guilds
  1. Fighter guild
  2. Mage guild
  3. Thief guild
  4. The Dark Brotherhood
  5. The Arena
4. Spellmaking
  1. How to access
  2. Basic
  3. Suggestion/Example
5. Enchanting
  1. How to access
  2. Basic
  3. Suggestion/Example
6. Vampire
  1. Becoming a vampire
  2. Feeding
  3. Advantage and Disadvantage
  4. Vampire Powers


1.a. Races
*note: Magnitude is the power effect of a said special, exemple Magnitude 75 on a Resist/Weakness special mean 75% while on a Fortified Magicka it mean 75 more magicka and on a special Spell mean it will cause 75 damage etc.

Argonian

Specials:
  • Resist Disease (magnitude 75, constant)
  • Resist Poison (magnitude 100, constant)
  • Water Breathing (constant)
Skill Bonuses:
  • Alchemy + 5
  • Athletics +10
  • Blade +5
  • Hand-to-Hand +5
  • Illusion +5
  • Mysticism +5
  • Security +10
Note: Unless you really want to role play a big lizard and like the way it look, stay away from the Argonian, the skills bonuses and specials are nothing great.


Breton
Specials:
  • Fortified Maximum Magicka (magnitude 50, constant)
  • Resist Magicka (magnitude 50, constant)
  • Shield (magnitude 50, duration 60, once a day)
Skill Bonuses:
  • Alchemy +5
  • Alteration +5
  • Conjuration +10
  • Illusion +5
  • Mysticism +10
  • Restoration +10
Note: The Breton is a defensive spellcaster with no compromise for other classes, choose the Breton if you want to make a powerful clothe spellcaster, not suited for melee in any way, good against other magical creature.


Dark Elf
Specials:
  • Summon Ghost (duration 60, once a day)
  • Resist Fire (magnitude 75, constant)
Skill Bonuses:
  • Athletics +5
  • Blade +10
  • Blunt +5
  • Destruction +10
  • Light Armor +5
  • Marksman +5
  • Mysticism +5
Note: Well round-up, make a great battlemage, Summon Ghost is utterly useless since the ghost never increase level, but the Fire Resist is great, particularly against Scamps.


High Elf
Specials:
  • Fortified Maximum Magicka (magnitude 100, constant)
  • Weakness to Fire (magnitude 25, constant)
  • Weakness to Frost (magnitude 25, constant)
  • Weakness to Shock (magnitude 25, constant)
  • Resist Disease (magnitude 75, constant)
Skill Bonuses:
  • Alchemy +5
  • Alteration +10
  • Conjuration +5
  • Destruction +10
  • Illusion +5
  • Mysticism +10
Note: Offensive spellcaster, having lot of magicka will allow any High Elf to cast the most powerful spells in row. Better suited for melee then the Breton so choose the High Elf if you wish to finish off the enemy with a sword. You'll have to work harder if you want to become a vampire (thanks to the Resist Disease)


Imperial
Specials:
  • Absorb Fatigue (magnitude 100, once a day)
  • Charm (magnitude 30, once a day)
Skill Bonuses:
  • Blade +5
  • Blunt +5
  • Hand-to-Hand +5
  • Heavy Armor +5
  • Mercantile +10
  • Speechcraft +10
Note: An “ehh” choice, have the biggest Personality attributes of all classes so well suited if your not good at the Disposition mini-game or to sell your items at high price. Ignore Star of the West altogether, its useless. A fair choice for the warrior type of gameplay but there is better.


Khajiit
Specials:
  • Demoralize (magnitude 100, once a day)
  • Night-Eye (duration 30, unlimited uses (!!!)
Skill Bonuses:
  • Acrobatics +10
  • Athletics +5
  • Blade +5
  • Hand-to-Hand +10
  • Light Armor +5
  • Security +5
  • Sneak +5
Note: This is as close as you can get from a “thief” class, the unlimited Night-Eye is fantastic for sneaking arround.


Nord
Specials:
  • Frost Damage (touch, magnitude 50, once a day)
  • Shield (magnitude 30, duration 60, once a day)
  • Resist Frost (magnitude 50, constant)
Skill Bonuses:
  • Armorer +5
  • Blade +10
  • Block +5
  • Blunt +10
  • Heavy Armor +10
  • Restoration +5
Note: The best melee fighter with the Orc and Redguard, but the Nord have the best Attributes if for the pure melee.


Orc
Specials:
  • Berserk (fortify health 20, fortify fatigue 200, fortify strength 50, drain agility 100, duration 60, once a day)
  • Resist Magicka (magnitude 25)
Skill Bonuses:
  • Armorer +10
  • Block +10
  • Blunt +10
  • Hand-to-Hand +5
  • Heavy Armor +10
Note: Good melee Skill bonuses and attributes, though we will miss the speed and agility of the Nord and Redguard. Orc does have a high Willpower and Intelligence rating, perfect if you want to make a sort of “shaman” with a big armor and a big battle axe + the use of destruction spells to suck up attributes from the enemies or just to cast a few long range spell to soften them up while running toward them. Berserk can be a life saver.


Redguard
Specials:
  • Adrenaline Rush (fortify agility 50, fortify speed 50, fortify strength 50, fortify endurance 50, fortify health 25, duration 60)
  • Resist Poison (magnitude 75, constant)
  • Resist Disease (magnitude 75, constant)
Skill Bonuses:
  • Athletics +10
  • Blade +10
  • Blunt +10
  • Light Armor +5
  • Heavy Armor +5
  • Mercantile +5
Note: Just like the Nord, the Reguard have exceptional attributes for the pure melee role and nice skill bonus. Adrenaline Rush is by far the best Special Skill of all races. You'll have to work harder if you want to become a vampire (thanks to the Resist Disease)


Wood Elf
Specials:
  • Command Creature (magnitude 20, duration 60, once a day)
  • Resist Disease (magnitude 75, constant)
Skill Bonuses:
  • Acrobatics +5
  • Alchemy +10
  • Alteration +5
  • Light Armor +5
  • Marksman +10
  • Sneak +10
Note: Born for assassination should be the description of the Wood Elf, the perfect stealth fighter, though the Khakiit is more fitted for sneaking around, the Wood Elf is great for those one hit kill stealth attack. Use a bow with some poison you made thanks to your alchemy bonus and you got yourself a winner. Command Creature is also useful if you got detected too early and need to get the hell out of there. You'll have to work harder if you want to become a vampire (thanks to the Resist Disease)



1.b. Sex

Female and Male don't only hold an aesthetic difference, they also have Attributes differences so to know which sex would be better for your own type of gameplay here is the full attributes table of each race for both male and female. The change between male and female are in bold.





1.c. Birthsigns

Apprentice: Magicka +100, Weakness to Magicka (magnitude 100, constant)
Note: This is a great sign for the spellcaster who use Breton since Breton have a natural resist of Magicka of 50 meaning the negative effeft of Weakness to Magicka is of only 50%, reasonable for an extra 100 magicka. Avoid for other races as it can get dangerous, particularly if it have a weakness to another magical type. Also good for Dark Elf since they have a natural 75% resist to fire.

Atronach: Magicka +150, Spell Absorption (magnitude 50, constant), no Magicka regeneration
Note: Stay the **** away from this sign, you don't want to have to take hits to get back your magicka, unless you're ready to hold numerous Magicka Potion in your bag, stay away.

Lady: Willpower +10, Endurance +10
Note: Any birthsigns who give attributes bonus are safe bet, The Lady is useful for those caster who use Willpower based spell Destruction, Restoration and Alteration but desperately need more Endurance to take a few melee hits, good for Battlemage.

Lord: Restore Health (duration 15, magnitude 6, unlimited), Weakness to fire (magnitude 25, constant)
Note: A good healing spell... but with a permanent weakness to fire, if your character wont have any Restoration magic it might be good but you're better of with potion if you ask me.

Lover: Paralyze (touch, magnitude 100, duration 10) and lose 120 Fatigue once a day
Note: Useful to get out of difficult situation since you can use it very often, but I don't really like active special feature for birthsign personally.

Mage: Magicka +50
Note: Good for any character who want to use magic, including those who play mainly melee character, if you want to cast the highest level of magic you'll need more magicka and this is one easy way to get the little extra. Less magicka then the Apprentice or the Atronach but you don't get the weakness either.

Ritual: Restore Health (magnitude 200, instant, once a day), Turn undead (magnitude 100, duration 30)
Note: Good instant healing during boss fight and it's useful at all level since it give a lot of health back, free Turn Undead is also pretty good in difficult situation.

Serpent: Damage Health (touch, magnitude 3, duration 20), Dispel (self, magnitude 90), Cure Poison (self magnitude 100), Damage Fatigue (self, magnitude 100) ALL at once, once a day
Note: I find this one to be crap, the poison damage is sort of weak and you can only do it once a day.

Shadow: Invisibility (duration 60, once a day)
Note: The best Active bonus of all Birthsign, great to complete the Dark Brotherhood and Thief quest as well as getting out of trouble, the Invisibility is complete and there is no other way to get 100% invisibility, the closest best thing is the Illusion spell Cloak that require Master, and its of only 75% invisibility.

Steed: Speed +20
Note: Not that great since Speed only govern Acrobatics, Athletics and Light Armor and only Light Armor is useful, take something else.

Tower: Open Average Lock (magnitude 100, once a day), Reflect Damage (magnitude 5, duration 120)
Note: Good for those who don't want to spend time on security training or just plainly suck at the mini-game. The Reflect Damage is quite useful when surrounded by enemies. Take only if you're going for a pure melee, Spellcaster can get Open lock of any type at higher level and stealth player SHOULD have a high security anyway, and both of those guy should avoid at all cost to get surrounded by enemies.

Thief: Agility +10, Speed +10, Luck +10
Note: The stealthy choice.

Warrior: Strength +10, Endurance +10
Note: Never say no for more Strength and Endurance for melee gameplay.



1.d. Custom class
Everyone should create their own Custom class, the default class all have huge flaws and stupid skill choices. These are only roughly made suggestion, you don't have to follow these suggestion, they are only there to give you an idea of how to build your very own custom class by knowing exactly what does what and what will help what, there is no existing “perfect” built since you cant possibly play the same way as someone else, choose your skills according to your own way of playing by keeping in mind the following explanations.
*note: this section is pretty much the same thing as what is said in the Player Guide because well, there is not really any way for me to explain it better then they do.

Specialization: Specialization, the 7 majors skill you choose should be those of your specialization. The reason is that each major skill in your custom class's specialization starts with a +10 bonus, meaning 35 instead of 25.

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

Magic
  • Alchemy
  • Alteration
  • Conjuration
  • Destruction
  • Illusion
  • Mysticism
  • Restoration
Stealth
  • Acrobatics
  • Light Armor
  • Marksman
  • Mercantile
  • Security
  • Sneak
  • Speechcraft
Six of the seven skills should have as their governing attributes the two attributes chosen for your class. And two attributes chosen should most closely match the governing attributes of skills in your chosen specialization. The reason is that when you use a skill, you contribute to bonuses to that skill's governing attribute when you raise level, and you want your attribute level-up bonuses in the attributes that are the most useful in your character concept – Strength and Endurance for combat, Intelligence and Willpower for spellcasting, and Agility and Speed for sneaking.


Attributes most closely matching governing attributes of skills in that specialization :

Combat: Six of seven combat skills have Strength and Endurance as governing attributes.
Magic: Six of seven magic skills have Intelligence and Willpower as governing attributes.
Stealth: Five of seven stealth skills have Agility and Speed as governing attributes.


Attributes and skills governed by them:
Strength
  • Blade
  • Blunt
  • Hand-to-Hand
Intelligence
  • Alchemy
  • Conjuration
  • Mysticism
Willpower
  • Alteration
  • Destruction
  • Restoration
Agility
  • Block
  • Marksman
  • Sneak
Speed
  • Acrobatics
  • Athletics
  • Light Armor
Endurance
  • Armorer
  • Block
  • Heavy Armor
Personality
  • Illusion
  • Mercantile
  • Speechcraft

Replace unnecessary skills with other skills you like. Keep in mind those few things; you can do without Acrobatics and Athletics. Hand-to-Hand no matter how fun it sound cannot take advantage of any of the magical item that other skills offer, lets hope Bethesda will do some Hand-to-Hand weapon such as kaiser or specials gloves which could have magical property, but until then, Hand-to-Hand isn't very useful. You can do without Mercantile, money isn't the hardest thing to find. Speechcraft can also be left behind as spells, bribery or potion can increase your speechraft by enough to pass over the hard Speechcraft puzzle. Illusion is cool, but not until you are Journeyman and since Mercantile, Speechcraft and Illusion are all governed by Personality, forgoing these three skills together mean you never need to spend a class attribute choice on Personality. If you have Blunt you don't need Blade, choose one or the other, not both.

2. Example of custom class
coming soon

3.a Fighter Guild
coming soon

3.b Mage Guild
coming soon

3.c Thief Guild
coming soon

3.d The Dark Brotherhood
coming soon

3.e The Arena
coming soon

4.a Spellmaking: How to access
coming soon

4.b Spellmaking: Basic
coming soon

4.c Spellmaking: Suggestion/Example
coming soon

5.a Enchantment: How to access
coming soon

5.b Enchantment: Basic
coming soon

5.c Enchantment: Suggestion/Example
coming soon

6.a Becoming a vampire
coming soon

6.b Feeding
coming soon

6.c Advantage and Disadvantage
coming soon

6.d Vampire Powers
coming soon


I'll be adding a part of the rest tomorow ^_^
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post #2 of 2
Ok please post this in FAQs not threads.
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