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The Elder Scrolls IV: Oblivion - Character Guide
System: PC
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                                                                     [CG05]
~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   CLASSES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~

                       <~~~~~~ DEFAULT CLASSES ~~~~~~>

These are the pre-generated classes from which you can choose at the beginning 
of the game.

-> Acrobat
   Specialization: Stealth
   Attributes: Agility, Endurance
   Skills: Acrobatics, Blade, Block, Marksman, Security, Sneak, Speechcraft


-> Agent
   Specialization: Stealth
   Attributes: Personality, Agility
   Skills: Acrobatics, Illusion, Marksman, Mercantile, Security, Sneak,
           Speechcraft

Both of these classes are optimized for the player who prefers a very Stealthy 
character. Acrobats are more combat oriented, while Agents are sort of the 
Oblivion equivalent of a grave robber--just enough combat know-how to raid the 
numerous ruins and tombs and then skilled in getting top dollar for the loot.


-> Archer
   Specialization: Combat
   Attributes: Agility, Strength
   Skills: Armorer, Blade, Blunt, Hand To Hand, Light Armor, Marksman, Sneak

An archer should be a specialist in using a bow, but having all four combat 
skills is a waste. For a better archer build, see the Class Templates section.


-> Assassin
   Specialization: Stealth
   Attributes: Speed, Intelligence
   Skills: Acrobatics, Alchemy, Blade, Light Armor, Marksman, Security, Sneak

A skilled fighter if he gets to make the first blow undetected. Alchemy 
provides poison for daggers and arrows. Acrobatics can help reach hiding 
places, though that may not be important in Oblivion.


-> Barbarian
   Specialization: Combat
   Attributes: Strength, Speed
   Skills: Armorer, Athletics, Blade, Block, Blunt, Hand To Hand, Light Armor

Another fighter with three combat skills...What's the point? Trying to balance 
all three (or even two) will gimp your melee skills. Since you've got a light-
footed fighter, replace two combat skills with some Stealth-related skills.


-> Bard
   Specialization: Stealth
   Attributes: Personality, Intelligence
   Skills: Alchemy, Blade, Block, Illusion, Light Armor, Mercantile,
           Speechcraft

The classic "bard" doesn't translate well into Oblivion. Mercantile and 
Speechcraft are not the best major skills in the world and if you're going to 
go Light Armor melee, Acrobatics wouldn't hurt.


-> Battlemage
   Specialization: Magic
   Attributes: Strength, Intelligence
   Skills: Alchemy, Alteration, Blade, Blunt, Conjuration, Destruction,
           Mysticism

Once again, mixing two combat skills is a waste. Better to throw in Block or 
an Armor skill. Also, since the focus is on Intelligence, having two 
Willpower-modified spell schools may be a bit much. Drop Alteration and either 
Blade or Blunt and put in both Block and Armor.


-> Crusader
   Specialization: Combat
   Attributes: Strength, Willpower
   Skills: Athletics, Blade, Blunt, Destruction, Hand To Hand, Heavy Armor,
           Restoration

Another gimped class because two major skill slots are wasted on duplicate 
combat skills. For a better crusader build, see the paladin in the Class 
Templates section.


-> Healer
   Specialization: Magic
   Attributes: Personality, Willpower
   Skills: Alchemy, Alteration, Destruction, Illusion, Mercantile,
           Restoration, Speechcraft

Well, all that really needs to be said about this class is: the focus in 
Oblivion is killing, not healing. Capiche?


-> Knight
   Specialization: Combat
   Attributes: Strength, Personality
   Skills: Blade, Block, Blunt, Hand To Hand, Heavy Armor, Illusion,
           Speechcraft

See notes under "Crusader" above, and the superior Paladin build in the Class 
Templates section.


-> Mage
   Specialization: Magic
   Attributes: Intelligence, Willpower
   Skills: Alchemy, Alteration, Conjuration, Destruction, Illusion,
           Mysticism, Restoration

A pure wizard character. With all major skills coming from one specialization, 
you'll start stronger and reach Journeyman perks faster.


-> Monk
   Specialization: Stealth
   Attributes: Agility, Willpower
   Skills: Acrobatics, Alteration, Athletics, Hand To Hand, Marksman,
           Security, Sneak

As close as you can get to a "pure" martial artist. (That is, Eastern, unarmed 
martial artist.) If you're going to fight hand-to-hand a lot, you might be 
better off replacing Athletics with Light Armor.


-> Nightblade
   Specialization: Magic
   Attributes: Willpower, Speed
   Skills: Acrobatics, Alteration, Athletics, Blade, Destruction,
           Light Armor, Restoration

The point of this build is elusive. A sneak attack artist? A sneaky mage? An 
assassin?


-> Pilgrim
   Specialization: Stealth
   Attributes: Personality, Endurance
   Skills: Armorer, Block, Blunt, Light Armor, Mercantile, Security,
           Speechcraft

Part melee fighter, part thief, part sweet-talker, all gimped.


-> Rogue
   Specialization: Combat
   Attributes: Speed, Personality
   Skills: Alchemy, Athletics, Blade, Block, Illusion, Light Armor,
           Mercantile

Replace Athletics with Security and you've got a better roguish character.


-> Scout
   Specialization: Combat
   Attributes: Speed, Endurance
   Skills: Acrobatics, Alchemy, Armorer, Athletics, Blade, Block, Light Armor

One of the few default builds that's pretty decent. Acrobatics would be better 
replaced with Restoration or Alteration, but as is, this is a viable class.


-> Sorcerer
   Specialization: Magic
   Attributes: Intelligence, Endurance
   Skills: Alchemy, Alteration, Conjuration, Destruction, Heavy Armor,
           Mysticism, Restoration

Heavy Armor does cut down on effectiveness of magic, so this is a strange 
build. It's like they took the mage and got rid of Illusion in favor of 
something that would gimp the remaining skills. Strange.


-> Spellsword
   Specialization: Magic
   Attributes: Willpower, Endurance
   Skills: Alteration, Blade, Block, Destruction, Heavy Armor, Illusion,
           Restoration

A pretty good fighter/mage combination. Illusion might be better replaced with 
Mysticism or Alchemy, but not bad overall.


-> Thief
   Specialization: Stealth
   Attributes: Speed, Agility
   Skills: Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak,
           Speechcraft

A prototypical Stealth character, with all major skills coming from the same 
specialization.


-> Warrior
   Specialization: Combat
   Attributes: Strength, Endurance
   Skills: Armorer, Athletics, Blade, Block, Blunt, Hand To Hand, Heavy Armor

The pure fighter, and quite gimped with duplicate combat skills. Take this 
same class and replace two combat skills with defensive magic, offensive magic 
or some Stealth skills (depending on your racial bonuses) to create a more 
interesting tank.


-> Witchhunter
   Specialization: Magic
   Attributes: Intelligence, Agility
   Skills: Alchemy, Athletics, Conjuration, Destruction, Marksman,
           Mysticism, Security

A pretty good build. Athletics would be better replaced with Light Armor, 
since there's more of a combat focus to this class.



                 <~~~~~~ BUILDING A CLASS & CHARACTER ~~~~~~>

The pre-generated classes in Oblivion all leave a little to be desired. Once 
you've gotten a feel for the game, you may wish to create your own class. This 
is best done beforehand on paper, since the order in which you set up the 
class in the game is not the most efficient.

There are essentially three philosophies for building a character:

* Role-player: this player creates a person in their imagination and builds 
the in-game character to match that person's background, abilities, etc.

* Power-gamer: this player is all about the numbers and maximizing the power 
of the PC. Race, gender, class & skills are all designed to squeeze as much 
out of the system as possible.

* Balanced: this player is a mix of the other two types. Some attention is 
given to what type of person the PC is; but, the balanced player also wants to 
make sure the character isn't gimped, so will do some number crunching.

Players can be quite passionate about their preferred method of gameplay and 
character building. Don't let anyone dissuade you from following your 
preferred path! There's no "right" way to build a character.


-> Role-Player

Play around with the character concept. Will the class be primarily a melee 
fighter? Archer? Spellcaster?

Is the character adept at magic? Picking locks? Backstabbing? Charming NPCs?

If the character is a melee fighter, is it with blades, blunts or fists?

Does the character need to run quickly? Be able to dodge attacks? Absorb 
magic? Make potions? Cast defensive spells? Cast offensive spells?

Once you have the character concept firmly in mind, go through the list of 
skills and pick out those seven skills that most closely resemble your 
concept.

Write down the governing attributes and specialization of each skill. Now, 
check to see which specialization and which two attributes are most 
represented by your skills. Choose the specialization (combat, mage or 
stealth) that represents the most skills in your list. Choose the two 
attributes that govern the most skills in your list.

*TIP* Every character can use Endurance. Consider using Endurance as one of 
your two favored Attributes for the +5 bonus.

Dig through the races and birthsigns. (The Quick Reference Tables under races 
can be printed on to one page as can the entire birthsign list.) You can 
either pick a race based on your visual preference; or, pick a race that is 
most suited for your class. If you're having trouble deciding, understand that 
races with high starting Endurance will have an easier time surviving. Races 
that have a high starting Strength will have an easier time looting dungeons.

Pick a birthsign that fits your character concept. If you have a backstory for 
your character, it most likely includes a sign under which they were born. If 
you're having trouble choosing, then attribute bonuses (Thief, Warrior and 
Lady) are safe choices. If your character is a mage, then Mage is the safest 
choice. Apprentice and Atronach are more powerful, but more difficult to 
play.Your character is now ready to go! Or, will be after you've spent a 
couple of hours getting the cheekbones just right, the nose to the proper 
length and fixing that underbite...


-> Power-gamer

Your primary goal is to increase three attributes by +5 every class level and 
to only class level when you have those three +5 bonuses for your three 
attributes. One of your favored attributes will be Endurance, because you 
understand the importance of Health. You will likely never pick a race that 
begins with an Endurance score of 30.

Since you want to control exactly when you level, you want seven major skills 
that you can increase only when you want them to increase. Here is a list of 
all the skills and how you can control them:

Acrobatics: rarely used in normal play, it can easily be leveled by hopping 
and skipping everywhere you go.

Alchemy: raw ingredients are everywhere. You get a mortar & pestle in the 
starter dungeon. Get mixing!

Armorer: buy a bunch of repair hammers and repair everything you find, even if 
you're just going to drop it on the ground again.

Athletics: some players like to play with Always Run turned on; however, with 
Fast Travel and horses, you don't need to do so (you can get a horse two 
minutes after leaving the starter dungeon). When you're ready to level the 
skill, get off the horse and run around a little; or, better, go swimming.

Combat: whatever combat skills you don't normally use can be leveled at will 
if you have at least Apprentice level Conjuration skill. Summon a creature, 
then attack it. Rinse and repeat until your skill levels up. Works for Blade, 
Block, Blunt, Hand To Hand, Heavy Armor, Light Armor and Marksman. (Idea 
submitted by Nikola.)

Mercantile: the only way to increase this skill is to Haggle with merchants, 
which is not something you can do a lot or sell items one at a time. The most 
difficult skill to increase.

Security: depending on your play style, this skill will either be very 
difficult to increase or very easy. If you're not playing a sneak thief, then 
you will have a hard time finding enough locks to pick that won't land you in 
jail. If you are playing a sneak thief, you will use this skill all the time 
and don't want it as a major skill.

Sneak: enter an inn, get behind the innkeeper, enter Sneak mode and sneak-run 
at the wall until you've leveled up this skill as you prefer.

Speechcraft: You don't have to "win" the Persuasion mini-game to increase your 
skill. Pick an NPC, open the Persuasion mini-game and just start mashing 
buttons and watch your skill ranks fly.

Spells: most of the spell schools have spells you can cast on yourself, over 
and over and over and over...

In addition to picking major skills you can control, you want all your major 
skills to start at rank 25. Why? Well, the maximum skill rank is 100. You get 
one class level every 10 major skill ranks. If all seven major skills are 25 
to start, you can get 75 (per skill) ranks * 7 (number of major skills) = 525 
ranks in your major skills. 525 / 10 (number of ranks to class level) = 52.5 
total class levels gained. In short, starting with all major skills at 25 
gives you a "level cap" of 53 (1 starting level + 52 gained levels). Start 
with just one skill at 40 instead of 25 and you've cost yourself a level. 
Start with two skills at 40 instead of 25 and you've cost yourself 3 levels. 
So, all your major skills must come from outside your class specialization and 
all of your major skills must not receive any bonus from your chosen race.

Go through the list of skills and make sure the skills you will use the most 
during normal gameplay are all minor skills. Your major skills should remain 
unused until you're ready to increase your class level. Make sure your minor 
skills include at least one skill for each attribute. For example, you don't 
want Blade, Blunt and HTH all in major skills because you would be unable to 
increase your STR without also increasing your class level.

Choose a specialization that includes none of your major skills.

Choose a race that has no bonuses to your major skills and has an Endurance of 
at least 40.

Favored attributes for your class should be Endurance (for Health) and Luck 
(because it is the only attribute you can't increase by +5 whenever you want). 
Birthsign should be Thief (mainly for the +10 Luck bonus), unless you're a 
mage, then you probably want Atronach--you can find ways of restoring Magicka. 
For each class level, pick three attributes you want to increase. Check the 
skill rank of one or two minor skills that are governed by those attributes.

Example:
You want to increase Endurance, Willpower and Intelligence. You pick the minor 
skills of Block, and Destruction and the major skill of Mysticism. Use those 
skills regularly until each has increased 10 ranks. You now have locked in a 
+5 bonus to END, WILL and INT and are ready to level up with exactly three 
attributes increasing by +5.


-> Balanced

Basically, you're going to start with the role-playing perspective, building a 
character based on your idea of who that person is. But, you don't want to 
neglect your inner statistician. Choose a race with 40 or 50 starting 
Endurance (for Health). Consider taking Luck as a favored attribute (for the 
additional +5). If you're not a mage, you'll probably take Lady or Warrior as 
your birthsign. If you are a mage, you'll take Mage or Apprentice. (Atronach 
can be very difficult to play and is probably best left to the power-gamers.) 
The balanced player will still work the system, leveling up minor skills so 
they can get the maximum +5 modifier to attributes at each class level.

However, the balanced player is also interested in reaching Journeyman, Expert 
and Master perks faster than the power-gamer. You can still play with minor 
skills in town to raise attribute modifiers, then use your major skills in the 
wild to clear quests and raise a class level. You'll be much more powerful in 
the use of your primary skills--i.e. those skills you use in the course of 
adventuring--at the cost of 5 or 6 class levels at the top end.
 
 




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