The Elder Scrolls IV: Oblivion Walkthrough :
This walkthrough for The Elder Scrolls IV: Oblivion [XBOX 360] has been posted at 20 Jun 2010 by kbugz and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up kbugz and share this with your freinds. And most important we have 30 other walkthroughs for The Elder Scrolls IV: Oblivion, read them all!
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Walkthrough - FAQ/Walkthrough___ _ __ ___ | |_ _ |_ | _| _ ._ (_ _ ._ _ || _ | \ / | | |(/_ |_ |(_|(/_| __)(_ | (_)||_> _|_ \/ ____________________________________________________________________________ ______ ______ __ __ ____ ____ __ ______ __ __ / __ \ | _ \ | | | | \ \ / / | | / __ \ | \ | | | | | | | |_) | | | | | \ \/ / | | | | | | | \| | | | | | | _ < | | | | \ / | | | | | | | . ` | | `--' | | |_) | | `----.| | \ / | | | `--' | | |\ | \______/ |______/ |_______||__| \__/ |__| \______/ |__| \__| +-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+ | TES IV: Oblivion FAQ/Walkthrough | +-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+ | Author: Xiamut (xiamut@gmail.com) | | Version: 1.10 | | Last Revision: 08/16/07 | | Platform: Xbox 360 | o----------------------------------------o O============================================================================O | - Table of Contents - | O============================================================================O - Introduction........................................................[*01] - The Basics..........................................................[*02] - Controls........................................................[B01] - Combat..........................................................[B02] - Magic...........................................................[B03] - Stealth.........................................................[B04] - Attributes......................................................[B05] - Gaining Levels..................................................[B06] - Character Creation..................................................[*03] - Races...........................................................[C01] - Birthsigns......................................................[C02] - Skills..........................................................[C03] - Classes.........................................................[C04] - Quest Walkthroughs..................................................[*04] - Main Quest......................................................[W01] - Fighters Guild Quests...........................................[W02] - Mages Guild Quests..............................................[W03] - Thieves Guild Quests............................................[W04] - Dark Brotherhood Quests.........................................[W05] - Daedric Shrine Quests...........................................[W06] - Knights of the Nine.............................................[W07] - Side Quests.........................................................[*05] - Anvil Quests....................................................[S01] - Bravil Quests...................................................[S02] - Bruma Quests....................................................[S03] - Cheydinhal Quests...............................................[S04] - Chorrol Quests..................................................[S05] - Imperial City Quests............................................[S06] - Leyawiin Quests.................................................[S07] - Skingrad Quests.................................................[S08] - Settlement Quests...............................................[S09] - Miscellaneous Quests............................................[S10] - Downloadable Content............................................[DLC] - Shivering Isles.....................................................[*06] - Main Quest......................................................[I01] - Side Quests.....................................................[I02] - Achievement List....................................................[*07] - Revision History....................................................[*08] - Thanks/Acknowledgments..............................................[*09] - Contact Information.................................................[*10] - Copyright Information...............................................[*11] ----------------------------------------------------------------------------- *** Click here and press [Ctrl]+[F] to call up the Find menu. Enter the *** *** corresponding code next to section that you want to view and press *** *** enter to jump to that section. *** ----------------------------------------------------------------------------- ------\======================================================================= [*01] \ - Introduction - --------\===================================================================== Oblivion is an open-ended first-person role playing game developed by Bethesda Softworks and published by 2K Games. As the game begins, you are taken to the character creation menu where you will create your in-game persona. The possi- bilities for character creation are nearly endless. Once you have created your character and have been set loose into the world, you are free to do what you want. Be it saving the world, closing Oblivion gates, exploring the depths of dark dungeons, taking on quests, you can do it in Oblivion. This FAQ/Walkthrough was written based on The Elder Scrolls IV: Oblivion for the Xbox 360 console. Even though it was written for the 360, it can still be used in conjunction with the PC or PS3 version of TES IV, since the only real differences between the 360, PC and PS3 versions of the original game is the control scheme. Contained in this guide is a walkthrough for the main quest, each of the four guilds that you can join in the game, walkthroughs for the Daedric Shrine quests, as well as directions for each and every side quest. I suggest that you do not read too far ahead, this guide does CONTAIN SPOILERS! I have implemented a search system that I highly suggest you utilize. It is very simple to use and it will make your time navigating this guide a whole lot easier. To use it, simply press [Ctrl]+[F] to bring up the Find menu. Use the table of contents and type in the corresponding code for the section that you want to jump to. Each quest line sub-section has its own table of contents that contains a list of all of the quests in that section as well. I hope you can find the answers you are looking for... now on to the FAQ! ------\======================================================================= [*02] \ - The Basics - --------\===================================================================== -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Controls [B01] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ O========================O===================================================O | - Button - | - Function - | O========================O===================================================O | Left Bumper | Grab objects (press and hold while cursor is over)| |------------------------+---------------------------------------------------| | Right Bumper | Cast selected spell. | |------------------------+---------------------------------------------------| | Right Trigger | Attack with equipped weapon. | |------------------------+---------------------------------------------------| | Back | Open the wait menu. | |------------------------+---------------------------------------------------| | Start | Pause the game and open the start menu. | |------------------------+---------------------------------------------------| | Left Thumbstick | Move your character. | |------------------------+---------------------------------------------------| | Left Thumbstick Button | Toggle Sneak Mode on and off. | |------------------------+---------------------------------------------------| | D-Pad | Activate set hotkeys. | |------------------------+---------------------------------------------------| | Right Thumbstick | Look left, right, up, down. | |------------------------+---------------------------------------------------| | Right | Switch between first and third person view | | Thumbstick | points. Hold down to enter Vanity Mode. Use the | | Button | left and right triggers to zoom in and out. | o------------------------o---------------------------------------------------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Combat [B02] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are three classifications for weapons in Oblivion: Blade weapons, Blunt weapons and Ranged weapons. The Blade classification encompasses daggers, short swords, long swords, claymores, etc. The Blunt encompasses anything from maces and hammers to one-handed and two-handed axes. Weapons are also further classed as either one-handed or two-handed. With two-handed weapons, while you have the benefit of a slightly more powerful weapon, you lose the extra defense of a shield used in conjunction with a one-handed weapon. Ranged, of course, refers to bows. The damage that a certain weapon deals is dependant on several different factors. The strength of a melee weapon is dependant on your characters weapon classification skill level, the quality of the weapon and the weapon itself. For example, if your character uses blades as their primary weapon type, the damage that the deal while using a blade type weapon will be much higher than the damage they would deal while using a blunt weapon. A bow's damage is dependant on your character's marksmen skill level, the bow itself and your character's agility attribute. There are two different types of melee attacks, basic attacks and power attacks. You can perform power attacks by holding down on the right trigger and push the right thumbstick in a certain direction. As you gain levels in your skills, you will reach new mastery levels. Each time you reach a new mastery level, you will gain a new power attack. A novice can perform a basic power attack with a blade or blunt weapon by holding down on RT and pushing the right thumbstick in any direction. As an Apprentice, one can perform a more powerful power attack, by simply holding down on RT. Journeyman gain the left and right power attacks. Experts gain a backwards power attack with a chance of knocking their opponent back. Finally, Master gains a forward power attack with a chance of paralyzing the target. For ranged weapons, hold down the right trigger to pull the bowstring to its full extension, then release the right trigger to fire the arrow. Of course, as with a real bow, aim the arrow up higher to adjust the distance. As soon as you hit Journeymen, you will be able to zoom in by holding down on the left trigger. To see the other perks associated with the marksmen mastery levels, check out the skills section. Blocking of course goes hand in hand with combat. You can block with weapons, but a shield is much more effective in absorbing a hit than a weapon is. A shield can only be used while you are wielding a one- handed weapon. Bow or two-handed weapon users must block with their weapon. As you use your weapons, their quality will eventually drop. When it drops completely, it will become unusable. A weapon of lesser quality will be dealing less damage than it would be at its full potential, as armor would be less effective at absorbing damage while it is damaged. You can repair your damaged equipment by using a repair hammer. As you gain skills in Armorer, there will be less of a chance of a hammer breaking while you are using it. If your mastery level in Armorer is below Journeyman, you will not be able to repair enchanted equipment. You can, however, bring your damaged equipment to just about any weapon/armor store and have the shopkeeper fix it for a price. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Magic [B03] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are six different colleges of magic that can be used. Each different school has different types of spells associated with it: Destruction: Cast spells to inflict magical fire, frost and shock damage or lower resistances to magic attacks. Alteration: Cast spells to breathe or walk on water, open lock, shield from physical or magical attacks and alter encumbrance. Illusion: Cast spells to charm, conceal, create light, silence, paralyze, command or effect morale or aggressiveness. Conjuration: Cast spells to summon demonic creatures, magical weapons and armor or turn the undead. Mysticism: Cast spells to absorb, reflect, and dispel magic. Move objects, sense life and bind souls. Restoration: Cast spells to restore, fortify or absorb physical and magic attributes, cure disease and resist magic attacks. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Stealth [B04] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Characters geared towards stealth focus on surprising the enemy, while remaining out of sight. The heart of the art of stealth is the sneak mode, to enter this mode simply press down on left thumbstick and you will enter sneak mode. While in sneak mode, an eye icon will appear in the middle of the display. While this eye is faded, it means that there aren't any creatures or characters that can see you, you are effectively hidden. While the icon is bright and solid, it means that you have been detected. Several factors affect your chance of being detected by someone. The weight of your boots, the amount of light in a location, the speed of your movement all have an effect on your chances of being detected. While sneaking, do not cast any spells that generate light. While in sneak mode, one can perform sneak attacks if they are undetected. If you are using a ranged or one-handed weapon and you strike a target while you are sneaking undetected, you will get a damage bonus. With ranged weapons, the damage that the bow deals is multiplied by three, with one-handed weapons the damage is multiplied by six. A sneak attack cannot be performed with a two- handed weapon, making any weapon under that category virtually useless to a stealth character. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Attributes [B05] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Each time your character gains a level, you will be able to choose three of the eight attributes to raise by a certain amount. Each attribute has a certain effect on your character, raising an attribute enhances the effect on your character. Below is a table describing each attribute, as well as the effect they have on your character. For information on gaining levels, refer to the section below this one. O===============O============================================================O | - Attribute - | - Affects/Governing Attributes - | O===============O============================================================O | Strength | How much you can carry, your Fatigue, damage dealt with | | | melee weapons. Governs Blunt, Blade and Hand to Hand. | |---------------+------------------------------------------------------------| | Intelligence | Total Magicka. Governs the skills Alchemy, Conjuration, | | | and Mysticism. | |---------------+------------------------------------------------------------| | Willpower | Magicka regeneration rate, how much fatigue you have. | | | Governs Destruction, Alteration, and Restoration. | |---------------+------------------------------------------------------------| | Agility | Reduces the likelihood that you will lose balance when | | | struck by an enemy. Affects how much damage you do with | | | ranged weapons. Governs Security, Sneak and Marksman. | |---------------+------------------------------------------------------------| | Speed | Determines the speed of your movement. Governs the skills | | | of Athletics, Light Armor, and Acrobatics. | |---------------+------------------------------------------------------------| | Endurance | Affects your total fatigue, health and the rate at which | | | your health will increase at when you gain levels. You | | | gain one-tenth of your endurance attribute each time you | | | gain a level. Governs Block, Armorer and Heavy Armor. | |---------------+------------------------------------------------------------| | Personality | Affects people's default disposition towards you. Governs | | | the skills of Speechcraft, Mercantile and Illusion. | |---------------+------------------------------------------------------------| | Luck | Has an effect on everything you do. An example of this is | | | the probability of receiving rare items from random drops. | o---------------o------------------------------------------------------------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Gaining Levels [B06] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ The leveling system in The Elder Scrolls series is different from most traditional RPGs. You do not gain experience points by killing monsters, instead you gain levels by making advancements in your major skills. The seven major skills that you choose during the character creation process are very important for this very reason. To gain a level, you must raise any combination of your seven major skills a total of ten times. There are three main ways to raise your skill levels. One being to simply use it over and over, the lower the skill level, the easier it is to increase it by using it. As a particular skill's level becomes higher, it will take more time to raise it by another level. You can also pay an NPC to train your char- acter in a specific skill. To do this you must find a character that has a mastery level higher than yours in the skill that you wish to be trained in. There is a limit of five trained levels per character level. You may also come across "Skill Books" in the world of Oblivion. Upon reading these skill books, you will gain a level in a certain skill. When you do increase the major skills associated with your class by ten points, you will receive a notification telling you to find a bed to sleep and meditate on what you have learned. You must find a bed and use it to sleep and meditate on what you've learned in order to increase your level. You do not need to sleep right away however, you can "stack" levels and sleep in a bed several times in a row to catch up. When you raise your level, you will have to choose three of your eight attributes to raise. Certain attributes may receive a bonus modifier, which is determined by which skills you have increased since you last raised level. The attributes that receive bonus modifiers are determined by the "governing attribute" of the skills that you have raised. For each two levels you gain in a skill, it will add +1 to that skill's governed attribute's bonus modifier. Whether a skill is Major or Minor does not affect the modifier. For example, if you gain four levels in Armorer, which has its governing attribute as Endurance, ten levels in a minor skill such as Destruction, which has the governing attribute of Willpower, you would receive the opportunity to increase Endurance by +3 and Willpower by +5. The bonus modifier has a limit of +5, so don't bother raising a skill to try and get a modifier by more than ten levels. ------\======================================================================= [*03] \ - Character Creation - --------\===================================================================== The first thing that you must do in Oblivion is design your character. Oblivion features a very in-depth character creation system. You must choose from one of the 10 races, design your character's looks (in great detail if you wish, or you can just choose to randomize their face), select a Birthsign and assign them a class. This section gives a detailed description of the options for the choices you must make. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Races [C01] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are a total of ten different races in Oblivion for you to choose from. Each race has its own strengths and weaknesses. Every race receives certain skill bonuses and special abilities that are unique to that race. While deci- ding on a race, keep in mind the type of character you want to be and make sure that your choice is well suited for your desired role. Keep in mind how- ever, that starting stats and skill bonuses really don't matter too much once you reach higher levels. +--------------------------- Argonian ---------------------------+ Description: This reptilian race, well-suited for the treacherous swamps of ------------ its homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks. Skill Bonuses: Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5, -------------- Illusion +5, Mysticism +5, Security +10 Race Specials: Resist Disease, Immune to Poison, Water Breathing -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 50 | 50 | 30 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 50 | 40 | 40 | 40 | 30 | 30 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +---------------------------- Breton ----------------------------+ Description: In addition to their quick and perceptive grasp of spellcraft ------------ even the humblest of Bretons can boast a resistance to magic energies. They are particularly skilled at summoning and healing magic. Skill Bonuses: Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, -------------- Mysticism +10, Restoration +10 Race Specials: Fortified Magicka, Dragon Skin, Resist Magicka -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 50 | 50 | 30 | 30 | 30 | 40 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 50 | 50 | 30 | 40 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Dark Elf ---------------------------+ Description: Also known as "Dunmer" in their homeland of Morrowind, the ------------ Dark Elves are noted for their skilled and balanced integr- ation of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid. Skill Bonuses: Athletics +5, Blade +10, Blunt +5, Destruction +10, -------------- Light Armor +5, Marksman +5, Mysticism +5 Race Specials: Ancestor Guardian, Resist Fire -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 40 | 50 | 40 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 40 | 30 | 40 | 50 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- High Elf ---------------------------+ Description: 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 also somewhat vulne- rable to fire, frost and shock. Skill Bonuses: Alchemy +5, Alteration +10, Conjuration +5, Destruction +10 -------------- Illusion +5, Mysticism +10 Race Specials: Weakness to Fire, Frost and Shock, Resist Disease, Fortified -------------- Magicka Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 30 | 50 | 40 | 40 | 30 | 40 | 40 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 50 | 40 | 40 | 40 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Imperial ---------------------------+ Description: Natives of the civilized, cosmopolitan province of Cyrodiil, ------------ they have proved to be shrewd diplomats and traders. They are skilled with heavy armor and in the social skills. They tend to favor the warrior class. Skill Bonuses: Blade +5, Blunt +5, Hand to Hand +5, Heavy Armor +10, Mercan- -------------- tile +10, Speechcraft +10 Race Specials: Star of the West, Voice of the Emperor -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 30 | 40 | 40 | 50 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 40 | 40 | 30 | 30 | 40 | 50 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +---------------------------- Khajiit ---------------------------+ Description: Hailing from the province of Elsweyr, they are intelligent, ------------ quick, and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajiit can see in the dark. Skill Bonuses: Acrobatics +10, Athletics +5, Blade +5, Hand to Hand +10, -------------- Light Armor +5, Security +5, Sneak +5 Race Specials: Eye of Fear, Eye of Night -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 50 | 40 | 30 | 40 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 40 | 30 | 50 | 40 | 40 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +----------------------------- Nord -----------------------------+ Description: Citizens of Skyrim, they are a tall and fair-haired people. ------------ Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors. Skill Bonuses: Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, -------------- Restoration +5 Race Specials: Nordic Frost, Woad, Resist Frost -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 50 | 30 | 30 | 40 | 50 | 50 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 50 | 30 | 40 | 40 | 40 | 40 | 30 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +------------------------------ Orc -----------------------------+ Description: 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. Skill Bonuses: Armorer +10, Block +10, Blunt +10, Hand to Hand +5, Heavy -------------- Armor +10 Race Specials: Berserk, Resist Magicka -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 45 | 30 | 50 | 35 | 30 | 50 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 45 | 40 | 45 | 35 | 30 | 50 | 25 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Redguard ---------------------------+ Description: The most naturally talented warriors in Tamriel. In addition ------------ to their cultural affinities for many weapons and armor styles, they also have a hardy constitution and natural resi- stance to disease and poison. Skill Bonuses: Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy -------------- Armor +5, Mercantile +5 Race Specials: Adrenaline Rush, Resist Poison, Resist Disease -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 50 | 30 | 30 | 40 | 40 | 50 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 30 | 30 | 40 | 40 | 50 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Wood Elf ---------------------------+ Description: The clanfolk of the Western Valenwood forests, also known as ------------ "Bosmer." Wood Elves are nimble and quick, making them good scouts and thieves, and there are no finer archers in all of Tamriel. Their ability to command simple creatures is well-known. Skill Bonuses: Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, -------------- Marksman +10, Sneak +10 Race Specials: Beast Tongue, Resist Disease -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 30 | 40 | 30 | 50 | 50 | 40 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 40 | 30 | 50 | 50 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Birthsigns [C02] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Part of the character creation process includes choosing one of the thirteen birthsigns that your marks your character's birth. The birthsigns grant you special powers, some more useful than others. Below is a table listing each of the birthsigns and the effect that they have on your character: O================O===========================================================O | - Birth Sign - | - Power - | O================O===========================================================O | The Apprentice | Grants a 100 point bonus to your Magicka attribute. | | | 100% Weakness to Magicka. | |----------------+-----------------------------------------------------------| | The Lady | Grants a 10 point bonus to your Willpower and Endurance | | | attributes. | |----------------+-----------------------------------------------------------| | The Mage | The Mage grants a permanent bonus of 50 points to your | | | Magicka attribute. | |----------------+-----------------------------------------------------------| | The Thief | Grants a 10 point bonus to your Speed, Agility and Luck | | | attributes. | |----------------+-----------------------------------------------------------| | The Atronach | You do not regain Magicka over time. Instead you have 50% | | | Spell Absorption. Base Magicka increased by 150 points. | |----------------+-----------------------------------------------------------| | The Lord | Blood of the North - Lesser power, regenerates up to 90 | | | of Health. Permanent 25% weakness to Fire. | |----------------+-----------------------------------------------------------| | The Lover | Lover's Kiss - Greater power, paralyze an enemy for 10 | | | seconds at the cost of 120 points of Fatigue. | |----------------+-----------------------------------------------------------| | The Ritual | Mara's Gift - Greater power, Restore health spell. | | | Blessed Word - Turn the Undead. | |----------------+-----------------------------------------------------------| | The Serpent | Slow but potent poison on touch. Also cures and dispels | | | magic on yourself. Costs 100 points of Fatigue. | |----------------+-----------------------------------------------------------| | The Shadow | Moonshadow - Greater power, become Invisible for 60 | | | seconds. | |----------------+-----------------------------------------------------------| | The Steed | The Steed birthsign grants a bonus of 20 to your speed | | | attribute. | |----------------+-----------------------------------------------------------| | The Tower | Tower Key - Greater power, open an Average or lower | | | quality lock once a day. Tower Warden reflects 5 point of | | | damage for 120 seconds a day. | |----------------+-----------------------------------------------------------| | The Warrior | Grants a bonus of 10 points to your Strength and Enduran- | | | ce attributes. | o----------------o-----------------------------------------------------------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Skills [C03] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ In total, there are 21 skills in Oblivion. Your character will be composed of seven skills that will be referred to as "Major Skills" and the rest will be referred to as "Minor Skills." There are set points that are considered "Mastery Levels." When you reach a particular mastery level, you will receive what is called a "skill perk" for the skill in question. The major skills that you select will start off at the Apprentice mastery level (25). Below is a table listing each mastery level and its level range: O=========================================O==================================O | - Skill Mastery Level - | - Skill Scores - | O=========================================O==================================O | Novice | 0-24 | |-----------------------------------------+----------------------------------| | Apprentice | 25-49 | |-----------------------------------------+----------------------------------| | Journeyman | 50-74 | |-----------------------------------------+----------------------------------| | Expert | 75-99 | |-----------------------------------------+----------------------------------| | Master | 100 | o-----------------------------------------o----------------------------------o The skills are categorized as either Combat skills, Magic skills or Stealth skills. Each skill in these categories have governing attributes that reflect their categories. The governing attribute of a skill is important because, depending on the number of levels in that skill that you gain before gaining a character level, you will get an attribute bonus. For every two levels you gain in a skill you will receive one extra point to that skill's governed attribute. For example, if you gain ten levels in Armorer, it's governing attribute is Endurance so therefore you will be able to raise your Endurance by +5 the next time you gain a level and rest. The maximum attribute bonus that you can get is a +5. Gains in minor as well as major skills count towards the attribute bonus. C O M B A T S K I L L S +---------------------------------- Block ----------------------------------+ Governing Attribute: Endurance Description: Parry melee attacks with shields and weapons. Successful blocks reduce damage received. Novice: A Novice of Block is fatigued when blocking. Also, hand-to-hand blocking against weapons has no effect. Apprentice: An Apprentice is no longer fatigued when blocking. Journeyman: A Journeyman's shield or weapon is no longer damaged when he/she blocks. Opponents may recoil when blocking with hand-to-hand. Expert: An Expert blocking with a shield has a chance to do a knockback counter attack, which staggers the enemy if the shield blow connects. Master: A Master Blocking with a shield has an additional chance of disarming an enemy with a successful knockback counterattack. +--------------------------------- Armorer ---------------------------------+ Governing Attribute: Endurance Description: Repair damaged weapons and armor. Damaged pieces of equipment are less effective. Novice: A Novice cannot repair magic items. Apprentice: Repair hammers now last twice as long. Magic items still cannot be repaired by an apprentice. Journeyman: A Journeyman of Armorer can now repair magic items. Expert: An Expert can repair items beyond their highest conditi- on (To 125%). Expert improved weapons do more damage and expert improved armor offers better protection. Master: Repair hammers never break when used by a Master. +------------------------------- Heavy Armor -------------------------------+ Governing Attribute: Endurance Description: Make more effective use of armors classified as Heavy Armor. Heavy armor includes Iron, Steel, Dwarven, Orcish, Ebony and Daedric. Novice: Heavy Armor degrades rapidly with use (150% of normal rate). Apprentice: Heavy Armor worn by an Apprentice degrades at a normal rate. Journeyman: Armor degrades at a 50% slower rate. Expert: Worn Heavy Armor only encumbers by 50%. Master: Equipped Heavy Armor does not encumber at all. +---------------------------------- Blunt ----------------------------------+ Governing Attribute: Strength Description: Use weapons categorized as blunt more effectively. This encomp- asses mace and axe type weapons. Novice: A Novice performs a basic power attack with a damage bonus in all directions. Apprentice: Gain damage bonuses with a Mastery Standing Power Attack (Hold RT). Journeyman: Gain damage bonuses with the Mastery Left and Right Power Attacks (Hold right thumbstick left or right and hold RT). Has a chance of disarming the opponent. Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb- stick and hold RT). Also gains a chance of a knockdown. Master: Mastery Forward Power Attack (Hold up on the right thumbstick and hold RT) with a chance to paralyze. +---------------------------------- Blade ----------------------------------+ Governing Attribute: Strength Description: Use weapons categorized as blade more effectively. This encomp- asses dagger and sword type weapons. Novice: A Novice performs a basic power attack with a damage bonus in all directions. Apprentice: Gain damage bonuses with a Mastery Standing Power Attack (Hold RT). Journeyman: Gain damage bonuses with the Mastery Left and Right Power Attacks (Hold right thumbstick left or right and hold RT). Has a chance of disarming the opponent. Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb- stick and hold RT). Also gains a chance of a knockdown. Master: Mastery Forward Power Attack (Hold up on the right thumbstick and hold RT) with a chance to paralyze. +-------------------------------- Athletics --------------------------------+ Governing Attribute: Speed Description: Run and swim faster. Also effectives rate of lost fatigue recovery. Novice: A Novice regenerates Fatigue slowly when running. Apprentice: An Apprentice regenerates Fatigue 25% faster when running. Journeyman: A Journeyman regenerates Fatigue 50% faster when running. Expert: An Expert regenerates Fatigue 75% faster when running. Master: A Master's Fatigue regeneration rate is never reduced while running. +------------------------------- Hand To Hand ------------------------------+ Governing Attribute: Strength Description: Attack without weapons using your fists to damage and fatigue opponents. Novice: A Novice performs a basic power attack with a damage bonus in all directions. Apprentice: Gain damage bonuses with a Mastery Standing Power Attack (Hold RT). Journeyman: Gain damage bonuses with the Mastery Left and Right Power Attacks (Hold right thumbstick left or right and hold RT). Has a chance of disarming the opponent. Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb- stick and hold RT). Also gains a chance of a knockdown. Also gains a chance of a knockback attack while blocking. Master: Mastery Forward Power Attack (Hold up on the right thumbstick and hold RT) with a chance to paralyze. While blocking, gains a chance of a disarm on a knockback attack. M A G I C S K I L L S +------------------------------- Destruction -------------------------------+ Governing Attribute: Willpower Description: Cast spells to inflict magical fire, frost and shock damage or lower resistances to magic attacks. Novice: Cast Novice level Destruction spells. Apprentice: Cast Apprentice level Destruction spells. Journeyman: Cast Journeyman level Destruction spells. Expert: Cast Expert level Destruction spells. Master: Cast Master level Destruction spells. +------------------------------- Alteration --------------------------------+ Governing Attribute: Willpower Description: Cast spells to breathe or walk on water, open lock, shield from physical or magical attacks and alter encumbrance. Novice: Cast Novice level Alteration spells. Apprentice: Cast Apprentice level Alteration spells. Journeyman: Cast Journeyman level Alteration spells. Expert: Cast Expert level Alteration spells. Master: Cast Master level Alteration spells. +-------------------------------- Illusion ---------------------------------+ Governing Attribute: Personality Description: Cast spells to charm, conceal, create light, silence, paralyze, command or effect morale or aggressiveness. Novice: Cast Novice level Illusion spells. Apprentice: Cast Apprentice level Illusion spells. Journeyman: Cast Journeyman level Illusion spells. Expert: Cast Expert level Illusion spells. Master: Cast Master level Illusion spells. +------------------------------- Conjuration -------------------------------+ Governing Attribute: Intelligence Description: Cast spells to summon demonic creatures, magical weapons and armor or turn the undead. Novice: Cast Novice level Conjuration spells. Apprentice: Cast Apprentice level Conjuration spells. Journeyman: Cast Journeyman level Conjuration spells. Expert: Cast Expert level Conjuration spells. Master: Cast Master level Conjuration spells. +-------------------------------- Mysticism --------------------------------+ Governing Attribute: Intelligence Description: Cast spells to absorb, reflect, and dispel magic. Move objects, sense life and bind souls. Novice: Cast Novice level Mysticism spells. Apprentice: Cast Apprentice level Mysticism spells. Journeyman: Cast Journeyman level Mysticism spells. Expert: Cast Expert level Mysticism spells. Master: Cast Master level Mysticism spells. +------------------------------- Restoration -------------------------------+ |
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