Oblivion edit character in game




















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.

The mage relies upon magical attacks. Because armor negatively affects spell efficiency, the archetypal mage will not wear any armor. Instead, the mage will try to avoid the center of combat, use decoys to detract attention, and generally avoid taking any damage. The thief relies upon sneak attacks and avoids face-to-face combat as much as possible.

Sniping from hidden corners - often using a poisoned bow - is a primary means of attack. Most characters will not fall strictly into one of the above three archetypes. In some cases a few skills from one specialization will be added to another, but a more extensive merging of different specializations can be done.

Rather than expend Magicka by using spells to directly attack an opponent, you can cast spells to augment your melee-fighting skills in a variety of ways. A fighter can also benefit from stealth. Opening battles with a sneak attack conserves resources that might be needed later in the dungeon, such as potions.

Or the ability to steal weapons from enemies to decrease their ability to fight effectively. Your character creation choices will have an influence throughout the entire game. This section summarizes some of the different points in the game at which your initial character creation will make a difference. Your character creation choices obviously have an immediate effect upon the starting values of your character's skills.

Skills that you choose as a major skill will start at Apprentice level with any Apprentice level mastery perks instead of Novice level. Your ability to perform those skills will be noticeably better. By combining racial bonuses and specialization bonuses, it is possible to start some major skills at 40, so relatively little training will be necessary to reach Journeyman level and acquire the Journeyman level mastery perk.

As you use your major skills, those skills will improve and contribute towards leveling up your character. If you choose major skills that you use a lot, your character will rapidly increase in level. On the other hand, if you choose major skills that you rarely use or can control the use of , your character will increase more slowly in level.

This choice between fast leveling and slow leveling represents a choice between two fundamentally different ways of playing the game. There is a maximum character level which is determined firstly by your attributes and secondly by the initial values of your major skills. Once your attributes all reach you reach your final level.

This is highly unlikely before all your major skills also reach , at which point you will not gain any more levels. However, there are still ways to gain level-ups after this which involve lowering your major skills and your attributes see below.

Character Creation Tools can be used to determine your character's maximum level. To maximize your character's final level as determined by major skills, you want to avoid any initial skill bonuses to your major skills: make sure that all specialization skills are minor skills, and make sure that racial bonuses all apply to minor skills.

In other words, make your major skills all start with a value of 25 you can actually allow one of the seven major skills to start at 30 without decreasing your maximum level.

In that case, your character's maximum level will be At the other extreme, if all skill bonuses are applied to your major skills, your character's maximum level will be On the other hand, you may reach an earlier maximum level if you are able to get all eight attributes to before reaching the skill-based maximum level.

Once your attributes are maximized , no more level-ups will occur. To maximize your available levels make sure to choose a birthsign without an attribute bonus. All races and classes leave you with points to fill in your attributes, and if you only level your attributes by one point each per level with extreme inefficient leveling, your maximum level is or as a female Orc.

If doing this make sure to leave at least two major skills untouched per level luck would be the third attribute then. In addition, it is also necessary to leave one attribute at 30 Personality at 25 for the female Orc and untouched, so when all the other attributes are at you have another 70 75 levels available.

However, it is impossible to reach that high a level without going to jail many, many times to continually lower your major skills, and as noted below, not beneficial in any meaningful way, and it is possible to maximize your attributes by level 40 through efficient leveling if that is your aim.

The only way to lower your attributes to allow leveling is with the Shivering Isles expansion. With it you can pick up an addiction to felldew that will drain seven of your attributes by 10 to 15 levels, giving you additional level-up opportunities. With a total of 90 attribute points drained, this gives the potential for another 40 levels increasing the maximum level to or as a female Orc. For many players, the character's maximum level will not be a significant factor. Level 45 is easily high enough to maximize all the leveled lists used in the game; leveled lists top out in the mids.

Also, a level 45 maxed-out character is almost as strong as a level 53 maxed-out character; the main differences will be total Health and potentially the character's Luck attribute.

In short, there are only inconsequential benefits associated with being able to increase your character's maximum level from 45 to Other notable levels are 35, at which point all leveled items will be at their maximum; and 22, at which every item in the game is available. The most obvious way to set up a custom class is to set the major skills to be your character's most used skills.

This is how the developers intended classes to be designed, based on the descriptions of the standard classes. The official game guide also proposes custom classes based on this assumption. The major disadvantage of this approach is that the character may level too quickly, especially if the bulk of your major skills do not directly improve your combat skills. Since monsters and enemies get harder as your level increases, custom classes that improve non-combat skills may find that monsters begin to outpace their characters.

For example, a character with an ever-increasing Blade and Heavy Armor skill will have little problem with stronger monsters, but a character with an ever-increasing Alchemy and Sneak skill will inevitably find monsters that require stronger combat skills than they have.

On the other hand, such a character could undoubtedly use non-combat approaches for many such situations. Gaining the maximum attribute bonus from each level is a sure way of maintaining a powerful character in a game where all monsters become more powerful as your character gains levels, rather than a few powerful monsters being located somewhere that can be avoided until the character is ready to face them.

In order to stay stronger than the monsters, it is necessary to level at will, rather than by accident; this can be expedited by intentionally avoiding picking major skills that are uncontrollably leveled, such as Athletics, and choosing instead those for which there are substitutes.

For example, even Blade can be a "least-used skill", because a Blunt weapon can be used instead to avoid level-up. Mercantile is effectively uncontrollable in Oblivion it levels, albeit slowly, whenever the player makes a transaction, whereas in Morrowind it only did so when the player modified the buying or selling price.

Major skills that are crucial to the completion of quests can require being ready with a substitute, e. For more on the importance of gaining maximum attribute bonuses and the means to achieve them, see Leveling , particularly the section The Leveling Problem.

Drawbacks of this strategy include: it is time consuming at low levels although this is to be weighed against the savings in time of easier fights at higher level , and your character's key survival skills all start at Novice level, making for a steeper learning curve to be weighed against the benefits of an easier mid- and late-game.

Another strategy used to design a custom class is to choose one and only one major skill that is governed by each of the seven attributes other than Luck, which governs no skills. This enables maximum control over the attribute bonuses that you gain each level; it minimizes over-leveling of skills, as part of the ten major skills leveled can always be in a desired attribute or attributes. Some compromises need to be made between this strategy and Least Used Skills as Major Skills , in its strictest definition.

Many characters will have three most used skills that are all governed by the same attribute. For example, fighters are likely to rely on all three Endurance skills Armorer, Block, and Heavy Armor. Mages are likely to rely on all three Willpower skills Alteration, Destruction, and Restoration.

These are not, of course, the most optional of skills, nor preferred options; the point is that it is only having to level a particular Major skill that leads to uncontrolled character leveling, not the fact that the player might use it. Jane decides to make a character primarily relying on Speed and Agility to run around murdering folks. She makes the conscious decision not to worry about having higher maximum level, but does want to level as efficiently as possible.

So the player is faced with the task of increasing their power, which comes from skills, while raising level, which increases their enemies' skills, as little as possible. The most effective way to do this is to raise the combat skills. Combat skill gains are over 1. Moreover, three of the combat skills are based on Strength, which has five skills in total. Because there are two 'extra' skills, at least two of them can be raised without any regard to accumulating Attribute points.

Although the bonuses to Major skills will make a skill easier to level, because there is no danger of leveling too quickly with Minor skills, they can be raised to as soon as possible. So, counter-intuitively, skills that the player desires to be powerful not only in the long run but also to a lesser extent, sooner, can be made Minor. These skills can be used as often as the player wants and raised as high as the player wants, with no concern for leveling problems.

Determining what skills will be used the most, and for what purpose, is helpful in determining the allocation of Major and Minor categories. Gaining the maximum attribute bonus from each level helps to a small extent in maintaining a powerful character in a game where all monsters become more powerful as one's character gains levels, rather than a few powerful monsters being located somewhere that can be avoided until the character is ready to face them. In order to stay stronger than the monsters, it is necessary to level at will, rather than by accident; this can be expedited by intentionally avoiding picking major skills that are uncontrollably leveled, such as Athletics, and choosing instead those for which there are substitutes.

Even Blade, for example, can be an optional skill, because Axe, Blunt, Destruction, Hand to Hand, or Marksman can be used instead to avoid level-up. Mercantile is effectively uncontrollable in Oblivion it levels, albeit slowly, whenever the player makes a transaction, where in Morrowind it only did so when the player modified the buying or selling price. Major skills that are crucial to the completion of quests can require being ready with a substitute, e. For more on the importance of gaining maximum attribute bonuses and the means to achieve them, see Leveling.

Keeping level low while exploring Cyrodiil also maximizes opportunities to obtain the best available equipment. These are not, of course, the most optional of skills, nor preferred options; the point is that it is only having to level a particular Major skill that leads to uncontrolled character leveling, not the fact that the player might use it.

Drawbacks of this strategy include: it is time consuming at low levels although this is to be weighed against the savings in time of easier fights at higher level , and one's character's key survival skills all start at novice level, making for a steeper learning curve to be weighed against the benefits of an easier mid- and late-game.

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