The Elder Scrolls IV: Oblivion/Classes

Summary
Different character classes are available and pre-programmed within the Oblivion game. But also there's the tantalizing option of creating a brand new, customized class.


 * Caution when making a brand new, customized class. It will mean a little calculation in the beginning on the part of the player, since despite what's written out there, the fact of the matter is that a player's "Major" and "Minor" Skills rule the gameplay.

All classes fall into one of three main categories - Combat, Magic, Stealth. These categories govern several skill sets and provide bonus level points (+5) to all skills within that set. Most of which are obvious, like Armorer & Athletics belonging to the Combat category. One which is not obvious is the "Light Armour" skill because it is part of the Stealth category.

All classes have 2 governing attributes, which provide a bonus level to skills that are governed under the same attribute. Example: Intelligence & Strength. All skills with either of these attributes will have a +5 bonus, if they are in the "Major Skills" set.

Classes are further divided into "Major" and "Minor" Skills. A playable character must have 7 "Major Skills" and 14 "Minor Skills". All skills are related to a governing attribute.

Therefore most skills will begin with a base of 5 points in the level, once the player leaves the first dungeon (Imperial City Sewers). Although some skills may go up to 30 points depending on the race, birthsign and primary attributes chosen when creating a custom class.

Customizing a playing class, the player must follow the basic list of choices, which are (in order):
 * Choose your Class from one of the three choices - COMBAT, MAGIC, STEALTH - these will add a +5 bonus to skills linked to this class type.
 * Choose two primary Attributes
 * Choose seven skills to represent "Major Skills" - these are the skills that a player character needs to raise by a combined total of 10 points in order to gain a playing level.
 * Name the Player Class

Attributes
Attributes are stats that affect gameplay on a base level. Example: How NPCs react to a character is based on a player's Personality stat, if it's too low the NPCs will hate the player and think that they are ugly.

But attributes are also a factor to consider when choosing skills and placing them in a Major or Minor Skill, since it will be that much harder to gain Attribute Bonuses, if you can't use the skill without leveling up.

List of Attributes
 * Strength
 * Intelligence
 * Willpower/Will (Wisdom)
 * Agility
 * Endurance
 * Personality
 * Luck

Attribute Bonuses
Attribute Bonuses are aquired through skill use. The skill with the governing attribute will add a +1 bonus every 2 points gained. So that means that a player character can gain up to +5 points for a particular attribute, if the skills have been used, but no higher. Also, only three attributes can increase per level, even if there are +5 bonus points attached to all attributes.

If a player is cautious in their gameplay, then the person can manage a balanced type of game and level increase. However, if a player follows the general class format, then there is a greater chance that the gameplay may become unbalanced.


 * NOTE - The reason for balanced and unbalanced gameplay, is that ALL hostile creatures gain a level when the player character gains a level. So if the player is now a Level 5 character, ALL hostile creatures in the dungeons and in other quests are raised to Level 5 too.

A skill raised in the Minor Skill set will not raise a player character's overall level. Only in gaining 10 points total in the Major Skill set will do that.

COMBAT
As stated in the summary, there are three (3) main categories that classes fall under, including a set of skills that are governed under it. Here is the list of skills that fall under the COMBAT Category, that will receive the bonus of 5 level points, including their governing attribute:
 * Athletics; Speed
 * Blade; Strength
 * Block; Endurance
 * Blunt; Strength
 * Hand-to-Hand; Strength
 * Heavy Armour; Endurance

No matter where these skills are listed in the character class sheet (either Major or Minor) they will receive a plus 5 bonus, if the character class the player creates is categorized under COMBAT.

MAGIC
As stated in the summary, there are three (3) main categories that classes fall under, including a set of skills that are governed under it. Here is the list of skills that fall under the MAGIC Category, that will receive the bonus of 5 level points, including their governing attribute:
 * Alchemy; Intelligence
 * Alteration; Will
 * Conjuration; Intelligence
 * Destruction; Will
 * Illusion; Personality
 * Mysticism; Intelligence
 * Restoration; Will

No matter where these skills are listed in the character class sheet (either Major or Minor) they will receive a plus 5 bonus, if the character class the player creates is categorized class of MAGIC.

STEALTH
As stated in the summary, there are three (3) main categories that classes fall under, including a set of skills that are governed under it. Here is the list of skills that fall under the STEALTH Category, that will receive the bonus of 5 level points, including their governing attribute:
 * Acrobatics; Speed
 * Light Armour; Speed
 * Marksman; Agility
 * Mercantile; Personality
 * Security; Agility
 * Sneak; Agility
 * Speechcraft; Personality

No matter where these skills are listed in the character class sheet (either Major or Minor) they will receive a plus 5 bonus, if the character class the player creates is categorized under STEALTH.

Race & Racial Bonuses
Race is another factor in that particular races will have racial bonuses for certain skills, but it is not a part of the CLASS creation, when a player is asked to create a class.

The world of Elder Scrolls has 10 standard races, each different in appearance, as in their bonuses or weaknesses or some special "racial" bonus. They are:
 * Argonian
 * Skill Bonus
 * +10(each) - Athletics & Security
 * +5 (each) - Alchemy, Blade, Hand-to-Hand, Illusion & Mysticism


 * Racial Bonus
 * Resist Disease 75% (constant effect)
 * Immune to Poison 100% (constant effect)
 * Water Breathing (constant ability)


 * Breton
 * Skill Bonus
 * +10 (each) - Conjuration, Mysticism & Restoration
 * +5 (each) - Alchemy, Alteration, & Illusion


 * Racial Bonus
 * Fortified Maximum Magicka (+50 Magicka points)
 * Resist Magicka 50% (constant effect)
 * Dragonskin (Shield Ability) - 50% for 60 seconds once per day


 * Dark Elf
 * Skill Bonus
 * +10 (each) - Blade & Destruction
 * +5 Athletics, Blunt, Light Armour, Marksman, & Mysticism


 * Racial Bonus
 * Resist Fire 75% (constant effect)
 * Guardian Spirit - conjure Ancestor Ghost for 60 seconds once per day


 * High Elf
 * Skill Bonus
 * +10 (each) - Alteration, Conjuration, Destruction & Mysticism
 * +5 (each) - Alchemy & Illusion


 * Racial Bonus
 * Fortified Maximum Magicka (+100 Magicka points)
 * Weakness to FIRE, FROST, & SHOCK 25% (constant effect)
 * Resist Disease 75% (constant effect)


 * Imperial
 * Skill Bonus
 * +10 (each) - Heavy Armour, Mercantile & Speechcraft
 * +5 (each) - Blade, Blunt & Hand-to-Hand


 * Racial Bonus
 * Star of the West - (effect) Absorb Fatigue, 100 points, once per day
 * Voice of the Emperor - (effect) Charm, 30 points, once per day


 * Khajiit
 * Skill Bonus
 * +10 (each) - Acrobatics & Hand-to-Hand
 * +5 (each) - Athletics, Blade, Light Armour, Security, & Sneak


 * Racial Bonus
 * Eye of Fear - (effect) Demoralize, 100 points, once per day
 * Eye of Night - (effect) Night eye for 30 secondes, unlimited


 * Nord
 * Skill Bonus
 * +10 (each) - Blade, Blunt & Heavy Armour
 * +5 (each) - Armourer, Block & Restoration


 * Racial Bonus
 * Nordic Frost - (effect) Frost Damage on touch, 50 points, once per day
 * Woad (Shield Ability) - 30 points, for 60 seconds, once per day
 * Resist Frost - 50% (constant effect)


 * Orc
 * Skill Bonus
 * +10 (each) - Armourer, Block, Blunt & Heavy Armour
 * +5 - Hand-to-Hand, only


 * Racial Bonus
 * Berserk - (effect) Fortify Health for 20 points; Fortify Fatigue for 200 points; Fortify Strength for 50 points; Drain Agility for 100; all for 60 seconds, once per day
 * Resist Magicka 25% (constant effect)


 * Redguard
 * Skill Bonus
 * +10 (each) - Athletics, Blade & Blunt
 * +5 (each) - Light Armour, Heavy Armour & Mercantile


 * Racial Bonus
 * Adrenaline Rush - (effects) Fortify (Agility, Speed, Strength, Endurance) 50 points & Fortify Health 25 points for 60 seconds, once per day
 * Resist Poison 75% (constant effect)
 * Resist Disease 75% (constant effect)


 * Wood Elf
 * Skill Bonus
 * +10 (each) - Alchemy, Marksman, & Sneak
 * +5 (each) - Acrobatics, Alteration & Light Armour


 * Racial Bonus
 * Beast Tongue - (effect) Command Creature 20 points for 60 seconds, once per day
 * Resist Disease 75% (constant effect)

Birthsigns
Each player character must choose a birthsign prior to continuing the game. Birthsigns are the 'magical star', which determines additional bonuses and/or weaknesses of a character and possibly the effectiveness of a character class.

There are 13 birthsigns to choose from:


 * Birthsigns (bonus/weakness)
 * Apprentice (+100 Magicka Points, 100% Weakness to Magicka)
 * Atronach (NO Magicka regeneration ability, +120 Magicka Points, 50% chance of Spell Absorbtion)
 * Lady (+10 Willpower, +10 Endurance)
 * Lord (Restore Health by 6 points of regeneration every 15 seconds, Weak against Fire 25% constant)
 * Lover (Paralyze on touch for 10 seconds once per day, -120 points of Fatigue once per day)
 * Mage (+50 Magicka)
 * Ritual (Restore Health 200 points once per day, Turn Undead 100% for 30 seconds once per day)
 * Serpent (once per day: Damage Health on touch by 3 points for 20 seconds, Dispel 90%, Cure Poison & Damage Fatigue on self for 100 points)
 * Shadow (Invisibility for 60 seconds once per day)
 * Steed (+20 Speed)
 * Thief (+10 Agility, +10 Speed, +10 Luck)
 * Tower (Open Average Lock once per day, Reflect Damage by 5 points for 120 seconds once per day)
 * Warrior (+10 Strength, +10 Endurance)