in The Elder Scrolls IV: Oblivion Remastered , as in the original, a worked out editor of the creation of characters is presented, allowing you to configure a hero who is ideally suitable for almost any chosen play style. However, for this, it is necessary to choose the right race, the class of birth of the protagonist.
In this guide, we will consider all aspects of the creation of the character in this RPG in detail, indicating their features and how they influence the gameplay. With the help of our tips, you can immediately choose the perfect race, a class and a birth sign for your hero.
Immediately after the start of the game, you will need to choose a race and configure the appearance of your character. The race can really affect the gameplay, but the features of the face and body, unlike Dragon’s Dogma , will not lead to any game effects. So you can select the appearance based on your own preferences.
Having tuned in the race and appearance, as well as passing a little forward along the sewage system, you can choose two more characteristics that affect the gameplay: your zodiac sign and class. We add that right before leaving the dungeon you will get the last chance to change all these parameters, so we advise you to survive so that if possible you can return to this moment at any time.
Select the race in the Oblivion Remastered
stats and their description
we will begin with the consideration of races. Each of them has a different distribution of glasses of 8 attributes: strength, intelligence, willpower, dexterity, speed, endurance, personality and luck.
A brief description of the characteristics:
- Strength increases the damage from near -battle weapons.
- Intelligence increases the general magic (or manu;
- The willpower increases the resistance of magic, the maximum supply of forces (endurance) and mana regeneration.
- Dexterity will reduce the number of possible stunches, increase the damage from bows and the maximum supply of forces.
- The speed will increase how quickly you will move and the length of your jumps.
- Endurance will increase the maximum supply of strength and health, as well as the number of life points that you will restore during sleep and obtaining levels.
- Luck will reduce the likelihood that you will get sick and your bets on the arena will more often lead to winnings. Group.
combat skills:
- The blade determines the efficiency of the use of blade weapons.
- Dumb (crushing) determines the efficiency of the use of crushing weapons.
- Hand -to -hand Mennapashny determines the efficiency of the use of kulaks in battle.
- Allows you to more effectively repair your Equipment.
- Block allows you to more effectively block attacks by shields and weapons.
- Heavy armor will make your heavy armor more efficient in use, reducing its destruction speed and a character’s load.
- Athletics will allow you to quickly get out of the state of fatigue during running. SRC = “/WP-Content/Uploads/2025/04/Sozdanie-Personazha-V-TES-VIV-BLIVION -REMASHSHIJ-RASA-I-ROZHDENIIJA-5A4990E.WEBP” Alt = “Creating a character in TES IV Oblivion Remastered: Best Class, Race and Birth Sign”/>
Magic arts:
- The change gives some cool abilities, such as walking through water and breathing under water, magical discovery of locks, protective spells and changes in the load of the target.
- Destruction will allow you to pronounce destructive spells associated with the elements (fire, cold and electricity). Attacks.
- Alchemy will allow you to more effectively create potions and poisons, making it possible to determine more the properties of the reagents used.
- witchcraft makes it possible to call daedric and inanimate servants, create magical weapons and armor, as well as scare away the unsuccessful.
- mysticism makes the use of magic more efficient. hide, create light, cause silence, paralyze, command or influence the moral and aggressiveness of opponents.
The art of secrecy:
- Safety simplifies the hacking of doors and locks of chests.
- secrecy (sneak up) will simplify you robbing random passers -by.
- The shooter makes the use of onions more effective.
- Acrobatics will increase your vertical jump.
- Light armor will increase the efficiency Having reduced its destruction speed and the load on the character.
- Trade (trading) will allow you to sell items more expensive and buy cheaper.
- The eloquence will allow you to more effectively influence the characters, which is why they will begin to trust you faster and disclose important information for you.
Finally, each race has unique abilities that may include various resistances, passive buffs or active talents. Note that Remaster makes small changes to the values of attributes depending on the origin of your character. If you are scrupulous in relation to the characteristics, then be sure to check these differences during the creation of the character. Next, we will consider each race separately in more detail.
Argonian
Argonian has niche advantages: they are 75% more resistant to diseases and are completely immune to poisons. They also have congenital breathing under water and break the locks better. Water breathing is useful for studying the world, but very situationally, while resistance to disease/poisons helps mainly only against certain enemies.
As for the characteristics, they have decent values of dexterity and speed, which makes them capable of thieves or assassins. The inhabitants of Arnesia have more speed, and the natives of the thorns are more intelligence. However, note that with the exception of boosts of skills focused on stealth, such as athletics and safety, their racial abilities do not directly improve the combat or magical abilities of the character.
In short, then choose an argonian if you want to play for the lizard. In general, this is a rather flexible race that can become both a good secretive killer and a caster. Their advantages are more associated with survival in special situations than with pure combat power.
Bretons Bretonsev is often considered one of the best universal races in Oblivion. They are great for the magical styles of the game or the creation of hybrids that combine physical and magical attacks. They immediately receive +50 to mana and 50% resistance of magic, which allows them to neutralize half the damage from enemy spells.
Note: their special ability, the skin of the dragon, gives them a 50% shield by 60 seconds, which is great for increasing survival.
Bretons begin with high intelligence and willpower, which makes them excellent magicians. High-rok natives have more speed, and the inhabitants of the sisters are higher endurance. For Bretons, you can choose any class due to their high resistance to magic, which is especially useful for beginners in combination with dragon skin. Their main drawback is low starting endurance, which gives them less health and stock of strength in the early stages.
Nevertheless, Bretons are very universal. You can make it a fighting magician or warrior with the correct balancing of characteristics, and a pure magician is one of the most powerful magic builds in the game due to additional survivability.
Dancer (dark elf)
Duners – balanced fighters, best suitable for creating a hybrid of close combat and magic. Their attributes are well balanced and there are bonuses to the blade and destruction, which makes them excellent combat magicians – use the sword in one hand and the destruction spell in the other. They can also become good archers thanks to a small bonus to the arrow.
Dark elves have 75% resistance to fire – a strong protective perk, since many enemies use fiery attacks. Their special ability, the ghost of the ancestor, causes a ghost for 60 seconds. It is not very strong, but useful as a bait.
From the point of view of attributes, their main advantage is in high speed. The natives of Vvardenfell have more endurance (recommended), while the residents of the mainland are higher. They lack the pure power of the Nords/orcs or the stock of magic of the highest elves/Bretons, but they feel good in the middle. There is also a little lack of will strength. However, if you need a flexible character for mixed styles of the game, then Duners are a good choice.
Higher elves (altmers)
Higher elves are a race specializing in magic. They begin with the highest increase in mana (+100) among all races, which allows them to use more spells from the very beginning of the game. However, they also suffer from 25% of the vulnerability to damage from fire, cold and electricity, which makes them peculiar “glass guns.”
Their main attribute is intelligence, and they receive bonuses to destruction, mysticism and change. The Summerset Island Altmers have more speed, and the elves of Auridon have higher endurance (recommended). If you are completely committed to the creation of a purely magic build, then this is the best choice for you.
Imperial
The Imperials are definitely not specialists in battle, but instead they are focused on charisma and diplomacy. They have no resistance to the elements or significant strengthening of magic. Instead, they succeed in eloquence and trade, which makes them ideal for profitable transactions or obtaining information from NPC. The abilities of the Imperials only confirm their specialty: the emperor's voice calms the enemies or increases the location of the NPC, while the Western star absorbs 100 fatigue at the target.
The Imperials have a high meaning of personality, but low dexterity. The natives have more speed, and the inhabitants of Kolovia have higher willpower. They do not offer any combat or magic bonuses, but very universal-they can become knights, robbers or wanderers. For a neutral, universal start with a strong role -haired, an imperial is a good choice.
Cajit
Kajits are dexterous, secretive cat -shaped creatures, perfectly suitable for the role of a thief or assassin. They have high dexterity and decent speed, as well as large bonuses for acrobatics, secrecy and safety. This makes them an ideal choice for fans of fast close combat, for example, using daggers. Their eye of the night gives night vision, and the eye of fear makes enemies (up to 25 levels) run, which is great for an emergency shoot.
Their main drawback is the low indicators of strength and endurance and the lack of resistance, which makes them rather weak fighters in the first half of the game. The natives of Pellitin are higher with endurance (recommended), and in the inhabitants of the a joke – more power. Kajit-warrior is not the most effective build (especially in the early stages), but for stealth lovers, these cats are perfect.Nords are strong warriors from Skyrim, which are ideal for close combat. They begin with very high indicators of strength and endurance, which gives them the opportunity to painfully beat and withstand a large number of enemy blows. Natives of the West have more endurance, and the inhabitants of the East are higher than willpower. Their bonuses to skills include a blade, dumb (crushing) and heavy armor. Nords also have 50% resistance to cold and two unique abilities: Vaida-a 30-ok shield for 60 seconds, and northern frost-a 50-ok attack by cold from touch.
Nords can become an excellent warrior/tank. Vaida can help turn the course of even the most heavy battle. However, they are poorly suitable for stealth or magic battles, as they have low dexterity and mana. If your goal is to wave his hefty weapons and wear heavy armor, then the Nords will become an ideal choice for you.
Orcs
orcs – the strongest combat race, they are even stronger and more resilient than the Nords. Green -skinned begins with high endurance, willpower and strength. The natives of Orsinium have more intelligence, and the inhabitants of the stronghold have higher willpower. They have a built -in 25% resistance of magic, which is lower than that of Bretons, but still useful. Their unique ability: Berserk -gives +50 forces, +20 health and +200 forces for 60 seconds, due to the loss of -100 dexterity for the same period.
The orcs are ideal for building the bands of pure warriors and are especially effective against magicians due to their resistance to magic and high willpower. They can also become a paradise or fighting magicians. However, their low personality complicates social interaction, and terrible dexterity indicators make builds on stealth almost non -incurred. If you want to crush enemies with a huge combat hammer, then the orcs are your choice.
Redgard
Redgard is most likely the best race when it comes to aggressive close combat. They begin with the highest strength and increased endurance. The inhabitants of the Dragon Mountain have more strength, and the natives of the Alik'r desert is higher. They have 75% resistance to poisons and diseases, as well as bonuses to such skills as a blade, dumb, athletics and much more. Their unique ability – the release of adrenaline – gives +50 to strength, endurance, dexterity and speed, as well as +25 to health for 60 seconds (can be used once a day). In fact, he turns you into a destructive whirlwind.
redgards are ideal for creating fighters, barbarians or crusaders, that is, everyone who wants to get to the goal as possible and cause damage. At the same time, thanks to high speed and dexterity, you can well create a back of a scout or a combat archer. For beginners who need an aggressive character in close combat, Redgard is one of the best elections.
Bosmers (Forest Elph)
Forest elves are ideal for stealth attes and firing from onions. They begin with a +10 bonus to the skills of shooting, secrecy and other stealth lines, and also have high dexterity and speed. The natives of the reaper harvesting have more personality, and the inhabitants of the gravyud are higher with endurance. They also have 75% resistance to diseases and the ability “animal language”, which allows you to command the creature (up to the 5th level) for 60 seconds-very useful in the early stages.
Their main drawback is that the “bestial language” becomes useless already in the middle of the game, and they have no bonuses for near battle or magic. Therefore, warriors or magicians from forest elves are not very effective, at least in the first half. However, if you plan to play for a clever thief or skillful archer, then the Bosmer will be a great choice.
The best races
how could you see the information above, the best race is not good in Oblivion Remastered, which will be good in everything. Much depends on who exactly you intend to play. The table below shows what races should be chosen for certain game styles.
race Warrior (attack)Game Style redgard or orc warrior (protection) nord stealth/archers kajit or forest elf magician the highest elf or Breton universal imperial, argonian or dark elf Once again, we note that by the universal style we mean the possibility of creating hybrid builds. In this case, you should choose a race that does not have a predisposition to any style of the game, and there are no obvious bonuses to the near battle or magic.
Important: some characters may have unique dialogs based on the race you have chosen. For example, the greeting of another prisoner in prison at the very beginning of the game will just depend on the one you chose. However, in general, these phrases practically do not affect the gameplay, quests and history as a whole.
Birth signs in Oblivion Remastered
Having set up appearance and race, move forward along the training mission, fighting rats and goblins. Soon you will meet the emperor and his bodyguards again. The conversation will go about the gods, after which you will need to choose one of the 13 characters for your character. This is a permanent choice that will provide you with either a constant strengthening of characteristics or powerful abilities similar to spells. These bonuses are preserved throughout the game, so be careful, as some signs have disadvantages. Next, we will briefly describe each sign.
Warrior
Warrior – gives a constant increase of +10 to force and +10 to endurance, which makes it an excellent choice for any character of close combat.
Strength increases damage in close combat and transferred weight; And endurance gives more starting health and accelerates its regeneration. There are no shortcomings here – only a pure increase in characteristics. Warriors, knights, barbarians – all who are focused on close combat – get a great benefit from this sign. Even assassins or magicians can use it to increase their survivability and carrying capacity. This sign goes well with the Nordic or Redgard builds on a warrior.
Mag
Mag – gives +50 mana units forever. This is a huge plus for caster, since the more magic they have, the more spells they can apply before the rest.
Like the warrior, he has no shortcomings. For wizards and combat spellbaters, the magician is a safe and good choice. In fact, this is a mini-version of the bonus of mana altmers, but available to any race. Not even magicians can take it, for example, for the more frequent use of attending spells, although fighters and thieves, as a rule, prefer other signs. It works especially well with Bretons, since in total they receive +100 to magic.
Thief
Thief – gives +10 to dexterity, speed and luck. This sign is specially created for thieves and archers.
Dexterity increases the damage and the supply of arrow and helps to resist stunning; Speed improves movement, which is useful for kiting or escape; Luck gives small reinforcements to all skills (in the later stages there will be few benefits from it). Again, there are no shortcomings – only amplification. Although stealth characters will receive the greatest benefit from this sign, however, other classes can be used that will be useful to increase speed and good luck.
Horse
Horse-gives +20 to speed forever. This is a noticeable amplification, which is comparable to approximately two free increase in speed levels. You will improve both running and swimming.
Great for players who value mobility above all: perhaps you are a kite ray, a heavily brown warrior, moving too slowly, or just a traveler who loves to explore the terrain. Although this does not increase combat power directly, however, a higher speed helps to evade blows, run away or quickly get to the enemies. It is well suited for archers-bossiers or easily armored editors. However, the speed is easily pumped naturally, and thanks to the mechanics of the sprint in the “remaster”, this sign has become less effective than in the original.
Pupil
The student – gives +100 mana units (more than that of the magician), but at the same time increases 100% vulnerability to magic.
This is the best choice for a “glass gun.” For experienced spellwriters who know how to avoid getting damage, this sign can be a good option: if you combine with the highest elf, then you will even get a fabulous increase in mana. If you take a Breton, you can partially compensate for a lack of 50% resistance to magic.
Shadow
Shadow – gives the ability to “moon shadow”, allowing you to become invisible 60 seconds once a day.
With the help of invisibility, you can slip by enemies or imperceptibly apply a blow to the back – the main thing is not to interact with the world, otherwise the effect will end. Ideal for assassins or thieves who need to quickly escape or ambush. Nevertheless, stealth characters often gain access to chameleon spells or invisibility later, and Jones's shadow at the early stage offers a similar effect. So it’s better to look at more useful signs.
Ritual
Ritual – gives two abilities: “Gift of Mara”, a one -time complete healing (200 points) and “Blessed Word”, which scares off the undead (level 25 and lower) in the region of several meters for 30 seconds.
These are useful effects in the early stages, especially in areas where it is full of undead. Duners can get the most benefit due to their combination of close combat and magic, but in general it is a universal sign suitable for any style of the game.
atrones
atronne-gives +150 to magic and 50% absorption of spells, but you will begin to suffer from the “slowing of magic”, that is, Mana will cease to recover over time. You will need potions, absorption of spells, Aydey wells or enchanted equipment to restore it.
This makes Atronhah a great option for fans of using powerful spells requiring a large number of mana and absorption of enemy spells, but if you end in the middle of the battle, then you will find yourself in a very disastrous position. It is best suited for combat magicians or swordsmen-amaclers who can switch to near-battle weapons if necessary. If you are not embarrassed by micro -management, then this sign will supply you with unsurpassed reserves of magic, but for an ordinary wizard, signs as a magician and student are better suited.
Tower
The Tower is a utility that gives two abilities available once a day: “The key to the tower” instantly opens the average castle (the safety skill is not taken into account), but “Tower Wareclier” once a day reflects 5 units of damage for 120 seconds and gives 60 seconds to detect life.
These abbers are convenient at the initial stage, but they become useless as soon as you get similar spells or start to cracked the castles masterfully. A good choice for a thief or a build focused on utilitarianism than on combat power. However, in general, it is considered one of the weakest signs in the game.
Lord
Lord – gives +15 to the armor rating and +15% to the resistance of magic. This birth sign was updated in the “remaster”, becoming a powerful protective option for tanks or those who want to maximize their resistance to magic.
it does not give any advantages in the attack, therefore it is best suited for characters oriented exclusively on survival – ideal for tanks, owners of heavy armor or builds aimed at the use of slow heavy weapons.
ladies
Lady – gives +10 to willpower and +10 to endurance, and has no shortcomings. Endurance is the key to the growth of health; Willpower enhances the regeneration of magic and helps to quickly increase the level of magical skills.
This is a great sign for hybrid builds, such as paladins or fighting magicians who want to fight in close combat and conjure. Even pure warriors can benefit from additional endurance, and magicians (especially the highest elves or Bretons) will evaluate an increase in survivability and accelerated restoration of magic. Very balanced, comprehensive sign.
lover
Lover – gives the ability to “kiss a lover”, which paralyzes the target for 10 seconds due to 120 units of the reserve of forces (once a day). Although 10 seconds of paralysis are an extremely useful abidelers, allowing you to strike at the enemy without fear or quickly escape from it, exhaustion can make you vulnerable.
It is best to use at the very beginning of the battle or in battles one on one. It goes well with the Imperials, who can restore the supply of forces with the help of the Western Star. Nevertheless, at the later stages of the potion and poisons, similar effects can give, so the lover is definitely not a good long -term option.
The snake
snake – gives a “snake spell”, which causes the enemy of 3 points per second for 20 seconds (only 60 units), heals you from poison, disperses you to the poison. 90 points of magical effects and sucks 100 units of your stock of strength (can be used once a day).
This sign was updated in a remaster. Its strength is universality: you can simultaneously damage enemies and purify yourself. However, the penalty and limited use make it less attractive than more narrowly focused signs, such as a magician. It is best suited for caster who want to get a good spell from the very beginning and are ready to put up with its shortcomings.
The best birthpark
, as in the case of races, you can not choose one best sign that would significantly exceed all other options. You will have to choose again based on your future style of the game. The table contains the most optimal solutions.
Warrior (close battle) style of play The best birthpark Warrior, Lord, atrones thief/archer/assassin thief, horse, horse magician magician, student, atrones universal lady the best classes in Oblivion Remastered
continue to move on until the emperor attacks the assassin and kills him. After that, talk with Baurus, which will lead to the opening of the window with the choice of class. All of them will be divided into 3 specializations: battle, magic and secrecy. Each of them will represent 7 finished classes. Plus, you can create your own class by choosing preferred attributes and skills.