Sign in or create a new Leaptrade account to start trading games in no time!

The Elder Scrolls IV: Oblivion

The Elder Scrolls IV: Oblivion / Xbox 360
$4.00
requestsell
editor score 1
user score 6.8
CollectionWatchlist
Release Date

03/20/2006

Genre

Action

Role-Playing

Fantasy

Themes

Fantasy

Medieval

Developer

Bethesda Softworks

Publisher

2K Games

Overview

Oblivion is an action-oriented role-playing game providing players with a world they can traverse at will. Though the core storyline provides a linear, mission-driven experience, the player is free to pursue a staggering number of side quests that slowly develop and improve their character. Players are free to explore the open world of Cyrodiil however they wish, giving Oblivion a unique Sandbox element. The game was developed by Bethesda Softworks for the PC, Xbox 360, and PlayStation 3. Bethesda also released a Game Of The Year Edition and a Collector's Edition.

Todd Howard said that originally the easier route was to do a two year sequel, but through much persuasion he managed to convince the "upper management" to give them four years to work on Oblivion. This meant that the team would be developing the game for next gen consoles that didn't even exist yet. In fact, the team didn't get final hardware until the last six months or so of development.

Plot

The Great Gate
The Great Gate

The Elder Scrolls IV: Oblivion takes place in the same universe as its predecessors; Arena, Daggerfall, and Morrowind, though its specific storyline is original. The game is set in the imperial province of Cyrodiil, an expansive territory spanning several square miles. Oblivion casts the player as a prisoner within the jail of the Imperial City, imprisoned for an unspecified crime. The player soon encounters the Emperor himself (voiced by Patrick Stewart), who later dies and gives you the Amulet Of Kings to give to his son Martin (voiced by Sean Bean), the new heir to the throne, who you have to protect from a Daedroth named Mehrunes Dagon. Dagon is the ruler of the hellish plane of Oblivion, and seeks to conquer the mortal realm with his Daedric armies and the help of a mysterious cult called the 'Mythic Dawn'. At the same time, trans-dimensional portals known as Oblivion Gates appear throughout Cyrodiil and spawn monsters across the landscape.

After leaving the prison, the player heads to Weynon Priory to locate a man named Jauffre, who is the Grandmaster of the Blades (the guards assigned to protect the Emperor). He directs the player to the city of Kvatch, where he believes the last son of Uriel Septim is located. The player heads there and manages to locate Martin; unfortunately, the entire city is being destroyed by Daedric forces, as an Oblivion Gate opened in the middle of it. The player hooks up with the guards defending Kvatch and after a lengthy battle manages to drive the Daedra out. Martin then agrees to travel to Weynon Priory to see Jauffre and get the Amulet of Kings. However, when they arrive they are attacked by Assassins. The player successfully repulses the invaders, but they discover that the Amulet of Kings is no longer in their possession.

Just when you thought it was over
Just when you thought it was over

In order to track down the culprits, the player heads to the Imperial City and meets up with Baurus, who was present when Uriel Septim was murdered. Together they discover the location of a Mythic Dawn shrine, the faction that orchestrated the assassination. The player infiltrates the shrine and manages to steal the Mysterium Xarxes, an evil tome written by Mehrunes Dagon himself. Martin then realizes that they need to open a portal to Mankar Camoran's Paradise, the man that is in possession of the Amulet of Kings. The player then goes treasure hunting, gathering up the necessary items needed to open the portal. He/she retrieves the Armor of Tiber Septim (which has the Divine's blood on it), a Great Welkynd Stone, and the Great Sigil Stone from the Great Gate. With these Martin is able to successfully open a portal to Paradise, and the player ventures into it. The player is able to kill Mankar Camoran and escapes with the Amulet of Kings.

Unfortunately, all hell has broken loose in the Imperial City. An Oblivion Gate opens, and Mehrunes Dagon himself makes an appearance to reign destruction of everything. A huge battle ensues, and the player escorts Martin to the Temple of the One. At the same time, Dagon smashes through the roof and is about to kill both of them when Martin makes the ultimate sacrifice. He fuses all of the powers and transforms into the Avatar of Akatosh. The two of them battle, and Martin is able to defeat Dagon. However, the creature he has turned into freezes into stone, an eternal monument representing his ultimate sacrifice to save Cyrodiil.

Side Quests

Apart from the main quest, numerous guilds offer to recruit the player; each with different specialties and flavors. The Fighters Guild and Mages Guild quest lines are pretty straight-forward, while others, like the Arena make the player get creative against progressively difficult A.I. gladiators. The Dark Brotherhood and Thieves Guild quest lines require the player to murder and steal, respectively. Apart from the guild quests there are many other quests in Cyrodiil that lead to great rewards.

Many quests can be completed in more than one way. For example, there is one quest where a player is asked to retrieve a special sword. Once they get the sword, they realize that it clearly belongs to the Castle of Chorral, and at that point they can either return it to the castle or the quest giver, with both options offering different rewards. In addition to side quests are shrine quests that can be taken on when "speaking" to a shrine. There are multiple shrines in the game, each one requiring the player to be a certain level and to make a certain offer before giving the quest. Once the quest is completed, the shrine will give them a reward. One of the possible rewards is the Skeleton Key, which is an unbreakable lockpick.

Visuals and Modification

Bloom effects and HDR lighting are all present in Cyrdodiil
Bloom effects and HDR lighting are all present in Cyrdodiil

Upon release, the game was noted for being visually striking, providing gorgeous vistas and realistic, sprawling environments for the player to explore. The development team worked from real photographs to deliver the best looking game world they could. While Morrowind featured mostly smoothed over terrain, Oblivion has a much bigger focus on flora. Environments were procedurally generated allowing the landscape to be created very quickly. (They even used SpeedTree!) The draw distance in Oblivion is very lengthy, allowing players to see very far out.

Dynamic weather and day/night cycles give Oblivion a realistic feel. At any time the weather can change from sunny to overcast to rainy then back to sunny. The weather also fits certain parts of the game world: if you go to the murky swamps, it's probably going to be raining a lot. Likewise, if you go up into the mountains it will probably be snowing.

Bethesda noted the extreme popularity of the previous game, Morrowind, and developed Oblivion to be open to user modification. Soon after release fans began to modify everything from the game's core balance mechanics and inventory interface to specific environmental textures and even something as seemingly insignificant as the effect when drunk.

Customization

The game allows players to have highly customizable characters. Their gender, looks, race, and class (custom or default), are all interchangeable. Each class features a specialization mechanic for the twenty one skills, seven major skills, and a bonus for two of the eight different attributes. At the beginning of the game, players choose a race and can alter their character's appearances in many ways, such as adjusting the height of your nose to changing how big your lips are.

Changes from Morrowind

Up close and personal
Up close and personal

Certain features from Morrowind are not included, with primarily armor and weapon types and skills simplified. For example, Wakizashis and Throwing Stars are not present in the game, as is also the case with the skills Long Blade, Medium Blade and Short Blade. Another important change to the player's interaction with the game world is the removal of the ' Levitate' spell. Players are now able to instantly travel to locations they have previously visited. The Journal, a focus of significant criticism in Morrowind, is a lot more accessible and user-friendly. All conversations with NPCs now involve full voice-acting, unlike the text-based approach of Morrowind. Another key difference is the fact that enemies did not scale in Morrowind, but do scale in Oblivion based upon your level. Arguably the biggest and most noticeable change from Morrowind is the combat itself. Morrowind took the traditional "dice roll" combat approach which determined whether the player controlled character hit the enemies based upon stats, as well as random chance. This made the game play and feel more like traditional pen and paper RPGs. Oblivion took a more modern approach and essentially made it so if the player controlled character made contact with the enemy, that said enemy took damage. (Every enemy also has a health bar so you can see how much damage you are causing).

Rating Controversy

Originally, Oblivion was rated T for Teen by the ESRB. However, PC modders soon dug up nude character model art files within the code and applied them to the game, allowing people to play as a topless female character. Around this time, the ESRB also found out about some of the games gruesome violence that they were not aware of when rating the game.

When a game is ready to be rated by the ESRB, the developers submit a questionnaire about the game and a video showing the game's most extreme content. These videos can range from a few minutes of footage to hours of gameplay. The ESRB examines these and rates the game based on what they see. (The ESRB consists of volunteer members who have no affiliation with the game being rated). The ESRB claimed that Bethesda purposefully kept the violence they saw out of their reports to get the game a T rating. They also accused Bethesda of including nudity in the game without telling them. Bethesda responded by saying they did not create nude character art in the code and that the topless mods were created by the community.

The Tamrielic Continent

Provinces

Tamriel is divided into 9 big provinces, them being:

Map of the Tamrielic continent
Map of the Tamrielic continent
  • Cyrodiil
  • Skyrim
  • High Rock
  • Morrowind
  • Hammerfell
  • Valenwood
  • Elsweyr
  • Black Marsh
  • Summerset Isle
Cyrodiil
Both Elder Scrolls IV: Oblivion's action and story take place in the province of Cyrodiil, whose land is in turn divided into several regions, each one of them with its own specific fauna and flora.
 

Blackwood

  • Location: east of Leyawiin
  • Flora: swamp-like area
  • Fauna: mud-crabs, rats, wolves
 

Colovian Highlands

  • Location: north of Chorrol
  • Flora: lush highlands
  • Fauna: bears, wolves, deer, mountain lions
 

Gold Coast

  • Location: west of Kvatch
  • Flora: rocky hills
  • Fauna: mountain lions, deer, wolves, mud-crabs
 

The Great Forest

  • Location: west of the Imperial City
  • Flora: woodlands
  • Fauna: bears, deer, rats, lions, wolves
 

The Heartlands

  • Location: north of the Imperial City
  • Flora: green prairies
  • Fauna: deer, wolves, timber wolves
 

Jerall Mountains

  • Location: north of Bruma
  • Flora: snowy mountains
  • Fauna: wolves, bears
 

Nibenay Basin

  • Location: east of Bravil
  • Flora: dense lush forests and lakes
  • Fauna: wolves, timber wolves, boars, mountain lions
 

Nibenay Valley

  • Location: south of the Imperial City
  • Flora: dense lush forests and lakes
  • Fauna: wolves, timber wolves, boars
 

Valus Mountains

  • Location: east of Cheydinhal
  • Flora: snowy forests
  • Fauna: wolves, bears, deer
 

West Weald

  • Location: east of Skingrad
  • Flora: rocky forests
  • Fauna: bears, West Weal bears, deer, mountain lions, rats, wolves

Cyrodiil's Major Cities

ANVIL
Anvil
Anvil

Anvil's Seal
Anvil's Seal
One of the only port cities in Cyrodiil, Anvil is a strategically placed city that has direct access to the open sea. It has maintained a successful and long-lasting trade industry due to this advantage; sailors can easily come and go as they please. The docks themselves are designed to serve the needs of crew members belonging to ships that are visiting the city. There is a inn that only seamen can use and a well-known bar.
BRAVIL
Bravil
Bravil

Bravil's Seal
Bravil's Seal
Bravil is a town in southern Cyrodiil. It is most likely one of the poorer towns in all of Cyrodiil. The entire place is bathed in muddy shades of brown, and the houses are all constructed with wood. Also, there is a skooma den within the city, suggesting that crime is high in Bravil and that it isn't exactly a safe place to be.
BRUMA
Bruma
Bruma

Bruma's Seal
Bruma's Seal
Bruma is located high up in the Jerall mountains in the northern part of Cyrodiil. It is heavily populated by Nords who have flocked their due to the city's similarities to their home country of Skyrim. The climate in Bruma is especially harsh, with snowstorms being a common occurrence. As such, both the houses and the people have adapted to the environment.
CHEYDINHAL
Cheydinhal
Cheydinhal

Cheydinhal's Seal
Cheydinhal's Seal
Cheydinhal is heavily populated by Dark Elves due to its proximity to Morrowind. The Dark Brotherhood is based in Cheydinhal in an abandoned house. Not much else is significant about the city, although it is rather beautiful partially because of the lake it is situated on.
CHORROL
Chorrol
Chorrol

Chorrol's Seal
Chorrol's Seal
Chorrol is a pretty settlement found at the base of of the Colovian Highlands. The place is exceptionally clean and wealthy, although there is still some poverty in certain parts of the city. The Guildmaster of the Fighter's Guild, Vilena Donton, lives in Chorrol, suggesting that the city serves as the headquarters for the organization.
IMPERIAL CITY
Imperial City
Imperial City
The capital of Cyrodiil, Imperial City, can be seen from virtually everywhere. The city has the largest market in the game, with shops in town devoted to nearly everything from alchemy to shields. The large tower in the middle makes it easy for travelers to locate and identify the city.
KVATCH
Kvatch
Kvatch

Kvatch's Seal
Kvatch's Seal
The city of Kvatch is destroyed at the very beginning of Oblivion by the Daedra following the opening of an Oblivion Gate right in the middle of the city. Not much is known about the state of the city before the attack, or what it was like.
LEYAWIIN
Leyawiin
Leyawiin

Leyawiin's Seal
Leyawiin's Seal
Leyawiin is close to Black Marsh and Elsweyr, and because of that it is inhabited mostly by Argonian and Khajiit residents. The city is mostly quiet, and rainfall is very common.
SKINGRAD
Skingrad
Skingrad

Skingrad's Seal
Skingrad's Seal
Skingrad is a mostly gray city situated on a large trench. There are two distinct sides to the city. The side with the large chapel mostly has small houses. On the contrary, the other side of the city is dotted with enormous buildings, each with heavily fortified doors. Vampires seems to be common in Skingrad.

The Nine Divines

The Nine Divines is the official religion of Cyrodiilic.

The original Pantheon of deities consisted of 8 Aedra, which roughly translates as "our ancesters". The Aedra were not immortal in the true sense of the word, but they could not die of natural causes, only if killed-- they were known as the Eight Divines. Talos, once known as Tiber Septim was added to the Pantheon later, after having conquered and unitied Tamriel under one flag.

Each of these Divines has Altars, Chapels, Temples and Wayshrines spread throughout Tamriel's lands. Their Altars bless the player with temporary attribute fortifications.

AKATOSH
 

Akatosh's Sign
Akatosh's Sign



DesignationBlessingTime Duration
The Dragon God of Time plus 5 Speed points 300 seconds
ARKAY
Arkay's Sign
Arkay's Sign

 



DesignationBlessingTime Duration
God of the Cycle of Birth and Death plus 10 Health points 300 seconds
DIBELLA
 

Dibella's Sign
Dibella's Sign

DesignationBlessingsTime Duration
Goddess of Beauty plus 5 Personality points 300 seconds
JULIANOS
 

Juliano's Sign
Juliano's Sign

DesignationBlessingsTime Duration
God of Wisdom and Logic plus 5 Intelligence points 300 seconds
KYNARETH
 

Kynareth's Sign
Kynareth's Sign

DesignationBlessingsTime Duration
Goddess of Nature plus 5 Agility points 300 seconds
MARA
 

Mara's Sign
Mara's Sign

DesignationBlessingsTime Duration
Mother-Goddess and Goddess of Love plus 5 Willpower points 300 seconds
STENDARR
 

Stendarr's Sign
Stendarr's Sign

DesignationBlessingsTime Duration
God of Mercy plus 5 Endurance points 300 seconds
ZENITHAR
 

Zenithar's Sign
Zenithar's Sign

DesignationBlessingsTime Duration
God of Work and Commerce plus 5 Luck points 300 seconds
TALOS
 

Talos' Sign
Talos' Sign

DesignationBlessingsTime Duration
God of War plus 5 Strenght points 300 seconds

Races

There are 10 distinct races in Elder Scrolls IV: Oblivion,which come from different provinces. Each one has different Attribute bonuses and minuses, and skill boosts. Several also have racial traits, that affect different stats or provide extra spells or bonuses. Males and females of each race also have slightly different attributes.

HIGH ELVES (Altmer)

A High Elf (Altmer)
A High Elf (Altmer)

High Elves hail from Summerset Isle and are a gold-skinned elven people whose name, the Altmer, means "The Cultured People." They are rather proud and are often seen as snobbish, which is a well-deserved description since they refer to the other races as "lesser races." They are a good choice for a true spell-casting character that likes to go on the offensive. They have a bonus to one of the essential mage attributes, and skill bonuses in several magical fields. However, they have an innate weakness against other mages due to a weakness to fire, frost, and shock. They work best against melee or ranged opponents because of this weakness, but are otherwise a good choice for spell casting.

Attributes:Males:

  • 10 Intelligence
  • -10 Strength and Speed

Females:

  • 10 Intelligence
  • -10 Strength and Endurance

Skills:

  • 10 Alteration, Destruction, and Mysticism
  • 5 Alchemy, Conjuration, and Illusion

Traits:

  • High Elf Enhanced Magicka: Fortify Magicka 100 points on self, constant (boosts Magicka permanently by 100 points)
  • High Elf Disease Resistance: Resist Disease 75% on self, constant (75% chance to not contract a disease when exposed to it)
  • High Elf Elemental Weakness: Weakness to Fire, Frost, and Shock 25% on self, constant (take 25% more damage from fire, frost, and shock effects)

ARGONIANS

An Argonian Thief in Leather Armor
An Argonian Thief in Leather Armor

Argonians are originally from Black Marsh, but their time fighting land-dwelling invaders has made them amphibious. They are at home both in water or on land. Generations of fighting on their home turf have imbued in them the skills necessary for quick and decisive surprise attacks. They are reptilian in nature and have small gills that allow them to breathe underwater. Argonians make good Thieves and Rogues, or any other type of sneaky character. If you don't want to head down that path, they do have some innate ability in magic, so they can make good spell casters as well. Generally an Argonian is a good all rounder for either specialization as they gain bonuses to skills that can be used in combat specialization and for methods of attack in stealth specialization while being capable of magic.

Attributes:Males:

  • 10 Agility and Speed
  • -10 Willpower, Endurance, and Personality

Females:

  • 10 Intelligence
  • -10 Personality and Endurance

Skills:

  • 10 Athletics and Security
  • 5 Alchemy, Blade, Hand-to-Hand, Illusion, and Mysticism

Traits:

  • Argonian Disease Resistance: Resist Disease 75% on self, constant (75% chance to not contract a disease when exposed to it)
  • Argonian Poison Immunity: Resist Poison 100% on self, constant (Immunity to all poisons)
  • Argonian Water Breathing: Water Breathing on self, constant (Ability to breathe underwater for an unlimited amount of time)

WOOD ELVES (Bosmer)

A Wood Elf civilian
A Wood Elf civilian

Wood Elves hail from a forested province in southwestern Tamriel called Valenwood. Their name means "the Tree-Sap People," and is meant to indicate their break with their Altmer and Dunmer cousins. They are much more down-to-earth and humble, preferring to live with and around nature. They have no compulsion to assert their cultured selves over other races like the Altmer. They are agile and cunning, and amazing with bows, abilities that lend them toward stealth gameplay, like the Argonians.

Attributes:Males:

  • 10 Agility and Speed
  • -10 Strength, Willpower, and Personality

Females:

  • 10 Agility and Speed
  • -10 Strength, Willpower, and Endurance

Skills:

  • 10 Alchemy, Marksman, and Sneak
  • 5 Acrobatics, Alteration, and Light Armor

Traits:

  • Beast Tongue: Command Creature up to Level 5 (20 points) for 60 seconds on target, once per day (Can control small creatures)
  • Wood Elf Disease Resistance: Resist Disease 75% on self, constant (75% not to contract a disease when exposed to it)

BRETONS

A Breton in Mithril Armor
A Breton in Mithril Armor

Bretons are a half-elven people from the province of High Rock. They owe their existence to the fusion of the Altmer elves and Nedic peoples in the First Era. They are highly intelligent, and coupled with a resistance to Magicka, they make good mages, especially against other casters. They are the magical combat "yin" to the Altmer's "yang", so to speak.

Attributes:Males:

  • 10 Intelligence and Willpower
  • -10 Agility, Speed, and Endurance

Females:

  • 10 Intelligence
  • -10 Strength, Agility, and Endurance

Skills:

  • 10 Conjuration, Mysticism, and Restoration
  • 5 Alchemy, Alteration, and Illusion

Traits:

  • Breton Enhanced Magicka: Fortify Magicka 50 points on self, constant (boosts Magicka permanently by 50 points)
  • Breton Magic Resistance: Resist Magic 50% on self, constant (take 50% less damage from magic effects)
  • Dragon Skin: Shield 50% on self, 60 seconds, once per day (take 50% less damage from physical attacks for one minute)

DARK ELVES (Dunmer)

A Dark Elf in Fur Armor
A Dark Elf in Fur Armor

Dark Elves are the dark-skinned, red-eyed elven people from the Imperial province of Morrowind. Dark Elves make very good combat mages, combining physical attacks with either the sword or bow with magical spells. Growing up around the volcanic Red Mountain has increased their resistance to heat and fire. Dark Elves are balanced, all-around characters, since they have skill in both magic and fighting.

Attributes: Males:

  • 10 Speed
  • -10 Willpower and Personality

Females:

  • 10 Speed
  • -10 Willpower and Endurance

Skills:

  • 10 Blade and Destruction
  • 5 Athletics, Blunt, Light Armor, Marksman, and Mysticism

Traits:

  • Ancestor Guardian: Summon Ancestor Guardian for 60 seconds on self, once per day (Summons a ghost to fight with you)
  • Dark Elf Fire Resistance: Resist Fire 75% on Self, constant (Take 75% less damage from fire effects)

IMPERIALS

An Imperial in Steel Armor
An Imperial in Steel Armor

Imperials are humans from the province of Cyrodiil. They are well-known for their disciplined militias, and though they are physically less intimidating than other races, they make good diplomats and traders. Their military discipline along with their diplomatic skill have allowed them to subdue all the other races either by word or by force, to create their glorious Empire. Imperials make good warrior characters as they get bonuses to melee skills and have a racial disadvantage in stealth-related tasks. They're built for taking damage while dispatching foes, rather than hit-and-run tactics.

Attributes:Males:

  • 10 Personality
  • -10 Agility and Willpower

Females:

  • 10 Personality
  • -10 Agility and Speed

Skills:

  • 10 Mercantile, Speechcraft, and Heavy Armor
  • 5 Blade, Blunt, and Hand-to-Hand

Traits:

  • Star of the West: Absorb Fatigue 100 points on touch, once per day (absorb 100 points of Fatigue from one target you are touching)
  • Voice of the Emperor: Charm 30 points for 30 seconds on target, once per day (Increase one target's starting disposition by 30 points)

KHAJIIT

A Khajiiti highwayman in Fur Armor
A Khajiiti highwayman in Fur Armor

Khajiit are a feline race from Elsweyr. Their strength and agility make them extremely capable as either Warriors or Thieves, though some are capable in magical arts. If you want a stealth-related character, Khajiit, along with Argonians, are the best choice. Khajiit also hold the ability Eye of Fear; a power that makes enemies become afraid and run away for a short period of time.

Attributes: Males:

  • 10 Personality
  • -10 Agility and Willpower

Females:

  • 10 Personality
  • -10 Agility and Speed

Skills:

  • 10 Mercantile, Speechcraft, and Heavy Armor
  • 5 Blade, Blunt, and Hand-to-Hand

Traits:

  • Eye of Fear: Demoralize up to Level 25 (100 points) for 30 seconds on target, once per day (Causes target to run in fear for 30 seconds)
  • Eye of Night: Night-Eye for 30 seconds on self (grants night vision for 30 seconds)

NORD

A Nord civillian
A Nord civillian

The Nord are a race of tall humans from the frozen region of Skyrim. The harsh conditions of their homeland have conditioned them to be highly trained Warriors with a high tolerance for cold. They make a their living with transoceanic trade, and are quite skilled at sailing. Nords are a great choice for melee fighters due to their attributes and skill bonuses.

Attributes:Males:

  • 10 Strength and Endurance
  • -10 Intelligence, Willpower, and Personality

Females:

  • 10 Strength
  • -10 Intelligence and Personality

Skills:

  • 10 Blade, Blunt, and Heavy Armor
  • 5 Armorer, Block, and Restoration

Traits:

  • Nordic Frost: Frost Damage 50 points on touch, once per day (deal 50 Frost damage to one target)
  • Woad: Shield 30% for 60 seconds on self, once per day (take 30% less damage from physical attacks)
  • Nord Frost Immunity: Resist Frost 50% on self, constant (take 50% less damage from Frost effects)

ORCS

An Orc Merchant in Leather Armor
An Orc Merchant in Leather Armor

The Orcs' ancestral name, Orsimer, means the "Pariah Folk," and they come variously from the Wrothgarian Mountains, Dragontail Mountains, and a city named Orsinium, which translates to "City of the Pariah." Historically, Orcs were feared and hated by the other races, but after service in the Imperial Legion, they have become more accepted in society. They are renowned as fine blacksmiths, especially for their heavy armor, and are highly valued on the front lines of combat. Orcs specialize in Blunt melee combat, and work best wielding a club or similar melee weapon while wearing heavy armor.

Attributes: Males:

  • 10 Willpower and Endurance
  • 5 Strength
  • -10 Intelligence, Speed, and Personality
  • -5 Agility

Females:

  • 10 Endurance
  • 5 Strength and Willpower
  • -15 Personality
  • -10 Speed
  • -5 Agility

Skills:

  • 10 Armorer, Block, Blunt, and Heavy Armor
  • 5 Hand-to-Hand

Traits:

  • Berserk: Fortify Fatigue (200 points), Health (20 points), and Strength (50 points); Drain Agility (100 points) all for 60 seconds on self, once per day (boosts Fatigue, Health, and Strength; decreases Agility)
  • Orc Magic Resistance: Resist Magic 25% on self, constant (receive 25% less damage from magic effects)

REDGUARD

A Redguard swordsman
A Redguard swordsman

The Redguard are a dark-skinned folk from Hammerfell. They are naturally skilled in combat, but their sense of independence and legendary pride discourage an organized army. They are comfortable with many types of weapons and armor types, and their resistance to disease and poisons make them tough. They work best as melee fighters.

Attributes:Males:

  • 10 Strength and Endurance
  • -10 Intelligence, Willpower, and Personality

Females:

  • 10 Endurance
  • -10 Intelligence and Willpower

Skills:

  • 10 Blade, Blunt, and Athletics
  • 5 Light Armor, Heavy Armor, and Mercantile

Traits:

  • Adrenaline Rush: Fortify Agility (50 points), Endurance (50 points), Speed (50 points), Strength (50 points), Health (25 points) all for 60 seconds on self, once per day (boosts Agility, Endurance, Speed, Strength, and Health for one minute)
  • Redguard Disease Resistance: Resist Disease 75% on self, constant (75% chance not to contract a disease when exposed to it)
  • Redguard Poison Resistance: Resist Poison 75% on self, constant (75% not to be poisoned)

Creatures

There are many creatures in the world of Oblivion. Most, though not all, are hostile. There are many different species and over 50 unique creatures. The list below provides information on location, what the creature will drop, and what level the player must be for the creature to appear (on average). Also listed are the diseases that some of the creatures can infect you with.

When infected with a disease, players can get rid of it by using potions or praying at a chapel. The latter requires that you not be in trouble with guards in any city.

ANIMALS

These are non-magical creatures. They all depend on melee combat.

Black Bear
A cute Black Bear
A cute Black Bear
Black bears are hostile animals.
  • Found: Wilderness, roads, caves and ruins
  • Level: 9
  • Drops: Bear Pelt
  • Resists Frost.
  • Disease: Yellow Tick (Drain Speed 10, Drain Strength 5)
Boar
Wild Boar
Wild Boar
Boars are hostile animals and will charge at you with their tusks.
  • Found: Wilderness and roads.
  • Level: 7
  • Drops: Boar Meat
  • Resists frost.
  • Disease: Chanthrax Blight (Drain Agility 10, Drain Speed 10)
Brown Bear
Refer a Friend & Earn $5 Leaptrade Credits

Similar Games

See More
  • $60.00
    Marvel's Ave... Platform: PlayStation 4
    Release Date: 09/04/2020
    editor score

    A joint project between Marvel and Square Enix.

  • $60.00
    Marvel's Ave... Platform: Xbox One
    Release Date: 09/04/2020
    editor score

    A joint project between Marvel and Square Enix.

  • $20.00
    Yakuza Kiwami Platform: Xbox One
    Release Date: 04/22/2020
    editor score

    An HD remake of the original Ryu ga Gotoku (Yakuza) game, for PlayS...

  • $20.00
    Yakuza 0 Platform: Xbox One
    Release Date: 03/12/2015
    editor score

    A prequel to the original Yakuza set in 1988, featuring a young Kaz...