I just fight very smart and everything works out. Not on highest difficulty, but it's on higher than medium. You can choose any sign you want. Try looking at the advantages and disadvantages of every sign, and think about which one would be preferred by you.
Remember that a sign that has an advantage that can only be used once a day, is often useless. The good thing about ES games is that you can play as any character, and still be able to finish the main quest.
I often role-play as myself, so I'd ask myself: "If I were taken, and teleported into Oblivion, what skills out of the 21 available would I have? Many guides suggest that you choose either Blade, Blunt, or Hand to Hand as a fighting skill, but I can guarantee that you can still play reasonably well in TES4 Oblivion if you don't take any of these three at all.
Maybe the most important tip still has some value in it: "make sure that you can control your character in levelling up. In other words: levelling up is a good thing, but don't level up too fast. Make sure that you get better armour made out of better materials every few levels, because enemies will level with you, and in their strength calculations, the game assumes that you have better armour as well. In other words: don't select seven skills that you'll use so often that your level will skyrocket early.
My longest playing and most current Oblivion save features a Dunmer female with the Ritual as birthsign and gave her the custom class of a Seer that focuses on all magic aspects even though she's more of a spellblade.
The first one is extra points of Magicka to make use of, so you can keep casting for longer. It is the Apprentice's second permanent effect that you must be careful of.
You have a percent weakness to magic attacks. This can be deadly, but with the right playstyle, you can make it work. For example, focusing on summoning spells to avoid being the target of attacks. The Apprentice is fun but dangerous. There is a blessing and a curse granted if you pick the Lord. As a benefit, you are gifted the Blood of the North power, which restores your health by 90 points over 15 seconds at the cost of 50 Magicka. This is a far more reliable healing ability than the Ritual provides.
The downside of this birthsign is that you suffer from Trollkin. This means a permanent weakness to fire. Oblivion gates will become exceptionally tricky unless you equip fire-resistant items to counteract your newfound curse.
The Mage is an excellent option for those just getting started with Oblivion for the first time. Although not as exciting as some of the other birthsigns, The Mage is a reliable source of additional Magicka without forcing you to deal with any curses or other disadvantages.
The Mage grants you an extra 50 points of Magicka permanently. This is not as much as the Apprentice or the Atronach birthsigns provide, but still a decent bonus to allow you to cast more spells than usual. If you plan on joining the Thieves Guild A faction that Oblivion did a far better job with than Skyrim , then the Thief is an excellent choice. You gain permanent bonuses to agility, luck and speed. These three skills are all beneficial for stealth builds.
The Thief provides the largest point boost out of all the birthsigns. Agility, luck, and fortify all receive ten points, totaling 30 points overall. This bonus is a great headstart for your character, especially in terms of luck, which is usually one of the more difficult skills to upgrade during a playthrough. The Lady will fortify both your willpower and your endurance by ten points each.
Although this is not as high of a bonus as the Thief provides, the bonus to endurance and willpower is more beneficial overall. For example, you'll have more fatigue and magic resistance straight away, thanks to the Lady.
Having a boost to your endurance is invaluable early on. The Atronach is horrible. No magicka regen Hard to argue with 10 points of luck. It's a tricky game, I'm sure. Yes you can regenerate magic by getting blown up by fireballs and whatnot, so the trick is to be able to keep health up if this happens.
Man, I feel like I missed out vital parts of this game, now. I suppose it could come in handy for a character who never uses magic, though. Isn't there some bonus with this sign? Sign up for free! What do you need help on? Cancel X. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. User Info: splodem. The Lady and Warrior are to be considered as they confer a 10 point bonus to Endurance, which can give you high health in the long run.
The warrior is better than the Lady for you as it increases Endurance and Strength, which can give you a good leg up. The Lord comes with a rather potent healing spell that does cost a fair bit of magicka but is very good value and restores 90 health over its course, and being a power it isn't affected by your spell effectiveness so it's always It can also be cast multiple times a day.
However the weakness to fire might be a drawback if you want to be a vampire, just be sure to feed regularly. I wouldn't recommend the Lover. If you're swinging huge-ass weapons around they'll take out a lot of your fatigue and using the power may make you collapse from exhaustion as it takes up a lot of fatigue.
But good paralyze spells are tough to come by. There is a doomstone ability that is better than Lover's Kiss though.
0コメント