The Elder Scrolls IV: Oblivion/Catalogs/Races: Difference between revisions

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imported>Drew R. Smith
(New page: {| class="wikitable" |-valign="top" ! Argonian !! In game history |- |-valign="top" |Rowspan="4"|150px |Rowspan="3"|Little is known and less is understood about the ...)
 
imported>Drew R. Smith
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|Resist Disease (magnitude 75,<br>constant), Resist Poison (magnitude<br>100, constant), Water Breathing<br>(constant)
|Resist Disease (magnitude 75, constant), Resist Poison (magnitude 100, constant), Water Breathing (constant)
|Alchemy +5, Athletics +10, Blade<br>+5, Hand-to-Hand +5, Illusion +5,<br>Mysticism +5, Security +10
|Alchemy +5, Athletics +10, Blade +5, Hand-to-Hand +5, Illusion +5, Mysticism +5, Security +10
|Weak skill bonuses and weak specials.<br> Suitable only for lizard-lovers and<br>certain role-playing concepts. Choose<br>a male for a stealth combat role, a<br>female for a spellcasting role.
|Weak skill bonuses and weak specials. Suitable only for lizard-lovers and certain role-playing concepts. Choose a male for a stealth combat role, a female for a spellcasting role.
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|Fortified Maximum Magicka<br>(magnitude 50, constant), Resist<br>Magicka (magnitude 50, constant),<br>Shield (magnitude 50, duration 60<br>once a day)
|Fortified Maximum Magicka (magnitude 50, constant), Resist Magicka (magnitude 50, constant), Shield (magnitude 50, duration 60 once a day)
|Alchemy +5, Alteration +5,<br>Conjuration +10, Illusion +5,<br>Mysticism +10, Restoration +10
|Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10
|Recommended for conservative,<br>defensive spellcasters. Good, balanced<br>package of specials. A Breton has<br>marginally better attributes for a pure<br>spellcaster role than the High Elf,<br>which is slightly better suited for<br>occasional melees.
|Recommended for conservative, defensive spellcasters. Good, balanced package of specials. A Breton has marginally better attributes for a pure spellcaster role than the High Elf, which is slightly better suited for occasional melees.
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|Summon Ghost (duration 60 once a<br>day), Resist Fire (magnitude 75,<br>constant)
|Summon Ghost (duration 60 once a day), Resist Fire (magnitude 75, constant)
|Athletics +5, Blade +10, Blunt +5,<br>Destruction +10, Light Armor +5,<br>Marksman +5, Mysticism +5
|Athletics +5, Blade +10, Blunt +5, Destruction +10, Light Armor +5, Marksman +5, Mysticism +5
|Recommended for battlemage roles.<br>The summoned Ghost is a Level 1<br>creature, wimpy to start and useless<br>as you raise levels, but the fire<br>resistance is significant against annoy-<br>ances like Scamps. Well-rounded but<br>unexceptionable attributes.
|Recommended for battlemage roles. The summoned Ghost is a Level 1 creature, wimpy to start and useless as you raise levels, but the fire resistance is significant against annoyances like Scamps. Well-rounded but unexceptionable attributes.
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! High Elf !! In game history
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|Rowspan="4"|[[image:Highelf.png|150px]]
|Rowspan="3"|In Imperial speech, the haughty, tall, golden-skinned peoples of Summerset Isle are called "High Elves," but they call themselves the "Altmer," or the "Cultured People." In the Empire, "High" is often understood to mean "tall," "proud," or "snobbish." The High Elves confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. However, the High Elf's smug self-assurance of his superiority can be hard to bear for those of other races. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races."
{| class="wikitable"
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!! width="320"|Specials !! width="320"|Skill Bonuses !! width="320"|Notes
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|Fortified Maximum Magicka (magnitude 100, constant); Weakness to Fire, Frost, and Shock (magnitude 25, constant); Resist Disease (magnitude 75, constant)
|Alchemy +5, Alteration +10, Conjuration +5, Destruction +10, Illusion +5, Mysticism +10
|Recommended for offensive, go-for-broke spellcasters. Very aggressive and risky to combine with Apprentice birthsign for very high maximum Magicka and very high vulnerability to spellcasting enemies. Choose a High Elf over the Breton for slightly better melee attributes.
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{| class="wikitable"
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! Imperial !! In game history
|-
|-valign="top"
|Rowspan="4"|[[image:Imperial.png|150px]]
|Rowspan="3"|Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.
{| class="wikitable"
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!! width="320"|Specials !! width="320"|Skill Bonuses !! width="320"|Notes
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|Absorb Fatigue (magnitude 100, once a day), Charm (magnitude 30, once a day)
|Blade +5, Blunt +5, Hand-to-Hand +5, Heavy Armor +5, Mercantile +10, Speechcraft +10
|Undistinguished skill bonuses, and Star of the West is useless, but Voice of the Emperor is extremely useful. Undistinguished attributes unless you love Speechcraft, Mercantile, and Illusion skills.
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{| class="wikitable"
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! Khajiit !! In game history
|-
|-valign="top"
|Rowspan="4"|[[image:Khajiit.png|150px]]
|Rowspan="3"|Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is less common among the suthay-raht.
{| class="wikitable"
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!! width="320"|Specials !! width="320"|Skill Bonuses !! width="320"|Notes
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|Demoralize (magnitude 100, once a day) Night-Eye (duration 30, unlimited uses!)
|Acrobatics +10, Athletics +5, Blade +5, Hand-to-Hand +10, Light Armor +5, Security +5, Sneak +5
|Recommended with reservations for theif concepts. Wood Elf is a better choice for Marksman sneak attacks. Demoralize is occasionally useful, but Night-Eye is ideal for sneaks. Acceptable attributes for a thief role.
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{| class="wikitable"
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! Nord !! In game history
|-
|-valign="top"
|Rowspan="4"|[[image:Nord.png|150px]]
|Rowspan="3"|The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.
{| class="wikitable"
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!! width="320"|Specials !! width="320"|Skill Bonuses !! width="320"|Notes
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|Frost Damage (touch, magnitude 50, once a day), Shield (magnitude 30, duration 60, once a day), Resist Frost (magnitude 50, constant)
|Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, Restoration +5
|Recommended for melee fighters. The Orc has better skill bonuses, while the Nord has exceptional atributes for a pure combat role.
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{| class="wikitable"
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! Orc !! In game history
|-
|-valign="top"
|Rowspan="4"|[[image:Orc.png|150px]]
|Rowspan="3"|These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.
{| class="wikitable"
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!! width="320"|Specials !! width="320"|Skill Bonuses !! width="320"|Notes
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|Berserk (Fortify Health 20, Fortify Fatigue 200, Fortify Strength 50, Drain Agility 100; duration 60; once a day), Resist Magicka (magnitude 25)
|Armorer +10, Block +10, Blunt +10, Hand-to-Hand +5, Heavy Armor +10
|Recommended for melee fighters. Best skill bonuses, and Berserk is cool. Attributes are significantly inferior to Nord or Redguard for a pure melee role.
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{| class="wikitable"
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! Redguard !! In game history
|-
|-valign="top"
|Rowspan="4"|[[image:Redguard.png|150px]]
|Rowspan="3"|The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.
{| class="wikitable"
|-valign="top"
!! width="320"|Specials !! width="320"|Skill Bonuses !! width="320"|Notes
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|-valign="top"
|Adrenaline Rush (Fortify Agility 50, Fortify Speed 50, Fortify Strength 50, Fortify Endurace 50, Fortify Health 25; duration 60), Resist Poison (magnitude 75), Resist Disease (magnitude 75)
|Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy Armor +5, Mercantile +5
|Recommended for melee fighters. Fair skill bonuses, spectacular Adrenaline Rush. Redguard has exceptional attributes for a pure combat role.
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{| class="wikitable"
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! Wood Elf !! In game history
|-
|-valign="top"
|Rowspan="4"|[[image:Woodelf.png|150px]]
|Rowspan="3"|The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as "Wood Elves," but "Bosmer," or "the Tree-Sap People," is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.
{| class="wikitable"
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!! width="320"|Specials !! width="320"|Skill Bonuses !! width="320"|Notes
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|-valign="top"
|Command Creature (magnitude 20, duration 60, once a day), Resist Disease (magnitude 75)
|Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, Marksman +10, Sneak +10
|Recommended for stealth fighters. Very good skill bonuses; Command Creature is good for problem-solving. Wood elf has exceptional attributes for stealth roles.
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Revision as of 02:05, 1 October 2009

Argonian In game history
Argonian.png Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends.
Specials Skill Bonuses Notes
Resist Disease (magnitude 75, constant), Resist Poison (magnitude 100, constant), Water Breathing (constant) Alchemy +5, Athletics +10, Blade +5, Hand-to-Hand +5, Illusion +5, Mysticism +5, Security +10 Weak skill bonuses and weak specials. Suitable only for lizard-lovers and certain role-playing concepts. Choose a male for a stealth combat role, a female for a spellcasting role.
Breton In game history
Breton.png Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies.
Specials Skill Bonuses Notes
Fortified Maximum Magicka (magnitude 50, constant), Resist Magicka (magnitude 50, constant), Shield (magnitude 50, duration 60 once a day) Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10 Recommended for conservative, defensive spellcasters. Good, balanced package of specials. A Breton has marginally better attributes for a pure spellcaster role than the High Elf, which is slightly better suited for occasional melees.


Dark Elf In game history
Darkelf.png Dark Elves are the dark-skinned Elven peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, and among their Aldmeri brethren, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, aloof, and reserved, distrusting and disdainful of other races.
Specials Skill Bonuses Notes
Summon Ghost (duration 60 once a day), Resist Fire (magnitude 75, constant) Athletics +5, Blade +10, Blunt +5, Destruction +10, Light Armor +5, Marksman +5, Mysticism +5 Recommended for battlemage roles. The summoned Ghost is a Level 1 creature, wimpy to start and useless as you raise levels, but the fire resistance is significant against annoyances like Scamps. Well-rounded but unexceptionable attributes.
High Elf In game history
Highelf.png In Imperial speech, the haughty, tall, golden-skinned peoples of Summerset Isle are called "High Elves," but they call themselves the "Altmer," or the "Cultured People." In the Empire, "High" is often understood to mean "tall," "proud," or "snobbish." The High Elves confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. However, the High Elf's smug self-assurance of his superiority can be hard to bear for those of other races. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races."
Specials Skill Bonuses Notes
Fortified Maximum Magicka (magnitude 100, constant); Weakness to Fire, Frost, and Shock (magnitude 25, constant); Resist Disease (magnitude 75, constant) Alchemy +5, Alteration +10, Conjuration +5, Destruction +10, Illusion +5, Mysticism +10 Recommended for offensive, go-for-broke spellcasters. Very aggressive and risky to combine with Apprentice birthsign for very high maximum Magicka and very high vulnerability to spellcasting enemies. Choose a High Elf over the Breton for slightly better melee attributes.
Imperial In game history
Imperial.png Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.
Specials Skill Bonuses Notes
Absorb Fatigue (magnitude 100, once a day), Charm (magnitude 30, once a day) Blade +5, Blunt +5, Hand-to-Hand +5, Heavy Armor +5, Mercantile +10, Speechcraft +10 Undistinguished skill bonuses, and Star of the West is useless, but Voice of the Emperor is extremely useful. Undistinguished attributes unless you love Speechcraft, Mercantile, and Illusion skills.
Khajiit In game history
Khajiit.png Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is less common among the suthay-raht.
Specials Skill Bonuses Notes
Demoralize (magnitude 100, once a day) Night-Eye (duration 30, unlimited uses!) Acrobatics +10, Athletics +5, Blade +5, Hand-to-Hand +10, Light Armor +5, Security +5, Sneak +5 Recommended with reservations for theif concepts. Wood Elf is a better choice for Marksman sneak attacks. Demoralize is occasionally useful, but Night-Eye is ideal for sneaks. Acceptable attributes for a thief role.
Nord In game history
Nord.png The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.
Specials Skill Bonuses Notes
Frost Damage (touch, magnitude 50, once a day), Shield (magnitude 30, duration 60, once a day), Resist Frost (magnitude 50, constant) Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, Restoration +5 Recommended for melee fighters. The Orc has better skill bonuses, while the Nord has exceptional atributes for a pure combat role.


Orc In game history
Orc.png These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.
Specials Skill Bonuses Notes
Berserk (Fortify Health 20, Fortify Fatigue 200, Fortify Strength 50, Drain Agility 100; duration 60; once a day), Resist Magicka (magnitude 25) Armorer +10, Block +10, Blunt +10, Hand-to-Hand +5, Heavy Armor +10 Recommended for melee fighters. Best skill bonuses, and Berserk is cool. Attributes are significantly inferior to Nord or Redguard for a pure melee role.
Redguard In game history
Redguard.png The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.
Specials Skill Bonuses Notes
Adrenaline Rush (Fortify Agility 50, Fortify Speed 50, Fortify Strength 50, Fortify Endurace 50, Fortify Health 25; duration 60), Resist Poison (magnitude 75), Resist Disease (magnitude 75) Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy Armor +5, Mercantile +5 Recommended for melee fighters. Fair skill bonuses, spectacular Adrenaline Rush. Redguard has exceptional attributes for a pure combat role.
Wood Elf In game history
Woodelf.png The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as "Wood Elves," but "Bosmer," or "the Tree-Sap People," is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.
Specials Skill Bonuses Notes
Command Creature (magnitude 20, duration 60, once a day), Resist Disease (magnitude 75) Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, Marksman +10, Sneak +10 Recommended for stealth fighters. Very good skill bonuses; Command Creature is good for problem-solving. Wood elf has exceptional attributes for stealth roles.