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The Elder Scrolls Oblivion Races
"All the standard Elder Scrolls races are back" - Ashley Cheng.
Alchemy
Athletics
Blade
Hand to Hand
Illusion
Mysticism
Security |
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+10
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+5
+5
+5
+10 |
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Argonian 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
guerrilla 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.
Abilities:
- Resist Disease (75, constant effect)
- Resist Poison (100, constant effect)
- Water Breathing (constant effect)
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Alchemy
Alteration
Conjuration
Illusion
Mysticism
Restoration |
+5
+5
+10
+5
+10
+10 |
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Breton Passionate and eccentric, poetic and flamboyant, intelligent and wilful, 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 spell craft,
enchantment, and alchemy, even the humblest of Bretons can boast a high
resistance to destructive and dominating magical energies.
Abilities:
- Fortified Max Magicka (50, constant effect)
- Resist Magicka (50, constant effect)
- Shield (50, duration 60, 1/day)
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Athletics
Blade
Blunt
Destruction
Light Armor
Marksman
Mysticism |
+5
+10
+5
+10
+5
+5
+5 |
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Dark Elf 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.
Abilities:
- Summon Ghost (duration 60, 1/day)
- Resist Fire (75, constant effect)
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Alchemy
Alteration
Conjuration
Destruction
Illusion
Mysticism |
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+10
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High Elf
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."
Abilities:
- Fortified Max Magicka (100, constant effect)
- Weakness to Fire, Frost, Shock (25, constant effect)
- Resist Disease (75, constant effect)
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Blade
Blunt
Hand to Hand
Heavy Armor
Mercantile
Speechcraft |
+5
+5
+5
+5
+10
+10 |
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Imperial 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.
Abilities:
- Absorb Fatigue (100, 1/day)
- Charm (30, 1/day)
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Acrobatics
Athletics
Blade
Hand to Hand
Light Armor
Security
Sneak |
+10
+5
+5
+10
+5
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Khajiit 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 favour 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.
Abilities:
- Demoralize (100, 1/day)
- Night Eye (duration 30, unlimited uses)
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Armorer
Blade
Block
Blunt
Heavy Armor
Restoration |
+5
+10
+5
+10
+10
+5 |
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Nord 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 armour styles, and they cheerfully face battle with an ecstatic
ferocity that shocks and appals their enemies.
Abilities:
- Frost Damage (Touch, 50, 1/day)
- Shield (30, duration 60, 1/day)
- Resist Frost (50, constant effect)
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Armorer
Block
Blunt
Hand to Hand
Heavy Armor |
+10
+10
+10
+5
+10 |
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Orc 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 armour 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.
Abilities:
- Berserk (Fortify Health 20, Fortify Fatigue 2000, Fortify
Strength 50, Drain Agility 100, duration 60, 1/day)
- Resist Magicka (25, constant effect)
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Athletics
Blade
Blunt
Light Armor
Heavy Armor
Mercantile |
+10
+10
+10
+5
+5
+5 |
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Redguard 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 armour styles,
Redguards are also physically blessed with hardy constitutions and quickness of
foot.
Abilities:
- Adrenaline Rush (Fortify Agility 50, Fortify Speed 50,
Fortify Strength 50, Fortify Endurance 50, Fortify Health 25, duration 60,
1/day)
- Resist Poison (75, constant)
- Resist Disease (75, constant)
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Acrobatics
Alchemy
Alteration
Light Armor
Marksman
Sneak |
+5
+10
+5
+5
+10
+10 |
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Wood Elf The Wood Elves are the various barbarian Elven clan folk 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.
Abilities:
- Command Creature (20, duration 60, 1/day)
- Resist Disease (75, constant)
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