Oblivion

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Montaux

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Montaux

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About this mod

Rebalances races and birthsigns. In general they become much more useful.

Permissions and credits
This little Modification rebalances the races and birthsings in Oblivion to become much more useful in the late Game.
Most of them are specialized (i.e. "The Warrior" suits best for melee fighters, while "The Serpent" becomes useful for Poison-users) but others are suited for allround-characters as well.
A lot of the races and birthsigns get a high Magicka bonus, because (in my opinion) Vanilla Oblivion spellcasters had a to low Magicka-pool.
If you use another Magicka increasing Mod, you might want to disable it.

A complete list of the changes is at the end of the file description.


Every race gets
one ability (permanent effect),
one power ("once-per-day-spell"),
and one lesser power (normal spell)

Every birthsing gets
one ability (permanent effect),
and one power ("once-per-day-spell")


Installation
====================
Simply extract the file to your game folder and check the esp. file.


Incompatibility
====================
Of course this mod is incompatible with any other race ore birtsign mod.
It also changes the Ancestor Guardian,
a few loading screens (to reflect the changes),
and the script Dark09AdamusScript (since Adamus' armor rating is changed by the permanent shield effect imperials get)


Version History
====================
1.0 Initial release




Heres a complete list of the races
============================================================

Argonian
Argonians have become an allround-type of character.
They get a mediocre Magicka bonus.
Their poison and disease resistances were too high so the have been lowered by 25%
Being an amphibian they also suffer from a weakness to lightning.
Their power reflects 50% of melee and spells giving them the opportunity for close combat and fighting of mages.
Their lesser power enables them to play a stealth oriented character as well.

Argonian Ability:
- Magicka +100
- Resist Disease 50%
- Resist Poison 75%
- Water Breathing
- Weakness to Shock 25%

Mirrorscales (once per day):
- Reflect Damage 50% for 60 Sec.
- Reflect Spell 50% for 60 Sec.

Chameleon (-100 Magicka):
- Chameleon 20% for 60 Sec.

============================================================

Breton
Bretons have become great supporters and are best suited for players who like to play in NPC-companionship (or with summoned creatures).
Their former Ability enabled them to get 100% immunity to magic too easy so it was reduced by 30%
Their two powers, looking totally unbalanced at first, are "on touch" spells, so the cant use them on self, making them more party dependent.

Breton Ability:
- Magicka +200
- Resist Magic 20%

Divine Aura (once per day, Touch):
- Restore Fatigue +10 for 300 Sec.
- Restore Health +5 for 300 Sec.
- Resist Magic 50% for 300 Sec.
- Shield 75% for 300 Sec.

Protective Aura (-150 Magicka, Touch):
- Restore Health +3 for 300 Sec.
- Shield 25% for 300 Sec.

============================================================

Dark Elf (Dunmer)
Dunmer are still allrounders, getting a high Magicka bonus and a nice melee and magic protection spell.
Their permanent 75% fire resistance was definitely to high so 25% have been converted to Resist Paralysis.
Their Ancestor Guardian with his new spell can be a great aid or a fearsome enemy.

Dunmer Ability:
- Magicka +200
- Resist Fire 50%
- Resist Paralysis 25%

Ancestor Guardian (once per day):
- Summon Ancestor Guardian* for 120 Sec.

*(Ancestor Guardian has now the following spell)
Ancient Wrath
- Damage Health 25
- Weakness to Magic 50% for 15 Sec.
- Weakness to Weapons 50% for 15 Sec.

Aura (-75 Magicka):
- Restore Health +1 for 60 Sec.
- Resist Magic 10% for 60 Sec.
- Shield 10% for 60 Sec.

============================================================

High Elf (Altmer)
Altmer are still the main mage-type characters.
They get a high Magicka bonus but their Resist Disease was decreased by 50%. Also their "Elemental Weakness" has become a Weakness to Magic.
With Ether Prism they can also maintain their Magicka-pool for a long time, when used wisely.
Their Ancient Magicka spell gives them astonishing 3000 points of Magicka, but after 30 seconds they lose all of their Magicka points instantly and can not recover a single point for 270 seconds.

Altmer Ability:
- Magicka +400
- Resist Disease 25%
- Weakness to Magic 25%

Ancient Magicka (once per day):
- Magicka +3000 for 30 Sec.
- Restore Magicka +9999 for 30 Sec.
- Damage Magicka +9999 for 300 Sec.
- Stunted Magicka for 300 Sec.

Ether Prism (-250 Magicka):
- Restore Magicka +100 for 3 Sec.

============================================================

Imperial
Imperial are the main allround characters, getting a mediocre to high Magicka bonus and nice resistances.
Their Voice of the Emperor has been greatly improved and made a lesser power.
Their Star of the West can turn the tide of a battle now, as it is both, offensive and defensive.

Imperial Ability:
- Magicka +150
- Resist Magic 15%
- Shield 15%

Star of the West (once per day):
- Absorb Health 10 for 10 Sec.
- Absorb Fatigue 15 for 10 Sec.
- Absorb Magicka 30 for 10 Sec.

Voice of the Emperor (-75 Magicka):
- Charm 50 pts for 10 Sec.
- Speechcraft +50 for 10 Sec.
- Mercantile +50 for 10 Sec.

============================================================

Khajiit
Khajiit are fearsome enemies.
Their Glare power can change a battle in an instant for it is the most powerful paralysis spell in the game.
However, with their near to immunity to Paralysis they don't have to fear other Khajiit's Glare power.
Of course the can also see in the dark. Which makes them well suited stealth oriented characters as well.

Khajiit Ability:
- Magicka +100
- Resist Disease 25%
- Resist Paralysis 90%

Glare (once per day):
- Paralyze for 15 Sec. on Area

Eye of Night (-25 Magicka):
- Infravision for 120 Sec.

============================================================

Nord
Nord make good melee characters thanks to their permanent Shield effect and their huge frost resistance.
Their Blizzard power damages and cripples enemies around him and their Glacier Fist is an attack and buff spell all in one.

Nord Ability:
- Magicka +100
- Resist Frost 75%
- Shield 15%

Blizzard (once per day):
- Frost Damage 15 pts for 15 Sec. on Area
- Drain Speed 50 pts for 15 Sec. on Area
- Summon Frost Atronach for 30 Sec.

Glacier Fist (-150 Magicka):
- Strength +30 for 60 Sec.
- Frost Damage 1 pts for 60 Sec.

============================================================

Orc
Orc are the best warriors when it comes to brute strength.
They have a nice Shield effect on them and even a permanent Restore Health. In return the have the least Magicka bonus.
Their Frenzy gives them a nice battle buff but disables the use of any magic for 30 seconds.
Berserk is basically an enhanced version of Frenzy, but as a power it can be used only once per day.
Due to the Damage Magicka effect Frenzy and Berserk cant be active at the same time.

Orc Ability:
- Magicka +50
- Restore Health +1
- Shield 10%

Berserk (once per day, -100 Magicka):
- Strength +100 for 120 Sec.
- Speed +50 for 120 Sec.
- Restore Fatigue +10 for 120 Sec.
- Restore Health +5 for 120 Sec.
- Damage Magicka 9999 for 120 Sec.

Frenzy (-100 Magicka):
- Strength +30 for 30 Sec.
- Speed +20 for 30 Sec.
- Restore Fatigue +3 for 30 Sec.
- Damage Magicka 9999 for 30 Sec.

============================================================

Redguard
Redguards are the fiercest Warriors in Oblivion. Their permanent enhanced Fatigue restoration enables them to fight on full power longer than any other race.
Their War Cry power can convert Fatigue into Strength and their Adrenalin Rush enables them to constantly use power attacks.

Redguard Ability:
- Magicka +100
- Restore Fatigue +2
- Shield 10%

Adrenaline Rush (once per day):
- Strength +50 für 120 Sec.
- Speed +30 für 120 Sec.
- Restore Fatigue +15 for 120 Sec.

War Cry (-75 Fatigue):
- Strength +30 for 30 Sec.

============================================================

Wood Elf (Bosmer)
Bosmer are well scouts and thanks to their natural affection they take less damage from all elements, however pure magic hurts them more.
Thanks to their Remedy they have increased survivability in the wilderness when there is no Altar to cure Diseases.
Their Stormwind power makes them the fastest characters out there and can also help kiting which using a bow.

Bosmer Ability:
- Magicka +100
- Resist Disease 30%
- Resist Frost 30%
- Resist Fire 30%
- Resist Shock 30%
- Weakness to Magic 20%

Stormwind (once per day):
- Speed +100 for 60 Sec.
- Athletics +100 for 60 Sec.

Remedy (-50 Magicka):
- Cure Poison
- Cure Disease
- Restore Health +1 for 120 Sec.

============================================================






Heres a complete list of the birthsigns
============================================================

The Apprentice
This is the birthsign you want to have for the most Magicka without a drawback.
The Focus power doubles this signs power for one minute

Apprentice Ability:
- Magicka +350

Focus (once per day):
- Magicka +300 for 60 Sec.

============================================================

The Atronach
This birthsign gives you a great 500 Magicka points but prevents you from regenerating Magicka by natural means.
For primary spellcasters this might be a heavy disadvantage, but for melee or ranged fighters who don't rely on magic this is a great sign.
The Manavortex enables you to fully regenerate you Magicka once per day when there is an enemy with enough Magicka around.

Atronach Ability:
- Magicka +500
- Spell Absorption 50%
- Stunted Magicka

Manavortex (once per day):
- Absorb Magicka 9999

============================================================

The Lady
For characters who rely on defense this birthsign is a good choice.
Endurance boosts your Fatigue regeneration and Health, Willpower your Magic defense and Magicka regeneration.
The Charm spell can calm a whole group of enemies saving your life and getting enough time to recover or retreat.

Lady Ability:
- Magicka +100
- Endurance +10
- Willpower +10

Charm (once per day):
- Calm Level 20 for 30 Sec. in Area

============================================================

The Lord
This sign is for characters who like to have a permanent Restore Health effect.
Be aware, however, that the 25% Weakness to Fire may cause you troubles in the realms of Oblivion.
The Word of Power symbolizes the Power, a lord has over his minions.

Lord Ability:
- Magicka +50
- Restore Health +1
- Weakness to Fire 25%

Word of Power (once per day):
- Command Humanoid Level 20 for 30 Sec.

============================================================

The Lover
This birthsign gives you a mediocre Magicka bonus alongside with some neat resistances against disease and poison. The Lover's Kiss power can be used offensive and defensive whichever you want.

Lover Ability:
- Magicka +100
- Resist Disease 75%
- Resist Poison 25%

Lover's Kiss (once per day):
- Paralyze for 15 Sec.

============================================================

The Mage
This sign is for spellcasters who prefer Magicka regeneration over a larger Magicka pool.
The Ether Prodigy power helps you to recover Magicka even faster than any other character.

Mage Ability:
- Magicka +250
- Restore Magicka +1

Ether Prodigy (once per day):
- Restore Magicka +10 for 60 Sec.

============================================================

The Ritual
A sign especially for anti-magic purposes. First of all you get less damage from any spell, and second you can cure all semi-permanent side effects some spells have on your attributes with the
Restoration power.

Ritual Ability:
- Magicka +250
- Resist Magic 20%

Restoration (once per day):
- All attributes are restored

============================================================

The Serpent
This birthsign is especially handy for poison-users. It halves Poison and Paralysis effects ang the Snakebite power can quintuple your poisons power on one enemy.

Serpent Ability:
- Magicka +50
- Resist Paralysis 50%
- Resist Poison 50%

Snakebite (once per day):
- Damage Health 30
- Weakness to Poison 500% for 30 Sec.

============================================================

The Shadow
The first choice for stealth oriented characters. The permanent Chameleon effect aids you to stay undetected and the Moonshadow power increases this effect even more. Be aware though, that this sign gives you a permanent lightning weakness.

Shadow Ability:
- Magicka +50
- Chameleon 20%
- Weakness to Shock 15%

Moonshadow (once per day):
- 50% Chameleon for 30 Sec.

============================================================

The Steed
This sign will give you a significant Speed bonus, along with an increased Fatigue restoration.
The Charioteer power can increase both of these effects.

Steed Ability:
- Restore Fatigue +1
- Speed +20
Charioteer (once per day):
- Speed +75 for 60 Sec.
- Restore Fatigue +5 for 60 Sec.

============================================================

The Thief
A sign suited for thieves. Agility, Speed and Luck will help you to pickpocket and lock pick anyone or anything you want, and the Featherbag power helps you to get your loot to the next fence.

Thief Ability:
- Agility +10
- Speed +10
- Luck +10
Featherbag (once per day):
- Feather 300 pts for 600 Sec.

============================================================

The Tower
If you want your enemies to kill themselves this sign is for you. The Reflect Damage and the Reflect Spell effects are a nice addition to any melee character just as the Fortress power, which minimizes the melee damage you will get.

Tower Ability:
- Reflect Damage 5%
- Reflect Spell 10%
Fortress (once per day):
- Shield 65% for 60 Sec.

============================================================

The Warrior
This sign gives you a good defense and a good attack all in one. Best suited for melee characters this sign can increase your survivability drastically thanks th the endure power.

Warrior Ability:
- Strength +10
- Endurance +10
Endure (once per day):
- Restore Health +3 for 60 Sec.
- Fatigue +200 for 60 Sec.
- Health +200 for 60 Sec.

============================================================