Oblivion

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About this mod

Inspired by, -Neverwinter Nights Sound Effects by, -Blizzard I feel that choosing a class should award the player with something unique to that class instead of the generic master of all trades chars we have. The mod is used by returning to the Imperial sewers entrance and activating the Heroic, Rogue or Wizard Statue there, you w

Permissions and credits
Inspired by,
-Neverwinter Nights

Sound Effects by,
-Blizzard
I feel that choosing a class should award the player with something unique to that class instead of the generic

master of all trades chars we have.

The mod is used by returning to the Imperial sewers entrance and activating the Heroic, Rogue or Wizard Statue

there, you will then be asked to choose a class and then awarded the abilities therin. There are three statues

at the Sewer Entrance, each has its own set of classes and the ability to Clear your current Class.

This was designed to work with existing characters and does not affect your skills/stats/attributes/major/minor

skills or anything like that.

To upgrade follow these steps.
1) Disable the ESP.
2) Load your game
3) Save your game
4) Enable the ESP
5) Load your game
6) Visit ANY of the three Class Statues
7) Activate the Statue and Choose "Clear Class Powers"
8) Select a new Class from ANY of the three statues.

It gives you a set of abilities/spells/powers based on the class you choose.

Abilities are permenant and always active
Lesser Powers are spells
Spells are Spells
Powers can be used only once a day

*New Toggle Feats*
Acrobat and Myrmidon classes get new toggle feats, which are listed in your Inventory as apparel to be set on a

quickslot (1-8) to be toggled on and off conveniently. Their effects last as long as they are toggled on. If a

Player is incapacitated by Exertion, Knockdown or Paralyzation, the feat must be toggled off from the invenroty

menu itself (Quickslots) do not function while the player is incapacitated.

*New Character Traits*
There are 18 Character Traits, which are effects thats are always active. You may choose as many of these as

you want or none at all. They can be found in a chest nearby the statues, also there is a book describing each

and every trait located next to the chest.
To remove a trait, you must disable this plug-in.

*New Global Feats*
The two feats "Sprint" and "First Aid" are given to everyone when the game is loaded.

Sprint: Running at full speed increases your speed by 50, but costs you 15 Fatigue per second, You also take

more damage when sprinting. If you do not cease to sprint (By hitting the assigned hotkey or opening your

intentory to do so) before your fatigue reaches 0, you will fall down and stay down until you disable Sprint.

First Aid: A player may stop everything they are doing and begin to patch themselves up at any time, when First

Aid is active the player regenerates 10hp a second, but is silenced, unable to move and over-encumbered.

Meditation: Same as first-aid, only this restores Magicka instead of Health.

Note- First-Aid and Meditation may not be used at the same time. Only Sprint and Rage can be used

simultaniously.

==============================================================================
======Paladin=================================================================
==============================================================================
Ability: Way of the Rightious - The Paladin is bound to a code of honor, which forbids him from the use of Dark

Magic, Necromancy, Summoning and underhanded tactics, while offering the Paladin a blessing for his honor.

(Drain Skill Destruction 100, Drain Skill Conjuration 100, Drain Skill Sneak 100, Drain Illusion 100, Drain

Speed 25, +20 Luck, +5 Personality)

Lesser Powers: Auras - Each Aura offers different bonuses and penalties. You may have only one Aura active at a

time.

Aura of Light - The Paladin radiates a white light in dark places, people like him more while this is

active. (Light 50, +5 Personality, +5 Speechcraft)

Aura of Defense - The Paladin gains a 10% shield bonus. This is the all-purpose Aura. (Shield 10%)

Aura of MBarrier - This grants powerful defenses against magicial and elemental attacks. (Resist Fire 5, Resist

Frost 5, Resist Magic 5, Resist Shock 5, Resist Paralysis 25)

Aura of Speed - This gives the paladin a blessing of speed. (+20 Spd, Feather 50)

Aura of Valor - This augments the Paladin's combative abilities. (+5 Agi, +5 End, +5 Str, +25 Health)

Aura of Magicka - This Aura, while active gives the paladin +5 to magicka Regeneraion.

Power: Lay on hands: Self - The Paladin may heal the greatest of wounds instantly, at the cost of his entire

magicka reserve.

Power: Lay on hands: Other - The Paladin may heal the greatest of wounds instantly, at the cost of his entire

magicka reserve.

Power: Divine Shield - The Paladin is immune to all damage for 10 seconds, however he is also unable to damage

others or cast spells for the duration.

Lesser Power: Turn Undead - The Paladin may channel his magickal energies in a blast of anti-conjuration, which

causes undead to flee for 60 seconds.

(NOTE: This class is not based on the Paladin from WoW, but instead borrows his abilities from the Paladin and

Marshal classes in DnD)

==============================================================================
======Myrmidon================================================================
==============================================================================

Toggle Feat: Rage - The Myrmidon goes into a ferocious rage and is all but invincible though he tires extreely

quickly in this state and must be careful not to exert himself in combat. ( Strength + 20, Resist Fire +20%,

Resist Frost +20%, Resist Shock +20%, Shield +20%, Damage Fatigue 15pts a second )

Toggle Feat: Stance: Offense - The Mrymidon raises his weapon high, leans forward and puts all of his weight

into each blow. His damage output is greatly increased while his defensive abilities neglected. Battle-Axe

reccomended!
Agility +5
Strength +5
Reflect Damage 5

Toggle Feat: Stance: Balance - The Mrymidon returns to a balanced fighting stance, which offers no bonuses or

penalties. However the warrior will regain their health and fatigue due to their combat breathing techniques.
Health +2 per sec
Fatigue +2 per sec

Toggle Feat: Stance: Defense - The Mrymidon lowers his weapon to his side and raises his shield as he moves, a

walking fortress he has become.
Fatigue +20
Health +20
Resist Magic +5
Shield +5

==============================================================================
======Acrobat=================================================================
==============================================================================
Toggle Feat: Sprint - The Acrobat may gain a great boost of speed at the cost of balance and fatigue. ( Speed

+50, Agility -25, Damage Fatigue 10pts a second )

Lesser Power: Long Jump - The Acrobat performs a superhuman jump, gaining + 50 Acrobatics and +50 speed for 3

seconds, at the cost of 100 Fatigue.

Ability - Acrobat's Luck - Acrobats are extarordinarily lucky and gain +10 luck permenantly.

==============================================================================
======Assassin================================================================
==============================================================================
Ability: Way of the Shadow - An assassin is one who knows the darkness, and knows poison. An assassin also

knows sneaking in full-plate isnt a such a good idea as some make it out to be. ( Heavy Armor -100, Alchemy +5,

Illusion +5, Resist Poison 25% )

Power: Vanish - The Assassin becomes invisible for 15 seconds and 50+ Speed for 10 seconds for a quick escape.

Power: Create Poison - The Assassin can once a day channel his hate into a bottle to create the "Minfestation

of Malice" poison, which deals 60 Damage over 60 seconds, the poison cannot be dropped or sold.

==============================================================================
======Elementalist============================================================
==============================================================================
Ability: Plane Touched - The ELementalist was exposed to the nether at a very young age and has (+50 Magicka,

10 Spell Absorption, Magicka Regeneration +2)

Spell: Elemental Fist - The Elementalist is a master of controlling the elements and can unleash a damaging

punch with 5fire, 5frost and 5shock damage and costs NO MAGICKA, it serves as a powerful back-up.

Lesser Power: Invoke Form: Fire - While in the Fire form, the Elementalist gains a bonus to speed, immunity to

Fire and bursts into flames. The power of Fire also makes him able to regenerate magicka a bit faster. However

drawing upon the power of Fire increases his weakness to Frost as well as making him more aggresive and prone

to not thinking straight. (+20 Speed, 100% Immunity to Fire, Magicka Regeneration +4, -20 Per, 100% Weakness to

Frost)

Lesser Power: Invoke Form: Frost - While in the Frost form, the Elementalist gains additional HP and immunity

to Frost.As he draws upon the power of Frost his weakness to Fire increases and he becomes more sluggish. (+50

HP, 100% Immunity to Frost, -20 Speed, 100% Weakness to Fire)

Lesser Power: Invoke Form: Storm - While in the form of Storm the Elementalist gains a strong electrical

barrier. Holding this form however is harder than the others and requires some concentration, resulting in

lesser Magicka available. The Elementalist is also a bit more prone to Fire and Frost. (Shock Shield 20%, 100%

Immunity to Shock, Magicka Regeneration -2, 25% Weakness to Fire, 25% Weakness to Frost)

==============================================================================
======Wizard==================================================================
==============================================================================
Ability: Mageocracy - Wizards to not rely on physical means of protection, therefor do not benifit from their

use, however Mages are no fools and have a constanta and invisible barrier of protection around them. (Heavy

Armor -100, Light Armor -100, Shield 10%, Resist Magicka 5%, Reflect Spell 5%, Spell Absorption 5%, Fortify

Magicka 50, Magicka Regeneration +3)

Spell: Blink - Twisting time and space allows a Wizard to temporarily enter an Ethereal realm, where he remains

unseen, unable to cast spells and can move with great speed for 3 seconds per cast. Also the Wizard's items

weigh nothing for this duration.

Lesser Power: Summon Imp - Summons a loyal Imp of the same level as the Wizard, the Imp gains new spells as its

level grows.

Lesser Power: Create Soulgem - The Wizard can transmute some of his mana into a soulgem, this soulgem has a

'grand' capacity but no value.

==============================================================================
======Ranger==================================================================
==============================================================================
Ability: Way of The Ranger - The Ranger gains many bonuses do to the sacrifice of the use of Heavy Armor.

(Alchemy +5, Light Armor +5, Marksman +5, Sneak +5, Blade +5, Agi +5, Heavy Armor -100)

Power: Summon Companion - The Ranger may call his animal friend once a day, who will assist him for the

duration of the day, unless the animal is badly wounded he will retreat to heal for the rest of that day.

Lesser Power: Prey Stalker - Crouching low and concentrating on his surroundings increases the Ranger's

detection abilities, stealth capabilities and night-vision, however this is a very tiring technique. (Chameleon

20%, Temp Speed -50, Detect Life 1000ft, Night-Eye)

==============================================================================
======Character Traits========================================================
==============================================================================

Abrasive
Unfortunately some are difficult and demanding in conversation, which tends to oppress those who surround them.
Speechcraft +10
Personality -10

Absent Minded
There are those who are fascinated by knowledge and learning and are capable of pursuing complex trains of

thought quite quickly. However, their preoccupation with such thoughts makes them a little less aware of their

surroundings
Intelligence +5
Luck -10

Acrobatic
Some individuals are born with a lighter frame then most, and along with this they may also possess especially

strong leg muscles which allows them to become better acrobats then most. However this also means they are

slightly less sturdy all around.
Acrobatics +5
Health -10

Agile
It is common for elves to be especially agile, these elves or otherwise have better balance overall, while are

usually less comfortable in heavy armor.
Agility +5
Heavy Armor -10

Aggressive
Some are quick to initiate combat, and tend to press the attack once battle is joined. Their enthusiasm makes

them dangerous foes, but they sometimes leave yourself open to blows that a more cautious warrior would avoid.
Strength +5
Speed +5
Agility -15

Athletic
Some people spend more time outside then they do in books, these people tend to be better athletes when mature,

but lack many critical academic skills.
Athletics +5
Intelligence -5

Brawler
Many warriors naturally move close to their opponents when fighting, instinctively grabbing and punching rather

than striking with weapons.
Hand to hand +5

Cautious
Some people move slowly, but with great care. These people are more likely to avoid danger.
Luck +5
Speed -15

Combat Expert
In the current age it is not too uncommon for children to be learned in the art of war at a very young age,

however many of these same children miss out on some important academic skills.

Blade +5
Blunt +5
Marksman +5
Intelligence -10

Deceitful
Many children have grown up under the influence of dishonest parents and to them deceit is only second nature

to them.
Speechcraft +5
Luck -5

Deft Hands
Some people are much more dexterous then others and able to work with their hands most effectively and quickly,

this makes them exceptional blacksmiths, archers and even pickpockets.
Armorer +5
Marksman +5
PickPocket +5

Diehard
Although it is uncommon, there are some people who just refuse to die when they should, these "Diehards" have

the uncanny ability to take more damage then others before falling in battle.
Health +10
Endurance +5

Investigator
There are those epople that absolutely "must" know everything, these people always ask 'why' and 'how' this

tendancy has brought them sharpened knowledge and better ability to get information from others, although

people generally get annoyed by them.
Intelligence +5
Speechcraft +5
Personality -10

Iron Willed
While many people are just plain stubborn, there are those who are born with an iron Will, these people while

they appear simply stubborn at first, are in fact more dangerous and strong willed then that.
Willpower +5

Leadership
Occasionally peope are born as natural leaders, these people prefer to take the lead then to follow, they do

this however not with greed or malice, but with care for those who follow and the desire to help with courage.
Personality +5

Magical Aptitude
It is common knowledge that both the Altmeri and Bretons are magicially apt beings, however it is not so

commonly known that people born of any race may also be magicially apt. These people are capable of magick

beyond that of an average person while they also suffer from a weakness to magick.
Magicka +20
Weakness to Magicka +5

Stealthy
Whether they grew up hiding in a dark alley, or were picked on at the academy, some people grow up avoiding

attention however they can, these same people keep this trait in their later years.
Stealth +5
Personality -5

Toughness
Some people are born with a togher skin then others naturually. There isnt much to be said about them except

make sure to stay on their good side.
Resist Normal Weapons +5