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The Elder Scrolls IV: Oblivion guide

 _ _ _____ __ |_ _| |_ ___ | __| |__| |___ _ _ / __| __ _ _ ___| | |___ |_ _ / / | | | ' / -_) | _|| / _` / -_) '_| __ / _| '_/ _ | (_-< | | V / |_| |_||____| |___|___,____|_| |___/__|_| ___/_|_/__/ |___| _/ ______________________________________________________________________________ ______ ______ __ __ ____ ____ __ ______ __ __ / __ | _ | | | | / / | | / __ | | | | | | | | |_) | | | | | / / | | | | | | | | | | | | | | _ < | | | | / | | | | | | | . ` | | `--' | | |_) | | `----.| | / | | | `--' | | | | ______/ |______/ |_______||__| __/ |__| ______/ |__| __| +-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+ | TES IV: Oblivion FAQ/Walkthrough | +-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+ | Author: Xiamut (xiamut@gmail.com) | | Version: 0.90 | | Last Revision: 07/11/06 | | Platform: Xbox 360 | o------------------------------------o O============================================================================O | Table of Contents | O============================================================================O - Introduction........................................................[*01] - The Basics..........................................................[*02] - Controls........................................................[B01] - Combat..........................................................[B02] - Magic...........................................................[B03] - Stealth.........................................................[B04] - Attributes......................................................[B05] - Gaining Levels..................................................[B06] - Character Creation..................................................[*03] - Races...........................................................[C01] - Birthsigns......................................................[C02] - Skills..........................................................[C03] - Classes.........................................................[C04] - Quest Walkthroughs..................................................[*04] - Main Quest......................................................[Q01] - Fighters Guild Quests...........................................[Q02] - Mages Guild Quests..............................................[Q03] - Thieves Guild Quests............................................[Q04] - Dark Brotherhood Quests.........................................[Q05] - Daedric Shrine Quests...........................................[Q06] - Side Quests.........................................................[*05] - Achievement List....................................................[*06] - Revision History....................................................[*07] - Thanks/Acknowledgments..............................................[*08] - Contact Information.................................................[*09] - Copyright Information...............................................[*10] ----------------------------------------------------------------------------- *** Click here and press [Ctrl]+[F] to call up the Find menu. Enter the *** *** corresponding code(square brackets and all) next to section that you *** *** want to view and press enter to jump to that section. *** ----------------------------------------------------------------------------- ------====================================================================== [*01] Introduction --------==================================================================== Oblivion is an open-ended first-person role playing game developed by Bethesda Softworks and published by 2K Games. As the game begins, you are taken to the character creation menu where you will create your in-game persona. The possi- bilities for character creation are nearly endless. Once you have created your character and have been set loose into the world, you are free to do what you want. Be it saving the world, closing Oblivion gates, exploring the depths of dark dungeons, taking on quests, you can do it in Oblivion. This FAQ/Walkthrough was written based on The Elder Scrolls IV: Oblivion for the Xbox 360 console. Even though it was written for the 360, it can still be used in conjunction with the PC version of Oblivion, since the only real diffe- rence between the 360 and PC version of the original game is the control scheme. Contained in this guide is a walkthrough for the main quest, each of the four guilds that you can join in the game, and walkthroughs for the Daedric Shrine quests. I suggest that you do not read too far ahead as this guide does CONTAIN SPOILERS! I have implemented a search system that I highly suggest you utilize. It is very simple to use and it will make your time navigating this guide a whole lot easier. To use it, simply press [Ctrl]+[F] to bring up the Find menu. Use the table of contents and type in the corresponding code for the section that you want to jump to. Each quest sub-section has its own table of contents that contains a list of all of the quests in that section as well. I hope you can find the answers you are looking for... now on to the FAQ! ------====================================================================== [*02] The Basics --------==================================================================== -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Controls [B01] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ O========================O===================================================O | Button | Function | O========================O===================================================O | Left Bumper | Grab objects(press and hold while cursor is over).| |------------------------+---------------------------------------------------| | Right Bumper | Cast selected spell. | |------------------------+---------------------------------------------------| | Right Trigger | Attack with equipped weapon. | |------------------------+---------------------------------------------------| | Back | Open the wait menu. | |------------------------+---------------------------------------------------| | Start | Pause the game and open the start menu. | |------------------------+---------------------------------------------------| | Left Thumbstick | Move your character. | |------------------------+---------------------------------------------------| | Left Thumbstick Button | Toggle Sneak Mode on and off. | |------------------------+---------------------------------------------------| | D-Pad | Activate set hotkeys. | |------------------------+---------------------------------------------------| | Right Thumbstick | Look left, right, up, down. | |------------------------+---------------------------------------------------| | Right | Switch between first and third person view | | Thumbstick | points. Hold down to enter Vanity Mode. Use the | | Button | left and right triggers to zoom in and out. | o------------------------o---------------------------------------------------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Combat [B02] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are three classifications for weapons in Oblivion: Blade weapons, Blunt weapons and ranged weapons. The Blade classification encompasses daggers, short swords, long swords, claymores, etc. The Blunt encompasses anything from maces and hammers to one-handed and two-handed axes. Weapons are also further classed as either one-handed or two-handed. With two-handed weapons, while you have the benefit of a slightly more powerful weapon, you lose the extra defense of a shield used in conjunction with a one-handed weapon. Ranged, of course, refers to bows. The damage that a certain weapon deals is dependant on several different factors. The strength of a melee weapon is dependant on your characters weapon classification skill level, the quality of the weapon and the weapon itself. For example, if your character uses blades as their primary weapon type, the damage that the deal while using a blade type weapon will be much higher than the damage they would deal while using a blunt weapon. A bow's damage is dependant on your character's marksmen skill level, the bow itself and your character's agility attribute. There are two different types of melee attacks, basic attacks and power attacks. You can perform power attacks by holding down on the right trigger and push the right thumbstick in a certain direction. As you gain levels in your skills, you will reach new mastery levels. Each time you reach a new mastery level, you will gain a new power attack. A novice can perform a basic power attack with a blade or blunt weapon by holding down on RT and pushing the right thumbstick in any direction. As an Apprentice, one can perform a more powerful power attack, by simply holding down on RT. Journeyman gain the left and right power attacks. Experts gain a backwards power attack with a chance of knocking their opponent back. Finally, Master gains a forward power attack with a chance of paralyzing the target. For ranged weapons, hold down the right trigger to pull the bowstring to its full extension, then release the right trigger to fire the arrow. Of course, as with a real bow, aim the arrow up higher to adjust the distance. As soon as you hit Journeymen, you will be able to zoom in by holding down on the left trigger. To see the other perks associated with the marksmen mastery levels, check out the skills section. Blocking of course goes hand in hand with combat. You can block with weapons, but a shield is much more effective in absorbing a hit than a weapon is. A shield can only be used while you are wielding a one- handed weapon. Bow or two-handed weapon users must block with their weapon. As you use your weapons, their quality will eventually drop. When it drops completely, it will become unusable. A weapon of lesser quality will be dealing less damage than it would be at its full potential, as armor would be less effective at absorbing damage while it is damaged. You can repair your damaged equipment by using a repair hammer. As you gain skills in Armorer, there will be less of a chance of a hammer breaking while you are using it. If your mastery level in Armorer is below Journeyman, you will not be able to repair enchanted equipment. You can, however, bring your damaged equipment to just about any weapon/armor store and have the shopkeeper fix it for a price. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Magic [B03] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are six different colleges of magic that can be used. Each different school has different types of spells associated with it: Destruction: Cast spells to inflict magical fire, frost and shock damage or lower resistances to magic attacks. Alteration: Cast spells to breathe or walk on water, open lock, shield from physical or magical attacks and alter encumbrance. Illusion: Cast spells to charm, conceal, create light, silence, paralyze, command or effect morale or aggressiveness. Conjuration: Cast spells to summon demonic creatures, magical weapons and armor or turn the undead. Mysticism: Cast spells to absorb, reflect, and dispel magic. Move objects, sense life and bind souls. Restoration: Cast spells to restore, fortify or absorb physical and magic attributes, cure disease and resist magic attacks. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Stealth [B04] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Characters geared towards stealth focus on surprising the enemy, while remaining out of sight. The heart of the art of stealth is the sneak mode, to enter this mode simply press down on left thumbstick and you will enter sneak mode. While in sneak mode, an eye icon will appear in the middle of the display. While this eye is faded, it means that there aren't any creatures or characters that can see you, you are effectively hidden. While the icon is bright and solid, it means that you have been detected. Several factors affect your chance of being detected by someone. The weight of your boots, the amount of light in a location, the speed of your movement all have an effect on your chances of being detected. While sneaking, do not cast any spells that generate light. While in sneak mode, one can perform sneak attacks if they are undetected. If you are using a ranged or one-handed weapon and you strike a target while you are sneaking undetected, you will get a damage bonus. With ranged weapons, the damage that the bow deals is multiplied by three, with one-handed weapons the damage is multiplied by six. A sneak attack cannot be performed with a two- handed weapon, making any weapon under that category virtually useless to a stealth character. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Attributes [B05] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Each time your character gains a level, you will be able to choose three of the eight attributes to raise by a certain amount. Each attribute has a certain effect on your character, raising an attribute enhances the effect on your character. Below is a table describing each attribute, as well as the effect they have on your character. For information on gaining levels, refer to the section below this one. O===============O============================================================O | Attribute | Affects/Governing Attributes | O===============O============================================================O | Strength | How much you can carry, your Fatigue, damage dealt with | | | melee weapons. Governs Blunt, Blade and Hand to Hand. | |---------------+------------------------------------------------------------| | Intelligence | Total Magicka. Governs the skills Alchemy, Conjuration, | | | and Mysticism. | |---------------+------------------------------------------------------------| | Willpower | Magicka regeneration rate, how much fatigue you have. | | | Governs Destruction, Alteration, and Restoration. | |---------------+------------------------------------------------------------| | Agility | Reduces the likelihood that you will lose balance when | | | struck by an enemy. Affects how much damage you do with | | | ranged weapons. Governs Security, Sneak and Marksman. | |---------------+------------------------------------------------------------| | Speed | Determines the speed of your movement. Governs the skills | | | of Athletics, Light Armor, and Acrobatics. | |---------------+------------------------------------------------------------| | Endurance | Affects your total fatigue, health and the rate at which | | | your health will increase at when you gain levels. You | | | gain one-tenth of your endurance attribute each time you | | | gain a level. Governs Block, Armorer and Heavy Armor. | |---------------+------------------------------------------------------------| | Personality | Affects people's default disposition towards you. Governs | | | the skills of Speechcraft, Mercantile and Illusion. | |---------------+------------------------------------------------------------| | Luck | Has an effect on everything you do. An example of this is | | | the probability of receiving rare items from random drops. | o---------------o------------------------------------------------------------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Gaining Levels [B06] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ The leveling system in The Elder Scrolls series is different than most traditional RPGs. You do not gain experience points for killing monsters, instead you gain levels by making advancements in your major skills. The seven major skills that you choose during the character creation process are very important for this very reason. To gain a level, you must raise any combination of your seven major skills a total of ten times. There are three main ways to raise your skill levels. One being to simply use it over and over, the lower the skill level, the easier it is to increase it by using it. As a particular skill's level becomes higher, it will take more time to raise it by another level. You can also pay an NPC to train your char- acter in a specific skill. To do this you must find a character that has a mastery level higher than yours in the skill that you wish to be trained in. There is a limit of five trained levels per character level. You may also come across "Skill Books" in the world of Oblivion. Upon reading these skill books, you will gain a level in a certain skill. When you do increase the major skills associated with your class by ten points, you will receive a notification telling you to find a bed to sleep and meditate on what you have learned. You must find a bed and use it to sleep and meditate on what you've learned in order to increase your level. You do not need to sleep right away however, you can "stack" levels and sleep in a bed several times in a row to catch up. When you raise your level, you will have to choose three of your eight attributes to raise. Certain attributes may receive a bonus modifier, which is determined by which skills you have increased since you last raised level. The attributes that receive bonus modifiers are determined by the "governing attribute" of the skills that you have raised. For each two levels you gain in a skill, it will add +1 to that skill's governed attribute's bonus modifier. Whether a skill is Major or Minor does not affect the modifier. For example, if you gain four levels in Armorer, which has its governing attribute as Endurance, ten levels in a minor skill such as Destruction, which has the governing attribute of Willpower, you would receive the opportunity to increase Endurance by +3 and Willpower by +5. The bonus modifier has a limit of +5, so don't bother raising a skill to try and get a modifier by more than ten levels. ------======================================================================= [*03] Character Creation --------===================================================================== The first thing that you must do in Oblivion is design your character. Oblivion features a very in-depth character creation system. You must choose from one of the 10 races, design your character's looks(in great detail if you wish, or you can just choose to randomize their face), select a birthsign and assign them a class. This section gives a detailed description of the options for the choices you must make. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Races [C01] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are a total of ten different races in Oblivion for you to choose from. Each race has its own strengths and weaknesses. Every race receives certain skill bonuses and special abilities that are unique to that race. While deci- ding on a race, keep in mind the type of character you want to be and make sure that your choice is well suited for your desired role. Keep in mind how- ever, that starting stats and skill bonuses really don't matter too much once you reach higher levels. +--------------------------- Argonian ---------------------------+ Description: This reptilian race, well-suited for the treacherous swamps of ------------ its homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks. Skill Bonuses: Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5, -------------- Illusion +5, Mysticism +5, Security +10 Race Specials: Resist Disease, Immune to Poison, Water Breathing -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 50 | 50 | 30 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 50 | 40 | 40 | 40 | 30 | 30 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +---------------------------- Breton ----------------------------+ Description: In addition to their quick and perceptive grasp of spellcraft ------------ even the humblest of Bretons can boast a resistance to magic energies. They are particularly skilled at summoning and healing magic. Skill Bonuses: Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, -------------- Mysticism +10, Restoration +10 Race Specials: Fortified Magicka, Dragon Skin, Resist Magicka -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 50 | 50 | 30 | 30 | 30 | 40 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 50 | 50 | 30 | 40 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Dark Elf ---------------------------+ Description: Also known as "Dunmer" in their homeland of Morrowind, the ------------ Dark Elves are noted for their skilled and balanced integr- ation of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid. Skill Bonuses: Athletics +5, Blade +10, Blunt +5, Destruction +10, -------------- Light Armor +5, Marksman +5, Mysticism +5 Race Specials: Ancestor Guardian, Resist Fire -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 40 | 50 | 40 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 40 | 30 | 40 | 50 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- High Elf ---------------------------+ Description: Also known as "Altmer" in their homeland of Summerset Isle, ------------ the High Elves are the most strongly gifted in the arcane arts of all the races. However, they are also somewhat vulne- rable to fire, frost and shock. Skill Bonuses: Alchemy +5, Alteration +10, Conjuration +5, Destruction +10 -------------- Illusion +5, Mysticism +10 Race Specials: Weakness to Fire, Frost and Shock, Resist Disease, Fortified -------------- Magicka Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 30 | 50 | 40 | 40 | 30 | 40 | 40 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 50 | 40 | 40 | 40 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Imperial ---------------------------+ Description: Natives of the civilized, cosmopolitan province of Cyrodiil, ------------ they have proved to be shrewd diplomats and traders. They are skilled with heavy armor and in the social skills. They tend to favor the warrior class. Skill Bonuses: Blade +5, Blunt +5, Hand to Hand +5, Heavy Armor +5, Mercan- -------------- tile +10, Speechcraft +10 Race Specials: Star of the West, Voice of the Emperor -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 30 | 40 | 40 | 50 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 40 | 40 | 30 | 30 | 40 | 50 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +---------------------------- Khajiit ---------------------------+ Description: Hailing from the province of Elsweyr, they are intelligent, ------------ quick, and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajiit can see in the dark. Skill Bonuses: Acrobatics +10, Athletics +5, Blade +5, Hand to Hand +10, -------------- Light Armor +5, Security +5, Sneak +5 Race Specials: Eye of Fear, Eye of Night -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 50 | 40 | 30 | 40 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 40 | 30 | 50 | 40 | 40 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +----------------------------- Nord -----------------------------+ Description: Citizens of Skyrim, they are a tall and fair-haired people. ------------ Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors. Skill Bonuses: Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, -------------- Restoration +5 Race Specials: Nordic Frost, Woad, Resist Frost -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 50 | 30 | 30 | 40 | 50 | 50 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 50 | 30 | 40 | 40 | 40 | 40 | 30 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +------------------------------ Orc -----------------------------+ Description: The people of the Wrothgarian and Dragontail Mountains, ------------ Orcish armorers are prized for their craftsmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their berserker rage. Skill Bonuses: Armorer +10, Block +10, Blunt +10, Hand to Hand +5, Heavy -------------- Armor +10 Race Specials: Berserk, Resist Magicka -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 45 | 30 | 50 | 35 | 30 | 50 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 45 | 40 | 45 | 35 | 30 | 50 | 25 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Redguard ---------------------------+ Description: The most naturally talented warriors in Tamriel. In addition ------------ to their cultural affinities for many weapons and armor styles, they also have a hardy constitution and natural resi- stance to disease and poison. Skill Bonuses: Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy -------------- Armor +5, Mercantile +5 Race Specials: Adrenaline Rush, Resist Poison, Resist Disease -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 50 | 30 | 30 | 40 | 40 | 50 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 30 | 30 | 40 | 40 | 50 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Wood Elf ---------------------------+ Description: The clanfolk of the Western Valenwood forests, also known as ------------ "Bosmer." Wood Elves are nimble and quick, making them good scouts and thieves, and there are no finer archers in all of Tamriel. Their ability to command simple creatures is well-known. Skill Bonuses: Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, -------------- Marksman +10, Sneak +10 Race Specials: Beast Tongue, Resist Disease -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 30 | 40 | 30 | 50 | 50 | 40 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 40 | 30 | 50 | 50 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Birthsigns [C02] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Part of the character creation process includes choosing one of the thirteen birthsigns that your marks your character's birth. The birthsigns grant you special powers, some more useful than others. Below is a table listing each of the birthsigns and the effect that they have on your character: O================O===========================================================O | Birthsign | Power | O================O===========================================================O | The Apprentice | Grants a 100 point bonus to your Magicka attribute. | | | 100% Weakness to Magicka. | |----------------+-----------------------------------------------------------| | The Lady | Grants a 10 point bonus to your Willpower and Endurance | | | attributes. | |----------------+-----------------------------------------------------------| | The Mage | The Mage grants a permanent bonus of 50 points to your | | | Magicka attribute. | |----------------+-----------------------------------------------------------| | The Thief | Grants a 10 point bonus to your Speed, Agility and Luck | | | attributes. | |----------------+-----------------------------------------------------------| | The Atronach | You do not regain Magicka over time. Instead you have 50% | | | Spell Absorption. Base Magicka increased by 150 points. | |----------------+-----------------------------------------------------------| | The Lord | Blood of the North - Lesser power, regenerates up to 90 | | | of Health. Permanent 25% weakness to Fire. | |----------------+-----------------------------------------------------------| | The Lover | Lover's Kiss - Greater power, paralyze an enemy for 10 | | | seconds at the cost of 120 points of Fatigue. | |----------------+-----------------------------------------------------------| | The Ritual | Mara's Gift - Greater power, Restore health spell. | | | Blessed Word - Turn the Undead. | |----------------+-----------------------------------------------------------| | The Serpent | Slow but potent poison on touch. Also cures and dispels | | | magic on yourself. Costs 100 points of Fatigue. | |----------------+-----------------------------------------------------------| | The Shadow | Moonshadow - Greater power, become Invisible for 60 | | | seconds. | |----------------+-----------------------------------------------------------| | The Steed | The Steed birthsign grants a bonus of 20 to your speed | | | attribute. | |----------------+-----------------------------------------------------------| | The Tower | Tower Key - Greater power, open an Average or lower | | | quality lock once a day. Tower Warden reflects 5 point of | | | damage for 120 seconds a day. | |----------------+-----------------------------------------------------------| | The Warrior | Grants a bonus of 10 points to your Strength and Enduran- | | | ce attributes. | o----------------o-----------------------------------------------------------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Skills [C03] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ In total, there are 21 skills in Oblivion. Your character will be composed of seven skills that will be referred to as "Major Skills" and the rest will be referred to as "Minor Skills." There are set points that are considered "Mastery Levels." When you reach a particular mastery level, you will receive what is called a "skill perk" for the skill in question. The major skills that you select will start off at the Apprentice mastery level(25). Below is a table listing each mastery level and its level range: O=========================================O==================================O | Skill Mastery Level | Skill Scores | O=========================================O==================================O | Novice | 0-24 | |-----------------------------------------+----------------------------------| | Apprentice | 25-49 | |-----------------------------------------+----------------------------------| | Journeyman | 50-74 | |-----------------------------------------+----------------------------------| | Expert | 75-99 | |-----------------------------------------+----------------------------------| | Master | 100 | o-----------------------------------------o----------------------------------o The skills are categorized as either Combat skills, Magic skills or Stealth skills. Each skill in these categories have governing attributes that reflect their categories. The governing attribute of a skill is important because, depending on the number of levels in that skill that you gain before gaining a character level, you will get an attribute bonus. For every two levels you gain in a skill you will receive one extra point to that skill's governed attribute. For example, if you gain ten levels in Armorer, it's governing attribute is Endurance so therefore you will be able to raise your Endurance by +5 the next time you gain a level and rest. The maximum attribute bonus that you can get is a +5. Gains in minor as well as major skills count towards the attribute bonus. C O M B A T S K I L L S +---------------------------------- Block ----------------------------------+ Governing Attribute: Agility Description: Parry melee attacks with shields and weapons. Successful blocks reduce damage received. Novice: A Novice of Block is fatigued when blocking. Also, hand-to-hand blocking against weapons has no effect. Apprentice: An Apprentice is no longer fatigued when blocking. Journeyman: A Journeyman's shield or weapon is no longer damaged when he/she blocks. Opponents may recoil when blocking with hand-to-hand. Expert: An Expert blocking with a shield has a chance to do a knockback counter attack, which staggers the enemy if the shield blow connects. Master: A Master Blocking with a shield has an additional chance of disarming an enemy with a successful knockback counterattack. +--------------------------------- Armorer ---------------------------------+ Governing Attribute: Endurance Description: Repair damaged weapons and armor. Damaged pieces of equipment are less effective. Novice: A Novice cannot repair magic items. Apprentice: Repair hammers now last twice as long. Magic items still cannot be repaired by an apprentice. Journeyman: A Journeyman of Armorer can now repair magic items. Expert: An Expert can repair items beyond their highest conditi- on(To 125%). Expert improved weapons do more damage and expert improved armor offers better protection. Master: Repair hammers never break when used by a Master. +------------------------------- Heavy Armor -------------------------------+ Governing Attribute: Endurance Description: Make more effective use of armors classified as Heavy Armor. Heavy armor includes Iron, Steel, Dwarven, Orcish, Ebony and Daedric. Novice: Heavy Armor degrades rapidly with use(150% of normal rate). Apprentice: Heavy Armor worn by an Apprentice degrades at a normal rate. Journeyman: Armor degrades at a 50% slower rate. Expert: Worn Heavy Armor only encumbers by 50%. Master: Equipped Heavy Armor does not encumber at all. +---------------------------------- Blunt ----------------------------------+ Governing Attribute: Strength Description: Use weapons categorized as blunt more effectively. This encomp- asses mace and axe type weapons. Novice: A Novice performs a basic power attack with a damage bonus in all directions. Apprentice: Gain damage bonuses with a Mastery Standing Power Attack(Hold RT). Journeyman: Gain damage bonuses with the Mastery Left and Right Power Attacks(Hold right thumbstick left or right and hold RT). Has a chance of disarming the opponent. Expert: Gain Mastery Backwards Power Attack(Hold down on right thumb- stick and hold RT). Also gains a chance of a knockdown. Master: Mastery Forward Power Attack(Hold up on the right thumbstick and hold RT) with a chance to paralyze. +---------------------------------- Blade ----------------------------------+ Governing Attribute: Strength Description: Use weapons categorized as blade more effectively. This encomp- asses dagger and sword type weapons. Novice: A Novice performs a basic power attack with a damage bonus in all directions. Apprentice: Gain damage bonuses with a Mastery Standing Power Attack(Hold RT). Journeyman: Gain damage bonuses with the Mastery Left and Right Power Attacks(Hold right thumbstick left or right and hold RT). Has a chance of disarming the opponent. Expert: Gain Mastery Backwards Power Attack(Hold down on right thumb- stick and hold RT). Also gains a chance of a knockdown. Master: Mastery Forward Power Attack(Hold up on the right thumbstick and hold RT) with a chance to paralyze. +-------------------------------- Athletics --------------------------------+ Governing Attribute: Speed Description: Run and swim faster. Also effectives rate of lost fatigue recovery. Novice: A Novice regenerates Fatigue slowly when running. Apprentice: An Apprentice regenerates Fatigue 25% faster when running. Journeyman: A Journeyman regenerates Fatigue 50% faster when running. Expert: An Expert regenerates Fatigue 75% faster when running. Master: A Master's Fatigue regeneration rate is never reduced while running. +------------------------------- Hand To Hand ------------------------------+ Governing Attribute: Strength Description: Attack without weapons using your fists to damage and fatigue opponents. Novice: A Novice performs a basic power attack with a damage bonus in all directions. Apprentice: Gain damage bonuses with a Mastery Standing Power Attack(Hold RT). Journeyman: Gain damage bonuses with the Mastery Left and Right Power Attacks(Hold right thumbstick left or right and hold RT). Has a chance of disarming the opponent. Expert: Gain Mastery Backwards Power Attack(Hold down on right thumb- stick and hold RT). Also gains a chance of a knockdown. Also gains a chance of a knockback attack while blocking. Master: Mastery Forward Power Attack(Hold up on the right thumbstick and hold RT) with a chance to paralyze. While blocking, gains a chance of a disarm on a knockback attack. M A G I C S K I L L S +------------------------------- Destruction -------------------------------+ Governing Attribute: Willpower Description: Cast spells to inflict magical fire, frost and shock damage or lower resistances to magic attacks. Novice: Cast Novice level Destruction spells. Apprentice: Cast Apprentice level Destruction spells. Journeyman: Cast Journeyman level Destruction spells. Expert: Cast Expert level Destruction spells. Master: Cast Master level Destruction spells. +------------------------------- Alteration --------------------------------+ Governing Attribute: Willpower Description: Cast spells to breathe or walk on water, open lock, shield from physical or magical attacks and alter encumbrance. Novice: Cast Novice level Alteration spells. Apprentice: Cast Apprentice level Alteration spells. Journeyman: Cast Journeyman level Alteration spells. Expert: Cast Expert level Alteration spells. Master: Cast Master level Alteration spells. +-------------------------------- Illusion ---------------------------------+ Governing Attribute: Personality Description: Cast spells to charm, conceal, create light, silence, paralyze, command or effect morale or aggressiveness. Novice: Cast Novice level Illusion spells. Apprentice: Cast Apprentice level Illusion spells. Journeyman: Cast Journeyman level Illusion spells. Expert: Cast Expert level Illusion spells. Master: Cast Master level Illusion spells. +------------------------------- Conjuration -------------------------------+ Governing Attribute: Intelligence Description: Cast spells to summon demonic creatures, magical weapons and armor or turn the undead. Novice: Cast Novice level Conjuration spells. Apprentice: Cast Apprentice level Conjuration spells. Journeyman: Cast Journeyman level Conjuration spells. Expert: Cast Expert level Conjuration spells. Master: Cast Master level Conjuration spells. +-------------------------------- Mysticism --------------------------------+ Governing Attribute: Intelligence Description: Cast spells to absorb, reflect, and dispel magic. Move objects, sense life and bind souls. Novice: Cast Novice level Mysticism spells. Apprentice: Cast Apprentice level Mysticism spells. Journeyman: Cast Journeyman level Mysticism spells. Expert: Cast Expert level Mysticism spells. Master: Cast Master level Mysticism spells. +------------------------------- Restoration -------------------------------+ Governing Attribute: Willpower Description: Cast spells to restore, fortify or absorb physical and magic attributes, cure disease and resist magic attacks. Novice: Cast Novice level Restoration spells. Apprentice: Cast Apprentice level Restoration spells. Journeyman: Cast Journeyman level Restoration spells. Expert: Cast Expert level Restoration spells. Master: Cast Master level Restoration spells. +--------------------------------- Alchemy ---------------------------------+ Governing Attribute: Intelligence Description: Create potions and gain benefits from alchemical ingredients more effectively. Novice: Recognizes only the first of four potential alchemical properties of a substance. Apprentice: Recognize the first two of four potential alchemical properties of a substance. Journeyman: Recognize the first three of four potential alchemical properties of a substance. Expert: Recognize all four potential alchemical properties of a substance. Master: Create potions from a single ingredient. S T E A L T H S K I L L S +-------------------------------- Security ---------------------------------+ Governing Attribute: Agility Description: Utilize lockpicks to open locked door, chests, containers, etc. Novice: As many as four tumblers will fall a pick is broken due to being unsuccessful. Apprentice: As many as three tumblers will fall a pick is broken due to being unsuccessful. Journeyman: As many as two tumblers will fall when a pick is broken due to being unsuccessful. Expert: Only one tumbler will fall when unsuccessful. Master: No tumblers will fall when a pick is broken due to being unsucc- essful. +---------------------------------- Sneak ----------------------------------+ Governing Attribute: Agility Description: Become harder to detect when moving in the shadows by observers. Pick pockets more effectively.(To enter sneak mode, press on the left thumbstick button.) Novice: Gains a 4x damage bonus for one-handed and hand-to-hand, and a 2x damage bonus for marksmen attacks, when undetected. Apprentice: Gains a 6x damage bonus for one-handed and hand-to-hand, and a 3x damage bonus for marksmen attacks, when undetected. Journeyman: Receives no penalty to his/her chance of detection while sneaking for the weight of his/her equipped boots. Expert: Receives no penalty to his/her chance of being detected while sneaking for moving faster rather than slower. Master: An undetected sneak attack made by a master will ignore the target's armor rating. +-------------------------------- Acrobatics -------------------------------+ Governing Attribute: Speed Description: Jump higher and farther. Avoid damage when falling great distances. Novice: Cannot attack while jumping or falling. Apprentice: Perform normal attacks while jumping or falling. Journeyman: Gain the dodge ability, hold block and jump in a direction to roll(Hold RT, right thumbstick left or right and press Y. or hold RT and down on the right thumbstick to do a back flip!) Expert: Fatigue loss for jumping is reduced by 50%. Master: Gains the Water Jump ability. With good timing, a master can jump off the surface of water. +------------------------------- Light Armor -------------------------------+ Governing Attribute: Speed Description: Make more effective use of armors classified as Light Armor. Heavy armor includes Fur, Leather, Chain, Mithril, Elven, and Glass. Novice: Light Armor degrades rapidly with use(150% of normal rate). Apprentice: Light Armor worn by an Apprentice degrades at a normal rate. Journeyman: Armor degrades at a 50% slower rate. Expert: Equipped Light Armor does not encumber the user at all. Master: While wearing only Light Armor, the Master gains a bonus of 50% to the rating of that armor. +--------------------------------- Marksman --------------------------------+ Governing Attribute: Agility Description: Make more effective use of bow and arrow weapons. Novice: A Novice is fatigued while holding a bow drawn back. Apprentice: No fatigue cost for holding a bow drawn back. Journeyman: While holding block while the bow is drawn, user can zoom in. Expert: Arrow attacks have a chance of knocking the target down. Master: Arrow attacks have a chance of paralyzing the target. +------------------------------- Mercantile --------------------------------+ Governing Attribute: Personality Description: Get better deals when buying or selling items. Novice: Value of item is reduced by worn condition of the item. Apprentice: Value of item that is being sold is not reduced by the worn condition of the item. Journeyman: Can buy and sell any object to any vendor, even if he or she does not usually deal in that type of wares. Expert: Has the ability to invest in a shop, giving the merchant money to permanently increase his or her shop's available gold by 500. Master: All shops in the world always have 500 more gold available. +------------------------------- Speechcraft -------------------------------+ Governing Attribute: Personality Description: Use speech to persuade listeners to like and trust you. Novice: Can offer bribes to increase disposition of certain people. Apprentice: Gains a free rotation wedge in the persuasion menu. Journeyman: Falling disposition timer in the persuasion mini-game is 50% slower. Expert: Disposition loss from negative results in the mini-game are reduced from -150% to -100%. Master: Bribes cast half as much as they normally do. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Classes [C04] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ During the character creation process, you must select a class. Your class is composed of seven major skills, two favored attributes and a specializa- tion. After the tutorial, you can either choose a predefined class or choose to create your own custom class. The seven major skills that you select will determine how your character levels up. By using these skills and progressing in them, your character will gain levels. The two attributes that you select as favored attributes will receive a +5 bonus. There are three specializations: Combat, Magic and Stealth. Each skill in the specialization selected will gain a +10 bonus. ------======================================================================= [*04] Quest Walkthroughs --------===================================================================== ------------------------------------------------------------------------------ - Main Quest - [Q01] ------------------------------------------------------------------------------ Tutorial...................................................(MQ01) Deliver the Amulet.........................................(MQ02) Find the Heir..............................................(MQ03) Breaking the Siege of Kvatch...............................(MQ04) Weynon Priory..............................................(MQ05) The Path of Dawn...........................................(MQ06) Dagon Shrine...............................................(MQ07) Spies......................................................(MQ08) Blood of the Daedra........................................(MQ09) Bruma Gate.................................................(MQ10) Blood of the Divines.......................................(MQ11) Miscarcand.................................................(MQ12) Allies for Bruma...........................................(MQ13) Defense of Bruma...........................................(MQ14) Great Gate.................................................(MQ15) Paradise...................................................(MQ16) Light the Dragonfires......................................(MQ17) ============================================================================== ...Tutorial - (MQ01).......................................................... ============================================================================== Once Oblivion's opening video has concluded, you will be taken to the Imperial Prison. Your first task here is to develop your onscreen persona. At this point, you are only able to create your character's physical features and name them. As you move through the tutorial, you will be able to alter other aspects of your character, however. I will tell you that you will have one more chance to alter your character's look before you are out of this prison. So if you are having trouble getting your character looking exactly the way you want, you can always move on for now and make more changes once you reach that point. If you are having trouble deciding which race to choose, take a look at the "Character Creation" section in this guide for some information about each race, as well as some other information on creating your character. When you have named and designed your character, exit the character creation menu to begin. Your story begins in the Imperial City Prison. There isn't much in your cell; some bones, a couple of jugs... Don't bother picking any of these items up as they are virtually useless and will just take up space. Your not alone in the prison, there is a Dark Elf in the cell across from you. He immediately begins to hurl insults at you as you gain control of your character. He also assures you that you are going to die in here, trying to scare you or something. Just before you and your new friend become better acquainted with each other, some guards begin to approach, they're heading towards your cell and they're accom- panied by the Emperor! One of the guards commands you to go and stand over by the window in your cell, they assure you that you will not be harmed if you stay out of their way. Go and stand over by the window and the guards will open the door and enter your cell. Emperor Uriel Septim approaches you, apparently he recognizes you from a dream. A short dialogue sequence with the Emperor occurs, select whichever dialogue options you wish. The Emperor explains that his sons have been murdered by assassins, and the he needs to escape because it is believed that he will be the next victim. When your little chat with the Emperor has come to an end, one of the guards will open a secret passage in the cell. Follow The Emperor and the guards out of the cell and through the secret passage. You will eventually come to a halt, some assassins will attempt to attack the Emperor. Captain Renault is slain during the attack, feel free to arm you- rself with her Steel Sword or her Akaviri Katana. The two remaining guards and the Emperor will head through the doorway leading to the Imperial Subterrane. You will not be able to follow them through here, but luckily a new passage opens just to the right of this door. There are some rats in here, so make sure that you have a weapon equipped. Throughout this quest you will receive notifications that will explain the basic controls of Oblivion. If you are feeling confused, press the B button to call up the journal menu, press RT or LT to move over to the Map/Quest section(the one on the far right) and you can view the tips that have already been displayed to you. Step through the passage once you are prepared. You will find an Iron Key in this room on the corpse of a dead goblin. Approach the door at the end of this area that leads to the Imperial Substructure and try to open it. It is locked, but using the Iron Key you can open it without having to pick the lock. In this area, head straight and turn to your left at the opening. Follow this path until you reach some enemies, most likely a few rats and maybe a zombie. If the rats and the zombie are already fighting when you get there, let them finish their fight and take out the winner. The rest of this area is quite straightforward. If you do feel like you are getting lost, press the B button to bring up the journal menu and use RT or LT to go to the Quest/Map sect- ion(one on the far right) and move to the area map using the left thumbstick. When you reach the end of this area, you will come to a wooden door that leads to Natural Caverns. As you move forward, you will receive a quest update. It will explain sneak mode to you. If you have a torch out, make sure that you put it away because the goblin will definitely see you if you try sneaking up on him with one equipped. Once the goblin has be dealt with, explore the little encampment. There is a chest behind some rocks, approach it and try to open it. A quest notification will pop up and explain lockpicking to you. There are some more goblins ahead in this area, and you have to be extra careful to avoid the traps in this area. As you exit the area with the first goblin, there are some hanging spike traps. There is a trip wire and a goblin in this area, just get the goblin's attention and he should approach you and most likely get killed by the trap. When the enemy has been dealt with, leave this area and head straight. Straight ahead there are some logs that can be used against the goblins standing below. Run over to them and press A when the prompt appears to activate the push logs. Proceed and you will find yourself in a large, open room. There are rats, several goblins and a goblin witch in this area, so be cautious as you move through. When you are finished exploring this area, proceed to the exit. Go through the door that leads to the Imperial Subterrane to meet up with the Emperor and his guards. You will witness the group being attacked by some more assassins. When the fight is over, the Emperor will approach you and another conversation will begin. At this point, you will have to choose one of the thirteen birthsigns that marked your character's birth. Your character will receive bonuses for the birthsign that you choose. You will have one more chance to change your birthsign before you are out of the prison, so no need to put too much thought into it right at this moment. After the conversation, Baurus, one of the Blades, will begin talking with you. He can tell you some information about the Blades and the Emperor if you wish. He will also hand you a torch, though you more than likely have already picked up a few as you moved through the Imperial Substructure. The Emperor and the guards will continue moving forward, follow them. The group will once again be attacked by a group of assassins as you attempt to move forward. When they are all dead, continue following the group and even more assassins will attack. The Emperor and the guards will go through a door leading to the Sanctum, follow them. Eventually you and the others will reach a dead end. The Emperor feels that this is the end of the line for him, the guards go on ahead while you are charged with the task of defending Septim. He will hand over the Amulet of Kings, and he gives you the task of delivering it to Jauffre in Weynon Priory. An assassin enters the room and slays the Emperor where he stands... There is nothing you can do. After the battle with the remaining assassins, Baurus will approach you. He asks you about the Amulet and you tell him what you must do with it. Baurus tells you about a secret path leading out of the Imperial Prison, through the sewers. He gives you his key, which you must use to get to the sewers. Now it is time to choose your character class. Based on your performance in the tutorial, the game will suggest a class for you to choose. There are twenty-one pre-made classes, but you can also choose to create your own class if you wish. I suggest reading up on the "Character Creation" section of this guide for some useful information to help you with the process. As with your appearance and birthsign, you have one more chance to edit your character's class before the end of the sewers. This point is right before you exit the sewers. When you have decided on your class, Baurus will tell you that you must deliver the Amulet to Jauffre as soon as possible. If you picked up Captain Renault's Akaviri Katana earlier when she was slain, Baurus will thank you for retrieving it and he will take it from you. ============================================================================== ...Deliver the Amulet - (MQ02)................................................ ============================================================================== To get to the sewers, go through the passage that the assassin used to enter the room and slay the Emperor. Locate the locked door that requires a key and open the door using Baurus' key. When you unlock the door, you will find the entrance to the sewers. In the sewers you will find some rats and several goblins, be wary as you progress because it is very dark and the enemies can catch you off guard. Head down the stairs and go through the passage below. Cross the bridge that is farthest to the right in this area. Be cautious as you proceed, there are likely rats or goblins in this tunnel. Climb up the stairs and cross the bridge to the other side of this area and open the gate. Now just continue moving forward until you reach the gate that leads to the City Isle. [Escaped the Imperial Sewers, achieved!] This is it, you're about to step out into the land of Cyrodiil. You can see the light at the end of the tunnel. At this point, if you press A to open the gate when prompted, a menu will appear. This is your ONLY chance to revise your character. Once you step through that gate, you will not be able to edit your character at any other point in the game. I highly suggest that you create a separate save file right before exiting the sewers. This serves several purposes: For one, if you get a few hours in to the game and you feel that your character isn't working for you, you can load up this save and just edit your character without having to go through the entire character creation process again. Also, if in the future you wish to start a brand new character, you can just simply load up this save and create a new character without havin    
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g to go through the beginning tutorial sequence again. You can edit all aspects of your character while you are at this point, so take the time to make sure that you are completely happy with your character before you proceed. Once you open the gate
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