In thisOblivion RemasteredCharacter Creation Guide we’re going to be taking a look at the character creator of the Oblivion Remaster, and explaining to you what to expect when choosing your characters properties and attribtues.
The Elder Scrolls IV: Oblivion Remastered – Character Creation Guide
Oblivionis one of my favorite games, and I’ve spent countless hours playing it. However, the Remaster introduces some subtle changes. I’ve verified the information in this guide against the live in-game data, but please keep in mind that any endgame suggestions are based on my experience with the vanilla version, as it will take me a while to replay the entire game in its remastered form.
We’ll break down the key early decisions that will affect your gameplay—Race,Birthsign, andClass—and how each of these influences different playstyles. Whether you’re a casual player or completely new to Oblivion and just want to create a fun, effective character, this guide is for you.

You’ll start a new game by selecting your race and customizing your character’s features. Race will impact gameplay, but unlike inDragon’s Dogma,your character’s facial and body features won’t have any gameplay effects. So feel free to create your ideal fantasy character as you imagine them—or make a hilariously short and round abomination with no consequences. Of course, this is the Oblivion character creator, so you might struggle to make anything that looks remotely human. Keep an eye out for an upcoming community creations roundup video, or check the“Character Sliders”page on the wiki for inspiration.
After editing your appearance and progressing through the tutorial with Emperor Uriel Septim, you’ll be able to choose two additional features that heavily influence gameplay: yourBirthsignandClass. The game will give you one final opportunity to change all of these settings right before exiting the sewers, so ensure tosave at that pointin case you change your mind later!

Let’s get started with races. All races have a different spread of points into the 8 attributes of the game:Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality and Luck.
To give a brief summary:
Each race also has 7 Major Skills. These skills are chosen from a pool of within 3 groups:
Combat Skills
Magic Arts
Stealth Arts
Lastly, each race hasunique abilities, which can include resistances, passive buffs, or active powers. One final note: theRemasterintroduces slight changes to attribute values depending on your character’s origin. If you’re particular about stats, be sure to check those differences during character creation.
Individual Race Stats & Expected Playstyle
Argonians have niche advantages: they are 75% resistant to disease and completely immune to poison. They also have innate water breathing and are better at lockpicking. Water Breathing is useful for exploration but very situational, while disease/poison resistance helps mainly against specific enemies.
In terms of attributes, they have decent Agility and Speed, making them capable thieves or stealth characters. Arnesians have more Speed, and Thornmarsh Argonians more Intelligence. Just note that aside from their stealth-oriented skill boosts like Security and Athletics, their racial powers don’t directly enhance combat or magic. In short, choose Argonian if you want to be a lizard—it’s a flexible race that can work as a stealthy assassin or even a spellslinger. Their advantages are more about survival in niche scenarios than raw power.

Bretons are often considered one of the best all-around races in Oblivion. They’re excellent for magical playstyles and also work well for hybrids that mix physical and magical attacks. Bretons have +50 permanent Magicka and 50% resistance to magic, letting you negate half the damage from enemy spells.
Their special ability,Dragon Skin, grants a 50% Shield for 60 seconds, which is fantastic for survivability.

Bretons start with high Intelligence and Willpower, making them excellent mages. High Rock Bretons have more Speed, and Systres Bretons more Strength. Bretons are viable for any class thanks to their magic resistance, which is especially great for beginners when paired with Dragon Skin. Their main drawback is low starting Endurance, giving them less health and fatigue early on. Still, Bretons are very forgiving and versatile. A Breton battlemage or warrior is viable with the right stat compensation, and a pure mage Breton is one of the strongest magical builds thanks to added survivability.
Dunmer (Dark Elf)
Dunmer are balanced fighters best suited for a melee/magic hybrid. They have well-rounded attributes and bonuses in Blade and Destruction, making them great spellswords—use a sword in one hand and a Destruction spell in the other. They can also serve as decent archers thanks to a minor Marksman bonus. Dunmer also have 75% resistance to fire, a strong defensive perk since many enemies use fire attacks. Their special ability,Ancestor Guardian, summons a ghost for 60 seconds. It’s not very damaging, but useful as a decoy.
In terms of attributes, their main advantage lies in Speed. Vvardenfell Dunmer have more Endurance (recommended), while Mainland Dunmer have more Personality. They lack the raw Strength of Nords/Orcs or the Magicka pool of High Elves/Bretons but sit comfortably in the middle. Willpower is slightly lacking. If you want a flexible character for mixed playstyles, Dunmer are a solid choice.

High Elf (Altmer)
High Elves are the ultimate specialist mage race. They begin with the highest Magicka (+100) of all races, allowing more spellcasting from the start. However, they also suffer from a 25% weakness to Fire, Frost, and Shock damage, making them glass cannons.
Their primary attribute is Intelligence, and they receive bonuses to Destruction, Mysticism, and Alteration. Summerset Isle Altmer have more Speed, while Auridon Elves have more Endurance (recommended). If you’re fully committed to a pure mage build, this is the best race for it.
Imperials aren’t combat specialists and instead focus on charisma and diplomacy. They don’t have elemental resistances or major Magicka boosts. Instead, they excel in Speechcraft and Mercantile, making them ideal for bargaining or gaining NPC info. Their abilities support this:Voice of the Emperorcalms enemies or boosts NPC disposition, whileStar of the Westabsorbs 100 Fatigue from a target.
Imperials have high Personality but low Agility. Nibenay Imperials have more Speed, and Colovia Imperials more Willpower. They don’t offer combat or magical bonuses, but they’re versatile—able to be knights, rogues, or pilgrims. For a neutral, jack-of-all-trades start with a strong role-play angle, Imperial is a solid choice.
Khajiit are agile, stealthy cat-folk—perfect for thieves and assassins. They have high Agility and decent Speed, with major bonuses to Acrobatics, Sneak, and Security. This makes them ideal for quick melee combat like daggers or hand-to-hand. TheirEye of Nightgrants night vision, andEye of Fearcauses enemies (up to level 25) to flee—great for emergency escapes.
Their main drawback is weak early-game combat—they have lower Strength and Endurance and no resistances. Pellitine Khajiit have higher Endurance (recommended), and Anequina have more Strength. A Khajiit warrior is a tough early build, but for sneaky players, they’re ideal.
Nords are burly warriors from Skyrim, ideal for melee play. They start with very high Strength and Endurance, allowing them to hit hard and tank lots of damage. Western Nords have more Endurance, while Eastern Nords have more Willpower. Their skill bonuses include Blade, Blunt, and Heavy Armor. Nords also have 50% Frost Resistance, and two Greater Powers:Woad, a 30-point Shield for 60 seconds, andNordic Frost, a touch-based 50-point Frost attack.
Nords are excellent for tanky warrior builds. Woad can help turn the tide in a tough fight. However, they are poorly suited for stealth or magic, with low Agility and Magicka. If your goal is to swing big weapons and wear heavy armor, Nords are perfect.
Orcs are the toughest combat race—stronger and sturdier than even Nords. They begin with high Endurance, Willpower, and decent Strength. Orsinium Orcs have more Intelligence, and Stronghold Orcs more Willpower. They have a built-in 25% resistance to magic, which isn’t as high as a Breton’s, but still helpful. Their daily Greater Power,Berserk, grants +50 Strength, +20 Health, and +200 Fatigue for 60 seconds, at the cost of -100 Agility during that time.
Orcs are perfect for pure warriors and are particularly effective against mages, thanks to their magic resistance and high Willpower. They can also become paladins or battlemages. However, their low Personality makes social interactions harder, and their low Agility makes stealth builds nearly unplayable. If you want to crush enemies with a giant warhammer, Orcs are top-tier.
Redguards might be the best offensive melee race. They start with the highest Strength and high Endurance. Dragontail Mountain Redguards have more Strength, and Alik’r Desert Redguards more Personality. They have 75% resistance to poison and disease, and skill bonuses in Blade, Blunt, Athletics, and more. Their Greater Power,Adrenaline Rush, grants +50 Strength, Endurance, Agility, and Speed, plus +25 Health for 60 seconds—usable once per day. It essentially turns you into a whirlwind of destruction.
Redguards are ideal for fighters, barbarians, or crusaders—anyone who wants to get in close and deal damage. Their Speed and Agility also support scout or combat-archer builds. For beginners who want an aggressive melee character, Redguard is one of the most forgiving picks.
Bosmer (Wood Elf)
Wood Elves are perfect for stealth and archery. They start with a +10 bonus to Marksman, Sneak, and other stealth skills, along with high Agility and Speed. Reaper’s March Bosmer have more Personality, and Grahtwood Bosmer have more Endurance. They also have 75% disease resistance and theBeast Tongueability, which lets you command a creature (up to level 5) for 60 seconds—useful early on.
Their main weakness is that Beast Tongue becomes useless later, and they have no bonuses to melee or magic. So, a Wood Elf warrior or mage starts at a disadvantage. But for stealth archers or nimble thieves, Bosmer are a top-tier choice for beginners.
Birthsigns
Once you get further into the tutorial, you’ll be given options for a Birthsign, each granting unique bonuses. There are 13 Birthsigns in Oblivion, and you can choose only one for your character. This is a permanent choice, providing either constant attribute boosts or powerful, spell-like abilities. These bonuses last the entire game, so be cautious—some signs come with drawbacks. Here’s a breakdown of each Birthsign and who benefits most from them:
The Warrior– Grants a permanent +10 to Strength and +10 to Endurance, making it an excellent choice for any melee or physical character.
Strength increases melee damage and carry weight; Endurance gives more starting health and faster health growth. There are no downsides—just pure stat increases. Warriors, knights, barbarians—anyone focused on melee combat—benefits greatly. Even stealth characters or mages can use it for more durability and carry capacity. This sign pairs especially well with Nord or Redguard Warrior builds.
The Mage– Grants +50 Magicka permanently. This is a pure positive for spellcasters: more Magicka means more spells before resting.
Like The Warrior, it has no downside. For mages and battlemages, The Mage is a safe and powerful pick—essentially a mini version of the Altmer’s Magicka bonus, but available to any race. Even non-mages could take this for utility casting, though fighters and stealth characters tend to prefer other signs. Works particularly well with Breton mages, stacking for a total of +100 Magicka.
The Thief– Grants +10 to Agility, Speed, and Luck. This sign is tailor-made for stealth characters.
Agility boosts Marksman damage and fatigue and helps resist stagger; Speed improves movement, useful for kiting or escaping; Luck gives small boosts to all skills, though it’s a weaker stat in the late game. Again, there’s no downside—just buffs. While thieves benefit most, even combat characters might enjoy the Speed and Luck if they’re not seeking direct combat boosts.
The Steed– Grants +20 Speed permanently. This noticeable boost equals about two free Speed levels and enhances both running and swimming.
It’s great for players who value mobility: maybe you’re a kiting archer, a heavy-armored warrior who moves slowly, or someone who just wants to explore faster. While it doesn’t directly increase combat power, being quicker helps with dodging, escaping, or reaching enemies. Works nicely for Bosmer archers or light-armor Redguards. However, Speed is easy to level naturally, and with the Remastered version’s sprint mechanic, this sign is slightly less impactful than in the original.
The Apprentice– Grants +100 Magicka—more than The Mage—but also a 100% Weakness to Magic.
This is the ultimate glass cannon choice. For skilled spellcasters who know how to avoid taking damage, it can be worth it: you’ll have even more Magicka than a High Elf. Pairing it with a Breton offsets the weakness thanks to their 50% magic resistance, or go all-in on the glass cannon build as a High Elf. It’s risky, but extremely rewarding if you play smart.
The Shadow– Grants the Greater Power “Moonshadow,” allowing you to become Invisible for 60 seconds once per day.
Invisibility lets you sneak past enemies or set up backstabs—just don’t interact with the world, or the effect ends. Perfect for assassins or stealth players who need to escape or ambush. That said, stealth characters often gain access to Chameleon or Invisibility spells later, and the early-game Jone’s Shadow also offers similar utility. Still, combining this with other invisibility effects can be a fun and strategic choice.
The Ritual– Grants two Greater Powers: “Mara’s Gift,” a one-time-per-day full heal (200 points), and “Blessed Word,” which turns undead (level 25 and below) in a 100-foot area for 30 seconds.
These are powerful early-game effects, especially in undead-heavy areas. Dunmer characters may benefit most due to their blend of melee and magic, but this is a versatile sign for any playstyle.
The Atronach– Grants +150 Magicka and 50% Spell Absorption, but you suffer from “Stunted Magicka,” meaning Magicka doesn’t regenerate over time. You’ll need potions, Spell Absorption, Ayleid Wells, or enchanted gear to recover it.
This makes the Atronach excellent for burst casting and absorbing enemy spells, but if you run out of Magicka mid-fight, you’re stuck. Best suited for Battlemages or Spellswords who can fall back on weapons. If you don’t mind micromanagement, this sign gives unmatched Magicka reserves—but for a casual mage experience, The Mage or The Apprentice is often better.
The Tower– A utility sign that grants two once-per-day abilities: “Tower Key” opens an Average lock instantly (no Security skill needed), and “Tower Warden” grants 60 seconds of Detect Life (100 feet).
There’s also a minor Reflect Damage effect. These are handy early on but become redundant once you gain spells or master lockpicking. A decent pick for a thief or utility-focused build, though often considered one of the weaker Birthsigns overall.
The Lord– Grants +15 Armor Rating and +15% Magic Resistance. This Birthsign has been updated from the original game and is a strong defensive option for tanky characters or anyone looking to cap out Magic Resistance.
It offers no offensive benefits, so it’s best for characters focused purely on survivability—ideal for tanks, heavy armor users, or combat-heavy builds.
The Lady– Grants +10 Willpower and +10 Endurance, with no drawbacks. Endurance is key to health growth; Willpower boosts Magicka regeneration and helps level magic skills faster.
This is a great sign for hybrid builds like paladins or battlemages who want to fight and cast. Even pure warriors can benefit from the extra Endurance, and mages (especially High Elves or Bretons) will appreciate the durability and improved Magicka recovery. A very balanced, well-rounded sign.
The Lover– Grants the Greater Power “Lover’s Kiss,” which paralyzes a target for 10 seconds at the cost of 120 Fatigue (once per day). While 10 seconds of paralysis is extremely strong—letting you get free hits or escape—the Fatigue drain leaves you vulnerable.
Best used as an opener or in one-on-one fights. Works well with Imperials who can recover fatigue with “Star of the West.” Still, later in the game, potions and poisons can provide similar effects, so it’s not always the best long-term option.
The Serpent– Grants the “Serpent Spell,” which damages an enemy for 3 points per second for 20 seconds (60 total), cures poison on yourself, dispels up to 90 points of magic effects, and drains 100 of your own Fatigue—all once per day.
This sign has been tweaked from the original version. Its strength is utility: you can harm enemies and cleanse yourself in one move. However, the self-penalty and limited use make it less attractive than more focused signs like The Mage. Best suited for magic users who want an early-game utility edge but can manage the drawbacks.
Lastly, for character creation, you have your chosenClass, which determines your character’s specialization, favored attributes, and Major Skills. You can either choose one of7 premade classesorcreate your ownwith custom stats and skills—and even name it!
Going over all21 classes, their playstyles, synergies, and how beginner-friendly they are is probably too long for this video, so that’ll be covered in a separate video on the channel later. For now, I’m going to explain what a class actually is and give you some basic knowledge to create your own.
Specialization– Every class specializes inCombat,Magic, orStealth. This choice gives all skills under that category a+5 bonusand makes those skills level10% faster. For example, if you choose the Combat specialization and select Blade, Block, and Heavy Armor as major skills, they’ll each get a +5 bonus and level faster. However, if you pick a skill from another category—say, Alchemy from Magic—it won’t get those bonuses. This encourages you to keep the majority of your skills within your chosen specialization, with maybe one or two exceptions.
Favored Attributes– You’ll choosetwo attributesto receive a+5 bonuseach at character creation. For example, a pure mage would probably pickIntelligence(for Magicka) andWillpower(for Magicka regeneration), while a warrior-mage hybrid might go forIntelligenceandStrength. If you’re making a custom character,avoid picking Luck—it’s by far the worst late-game attribute. If you’re a beginner, picking a class withEnduranceas a favored attribute is a smart move, since more Endurance means more HP. That said, the +5 bonus is helpful but not game-changing—it just nudges your build in a specific direction.
Major Skills– Your class will also determine your7 Major Skillsout of the 21 total in the game. These define your character’s primary strengths and also influence which attributes level up with use. Major Skills start higher—around level 25—and level up faster through use. Once you’ve increased any combination of major skills by 10 points, you’ll gain a character level.
Since you only have7 slots, and most of those should ideally align with your specialization for that XP bonus, you’ll have to make trade-offs. You’ll need to choose between categories like:
Predefined Class vs. Custom Class– Thepremade classesare generally viable and convenient, especially if one matches the playstyle you want. However, many veteran players prefer to create acustom classtailored to their exact playstyle. That said, Iwouldn’t recommendgoing custom on your first playthrough unless you’re following a guide.
For casual players, don’t be afraid to pick adefault classif it sounds right to you. They’re not “bad,” no matter what some might say—they’re just not min-maxed. For example, theAssassinclass is great for stealth-kill playstyles, with Sneak, Marksman, Acrobatics, Security, Light Armor, Alchemy, and Blade—basically everything you need.
However, a common issue with default classes is having a major skill you don’t use often. This can slow down leveling, since ideally, you want to levelall your major skills evenlyto progress efficiently. So if you make acustom class, be sure to pick skills that reflect the things you actually enjoy doing—those skills will then level naturally through gameplay.
Also, consider includingat least one Endurance-governed skill(Armorer, Heavy Armor, or Block) as a Major Skill. This gives you more HP per level and makes the game easier overall.
To wrap things up, here’s aquick list of beginner-friendly classesI recommend. Keep in mind that this is based on personal experience, and any rankings or tier lists in Oblivion are very subjective.
Beginner-Friendly Classes Tier List
Highly Recommended for Beginners
Good for Beginners
Average Beginner-Friendliness
Challenging for Beginners
Not Recommended for New Players
If you have any other tips or tricks forCharacter Creationfeel free to leave them in the comments below, and be sure to check out thewikifor more guides.