Best races in Oblivion Remastered

In this updated version called “Oblivion Remastered”, the initial decision you’ll face is choosing the race and background for your character.

Titles developed by Bethesda are renowned for showcasing diverse races that act as distinct character classes. In contrast to the original version, Oblivion Remastered alters the system by swapping out gender-based advantages with benefits tied to one’s origin.

Making up your mind about the right path can be challenging, but don’t worry! We’re here to guide you by presenting the top choices in an easy-to-understand manner.

Table of contents

  • Best races and origins in Oblivion Remastered
  • All races, bonuses, and special abilities in Oblivion Remastered
  • All race Origins in Oblivion Remastered

Best races and origins in Oblivion Remastered

In Oblivion Remastered, the choice of race and origin isn’t inherently incorrect; however, certain choices cater to specific gameplay styles. Selecting an alternative option will simply tailor your gaming experience, adding a touch of uniqueness to it.

If you’re looking to make the most of your Magic skills, consider choosing either High Elves or Bretons. These characters offer substantial and indispensable enhancements to Magicka, a crucial resource used when employing abilities. The greater your Magicka reserves, the smoother combat encounters will be for you, especially during challenging situations.

If you prefer a hand-to-hand combat approach, then either the Orc or Imperial races could be your best bet. However, the choice depends on the type of weapon you plan to wield. The Imperial excels with both blade and blunt weapons, while the Orc’s advantages lie in blunt weapons and armor.

In addition to the options you currently have, it’s worth considering the origins, each of which enhances attributes differently, and a Birthsign to pick.

All races, bonuses, and special abilities in Oblivion Remastered

When choosing your character in Oblivion Remastered, there are numerous factors to take into account because each race offers unique stat bonuses and special abilities. To help simplify this process for you, we’ve gathered all the bonuses and abilities from every race and organized them in a table for easy reference below.

RaceSkill BonusesSpecial Abilities
Argonian– Alchemy: +10
– Athletics: +15
– Blade: +10
– Hand-to-Hand: +10
– Illusion: +10
– Mysticism: +10
– Security: +10
– Resist Disease: 75 points permanently
– Resist Poison: 100 points permanently
– Water Breathing
Breton– Alchemy: +10
– Alteration: +10
– Conjuration: +15
– Illusion: +10
– Mysticism: +15
– Restoration: +15
– Fortified Maximum Magicka: 50 points permanently
– Resist Magicka: 50 points permanently
– Shield: 50 points, 60 seconds once a day
Dark Elf– Athletics: +10
– Blade: +15
– Blunt: +10
– Destruction: +15
– Light Armor: +10
– Marksman: +10
– Mysticism: +10
– Summon Ghost: 60 seconds, once a day
– Resist Fire: 75 points permanently
High Elf– Alchemy: +10
– Alteration: +15
– Conjuration: +15
– Illusion: +10
– Mysticism: +15
– Fortified Maximum Magicka: 100 points permanently
– 25% Weakness to Fire, Frost, and Shock
– Resist Disease: 75 points permanently
Imperial– Blade: +10
– Blunt: +10
– Hand-to-Hand: +10
– Heavy Armor: +15
– Mercantile: +15
– Speechcraft: +15
– Absorb Fatigue: 100 points, once a day
– Charm: 30 points, once a day
Khajit– Acrobatics: +15
– Athletics: +10
– Blade: +10
– Hand-to-Hand: +15
– Light Armor: +10
– Security: +10
– Sneak: +10
– Demoralize: 100 points, once a day
– Night Eye: 30 seconds, unlimited
Nord– Armorer: +10
– Blade: +15
– Block: +10
– Blunt: +15
– Heavy Armor: +15
– Restoration: +10
– Frost Damage: 50 points, once a day
Shield: 30 points, 60 seconds, once a day
– Resist Frost: 50 points permanently
Orc– Armorer: +15
– Block: +15
– Blunt: +15
– Hand-to-Hand: +10
– Heavy Armor: +15
– Berserk: Fortify 20 Health, 200 Fatigue, 50 Strength, 100 Agility Drain, 60 seconds, once a day
– Resist Magicka: 25 points permanently
Redguard– Athletics: +15
– Blade: +15
– Blunt: +15
– Light Armor: +10
– Mercantile: +10
– Adrenaline Rush: Fortify 50 Agility, 50 Speed, 50 Strength, 50 Endurace, 25 Health, 60 seconds, once a day
– Resist Poison: 75 points permanently
– Resist Disease: 75 points permanently
Wood Elf– Acrobatics: +10
– Alchemy: +15
– Alteration: +10
– Light Armor: +10
– Marksman: +15
– Sneak: +15
– Command Creature: 20 points, 60 seconds, once a day
– Resist Disease: 75 points permanently

All race Origins in Oblivion Remastered

In the game ‘Oblivion Remastered’, each race offers you two distinct ancestries to pick, each offering slight variations in statistical advantages. While these differences might not appear substantial at first glance, they could offer a meaningful advantage, so make your selection thoughtfully!

Race OriginAttribute Bonuses
Argonian Arnesia– Agility: +50
– Endurance: +30
– Personality: +30
– Speed: +50
– Willpower: +30
Argonian Thornmarsh– Endurance: +30
– Intelligence: +50
– Personality: +30
Breton High Rock– Agility: +30
– Endurance: +30
– Intelligence: +50
– Magicka Bonus: +50
– Strength: +40
– Willpower: +50
Breton Systres– Agility: +30
– Endurance: +30
– Intelligence: +50
– Magicka Bonus: +50
– Speed: +40
– Willpower: +50
Dark Elf Mainland– Endurance: +30
– Speed: +50
– Willpower: +30
Dark Elf Vvardenfell– Personality: +30
– Speed: +50
Willpower: +30
High Elf Auridon– Intelligence: +50
– Magicka Bonus: +100
– Speed: +30
– Strength: +30
High Elf Summerset Isle– Endurance: +30
– Intelligence: +50
– Magicka Bonus: +100
– Strength: +30
Imperial Colovia– Agility: +30
– Personality: +50
– Speed: +30
Imperial Nibenay– Agility: +30
– Personality: +50
– Willpower: +300
Khajit Anequina– Agility: +50
– Endurance: +30
– Willpower: +30
Khajit Pellitine– Agility: +50
– Strength : +30
– Willpower: +30
Nord Eastern– Intelligence: +30
– Personality: +30
– Strength: +50
Nord Western– Endurance: +50
– Intelligence: +30
– Personality: +30
– Strength: +50
– Willpower: +30
Orc Orsinium– Agility: +35
– Endurance: +50
– Personality: +25
– Speed: +30
– Strength: +45
– Willpower: +45
Orc Stronghold– Agility: +35
– Endurance: +50
– Intelligence: +30
– Personality: +30
– Speed: +30
– Strength: +45
– Willpower: +50
Redguard Alik’r Desert– Endurance: +50
– Intelligence: +30
– Willpower: +30
Redguard Dragontail Mountains– Endurance: +50
– Strength: +50
– Intelligence: +30
– Personality: +30
– Willpower: +30
Wood Elf Grahtwood– Agility: +50
– Personality: +30
– Speed: +50
– Strength: +30
– Willpower: +30
Wood Elf Reaper’s March– Agility: +50
– Endurance: +30
– Speed: +50
– Strength: +30
– Willpower: +30

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2025-04-24 13:24