Birthsign |
Features |
Notes
|
Mage
|
Magicka +50
|
Spellcaster essential: reliable
|
Apprentice
|
Magicka +100, Weakness to Magicka 100%
|
Spellcaster essential; aggressive.
|
Warrior
|
Strength +10, Endurance +10
|
Perfect fit for fighters; attribute bonuses are always a safe bet.
|
Thief
|
Agility +10, Speed +10, Luck +10
|
Best fit for general stealth gameplay or for a generalist.
|
Shadow
|
Invisibility (duration 60) once a day
|
Useful for problem-solving; extremely potent for thief and assassin quests; useful often and at all levels.
|
Lover
|
Paralyze (touch, duration 10) and lose 120 points of Fatigue once a day
|
Useful for problem-solving; potent; useful often and at all levels.
|
Ritual
|
Restore Health (magnitude 200, instant) once a day, Turn Undead (magnitude 100, duration 30)
|
Useful for problem-solving; potent; useful often and at all levels.
|
Tower
|
Open Average Lock once a day, Reflect Damage (magnitude 5; duration 120)
|
Useful for problem-solving; potent, but passive and subtle; useful often and at all levels.
|
Serpent
|
Four effects, all at once, once a day--Damage Health (touch, magnitude 3, duration 20), Dispel (magnitude 90), Cure Poison, Damage Fatigue (self, magnitude 100)
|
Useful for problem-solving; weak; rarely useful, but at all levels.
|
Atronach
|
Magicka +150, Spell Absorption 50%, no Magicka regeneration
|
Spellcaster essential; dicey; restoring Magicka is a time- sucking chore.
|
Lady
|
Willpower +10, Endurance +10
|
Attribute bonuses are always a safe bet, but less useful than Warrior unless your character concept mixes many Willpower and Endurance-based skills.
|
Steed
|
Speed +20
|
Attribute bonuses are always a safe bet, but Speed only governs Acrobatics, Athletics, and Light Armor, and only Light Armor is useful.
|
Lord
|
Restore Health (duration 15, magnitude 6), Weakness to Fire 25% all the time
|
Heal spell is powerful at low levels, remains useful into high levels, but comes with a permanent weakness. Useful for character concept without Restoration.
|