Please note that new user registrations disabled at this time.

Question about "birth signs"

This forum is to be used for all discussions pertaining to The Elder Scrolls IV: Oblivion, its Knights of the Nine and Shivering Isles expansions, and any user-created or premium modules.
Post Reply
User avatar
xxGambitxx
Posts: 3
Joined: Sun Jun 25, 2006 11:40 am
Contact:

Question about "birth signs"

Post by xxGambitxx »

I am a new Oblivion player... I stayed at a friends house out of town for a week and couldnt stop playing! So I went out and got it for myself....

I am wanting to choose a birthsign that wont become pointless in later levels... for example, the invisibility one you can get in potions and spells. It seems that many of the Birthsigns become obselite at later levels with spells or potions....

I was interested in the birthsign, "The Lover".... it seems being able to paralyze an opponent for 10 seconds and wailing on them while they cant move would be a good option. It would also work to paralyze and flee.

Is anyone here born under that birthsign? Does it have a "long life" and is it useful? Before I advance too far I would like to know.

Thanks!
User avatar
supercharlieb
Posts: 32
Joined: Wed May 31, 2006 3:35 am
Contact:

Post by supercharlieb »

tough one... The lover is good for a hit and run player but it would be useless against more than one enemy. you probalby want something that fortifies an attribute!! but in the end it is your desicion.

enjoy :D
A man walked into bar what did he say?






OUCH!!
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

Paralyze is a great spell, but it doesn't always work, and the Lovers version is touch-based, as I recall. This means that if it doesn't succeed, your opponent gets to cheerfully demonstrate their latest slicing-dicing technique on your duodenum. :) Unfortunately, Paralyze is otherwise a high level spell, which means you won't be able to create a targeted version of it (or a melee weapon enchanted with it) until some time into the game.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
User avatar
xxGambitxx
Posts: 3
Joined: Sun Jun 25, 2006 11:40 am
Contact:

Post by xxGambitxx »

thanks for the tips.... well, I will probably choose the Lover or the Thief. The Thief seems to give me a big boost in attributes, especially since I am a sneaky, quick, type of player.
User avatar
Serge
Posts: 15
Joined: Wed Jun 07, 2006 2:01 pm
Location: Hampton, VA
Contact:

Post by Serge »

Well all the signs have thier own unique abilities, just like each race, but it's really up to you to decide which one works better for the type of character you had in mind. Yes, it's true, that some of them may "seem" to be absolete later in the game, but keep in mind that your birthsign is for the LIFE of your character. Potions and spells only last for a period of time. My character is a Paladin sort of character, so I chose the Warrior as my sign, since pretty much anyone who needs to haul alot of stuff and swing a sword ALOT, needs the extra STR and END attributes. But as I said, it just depends on what TYPE of character you're looking to make.

P.S.: Paralyze is something you'll be able to find at a decent level as a *Poison*. Poisons are the "green bottles". All you have to do is "equip" the potion, and it will give you the option to poison your equiped weapon. I *used* to throw them away, but found that they are MOST useful, especially in the planes of Oblivion! :D Hope this helps. Good luck! :)
User avatar
UncleScratchy
Posts: 869
Joined: Thu Jan 31, 2002 11:28 am
Location: Location: PA
Contact:

Post by UncleScratchy »

Probably the only birth signs that don't become obsolete are the magicka boosting signs (mage, atronach and apprentice). I usually choose one of these. Atronach can be tricky but if you want to be able to cast the really big spells its a must with its 150 magicka bonus. Just be prepared to carry lots of restore magicka potions (higher level homemade potions are best as they can restore lots of magicka over a very long time period), welkynd stones and visits to either Ayleid shrines (the green ones that both recharge and boost your magicka for a duration of time) or chapels/church healing alters. The thief sign is pretty good for its boost to some skills but especially for its permanent boost to luck which is unlikely to become obsolete as you will problably max out your level ups before achieving high luck levels.
"The Khajiit mind is not engineered for self-reflection. We simply do what we do and let the world be damned." Quote from the Ahziirr Traajijazeri

"Fusozay Var Var"
User avatar
Dowaco
Posts: 198
Joined: Sat Feb 04, 2006 12:02 pm
Contact:

Post by Dowaco »

At master marksman a shot from your bow can either paralyze or knock down an opponent even without poisoning the arrow. So I would say Lover's kiss would be pretty useless deep into the game if you go the sneak/sniper route. Besides, you can only use the greater sklls once a day. I would go for a constant effect.
User avatar
yrthwyndandfyre
Posts: 786
Joined: Tue Feb 15, 2005 2:30 am
Location: 100 Miles up the butt of the world
Contact:

Post by yrthwyndandfyre »

For my money, when you're dealing in birthsigns, think less about what it will give you that you have trouble getting later on, and what will be handy in the beginning. Your birth-sign is mostly about short-term survival skills. Eventually, you can get everything else on your own. The trick is to live so long.
Sic gorgiamos allos subjectatos nunc
(The Addams family motto: Gladly we feast on those who would subdue us)

Do not meddle in the affairs of Dragons, for you are crunchy, and good with Ketchup.
User avatar
Fljotsdale
Posts: 1640
Joined: Tue Oct 25, 2005 4:07 pm
Location: UK
Contact:

Post by Fljotsdale »

A thing to bear in mind is that 'Powers' given by a Birthsign are one-a-day-only, so they are virtually useless and seem only meant be used in emergencies. So - forget the Power a Birthsign offers; look for Attribute bonuses - and check to see if there are penalties attached to the sign!

Good signs with permanant advantages and no penalties are:

The Mage: +50 Magica
The Warrior: +10 Strength, + 10 Endurance
The Thief: +10 each to Agility, Speed, Luck
The Lady: +10 Willpower, +10 Endurance
The Steed: +10 Speed

As has been mentioned, The Atronach is a VERY good sign for Mage types, but holds a serious penalty of NO MAGICA REGENERATION, and can be very difficult and frustrating in the early game.
Leonard Cohen :http://www.youtube.com/watch?v=V8VwvO0e ... re=related
time for a change

"Dogs come when they're called. Cats take a message and get back to you."
User avatar
Olorin
Posts: 35
Joined: Thu Jun 15, 2006 6:23 am
Contact:

Post by Olorin »

Both in Morrowind and now in Oblivion I was a fan of the Atronach. Yes, you need to become a master alchemist (or at least a really good one) and you will spend much of the early parts of the game buying ingredients and brewing potions. The upsode to this is that you can buy ALL the ingredients in the shop, brew everything you can, and then sell back all the non-essentials for a tidy profit. Eventually, a master alchemist can make potions from one ingredient which makes "Restore Magicka" potions a snap.
I do not believe that the 150 pt magicka bonus is the big selling point of the sign, though. It's the 50% chance to absorb the magicka of the spells thrown at you. Later in the game, when every Daedric monster is throwing magick at you, a 50/50 chance to boost your own magicka reserves and not suffer the effects of the spell is amazingly helpful. Also, there are items you can find in the game which you can equip which also can absorb magicka.
The character I am playing now has a ring and an amulet that absorb magicka, and when you couple that with my Atronach sign, I have a 93% chance to absorb magicka. Needless to say, at this point I almost never use my restore magicka potions. Every time I'm attacked I just move out of close range attack distance and make then throw magick at me. I'm full in moments and I'm practically impervious to magicka attacks. So, even if it slowed me down in the beginning, the Atronach is hard to pass up.
I have decided to choose the thief next time, for the attribute bonuses. It seems to give you quite a boost to the attributes which is always good.
Post Reply