Newsgroup: it.comp.giochi.rpg
Titolo: [Oblivion] Specializzazioni - Classi - Attributi - Segni Zodiacali - Razze

Classes
BDuring the introductory tutorial level you will have to select your 
character's class. The game suggests a class based on your style of playing 
during the introduction. You can confirm this class, choose another class or 
make your own custom class.
Each class has a certain specialization (Magic, Combat or Stealth), seven 
major skills and a bonus of +5 to two attributes. Each specialization 
governs seven skills which get a +10 bonus. Therefore, all seven major 
skills you choose should ideally be skills from your specialization. The 
major skills have a base value of 25 (or 35 if you get the +10 
specialization bonus) and are the only skills that contribute to levelling 
up. They also increase faster than the rest of the skills (the so-called 
minor skills). These minor skills only start out with 5 points and don't 
increase as fast.
The list of specializations and their respective governed skills:
      Specialization Skills
      Combat Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Heavy 
Armor
      Magic Alchemy, Alteration, Conjuration, Destruction, Illusion, 
Mysticism, Restoration
      Stealth Acrobatics, Light Armor, Marksman, Mercantile, Security, 
Sneak, Speechcraft
See the section on skills for more in-depth information about the twenty-one 
skills in the game.
Below you'll find a list of the predefined classes in the game. As I said 
before, you don't have to stick to these but it might be useful if you're a 
first-time player of the Elder Scrolls series.
      Class name Favored attributes Specialization Major skills In-game 
description
      Acrobat Agility, Endurance Stealth Acrobatics, Blade, Block, Marksman, 
Security, Sneak, Speechcraft The kind of person that uses agility and 
endurance to their advantage. Unafraid of jumping long distances.
      Agent Agility, Personality Stealth Acrobatics, Illusion, Marksman, 
Mercantile, Security, Sneak, Speechcraft Charming when they can be seen, and 
nearly invisible when in shadow.
      Archer Agility, Strength Combat Armorer, Blade, Blunt, Hand-to-Hand, 
Light Armor, Marksman, Sneak A marksman, adept at combat at great distances. 
Able to take down most foes before they have a chance to draw sword.
      Assassin Intelligence, Speed Stealth Alchemy, Acrobatics, Blade, Light 
Armor, Marksman, Security, Sneak Nimble and quiet, they move in darkness to 
strike at the unsuspecting. Locks hold no doors shut for them.
      Barbarian Speed, Strength Combat Armorer, Athletics, Blade, Block, 
Blunt, Hand-to-Hand, Light Armor Fearsome brutes who inspire fear and dread 
in the hearts of their enemies. Like a storm, swift and powerful. Finding 
little use for heavy armor, they rely on smashing their foes into the 
ground.
      Bard Intelligence, Personality Stealth Alchemy, Blade, Block, 
Illusion, Light Armor, Mercantile, Speechcraft Intelligent and personable, 
they prefer to accomplish tasks with their words first, and with their sword 
second.
      Battlemage Intelligence, Strength Magic Alchemy, Alteration, Blade, 
Blunt, Conjuration, Destruction, Mysticism Able to resolve most conflicts 
with either spell or sword. They are a deadly mix of scholar and soldier.
      Crusader Strength, Willpower Combat Athletics, Blade, Blunt, 
Destruction, Hand-to-Hand, Heavy Armor, Restoration A combatant who wields 
the power of brute strength and medicinal knowledge. Cheating death after 
every fight, they rely on their keen knowledge of restoration to fight yet 
again.
      Healer Personality, Willpower Magic Alchemy, Alteration, Destruction, 
Illusion, Mercantile, Restoration, Speechcraft Fighters of poison and 
illness. The ancient art of restoration is their ally, and the deadly art of 
destruction is their weapon.
      Knight Personality, Strength Combat Blade, Block, Blunt, Hand-to-Hand, 
Heavy Armor, Illusion, Speechcraft The most noble of all combatants. Strong 
in body and in character.
      Mage Intelligence, Willpower Magic Alchemy, Alteration, Conjuration, 
Destruction, Illusion, Mysticism, Restoration Preferring to use their 
extensive knowledge of all things magical, they wield a might more powerful 
than the sharpest blade.
      Monk Agility, Willpower Stealth Acrobatics, Alteration, Athletics, 
Hand-to-Hand, Marksman, Security, Sneak Quick and cunning with the empty 
hand, they are strong in spirit. They prefer to solve conflict by arrow or 
by fist.
      Nightblade Speed, Willpower Magic Acrobatics, Alteration, Athletics, 
Blade, Destruction, Light Armor, Restoration Spell and shadow are their 
friends. By darkness they move with haste, casting magic to benefit their 
circumstances.
      Pilgrim Endurance, Personality Stealth Armorer, Block, Blunt, Light 
Armor, Mercantile, Security, Speechcraft Hearty folk, well-versed in the 
tomes of old. They profit in life by bartering in the market, or by 
persuading the weak-minded.
      Rogue Personality, Speed Combat Alchemy, Athletics, Blade, Block, 
Illusion, Light Armor, Mercantile They use speed in combat rather than brute 
force. Persuasive in conversation, their tongues are as sharp as blades.
      Scout Endurance, Speed Combat Alchemy, Athletics, Armorer, Acrobatics, 
Blade, Block, Light Armor Preferring the rolling countryside to the city 
life, they are gifted with the ability to evade, guard, and protect 
themselves with great proficiency.
      Sorcerer Endurance, Intelligence Magic Alchemy, Alteration, 
Conjuration, Destruction, Heavy Armor, Mysticism, Restoration Besting the 
most well-equipped fighters, they rely on the spells of the mystic arts. 
Unique to these mages is the bodily stamina to be armed with the thickest 
armor.
      Spellsword Endurance, Willpower Magic Alteration, Blade, Block, 
Destruction, Heavy Armor, Illusion, Restoration More nimble and athletic 
than the sorcerer, and better suited for spellcasting than the knight, their 
attacks are unpredictable. Students of combat and magic.
      Thief Agility, Speed Stealth Acrobatics, Light Armor, Marksman, 
Mercantile, Security, Sneak, Speechcraft Profiting from the losses of others 
is their love. Able to be swift in shadow, and crafty in bartering. Locks 
are enemies, and lockpicks are their swords.
      Warrior Endurance, Strength Combat Armorer, Athletics, Blade, Block, 
Blunt, Hand-to-Hand, Heavy Armor Unafraid of light weaponry, they plow into 
the fray with little regard for injury. Masters of al melee tools, they put 
little faith in the magical arts.
      Witchhunter Agility, Intelligence Magic Alchemy, Athletics, 
Conjuration, Destruction, Marksman, Mysticism, Security Swift on foot, and 
clever with spells, they use distance as their ally. Slower adversaries are 
fodder for their arrows.
Skills
By: APY
Skills are the abilities your character has. By using a skill, you're 
improving it. Once you have improved ten skills, you raise one level. When 
you raise a level you can distribute points over three attributes.
All skills are governed by an attribute. These are the things you can 
improve on a level-up. When you're using a major skill (see Classes), on the 
next level-up you will be able to assign extra points to its attribute.
      Attribute Governs skills
      Agility Block, Marksman, Sneak
      Endurance Armorer, Block, Heavy Armor
      Intelligence Alchemy, Conjuration, Mysticism
      Personality Illusion, Mercantile, Speechcraft
      Speed Acrobatics, Athletics, Light Armor
      Strength Blade, Blunt, Hand-to-Hand
      Willpower Alteration, Destruction, Restoration
Birthsigns
By: APY
You will have to select a birthsign for your character, during the 
introductory tutorial level as well. Different birthsigns have different 
features (advantages) and you'll have to choose one that fits with your 
character and your style of playing.
      Birthsigns Advantages Notes
      Apprentice Magicka +100, 100% Weakness to Magicka Useful for 
spellcasting mages
      Atronach Magicka +150, no Magicka regeneration, Spell Absorption 50% 
Useful for spellcasting mages but it will take extra effort to restore 
Magicka
      Lady Endurance +10, Willpower +10 -
      Lord Restore Health (6 points for 15 secs), 25% Weakness to fire 
Restore Health is pretty useful but might not be worth the weakness
      Lover Paralyze on touch (10 secs) and lose 120 Fatigue - once a day 
Always useful
      Mage Magicka +50 Useful for spellcasting; you could choose Apprentice 
but that comes with a weakness
      Ritual Restore Health (200 points at once) - once a day, Turn Undead 
(100 points for 30 seconds) -
      Serpent Cure Poison, Damage Fatigue (100 points on self), Damage 
Health on touch (3 points for 20 secs), Dispel (90 points) - all at once, 
and once a day Not really useful in my opinion
      Shadow Invisibility (60 secs) - once a day Useful for thieves' quests
      Steed Speed +20 +20 Speed is a good choice, but it might not be as 
useful later in the game
      Thief Agility +10, Luck +10, Speed +10 For playing a stealth character
      Tower Reflect Damage (5 points for 120 secs), Open Average Lock 
daily -
      Warrior Endurance +10, Strength +10 Perfect for combat-oriented 
characters
Races
By: APY
Choosing a race is for most people the hardest thing in the game. Once you 
realize it's not all about the looks, it's indeed a difficult task to 
determine what race to choose. All of them have special abilities and skill 
bonuses so again you will have to think about what kind of character you're 
going to play.
For example, if you want to play a combat character with melee skills, a 
good choice would be either Nord or Orc. Nords have great skill bonuses but 
Orcs have the Berserk ability: a wild fighting rage with a Fatigue, Health 
and Strength bonus.
      Race Skill bonuses Special abilities Notes
      Argonian Alchemy +5, Athletics +10, Blade +5, Hand-to-Hand +5, 
Illusion +5, Mysticism +5, Security +10 Resist Disease (75 points constant), 
Resist Poison (100 points constant), Water Breathing (constant) Not really a 
coherent range of skill bonuses but the special abilities are pretty good.
      Breton Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, 
Mysticism +10, Restoration +10 Fortified Magicka (+50 points constant), 
Resist Magicka (50 points constant), Shield (50 points for 60 secs - once a 
day) Good for spell casting although there's no bonus for Destruction. The 
Magicka abilities and Shield are great though.
      Dark Elf Athletics +5, Blade +10, Blunt +5, Destruction +10, Light 
Armor +5, Marksman +5, Mysticism +5 Summon Ghost (60 secs - once a day), 
Resist Fire (75 points constant) The more offensive spellcaster, with Blade 
skill bonus for melee fights.
      High Elf Alchemy +5, Alteration +10, Conjuration +5, Destruction +10, 
Illusion +5, Mysticism +10 Fortified Magicka (+100 points constant), 
Weakness to Fire, Frost, Shock (25 points constant), Resist Disease (75 
points constant) Offensive spellcasters who only rely on magic, no Blade 
bonus like Dark Elf.
      Imperial Blade +5, Blunt +5, Hand-to-Hand +5, Heavy Armor +5, 
Mercantile +10, Speechcraft +10 Absorb Fatigue (100 points - once a day), 
Charm (30 points - once a day) Speechcraft bonus and Charm special are 
great!
      Khajiit Acrobatics +10, Athletics +5, Blade +5, Hand-to-Hand +10, 
Light Armor +5, Security +5, Sneak +5 Demoralize (100 points - once a day), 
Night-Eye (30 secs) The unlimited Night-Eye and Sneak and Security bonuses 
make for a great thief character!
      Nord Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, 
Restoration +5 Frost Damage on touch (50 points - once a day), Shield (30 
points for 60 seconds - once a day), Resist Frost (50 points constant) 
Excellent skill bonuses for a melee fighter
      Orc Armorer +10, Block +10, Blunt +10, Hand-to-Hand +5, Heavy Armor 
+10 Fortify Health +20, Fortify Fatigue +200, Fortify Strength +50, Drain 
Agility -100 (all 60 secs - once a day), Resist Magicka (25 points) 
Excellent special ability for melee fighter, less interesting skill bonuses 
but still okay
      Redguard Athletics +10, Blade +10, Blunt +10, Hand-to-Hand +5, Heavy 
Armor +10 Fortify Agility +50, Fortify Speed +50, Fortify Strength +50, 
fortify Endurance +50, Fortify Health +25 (all 60 secs), Resist Poison (75 
points), Resist Disease (75 points) Special ability is excellent for a 
combat player, skill bonuses pretty good too
      Wood Elf Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, 
Marksman +10, Sneak +10 Command Creature (20 points for 60 secs - once a 
day), Resist Disease (75 points) Good for stealth fighters.

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ho scannerizzato la guida ufficiale e ho fatto copia incolla 

 ho scannerizzato la guida ufficiale e ho fatto copia incolla
Capito. Thanks ;)