In The Elder Scrolls IV: Oblivion, picking the right race depends on how you want to play, since each one’s got its own perks, abilities, and stats that fit different styles like warrior, mage, or thief. Below’s a ranked list of the best races, based on how useful and flexible they are, especially early on and for long-term play. Rankings focus on overall strength, but I’ll point out what each is good for and where they fall short.
1. Breton

Bretons are super versatile and great for magic users. They get +50 Magicka, 25% Magic Resistance, and the Dragon Skin power (50% Spell Absorption for 60 seconds), which makes them tough against spell-casting enemies, common in the game. With +10 Intelligence and Willpower, plus boosts to Conjuration, Mysticism, and Restoration, they’re perfect for mages or hybrid builds. Only downside is their weaker Strength and Endurance, so they’re not great for straight-up melee fighters.
- Rank Reasoning: Their magic resistance and absorption are hard to beat, giving them a huge edge in a magic-heavy game.
2. Dark Elf (Dunmer)

Dark Elves are solid all-rounders, good for mixing melee and magic. They have +10 Speed, bonuses to Blade, Destruction, and Mysticism, and the Ancestor Guardian power (summons a ghost for 60 seconds). Their 75% Fire Resistance helps against fire-based foes like Daedra. They don’t have any big weaknesses, but their power isn’t as strong as Breton’s in tough fights. Best for spellswords or nightblades who want balance.
- Rank Reasoning: Their flexibility and fire resistance make them a strong pick, though they’re not as magically dominant as Bretons.
3. Nord

Nords are your go-to for pure warrior builds. They start with +10 Strength and Endurance, bonuses to Blade, Blunt, and Heavy Armor, and high Endurance for better health scaling. The Frost Damage power (10 points for 60 seconds) and 50% Frost Resistance are great for melee, especially against frost enemies. They’re weak in magic with low Intelligence and no magic skills, so they’re best for tanks or weapon-focused players.
4. Orc

Orcs are another solid warrior race, with +10 Strength and Endurance and bonuses to Armorer, Block, and Heavy Armor. Their Berserk power (doubles damage, boosts speed, but halves health for 60 seconds) is great for smashing enemies fast but risky. Low Intelligence and Willpower mean magic’s off the table. They’re best for aggressive warriors or tanks who like high damage.
5. High Elf (Altmer)

High Elves are all-in on magic, with +100 Magicka and +10 Intelligence, plus bonuses to Destruction, Alteration, and Mysticism. They’re spellcasting beasts, but their 25% Weakness to Fire, Frost, and Shock makes them squishy, especially early on. Best for dedicated mages who can handle their fragility with careful play.
6. Redguard

Redguards are built for melee, with +10 Strength and Endurance and bonuses to Blade, Athletics, and Blunt. Their Adrenaline Rush power (boosts Strength, Speed, and Agility for 60 seconds) is nice for combat bursts. They’re tough but don’t have unique resistances or powers like Nords or Orcs, making them best for warriors or rogues who like speed and stamina.
7. Wood Elf (Bosmer)

Wood Elves are stealth specialists, with +10 Agility and Speed, and bonuses to Marksman, Sneak, and Alchemy. Their Beast Tongue power (command animals) is cool for roleplay but not a game-changer. They’re great for archers or thieves but weak in Strength and Endurance, so they struggle in direct fights.
8. Argonian

Argonians have unique perks like 100% Water Breathing and 50% Disease Resistance, with bonuses to Security, Alchemy, and Mysticism. Their +10 Agility and Speed work for stealth or hybrid builds, but the Histskin power (heal 20 health for 60 seconds) is pretty weak. They’re best for stealth-mages or players who like exploring water areas, but lack strong combat perks.
9. Khajiit

Khajiit are stealth-focused, with +10 Agility and bonuses to Acrobatics, Sneak, and Hand-to-Hand. The Eye of Night power (Night-Eye for 30 seconds) helps in dark spots but isn’t a big deal. They’re fun for thieves or assassins but have low Endurance and Strength, making them weak in long fights.
10. Imperial

Imperials focus on social skills, with +10 Personality and bonuses to Speechcraft, Mercantile, and Blade. Their Voice of the Emperor power (Charm 30 points for 30 seconds) is handy for talking your way out of trouble but useless in fights. They’re balanced but don’t shine in combat, so they’re best for roleplayers who like diplomacy.
Comments