Search results
15 lip 2007 · The signs are designed to be more than just a package of abilities: each birthsign should change your Oblivion experience in a way that no other sign imitates. Some are subtle about this, and some are downright intrusive.
16 gru 2017 · The mod adds 13 new birthsigns(14 planned), many based on previous games in the series, and rebalances all existing birthsigns. It also revises their flavour to bring the astrological aspect more into prominence, in ways that are hopefully consistent with the established lore.
Here's 13 new lore-friendly birthsigns, and 13 rebalanced old ones: https://www.nexusmods.com/oblivion/mods/48234/ It takes strong inspiration from "Expanded Birthsigns for Purists", which I was enthused to find...But which (currently) doesn't have any files to download, and which dates back to 2008. https://www.nexusmods.com/oblivion/mods/18016/
24 sty 2008 · Being born under the Lord gives you the Blood of the North lesser power to regenerate up to 90 points of Health. However, you also gain the Trollkin curse, a permanent 25% weakness to fire, though it does confer a small permanent Health regeneration rate of 1 point per second.
25 sty 2008 · This mod simply changes the birthsigns to what I consider more useful, yet more balanced. The Apprentice ability confers a 100-point bonus to your Magicka attribute, but gives you a 100% weakness to magic.
With the right custom spell, you can kill the toughest creature at end game (lvl50) with just +50 magic (Breton). So Bretons and Altmers can choose the Warrior sign to toughen them up early. Hybrid Nords and Redguards do well with the Atronach sign. Apprentice is what I use with my Orc on Max difficulty games as a conjurer.
Some of the birthsigns are a mess. Shadow is useless because you can get an invisibility spell or make potions so easily. Chameleon should have been capped at 85% like Shield. And invisibility should be somewhat similar to the stun effect, just a few seconds at a time with a high cost.