
This is a guide on the best Agent build in The Elder Scrolls IV Oblivion Remastered. Find out the best build for the Agent class, the best identity and birthsign for the Agent, and how to play as an Agent!
List of Contents
| Jump to a section! | |||
|---|---|---|---|
| Skill Priority | Best Weapon Types | Best Identity | Best Birthsign |
|
Destruction |
Illusion |
Light Armor |
|
Marksman |
Sneak |
Speechcraft |
The most important skills to level up are Illusion, so that you can use the higher-tiered spells, as well as Destruction, Marksman, and Light Armour, to increase combat effectiveness. As for utility skills, Agents should prioritize Sneak and Speechcraft since they are both enhanced with the use of Illusion spells.

As a note, wearing armour reduces the effectiveness of your spells. Thankfully, levelling Light Armour up to Journeyman will minimize the penalty you'd get, making it extremely important for you to reach level 50 in this skill as soon as possible.
| Primary | Bow |
|---|---|
| Alternative | Spells |
Since Agents already get a natural boost to the Marksman skill, it's highly recommended for them to use a Bow as their main weapon. Besides that, Spells are also ideal since you'll want to dip into magic-focused attributes anyways to improve their ability to cast Illusory spells.
| Best Race | Best Origin |
|---|---|
Wood Elf
High Elf
|
Any for Both |
If you prefer to focus on the Marksman or a balanced side of the Agent, then it's best to go with Wood Elf since it gives many bonuses to that play style. However, if you prefer to lean into the spellcasting side, then going with a High Elf is better to get boosts to both Illusion and Destruction.
As for the origins, any of them work for an Agent since Endurance is always great to counteract being squishy, while the Personality and Speed bonuses are useful for Speechcraft and movement respectively.
| Best Birthsign | Description |
|---|---|
The Thief |
Those born under the sign of The Thief benefit from increased Agility, Speed and Luck. ・ Fortify Agility: Increases Agility by 10 points. ・ Fortify Luck: Increases Luck by 10 points. ・ Fortify Speed: Increases Speed by 10 points. |
In general, the Thief is the best birthsign for this class since both Marksman and Spell-focused Agents benefit from the attribute boosts. Alternatively, the Shadow is also good if you want to go heavy into Illusion, as well as the Atronach for extra Magicka at the cost of no longer being able to regenerate MP over time.
| Specialization | Favored Attributes |
|---|---|
|
Stealth Stealth +5 to Stealth Skills and all Stealth skills level up faster.
|
Personality Personality ・Affects how much people like you, leading to better info-gathering and trade deals. Agility Agility ・Determines Damage dealt by Daggers, Shortswords, and Bows. ・Slightly increases max Fatigue (Stamina). ・Determines your Fatigue (Stamina) regen rate. |
| Skill | Unlocks |
|---|---|
Illusion
|
Base: You can only cast Novice level Illusion spells. Lv. 25: You can cast Apprentice level Illusion spells. Lv. 50: You can cast Journeyman level Illusion spells. Lv. 75: You can cast Expert level Illusion spells. Lv. 100: You can cast all Illusion spells. |
Acrobatics
|
Base: You have no particular perk. Lv. 25: You can now Dodge. Lv. 50: Jumping consumes less Fatigue. Lv. 75: You can jump over the surface of water. Lv. 100: You take much less damage when falling long distances. Jumping consumes a lot less Fatigue. |
Marksman
|
Base: You consume Fatigue while drawing a bow. Lv. 25: You no longer consume Fatigue while drawing a bow. Lv. 50: You can focus your vision while aiming. Lv. 75: Your arrows have a slight chance to paralyze the target on hit. Lv. 100: Your arrows have a great chance to paralyze the target on hit. |
Mercantile
|
Base: The value of items you sell is reduced if the item is in poor condition. Lv. 25: The value of items you sell is no longer reduced if the item is in poor condition. Merchants may also offer better items. Lv. 50: You can buy and sell any item to any vendor. Merchants may also offer even better items. Lv. 75: All merchants have more gold available. You can invest in a shop to permanently increase that merchant's available gold. Lv. 100: You always buy and sell items at the best price possible. Merchants offer the best items they have. |
Security
|
Base: Up to four tumblers will fall when you fail and break a lockpick. Lv. 25: Up to three tumblers will fall when you fail and break a lockpick. Lv. 50: Up to two tumblers will fall when you fail and break a lockpick. Lv. 75: Only one tumbler will fall when you fail and break a lockpick. Lv. 100: No tumblers fall when you fail and break a lockpick. |
Sneak
|
Base: Hitting enemies while undetected deals extra damage, particularly with Daggers. Lv. 25: Your Sneak Attacks are a lot deadlier. Lv. 50: You make less noise when moving while sneaking. Lv. 75: You are harder to detect in bright environments. Lv. 100: Your Sneak Attacks ignore the opponent's armor. |
Speechcraft
|
Base: You have no particular perk. Lv. 25: Disposition decreases more slowly over time when trying to persuade a character. Lv. 50: You can rotate once for free when trying to persuade a character. Lv. 75: Bribes cost much less. Lv. 100: Disposition no longer decreases over time when trying to persuade a character. Disposition is also less impacted by the most disliked action. |
Major skills receive a starting bonus of an initial +20 levels and they increase more rapidly.

| Combat Classes | ||
|---|---|---|
Warrior |
Barbarian |
Crusader |
Knight |
Archer |
Scout |
Rogue |
- | - |
| Magic Classes | ||
Mage |
Sorcerer |
Battlemage |
Healer |
Spellsword |
Witchhunter |
Nightblade |
- | - |
| Stealth Classes | ||
Thief |
Agent |
Acrobat |
Assassin |
Monk |
Pilgrim |
Bard |
- | - |
Best Agent Build



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