The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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True Racial Abilities
   
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30 Mar, 2014 @ 10:14pm
6 Nov, 2014 @ 10:11pm
21 Change Notes ( view )

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True Racial Abilities

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No DLCs required

This mod tryies to give all the races lore friendly abilities that combine all the Elder Scrolls games, with a few changes to semi-balance the game. I wanted all the races in the game to have their specific roles in the game, whether that's being a mage, thief, or warrior. I also wanted the races to be completely different from each other rather than having the same abilities later in the game. If some races seem to be over powered or under powered toward the other races then just comment below and I will fix as soon as possible, I'm always open to new ideas that are completely lore friendly.

This mod will not work with anything that changes the races in the game. If trying to use a Preset Mod, use the preset mod first and then after making your character you can enable my mod and everything will work fine. Just remember to disable your preset mod before enabling True Racial Abilities so it can work properly.

Altmer:
-Resist Disease: Your Aldmeri bloodline gives you <75%> resistance to disease.
-Willpower and Intelligence: High Elves are the most strongly gifted in the arcane arts of all the races. All spells cost <25%> less to cast and magic skills increase <20%> faster.
-Altmer Elemental Weakness: High Elves are <25%> vulnerable to all the elements of magic, but are naturally immune to paralysis.
-Mystic Blood: High Elves are born with <100> extra magicka and regenerate magicka <100%> faster than that of other races.

Argonian:
-Intelligent and Agile: Argonians often train in magic and thievery. Magic and stealth skills increase <10%> faster.
-Guerilla Warfare: Argonians are guerilla warfare experts, long accustomed to defending their borders from invaders. <20%> less chance to be detected by enemies while sneaking and <10%> more damage with one-handed weapons.
-Lockpicking: Argonians are <25%> better at picking locks.
-Merchant Sense: Argonians buy goods lower and sell higher than other races. <15%> better prices.
-Resist Disease/Poison: Your Argonian blood is <75%> resistant to disease and <100%> resistant to poison.
-Waterbreathing: Your Argonian lungs can breath underwater.

Breton:
-Magic Resistance: In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. Breton blood grants a <50%> resistance to magic.
-Magical Affinity: Intermingling with Elven blood has given Bretons an affinity for magic. They are particularly skilled at summoning and healing magic. Conjuration and restoration spells cost <25%> less to cast while all other spells cost <15%> less. Magic skills also increase <15%> faster.
-Breton Hardiness: Breton Hardiness quickens the pace at which stamina and health are recovered by <50%>.
-Natural Bond: Bretons have a natural bond with the forces of magicka. Bretons have <50> extra magicka and regenerate magicka <50%> faster.
-Intelligent and Resourceful: Bretons are renowned and talented craftsmen and shrewd merchants. Speechcraft is <5%> better and smithing is <10%> better.

Bosmer:
-Resist Disease/Poison: Your Bosmer blood gives you a <75%> resistance to disease and a <50%> resistance to poison.
-Bosmer's Deadly Aim: Wood Elves receive a <25%> bonus with any bow weapon and 2x more damage while sneaking. Sneak skills also increase <15%> faster.
-Nature's Grace: Nature's Grace lets you recover damage <100%> quicker while being <25%> more effective at casting restoration spells.

Dunmer:
-Resist Fire: Your Dunmer blood gives you <75%> resistance to fire.
-Dunmer Enchanter: Dark Elves seem innately attuned to weaving magic with weapons. Enchanting is <25%> better.
-Shadowed Path: Dunmer's Shadowed Path advantage increases stealth by <20%>, sneak attacks with one-handed weapons and bows do 1.5 times more damage, and all stealth skills increase <10%> faster.
-Dunmer Sorcerer: Dunmer are legendary sorcerers and have a natural affinity for magic, especially destruction magic. Destruction spells are <20%> more powerful and cost <25%> less to cast while all other spells cost <10%> less. Magic skills also increase <10%> faster.
-Dunmer Warrior: Dunmer are legendary warriors, with the prowess with sword and bow rivaling that of the Redguards and Wood Elves. One-handed weapons and bows do <20%> more damage and combat skills increase <10%> faster.

Imperial:
-Imperial Luck: Anywhere gold coins might be found, Imperials always seem to find a few more.
-Imperial Skill: Imperials are skilled with heavy armor and magic and tend to favor the warrior classes. Heavy armor is <15%> better while the rest of combat and magic skills are <10%> better.
-Imperial Speech: Imperials have proved to be shrewd diplomats and traders. <20%> better prices and can persuade <30%> better.

Khajiit:
-Claws: Many Khajiit disdain weapons in favor of their natural claws. Khajiit claws do <25> points of damage.
-Cat Like Reflexes: Khajiit's Cat Like Reflexes allows them to avoid <20%> of all melee damage.
-Natural Stealth: Khajiit are natural at stealthiness and sleight of hand. You are <25%> better at sneaking and picking pockets and all stealth skills increase <20%> faster.

Nord:
-Resist Frost: Your Nord blood gives you <50>% resistance to Frost.
-Diligent and Combative: Nords are industrious and enterprising in trade and are highly talented warriors. Prices are <10%> better and combat skills increase <15%> faster.
-Nord Resilience: Nords favor giving better in battle than they take and they are known to take quite a bit. Nord Resilience lowers physical damage done when an enemy lands a blow by <20%>.
-Nord Warrior: Nords are skilled with a variety of weapon, shield, and armor styles. <20%> more damage with weapons, block <10%> more damage, and <20%> better armor.

Orc:
-Orc Ambush: Orcs are cunning enough to stalk their prey and set up ambushes. Can carry <100> more and are <10%> harder to detect while sneaking.
-Barbaric Nature: Orcs are noted for their unshakeable courage in war and often equipping themselves with weapons found on their opponents. All combat skills increase <10%> faster, all weapons do <10%> more damage, and stamina increases <100%> faster.
-Orc Magic Resistance: Your Orc blood gives you <25>% resistance to Magic.
-Prized Smith: An Orc's weapons and armor are prized by warriors everywhere. Weapons and armor can be improved <25%> better.
-Orc Troops: Orc troops in Heavy Armor are among the finest in the Empire. Heavy armor is <25%> better.

Redguard:
-Resist Disease/Poison: Your Redguard blood gives you <75%> resistance to disease and poison.
-Ra'Gada Spirit: Redguards have descended from a longline of warriors and mystic seers. Ra'Gada Spirit reduces damage from a magical attack by <85%>, but loose all magicka as a result.
-Rite of Passage: Redguards endure a Rite of Passage in the desolate wastes of Alikr as a test of endurance and discipline. Combat skills increase <20%> faster, heavy and light armor is <15%> better, and stamina and health increase <100%> faster.
-Talented Warrior: The most naturally talented warriors in Tamriel, Redguards seem to have been created for battle. All melee attacks do <25%> more damage, block <20%> more with shield, and swords and greatswords have a <15%> chance of doing more critical damage.

All of the lore that I get these ideas from is here http://www.imperial-library.info/content/races-tamriel. Also, check out these video series,
https://www.youtube.com/watch?v=d0Od2lbw9N4&list=PL7pGJQV-jlzCPBUy9uAXQUXZ4UBaDLKS5

Change Notes Tab has information on updates.

Not quit completely finished with this mod, I plan on making several more changes in the future after I play as all the races for a time to find if they need to be altered in any way.
209 Comments
grwilley 19 Dec, 2024 @ 8:06pm 
Any chance of this being ported to the anniversary edition?
grwilley 23 Aug, 2021 @ 12:51am 
@silas_cole; Never mind, I worked out the problem. The mod had slipped too far up the load order and was, I'm guessing, being overwritten by other mods. Once I got it near the bottom everything that was supposed to be there showed up, though it did mean restarting to get the full benefit of the mod. Thanks anyway, for both replying and for the mod, I've very much enjoyed playing with the various perks, weaknesses etc, to find new ways to build characters.
Silas_Cole  [author] 22 Aug, 2021 @ 9:12pm 
@grwilley; It's been so long since I developed this mod that I really don't remember.
grwilley 21 Aug, 2021 @ 9:36pm 
Hello. I understand you are no longer developing this mod, however I was hoping you could answer one question regarding the Altmer "Willpower and Intelligence" ability. I've only just realized that my Altmer character doesn't have this ability in her list of active effects, nor does there appear to have been any effect on the costs of spell. Does this mean the effect has been active but hidden since the beginning of the playthrough? Or will I need to add them manually for them to take effect? I'm hoping the former, as I'd hate to have to restart.
Silas_Cole  [author] 10 Jan, 2021 @ 6:22pm 
Sorry all, but I've abandoned this mod and will not be updating. Feel free to do with what you want with this mod
Saujana 10 Jan, 2021 @ 5:20pm 
NEXUS Version please ?
Saujana 7 Aug, 2020 @ 5:59pm 
please update this mod if you have time.:steamhappy:
Nova 7 Sep, 2018 @ 9:12am 
i’m having a hard time telling what is an active ability and what is passive
Doctor "DJ" Jones 20 Mar, 2018 @ 7:16pm 
to those that dont like that altmer are weaker to magic then you dont really know the elder scrolls outside of skyrim. they have always been skilled casters but are weaker to it. if you dont like how the series's history is coming to fruition in this mod dont complain about it just dont use it.
Canadian Chuck Norris 22 May, 2017 @ 5:16pm 
khajit should have increased speed and jump height