About this mod
This is a Race, Birthsign and Magicka Regeneration mod rolled into one. Race and Birthsign based Magicka Regen. Made it for Personal use but decided to share. Made using OpenMWCS.exe
- Permissions and credits
- Donations

Enhanced Races
(Racial Skills are not changed because I felt they were fine as they were in Vanilla)
This is a small trailer video I made. The Khajiit jumping is after getting acrobat class on top of natural jump. Some small changes have been made since this video was recorded.
Races
Altmer
Fortify Magicka 1.5xInt
Restore Magicka 3 points
Resist Common Disease 75%
Weakness to Shock 25%
Weakness to Frost 25%
Weakness to Fire 50%
Weakness to Magicka 50%
(High Elves are considered the best mages in Tamriel and I wanted the abilities to showcase that)
Argonian
Restore Health 1 point
Restore Magicka 1 point
Resist Disease 75%
Immune to Poison
Water Breathing
(Argonians have Health Regen in Skyrim so I took inspiration from that. Regular level Magicka regen.)
Bosmer
Restore Magicka 1 point
Fortify Marksman 20 points
Resist Disease 75 points
Command Creature 5-10 point(Spell) - changes from power to spell and made more effective.
(Archery and Nature Themed Race and I wanted the abilities to showcase that)
Breton
Restore Magicka 2 points
Fortify Magicka 0.5xInt
Resist Magicka 50%
Dragon Skin(Power)
(Magically Potent Race and it shows )
Dunmer
Resist Blight 75%
Restore Magicka 2 points
Ancestor Guardian(Power)
Resist Fire 75%
(Dark Elves are used to Harsh condition of Morrowind and have developed Blight Resistance. They're also resistant to Fire and are good at magic )
Imperial
Restore All Attributes 5 points
Restore Magicka 1 point
Fortify Luck 25 points
Fortify Personality 10 points
(Imperials are Lucky and Charming, explains how they rule the entire continent. They can also shake off Attribute damage)
Khajiit
Restore Magicka 1 point
Fortify Hand to Hand 10 points
Jump 10 points
Slowfall 7 points
Detect Animals 50-100 points 60 seconds (Spell)
Night Eye (Spell)
Sanctuary 10 points
(With Khajits I focused on their animal like abilities. So sense of smell, claws, ability to jump very high. They also have better reflexes allowing them to dodge better)
Nord
Restore Magicka 1 point
Immune to Frost
Resist Shock 50%
Woad(Power)
Thunder Fist(Power)
(Nords are not changed except for adding 1 point Magicka Regen)
Orc
Resist Shock 25%
Resist Magic 25%
Restore Magicka 1 point
Restore Fatigue 1 point
Berserk(Power)
(Orcs are fine warriors with great stamina. They also don't go down easily against magic. )
Redguard
Fortify Attack 10 points
Restore Fatigue 1 point
Restore Magicka 1 point
Resist Disease 75 points
Resist Poison 75 points
Adrenaline Rush(Power)
(They're the most naturally talented warriors in Tamriel and the abilities showcase that)
BirthSigns
Mage
- Restore Magicka 1 point
- Fortify Magicka 0.5xInt
(Standard Sign For Mage)
Warrior
- Fortify Attack 20 points
- Restore Fatigue 1 point
(Standard Sign for Warrior)
Thief
- Fortify Luck 10 points
- Sanctuary 20 points
(Standard Sign for Thieves)
(The Guardian Signs I have kept uniform. I tried to keep them as equal in effectiveness as possible. These are supposed to be the basic signs and the stats reflect that)
Apprentice
- Restore Magicka 2 points
- Fortify Magicka 1.5xInt
- Weakness to Magicka 50
(The Apprentice makes you very good at using magic but also makes you weak to it.)
Atronach
- Absorb Magicka 20 points on touch(Spell)
- 30% Fire, Frost, Shock Resistance
- Damage Magicka 1 point
- Fortify Magicka 2.0xInt
(I consider Vanilla Spell absorption to be broken especially when in such a large percentage like 50. I wanted my Atronach sign to work a little different. It gives you a lot of magicka. And elemental resistance instead of spell absorption. I didn't want to completely take away the spell absorption aspect so I gave them a magic absorption spell)
Ritual
- Shield 5-10 points (Spell)
- Bound Mace(Power)
- Restore Health 20 points(Spell)
- Restore Health 100 points(Power) (Mara's Gift)
- Blessed Word(Spell)-Cost Reduced
- Blessed Touch(Spell)-Cost Reduced
- Summon Holy Spirit (Ancestral Ghost)
(Ritual gives a bunch of different abilities that cost way lower than they usually would. A lot of Holy abilities, so good for Healers, Paladins and Templars)
Lord
- Weakness to Fire 50%
- Restore Health 1 point
(Troll like abilities of healing fast and being weak to fire.)
Lady
- Fortify Endurance 25 points
- Fortify Skill Block, Unarmored, Medium, Armor, Heavy Armor by 5 point
- Fortify Personality 25 points
(Lady Sign's tankiness has been buffed with skill bonuses for any playstyle)
Steed
- 50 points Feather
- Fortify Speed 25 points.
(It's kept similar to Vanilla but feather effect is added)
Lover
- Fortify Personality, Mercantile, Speechcraft by 10 points
- Lover's Kiss (Power; Paralyze target for 60 seconds, Damage Self Fatifue 100 points)
(Lover's kiss is made a little better. This sign also makes dealing with people easier)
Shadow
- Invisibility(Spell)
- Weakness to Normal Weapons, Magicka, Fire, Frost, Shock, Poison.
(They're stronger in the shadows than in plain sight. Best as assassins. )
Tower
- Open 50 points.(Spell)
- Detect Animals, Enchantment, Key 200 points for 60 seconds(Spell)
- Jump 10 points
- Slowfall 6 points
(Good Burglars, can better reach unreachable places and find treasure more easily.)
Serpent
- Fortify Luck 25 points
- Resist Poison 25 points
- Weakness to Normal Weapons 15 points
- Star curse (Poison damage target 3 points, Damage Self 1 point, for 30 seconds)
(They're the most blessed and cursed according to description. I feel these abilities showcase that well)
Compatibility
Mods that touch the race records or race abilites are not compatible.
Installation
Install with Mod manager or manually extract to the data folder. Place in Documents/My Games/openmw/data
Thank you and let me know if there are any issues.