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OikeaHetki

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About this mod

This mod seeks to tweak the balance of vanilla races, tweaking certain powers and abilities, and occasionally adding entirely new powers as seen in Skyrim. This mod also changes the descriptions of races to specify their unique powers and abilities.

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Permissions and credits
Any mod that modifies the existing 10 races will be incompatible with this mod.

The changes are as follows, and are succeeded by commentary:

Universal Changes & Standards
- Luck increased to 50 (from 40)
- Skill Points increased to 50 (from 45)
- No Skill has a value of 15
- No two races receive the same Skill at a +10 bonus
- No race has starting immunity to any damage type
- No two races have direct power overlap

These sweeping across-the-board buffs should be taken into consideration with what follows.

Argonian
- Poison Immunity removed
- (New Ability) Poison Resistance 75%
- Argonian Breathing no longer costs Magicka
- (New Power) Histskin (Regenerate 5 health per second for 60 seconds)

Based off of their racial power in Skyrim of the same name, the powerful Histskin feature serves as compensation for this race's inability to wear boots. 

Breton
- Dragon Skin is now a 50% Spell Absorption power, with a duration of 60 seconds (instead of a Shield power with the same magnitudes)

Again calling on Skyrim for inspiration, these changes greatly increase the utility of the Breton racial power in combat against other spellcasters. For reference, a spell equivalent to this power is uncastable to any character that has not made use of exploits.


Dark Elf
- Fire resistance reduced to 50% (from 75%)
- Now gain a 0.5x Magicka Multiplier 

This change increases the viability of a Dunmer Spellcaster build, while also reining in their impressive Fire resistance. Now, they parallel the Breton race in power and utility, but are geared more towards a hybrid spellsword build (as intended in the lore).

High Elf
- Magicka weakness removed (from 50%)
- Fire weakness reduced to 25% (from 50%)
- Magicka Multiplier reduced to 1.0x (from 1.5x)
- (New Power) Highborn (Regenerates 10 Magicka per second for 60 seconds)

These changes standardize the High Elf race without removing their unique flavor (as what occurred in Skyrim). The magical vulnerabilities are now much less a flaw, and a new, powerful racial power is added to enable consistent spellcasting for a short time.

Imperial
- (New Ability) Imperial Luck (Fortifies Luck permanently by 10 points)

Imperials were a bit lackluster for most character builds. This small boost to luck, especially in combination with the global boost to luck, will allow those playing Imperial characters to more reasonably reach 100 Luck before hitting the level cap or completing the game. 10 points in Luck is functionally equivalent to a +2 bonus to all skills.

Khajiit
- (New Power) Eye of the Hunt (Detect Creature 200ft for 60 seconds)
- Eye of Night has a duration of 60 seconds (up from 30), and a magnitude of 35 (down from 50)

These two features serve as compensation for the Khajiit inability to wear boots, while also serving as acceptable quality-of-life improvements. In my mod, Birthsigns without Attribute Bonuses, The Tower Birthsign is reworked so as to not have the Detect Creature effect in its Beggar's Nose power, to avoid overlap. The changes to Eye of Night are to make it more visually pleasant when used.

Nord
- Woad removed
- Thunder Fist now also deals 25 shock damage, in addition to 50 frost damage
- Shock Resistance reduced to 25% (from 50%)
- Cold Immunity removed
- (New Ability) Cold Resistance 50%

The Nord race was all over the place and somewhat sloppy with its powers and resistances. These changes tidy it up, balancing it, and greatly improving the Thunder Fist power. Woad has been removed as it not sufficiently unique and also redundant with The Tower Birthsign's power in my mod Birthsigns without Attribute Bonuses.

Orc
- Berserk now also provides a 50% resistance to normal weapons as a bonus to its other effects.

This is a considerable buff to the Orc's racial feature, now rivaling the power of the equivalent in Skyrim. Half of most damage is ignored, while almost guaranteeing that all weapon attacks connect. Do remember that Resist Magicka is much weaker in Morrowind than the later Elder Scrolls games, meaning this race is functionally only the Berserk power.

Redguard
- Resist Poison reduced to 50% (from 75%)
- Resist Disease reduced to 50% (from 75%)
- Adrenaline Rush now causes Fatigue to constantly restore at a rate of 35 points per second

The Redguard race provided a wonderful standard. This slight tweak to Adrenaline Rush will allow it to better fit its intended purpose of allowing a 

Wood Elf
- (New Power) Animal Friendship (Calm a beast up to level 500 for 60 seconds)

Wood elves have the disadvantage of sharing a race with Fargoth. This new power serves as a quality-of-life improvement to counterbalance such a flaw, and also fill up a missing "slot" in the race's features.