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DitrichBlack

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DitrichBlack

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About this mod

An overhaul of all vanilla races' abilities, powers, and stats from Skyrim LE

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INTRODUCTION

DB Races Overhaul is my vision of how to enrich races of Skyrim LE game so that everyone would have its exciting gameplay features and would be pretty balanced in comparison to each other. I found out that some races in vanilla game have great advantages, while some haven't. So I browsed Skyrim Nexus to find a satisfying race overhaul. I had found three mods that have become the base of my mod. Each of them has its wonderful features but some features weren't satisfying. At last, I decided to combine the best features from each of them. Now let's get down to these features:


DESCRIPTION


From this mod, I've taken heights, carry weights, movement speeds (yes, now they are different for each race), base attributes such as magicka, health, and stamina, as well as their regeneration rates, and finally - quite peculiar racial passive abilities, which I found really suitable and balanced. For more details on the mentioned features, go to the original mod's page and the info on my screenshots.


In this mod, I liked the realization of the active racial powers. With it, every race now has its strong ultimate powers. Also, I liked the racial skill bonuses here more than in the vanilla game. So I borrowed that numbers and modified them a little bit more according to my vision. For more details, check out the original mod and the info on my screenshots.


This mod presents an interesting idea of boosting race-specific stats every 20 levels, lvl 80 gives the biggest increase. For more details, check out the original mod and the info on my screenshots.


DETAILS

Here I describe the main features of my mod because I remade most of the starting skills bonuses and passive abilities after calculating average numbers and data from Morrowind, Oblivion, and Skyrim games.

Altmer


The Altmer, also known as High Elves, are a tall, golden-skinned race, hailing from Summerset Isle. Deft, intelligent, and strong-willed, Altmer are often gifted in the arcane arts, and they can call upon their Highborn and Highbreed talents to manipulate their magicka.


- Base Attributes:

Starting Health 100
Starting Magicka 175
Starting Stamina 100
Base Carry Weight 200


- Skill Bonuses:

Alchemy 5
Alteration 5
Conjuration 5
Destruction 10
Enchanting 5
Illusion 5


- Passive Abilities:

Highborn Blood
Resist Disease <50%>   Weakness to Fire <25%>   Weakness to Magicka <15%>   Weakness to Frost <15%>   Weakness to Shock <15%>


- Active Powers:

Highborn
[At Will] Regenerate Magicka ten times faster as Health and Stamina regenerate <75%> slower for <30> seconds

Highbreed
[At Will] Increases maximum Magicka by <100> points as it degenerates over time for <60> seconds



Argonian


At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. They can breathe and regenerate underwater. They can call upon the Histskin and Histborn to manipulate their health.


- Base Attributes:

Starting Health 100
Starting Magicka 100
Starting Stamina 120
Base Carry Weight 250


- Skill Bonuses:

Alchemy 5
Alteration 5
Illusion 5
Light Armor 5
Lockpicking 10
One-Handed 5


- Passive Abilities:

Argonian Claws
Argonian Claws do <10> points of damage

Histborn
Argonian lungs can Breathe Underwater and swimming increases Attributes Regeneration

Saxhleel Blood
Resist Disease <65%>   Resist Poison <65%>


- Active Powers

Histborn
[At Will] Increases maximum health by <100> points as it degenerates over time for <60> seconds.

Histskin
[At Will] Invoke the power of the Hist to recover health ten times faster as Magicka and Stamina regenerate <75%> slower for <30> seconds



Bosmer


The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. Their agility makes them well-suited as scouts and thieves. They are also gifted archers, perhaps the best in all of Tamriel. Bosmers are naturally resistant to diseases, and possess the powers of the Beast Tongue and Assassinate to survive.


- Base Attributes:

Starting Health 110
Starting Magicka 100
Starting Stamina 120
Base Carry Weight 250


- Skill Bonuses:

Alchemy 5
Archery 10
Light Armor 5
Pickpocket 5
Sneak 10


- Passive Abilities:

Bosmer Blood
Resist Disease <65%>   Resist Poison <15%>


- Active Powers:

Assassinate
Bows do ten times as much damage when Sneaking and Slows time by <30%> for <10> seconds

Beast Tongue
[At Will] Call the forces of nature for <90> seconds



Breton


Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies.


- Base Attributes:

Starting Health 100
Starting Magicka 125
Starting Stamina 100
Base Carry Weight 200


- Skill Bonuses:

Alchemy 5
Alteration 5
Conjuration 10
Illusion 5
Restoration 10


- Passive Abilities:

Manmer Blood
Resist Magic <40%>


- Active Powers:

Dragoncloak
[At Will] Lose focus on magicka and absorb <50%> of magicka from hostile spells for <30> seconds, as it negates the Manmer Blood

Dragonskin
Increases the physical damage resistance to <80%> for <60> seconds, and duration is doubled if not wearing any armor



Dunmer


The Dunmer are the ash-skinned, red-eyed elven peoples of Morrowind that combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. They are naturally resistant to fire and can call upon their Ancestor's Fury and Ancestor's Rage to unleash their flame affinity.


- Base Attributes:

Starting Health 100
Starting Magicka 100
Starting Stamina 125
Base Carry Weight 250


- Skill Bonuses:

Alteration 5
Archery 5
Destruction 10
Light Armor 5
One-handed 5
Two-handed 5


- Passive Abilities:

Dunmer Blood
Resist Fire <65%>


- Active Powers:

Ancestor's Fury
[At Will] Opponents that get too close will take <10> points per second of fire damage for <90> seconds

Ancestor's Rage
Summon your ancestor's spirit in a burst of fire, creating a huge explosion that deals <100> points of damage from your position



Imperial


The well-educated and well-spoken native of Cyrodiil are known for the discipline and training of their citizen armies. They have a Voice of the Emperor that calms down enemies and allure commoners. They also gain the power of Star of the West, which lets them survive in combat.


- Base Attributes:

Starting Health 120
Starting Magicka 100
Starting Stamina 130
Base Carry Weight 300


- Skill Bonuses:

Heavy Armor 5
One-handed 10
Restoration 5
Speech 10
Two-handed 5


- Passive Abilities:

Imperial Blood
<100%> chance of <2-10> extra gold in all chests that normally contain gold


- Active Powers:

Star of the West
Fully restores health, magicka and stamina once a day

Voice of the Emperor
[At Will] Harmonize everyone, gaining additional Speech skill by <15> points and <15%> better prices for <45> seconds



Khajiit


Khajiit are cat-like people who come from Elsweyr, known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages. They are able to see better in the dark, survive on leaping, have deadly claws and swifter weapon attacks.


- Base Attributes:

Starting Health 120
Starting Magicka 100
Starting Stamina 140
Base Carry Weight 250


- Skill Bonuses:

Light Armor 5
Lockpicking 5
One-handed 10
Pickpocket 5
Sneak 10


- Passive Abilities:

Khajiit Blood
Melee Damage <+10>   Weakness to Magic <5%>

Khajiit Claws
Khajiit Claws do <15> points of damage

Khajiiti Athletics
Khajiit always land on feet, reducing the damage taken from falling, and move <25%> faster on the wilderness


- Active Powers:

Eye of Night
[At Will] Improves night sight

Eye of Fear
Weapon swings <90%> faster for <30> seconds, as the speed decreases by <30%> per <10> seconds 



Nord


Citizens of Skyrim, they are tall and fair-haired people. Strong and hardy, the Nords are famous for their resistance to cold. They are natural-born warriors who fight with an ecstatic ferocity that terrifies their enemies. They can emit the Battlecry and Warcry as they confront their enemies.


- Base Attributes:

Starting Health 150
Starting Magicka 100
Starting Stamina 140
Base Carry Weight 275


- Skill Bonuses:

Block 5
Heavy Armor 5
Light Armor 5
One-handed 5
Smithing 5
Two-handed 10


- Passive Abilities:

Nordic Blood
Resist Frost <65%>   Resist Shock <15%>


- Active Powers:

Battlecry
[At Will] Makes nearby opponents flee for <45> seconds; you lose all of your stamina and recover it slower

Warcry
Increases Health and Stamina by <40>. Increases One-handed, Two-handed and Archery skills by <15> points for <90> seconds



Orc


The people of the Wrothgarian and Dragontail Mountains, Orcish armorers are prized for their craftsmanship. Orc warriors in heavy armor are among the finest front-line troops in the Empire. They are naturally resistant to shock, and ruthless when under effect of the Berserker's Frenzy.


- Base Attributes:

Starting Health 130
Starting Magicka 100
Starting Stamina 150
Base Carry Weight 300


- Skill Bonuses:

Block 10
Heavy Armor 10
One-handed 5
Smithing 10


- Passive Abilities:

Orsimer Blood
Resist Magic <15%>


- Active Powers:

Berserker's Frenzy
[At Will] Health and Stamina <+50>, Dealing <+50%> Damage, and Taking <-50%> Damage for <45> seconds. Sacrifices Health, Stamina and Magicka over time



Redguard


The Redguards of Hammerfell are talented and athletic warriors. Their ancestors migrated to Tamriel from the lost continent of Yokuda. They are resistant to diseases and poisons and able to call upon an Adrenaline Vigor and Adrenaline Rush to manipulate their stamina.


- Base Attributes:

Starting Health 120
Starting Magicka 100
Starting Stamina 150
Base Carry Weight 260


- Skill Bonuses:

Block 5
Heavy Armor 5
Light Armor 5
One-handed 10
Smithing 5
Two-handed 5


- Passive Abilities:

Yokudan Blood
Resist Disease <50%>   Resist Poison <65%>


- Active Powers:

Adrenaline Rush
[At Will] Regenerate Stamina ten times faster as Health and Magicka regenerate <75%> slower for <30> seconds

Adrenaline Vigor
[At Will] Increases maximum Stamina by <100> points as it degenerates over time for <60> seconds



REQUIREMENTS

Skyrim with Dawnguard DLC

INSTALLATION

This mod contains only one .esp file, so you may install it via your favorite mod manager or manually drop it into your Skyrim/Data folder.

If you use Left Hand Rings Modified mod, there is a patch in the Optional files section for you.


COMPATIBILITY

It must be compatible with any mods except those that alter vanilla races:

  • passive abilities and active powers
  • heights
  • movement speed
  • any other race-specific stats
  • descriptions of races on the loading screens



CREDITS

Bethesda for The Elder Scrolls games
Erkeil for his awesome mod ideas
DwemerBot for Epic Races of Skyrim
camiongrenouille for Major Races Overhaul
All Skyrim players that will try my mod and leave their feedback in Posts


Fraternally yours,

DitrichBlack