Skyrim Special Edition

[ Introduction ]

Racial attributes and abilities are redesigned based on previous elder scrolls games and their lore.

All races have same sum of attributes, and each base attribute determine secondary attributes such as regeneration, power attack/spell costs, etc, with simple formula. Racial skill levels are based on race lore, and are directly associated with skill gain bonuses and racial skill proficiency bonuses, making them more intuitive instead of hiding the actual numbers and data behind.

Racial resistances are merge of Morrowind to Skyrim, with balanced magnitudes. Some racial resistances that were absurdly high or too punishing (Altmer's Weakness to Magic) are toned down. Racial abilities give unique distinctive bonuses for each race. Some abilities focus on specific skills, assigning each race an 'ideal role'.

[ Racial Derived Attributes ]

  • Health Regen (%) = 0.2 + Health_Offset / 200
  • Magicka Regen (%) = 1.1 + Magicka_Offset / 200
  • Stamina Regen (%) = 1.6 + Stamina_Offset / 200
  • Power Attack Cost (%) = 100 - Health_Offset - Stamina_Offset (max 100%)
  • Spell Casting Cost (%) = 100 - Magicka_Offset / 2 (max 100%)
  • Carryweight = Health
  • Unarmed Damage = 8 + Health_Offset / 100 (Exception: Argonian 10, Khajiit 10)

[ Notes about Mechanics ]

  • Skill bonuses give skill gain bonus by same in %. +10 in Alteration will give you +10% skill gain in Alteration.
  • Khajiit Lockpicking is changed to lockpicking proficiency, shared with Argonians. Gives +10 Lockpicking Expertise when Lockpicking perk is not taken, instead of stacking bonus.
  • You still don't regenerate Health by default. The racial Health Regen (HealRate) is another multiplier applied for health regeneration, not the health regeneration value that Requiem sets to 0 by default. You still need other Health Regeneration effects to passive regenerate health.
  • Racial attribute for power attack cost and spell costs are capped at 100%. Nords for example won't have increased spell costs, although they have minus offset to Magicka.

[ Racial Proficiency ]

  • Skill bonuses grant proficiency in the skill, if they exist. For example, Argonians have proficiency in Alchemy, Lockpicking, and Sneak. As their starting levels are +10/+5/+5 (15/10/10), respectively.
  • Alchemy : Can brew potions without a perk in Alchemy. (Argonian, Bosmer, Breton, Khajiit)
  • Enchanting : Can recharge enchanted items without a perk in Enchanting. (Altmer, Breton)
  • Lockpicking : Can pick novice locks without a perk in Lockpicking. (Argonian, Khajiit)
  • Pickpocket : can pickpocket without a perk in Pickpocket. (Bosmer, Khajiit)
  • Sneak : Can sneak without a perk in Sneak. (Argonian, Bosmer, Dunmer, Khajiit)



[ Race Details ]


Altmer (High Elf) ]

The Altmer of Summerset Isle are called "High" Elves in the Empire, describing both their physical appearance and their snobbish personality. The arcane ability of High Elves surpasses all other races in Tamriel. Their Highborn ability grants them increased magicka and spell power. They are weak in physical combat, however, and their magic affinity makes them more susceptible to elemental damage.

( Racial Focus )
  • Primary Attribute: Magicka
  • Ideal Role: Glass Cannon Mage

( Attributes )
  • Health: 90
  • Magicka: 120
  • Stamina: 90
  • Health Regen: 0.15%
  • Magicka Regen: 1.20%
  • Stamina Regen: 1.55%
  • Power Attack Cost: -0%
  • Spell Cost: -10%
  • Carry Weight: 90
  • Unarmed Damage: 7
  • Height (M/F): 1.080 / 1.080

( Skills )
  • +10: Alteration
  • +5: Conjuration, Destruction, Enchanting, Illusion, Restoration

( Abilities )
  • Highborn: Magicka +30, Magicka Regeneration +30%, Spell Power +5%, Resist Disease +50%
  • Weakness to Elements: Weakness to Elements +25%



Argonian ]

Argonians are the reptilian denizens of Black Marsh. Years of defending their borders have made them experts in stealth and evasion, and their natural abilities make them equally at home in water and on land. They are resistant to diseases and poisons and enjoy raw meat. Their Histskin allows them to quickly heal their wounds.

( Racial Focus )
  • Primary Attribute: Balanced
  • Ideal Role: Alchemist

( Attributes )
  • Health: 100
  • Magicka: 100
  • Stamina: 100
  • Health Regen: 0.20%
  • Magicka Regen: 1.10%
  • Stamina Regen: 1.60%
  • Power Attack Cost: -0%
  • Spell Cost: -0%
  • Carry Weight: 100
  • Unarmed Damage: 10
  • Height (M/F): 1.010 / 1.000

( Skills )
  • +10: Alchemy
  • +5: One-handed, Restoration, Alchemy, Evasion, Lockpicking, Sneak

( Abilities )
  • Claws: Unarmed Damage +5
  • Histskin: Health Regeneration +1/s, Potion Power +10%
  • Resist Poison and Disease: Resist Poison +75%, Resist Disease +75%
  • Strong Stomach: Can eat raw food
  • Waterbreathing: Waterbreathing, Swimming Speed +20%, Swimming Exertion -75%



Bosmer (Wood Elf) ]

The Bosmer, or Wood Elves, originate from the sacred forest of Valenwood. Their culture is highly carnivorous and even cannibalistic, derived from the Green Pact with the forest, in which they harm no plant. Their dexterity makes them excellent scouts and thieves, and there are no finer archers in all of Tamriel. They have a natural resistance to poison and disease, and can command nearby animals to fight for them.

( Racial Focus )
  • Primary Attribute: Stamina
  • Ideal Role: Arcane Ranger

( Attributes )
  • Health: 90
  • Magicka: 100
  • Stamina: 110
  • Health Regen: 0.15%
  • Magicka Regen: 1.10%
  • Stamina Regen: 1.65%
  • Power Attack Cost: -0%
  • Spell Cost: -0%
  • Carry Weight: 90
  • Unarmed Damage: 7
  • Height (M/F): 0.980 / 1.000

( Skills )
  • +10: Marksmanship
  • +5: Alteration, Alchemy, Evasion, Pickpocket, Sneak

( Abilities )
  • Command Animal: (Lesser Power) Command Animal up to level 25, area 50, cost 75 magicka
  • Eye of the Hunt: Marksman Armor Penetration +5
  • Green Pact Feast: (Food) Magicka Regeneration +2/s, Stamina Regeration +2/s, 300 sec
  • Resist Poison and Disease: Poison Resist +25%, Resist Disease +50%
  • Strong Stomach: Can eat raw food



Breton ]

Bretons, the inhabitants of the province of High Rock, are the human descendants of the Elves and the ancient race of the Nedes. While Bretons are physically weak, they can tap on magicka more than any other human race and they are particularly capable in the school of Conjuration. Their magic resistance blocks one fifth of incoming spell damage and their Dragonskin ability can fully absorb elemental damage by chance.

( Racial Focus )
  • Primary Attribute: Magicka
  • Ideal Role: Witchhunter Mage

( Attributes )
  • Health: 90
  • Magicka: 110
  • Stamina: 100
  • Health Regen: 0.15%
  • Magicka Regen: 1.15%
  • Stamina Regen: 1.60%
  • Power Attack Cost: -0%
  • Spell Cost: -5%
  • Carry Weight: 90
  • Unarmed Damage: 7
  • Height (M/F): 1.000 / 0.950

( Skills )
  • +10: Conjuration
  • +5: Enchanting, Illusion, Restoration, Alchemy, Speech

( Abilities )
  • Dragonskin: Magic Absorb +10%
  • Magic Resistance: Resist Magic +20%



Dunmer (Dark Elf) ]

The Dunmer, or Dark Elves, are the ash-skinned, red-eyed, Elven people of Vvardenfell. They combine powerful intellects with strong and agile physiques, producing excellent warriors and evokers. They are extremely resistant to fire, blocking half of incoming fire damage. They're particularly skilled in Destruction magic, and can imbue more power into damaging spells.

( Racial Focus )
  • Primary Attribute: Balanced
  • Ideal Role: Spellsword

( Attributes )
  • Health: 100
  • Magicka: 100
  • Stamina: 100
  • Health Regen: 0.20%
  • Magicka Regen: 1.10%
  • Stamina Regen: 1.60%
  • Power Attack Cost: -0%
  • Spell Cost: -0%
  • Carry Weight: 100
  • Unarmed Damage: 8
  • Height (M/F): 1.000 / 1.000

( Skills )
  • +10: Destruction
  • +5: One-handed, Conjuration, Illusion, Evasion, Sneak

( Abilities )
  • Ashlander: Destruction Power +10%, Conjuration Power +10%
  • Resist Fire: Resist Fire +50%



Imperial ]

The cosmopolitan citizens of Cyrodiil are descended from the founders of the glorious Empire that has influenced Tamriel's history throughout the eras. Imperials are talented leaders and traders among society, skilled in both magic and combat thanks to martial and academic education of the schools of Cyrodiil. Their leadership can encourage their followers to fight well in combat.

( Racial Focus )
  • Primary Attribute: Balanced
  • Ideal Role: Leader

( Attributes )
  • Health: 100
  • Magicka: 100
  • Stamina: 100
  • Health Regen: 0.20%
  • Magicka Regen: 1.10%
  • Stamina Regen: 1.60%
  • Power Attack Cost: -0%
  • Spell Cost: -0%
  • Carry Weight: 100
  • Unarmed Damage: 8
  • Height (M/F): 1.000 / 1.000

( Skills )
  • +10: Speech
  • +5: Block, Heavy Armor, One-handed, Destruction, Restoration

( Abilities )
  • Imperial Diversity: Health/Magicka/Stamina +10, Health/Magicka/Stamina Regeneration +10%
  • Voice of the Emperor: Speech +15, Barter +15%, Magicka/Stamina +30 for nearby allies



Khajiit ]

The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known as great merchants but also as smugglers and thieves. They are very fast and outrun all other races which, combined with a high stamina reserve, makes them fearsome skirmishers. However, they are seldom gifted with the skill to harness magical forces. All Khajiit can see in the dark at will and eat raw meat, and their sharp claws are as lethal as knives.

( Racial Focus )
  • Primary Attribute: Stamina
  • Ideal Role: Rogue Thief

( Attributes )
  • Health: 90
  • Magicka: 90
  • Stamina: 120
  • Health Regen: 0.15%
  • Magicka Regen: 1.05%
  • Stamina Regen: 1.70%
  • Power Attack Cost: -10%
  • Spell Cost: -0%
  • Carry Weight: 90
  • Unarmed Damage: 10
  • Height (M/F): 1.000 / 0.950

( Skills )
  • +10: Sneak
  • +5: One-handed, Alchemy, Evasion, Lockpicking, Pickpocket

( Abilities )
  • Claws: Unarmed Damage +5
  • Feline Agility: Speed +10%, Sneaking Speed +10%, Fall Damage -75%
  • Fingersmith: Lockpicking Expertise +2, Fortify Lockpicking/Pickpocket/Sneak +20%
  • Night Eye: (Lesser Power) Night Eye
  • Strong Stomach: Can eat raw food



Nord ]

Skyrim's Nords are tall and fair, with a culture which values honor, glory, and loyalty to family and community. Nords have come to distrust magic, but excel in physical warfare. They are greatly resistant to frost and lightning damage, reducing them by half and by one quarter respectively. Nords also have innate ability to use Shouts, and can unleash immense power through the words of power when mastered.

( Racial Focus )
  • Primary Attribute: Health
  • Ideal Role: Shout Warrior

( Attributes )
  • Health: 110
  • Magicka: 80
  • Stamina: 110
  • Health Regen: 0.25%
  • Magicka Regen: 1.00%
  • Stamina Regen: 1.65%
  • Power Attack Cost: -20%
  • Spell Cost: -0%
  • Carry Weight: 110
  • Unarmed Damage: 9
  • Height (M/F): 1.030 / 1.030

( Skills )
  • +10: Two-handed
  • +5: Block, Heavy Armor, One-handed, Smithing, Evasion

( Abilities )
  • Ancient Tongues: Shout Power +10%, Shout Cooldown -10%
  • Barbaric Strength: Fortify Melee +5%
  • Resist Frost and Shock: Resist Frost +50%, Resist Shock +25%



Orsimer (Orc) ]

The Orsimer or "Pariah Folk", commonly called Orcs, come from Orsinium in the west. Their savage appearance and customs sometimes cause fear, but they have won acceptance for their distinguished service in the Legion. Orcs' superior strength makes them formidable warriors, though use of magic requires extensive training. Their incredible endurance grants them resistance to both magical and physical harm.

( Racial Focus )
  • Primary Attribute: Health
  • Ideal Role: Tank

( Attributes )
  • Health: 110
  • Magicka: 80
  • Stamina: 110
  • Health Regen: 0.25%
  • Magicka Regen: 1.00%
  • Stamina Regen: 1.65%
  • Power Attack Cost: -20%
  • Spell Cost: -0%
  • Carry Weight: 110
  • Unarmed Damage: 9
  • Height (M/F): 1.045 / 1.045

( Skills )
  • +10: Heavy Armor
  • +5: Block, One-handed, Smithing, Two-handed, Destruction

( Abilities )
  • Bulwark: Health +30, Armor Rating +100, Resist Magic +10%
  • Strong Stomach: Can eat raw food



Redguard ]

The dark-skinned, wiry-haired Redguards of Hammerfell seem born for battle, though their proud and independent spirits suit free-ranging heroism more. They have a hardy constitution and natural resistance to poison and disease, but tend to shun their magic. They are full of stamina and naturally skilled in melee combat, making them one of the strongest warriors in Tamriel.

( Racial Focus )
  • Primary Attribute: Stamina
  • Ideal Role: Fighter

( Attributes )
  • Health: 100
  • Magicka: 80
  • Stamina: 120
  • Health Regen: 0.20%
  • Magicka Regen: 1.00%
  • Stamina Regen: 1.70%
  • Power Attack Cost: -20%
  • Spell Cost: -0%
  • Carry Weight: 100
  • Unarmed Damage: 8
  • Height (M/F): 1.005 / 1.005

( Skills )
  • +10: One-handed
  • +5: Block, Marksmanship, Smithing, Two-handed, Evasion

( Abilities )
  • Adrenaline Rush: Stamina +30, Sprinting Cost -1/s
  • Martial Prowess: Melee Armor Penetration +5
  • Resist Poison and Disease: Resist Poison +50%, Resist Disease +50%

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