About this mod
Heritage improves the racial abilities in Skyrim. It aims to be lore friendly, balanced and minimalistic, reducing racial focus on greater powers and elemental resistances while offering new unique abilities.
- Requirements
- Permissions and credits
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Translations
- Changelogs
- Each race gets 1 powerful unique ability and 1 minor ability that increases resistance or attributes.
- Removed greater powers that are just effects present in other spells.
- Reworked skill bonuses for better skill distribution while still being lore friendly.
- Alternate version without skill or description changes is available for compatibility reasons.
Argonian
- Major Skill: Light Armor.
- Minor Skill: Alchemy, Lockpicking, Pickpocket, Restoration, Sneak.
- Histskin: Regenerate an extra 1% of your maximum Health per second. This effect is doubled while in water and for 60 seconds after.
- Amphibian: Your Argonian lungs can breathe underwater.
Breton
- Major Skill: Conjuration.
- Minor Skill: Alteration, Destruction, Illusion, Restoration, Speech.
- Spell Attunement: Increases Magic Resistance by 10% for 5 seconds whenever you are hit with a spell. This effect stacks.
- Gift of Magnus: Your Breton blood gives you a 10% chance to absorb the Magicka from hostile spells.
- Spell Attunement has an very short interval of 0.5 seconds, to prevent gaining extremely high Magic Resistance from being attacked by concentration spells.
- Gift of Magnus gives Spell Absorption to the player only. For NPCs, they gain 10% Magic Resistance instead. Spell Absorption for NPCs is both annoying for magic users and provides unpredictable results when used with player cloaking abilities that are not properly flagged with "No Absorb".
Dark Elf
- Major Skill: Destruction.
- Minor Skill: Alchemy, Alteration, Conjuration, Illusion, Sneak.
- Ancestor Guardian: Absorb 80 points of Health from foes if they're about to deliver a fatal attack. This effect can occur once every 5 minutes.
- Ashlander: Your Dunmer blood gives you 25% resistance to Fire.
High Elf
- Major Skill: Alteration.
- Minor Skill: Conjuration, Enchanting, Destruction, Illusion, Restoration.
- Syrabane's Boon: When you cast a spell, you have a 15% chance to negate that spell's cost.
- Highborn: Altmer are born with 25% extra Magicka.
- Syrabane's Boon works after the spell is cast. For concentration spells like Flames, it'll not negate the spell's cost immediately after casting on a successful roll. Instead, a check is made each second the spell is cast; if successful, the cost per second is negated. In the non-SKSE version, Syrabane's Boon instead does the following: Spells have a 15% chance to cost no Magicka.
Imperial
- Major Skill: Speech.
- Minor Skill: Destruction, Heavy Armor, Light Armor, One-handed, Restoration.
- Imperial Luck: Anywhere gold coins might be found, Imperials always seem to find a few more.
- Star of the West: Imperials are born with an extra perk point, and gain an extra perk point every 10 levels.
- Red Diamond: Imperials are born with 10% extra Health, Magicka and Stamina.
Khajiit
- Major Skill: Sneak.
- Minor Skill: Archery, Light Armor, Lockpicking, Pickpocket, One-handed.
- Feline Ambush: Do 25% more attack damage against targets that are not targeting you.
- Agility: Khajiit are born with 25% extra Stamina.
- Night Eye: Improved night vision. Cast again to dispel.
Nord
- Major Skill: Two-handed.
- Minor Skill: Archery, Heavy Armor, Light Armor, Smithing, Speech.
- Reveler: Power attacks have a 10% chance to cost no Stamina. This chance is doubled while under the effects of a beverage.
- Tough: Your Nord blood gives you 25% resistance to Frost.
Orc
- Major Skill: Heavy Armor.
- Minor Skill: Block, Destruction, One-handed, Smithing, Two-handed.
- Berserker Rage: When you take damage, you have a chance to enter Berserker Rage, which increases your attack damage by 25% and reduces your damage taken by 50% for 10 seconds. This effect can occur once every 120 seconds.
- Brawny: Orsimer are born with 25% extra Health.
- Berserker Rage's chance is not constant but is instead based on the amount of damage received. The exact chance = Damage Received * 0.3. For script load concerns, it only works for the player, and only while in combat (you wouldn't want to go berserk due to a trap anyway, would you?)
- Berserker Rage takes into account incoming damage, not just any lost Health. That is to say, gaining a buff to maximum Health then losing that buff will not proc Berserker Rage.
Redguard
- Major Skill: One-handed.
- Minor Skill: Archery, Block, Enchanting, Light Armor, Two-handed.
- Adrenaline Rush: Stamina regenerates up to 200% faster based on your missing Health.
- Wayfarer: Your Redguard blood gives you 25% resistance to Poison.
Wood Elf
- Major Skill: Archery.
- Minor Skill: Block, Lockpicking, One-handed, Pickpocket, Sneak.
- Hunter's Eye: Sneak attacks ignore 60% of armor.
- Y'ffre's Endurance: Your Bosmer blood gives you 50% resistance to disease.
- Hunter's Eye subtracts 60% of physical resistance, not multiplying the target's armor by 0.2 like vanilla Bone Breaker. This makes it useful against all opponents.
Starting Spells Addon
- This optional file removes Flames and Healing spells from all races, and gives spells to the magic races only as follows:
- Breton: Conjure Familiar.
- Dark Elf: Flames.
- High Elf: Oakflesh.
- This addon might be incompatible with mods that edit the player record and mods that edit the MQ101QuestScript.
Compatibility
- Incompatible with other race overhauls.
- The main version is also incompatible with race visual overhauls. If you want to or are using one, either use the secondary version or ask the author of such mod to make a compatibility patch.
Check out my other mods
- Immortal Blood (SamiRim)
- Shalidor's Mirror
- Survival Mod Vampire Patch
- Enhanced Vampire Appearance
- Vampires Masquerade
- Armoured Creatures
- Potions Restore Over Time
Feel free to discuss this mod on my discord server!