

Race
Abilities
Enhanced
Rae's goal is to make the decision of race much more important, and relevant through the entire game.
To accomplish this the following changes have been made:
- HMS and Regeneration Tweaks (more unique)
- Initial skill boost, but you learn the skill at faster rates as well (more relevant)
- Powers have been converted to passives (more rational, so NPCs will have the same access to these abilities).
- Many abilities improve over time as you become more experienced (more useful).
- A flaw to consider (more realistic).
Each race is different in how they start, how fast their stats heal, and how quickly they learn particular skills. In terms of abilities, each race gains:
- One 'Proficiency' ability: Instead of only receiving one time skill boosts, you learn them faster as well.
- One 'Blood' ability: a resistance to something (such as disease, poison, fire, frost, magic)
- One 'Flaw': a weakness to something (fire, frost) or difficulty in certain tasks (harder to pick locks, cast spells, etc.)
- Two 'Passive' abilities: based on Vanilla abilities and lore that improve over time (scale).

Tweaks
- Skills start at 5 (instead of 15). Primary, Secondary, and Tertiary skills receive a +15/+10/+5 and are learned 15%/10%/5% faster.
- Health, Magicka, and Stamina (as well as their regeneration rates) are all adjusted based on the races natural abilities.
- Starting Carry Weight has been changed to be a function of starting Health and Stamina.
- Once-a-day powers removed, or converted to passive abilities, allowing NPCs access to the same benefits.
- Changed elf names: High Elf shows as Altmer, Wood Elf shows as Bosmer, and Dark Elf as Dunmer.
- Starting spells removed, except Altmer, Breton, Dunmer, and Imperial.
Starting Spells: Altmer and Dunmer receive two starting spells (Calm and Fury, and Flames and Sparks respectively). Bretons, given their prowess in Conjuration, receive the Conjure Familiar spell to start, and Imperials receive Healing as the most gifted in Restoration.
Scaling: Most abilities will scale every
20 levels. For example: Arcane Channeling provides +10% Magicka Regeneration and scales 10%. At level 20, your Magicka regenerates 120% of the base. At level 40, 130%; level 60 140%; level 80> 150% the base.
One exception: Highborn - This scales based on your skill levels in the magic schools. +50 Magicka to start, then at level 25 of any school, you gain an additional 5... for an additional increase of 100 Magicka at level 100 in each school, or a total of +150 Magicka.
RacesFor reference, Vanilla starts H/M/S each at 100, with a 0.70, 3.00, and 5.00 regeneration rate respectively.
AltmerSpoiler:
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Proficiencies- Primary Skill: Illusion
- Secondary Skills: Enchanting, Restoration
- Tertiary Skills: Alteration, Conjuration, Destruction
Stats- Health (Regen): 85 (0.30)
- Magicka (Regen): 120 (2.00)
- Stamina (Regen): 95 (3.00)
Abilities- Altmer Blood: 50% Disease Resistance
- Arcane Channeling: +10% Magicka Regeneration (Scales +10%)
- Highborn: +50 Magicka; Gain an additional +5 for every 25 skill levels achieved in the 5 schools of magic (potential +100 more)
Flaw- Aetherial Balance: 15% Magic Weakness
ArgonianSpoiler:
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Proficiencies- Primary Skill: Lockpicking
- Secondary Skills: Light Armor, Pickpocket
- Tertiary Skills: Alteration, Restoration, Sneak
Stats- Health (Regen): 100 (0.50)
- Magicka (Regen): 95 (1.00)
- Stamina (Regen): 105 (3.00)
Abilities- Argonian Blood: 25% Disease and Poison Resistance
- Histskin: +10% Health Regeneration (Scales +10%)
- Wetlander: +Breathe underwater, swim twice as fast, and +10 Armor Rating on account of your scaly skin (Scales +10)
Flaw- Coldblooded: 20% Frost Weakness
BosmerSpoiler:
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Proficiencies- Primary Skill: Archery
- Secondary Skills: Alchemy, Sneak
- Tertiary Skills: Light Armor, Lockpicking, Pickocket
Stats- Health (Regen): 80 (0.35)
- Magicka (Regen): 100 (1.25)
- Stamina (Regen): 120 (4.00)
Abilities- Bosmer Blood: 25% Disease and Poison Resistance
- Feral Cloak: +5 Sneak in forested areas (Scales +5)
- Keen Eye: Bows ignore 5% of target's armor (Scales +5%)
Flaw- Physical Fragility: Two Handed weapons inflict 15% more damage to you
BretonSpoiler:
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Proficiencies- Primary Skill: Conjuration
- Secondary Skills: Alteration, Speech
- Tertiary Skills: Alchemy, Illusion, Restoration
Stats- Health (Regen): 100 (0.40)
- Magicka (Regen): 115 (1.75)
- Stamina (Regen): 85 (2.50)
Abilities- Breton Blood: 25% Magic Resistance
- Aetherial Skin: Additional 5% Magic Resistance while casting (Scales +5%)
- Connected Souls: Your familiar (Conjure Familiar) levels with you (Scales)
Flaw- Melee Inadequacy: Melee weapons deal 5% less damage (except daggers), and blocking is 5% less effective.
DunmerSpoiler:
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Proficiencies- Primary Skill: Destruction
- Secondary Skills: Alteration, Illusion
- Tertiary Skills: Alchemy, Light Armor, Sneak
Stats- Health (Regen): 90 (0.40)
- Magicka (Regen): 110 (1.50)
- Stamina (Regen): 100 (3.00)
Abilities- Dunmer Blood: 25% Fire Resistance
- Ashborn Rage: Fire spells do an additional 5% damage to Human races (Scales +5%)
- Rune Master: Runes deal an additional 10% damage (Scales +10%)
Flaw- Lowborn Bias: Speech related attempts are 10% more difficult (Bribe, Intimidate, and Persuade)
ImperialSpoiler:
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Proficiencies- Primary Skill: Restoration
- Secondary Skills: Block, Heavy Armor
- Tertiary Skills: Destruction, Enchanting, One Handed
Stats- Health (Regen): 110 (0.40)
- Magicka (Regen): 105 (1.25)
- Stamina (Regen): 85 (3.50)
Abilities- Imperial Blood: 25% Shock Resistance
- Agent of the Empire: +5% Buying and Selling prices (Scales +5%)
- Disciplined Formation: +10% Resistance to being Staggered (Scales +10%)
Flaw- Climatic Frailty: 10% Fire and Frost weakness
KhajiitSpoiler:
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Proficiencies- Primary Skill: Sneak
- Secondary Skills: Lockpicking, Pickpocket
- Tertiary Skills: Alchemy, Archery, One Handed
Stats- Health (Regen): 100 (0.45)
- Magicka (Regen): 90 (1.00)
- Stamina (Regen): 110 (3.50)
Abilities- Khajiit Blood: 25% Frost Resistance
- Lacerating Claws: +3 Unarmed Damage (Scales +3)
- Natural Predator: +5% Sneak Speed, and gain Night Vision at will (Scales +5%)
Flaw- Pyrophobic: 20% Fire Weakness
NordSpoiler:
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Proficiencies- Primary Skill: Two Handed
- Secondary Skills: Light Armor, Smithing
- Tertiary Skills: Block, One Handed, Speech
Stats- Health (Regen): 115 (0.45)
- Magicka (Regen): 80 (0.75)
- Stamina (Regen): 105 (4.00)
Abilities- Nord Blood: 25% Frost Resistance
- Grey Voice: Shout Cooldown is 5% faster (Scales +5%)
- Northern Strength: +10 Carry Weight (Scales +10)
Flaw- Arcane Ineptitude: The magnitude and duration of all spells are 10% less
OrcSpoiler:
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Proficiencies
- Primary Skill: Heavy Armor
- Secondary Skills: Block, Smithing
- Tertiary Skills: Enchanting, One Handed, Two Handed
Stats- Health (Regen): 120 (0.50)
- Magicka (Regen): 85 (0.75)
- Stamina (Regen): 95 (3.50)
Abilities- Orc Blood: 15% Fire, Frost, and Shock Resistance
- Orsimer Smithing: Tempering Heavy Armor and Two Handed weapons is 5% better (Scales +5%)
- Sustaining Rage: Health and Stamina regenerate 5% faster in Combat (Scales +5%)
Flaw- Graceless: Lockpicking and Pickpocketing are 15% more difficult
RedguardSpoiler:
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Proficiencies- Primary Skill: One Handed
- Secondary Skills: Archery, Destruction
- Tertiary Skills: Alteration, Block, Smithing
Stats- Health (Regen): 95 (0.40)
- Magicka (Regen): 85 (0.75)
- Stamina (Regen): 115 (4.00)
Abilities- Redguard Blood: 50% Poison Resistance
- Adrenaline Rush: +10% Stamina Regeneration (Scales +10%)
- Efficient Arms: Power Attacks with One Handed weapons costs 5% less Stamina (Scales +5%)
Flaw- Delicate Maneuvers: Heavy Armor is 10% less effective, and Two Handed weapons do 10% less damage.

Rae is incompatible with any mods that alter player race records without a patch. This includes other race overhauls. The upside to this is that NPCs of the same race gain the same abilities and tweaks. I have decided this outweighs compatibility with mods that alter race records (this is not intended to work with other race overhauls, as this is a race overhaul itself).

SkyRem Character Series - GRACE
Grace: SkyRem Character Series AIO
Gabi: Genders Are Boringly Indistinct
Rae: Race Abilities Enhanced
Rae: Race Abilities Enhanced (Customizable Version)
Ava: Attribute Value Application
Cori: Class Overhaul Re-Imagined
Cori: Class Overhaul Re-Imagined (Custom Skills Framework)
Elsa: Early Life Skill Adjustment
SkyRem Immersion Series - EMILI
Emili: SkyRem Immersion Series AIO
Eve: Evolving Value Economy
Mia: More Immersive Activations
Inez: Improved NPC Encounter Zones
Lora: Loot Overhaul - Rarity & Abundance
Iris: Indigent Residents In Skyrim
SkyRem Gameplay SeriesMisti: Masterly - Intuitive Skill Tree Integration
Cassi: Constellations - A Standing Stones Improvement
SkyRem: Skyrim Roleplay Enhancement Mod GuideSkyRem Guide: A guide based on the SkyRem concept (Roleplay Enhancement Modding)