Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

PaleNoises

Uploaded by

PaleNoises

Virus scan

Safe to use

About this mod

A complete overhaul of the playable races that puts npcs and the player on an even playing field. Npc's will use the same powers as you!

This mod takes all of my favorite parts from the various race mods that I've used over the years and combines them together with a few ideas of my own to create a more unique experience based on race.

Requirements
Permissions and credits
Translations
Changelogs
Starting a new game is recommended for everything to work properly. If you don't start a new game then you need to use the lineage ability from your powers menu to complete the quest which will give you a new set of abilities and remove the vanilla abilities from your character. If you have SKSE installed, starting a new game automates everything right after character creation.



Here's a link to the Xbox version of the mod


General Mod Features

Spoiler:  
Show
  • Most races have different sets of abilities that you can choose from. For example, you could be a dark elf from house telvanni with abilities that lean towards magic or a dark elf from house redoran with advantages in melee. Some options are still a work in progress, so not every race has more than a single set of abilities at the moment. NPC's get a random set of abilities when they spawn.
  • Most abilities work for both the npc and the player, meaning that everyone is on an even playing field for the most part. If the ability does not function for npc's then a similar replacement is given instead.
  • All playable races regenerate health over time, this includes npcs. In the base game, only the player regenerated health, now every humanoid npc can regenerate health.
  • Unarmed attacks deal a base of 10 damage, up from the base of 4 in vanilla.
  • Unarmed power attacks will stagger and have a 10% chance to knock back enemies.
  • Unarmed attacks have had their reach slightly increased.
  • All skill points for each race start at 1. In place of minor and major skills you now gain a 5% and 10% increased experience amount for certain skills based on your starting race choice. The original minor/major skills didn't work properly with the new lineage system, so it was replaced with xp bonuses.
  • The height of each race was changed slightly to better reflect the other games in the elder scrolls franchise as a whole.
  • Movement speed was increased or decreased based on race/sex height to make everyone move at roughly the same speed. Individual npc height will still come into play though.
  • Most active racial abilities can auto-activate on their own when you meet a certain stat threshold. This can be toggled on or off at your discretion.
  • Most active racial powers now have a 15 minute cooldown period instead of a daily reset.
  • The attack speed stacking issue that Bethesda left in the game was fixed. This was done because a few racial abilities buff attack speed. The fixes include vanilla spells, shouts, perks, and the playable races. Load this mod after any perk overhauls that don't also feature this type of fix or things may get weird.
  • This mod includes a copy of the modern brawl bugs fix by EnaiSiaion.
  • There are also patches for several different mods and in-game settings to revert some of the changes listed above.

Altmer
Spoiler:  
Show

-----------------------------------
Altmer (High Elf)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.6%
MP regen: 3.4%
SP regen: 4.8%
-----------------------------------
  • Highborn: 40% resistance to disease, 20% weakness to magic.
  • Short Stride: Sprinting uses 50% less stamina.
  • Arcane Affinity: Spells and weapon enchantments are 20% more potent.
  • Gates of Aetherius: +20 magicka and you regenerate an additional 3 magicka per second at all times.
  • Well Educated: Reading a book grants an extra skill point.
  • Aetherial Conduit: Regain 100% of your magicka, stamina, and weapon enchantment charges. (15 min cooldown) (Toggle/Active)
-----------------------------------
Altmer (Snow Elf)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.7%
MP regen: 3.0%
SP regen: 5.1%
-----------------------------------
  • Resist Frost: 40% resistance to frost.
  • Frost Affinity: Frost effects are 10% more potent and cost 10% less.
  • Path Of Frost: You and nearby allies can walk on water. (Toggle)
  • Winter Wayfarer: You move 20% faster and regenerate 3 stamina per second for 5 seconds when affected by frost damage.
  • Winter's Sting: Your attacks summon icy winds, dealing frost damage and slowing enemies at the cost of mana.
  • Ice Age: Cloak yourself with a raging blizzard that freezes everything around you for 10 seconds, striking the target will release them. The cloak deals 8 damage per second to health and absorbs 4 stamina per second for 60 seconds. (15 min cooldown)(Toggle/Active)

Argonian
Spoiler:  
Show

-----------------------------------
Argonian (Standard)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.7%
MP regen: [] 3.3% / [] 2.8%
SP regen: [] 4.8% / [] 5.3%
-----------------------------------
  • Amphibious: You can breathe under water and swim 100% faster.
  • Resistance Poison & Disease: 40% resistance to poison and 20% resistance to disease.
  • Venom Strike: Unarmed attacks deal an extra 10 damage and unarmed power attacks apply poison. The poison deals 2 damage per second and reduces health regeneration and physical damage by 20% for 7 seconds.
  • Hist Renewal: Argonians are not affected by the health regeneration penalty in combat and regenerate an additional 3 health per second at all times.
  • Toxic Hist Bile: Spit a toxic projectile that deals 7 poison damage per second, reduces damage by 20%, and prevents health regeneration for 7 seconds. This skill grants alchemy xp in combat & unlocks more effects as your alchemy skill rises.
  • Histskin: Choose a stat - health, stamina, or magicka. Regenerate your chosen stat 6x faster for 60 seconds. Alchemy potions are 40% more potent during histskin and poison and diseases are cured upon use. (15 min cooldown) (Toggle/Active)

-----------------------------------
Argonian (Black-Tongue)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.8%
MP regen: 3.0%
SP regen: 5.0%
-----------------------------------
  • Amphibious: You can breathe under water and swim 100% faster.
  • Resistance Poison & Disease: 40% resistance to poison and 20% resistance to disease.
  • Deadly Venom: Unarmed attacks deal an extra 10 damage and unarmed power attacks apply poison. The poison deals 2 damage per second and reduces health regeneration by 20% for 7 seconds. When the effect ends it deals 10% of the target's current health as poison damage.
  • Poisoned Blood: When struck by an attack, the attacker will be poisoned for 60 seconds. The poison deals 1 damage per second and the damage increases by 0.5 every 10 seconds. When the effect ends the target loses an additional 20% of their maximum health, reduced by poison resistance. (60 second cooldown)
  • Caustic Breath: Exhale a burning corrosive substance that deals 7 poison damage per second for 7 seconds and leaves behind a cloud of flammable gas, dealing 20 fire damage when ignited. This skill grants alchemy xp in combat & unlocks more effects as your alchemy skill rises.
  • Shadow-Born: Exit combat, muffle your steps, and turn invisible for 60 seconds. When broken, you regain invisibility after 6 seconds as long as the spell lasts. Harmful magic effects are removed upon use. While hidden, your spells and sneak attacks are 40% more potent.            (15 min cooldown) (Toggle/Active)

Bosmer
Spoiler:  
Show

-----------------------------------
Bosmer (Jaqspur)
-----------------------------------
[HP: 90] [MP: 100] [SP: 110]
HP regen: 0.7%
MP regen: 2.8%
SP regen: 5.3%
-----------------------------------
  • Resist Poison & Disease: 40% resistance to disease and 20% resistance to poison.
  • Jaqspur: Ranged weapon attacks draw 10% faster.
  • Loved By Nature: Most animals are friendly towards you.
  • Command Beast: When you have no weapons drawn you can activate an animal with less than 25% health to turn them into a permanent pet. Activate your pet again to give them commands.
    • Call Beast: Summon your animal companion.
    • Dismiss Beast: Dismiss your animal companion.
  • Bestial Wrath: When you have no weapons drawn you can activate friendly animals to send them into a frenzy, temporarily increasing their size and combat stats. They deal 40% more Damage, regenerate 40% more health during combat, gain 100 health, and courage for 60 seconds. (15 min cooldown)

Breton
Spoiler:  
Show

-----------------------------------
Breton
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.7%
MP regen: 3.3%
SP regen: 4.8%
-----------------------------------
  • Manmer: Spells cost 10% less mana, weapon enchants use 10% less charges, and power attacks cost 10 less stamina.
  • Resist Magic: 10% magic resistance.
  • Spell Eater: When hit by an elemental spell you recover 20% of your stats, cleanse negative elemental magic effects, and are immune to subsequent magic effects from all sources for 3 seconds. (60 second Cooldown)
  • Scion of Sorcery: Armor and jewelry enchantments are 10% stronger.
  • Dragonskin: Protect yourself with a barrier. The barrier reduces incoming damage by 33%, absorbs spells 33% of the time, and reflects 33% melee damage for 60 seconds. (Toggle/Active)

Dunmer
Spoiler:  
Show

-----------------------------------
Dunmer (Dres)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.7%
MP regen: 3.0%
SP regen: 3.1%
-----------------------------------
  • Resist Fire: 40% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Torment: Power attack staggers are 25% more effective. When standing near an npc affected by a hard cc effect such as a stagger, knockdown, or paralysis effect, drain 1.5 stamina and magicka from them per second.
  • Old Hatreds: Nearby hostile argonian, khajiit, and altmer lose 10% magic resist and 100 armor.
  • Ring of Fire: Immobilize nearby enemies with burning chains for 15 seconds. The flames deal 2 fire damage per second and an additional 40% of your stamina and magicka as fire damage when the effect ends. (15 min cooldown) (Toggle/Active)
-----------------------------------
Dunmer (Indoril)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.65%
MP regen: 3.25%
SP regen: 4.9%
-----------------------------------
  • Resist Fire: 40% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Edict of Azura: Call down Azura's light of judgement on your foes, outright killing all but the strongest of enemies. (15 min cooldown)
  • Edict of Boethiah: Killing an enemy increases your spell potency and base regeneration stats by 10% for 20 seconds.
  • Edict of Mephala: At the start of combat a random spider or spider daedra will come to aid you.
-----------------------------------
Dunmer (Redoran)
-----------------------------------
[HP: 100] [MP: 90] [SP: 110]
HP regen: 0.8%
MP regen: 2.8%
SP regen: 5.2%
-----------------------------------
  • Resist Fire: 40% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Martial Path: Gain a different combat buff depending on which direction you move in.
    • Forward: You deal 10% more physical damage and gain 10% more stagger force.
    • Backward: You receive 10% less physical damage and gain 10% stagger resistance.
    • Stand Still: You receive 5% less physical damage, deal 5% more physical damage, and your base stamina recovery is increased by 25%.
    • Side Step: You gain 10% movement speed.

  • Power Strike: Your first melee attack is an auto crit. (1 min cooldown)
  • Blade Barrier: Protect yourself and deal damage to nearby enemies when you take damage, lasts 60 seconds. You receive 33% less physical damage and deal 10% of your maximum stamina as physical damage to nearby enemies when attacked. Each hit disables the effect for 2 seconds. (15 min cooldown) (Toggle/Active)
-----------------------------------Dunmer (Telvanni)-----------------------------------
[HP: 90] [MP: 120] [SP: 90]
HP regen: 0.5%
MP regen: 3.5%
SP regen: 4.8%
-----------------------------------
  • Resist Fire: 40% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Path of Arcana: Manipulate your spells in different ways based on your magicka pool.
    • When above 75% magicka your spells last 10% longer and have their range increased by 10%.
    • When between 75% and 50% magicka your spells cost 10% more and are 20% more potent.
    • When between 50% and 25% magicka your spells are 10% more potent.
    • When below 25% magicka your spells cost 10% less.
  • Arcane Contingency: When in combat you gain a ward that blocks magic damage equal to 25% of your current magicka for 10 seconds. (60 second cooldown)
  • Gravity Well: Manipulate gravity to disable your foes.
    • Inside: Suck nearby enemies into a vortex for 30 seconds. Affected enemies have their attack and movement speed reduced by 20%.
    • Outside: Raise nearby enemies into the air for 30 seconds, when the spell ends, drop them. (15 min cooldown)

-----------------------------------Dunmer (Hlaalu)-----------------------------------[HP: 90] [MP: 100] [SP: 110]
HP regen: 0.7%
MP regen: 2.9%
SP regen: 3.2%
-----------------------------------
  • Resist Fire: 40% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Shadowed Path: You sneak 25% faster and deal 25% more sneak and spell damage when hidden.
  • Shadow Step: Melee attacks used from a distance while crouching will transport you behind your target.
  • Exploding Decoy: Become invisible for 10 seconds, teleport to a targeted location, and leave behind a decoy in your previous location that explodes on death or after 10 seconds. The explosion deals 50 + 25% of your maximum magicka and stamina as fire damage to nearby enemies. (15 min cooldown)
-----------------------------------
Dunmer (Erabenimsun)
-----------------------------------
[HP: 110] [MP: 90] [SP: 100]
HP regen: 0.9%
MP regen: 2.8%
SP regen: 5.1%
-----------------------------------
  • Resist Fire: 40% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Warmonger: The first enemy to damage you in combat will be marked for 30 seconds. Damage that you deal to this target is increased by 10% and damage that you receive is reduced by 5%. (30 second cooldown)
  • Death Glare: Your intimidation attempts are 25% more likely to succeed. When struck by a melee attack during combat, the attacker has a small chance to be feared for 10 seconds.
  • Challenging Shout: Taunt and briefly stagger nearby enemies. Additionally reduce incoming physical damage by 50% and gain 100% stagger resistance for 60 seconds. (15 min cooldown)
-----------------------------------
Dunmer (Urshilaku)
-----------------------------------
[HP: 100] [MP: 110] [SP: 90]
HP regen: 0.65%
MP regen: 3.25%
SP regen: 4.9%
-----------------------------------
  • Resist Fire: 40% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Everlasting Arcana: Equipped staves and enchanted weapons regain 3 charges per second, until they reach their charge level from when you last equipped them or recharged them with a soul gem.
  • Esoteric Obsession: Scrolls are 20% more potent and once every 10 mins you gain a random scroll based on your enchanting skill level.
  • Ancestor's Wrath: Engulf yourself in cursed flames. The flames deal 8 fire damage per second to nearby enemies, restoring 50% of the damage dealt as health, and trapping their souls for 60 seconds. (15 min cooldown) (Toggle/Active)
-----------------------------------
Dunmer (Zainab)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.7%
MP regen: 3.0%
SP regen: 5.1%
-----------------------------------
  • Resist Fire: 40% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Intrepid Merchant: You have +50 carry weight and get 25% better prices when bartering.
  • Self Sufficient: You gather one extra ingredient per harvest.
  • Beast of Burden: Call your pet guar, Khan. Khan can fight, be ridden, and carry your burdens.
Imperial
Spoiler:  
Show

-----------------------------------
Imperial (Akaviri Descendant)
-----------------------------------
[HP: 100]
[MP: 100]
[SP: 100]
HP regen: 0.8%
MP regen: 3.0%
SP regen: 5.0%
-----------------------------------
  • Kiai: Using a shout restores 20% of your stats and has a 10% chance to reset your shout cooldown to 0. (60 second cooldown)
  • Quick Draw: Melee weapons swing 10% faster.
  • Corrosive Armor: Oxidize the green dragon blood in your veins, reducing incoming damage by 33%, reduce the armor of nearby enemies by 100, and deal 8 unresistable damage to nearby enemies each second for 60 seconds. (15 min cooldown)
  • Meditate: Standing still for 3 seconds causes you to take 10% less damage and increases your base regeneration stats by 50% while remaining still.
  • Dragon Breath: A shout that can take the form of fire or poison.
    • Fiery Breath: Deal constant fire damage equal to 10% of your current magicka and stamina for 3 seconds.
    • Noxious Breath: Deal constant poison damage equal to 10% of your current magicka and stamina for 3 seconds.

-----------------------------------
Imperial (Colovian)
-----------------------------------
[HP: 110] [MP: 90] [SP: 100]
HP regen: 0.9%
MP regen: 2.8%
SP regen: 5.1%
-----------------------------------
  • Blessing Of The Nine: Blessings are 50% more effective.
  • Staunch Protector: Wards and blocking are 10% more effective.
  • The Empire Strikes Back: Blocking a spell or attack causes the attacker to lose 20% of their maximum stamina and magicka. (60 second cooldown)
  • Squad Formation: Choose a formation and give different buffs to yourself and nearby allies based on your choice.
    • Attack Formation: Allies within your general vicinity gain courage, 5% attack speed, and 5% movement speed.
    • Defense Formation: Allies within your general vicinity gain 42 armor, 5% magic resistance, and courage.
    • Balanced Formation: Allies within your general vicinity gain a 10% bonus to their regeneration stats and courage.

  • Rallying Cry: You and nearby allies have their stats restored by 20%, gain 100 armor, and 10% magic resistance, while nearby enemies lose the same amount for 60 seconds.

-----------------------------------
Imperial (Nibenese)
-----------------------------------
[HP: 100] [MP: 110] [SP: 90]
HP regen: 0.7%
MP regen: 3.2%
SP regen: 4.9%
-----------------------------------
  • Silver Tongue: You get 25% better deals on sale prices and bribes. When arrested for crimes of 600 gold or less, the guard will sometimes give you a lesser sentence.
  • Nibenean Luck: Anywhere gold coins might be found, Nibeneans always seem to find a few more.
  • Conflict of Interest: When you have no weapons drawn you can activate a hostile humanoid npc and pay them 200 gold to pacify them for 5 minutes.
  • Incitement: When out of combat, pay 400 gold, and direct nearby humanoid npcs to attack an npc.
  • Hostile Acquisition: Drain 2.5% magicka regeneration and stamina regeneration and 5% spell potency from nearby enemies during combat.

Khajiit
Spoiler:  
Show

-----------------------------------
Khajiit (Acrobat)
-----------------------------------
[HP: 100] [MP: 90] [SP: 110]
HP regen: 0.6%
MP regen: 2.8%
SP regen: 5.4%
-----------------------------------
  • Whispering Fang: Unarmed attacks deal an extra 10 damage and unarmed power attacks apply bleed damage. The bleed deals 2 unresistible damage per second and reduces health regeneration by 20% for 5 seconds. When the effect ends it deals additional damage equal to 5% of the target's maximum health. Non-vampire undead, atronachs, ashspawn, dwemer, ghosts, and spriggans are immune.
  • Feline Agility: Fall damage is reduced by 75% and you sprint 40% faster at the cost of an extra 4 stamina per second.
  • Night Eye: Improved night vision. (Toggle)
  • Soft Paws, Deadly Claws: Your footsteps make 25% less noise and stealth related actions are 5% more likely to succeed. Additionally you gain a 25% bonus to sneak damage and spell damage while hidden.
  • Feline Sense of Smell: When standing still without any weapons or fists drawn while crouching for 4 seconds, you become keenly aware of everyone in a large area around you due to your acute sense of smell. (Toggle)
  • Pounce: Jumping will launch you high into the air. The jump costs 33% stamina. Sprinting increases the jump height and speed. When in combat pounce will deal damage to nearby enemies equal to your unarmed damage stat + 16.5% of your current stamina when you land. (Toggle)

-----------------------------------
Khajiit (Monk)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.7%
MP regen: 3.1%
SP regen: 5.0%
-----------------------------------
  • Gout Fang: Unarmed attacks deal 10 extra damage. Additionally, your attacks summon flames at the cost of mana.
  • Night Eye: Improved night vision. (Toggle)
  • Feline Sense of Smell: When standing still without any weapons or fists drawn while crouching for 4 seconds, you become keenly aware of everyone in a large area around you due to your acute sense of smell. (Toggle)
  • Feline Agility: Fall damage is reduced by 75% and you sprint 40% faster at the cost of an extra 4 stamina per second.
  • Fire Dance: Sprinting during combat for 2 seconds causes you to recover your magicka 50% faster and emit a flame aura for 10 seconds. (60 second cooldown)
  • Cat Quick: During combat, the first instance of physical damage you receive deals no damage and you gain 40% movement speed for 2 seconds. (60 second cooldown)

Nord
Spoiler:  
Show

-----------------------------------
Nord
-----------------------------------
[HP: 110] [MP: 90] [SP: 100]
HP regen: 0.9%
MP regen: 2.75%
SP regen: 5.15%
-----------------------------------
  • Resist Frost: 40% frost resistance.
  • Frozen Heart: Incoming stagger effects are reduced by 25%.
  • Child of the Sky: 10% shout cooldown reduction.
  • Berserker Soul: You gain 5% attack damage, shout potency, and spell potency for every 20% health you lose. The bonus caps at 20% at 20% health.
  • Undying Fury: Temporarily become immune to damage, dispel harmful magic effects on yourself, and stop regenerating health for 6 seconds. When the effect ends, you recover up to 50% health, based on your missing health. (15 min cooldown) (Toggle/Active)

Orc
Spoiler:  
Show

-----------------------------------
Orc (Standard)
-----------------------------------
[HP: 100] [MP: 90] [SP: 110]
HP regen: 1.0%
MP regen: 2.7%
SP regen: 5.1%
-----------------------------------
  • Pariah Folk: Intimidation attempts are 25% more likely to succeed. Bribes and sale prices are 25% worse with everyone except orcs and imperials.
  • Orcish Hardiness: +20 hp and when at full health you and take 33% less physical damage.
  • Might of Malacath: Power attack damage and stagger force is increased by 25%.
  • Berserker Rage: When struck by an attack you have a chance to enter an enraged state. Granting 20% more physical damage, 20% spell damage, 10% movement speed, the cost of power attacks and spells are reduced by 10%, and you receive 10% less physical damage for 10 seconds.
  • Onslaught: Each activation of Berserker Rage grants a rage stack. Using a power attack, bashing, or dual casting a spell at 3 stacks during combat will unleash a shockwave. The shockwave deals physical damage equal to 75% of your maximum stamina or magicka depending on the method used to unleash it.

-----------------------------------
Orc (Wood Orc)
-----------------------------------
[HP: 100] [MP: 90] [SP: 110]
HP regen: 0.8%
MP regen: 2.7%
SP regen: 5.3%
-----------------------------------
  • Pariah Folk: Intimidation attempts are 25% more likely to succeed. Bribes and sale prices are 25% worse with everyone except orcs and imperials.
  • Fleet Footed: You sprint 20% faster at the cost of 2 extra stamina per second. Additionally, the duration of slow effects are reduced by 25% and when affected by a slow you gain 10% movement speed for 5 seconds.
  • Juggernaut: You receive 10% less physical damage and 50% stagger resistance when sprinting, using Unstoppable Force, or when under the effects of Fleet Footed or Raider.
  • Unstoppable Force: Charge forward, enemies in your path are staggered or knocked down depending on their weight and take 10 + 33% of your maximum stamina as physical damage.
  • Raider: Killing a humanoid enemy restores 10% of your magicka and stamina, and increases your movement and attack speed for 10 seconds. You also gain 10 gold.

Redguard
Spoiler:  
Show

-----------------------------------
Redguard (Ash'abah)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100]
HP regen: 0.6%
MP regen: 3.2%
SP regen: 5.0%
-----------------------------------
  • Resist Poison: 40% resistance to poison.
  • Magicka Reserves: +20 magicka and you regenerate an additional 3 magicka per second at all times.
  • Oath Of The Unclean: You deal 10% more damage and receive 5% less damage from undead and necromancers. Periodically you sense for undead in the distance. (Toggle)
  • Tu'whacca's Last Rites: Activate a corpse to incinerate it with searing light. You regain 10% of your stats. The corpse is consumed, reducing it to ashes and dealing 20 + 20% of your max magicka as magic damage to nearby enemies, undead take 50% more damage.
  • Saint's Ward: Deploy an anti magic barrier for 60 seconds. Allies inside the barrier gain a ward that cleanses negative magic effects and blocks 80 magic damage for 5 seconds, the ward refreshes every 10 seconds. Enemies lose 20% health upon entering the barrier and take 4 sunlight damage per second. Undead receive x2 damage. (15 min cooldown)

-----------------------------------
Redguard (Crown)
-----------------------------------
[HP: 110] [MP: 90] [SP: 100]
HP regen: 0.8%
MP regen: 2.8%
SP regen: 5.2%
-----------------------------------
  • Resist Poison: 40% resistance to poison.
  • Stamina Reserves: +20 stamina and you regenerate an additional 3 stamina per second at all times.
  • Martial Prowess: Melee attacks deal 5% more damage and swing 5% faster.
  • Flow State: Sprinting for 2 seconds with your weapon drawn during combat doubles the effect of martial prowess and slows time for 10 seconds. (60 second cooldown)
  • Adrenaline Rush: Your adrenaline surges and grants you several combat buffs for 60 seconds. You regenerate 20 stamina per second, gain 40% movement speed, and 40% attack speed for 60 seconds. Every 20 seconds this effect weakens additively by 10 and 10% respectively. Whenever you're attacked while adrenaline rush is active time will slow down for 1 second. (15 min cooldown) (Toggle/Active)


Credits