About this mod
Lore-friendly races. Removes racial powers in favor of new passives. Passives apply to npcs as well as the player.
- Requirements
- Permissions and credits
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Translations
- Polish
- Changelogs
Originally titled "Volk - Races of Tamriel," this mod seeks to add greater differentiation between the races while maintaining lore-friendliness and vanilla Skyrim friendliness. None of the new passives are over the top or outlandish to the base game. Most of the new abilities are designed so that NPCs benefit from them just as much as the player.
Soft Requirements
Keyword Item Distributor for some perks that use keywords to apply to magic effects.
Spell Perk Item Distributor for some abilities that use perks to apply to npcs.
Scrambled Bugs for some abilities to work properly.
Note
In vanilla Skyrim the player receives an additional 50 Health, Magicka, and Stamina. There is an option in the main file to remove this feature. If you use this optional file, then subtract 50 Health, Magicka, and Stamina from the below listings for an accurate description.
Altmer
Attributes
- Health: 95
- Magicka: 115 (+50)
- Stamina: 90
- Health Regen: 0.5
- Magicka Regen: 3.25 (+1)
- Stamina Regen: 5
- Carry Weight: 150
- Unarmed Damage: 3
Skills
- Primary Skill: Illusion
- Major Skill: Destruction, Enchanting
- Minor Skill: Alteration, Conjuration, Restoration
Abilities
- Arcane Affinity: High Elves can use enchantments for 25% less charge.
- Highborn: High Elves are born with 50 extra Magicka.
- Mystic Origin: High Elves regenerate an extra 1% of maximum Magicka per second.
Starting Spells:
- Bound Dagger, Clairvoyance, Flames, Frost, Fury, Healing, Oakflesh
Argonian
Attributes
- Health: 95
- Magicka: 105
- Stamina: 50
- Health Regen: 0.5 (+1)
- Magicka Regen: 3
- Stamina Regen: 5.25
- Carry Weight: 200
- Unarmed Damage: 10
Skills
- Primary Skill: Lockpicking
- Major Skill: Alchemy, Sneak
- Minor Skill: Alteration, Illusion, One-handed
Abilities
- Amphibian: Argonians can breathe underwater.
- Histskin: Argonians regenerate an extra 1% of maximum Health per second.
- Saxhleel Sap: Your Saxhleel blood gives you 30% resistance to poison.
Starting Spells:
- Clairvoyance, Flames, Healing, Oakflesh
Bosmer
Attributes
- Health: 95
- Magicka: 100
- Stamina: 105
- Health Regen: 0.75
- Magicka Regen: 3
- Stamina Regen: 5
- Carry Weight: 150
- Unarmed Damage: 3
Skills
- Primary Skill: Archery
- Major Skill: Light Armor, Sneak
- Minor Skill: Alchemy, Lockpicking, Pickpocket
Abilities
- Beast Tongue: Wood Elves give animal allies 20% attack damage.
- Boiche Lineage: Wood Elves can draw a bow 20% faster.
- Hunter's Eye: Wood Elves deal 25% more sneak attack damage.
Starting Spells:
- Flames, Healing
Breton
Attributes
- Health: 95
- Magicka: 110
- Stamina: 95
- Health Regen: 0.75
- Magicka Regen: 3.25
- Stamina Regen: 4.75
- Carry Weight: 175
- Unarmed Damage: 4
Skills
- Primary Skill: Conjuration
- Major Skill: Alteration, Restoration
- Minor Skill: Alchemy, Illusion, Speech
Abilities
- Dragonskin: Your Breton blood grants a 10% chance to absorb spells into your Magicka.
- Manmeri Descent: Your Breton blood gives you 30% resistance to shock.
- Spell Grasp: Bretons learn magic skills 10% faster.
Starting Spells:
- Bound Dagger, Candlelight, Clairvoyance, Conjure Familiar, Flames, Healing, Lesser Ward, Oakflesh
Shock resistance has replaced magic resistance so that magic resistance is unique to Orsimer. There's evidence within the Skyrim.esp file that Bretons were at some point intended to have shock resistance, which is where the idea came from. This fits a lot more with their gameplay role of being the defensive mage, since shock damage directly damages Magicka.
Dunmer
Attributes
- Health: 100
- Magicka: 100
- Stamina: 100
- Health Regen: 0.75
- Magicka Regen: 2.75
- Stamina Regen: 5.25
- Carry Weight: 200
- Unarmed Damage: 4
Skills
- Primary Skill: Destruction
- Major Skill: Archery, One-handed
- Minor Skill: Conjuration, Enchanting, Sneak
Abilities
- Ancestor's Wrath: Dark Elves deal 10% more spell damage.
- Ashkin: Your Dunmer blood gives you 30% resistance to fire.
- Spirit Guardian: Dark Elves have a 10% chance of avoiding all damage from a melee attack.
Starting Spell:
- Bound Dagger, Flames, Frost, Healing
Imperial
Attributes
- Health: 100
- Magicka: 100
- Stamina: 100
- Health Regen: 0.75
- Magicka Regen: 3
- Stamina Regen: 5
- Carry Weight: 200
- Unarmed Damage: 4
Skills
- Primary Skill: Speech
- Major Skill: Heavy Armor, Restoration
- Minor Skill: Block, Destruction, One-handed
Abilities
- Colovian Mettle: Imperials block 15% more damage.
- Merchant Sense: Imperials haggle for 15% better prices.
- Star of the East: Imperials heal 10% more from spells.
Starting Spell:
- Flames, Frost, Healing, Lesser Ward
Khajiit
Attributes
- Health: 100
- Magicka: 95
- Stamina: 105
- Health Regen: 0.75
- Magicka Regen: 2.75
- Stamina Regen: 5.25
- Carry Weight: 175
- Unarmed Damage: 10 (+10)
Skills
- Primary Skill: Sneak
- Major Skill: Lockpicking, Pickpocket
- Minor Skill: Alchemy, Archery, One-handed
Abilities
- Cat Quick: Khajiit move 10% faster.
- Claw-Dance: Khajiit deal 10 extra unarmed damage.
- Eye of Fear: Khajiit have a 10% chance of a critical hit that does extra damage.
Starting Spells:
- Flames, Healing
Nord
Attributes
- Health: 110
- Magicka: 90
- Stamina: 100
- Health Regen: 0.75
- Magicka Regen: 2.75
- Stamina Regen: 5.25
- Carry Weight: 250
- Unarmed Damage: 5
Skills
- Primary Skill: Two-handed
- Major Skill: Light Armor, One-handed
- Minor Skill: Block, Heavy Armor, Smithing
Abilities
- Atmoran Ancestry: Your Nord blood gives you 30% resistance to frost.
- Storm Voice: Your Nord blood grants 15% reduced time between shouts.
- Woad: Nords take 10% less physical damage.
Starting Spells:
- Flames, Healing
Orsimer
Attributes
- Health: 110
- Magicka: 90
- Stamina: 100
- Health Regen: 1
- Magicka Regen: 3
- Stamina Regen: 4.75
- Carry Weight: 225
- Unarmed Damage: 5
Skills
- Primary Skill: Heavy Armor
- Major Skill: Block, Smithing
- Minor Skill: Enchanting, One-handed, Two-handed
Abilities
- Berserk: Orsimer deal 15% more power attack damage.
- Pariah Blood: Orsimer blood grants a 10% resistance to magic.
- Unflinching Rage: Orcs stagger 25% less and stagger foes 25% more.
Starting Spells:
- Flames, Healing
Redguard
Attributes
- Health: 105
- Magicka: 90
- Stamina: 105
- Health Regen: 1
- Magicka Regen: 2.5
- Stamina Regen: 5.25 (+1)
- Carry Weight: 225
- Unarmed Damage: 5
Skills
- Primary Skill: One-handed
- Major Skill: Block, Two-handed
- Minor Skill: Alteration, Archery, Smithing
Abilities
- Adrenaline Rush: Redguard blood grants 10% faster weapon speed.
- Ra Gada Spirit: Redguards regenerate an extra 1% of maximum Stamina per second.
- Yokudan Heritage: Your Yokudan blood gives you 50% resistance to disease.
Starting Spells:
- Flames, Healing
My other mods
Disable Screen Blood
Firmament - Standing Stones of Skyrim
Remove NPC Negative Offsets
Remove Player Stat Offsets (included in this mod)