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Haxop

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deleted110950308

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About this mod

Revision of all playable races with the addition of more useful abilities and talents for both the player and the NPC.

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I know there are quite a few rework for the races of Skyrim, but everyone has different tastes and the main point for me is stability and role-playing. In this case, for a certain race. Therefore, here is a list of changes and what has been added to the game:

- All original skills have been reduced to 5 like Oblivion and Morrowind.
- Elemental resistance has been reduced to 25% for all races, but the player's maximum resistance has been increased from 85 to 100%.
- All races now have one distinctive skill and two supporting ones. The other three are minor as in the original.
- Starting characteristics, their speed of regeneration and carried weight are now individual for each individual race.
- Child races now also have all parenting abilities, and children themselves are now mortal.
- Many races that have some relation to the original game ones also receive abilities added by the mod.
- Bare-handed damage and distance have been changed to be more realistic.
- All vampire races acquire immunity to the paralysis that they had in previous games in the series.
- All vampires acquire claws and fight like beast races. Claw models and the idea itself are taken from the Vampires Fight With Claws mod.

Now let's touch directly on the races themselves. Below will be the description and abilities of each of the races. One-day abilities have been removed and replaced with passive or used under certain conditions:

Altmer
Main skill: Illusion
Supporting skills: Destruction, Enchanting
Minor skills: Alchemy, Alteration, Restoration
Starting Health: 40, Starting Magicka: 70, Starting Stamina: 40
Health Regen: 0.5, Magicka Regen: 3.75, Stamina Regen: 4.25
Base Carry Weight: 150, Unarmed Damage: 4

Abilities
Highborn: Your lineage grants you 50% Disease Resistance. All your magical skills are 20% more effective and require less Magicka for the same amount.
Excellence: Your extraordinary intelligence allows you to learn all magical skills 20% faster.

Argonian

Main skill: Light Armor
Supporting skills: Lockpicking, Sneak
Minor skills: One-handed, Alchemy, Illusion
Starting Health: 50, Starting Magicka: 45, Starting Stamina: 55
Health Regen: 1, Magicka Regen: 2.5, Stamina Regen: 5.5
Base Carry Weight: 200, Unarmed Damage: 10

Abilities
Histskin: Your natural connection to the Hist grants 50% resistance to Disease and Poison. The lower your Health level, the faster it recovers.
Amphibian: Your lungs allow you to breathe underwater.

Bosmer
Main skill: Marksman
Supporting skills: Alchemy, Light Armor
Minor skills: Sneak, Illusion, Lockpicking
Starting Health: 45, Starting Magicka: 50, Starting Stamina: 55
Health Regen: 0.5, Magicka Regen: 3.25, Stamina Regen: 4.75
Base Carry Weight: 175, Unarmed Damage: 4

Abilities
Alone With Nature: Your affinity with nature gives you 25% resistance to Disease and Poison. You are 50% more efficient with bows and crossbows and are 20% more quick to use them.
Beastmaster: With your connection to the wild world, you can make one of their representatives your ally for 5 minutes.

Breton
Main skill: Conjuration
Supporting skills: Alteration, Restoration
Minor skills: Enchanting, Speechcraft, Alchemy
Starting Health: 45, Starting Magicka: 65, Starting Stamina: 40
Health Regen: 0.5, Magicka Regen: 4, Stamina Regen: 4
Base Carry Weight: 175, Unarmed Damage: 5

Abilities
Willpower: Your tenacity allows you to resist Magic 15% better, and your Magicka recovers 50% faster in combat.
Dragonskin: You absorb up to 25% of Magicka from spells hitting you.

Dunmer
Main skill: Destruction
Supporting skills: One-handed, Conjuration
Minor skills: Light Armor, Marksman, Sneak
Starting Health: 45, Starting Magicka: 60, Starting Stamina: 45
Health Regen: 0.5, Magicka Regen: 3.5, Stamina Regen: 4.5
Base Carry Weight: 200, Unarmed Damage: 5

Abilities
Ash Affinity: When you are born, you have 25% Fire resistance. Your Destruction spells are 50% more effective and require 25% less Magicka.
Ancestor's Wrath: You can call upon the spirits of your Ancestors to surround you with a powerful aura, setting fire to your enemies and at the same time healing you (This ability can now be used multiple times, but it consumes 5 points of Magicka per second. NPC-Dunmers now also know how to use it).

Imperial
Main skill: Speechcraft
Supporting skills: Heavy Armor, Block
Minor skills: One-handed, Light Armor, Smithing
Starting Health: 50, Starting Magicka: 50, Starting Stamina: 50
Health Regen: 0.5, Magicka Regen: 3, Stamina Regen: 5
Base Carry Weight: 225, Unarmed Damage: 6

Abilities
Discipline: You block hits 20% more effectively and your Stamina recovers 50% faster in combat.
Emperor`s Legacy: Your education and discipline allow you to make mutually beneficial deals with people 10% more effectively.

Khajiit
Main skill: Sneak
Supporting skills: Pickpocket, Marksman
Minor skills: Light Armor, Alchemy, Lockpicking
Starting Health: 40, Starting Magicka: 40, Starting Stamina: 70
Health Regen: 0.5, Magicka Regen: 2, Stamina Regen: 6
Base Carry Weight: 175, Unarmed Damage: 15

Abilities
Cat Walk: Your natural grace increases your movement speed by 15% and the volume of your footsteps is reduced by 50%.
Night Eye: You have the ability to see in the dark (Duration increased to a day. NPC-Khajiits also receive this ability, which increases their chance of detecting an enemy).

Nord
Main skill: Two-handed
Supporting skills: Light Armor, Block
Minor skills: One-handed, Smithing, Speechcraft
Starting Health: 60, Starting Magicka: 30, Starting Stamina: 60
Health Regen: 0.75, Magicka Regen: 2.5, Stamina Regen: 5.25
Base Carry Weight: 275, Unarmed Damage: 8

Abilities
Fortitude: Your endurance grants 25% Frost resistance and 50 points of damage resistance.
Hero's Spirit: In combat you restore Stamina 20% faster for each enemy that is nearby.

Orsimer
Main skill: Heavy Armor
Supporting skills: Two-handed, Smithing
Minor skills: One-handed, Block, Light Armor
Starting Health: 70, Starting Magicka: 20, Starting Stamina: 60
Health Regen: 0.75, Magicka Regen: 2, Stamina Regen: 5.5
Base Carry Weight: 300, Unarmed Damage: 9

Abilities
Berserker: Your nature grants you 15% Magic resistance. The lower your Health level, the higher the damage you deal, as well as the greater the resistance to damage taken by you (This ability is also effectively used by Orc NPCs).

Redguard
Main skill: One-handed
Supporting skills: Light Armor, Block
Minor skills: Marksman, Two-handed, Heavy Armor
Starting Health: 50, Starting Magicka: 30, Starting Stamina: 70
Health Regen: 0.5, Magicka Regen: 2.25, Stamina Regen: 5.75
Base Carry Weight: 250, Unarmed Damage: 7

Abilities
Desert Blood: Your natural metabolism contributes to a more effective resistance to Poisons by 25%. Melee hit speed is increased by 15%.
Rashness: By killing an enemy in melee, you restore Stamina depending on the level of the enemy.

Compatibility
I think that it will be obvious here that any mod that affects race records will break the mod, but even so, you will have the opportunity to save the abilities from the mod if other plugins do not affect them.

P.S. Special thanks to Enai Siaion and authors Vampires Fight With Claws SE mod without ideas which I could not have released this creation.