Skyrim Special Edition
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szaumoor -- based on a mod by Enaisiaion

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szaumoor

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About this mod

Rebalances and tweaks racial bonuses from Imperious. Adds a few new features, and introduces things present in Oblivion or Morrowind as well. ESL

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Below you can see the changes for each race. I underlined what is different.

Altmer


  • Gold and Glass: Magicka and Stamina regenerate up to 100% faster below half. As regeneration increases, armor decreases by up to 100 points and magic resistance by up to 25%.
  • Extra feature: Inspired by Oblivion and Morrowind, they have a 25% resistance to disease.

Reason for the change: I think 50% weakness to magic is a bit excessive, and it would trigger very often. Additionally, the armor weakness is negligible in comparison.

Argonian

  • Amphibious: After swimming, you sneak 50% better for 60 seconds and move 15% faster for 180 seconds.
  • Caustic Spit: 1/day - Corrosive venom reduces armor by 500 points and magic resistance by 50% for 25 seconds.
  • Extra feature: Much like Khajiit, power attacks with claws deal extra damage. Specifically, 10% of your current Stamina.
  • Extra feature: Argonians have a 25% and 50% resistance to poison and disease, respectively. Inspired by Oblivion/Morrowind.

Reason for the change: The bonuses felt excessive. I normally prefer subtle advantages. The unarmed bonus was added because, well, they have claws too.

Breton


  • Stones of Galen: Each standing stone grants its own additional effect.
-- Warrior Stone: Power Attack bonus nerfed to 10% extra.
-- Shadow Stone: Sneak Attack bonus nerfed to 50% extra damage, but happens more often (30% chance).

Reason for the change: there are multiple ways of increasing power attack damage, especially if you use Enai's mods. And this is a secondary bonus to the warrior stone, which I think should be mild. Same goes for Shadow Stone. Sneak Attack can get broken very easily, so I lowered it. Anyway, it triggers more often.

Dunmer

  • Ashborn: Dunmer blood grants 25% fire resistance. Ancestral Guardian and Spirit Walk each add 12.5% while active.
Reason for change: I don't like bumping your elemental resistances too highly without much effort. Still, potential 50% damage resistance is plenty.

Khajiit

  • Feline Agility: Khajiit move 15% faster at all times. They sprint 30% faster but expend 10 more Stamina per second. Additionally, the stamina drain will stop if you use Become Ethereal, as it should.
  • Rawlith Khaj: Claws deal 15 damage. Power attacks with claws deal extra damage equal to 15% of current Stamina and unarmed power attacks consume 25% less Stamina.
  • Extra feature: Cats take 50% less falling damage when sneaking.
  • Perception: Improves vision in darkness and mutes distracting sounds for as long as you like or until disabled. This ability is added by default behaving like normal Night Vision, and it gets upgraded to the usual Perception power when you complete the racial quest for Khajiit. Additionally, you can turn off Perception if you prefer using regular Night Vision. Just type in the console "set SZNightVision to 0". To revert it, use 1 instead of 0.

Reason for change: The sprint bonus/detriment was excessive in my view, too fast and short. Claws got upgraded slightly because cats are scratchy bleedy. I added falling damage bonuses because... well, cats. Plus I feel like Khajiit don't get interesting features anyway. Perception is toggleable and added by default for convenience, I didn't like I couldn't have night vision by default. I'm a cat dammit.

In my mod setup Perception has a bug anyway: music doesn't seem to be muted. And when toggling off perception, many sounds stay cranked up to the max, which is really annoying. If anyone knows something about this, let me know.

Nord

  • Daughter/Son of Skyrim: Nordic blood grants 25% frost resistance. Avatar adds 25% while active.
--
  • History of War: At levels 10/20/30, choose a race. Weapons and spells are 30% more effective against the chosen race.
  • Warrior's Heart: In combat, attack damage and elemental damage are increased by up to 30%, based on missing Health. The lower your health, the bigger the jumps in damage.

Reason for the change: Same thing I said for Dunmer applies here. Slightly lower damage bonuses to make it more subtle.

Orc

  • Strength of Steel: toned it down so it matches the bonus/nerf of Altmer. So now it's 15% more damage with weapons and 15% weakness in weapon enchantments.
  • New feature: Inspired by Oblivion and Morrowind, they get 10% magic resistance as well.

Reason for the change: just consistency with the Altmer's bonus/nerf.


Redguard

  • New feature: Inspired by Oblivion and Morrowind, they get 25% resistance to poison and disease.


That's all. Enjoy.