Skyrim Special Edition

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Enai Siaion

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EnaiSiaion

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About this mod

Mannaz replaces all racial bonuses with more interesting, more immersive and more fun ones. It gets rid of annoying 1/day powers, and avoids abilities that only benefit specific builds or would break immersion in a low magic playthrough. Every build should find every racial ability useful now. Part of the Futhark project.

Requirements
Permissions and credits
Translations
  • Spanish
  • Mandarin
  • Italian
Changelogs
Donations
Discuss this mod on /r/EnaiRim or the Enairim Discord

Features

  • Mannaz replaces all racial bonuses.
  • Mannaz is designed to be unintrusive and subdued, but still interesting and immersive.
  • Racial bonuses are meant to benefit all builds (no "Wood elf does 25% more bow damage").
  • Mannaz is balanced against the strongest vanilla races: most races have one combat ability and one flavour ability.
  • Mannaz includes USSEP fixes for race records.

New racial bonuses

Argonian

  • Amphibious: Argonians breathe water and swim 50% faster. Recover Health quickly underwater and 100% faster in rain.
  • Caustic Spit: (At will power for 75 Magicka) Argonians spit corrosive venom that drains 200 points of armor and 25% magic resistance for 20 seconds.
  • Omnivore: Argonian blood grants 25% Disease and Poison Resist.

Health regeneration underwater is 100 points per second, unaffected by Survival Mode. This balances out the warmth penalty Survival Mode applies to Argonians.

Breton

  • Dragonskin: Breton blood grants 10% Magic Resist.
  • Questing Culture:  Three Breton cultural artifacts are lost somewhere in Skyrim. Those in their possession gain powerful abilities.
  • Stones of Galen:  Bretons gain an additional effect from standing stones.

Cultural artifact abilities are: 15% magic resistance; 15% spell absorb; regenerate 2% Health per second.

Dark Elf

  • Ashborn: Dark Elf blood grants 25% Fire Resist.
  • Ancestral Protector:  Once a day, when a foe is about to deliver a killing blow, an ancestor spirit drains Health and knocks them down.
  • Fireblood:  Dark Elves who are struck by a fire spell or touch a forge will capture some of its fire for later use.

Ancestral Protector is a passive ability and activates automatically. Does 25 points of magic damage and you get healed for the same amount. When Fireblood captures a fire, it grants an ability that increases Fire Resist by 25% and allows you to activate an opponent in combat to inflict a burst of fire damage. The duration of the buff is unlimited until the active component is used. The damage dealt by the active component is equal to 12.5% of your Fire Resist value per second for 8 seconds, and does not stack with itself. When the active component is used, the ability goes on an 8 second cooldown.

High Elf

  • Faerielight:  Once per battle, High Elves may activate an opponent to dispel all spells and drain Magicka based on your level.
  • Inborn Magic:  (1/day power) High Elf blood enables you to set a minor magical effect to activate under certain conditions.
  • Shimmering: High Elf blood improves enchantments by 15%.

A new Inborn Magic spell trigger can only be set once a day, but once set, it can activate an unlimited number of times. Minor magical effects last 15-30 seconds (based on the condition) and include: restore 2% Health per second, restore 2% Magicka per second, restore 2% Stamina per second, 15% spell effectiveness, 25% magic resistance, move 15% faster, or 15% extra attack damage. Faerielight drains 5 Magicka at level 1, +4 Magicka per level.

Imperial

  • Discipline:  Imperial military training improves the effectiveness of armor and shields by 10%.
  • Imperial Gold:  Imperials find more gold and valuables. They can activate humanoid opponents to bribe them for 40 Gold per level.
  • Star of the West:  Imperials get 2 additional perk points.

Can bribe humanoid enemies, causing them to fight for you for 60 seconds, but they will not follow you. They can be bribed again when the duration runs out. Imperial Gold has 3/4 chance to add 2-10 gold, 1/6 chance to add jewelry (50% enchanted) and 1/12 chance to add a gem.

Khajiit

  • Night Eye:  (At will power) Improved night vision for 60 seconds.
  • Sandwalkers:  Khajiit can buy more items from caravans, including enchanted equipment.
  • Two-Moons-Dance:  Khajiit moves 20% faster and takes 75% less fall damage. Khajiit claws do 10 extra damage.

Sandwalkers adds 150 extra items to Khajiit caravans, randomly selected from enchanted weapons, enchanted armor, staves, ingots, gems, jewelry and tomes.

Nord

  • Glacier: Nord blood grants 25% Frost Resist.
  • Rage:  Improves attacks, critical strikes and spells by 25% but rapidly drains Magicka. Cast again to disable.
  • Roots:  Nord blood grants an additional passive effect from All-Maker Stones.

Rage drains its casting cost (10 Magicka) per second. Passive effects granted by Roots include 20% power attack damage, +100 carry weight, 50% faster Health regeneration, 50% faster Magicka regeneration, 50% faster Stamina regeneration, or 10% movement speed.

Orc

  • Stormrunner: Orc blood grants 25% Shock Resist.
  • Stronghold Supplies:  Orcs can buy more items from stronghold blacksmiths, including enchanted equipment.
  • Warstomp:  (At will power for 100 Magicka) If jumping, the Orc will slam the ground on landing, staggering those nearby and taking 75% less fall damage.

Stronghold Supplies adds 100 extra items to Orc stronghold blacksmiths, randomly selected from enchanted weapons, enchanted armor, staves, ingots, gems, jewelry, tomes and rare curios. Warstomp must be activated while in midair, and if you do, it will briefly slow time and trigger if you land within 1 second, staggering by 2.5 points with 50% chance to knock down.

Redguard

  • Endurance: Redguard strength grants 75 points of armor.
  • Nomadic Heritage:  Redguard sprinting is 30% faster and costs 5 less Stamina per second.
  • Shehai:  (At will power for 75 Magicka) Manifest a floating spirit sword or Shehai that fights independently at your side.

You get an ability that explains how your Shehai scales. It is based on your current attributes at the time of summoning: duration is equal to 5 seconds +1 second per 20 current Health (30 seconds at 500 Health), damage is equal to 1 +5% of your current Magicka (26 at 500 Magicka), its Stamina is equal to 50% of your current Stamina (250 at 500 Stamina) and its bonus attack speed is equal to 0.15% of your current Stamina (75% at 500 Stamina).

Wood Elf

  • Harrier: A spirit bird periodically marks an animal to hunt for extra items or the nearest foe in combat, reducing armor by 250 points and magic resistance by 25%.
  • Resilient: Wood Elf blood grants 25% Disease and Poison Resist.
  • Wild Senses:  While sneaking, stand still with hands down for 4 seconds to detect targets within 250 feet.

Harrier will mark either an animal to hunt or the nearest foe in combat. It will only mark foes if it is not currently marking an animal to hunt. It will mark an animal to hunt every 8-16 minutes, lasting for 2-4 minutes (or until the animal dies) and applying a glow that can be seen through walls. During this time, it will not mark foes in combat. If you are in combat or indoors or there are no animals nearby, it will try again every 30 seconds it succeeds. Extra items include jewelry, soul gems, gold, spell tomes and alchemy ingredients. Extra item quality is improved compared to Imperious.

Installation

This mod can be installed during a playthrough, but a new game is recommended because Skyrim may not be able to cleanly replace racial abilities after starting the game.

Futhark

Mannaz is part of the Futhark project. Futhark is a collection of Enairim mods designed to integrate with each other and share game systems between them. More mods will be added to Futhark in the future.

FAQ

  • Why are there no resistance abilities: Resistances have been added back in 2.0. They were omitted in earlier versions because they do not create interesting gameplay opportunities and just "make you stronger" non-interactively, but the community valued their impact on character building, given that Skyrim is primarily about character building instead of execution.
  • Some of my abilities don't work (Harrier, Questing Culture, Sandwalkers, Stronghold Supplies): For technical reasons, these abilities only activate at level 2.