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Elder Scrolls Skyrim: Race Guide

Skyrim Race Guide

Argonians
Overview:
Native to the Black Marsh they have spent centuries engaged in guerrilla warfare. Thanks to their living in the marsh they are more resistant to disease that doomed many explores into those very swamps. They are the only race that can breath underwater unaided which is handy for what little underwater exploration there is.

Their skills lend themselves easily toward a thief archetype.

Starting Spells:
Flames, Healing

Racial Gift:
Histskin: For 60 seconds regenerate health 10 times faster.

Racial Abilities:
Disease Resistance: +50%
Underwater Breathing

Starting Skills:
+25: Lockpicking
+20: Light Armor, Sneak, Pickpocket, Restoration, Alternation
+15: Smithing, Heavy Armor, Block, Two-Handed, One-Handed, Archery, Speech, Alchemy, Illusion, Conjuration, Destruction, Enchanting

Breton
Overview:
Brentons have a strong bond to magicka and the supernatural forces with them. Even if one never casts spells they will still have a strong resistance to magicka. They have been known to make great mage hunters.

Brentons fits very well to the Mage Archetype.

Starting Spells:
Flames, Healing, Conjure Familiar

Racial Gift:
Dragonskin: For 60 seconds absorb 50% Magicka from incoming magicka attacks.

Racial Abilities:
Magic Resistance: +25%

Starting Skills:
+25: Conjuration
+20: Light Armor, Sneak, Pickpocket, Restoration, Alternation, Speech, Alchemy
+15: Smithing, Heavy Armor, Block, Two-Handed, One-Handed, Archery, Light Armor, Lockpicking, Destruction

Dark Elf (Dunmer)
Overview:
Hailing from Morrowind these elves are a fairly balanced race for combat. They can easily take up the sword, bow or magecraft. They have a strong innate resistance to fire and can swathe themselves in flames thanks to their fire attunement.

Dark Elves fit well to either the Mage or Thief archetype or a combination of them.

Starting Spells:
Flames, Sparks, Healing

Racial Gift:
Ancestor's Wrath: Cloak yourself in fire for 60 seconds. All nearby will take 10 fire damage.

Racial Abilities:
Fire Resistance: +50%

Starting Skills:
+25: Destruction
+20: Alternation, Illusion, Sneak, Light Armor, Alchemy
+15:

High Elf (Altmer)
Overview:
The most innately magical race in the world of Skyrim. They hail from the Summerset Ilses where their speech and writing has been used as the basis for the common language in the Empire. Much of their culture can be seen as an influence throughout the Empire. They are resented by the Nord so be wary of them.

They fit perfectly to any Mage Archetype.

Starting Spells:
Flames, Fury,  Healing

Racial Gift:
Highborne: For 60 seconds regenerate 25% of Maximum Magicka per second.

Racial Abilities:
Highborne Magicka: +50 Magicka

Starting Skills:
+25: Illusion
+20: Alternation, Conjuration, Destruction, Restoration, Enchanting
+15: Smithing, Heavy Armor, Block, Two-Handed, One-Handed, Archery, Light Armor, Sneak, Lockpicking, Pickpocket, Speech, Alchemy

Imperial
Overview:
Cultured and educated, hailing from the province of Cyrodil, they are not the most intimidating people in Skyrim. They are instead known for being shrewd diplomats and traders. Everyone serves some time in the Imperial army so all have at least some light infantry training.

They fit to the Mage or Warrior Archetype well.

Starting Spells:
Flames, Healing

Racial Gift:
Voice of the Empire: For 60 seconds calm nearby people.

Racial Abilities:
Imperial Luck: Find more Gold in containers.

Starting Skills:
+25: Restoration
+20: Destruction, Enchanting, One-Handed, Block, Heavy Armor
+15: Smithing, Two-Handed, Archery, Light Armor, Sneak, Lockpicking, Pickpocket, Speech, Alchemy, Illusion, Conjuration, Alternation

Khajiit
Overview:
From the province of Elsweyre these cat people are known for their intelligence and agility. Khajit vary in appearance from the Jaguar men called “cathay-raht” to those resembling the renowned Seche-Tiger. The most common breed is known as suthay-raht. Commonly they favor their claws to any other weapon (and it is very possible to do).

Starting Spells:
Flames, Healing

Racial Gift:
Claws: Do Four times the normal unarmed damage.

Racial Abilities:
Night eye: Improved Night Vision for 60 seconds

Starting Skills:
+25: Sneak
+20: One-Handed, Archery, Lockpicking, Pickpocket, Alchemy
+15: Smithing, Heavy Armor, Block, Two-Handed, Light Armor, Speech, Illusion, Conjuration, Destruction, Restoration, Alteration, Enchanting

Nord
Overview:
The natives of Skyrim. Tall and fair-haired they are fighters to the last. They are fearless in war but otherwise industrious and ever adventurous. All their time in Skyrim has imbued them with a natural resistance to frost of all kinds but natural and magical. They have a time honored tradition of fighting thus they are ecstatic whenever they are drawn into battle. Few wish to face a Nord in one on one combat.

They fit into the Warrior archetype exceptionally well.

Starting Spells:
Flames, Healing

Racial Gift:
Battle Cry: All nearby who hear the shout will run away for 30 seconds.

Racial Abilities:
Frost Resist: +50%

Starting Skills:
+25: Two-Handed
+20: One-Handed, Block, Smithing, Speech, Light Armor
+15: Heavy Armor, Archery, Sneak, Lockpicking, Pickpocket, Alchemy, Illusion, Conjuration, Destruction, Restoration, Alteration, Enchanting

Orc
Overview:
The barbarians of the Wrothgarian and Dragontail Mountain ranges. They are known for their courage in battle and unending endurance. While, in many places, Orcs are shunned, in Skyrim they have earned a measure of respect for their skills both as Soldiers and as Smiths.

They fit into the Warrior Archetype very well.

Starting Spells:
Flames, Healing

Racial Gift:
Berserk: For 60 seconds double melee damage and take half damage.

Racial Abilities:
None

Starting Skills:
+25: Heavy Armor
+20: Smithing, One-Handed, Two-Handed, Block, Enchanting
+15: Archery, Sneak, Lockpicking, Speech, Alchemy, Illusion, Conjuration, Destruction, Restoration, Alteration, Enchanting

Redguard
Overview:
Hailing from Tamriel, they are natural warriors. Their fierce independence makes it so they do not work well with a team but they make superb scouts and skirmishers. They are among the best all around combatants that one can find in the realm of Skyrim. They excel with the bow but can just easily wield a blade or use magic.

They fit into the Warrior or Mage archetype very well.

Starting Spells:
Flames, Healing

Racial Gift:
Adrenaline Rush: For 60 seconds recover Stamina ten times faster.

Racial Abilities:
Poison Resistance: +50%

Starting Skills:
+25: One-Handed
+20: Archery, Block, Smithing, Destruction, Alteration
+15: Heavy Armor, Two-Handed, Light Armor, Sneak, Lockpicking, Pickpocket, Speech, Alchemy, Illusion, Conjuration, Restoration, Enchanting

Wood Elf (Bosmer)
Overview:
Quick of both mind and body. They are called the Wood Elves though they call themselves the Bosmer or the Tree-Sap People. They are very curious naturally and light on their feet, thus they are natural scouts and thieves. They are the best archers in the land.

They fit the Thief or Archer archetype very well.

Starting Spells:
Flames, Healing

Racial Gift:
Command Animal: Target animal becomes your ally for 60 seconds.

Racial Abilities:
Disease and Poison Resistance: +50%

Starting Skills:
+25: Archery
+20: Sneak, Lockpicking, Pickpocket, Light Armor, Alchemy
+15: Smithing, Heavy Armor, Block, Two-Handed, One-Handed, Speech, Illusion, Conjuration, Destruction, Restoration, Alteration, Enchanting