The Elder Scrolls V: Skyrim _PC
RPG | Bethesda Softworks
Release Date: November 11, 2011
Which Race Will You Play in Skyrim?
Details on the racial bonuses and skill trees in Bethesda's upcoming epic.
September 26, 2011
by Charles Onyett
Have you decided which race to play in Skyrim yet? Picking the right character is a big decision, as you could theoretically spend over 100 hours in Skyrim, and that's a long time to spend nursing any lingering regrets. Good thing, then, that user Sammuthegreat posted a racial bonus and skill list on The Elder Scrolls forums.
You can pick one of 10 races in Skyrim, each of which will begin the game with different statistics, along with custom bonuses and abilities. Which race do you think you'll want to play?
Orc: Berserker
Redguard: Adrenaline Rush
Wood Elf: Resist Poison, Resist Disease, Command Animals
Nord: Battlecry,Resist cold
Khajiit: Night-Eye, Claw Attacks
Imperial: Voice of the Emporer, find more coins while looting
High Elf: Regenerate Magicka faster
Dark Elf: Ancestor's Wrath, Resist Fire
Breton: Dragonskin, Resist Shock
Argonian: Hitskin, Resist Disease, Breathe Underwater
Also listed were some of the skill trees you can dump points into as you level to power up your character. Below is what Sammuthegreat posted, which doesn't represent a full list.
Speech
Buying and selling price 10% better (5 ranks)
10% price buying from opposite sex
Invest in shops and increase available gold permanently in invested stores
Master Trader - every merchant in world gains 1000 gold for bartering
Buy and sell from any merchant regardless of what they normally buy and sell
Intimidation attempts twice as successful
Persuasion attempts more likely successful
Alchemy
Potions 20% stronger (5 ranks)
Potions for restore health, Magicka or stamina are 25% more powerful (maybe ranked)
Poisons 25% more effective (maybe ranked)
Poisons last for twice as many hits
Two ingredients are gathered from plants
50% resistance to all poisons
All negative effects removed from potions and all positive removed from poisons
2 effects of an ingredient are revealed when testing it for the first time (instead of just one)
Illusion
Dual casting overcharges effect for more powerful spell
Cast Novice spells for 50% less Magicka
Cast Apprentice spells for 50% less Magicka
Cast Adept, Expert, Master etc spells for 50% less Magicka (more levels this time around)
Spells work on higher level animals
Spells work on higher level people
All spellcasting (from ANY school) is done silently
Spells work on undead, daedra and automatons
Conjuration
Novice for 50% Magicka etc (up to Master)
Dual casting overcharges --> greater spell effect
Bound weapons do more damage
Bound weapons cast Soul Trap on target
Bound weapons banish certain creatures
Reanimate undead with 100 more health
Summon 2 Atronachs or reanimated zombies
Summon Atronachs at twice the distance
Summoned Atronachs twice as strong
Destruction
More damage for each school (fire, frost and shock)
Novice for 50% Magicka etc.
Shock damage chance to disintegrate targets if their health is under 10%
Frost damage chance to paralyze targets if health low
Fire damage chance to make low health enemies flee
Place runes 5x farther away
Restoration
Healing spells also restore stamina
Novice for 50% less Magicka etc
Healing spells do 50% more healing
Something about recharging healing spells
More is recharged with each hit with healing spells
Spells more effective against undead
Once a day chance to autocast 250HP restoration when health drops low
Magicka regenerates 25% faster
Alteration
Novice for 50% less etc
Alteration spells have greater duration
Absorb 30% Magicka that hits you
Enchanting
Enchants are 20% stronger (ranked)
Enchanted armor 25% stronger
"Soul gems provide extra Magicka for recharging"
Death blows to creatures but not people trap souls for weapon recharge
Health, Magicka and stamina enchants stronger
Extra effect on already-enchanted weapon can be applied
Shock, Frost and Fire enchants 25% stronger (individual perks for each element)
Heavy Armor
Increase armor rating 20% (5 ranks)
Unarmed attacks with heavy armor gauntlets - damage increased by gauntlets' armor rating
Half fall damage if all in heavy armor
Heavy armor weighs nothing and doesn't slow you at all
Additional 25% armor if in matching set
25% armor bonus if all in heavy armor (not necessarily matching)
50% less stagger if all in heavy armor
10% damage reflected back to enemy if all in heavy armor
2-handed weapons
2h weapons do 20% more damage (5 ranks)
Attacks with warhammers ignore 25% armor (ranked)
Attacks with battleaxes do extra bleeding damage (ranked)
Attacks with greatswords do extra critical damage (ranked)
Power attacks cost 25% less stamina
Standing power attacks do 25% bonus damage, chance to decapitate
Sprinting power attacks do double (critical) damage
Sideways power attacks hit all targets
Backwards power attacks have 25% chance of paralysis
Archery
Bows do 25% more damage
Zoom in
Zooming slows time
10% crit chance
Move faster with drawn bow
Recover twice as many arrows from dead bodies
50% chance of paralysing for few seconds
Draw bow 30% faster
Sneak
20% harder to detect (ranked)
Sneak attacks do 6x damage with 1h weapons
Sneak attacks with bows do 3x damage
Sneak attacks with daggers do 15x damage (end perk on skill tree)
Noise from armor reduced 50%
No longer activate pressure plates
Sprinting while sneaking performs silent forward roll
Running does not affect detection chance
Crouching can make hostile enemies lose sight of you and search for a target
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