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Skyrim character selection. Skyrim Races

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This guide serves to list and provide strategies for the various races in The Elder Scrolls V: Skyrim. You'll see what each race looks like, their starting bonuses, special abilities, and racial skills. I'll suggest how each can be used, and check out my favorite passive bonuses to help you choose your race.

Argonians (Saxkhlils)

Argonian

  • Starting Stats: +10 Block, +5 Alteration, Recovery, Light Armor, Lockpicking and Stealing
  • Argonian passive perks + 50% Disease Resistance, Water Breathing, better Unarmed Damage
  • Kora Hist Special Abilities: Health regeneration is accelerated by 10 times for 60 seconds. Used once a day.

Strategies for playing as an Argonian: These are great for playing as a thief. This is a skill that usually takes a little longer to level up, so it's a welcome bonus. Otherwise, their characteristics are a bit scattered. They are not a great race, and are not much different unless you lean heavily towards thief skills. The Hist Bark has limited usefulness in Skyrim. You are less likely to become a vampire or get an annoying disease that reduces your abilities or skills.

Bretons (Manmers)

Breton

  • Starting Stats: +10 Spells, +5 Alteration, Illusion, Restoration, Alchemy and Speech
  • Breton Passive Perks: +25% Magic Resistance
  • Special Abilities Dragonskin: 50% chance to absorb all damage and gain the full magic cost of any hostile spells that hit your character for 60 seconds, which can be used once per day.

Strategies for playing as a Breton: Bretons can get the highest Magic Resistance in Skyrim. This powerful resist affects all spell damage of any element and combines with elemental resistances to absorb more damage. This is a good all-around spellcaster, but the magical resistance, bonus to Speech and Alchemy make the Breton Race capable of being in any role.

Dark Elves ( Dunmer)

Dark Elf

  • Starting stats: +10 destruction, +5 alteration, illusion, alchemy, light armor and theft
  • Dark Elf Passive Perks: +50% Fire Resistance
  • Special Abilities - Ancestor's Wrath: Any melee enemies take 8 points of fire damage every second for 60 seconds. Used once a day.

Strategies for playing as a Dark Elf: Dark Elves are excellent mages and receive the most useful type of resistance. Ancestor's Wrath is considered a fire shield spell and does not stack with other shield spells. Use this while running into melee enemies and short range kill spells for maximum effect. Melee opponents will have a hard time hitting you this way, and you'll take damage from your spells and shield every time you're close.

High Elves (Altmer)

High Elf

  • Starting Stats: +10 Illusion, +5 Alteration, Spell, Destruction, Enchanting and Recovery
  • High Elf Passive Perks: +50 Max. mana
  • Special Abilities – Highborne: Mana regenerates 25 times faster, over 60 seconds. Used once a day.

Strategies for playing as a High Elf: Any playstyle that will rely heavily on magic will benefit from a High Elf. The +50 mana bonus is huge, offering a reward of 5 units per level. Combine this with Highborne used right before the fight starts, and you'll have tons of mana at your disposal to deal a lot of damage to your enemies. This is incredibly useful when you encounter a dragon or a room full of angry monsters. A good all-around choice if you're not making a pure warrior.

Imperials (Cyrodiils)

  • Starting Stats: +10 Recovery, +5 Block, Heavy Armor, One-Handed, Destruction and Enchanting
  • Imperial Passive Perks: The Imperial Luck passive ability gives extra gold at any time.
  • Special Abilities – Voice of the Emperor: Calms all nearby humanoids for 60 seconds, once per day.

Strategies for Playing as an Imperial: The Imperial race suits any playstyle. Receiving a recovery bonus will help either the caster or warrior heal themselves and their allies. Their racial perk is interesting. Every time you find gold coins in a treasure chest or as loot from the corpse of a dead creature, you will find another 2-10 coins somewhere. This means that the minimum gold you will find in most sources increases. This is a large percentage bonus early in the game, although it weakens later on. Voice of the Emperor affects humanoids of any kind and allows you to stop combat within 60 seconds even against opponents high level.

Khajiit

  • Starting Stats: +10 Stealth, +5 Archery, One-Handed, Alchemy, Lock and Pick
  • Khajiit passive perks: Claws, which deal additional damage (+12) in unarmed combat. This effect stacks with steel heavy armor fists, adding armor rating.
  • Special Abilities - Night Vision: Improves night vision for 60 seconds, can be used multiple times per day, unlike other abilities.

Strategies for playing as a Khajiit: Khajiit is the master thief of Skyrim. They have the big bonus of being stealthy, which makes stealth attacks easier, and you can also elude your opponents undetected. The Khajiit race are masters of unarmed combat. They will do 12 extra damage without wielding any weapons, which actually makes playing unarmed a lot smarter early on. Your reach will suffer, but the damage will be comparatively huge.

Nords (Atmorians)

  • Starting stats: +10 two-handed weapons, +5 block, one-handed weapons, blacksmithing, light armor and speech
  • Nord's passive perks: + 50% Frost resistance
  • Special Abilities – Battle Cry: Causes all nearby targets to flee for 30 seconds. Used once per day, considered a hostile action for NPCs.

Strategies for playing Nord: Nord can use his skills to make a very easy build for the game. Wielding two-handed weapons that they can block with, wearing light armor for mobility, and selling for higher prices thanks to their eloquence. This is a really simple but effective build that can replace any of its components for something else. The passive Frost resistance they gain helps against many dragons and some of Skyrim's nastier monsters. Warcry can allow you to scare away enemies to restore stamina. Generally, good race for a Warrior, but bad for a caster compared to other races.

Orcs (Orsimers)

  • Starting stats: +10 heavy armor, +5 block, one-handed weapon, blacksmith, two-handed weapon and spell
  • Orc Passive Perks: None!
  • Special Abilities - Berserker's Rage: Deal double damage, taking half damage over 60 seconds. Used once a day.

Strategies for playing as an Orc: I think Bretons are the best race for their magic resistance, which makes them versatile, but Orcs are masters at being great warriors. Go with a two-handed weapon or a sword and shield and you're ready to deal more damage than other Races. Their racial ability is something you'll use quite often, although it doesn't affect spell damage offensively or defensively. Use this to quickly shoot dragons when facing bosses of any kind, or when you need to clear a room full of melee enemies. This is the best racial trait in Skyrim. Orcs start out with access to all fortresses when the game starts, while other races must complete a quest to gain entry. This gives you access to traders and trainers that other races won't be able to use right away.

Redguards (Yokudans)

  • Starting stats: +10 one-handed weapons, +5 archery, block, blacksmith, alteration and destruction
  • Redguard Passive Perks: +50% Poison Resistance
  • Special Abilities – Adrenaline Rush: Regenerates stamina 10 times faster for 60 seconds. Used once a day.

Strategies for playing as a Redguard: While Redguards start out with a nice weapon bonus, they don't really have the upside to anything in particular. Poison Resistance is weak and not as useful as other skills, and while Adrenaline Rush is good, you can easily replenish your stamina with potions.

Wood Elves ( Bosmer)

Forest Elf

  • Starting Stats: +10 Archery, +5 Alchemy, Light Armor, Blocking, Stealing and Lockpicking
  • Passive perks of the Wood Elf: + 50% resistance to Diseases and poison
  • Special Abilities – Animal Command: This skill lures animals to your side for 60 seconds. Used once a day.

Strategies for playing as a Wood Elf: Wood Elves are natural archers due to their characteristics. Their resistance to disease and poison will come in handy in many situations, as they are largely visible in the game. Commanding an animal can even affect high level animals such as mammoths and force them to be your allies.

This mod expands racial abilities making them unique and diverse. Each race now has three new permanent effects, as well as a unique quest for each race to gain a racial ability.

Key Features

  • 3 new effects for each race.
  • 1 new ability obtained through a quest.
  • Changed characteristics for each race
  • NPCs also use racial abilities and have racial effects.
Initial racial characteristics

Altmer/High Elf

Health: 90
Magic: 115
Stamina: 95

Magicka recovery rate: 3.75%
Stamina Recovery Rate: 4.5%
Carrying weight: 250

Effects

  • Elven Supremacy: At skill level 100, its effectiveness increases by 10%.
  • Gold and glass: When your Stamina or Magicka drops below 50%, it regenerates faster as your health decreases.
  • Shining Streams: Weapons and armor are weaker, but the enchantments placed on them are stronger.
Racial task (quest): Collect 40 butterfly wings...Unlocks
  • Sealing: You can store up to two spells and set conditions for their automatic activation.
Argonian

Health: 100
Magic: 95
Stamina: 105
Health recovery rate: 0.5%


Carry Weight: 325

  • Amphibian: You are harder to detect and move faster after swimming.
  • Born of Hist: When your health, magicka, or stamina are low, restores half the difference per second.
  • Swamp resident: You swim faster and can breathe underwater.
Racial task (quest) - Search 4 boxes under water...opens
  • Poison Spit: 1 per day- A spit that completely destroys the enemy's physical and magical defenses.
Bosmer/Wood Elf

Health: 95
Magic: 100
Stamina: 105

Magicka recovery rate: 3.0%
Stamina Recovery Rate: 5.0%
Carry Weight: 275

  • Green Pact: Eating corpses for ritual purposes, increasing three random skills.
  • Beagle: The souls of birds mark you with animals that have a lot of loot or enemies that have been weakened in battle.
  • Animal Sense: When you are in stealth mode and standing still, you will detect moving enemies.
Racial quest - Kill 10 animals highlighted by the bird...Unlocks:
  • Animal tongue:1 per day- Summons the nearest animal for help, which can become your companion.
Breton

Health: 95
Magic: 105
Stamina: 100



Carrying weight: 300

  • Concrete Bowl: The found artifact, the Chalice of Concrete, speeds up the recovery of magic or stamina when you stand still.
  • Cloak of Magic: Resistance and absorption of magic, at a low level of strength.
  • Galena Stones: Each guardian stone provides an additional effect.
Racial task (quest) - Open 10 guardian stones...Unlocks:
  • General relationship: 1 per day- Temporarily grants you the racial abilities of your target.
Dunmer/Dark Elf

Health: 95
Magic: 110
Stamina: 95
Health recovery rate: 0.75%
Magicka recovery rate: 3.125%
Stamina Recovery Rate: 4.75%
Carry Weight: 275

  • Guardian Spirit: When entering combat, you sacrifice your guardian spirit to summon a protective spirit.
  • Born in Ashes: Fire resistance when Guardian Spirit and Observer Spirit are active, this resistance is increased.
  • Whispers of the ancients: Your spirits point to an animal with great loot and for which you will receive another guardian spirit.
Racial quest (Quest) - Kill 10 victims marked by spirits...Unlocks:
  • Spirit Observer: 1 per day- You can sacrifice multiple guardian spirits to summon an appropriate number of ancient spirit warriors/archers
Imperials

Health: 100
Magic: 100
Stamina: 100
Health recovery rate 1.0%
Magicka recovery rate: 3.0%
Stamina Recovery Rate: 5.0%
Carrying weight: 300

  • Discipline: In battle, increases the armor and damage of your allies.
  • Imperial Advantage: When entering battle, it randomly increases health, magic, or stamina.
  • Human spirit: When you reach level 10/20/30, you can choose to increase any attribute/resistance or skill.
Racial task (quest) - Complete 20 quests of the inhabitants of Skyrim...Unlocks
  • Colovian Star: 1 per day- Fully restores two attributes (health, magic, stamina) with the highest current level.
Khajiit

Health: 90
Magic: 105
Stamina: 105
Health recovery rate: 0.5%
Magicka recovery rate: 3.125%

Carrying weight: 300

  • Cat Agility: You move faster, sprinting is also faster, but uses more stamina.
  • Tramp: In stealth mode, you move more quietly and can perform a powerful jump on an enemy.
  • Rain of sand: A two-paw power attack that deals damage based on stamina.
Racial task (quest) - Collect 75,000 gold...Unlocks:
  • All Seeing Eye. You can see any opponents within a large radius.
North

Health: 110
Magic: 85
Stamina: 105
Health recovery rate: 0.75%

Stamina Recovery Rate: 5.25%
Carry Weight: 325

  • Daughter/Son of Skyrim: Cold resistance increases when incarnation is activated.
  • Stripping: When you reach level 10/20/30, you can choose a race against which your spells and weapons will be more effective
  • Warrior's Heart: In battle, with decreasing health, you deal more damage.
Racial quest (quest) - Rediscover Skyrim's past by clearing 8 dungeons...Opens:
  • Embodiment: 1 per day- Accelerates the recovery of magic or stamina by 100%.
Orc

Health: 105
Magic: 80
Stamina: 115
Health recovery rate: 1.0%
Magicka recovery rate: 2.75%
Stamina Recovery Rate: 5.5%
Carrying weight: 350

  • Bloodlust: When entering combat, you move faster and your recovery rate increases for the rest of the fight.
  • Shock wave: Once per battle, you can jump among enemies and cause a stunning earthquake.
  • Strength of Steel: Weapons and armor are strengthened, but the enchantments on them are weaker.
Racial quest (quest) - Stun 150 enemies with shockwave...Unlocks
  • Berserk: 1 per day- Temporarily increases spell power and weapon damage. Can trigger spontaneously in battle.
Redguard

Health 100
Magic: 90
Stamina: 110
Health recovery rate: 0.75%
Magicka recovery rate: 2.875%
Stamina Recovery Rate: 5.25%
Carry Weight: 325

  • Sandstorm: Killing people increases weapon damage and reduces spell costs
  • Nomad: Resistance to disease and endless stamina outside of combat.
  • Durability: Accelerates the recovery of magic and stamina when health is low.
Racial task (quest) - Win 30 battles, killing more than 3 people...Unlocks:
  • Dance on red sand: 1 per day- Severe time slowdown during sprinting for a short time.
Update history:
Version 7.21

Altmer:
- Glittering Streams: No longer erroneously reduces damage in unarmed combat.
Bosmer
- Hound: Replaced visual effect due to graphical glitches with SSE.
Khajiit:
- "All-Seeing Eye" has been replaced with "Insight".
Version 7.20
Patch that fixes minor bugs.
Bosmer:
- Green Pact: For negative attribute bonuses (for any reason), the value is set to 0.
Imperials:
- Human spirit: Disease resistance no longer decreases (to prevent frequent infection with Sanguinare Vampiris (vampirism))
Version 7.18
- Fixed compatibility with changes in the unofficial patch (USLEEP).

FAQ

Compatible with other mods

  • Compatible with any mod that changes bodies.

  • Overwrites race scripts and may conflict with mods that affect race abilities.

  • Replacing races in an existing save is difficult, so see "Loading a mod into an existing save" below.

List of non-conflicting mods:
- ASIS: Add "Supremacy" to the ASIS exception list to prevent the increase in the number of Dark Elf Guardian Spirits.
- Character Creation Overhaul (CCO): fully compatible.
- Disparity: install the compatibility patch, do not use the modified talents of the specified mod.
- Ordinator - Perks of Skyrim: fully compatible.
- Perkus Maximus (PerMa): fully compatible.
- RaceMenu: load the plugin after RaceMenu.
- Requiem: Wait for the compatibility patch to appear.
- Skyrim Redone (SkyRe): do not use the specified mod's racial module.

Why should I start new game when working with Imperious - Races of Skyrim?

Skyrim often has problems recording saves. It is recommended to start the game with a new character. If you still want to install the mod and use an existing save then:

  • Racial attributes (Health/Magic/Stamina) will be incorrect. This will not cause problems, but you will have 300 units each. each attribute, i.e. as in the original.
  • If your racial abilities do not correspond to the values ​​of the races from the list after installing the Imperious mod, then use the “assign racial abilities manually” option in the MCM menu (This option is not currently available). If you don't have SkyUI (MSM menu), then bring up the console and type help "Manual Debug" to find out its hex-ID in your download list, and then enter Player.addspell [your hex-ID here].
Why is the Bosmer a cannibal?
- This is their ritual. Eating the corpses of enemies is part of the Pact concluded between the wood elves and Y'ffre the Storyteller. If you want to play as a renegade Bosmer, then disable this option in the MCM menu: "Disable Green Pact" (This option is currently unavailable)

How does the Gold and Glass ability work? (Altmer ability)
- When you have less than half your magicka and stamina remaining, your regeneration increases in proportion to the decreasing attribute. Also, at half your stamina and magicka, your armor and magic resistance decrease depending on the smallest attribute.

Known Issues:

Fistfights immediately end or turn into real combat: "Hand-to-hand combat" is a common problem in many gameplay mods, and is difficult to avoid due to the complex implementation of fighting in Skyrim. Imperious - Races of Skyrim since version 7.00 comes with a copy of the Modern Brawl Bug Fix to resolve this issue. If this does not happen, then the Brawl Bugs Patch in the download order may be outdated, or it was due to a patch to fix the fight from another mod, for example Enhanced Blood Textures. You can remove this old patch and install this Modern Brawl Bug Fix (available on the site)

I also have original racial abilities that affect the Imperious - Races of Skyrim mod: see "Do I need to start a new game to use this mod?" higher.

I still have the original racial abilities, but they are not there after installing this mod: you have another mod that changes the installed races and overwrites Imperious - Races of Skyrim. Mods can only change race entries once.

I loaded an autosave and my racial abilities disappeared: This is not a problem with the Imperious - Races of Skyrim mod, but a rare bug with loading the game in Skyrim, and this can also be affected by other mods, including those that change quest scripts or AI behavior. To prevent any damage to your save, reload your save from the main menu.

The Hound and Whisper of the Ancients abilities do not work: These abilities begin to work only at character level 2. This was done to reduce scripting load during the fragile opening scene in Helgen.

The game freezes shortly after I create my character: The intro scene in Helgen is very sensitive to script loading, especially if you have a lot of heavy mods. As a way out, you can first select a Nord, and then after leaving Helgen, change your appearance using the command in the showracemenu console. Warning: this is not The best way solution to the problem and you'd better change or clear the boot order.

I changed my race through the character creation menu and a quest from another race began: If you leave the cursor on another race in the character creation menu, you can accidentally change your race to another. If you meet the requirements for his racial quest, the quest will begin. This issue is unlikely to occur during the introductory cutscene and escape from Helgen because you have no achievements at that point, but you may encounter this issue if you used a console command or other mod to change your race. The RaceMenu mod replaces the character creation menu with a new and improved menu that does not have this problem.
Installation: Through any mod manager.
Removal: Deleting mod files

The world of The Elder Scrolls is vast and multinational. However, you can only play for representatives of, so to speak, official races. By the way, the Almer are not such and are hostile creatures reminiscent of Gollum from The Lord of the Rings. However, the standard ten races for the game will be quite enough. And yes, it will be impossible to play dragons in Skyrim, but we will be able to use dragon cries regardless of what race we are playing through the game. Unfortunately, in my opinion, the racial bonuses of The Elder Scrolls 5 are not distributed entirely correctly, as a result of which some nationalities are not very attractive in terms of choice.

The importance of choosing the right race for Skyrim is not as critical as in many other RPGs computer games, examples of which are on the site. Even if not too optimal choice race, in Skyrim you can feel calm and develop the hero at your own request, without looking at racial bonuses. For example, it is quite possible to raise a skilled magician from a stern orc, although making a similar one from a high elf is much easier. So, to simplify your life in Skyrim, especially in the initial stages of the game, you should choose a race that will suit your play style. There is no need to worry, the hero can then painlessly change his specialization in the future and become a true generalist. However, it also makes sense to immediately decide on a playing style in order to follow it at the initial stage of the game. The choice of race will help you in this case. However, I repeat, you can completely choose the race that you like best in appearance, this is The Elder Scrolls 5, and there are no barriers or clear restrictions for the player. However, we will most likely be using first-person view, so we will not often admire our Skyrim character.

Each Skyrim race has a specific set of racial abilities, passive and active. The vast majority of each race has both passive and activated abilities, with a few exceptions. Naturally, passive bonuses that are valid throughout the game are of greater interest and are more effective. Additionally, each Skyrim race has a starting skill bonus that is added to their skill value (base skill level 15). Racial abilities in The Elder Scrolls 5 do not have any effect on faster or slower skill development. So you don’t have to pay close attention to this racial feature. The fact is that underdeveloped Skyrim skills develop very quickly when used, so there are no problems with their development in the future.

Unfortunately, when choosing a race, the game itself only qualitatively describes the abilities of representatives of the races, so you won’t be able to get any accurate data directly in Skyrim. Which is somewhat inconvenient, since even I, who is familiar with The Elder Scrolls series, had some misunderstandings when choosing a race.


Argonians are representatives of a race that has a lot in common with reptiles, and they also resemble them. Their appearance is ugly, even scary, however, they are also not lacking in originality.

Argonian racial bonuses:




Lockpicking Skill +10

Sneak skill +5

Argonian Racial Abilities:

Disease Resistance 50% (passive)
Breathing underwater (passive)
Histskin – increases health regeneration by 10 times for 60 seconds once per day (requires activation)

Starting bonuses to Argonian skills suggest the path of a thief or assassin, but these bonuses are small, so they cannot have a serious impact on the character’s play style. The abilities of reptiles are not something to be awed by. The ability to resist disease can make life a little easier, but it cannot be called a necessity. Cure Disease Vials are easy to make yourself, and the blessing of Talos can always be obtained in Whiterun. Those wishing to become a Skyrim vampire will face some problems due to the natural resistance of Argonians to disease. Breathing underwater is interesting, but a similar effect can also be achieved with the help of potions. You won’t have to swim often in Skyrim, so you can prepare a scuba diver’s kit for the swim in advance. Histskin is a good ability of the Argonians, which allows them to become practically immortal for a minute (the main thing is not to receive critical damage). However, in Skyrim you can drink healing potions directly from your inventory during combat, so pressing Tab in the heat of battle isn't that difficult or time-consuming. As a result, Argonians are not a very good choice of race for playing Skyrim.


Bretons are a good choice for a cautious mage who may change specialization later. It was as a representative of the Breton race that I began my first Skyrim walkthrough, choosing the path of a magician, which he later adjusted somewhat. The Bretons look quite civilized, the main racial bonuses are the strengthening of magical skills, the abilities of the Bretons are associated with resistance to magic.

Breton racial bonuses:
Conjuration Skill +10
Illusion Skill +5
Alteration Skill +5
Restoration Skill +5
Alchemy skill +5

Breton Racial Abilities:
Magic Resistance 25% (passive)
Dragonskin – absorbs 50% of magic damage for 60 seconds (requires activation, valid once per day)

Bretons are a good choice for mages in Skyrim and beyond. Passive resistance to magic is useful for absolutely all classes of heroes. Starting bonuses to magic skills are not so significant as to influence the choice of play style. So the choice for the Bretons may fall not only if you want to play for a magician, but also for another class of heroes. Bretons will also make quite capable all-rounders. During particularly difficult battles with magicians, it will be possible not only to drink protective potions, but also to activate Dragonskin, which will make the hero practically invulnerable to magical attacks. And if you also activate the Lord’s sign (25% resistance to magical and physical attacks), then you can completely ignore the enemy’s lightning flashes. Bretons are a good choice for a character in Skyrim, in addition, representatives of this race are quite beautiful.


The indigenous inhabitants of the province of Morrowind, with whom we became well acquainted during our wanderings around the world of The Elder Scrolls 3.. They look like vampires, but it may be easier for them to become vampires than other races, due to their natural resistance to fire.

Dunmer racial bonuses:

Destruction Skill +10
Alteration Skill +5
Illusion Skill +5
Alchemy skill +5
Light armor skill +5
Sneak skill +5

Dunmer racial abilities:
Innate fire resistance 50% (passive)
Ancestor's Wrath is an analogue of Illidan's Immolation skill from WarCraft 3, the Dunmer surrounds himself with flames, which causes 8 points of damage per second (small value) to everyone within a certain radius of himself for 60 seconds (requires activation, can be used only once per day).

You can play as a Dunmer if you want to become a vampire in the future; racial resistance to fire will help level out negative impact vampirism. Small bonuses to magical skills hint at the possibility of developing a battle mage. Ancestor's Wrath is not a very useful ability, especially in the later stages of the game, since the damage dealt is low. However, the original appearance of the Dunmer can be an advantage when choosing a race, although there are more advantageous options regarding abilities. For example, the passive magic resistance of the Bretons seems more interesting.


Also known as Altmer, the Altmer are the natural mages of the entire Elder Scrolls world. It is noteworthy that in Skyrim they do not receive negative racial characteristics, which makes them almost ideal magicians in the game. Ideal when choosing a classic mage, however, I preferred a more cautious playstyle, choosing a race with defensive ability.

High Elf Racial Bonuses:
Illusion Skill +10

Restoration Skill +5
Conjuration Skill +5
Alteration Skill +5

High Elf Racial Abilities:
Magic Boost: +50 to Max Magicka (passive)
Highborn - increases magic regeneration by 60 seconds once a day (requires activation, 1 time per day)

Altmer are an almost ideal choice for a mage in Skyrim. Bonus 50 points to your magic reserve is a real treasure, and not only for the initial stages of the game. Considering that when you level up in Skyrim, you can only increase your mana by 10 points. In particularly difficult battles, you can use a racial ability, which will allow you to ignore mana recovery bubbles for a minute. However, the choice of the Altmer race somewhat obliges the development of the magician. With further changes in specialization, racial abilities will be less effective. Also, as the character level increases, the starting bonus of 50 mana points will be somewhat hidden. Either way, High Elves are a great race choice for any Skyrim mage.


The indigenous inhabitants of Cyrodiil are quite an interesting choice for the game. The appearance of representatives of this race of Tamriel is quite civilized and pleasant, their skills are versatile. So the Imperials can turn out to be real generalists, and quite wealthy ones at that, for this reason it is worth paying attention to the racial abilities of the Imperials.

Imperial racial bonuses:
Restoration skill +10
Destruction Skill +5
Enchanting Skill +5

Heavy armor skill +5


Imperial Racial Abilities:

Imperial Luck – Imperials find more gold in chests and other places (passive)
Voice of the Emperor – calms people in a certain radius for 60 seconds (requires activation, works 1 time per day)

From the very beginning of Skyrim, the Imperials have been generalists, so you can develop your hero in any direction. However, try to be careful with perks, they may not be enough in the future. The ability to find more gold will not be superfluous, since in Skyrim hard cash can be spent not only on equipment, but also on your own houses and on training skills.. The Imperials are a good race, if you have not decided what class of hero you will develop from your character, the Elder Scrolls universe allows this.


I prefer not to pronounce the first letter of the name of this race of Tamriel, but you can often see the name of these furry animals as Khajiit. Even during Oblivion, representatives of this race were very skilled in dark deeds, it was for the Khajiit that I compiled a walkthrough of the Dark Brotherhood on the site. In Skyrim, the removal of main and side skills made these bonuses less significant. The ability to fight with the claws of the Khajiit will not be in demand by all players. However, the opportunity to play as a big fluffy cat that can talk is worth a lot.

Khajiit racial bonuses:
Sneak Skill +10
Pickpocket skill +5

One-handed Weapon Skill +5
Archery Skill +5
Alchemy skill +5

Khajiit Racial Abilities:
Claws – Khajiit unarmed attacks deal 15 points of damage (passive)
Night-Eye – ability to see in the dark (passive, requires activation)

A distinctive feature of the Khajiit is the presence of only passive abilities, which is very good. Night vision must be turned on manually, but these felines have no limits on its use. And this ability is very useful, since while traveling through Skyrim we will often be in caves and catacombs. Trying to light a magic light bulb will ruin all hope of moving secretly. Turning up the game brightness in the Skyrim settings is a questionable decision. So the Khajiit is an excellent choice for an assassin and a thief, and you can also experiment with hand-to-hand combat.


The indigenous inhabitants of Skyrim are skilled fighters who are accustomed to the harsh northern winters of their homeland, where The Elder Scrolls 5 takes place. Representatives of this race are fair-haired, beautiful, and can become not only skilled warriors, but also formidable magicians or cunning thieves. The base bonuses to martial skills are small, so they will not create problems with the alternative development of these blond warriors of Tamriel.

Nord racial bonuses:
Skill Two-handed weapons(Two-handed) +10
One-handed Weapon Skill +5
Light armor skill +5
Block Skill +5

Speech skill +5

Nord racial abilities:
Constant cold resistance 50% (passive)
Battle Cry – Enemy runs in fear for 30 seconds (requires activation, valid once per day)
Despite the seeming predisposition of Nords to martial arts, a Nord can develop into a character of any specialization. Cold resistance will be very useful in Skyrim, and the ability to scare away enemies will also find its use. I do not recommend giving preference to two-handed weapons, since in Skyrim we can now fully use both of the character’s hands. However, this skill also provides its own tangible bonuses. In addition, the Nords are very beautiful, which your fellow countrymen will appreciate. You can immediately head to the storm cloaks and cleanse your homeland from the dominance of the empire.


Orcs in many computer games are evil and hostile creatures. So the players are more likely to destroy them in en masse than they play for them. In Skyrim, orcs are quite civilized people, so passers-by will not run away from representatives of these races in fear. But the greenskins in The Elder Scrolls 5 were not lucky with their racial abilities.

Orc racial bonuses:
Heavy Armor Skill +10
Block Skill +5
One-handed Weapon Skill +5
Two-handed Weapon Skill +5
Smithing skill +5
Enchanting Skill +5

Orc Racial Abilities:
Berserker Rage – damage to the hero is -50% (decreased), and the damage dealt to enemies is doubled (requires activation, lasts 60 seconds, can be used once per day).

Orcs do not have a passive ability, which is very sad. The relative power of the active ability is associated only with martial art, which means developing a warrior or berserker from an orc. However, if you have a pathological desire to play as a stern orc, you can choose this race of Tamriel. However, such a choice presupposes the development of the hero only as a fighter. Let me remind you that The Elder Scrolls 5 will allow you to play with any race, any character, with virtually no problems or great difficulties. So if you want to choose an orc, feel free to choose. However, if you choose a race based on abilities and bonuses, orcs are unlikely to suit you.


The dark-skinned warriors from Hammerfell are very skilled with weapons and armor. However, playing through Oblivion as a Redguard seemed boring to me, as did playing as a warrior in general. However combat system Skyrim has become more interesting and complex, so the developers managed to dispel some of the boredom. Small bonuses to magical skills seem unnecessary.

Redguard racial bonuses:
One-handed Weapon Skill +10
Block Skill +5
Smithing skill +5
Archery Skill +5
Destruction Skill +5
Alteration Skill +5

Redguard Racial Abilities:
Poison Resistance 50% (passive)
Adrenaline Rush – restores your stamina 10 times faster for 60 seconds (requires activation, can only be used once per day).

The Redguards' abilities are not very strong or useful; resistance to poisons is easily replaced by a set of potions taken on the road. Quickly restoring your strength during a quick battle will allow you to use powerful blows more often, which, however, can also be compensated by taking the appropriate potions. Bonuses to combat skills are not very significant for Redguards, as well as for representatives of other races. A small increase in magical abilities looks weak at all. One way or another, the Redguard can be chosen as a warrior, although the same Nords seem to be more capable and useful fighters in Skyrim.


Wood Elves are also called Bosmer in Tamriel. Representatives of this race are quite rare in Skyrim. They are natural archers and good friends with animals. They look typical of the elven race and have a characteristic dark skin tone. From a representative of this race in Skyrim you can make not only a hunter, a ranger, but also a skilled assassin, a typical representative dark brotherhood. Our companion in the Diplomatic Immunity mission was also a Bosmer, while the Thalmor representatives were high elves.

Wood Elf Racial Bonuses:
Archery Skill +10
Sneak skill +5
Pickpocket skill +5
Lockpicking Skill +5
Light armor skill +5
Alchemy skill +5

Wood Elf Racial Abilities:

Resistance to diseases and poisons 50%
Command Animal – the selected animal becomes an ally for 60 seconds (requires activation, can be used once a day)

Wood elves' abilities are not very effective, which relates more to animal control. There is not much benefit from such an ally, although there are very powerful representatives of the fauna of Skyrim, which is the subject of a separate article on the site. However, spells from the school of illusions can give a similar or greater effect. Resistance to poisons and diseases is not needed so often, besides, it is easier and more reliable to have a supply of healing potions for diseases in your inventory. However, if you want to shoot accurately from the very beginning of the game, you can choose a forest elf for yourself. Then such a character can be developed in many ways, adapting it to the current style of playing the game.

Despite all the pros and cons of all the presented races of Tamriel, I strongly recommend that you play for the race that you like, albeit for subjective reasons. I propose to follow the same path when developing a character. The fact is that Skyrim, unlike many role-playing games, is very tolerant of the development and choice of the hero. So you won’t find any big difficulties when choosing a race or developing skills is not very effective. So play Skyrim the way you want. However, it cannot be said that an effective choice of race will be useful; it is worth paying special attention to racial abilities rather than starting bonuses to skills. Developing “zero” skills in Skyrim is very easy, while passive and active abilities will affect the entire playthrough and are more difficult to influence.

The world of The Elder Scrolls is vast and multinational. However, you can only play for representatives of, so to speak, official races. By the way, the Almer are not such and are hostile creatures reminiscent of Gollum from The Lord of the Rings. However, the standard ten races for the game will be quite enough. And yes, it will be impossible to play dragons in Skyrim, but we will be able to use dragon cries regardless of what race we are playing through the game. Unfortunately, in my opinion, the racial bonuses of The Elder Scrolls 5 are not distributed entirely correctly, as a result of which some nationalities are not very attractive in terms of choice.

The importance of choosing the right race to play Skyrim is not as critical as in many other role-playing computer games, examples of which are on the site. Even if the choice of race is not very optimal, in Skyrim you can feel calm and develop the hero at your own request, without looking at racial bonuses. For example, it is quite possible to raise a skilled magician from a stern orc, although making a similar one from a high elf is much easier. So, to simplify your life in Skyrim, especially in the initial stages of the game, you should choose a race that will suit your play style. There is no need to worry, the hero can then painlessly change his specialization in the future and become a true generalist. However, it also makes sense to immediately decide on a playing style in order to follow it at the initial stage of the game. The choice of race will help you in this case. However, I repeat, you can completely choose the race that you like best in appearance, this is The Elder Scrolls 5, and there are no barriers or clear restrictions for the player. However, we will most likely be using first-person view, so we will not often admire our Skyrim character.

Each Skyrim race has a specific set of racial abilities, passive and active. The vast majority of each race has both passive and activated abilities, with a few exceptions. Naturally, passive bonuses that are valid throughout the game are of greater interest and are more effective. Additionally, each Skyrim race has a starting skill bonus that is added to their skill value (base skill level 15). Racial abilities in The Elder Scrolls 5 do not have any effect on faster or slower skill development. So you don’t have to pay close attention to this racial feature. The fact is that underdeveloped Skyrim skills develop very quickly when used, so there are no problems with their development in the future.

Unfortunately, when choosing a race, the game itself only qualitatively describes the abilities of representatives of the races, so you won’t be able to get any accurate data directly in Skyrim. Which is somewhat inconvenient, since even I, who is familiar with The Elder Scrolls series, had some misunderstandings when choosing a race.


Argonians are representatives of a race that has a lot in common with reptiles, and they also resemble them. Their appearance is ugly, even scary, however, they are also not lacking in originality.

Argonian racial bonuses:




Lockpicking Skill +10

Sneak skill +5

Argonian Racial Abilities:

Disease Resistance 50% (passive)
Breathing underwater (passive)
Histskin – increases health regeneration by 10 times for 60 seconds once per day (requires activation)

Starting bonuses to Argonian skills suggest the path of a thief or assassin, but these bonuses are small, so they cannot have a serious impact on the character’s play style. The abilities of reptiles are not something to be awed by. The ability to resist disease can make life a little easier, but it cannot be called a necessity. Cure Disease Vials are easy to make yourself, and the blessing of Talos can always be obtained in Whiterun. Those wishing to become a Skyrim vampire will face some problems due to the natural resistance of Argonians to disease. Breathing underwater is interesting, but a similar effect can also be achieved with the help of potions. You won’t have to swim often in Skyrim, so you can prepare a scuba diver’s kit for the swim in advance. Histskin is a good ability of the Argonians, which allows them to become practically immortal for a minute (the main thing is not to receive critical damage). However, in Skyrim you can drink healing potions directly from your inventory during combat, so pressing Tab in the heat of battle isn't that difficult or time-consuming. As a result, Argonians are not a very good choice of race for playing Skyrim.


Bretons are a good choice for a cautious mage who may change specialization later. It was as a representative of the Breton race that I began my first playthrough of Skyrim, choosing the path of a magician, which I later adjusted somewhat. The Bretons look quite civilized, the main racial bonuses are the strengthening of magical skills, the abilities of the Bretons are associated with resistance to magic.

Breton racial bonuses:
Conjuration Skill +10
Illusion Skill +5
Alteration Skill +5
Restoration Skill +5
Alchemy skill +5

Breton Racial Abilities:
Magic Resistance 25% (passive)
Dragonskin – absorbs 50% of magic damage for 60 seconds (requires activation, valid once per day)

Bretons are a good choice for mages in Skyrim and beyond. Passive resistance to magic is useful for absolutely all classes of heroes. Starting bonuses to magic skills are not so significant as to influence the choice of play style. So the choice for the Bretons may fall not only if you want to play for a magician, but also for another class of heroes. Bretons will also make quite capable all-rounders. During particularly difficult battles with magicians, it will be possible not only to drink protective potions, but also to activate Dragonskin, which will make the hero practically invulnerable to magical attacks. And if you also activate the Lord’s sign (25% resistance to magical and physical attacks), then you can completely ignore the enemy’s lightning flashes. Bretons are a good choice for a character in Skyrim, in addition, representatives of this race are quite beautiful.


The indigenous inhabitants of the province of Morrowind, with whom we became well acquainted during our wanderings around the world of The Elder Scrolls 3.. They look like vampires, but it may be easier for them to become vampires than other races, due to their natural resistance to fire.

Dunmer racial bonuses:

Destruction Skill +10
Alteration Skill +5
Illusion Skill +5
Alchemy skill +5
Light armor skill +5
Sneak skill +5

Dunmer racial abilities:
Innate fire resistance 50% (passive)
Ancestor's Wrath is an analogue of Illidan's Immolation skill from WarCraft 3, the Dunmer surrounds himself with flames, which causes 8 points of damage per second (small value) to everyone within a certain radius of himself for 60 seconds (requires activation, can be used only once per day).

You can play as a Dunmer if you want to become a vampire in the future; racial resistance to fire will help neutralize the negative impact of vampirism. Small bonuses to magical skills hint at the possibility of developing a battle mage. Ancestor's Wrath is not a very useful ability, especially in the later stages of the game, since the damage dealt is low. However, the original appearance of the Dunmer can be an advantage when choosing a race, although there are more advantageous options regarding abilities. For example, the passive magic resistance of the Bretons seems more interesting.


Also known as Altmer, the Altmer are the natural mages of the entire Elder Scrolls world. It is noteworthy that in Skyrim they do not receive negative racial characteristics, which makes them almost ideal magicians in the game. Ideal when choosing a classic mage, however, I preferred a more cautious playstyle, choosing a race with defensive ability.

High Elf Racial Bonuses:
Illusion Skill +10

Restoration Skill +5
Conjuration Skill +5
Alteration Skill +5

High Elf Racial Abilities:
Magic Boost: +50 to Max Magicka (passive)
Highborn - increases magic regeneration by 60 seconds once a day (requires activation, 1 time per day)

Altmer are an almost ideal choice for a mage in Skyrim. Bonus 50 points to your magic reserve is a real treasure, and not only for the initial stages of the game. Considering that when you level up in Skyrim, you can only increase your mana by 10 points. In particularly difficult battles, you can use a racial ability, which will allow you to ignore mana recovery bubbles for a minute. However, the choice of the Altmer race somewhat obliges the development of the magician. With further changes in specialization, racial abilities will be less effective. Also, as the character level increases, the starting bonus of 50 mana points will be somewhat hidden. Either way, High Elves are a great race choice for any Skyrim mage.


The indigenous inhabitants of Cyrodiil are quite an interesting choice for the game. The appearance of representatives of this race of Tamriel is quite civilized and pleasant, their skills are versatile. So the Imperials can turn out to be real generalists, and quite wealthy ones at that, for this reason it is worth paying attention to the racial abilities of the Imperials.

Imperial racial bonuses:
Restoration skill +10
Destruction Skill +5
Enchanting Skill +5

Heavy armor skill +5


Imperial Racial Abilities:

Imperial Luck – Imperials find more gold in chests and other places (passive)
Voice of the Emperor – calms people in a certain radius for 60 seconds (requires activation, works 1 time per day)

From the very beginning of Skyrim, the Imperials have been generalists, so you can develop your hero in any direction. However, try to be careful with perks, they may not be enough in the future. The ability to find more gold will not be superfluous, since in Skyrim hard cash can be spent not only on equipment, but also on your own houses and on training skills.. The Imperials are a good race, if you have not decided what class of hero you will develop from your character, the Elder Scrolls universe allows this.


I prefer not to pronounce the first letter of the name of this race of Tamriel, but you can often see the name of these furry animals as Khajiit. Even during Oblivion, representatives of this race were very skilled in dark deeds, it was for the Khajiit that I compiled a walkthrough of the Dark Brotherhood on the site. In Skyrim, the removal of main and side skills made these bonuses less significant. The ability to fight with the claws of the Khajiit will not be in demand by all players. However, the opportunity to play as a big fluffy cat that can talk is worth a lot.

Khajiit racial bonuses:
Sneak Skill +10
Pickpocket skill +5

One-handed Weapon Skill +5
Archery Skill +5
Alchemy skill +5

Khajiit Racial Abilities:
Claws – Khajiit unarmed attacks deal 15 points of damage (passive)
Night-Eye – ability to see in the dark (passive, requires activation)

A distinctive feature of the Khajiit is the presence of only passive abilities, which is very good. Night vision must be turned on manually, but these felines have no limits on its use. And this ability is very useful, since while traveling through Skyrim we will often be in caves and catacombs. Trying to light a magic light bulb will ruin all hope of moving secretly. Turning up the game brightness in the Skyrim settings is a questionable decision. So the Khajiit is an excellent choice for an assassin and a thief, and you can also experiment with hand-to-hand combat.


The indigenous inhabitants of Skyrim are skilled fighters who are accustomed to the harsh northern winters of their homeland, where The Elder Scrolls 5 takes place. Representatives of this race are fair-haired, beautiful, and can become not only skilled warriors, but also formidable magicians or cunning thieves. The base bonuses to martial skills are small, so they will not create problems with the alternative development of these blond warriors of Tamriel.

Nord racial bonuses:
Two-handed Weapon Skill +10
One-handed Weapon Skill +5
Light armor skill +5
Block Skill +5

Speech skill +5

Nord racial abilities:
Constant cold resistance 50% (passive)
Battle Cry – Enemy runs in fear for 30 seconds (requires activation, valid once per day)
Despite the seeming predisposition of Nords to martial arts, a Nord can develop into a character of any specialization. Cold resistance will be very useful in Skyrim, and the ability to scare away enemies will also find its use. I do not recommend giving preference to two-handed weapons, since in Skyrim we can now fully use both of the character’s hands. However, this skill also provides its own tangible bonuses. In addition, the Nords are very beautiful, which your fellow countrymen will appreciate. You can immediately head to the storm cloaks and cleanse your homeland from the dominance of the empire.


Orcs in many computer games are evil and hostile creatures. So players would rather destroy them en masse than play for them. In Skyrim, orcs are quite civilized people, so passers-by will not run away from representatives of these races in fear. But the greenskins in The Elder Scrolls 5 were not lucky with their racial abilities.

Orc racial bonuses:
Heavy Armor Skill +10
Block Skill +5
One-handed Weapon Skill +5
Two-handed Weapon Skill +5
Smithing skill +5
Enchanting Skill +5

Orc Racial Abilities:
Berserker Rage – damage to the hero is -50% (decreased), and the damage dealt to enemies is doubled (requires activation, lasts 60 seconds, can be used once per day).

Orcs do not have a passive ability, which is very sad. The relative power of the active ability is associated only with martial art, which means developing a warrior or berserker from an orc. However, if you have a pathological desire to play as a stern orc, you can choose this race of Tamriel. However, such a choice presupposes the development of the hero only as a fighter. Let me remind you that The Elder Scrolls 5 will allow you to play with any race, any character, with virtually no problems or great difficulties. So if you want to choose an orc, feel free to choose. However, if you choose a race based on abilities and bonuses, orcs are unlikely to suit you.


The dark-skinned warriors from Hammerfell are very skilled with weapons and armor. However, playing through Oblivion as a Redguard seemed boring to me, as did playing as a warrior in general. However, Skyrim's combat system has become more interesting and complex, so the developers managed to dispel some of the boredom. Small bonuses to magical skills seem unnecessary.

Redguard racial bonuses:
One-handed Weapon Skill +10
Block Skill +5
Smithing skill +5
Archery Skill +5
Destruction Skill +5
Alteration Skill +5

Redguard Racial Abilities:
Poison Resistance 50% (passive)
Adrenaline Rush – restores your stamina 10 times faster for 60 seconds (requires activation, can only be used once per day).

The Redguards' abilities are not very strong or useful; resistance to poisons is easily replaced by a set of potions taken on the road. Quickly restoring your strength during a quick battle will allow you to use powerful blows more often, which, however, can also be compensated by taking the appropriate potions. Bonuses to combat skills are not very significant for Redguards, as well as for representatives of other races. A small increase in magical abilities looks weak at all. One way or another, the Redguard can be chosen as a warrior, although the same Nords seem to be more capable and useful fighters in Skyrim.


Wood Elves are also called Bosmer in Tamriel. Representatives of this race are quite rare in Skyrim. They are natural archers and good friends with animals. They look typical of the elven race and have a characteristic dark skin tone. In Skyrim, a representative of this race can become not only a hunter, a ranger, but also a skilled assassin, a typical representative of the dark brotherhood. Our companion in the Diplomatic Immunity mission was also a Bosmer, while the Thalmor representatives were high elves.

Wood Elf Racial Bonuses:
Archery Skill +10
Sneak skill +5
Pickpocket skill +5
Lockpicking Skill +5
Light armor skill +5
Alchemy skill +5

Wood Elf Racial Abilities:

Resistance to diseases and poisons 50%
Command Animal – the selected animal becomes an ally for 60 seconds (requires activation, can be used once a day)

Wood elves' abilities are not very effective, which relates more to animal control. There is not much benefit from such an ally, although there are very powerful representatives of the fauna of Skyrim, which is the subject of a separate article on the site. However, spells from the school of illusions can give a similar or greater effect. Resistance to poisons and diseases is not needed so often, besides, it is easier and more reliable to have a supply of healing potions for diseases in your inventory. However, if you want to shoot accurately from the very beginning of the game, you can choose a forest elf for yourself. Then such a character can be developed in many ways, adapting it to the current style of playing the game.

Despite all the pros and cons of all the presented races of Tamriel, I strongly recommend that you play for the race that you like, albeit for subjective reasons. I propose to follow the same path when developing a character. The fact is that Skyrim, unlike many role-playing games, is very tolerant of the development and choice of the hero. So you won’t find any big difficulties when choosing a race or developing skills is not very effective. So play Skyrim the way you want. However, it cannot be said that an effective choice of race will be useful; it is worth paying special attention to racial abilities rather than starting bonuses to skills. Developing “zero” skills in Skyrim is very easy, while passive and active abilities will affect the entire playthrough and are more difficult to influence.

Back in 1994, when the gaming industry was not yet very developed, the first part of The Elder Scrolls series, which was called “Arena,” was released to the world. This role-playing game did not become a standard, but it turned out to be a very solid project, which led to a sequel. In 1996, a sequel called “Daggerfall” was released, which embellished the original version of the game and made it more modern. But everything changed in 2002, when the developers presented gamers with the third part, called “Morrowind”. This game has already become a masterpiece that everyone will remember for a long time. An incredible RPG with a wide selection of races, skills, enormous possibilities and freedom of action. "Morrowind" was so successful that several additions were released for it, and in 2006 they built on the success by launching the fourth part of the series - "Oblivion". There was no talk of failure - the developer turned out another masterpiece, for which several updates were also released. Well, in 2011, Skyrim was released, which this moment is one of the best representatives role playing games. It has absolutely everything, many aspects captivate and amaze, but special attention should be paid to the races. Skyrim has nine of them, and when creating a character you will have to choose one of them.

Progress of races in the series

It is worth noting that initially races did not play such an important role. Back in Morrowind, they were just one of the components of your character, along with inclinations and even your zodiac sign. All this together influenced what characteristics the character would have. Therefore, the choice of race was not so important. Skyrim is a little simplified in this regard, since absolutely all side parameters are removed from the game when creating a character. There is no longer a zodiac sign, now absolutely everything is determined by race, so its choice will be key. So everyone who wants to play this wonderful game should take a closer look at what races Skyrim has.

People

As in previous games in the series, in Skyrim there are not only people, but also other types of creatures that you can play with, but most still prefer to choose what looks more close and realistic. Consider Skyrim offers a choice of four: Imperials, Nords, Bretons and Redguards. Imperials are most suitable for those who do not like to fight, but are happy to engage in trade, since representatives of this type are ideal with money. If you prefer a good fight, then the Nords are exactly what you need, because they are born warriors who will not part with heavy weapons. However, not everyone likes powerful but slow fighters, and if you rely on speed and agility in battle, then the Redguards will be closer to you. There are also heroes here who are excellent with magic - these are the Bretons. However, in The Elder Scrolls: Skyrim 5, races are not limited to just humans. Fantasy lovers are advised to turn their attention to elves, who are no worse magicians than the aforementioned Bretons.

Choosing a forest dweller

If you want to become a magician, but do not want to play as a human, then elves are your choice. They were created for supporters of good and for those who are closer to darkness - night-eared ones. Both races are true magicians, so you can choose any of them without a drop of doubt. But if you want to play as the long-eared ones, but have absolutely no desire to cast spells, then you can take a forest elf who is an expert in archery. But remember that you are not tied to any particular specialization. In Skyrim, a new race will not be available during the game, so later you will have to play exactly the character you created, but it is not at all necessary to adhere to his basic “preferences”, and you can always make a forest elf a warrior, and a Nord a mage . Whether this will be effective is another question.

Unusual Races

People and elves are the characters that gamers are accustomed to seeing in almost all fantasy projects. But in The Elder Scrolls 5: Skyrim, races are not limited to the standard set - you can choose a very unusual character. For example, an orc, who here, unlike other games, is not the strongest fighter, but will definitely be an unsurpassed blacksmith. The Khajiit race are humanoid cats that have all the properties of these animals. You will see perfectly in the dark and move unnoticed, which will make your character an ideal thief. But the Argonians are humanoid lizards, and their ability to breathe underwater without spending magical energy gives them unprecedented advantages over other races.

At the crossroads...

As mentioned earlier, no race is strictly tied to any class, and you can choose any development path. But there are still certain rules that you can follow when creating a character. For example, if you are planning to “raise” a strong warrior, then it is better for you to choose a Nord, Orc or Redguard. If you expect to become a great magician, then dark or high elves, as well as Bretons, will be the best option for you. Well, the best archers, thieves and bandits come from forest elves, imperials and Khajiit. You decide.

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