About this mod
Rebalances each race and birthsign to allow greater build diversity. Also doubles base magicka from 1x int to 2x int, so that every character can effectively use magic.
Attributes and skills for most races have been changed, and differences between genders for each race will be no larger than 5 points.
- Permissions and credits
- Changelogs
Description
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Rebalances each race and birthsign to allow greater build diversity. Also doubles base magicka from 1x int to 2x int, so that every character can effectively use magic, just like every character can effectively use weapons and armor.
Attributes and skills for most races have been changed, and differences between genders for each race will be no larger than 5 points.
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Permissions
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Modify my mod, but credit me as the original creator
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Installation
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Simply place the ESP in your data files folder and activate it.
If updating from a previous version on a new save, your character will not have the new abilities. Unfortunately, I know of no way to update old saves, as removing character abilities and re-adding them will add the old, saved version.
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Removal
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Delete the "Circumstances of their Birth.esp" file. Not recomended to uninstall mid-game, as things WILL be bugged. But, if you're determined, be sure to clean your save using Wrye Mash.
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Incompatibilities
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Any mod which modifies races or birthsigns in any way will be incompatable with this mod. Otherwise, there should be no issues.
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Credits
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Thank you to Nexus Mods users SpaceDevo and Jemolk for their feedback and suggestions, many of which are directly used as of version 2.0
Thanks to Bethesda Softworks for developing Morrowind and the Construction Set.
Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from.
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Races
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* Argonians
Reptillian Physiology (ability): weakness to frost 25%
Black Marsh Conditioning (ability): resist common disease and poison 50%
Aquatic Adaption (ability): water breathing and swift swim 10 (temple quest adjusted so as to not be impossible for Argonians)
Scaly Hide (ability): shield 15 pts, resist fire 25%.
* Breton
Dragon Skin (ability): resist magicka 25%, spell absorption 20 pts
*Dark Elf
Ashborn (ability): resist fire and blight disease 50%
Ancestor's Guidance (ability): sanctuary 10 pts, fortify attack 5 pts
*High Elf
Highborn (ability): fortify maximum magicka 1.0 x int, detect enchantment 25, resist paralysis and common disease 50%
Curse of Mortality (ability): weakness to magicka, fire, frost, shock, and poison 25%
*Imperial
Star of the West (ability): restore fatigue 1pt
Voice of the Emporer (ability): spell, charm 10 pts for 60 seconds. costs 15 magicka, always succeeds.
Imperial Conditioning (ability): feather 50 pts
*Khajiit
Cat Coat (ability): resist frost 25%, weakness to fire 25%
Eye of Night (toggle): night eye 20 pts
Feline Grace (ability): sanctuary 10 pts, jump 5 pts, slowfall 5 pt
*Nord
Child of Skyrim (ability): resist frost 50%
Rugged (ability): shield 10 pts, resist normal weapons 10%
Ysgrammor's Fist (power): frost damage 25 pts, damage fatigue 100 pts, damage fatigue 25 pts on self
*Orc
Stubborn (ability): resist magicka 25%, resist paralysis 50%
Berserkerk (power): fortify attack 20 pts, fortify strength 20 pts, resist normal weapons 25%, damage fatigue on self 2 pts, all for 30 seconds
*Redguard
Desert Wanderer (ability): resist fire, poison, and common disease 25 pts
Great Warrior (ability): fortify attack 10 pts
*Wood Elf
Woodlander (ability): resist common disease 50%
Treetop Dweller (ability): 5 pts slowfall
Supreme Hunter (ability): detect creature 150 pts
Beast Tongue (power): command creature 25 pts for 30 seconds
-female Bosmer are now slightly shorter, though still taller than males.
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Birthsigns
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*The Apprentice
Elfborn (ability): fortify maximum magicka 1x int, fortify intelligence 10 pts, fortify destruction 10 pts, drain endurance 10 pts, weakness to magicka 25%
*The Atronach
Wombburn (ability): fortify maximum magicka 1x int, stunted magicka, spell absorption 50 pts
Spellbinder (ability): fortify enchant 10 pts, detect enchantment 25 pts
*The Lady
Lady's Favor (ability): fortify Luck 10 pts
Lady's Grace (ability): sanctuary and fortify Unarmored 10 pts
*The Lord
King's Guard (ability): resist normal weapons 10%, fortify Heavy Armor and Endurance 10 pts
*The Lover
Mooncalf (ability):fortify personality 10 pts, fortify speechcraft 10 pts
Lover's Kiss (power): paralyze on touch 10 seconds, damage fatigue on self 20 pts
Lover's Caress (power): Calm creature and humanoid 30 pts, charm 10 pts on touch for 30 seconds
*The Mage
Fay (ability): fortify intelligence and willpower 10 pts, resist magicka 25%
*The Ritual
Mara's Gift (ability): fortify willpower 10 pts, fortify restoration and conjuration 5 pts
Blessed Touch (power): restore health 100 pts on touch, cure common disease and poison on touch
Blessed Word (spell): turn undead 100 pts for 30 seconds on target, costs 10 magicka and always succeeds
*The Serpent
Serpentine (ability): fortify agility and alchemy 10 pts, resist poison 50%
Star-Cursed (ability): drain luck 10 pts
Snake Bite (power): poison 2 pts 60 seconds on touch
*The Shadow
Moonshadow (power): invisibility 60 seconds (unchanged)
Shadeborne (ability): fortify agility and sneak 10 pts
*The Steed
Charioteer (ability): fortify speed and athletics 10 pts, restore fatigue 1 pt, feather 50 pts
*The Thief
Akaviri Danger-Sense (ability): fortify agility and speed 10 pts
Greedy Grasp (ability): telekenisis 10 pts
*The Tower
Beggar's Nose (ability): detect key 150 pts
Tower Key (power): open 50 pts (unchanged)
Master of Keys (ability): fortify security 10 pts
*The Warrior
Warwyrd (ability): fortify strength, endurance, and attack 10 pts