About this mod
Lore-friendly changes to racial bonuses and powers so they are more useful and balanced across the board. Vanilla+.
- Permissions and credits
- Changelogs
More Balanced and Useful Racial Bonuses and Powers
This mod overhauls the races of Skyrim to be more balanced among each other, and to have more useful bonuses in general. Read below for more details on the changes.
● Passive Abilities ●
Every race's passive abilities have been altered (except for High Elves) to make races more balanced. All races now have some useful bonuses. Some races have had their vanilla bonuses nerfed, but have gained an additional passive bonus to compensate.
● Greater Powers ●
Some greater powers have been tweaked to make them more worth using. Khajiit remain without a greater power, but they have Night Eye as well as buffed passive abilities to make up for this.
● Skill Bonuses ●
In addition to the vanilla bonuses, every race gains bonuses to experience gain for their major and minor skills. Major skills get a 25% bonus, and minor skills get a 15% bonus. So for example, Nords will start with Two-Handed level 25, and gain 25% more Two-Handed experience. They also start with level 20 in Block, Light Armor, One-handed, Smithing, and Speech, and gain 15% more experience for those skills.
Design Notes
If you want to know more about the reasoning behind the changes made in this mod, check out the design notes here.
Races
● Argonian ●
This reptilian race is well-suited for the treacherous swamps of their Black Marsh homeland. Their tough scales give them a natural resistance to diseases and increased health regeneration. They have the ability to breathe underwater, and can call upon the Histskin to regenerate health very quickly.
Major Skill: Lockpicking
Minor Skills: Alteration, Light Armor, Pickpocket, Restoration, Sneak
Ability: Tough Scales 50% resistance to Disease, 50% faster Health Regeneration.
Ability: Waterbreathing
Greater Power: Histskin 1000% faster Health Regeneration for 60 seconds.
● Breton ●
The inhabitants of High Rock are innately skilled at spellcraft, particularly Conjuration. Even the humblest of Bretons possesses a resistance to magic, and they can call upon the Dragonskin power to absorb spells entirely.
Major Skill: Conjuration
Minor Skills: Alchemy, Alteration, Illusion, Restoration, Speech
Ability: Prodigy 15% resistance to Magic, 10% Conjuration Cost Reduction.
Greater Power: Dragonskin 50% Spell absorption, 25% resistance to Magic for 60 seconds.
Extra starting Spell: Conjure Familiar
● Dark Elf ●
The elves of Morrowind, also known as "Dunmer", are noted for their stealth and magic skills. They have a natural affinity for fire, resisting it and excelling at fire spells. With their Ancestor's Wrath they can surround themselves in intense flames.
Major Skill: Destruction
Minor Skills: Alchemy, Alteration, Illusion, Light Armor, Sneak
Ability: Fire Affinity 25% resistance to Fire, 15% Fire Spell Cost Reduction.
Greater Power: Ancestor's Wrath Deal 12 Fire damage per second to nearby enemies, Fire Spells are 50% stronger for 60 seconds.
● High Elf ●
Also known as "Altmer" in their homeland of Summerset Isle, the high elves are the most strongly gifted in the arcane arts of all the races. They possess extra Magicka, and can call upon their Highborn power to regenerate Magicka quickly.
Major Skill: Illusion
Minor Skills: Alteration, Conjuration, Destruction, Enchanting, Restoration
Ability: Superiority 50 extra Magicka.
Greater Power: Highborn Regenerate Magicka 2500% faster for 60 seconds.
Extra starting Spell: Fury
● Imperial ●
Natives of Cyrodiil, they have proved to be shrewd diplomats and traders. Their capabilities are well rounded, and they are always able to get a good deal. They can call upon the Voice of the Emperor to calm enemies.
Major Skill: Restoration
Minor Skills: Block, Destruction, Enchanting, Heavy Armor, One-handed
Ability: Legionary 15 extra Health, Stamina and Magicka.
Ability: Silver Tongue 15% Better Prices.
Greater Power: Voice of the Emperor Calm nearby people for 60 seconds.
● Khajiit ●
Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural stealthiness. All Khajiit can see in the dark at will and their claws make them deadly assassins.
Major Skill: Sneak
Minor Skills: Alchemy, Archery, Lockpicking, Pickpocket, One-handed
Ability: Claws Unarmed attacks deal 15 damage, and have a 5x sneak attack multiplier.
Ability: Padded Feet 50% noise reduction.
Lesser Power: Night Eye Improved night vision for 60 seconds.
● Nord ●
Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are resistant to cold and their increased stamina makes them talented warriors. They can use a Battlecry to revitalize themselves and allies.
Major Skill: Two-Handed
Minor Skills: Block, Light Armor, One-handed, Smithing, Speech
Ability: Atmoran Hardiness 30 extra Stamina, 25% Frost Resistance.
Greater Power: Battle Cry Instantly regenerate half of your own and nearby allies' Health and Stamina.
● Orc ●
The fearsome people of the Wrothgarian and Dragontail Mountains, also known as "Orsimer". Orc warriors are extremely resilient, and they are unmatched in melee combat. They are unstopppable when using their Berserker Rage.
Major Skill: Heavy Armor
Minor Skills: Block, Enchanting, One-handed, Smithing, Two-handed
Ability:Malacath's Power 25 extra Health, deal 25% more damage with One-Handed and Two-Handed weapons.
Greater Power: Berserker Rage Take half and deal double melee damage for 60 seconds.
● Redguard ●
The harsh deserts of Hammerfell have conditioned the Redguards into talented warriors. They regenerate stamina quickly, and have a resistance to poison. By calling upon an Adrenaline Rush, they can rapidly regain stamina in combat.
Major Skill: One-Handed
Minor Skills: Alteration, Archery, Block, Destruction, Smithing
Ability: Fast Metabolism 50% faster Stamina Regeneration, 50% Poison Resistance.
Greater Power: Adrenaline Rush Regenerate Stamina 1000% faster for 60 seconds.
● Wood Elf ●
The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood elves make good scouts and thieves, and there are no finer archers in all of Tamriel. They have natural resistances to both poisons and diseases. They can Command Animals to fight for them.
Major Skill: Archery
Minor Skills: Alchemy, Light Armor, Lockpicking, Pickpocket, Sneak
Ability: Predator Deal 25% more damage with bows, 50% Disease and Poison Resistance.
Greater Power: Command Animal Befriend an animal, making them follow and assist you for 2 minutes.
Installation & Compatibility
Creating a new save file is recommended. Uninstalling during a playthrough can result in abilities and powers added by this mod remaining on your character.
Any mod that alters the race records for the playable races (and their vampire counterparts) will require a patch to be compatible with this mod.
My Other Mods
Critical Hits Make Sense - Adds critical hit damage scaling for perks, skill level, enchantments and potions.
Slow Effect Fixes - Fixes slowing effects not applying properly, and stops them from stacking with each other which can lead to frustrating situations.
Archery Quick Shot Perk Bug Fix - Fixes a bug with the Quick Shot perk which causes arrows to not be shot at full power. Requires SKSE.
Bows and Arrows Rebalanced - Nerfs arrows and buffs bows as well as making them more diverse. Bows no longer get slower and slower as they get stronger.