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V0los

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V0los

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About this mod

Ever wondered, what is a point of races if there is no diversity?
Now every race will get historical additions.
They will make each race stronger and hard to face if non-player character.

Permissions and credits
Changelogs
Donations
Abilities listed below are additions to the vanilla races, I didn't touch race powers that were in game already, just added new.
The player can't be immune, because all resistances are capped at 85%.
So frost immunity means that nord NPCs are immune to frost, and you're not, just resistant and will take damage.

Now it is l
ightweight ESL plugin that will not take space in your load order.

Available patches:
Imperious
Synergy
Synergy+Imperious

To play with patches you need:
  • Install Synergy and/or Imperious
  • Install YouNwah
  • Install Patch
  • Start new Game
  • No other patches needed

Recommended:
Remove Spell Absorb Effect


Strategy Overview
Khajiit: flame will burn their fur
Argonian: they are lizards and lizards are cold-blooded, use ice against them
Altmer: kill him first in group of enemies
Redguard: resist shock potion works fine
Orsimer: poison him, preferably poison him with arrows
Bosmer: use magic against them
Dunmer: resist flames potion works fine
Nord: resist frost potion works fine
Imperial: they don't have weakness, but not have a major resistance too
Breton: don't use magic against them


Natives of Tamriel
These two races named beastfolk, but they are natives of Tamriel and this continent belongs to them.
They were here before the first men or mer. They will be here always.
And will purge outsiders from their land when time comes.


Khajiit 
raw meat heals 10 times more
Fur of Lorkhaj
+100 shock resist (85 for player)
+25 frost resist
+100 armor
If not player, additional:
+70 frost resist
+300 armor

Recommended strategy: 
Blunt weapons or flames.
But why hurt cats? They're cute.

Argonian
raw meat heals 10 times more
Hist Scales
+100 fire resist (85 for player)
+25 shock resist
+100 armor
If not player, additional:
+70 shock resist
+300 armor

Recommended strategy: 
Blunt weapons or frost.
Freeze lizards? It is violent, you know.

Memories of the Lost Home
These two races lost their home continent due war. Altmers loose Aldmeris and Redguards lost Yokuda.
High Elves are extremely powerful and magically supreme to all other races of Tamriel using spells both cheaper and more effective.
Yokudans won the war against left-handed elves and their magic and know well how to fight spellswords.
And their alchemy heritage is supreme to all other races of their new continent.
This is why they continue to fight Thalmor and did not fail.

Altmer
Elven 
Supremacy
All spells cost 20% less
All spell are 20% more powerful
If not player:
+500 mana

Recommended strategy:
Kill them fast before they killed you.
Try to kill him first in group, he has no resistance but large nuke pool.

Redguard
Left-handed Elves Slayer
+60% shock resist
+200 armor
Alchemy is 30% more effective
If not player, additionally:
+40% shock resist
Shock cloak, 8 shock damage/s

Recomended strategy:
If you are mage - run.
Find shock resist.

Blood and Honor
These two races made a pact with deity and follow a unique religious code.
What is more interesting, they both are elves that don't specialize on magic.
Orsimers were the strongest elves ever lived that followed Trinimac in every battle. Not only strong, but loyal till the end.
And when Trinimac was transformed to Malacath they followed him yet another time.
The Green Pact is a strict code upheld by Bosmers. 
Its rules are clear: do not harm the forests, do not eat anything made from plant life. Eat only meat. Do not kill wastefully. 

Orsimer
Blessed by Trinimac
+40 magic resist
+100 armor
Find additional 2 ingredients, to prepare meal you hunted
If not player, additionally:
+50 magic resist
+200 armor

Recommended strategy:
They are extremely resistant to magic and have good armor too.
But you always can use poison. Which yokudans and Boethiah did well.

Bosmer
raw meat heals 10 times more
Blessed by Y'ffre
+200 stamina
+100 carry weight
If not player, additionally:
evade first 100 damage
+400 stamina

Recommended strategy:
Poisons won't work, and they're good both melee and range combat.
But magic will do, especially frost shouts.

Extreme Climate Settlers
These two races settled on harsh territories of northern Tamriel.
Led by Veloth and Ysgramor, they both fought original owners of spot, dwemers or falmers and won.
They built their civilizations around volcanic climate of Morrowind or freezing winds of Skyrim respectively.
Even more of it, they become neighborhoods and rivals, waging war against each other from time to time.

Dunmer
House Of Troubles
+50 fire resist (100 in total, 85 for player)
+50 mana
destruction spells cost 40% less
If not player:
+50 frost resist
Flame cloak, 8 fire damage/s

Recommended strategy:
Fire resist.

Nord
Old Ways
+50 frost resist (100 in total, 85 for player)
+50 stamina
shouts recovery +40%
If not player:
+50 fire resist
Ice cloak, 8 frost damage/s

Recommended strategy:
Frost resist.

Rebellion of Human Slaves
They were enslaved by violent elvish races long time ago.
Lead by Saint Alessia some of them broke the chains and started a rebel and war against oppressors.
They created the first human empire, calling themselves as imperials in result.
The other group was so mixed with elven blood that could not be considered nor human nor mer.
They were called bretons and created a civilisation which is very divided and centered around powerful family clans.

Imperial
Citizen of Human Empire
+25 absorb chance
Restoration spells are 25% more powerful
Destruction spells are 25% more powerful

+100 armor
If not player:
Heal 3/s

Recommended strategy:
They have minor protection from both physical damage and magic.
But hard to kill due to their restoration magic.
Try to kill them fast.

Breton
Loyalty to Clans Rule
+25 absorb chance
Conjuration spells cost 25% less
Alteration spells cost 25% less
+60 critical chance
If not player:
+70% magic resist (95 in total)

Recommended strategy:
They are the worst thing you can see as a mage, because they resist that part of incoming magical damage that was not yet absorbed.
And have high critical attack chance, so be careful.
But they are not resistant to physical damage.