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Racial Abilities

Racial Abilities are gifted to ceratain races. Vampire and Werewolf are additional race that can be chosen during a playthrough.

Race Ability scription
Altmer Highborn High Elves are born with 50 extra magicka.
Argonian Resist Disease Your Argonian blood gives you 50% resistance to disease.
Argonian Water Breathing Your Argonian lungs can breathe underwater.
Bosmer Resist Disease, Resist Poison Your Bosmer blood gives you 50% resistance to poison and disease.
Breton Magic Resistance Your Breton blood grants a 25% resistance to magic.
Dunmer Resist Fire Your Dunmer blood gives you 50% resistance to fire.
Imperial Imperial Luck Wherever there is gold to be found, Imperials seem to find a little more (10% extra).
Khajiit Claws Khajiit claws do 15 points of damage.
Nord Resist Frost Your Nord blood gives you 50% resistance to frost.
Redguard Resist Poison Your Redguard blood gives you 50% resistance to poison.
Vampire Champion of the Night Illusion spells cast by a Vampire are 25% more powerful.
Vampire Nightstalker's Footsteps Vampires are 25% harder to detect while sneaking.
Vampire Resist Disease Your Vampiric blood gives you 100% resistance to disease.
Vampire Resist Frost Your Vampiric blood gives you 25% resistance to frost.
Vampire Resist Poison Your Vampiric blood gives you 100% resistance to poison.
Vampire Weakness to Fire Your Vampiric blood makes you 25% more vulnerable to fire.
Werewolf Resist Disease Your beast blood gives you 100% resistance to disease.
Werewolf Werewolf Claws Unarmed strikes do x additional damage.

 




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