The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Passive Race Abilities
 
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0.705 MB
Jun 11, 2013 @ 12:47pm
Jul 25, 2013 @ 6:47am
8 Change Notes ( view )

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Passive Race Abilities

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Description
I always saved up the single shot racial powers for when I need them. And then I always forget to use them. Thus I decided to end it and replace them with passive abilities where possible or create new passive abilities fitting to the race and lore.

I tried to keep it reasonable in power level and took the opportunity to balance some things around. From my preliminary testing, it's working out alright. Should you encounter bugs or incompatibilities, let me know and I'll see what can be done.

[Update 18th June 2013] Got a bug report with mounted combat and added the missing entries.
[Update 25th June 2013] The values in the description are now highlighted, Breton Dragonskin ability has a 15% chance of 100% absorb, Nord shout cooldown bonus no longer cancled out by the Blessing of Talos, Redguard Adrenaline changed to +25% stamina regeneration out of combat and +100% during combat.
[update 25th July 2013] Fixed some ability descriptions and names. Changed the flavour text of loading screens to fit with the new abilities.


The new racial abilities now are [with (o) for unchanged and (x) for changed]:

Altmer
(o) +50 magicka
(x) +50% magicka regeneration

Argonian
(o) waterbreathing
(x) 75% disease resistance
(x) 100% poison resistance

Bosmer
(o) 50% poison resistance
(o) 50% disease resistance
(x) +25% damage against animals
(x) 10% added chance for critical hits with bows

Breton
(o) 25% magic resistance
(x) 15% chance to 100% spell absorbtion

Dunmer
(x) 75% fire resistance
(x) +15% magic fire damage

Imperial
(o) imperial luck
(x) +15 speechcraft skill
(x) 10% added chance for critical hits with daggers, swords, maces and bows

Khajiit
(0) khajiit claws
(0) night eye
(x) 50% reduced fall damage
(x) 50% reduced movement noise

Nord
(0) 50% cold resistance
(x) 10% increased armor value
(x) 10% reduced shout cooldown

Orc
(x) 15% magic resistance
(x) 25% reduced stamina cost of power attacks
(x) 10% increased damage with melee weapons

Redguard
(o) 50% poison resistance
(x) 50% disease resistance
(x) +25% stamina regeneration, increased to +100% during combat


Have fun!
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332 Comments
Don't do it Jun 23 @ 12:27pm 
I cant see Dragonskin in Powers there is a way to enable the ability again?
lumael Apr 20 @ 6:07pm 
The changed Breton racial abilities do not seem to be working at all. I dont see Spell Absorption in Active Effects, and Dragonskin still appears in Powers.
Melancholia Feb 16 @ 6:09am 
I've noticed the Breton's Dragonskin frequently disappears and reappears on the buff list (although most of the time it's gone). I'm not sure if it's actually working.
//// Nov 1, 2016 @ 12:25am 
@R4z0r i think, his mistake was that he took tes online into account when balancing all this. imperials was paid race in that games so they needed to be somewhat op there. and overall, little things what works in multiplayer system, not necessarily should work in single-player... but whatever, overall this mod is nice. :)
Itexu Oct 31, 2016 @ 4:26pm 
Question, i love your mod; is there any chance you could port it to the special edition? Would enjoy it immensely.
R4z0r Oct 18, 2016 @ 1:50am 
//// is right, bosmer should receive 15% more bow damage instead of the 10% critical hit chance on bows ...
//// Jul 14, 2016 @ 7:40am 
i agree with everything except the fact that wood elves are not being represented as the best archers. they doesn't have to be op with bows, just the best. symbolically...
Turtlenip123 May 31, 2016 @ 10:10pm 
does khajiit claws increase khajiit hand damage
SaltFoxMCSalty/Icefox2512 Dec 6, 2015 @ 3:04pm 
I found a bug.Whenever I want to go to Magic Menu my game crashes. (and sry for my bad english.) hope anybody can help me.
Cookie Swirl Sep 18, 2015 @ 1:17am 
@Dead is Dead No, that would be way to over powered, he's trying to make a mod that replaces the racial powers while still keeping it balanced.