The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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

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Passive Race Abilities

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]:

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

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

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

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

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

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

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

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

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

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

Have fun!
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//// Jul 14 @ 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...
LLamas_OF_ SKYRIM May 31 @ 10:10pm 
does khajiit claws increase khajiit hand damage
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.
SeedyBiscuit 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.
Überstorm May 16, 2015 @ 7:25pm 
Some seem way too op such as
(x) 10% added chance for critical hits with daggers, swords, maces and bows
compared to
(x) 10% added chance for critical hits with bows
they already have bows as imperials thus making bosmer worse
fix this by either removing the bow thing or having a -10% crit for 2 handed weapons
(x) 10% increased damage with melee weapons
fix this by -10% everything else
(x) +50% magicka regeneration
it should be 25% instead it's just kind of unbalanced
(x) +25% stamina regeneration, increased to +100% during combat
make this 50% during combat
Aside from these I think the mod is fantastic however somewhat unbalanced I'm not saying you have to fix these I just think it would be better if you did. Or added penalties to such stong attributes.
... May 10, 2015 @ 8:45pm 
How about adding unlimited use of the racial powers?
That would for sure bring them up to be used regularly instead of using them a measly once a day (I too give a crap about those once a day racial powers)

Then this mod would really be great!
paperclip19_89 Apr 25, 2015 @ 6:30am 
Got any trouble shooting advice? It was working before but isn't working now that I edited a few things
SaintedPlacebo Apr 11, 2015 @ 10:51am 
Why not just use the exact ones from Morrowind? Also, @Haravikk, they had 100% poison resistance in TES3M
Haravikk Apr 9, 2015 @ 2:34pm 
Overall I like these changes, but I think that the 100% poison resistance for argonians sounds more powerful than it actually is. Perhaps a 10% health regen bonus would make sense to replace their histskin power?
mudblood Mar 6, 2015 @ 6:36pm 
Originally found this because I missed having the magic resistance for Orcs. I think this is a great addition, and I don't think its OP at all since all the passive benefits apply to enemy NPCs as well!

Thanks for the upload! Works great :)