Argonian

Your favorite humanoid amphibian lizards, made to be very tenacious, with strong regeneration abilities to outlast their opponents. They don't get offensive bonuses, but sometimes defense can be a good offense, too.

M F
STR4040
INT4045
WIL3040
AGI4540
SPD5040
END4040
PER2525
LUC4040

+5 to: Alchemy, Sneak, Illusion, Mysticism, Unarmored, Spear, Hand-to-Hand

Passives:

  • Waterbreathing
  • 20 pts Swift Swim
  • Resist Poison 75% and Common Disease 50%
  • Physical defense bonus (take 0.9x damage)
  • Restore 1% maximum Health per second (minimum 1 pt)
  • Restore 3% of all resources per second when swimming
  • Claw attacks inflict bleeding when not wearing gauntlets

Power:Call of the Hist
  • Cure Common Disease
  • Restore 10% of all resources for 20 secs


Breton

Just like in vanilla, their concept revolves around magical defense.

M F
STR3530
INT4545
WIL5050
AGI3030
SPD3035
END4040
PER4040
LUC4040

+5 to: Alchemy, Alteration, Conjuration, Enchant, Mysticism, Restoration, Blunt Weapon

Passives:
  • Fortify Maximum Magicka 0.3x
  • Resist Magicka and Paralysis 50%
  • Resist Fire, Frost and Shock 25%
  • 35% Spell Absorption below 25% Magicka
  • Shield 25 – 75 pts below 25% Health

Power: Dragonskin
  • Shield 25 – 75 pts
  • Resist Frost and Shock 25 – 75%
  • Resist Fire 20 – 60%
  • Fire Shield 5 – 15 pts


Dark Elf

Natives of Morrowind and a fan favorite throughout the TES series, statistically speaking. Their design revolves around the battlemage archetype, being able to most competently combine both physical and magical offense. Ancestor Guardian now is a true life saver.

M F
STR4040
INT4545
WIL4045
AGI4040
SPD4040
END3530
PER3030
LUC4040

+5 to: Spear, Alteration, Destruction, Long Blade, Marksman, Mysticism, Conjuration

Passives:

    • Fortify Maximum Magicka 0.3x
    • Resist Fire 50%
    • Attacks restore 5% maximum Magicka
    • Toggle: Chimeric Style
      • Fortify Attack 35 pts
      • Attacks drain 10% maximum Magicka and deal half that amount as irresistible damage
      • NPCs will have this on above 50% Magicka, and off, if below

Power: Ancestor Guardian
  • Summon Ancestor Guardian for 30 secs
  • Special creature, which ignores summoning restrictions and the Ritual duration bonus
  • Its Health and attributes scale with the caster's level (most ranging from 50 – 100) and it casts a moderately strong Frost and Drain Attribute spell
  • If the caster would die while under the effect, instead, the Ancestor Guardian completely restores their Health and vanishes


High Elf

Coming to the least favorite among fans, flavor-wise. Someone has to fulfill the pure mage archetype though. There you go.

M F
STR3030
INT5050
WIL5050
AGI3030
SPD4035
END3535
PER3540
LUC4040

+5 to: Unarmored, Alteration, Conjuration, Destruction, Enchant, Illusion, Restoration

Passives:
  • Fortify Maximum Magicka 0.5x
  • Resist Common Disease and Paralysis 25%
  • Weakness to Magicka 50%
  • Weakness to Fire, Frost and Shock 25%
  • Up to 1.5x more spell damage the lower your Magicka
  • +25% spell casting chance
Power: Magicka Rush
  • Restore 10% maximum Magicka for 20 secs
  • Double critical spell chance


Imperial

Your cookie-cutter humans, designed around charisma. They work best with or as followers in a party.

M F
STR4035
INT3540
WIL3035
AGI4035
SPD3535
END4040
PER5050
LUC4040

+5 to: Blunt Weapon, Block, Heavy Armor, Long Blade, Mercantile, Speechcraft, Illusion

Passives:
  • Deal 3% more and take 1.5% less damage per 10 Personality
  • Training, repair and travel services cost 25% less
  • NPCs around an Imperial player get added some gold (amount scaling with level)
  • Allies of Imperials deal 1.35x and take 0.75x damage (with the exception of being friendly with guards, as they tend to be so with everyone, even across exterior/interior boundaries)

Power: Voice of the Emperor
  • Command Humanoid 6 – 55 levels for 8 hours on Touch.


Khajiit

Another oddity of the TES series. With Power Fantasy I've expanded on the theme of our favorite humanoid felines with an affinity for drugs.

M F
STR4030
INT4045
WIL3040
AGI5045
SPD5050
END3030
PER3030
LUC4040

+5 to: Acrobatics, Athletics, Hand-to-Hand, Light Armor, Security, Unarmored, Sneak

Passives:
  • Physical and magical sneak attacks deal 25% more damage
  • Jumping or dashing melee attacks deal 1.5x damage
  • Claw attacks inflict bleeding when not wearing gauntlets
  • Toggle: Keen Senses
    • Night Eye 50 pts
    • Detect Animal in 200 ft
    • The second effect doesn't really work without Enhanced Detection (Lite)... If you plan to play a Khajiit, I'd highly recommend to install that mod

'Power':
  • Slow time by 20% - 80% while affected by Skooma
  • Not a power in the conventional sense, but more of a resource-based ability
  • Don't let the absence of a normal power deter you. This one is very strong, especially when paired with Skoomaesthesia (so you can smoke Moonsugar to get a Skooma effect)


Nord

They are fierce and overzealous in combat, with a touch of berserkery.

M F
STR5050
INT3030
WIL4045
AGI3535
SPD4040
END4540
PER3030
LUC4040

+5 to: Axe, Restoration, Medium Armor, Long Blade, Blunt Weapon, Hand-to-Hand, Armorer

Passives:
  • Resist Frost 50%
  • Fortify Agility and Strength 5 pts for 3/5 secs on attack (duration depending on weapon type)
  • Attacks cost more fatigue (20% of weapon weight), but deal up to 1.35x damage the higher your current Fatigue ratio
  • Restore 1% maximum Magicka and Fatigue per second when below half Health

Power: Storm Voice
  • Demoralize 6 – 55 levels for 20 secs in 15ft on Target
  • Noise 50 pts for 20 secs in 15ft on Target
  • Targets take 22 – 120 damage and are knocked down


Orc

Your common fantasy green dudes. Making them fulfill the berserk-archetype was quite an obvious design choice, although they boast some decent defense as well.

M F
STR5045
INT3035
WIL3540
AGI4035
SPD4040
END5050
PER2525
LUC4040

+5 to: Armorer, Axe, Block, Medium Armor, Heavy Armor, Blunt Weapon, Athletics

Passives:
  • Resist Magicka 25%
  • Sanctuary 25 pts
  • Repair items have double quality, making repairs more effective
  • Every piece of armor worn reduces all incoming damage (ends up as 0.8 * damage)
    • Note: This basically means that Orcs can also get some decent defense out of otherwise weak armor pieces
  • Deal up to 1.5x damage the lower your Health

Power: Berserk Rage
  • Fortify Speed 11 – 60 pts for 30 secs
  • Take double damage and deal double melee damage


Redguard

They now revolve around being more Fatigue-efficient, which is a greater boon than you might think, considering the hefty penalties you get when being fatigued with Power Fantasy. Also, their early game stat distribution is now more geared towards a rogue-type playstyle.

M F
STR4040
INT3030
WIL3030
AGI5050
SPD4545
END4040
PER3535
LUC4040

+5 to: Athletics, Marksman, Security, Long Blade, Light Armor, Sneak, Armorer

Passives:
  • Resist Poison 50%
  • Deal down to 0.75x damage the lower your Fatigue (instead of 0.5x)
  • Take up to 1.5x damage the lower your Fatigue (instead of 2x)
  • Restore 1% maximum Fatigue
  • If fighting more than one, deal 35% more damage per additional enemy around (capped at +100% damage bonus, when fighting four at once)

Power: Adrenaline Rush
  • Fortify Attack 100 pts for 20s
  • Restore 10% maximum Fatigue for 20s
  • Gain 50 – 150% increased attack speed


Wood Elf

They are traditionally designed around being the archetypal glass cannon archer, quite weak defensively, but all the more fierce in terms of stealth and offense, mixed with a Green-Pact-like ability for extra flavor. Also, females are now smaller than their male counterparts, which seems to have been overlooked in the vanilla game.

M F
STR3530
INT4545
WIL3540
AGI5050
SPD4040
END2525
PER4040
LUC4040

+5 to: Acrobatics, Alchemy, Illusion, Marksman, Sneak, Security, Short Blade

Passives:
  • Resist Common Disease 50%
  • While crouching with a ranged weapon equipped, deal 1.25x physical damage and gain +15% critical attack chance, as well as a 25% bonus to physical and magical sneak attack damage
  • Restore 20% of a living victim's total resources on kill (exceptions: Automatons, Undead and Atronachs)
  • Effects from potions are 35% stronger

Power: Beast Tongue
  • Command Creature 6 – 55 levels for 8 hours

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