Skyrim Special Edition

File information

Last updated

Original upload

Created by

PaleNoises

Uploaded by

PaleNoises

Virus scan

Some manually verified files

About this mod

A complete overhaul of the playable races that puts npcs and the player on an even playing field. Npc's will use the same powers as you!

This mod takes all of my favorite parts from the various race mods that I've used over the years and combines them together with a few ideas of my own to create a more unique experience based on race.

Requirements
Permissions and credits
Translations
Changelogs
Starting a new game is recommended for everything to work properly. If you don't start a new game then you need to use the lineage ability from your powers menu to complete the quest which will give you a new set of abilities and remove the vanilla abilities from your character. If you have SKSE installed, starting a new game automates everything right after character creation.


Here's a link to the Xbox version of the mod


General Mod Features

Spoiler:  
Show
  • Most races have different sets of abilities that you can choose from. For example, you could be a dark elf from house telvanni with abilities that lean towards magic or a dark elf from house redoran with advantages in melee. Some options are still a work in progress, so not every race has more than a single set of abilities at the moment. NPC's get a random set of abilities when they spawn.
  • All playable races regenerate health over time, this includes npcs. In the base game, only the player regenerated health, now every humanoid npc can regenerate health.
  • The height of each race was changed slightly to better reflect the other games in the elder scrolls franchise as a whole. Movement speed was also increased or decreased based on race/sex height to make everyone move at roughly the same speed.
  • Most active racial powers have an auto activation feature which can be toggled on and off. This needs to be activated manually and can be found in your powers list.
  • Most active racial powers now have a 15 minute cooldown period instead of a daily reset.
  • Most abilities that aren't directly related to melee combat are disabled during brawls.
  • Unarmed attacks deal a base of 8 damage, up from the base of 4 in vanilla.
  • Unarmed power attacks will stagger and have a 10% chance to knock back enemies.
  • Unarmed attacks have had their reach slightly increased.
  • All skill points for each race start at 1. In place of minor and major skills you now gain a 5% and 10% increased experience amount for certain skills based on your lineage choice. The original minor/major skills didn't work properly with the new lineage system, so it was replaced with xp bonuses.
  • When making your character, you will be presented with 3 choices to edit your stats. Each choice will increase 1 main stat and its corresponding regeneration stat by +10 and +0.1 respectively. For example, your character starts with 90/90/90 in each stat, through your choices you could increase those stats to 110/100/90.
  • Abilities that scale with stats won't start scaling positively until you pass 100 with the stat in question. Either by leveling up, wearing enchanted gear, or being buffed in some other way. If the ability scales with 2 stats, then the previous number doubles for a combined total of 200 with both stats. If for some reason you have below the required amount of stats, then negative scaling would come into play and subtract from the base damage of the ability.
  • Dark elves start with something called an heirloom item. These are unique artifacts that start out weaker and upgrade themselves every 10 levels up until level 40, gaining more damage and unique abilities with each upgrade. They need to be equipped for the upgrade to happen.
  • The attack speed stacking issue that bethesda left in the game was fixed. This was done because a few racial abilities buff attack speed. The fixes include vanilla spells, shouts, perks, and the playable races. Load this mod after any perk overhauls that don't also feature this type of fix or things may get weird.
  • Several spells and weapons were added to the game. Certain races start with them, but most of them can also be found or purchased in the world.
  • This mod includes a copy of the modern brawl bugs fix by EnaiSiaion.
  • There's customization options to control how certain aspects of the mod function. This allows you to toggle certain parts off and on, among other things.

Upcoming Changes

Altmer
Spoiler:  
Show

-----------------------------------
Altmer (High Elf)
-----------------------------------
HP regen: 0.5%
MP regen: 3.3%
SP regen: 4.7%
-----------------------------------
  • Highborn: 20% resistance to disease, 10% weakness to magic.
  • Short Stride: Sprinting uses 50% less stamina.
  • Arcane Affinity: Spells and weapon enchantments are 20% more potent.
  • Gates of Aetherius: +20 magicka and you regenerate an additional 2 magicka per second at all times.
  • Well Educated: Reading a book grants an extra skill point.
  • Aetherial Conduit: Regain 100% of your magicka, stamina, and weapon enchantment charges. (15 min cooldown) (Toggle/Active)
-----------------------------------
Altmer (Snow Elf)
-----------------------------------
HP regen: 0.6%
MP regen: 2.9%
SP regen: 5.0%
-----------------------------------
  • Resist Frost: 20% resistance to frost.
  • Frost Affinity: Frost effects are 10% more potent and cost 10% less.
  • Path Of Frost: You and nearby allies can walk on water. (Toggle)
  • Winter Wayfarer: You move 20% faster and regenerate 4 stamina per second for 5 seconds when affected by frost damage.
  • Winter's Sting: Your attacks summon icy winds, dealing frost damage and slowing enemies at the cost of mana.
  • Ice Age: Cloak yourself with a raging blizzard that freezes everything around you for 10 seconds, damaging the target with anything except frost spells will release them. The cloak deals 8 damage per second to health and absorbs 4 stamina per second for 60 seconds.                  (15 min cooldown) (Toggle/Active)

Argonian
Spoiler:  
Show

-----------------------------------
Argonian (Standard)
-----------------------------------
HP regen: 0.6%
MP regen: [] 3.2% / [] 2.7%
SP regen: [] 4.7% / [] 5.2%
-----------------------------------
  • Amphibious: You can breathe under water and swim 100% faster.
  • Resistance Poison & Disease: 20% resistance to poison and 10% resistance to disease.
  • Venom Strike: Unarmed attacks deal an extra 10 damage and unarmed power attacks apply poison. The poison deals 2 damage per second and reduces damage by 10% for 7 seconds. (Damage scales 1% for each point in alchemy.)
  • Hist Renewal: Argonians are not affected by the health regeneration penalty in combat and regenerate an additional 2 health per second at all times.
  • Toxic Hist Bile: Spit a toxic projectile that deals 7 poison damage per second, reduces damage dealt by 20% and movement speed by 25% for 7 seconds. (This ability grants alchemy xp and scales 1% for each point in alchemy. As your skill rises, it gains new effects).
    • 50 Alchemy Skill: There is a 25% chance to paralyze for 3 seconds.
    • 100 Alchemy Skill: Targets below 15% health are reduced to a pile of green goo.
  • Histskin: Choose a stat - health, stamina, or magicka, regenerate your chosen stat 10x faster for 60 seconds. Additionally, poison and diseases are cured upon use. (15 min cooldown) (Toggle/Active)

-----------------------------------
Argonian (Black-Tongue)
-----------------------------------
HP regen: 0.7%
MP regen: 2.9%
SP regen: 4.9%
-----------------------------------
  • Amphibious: You can breathe under water and swim 100% faster.
  • Resistance Poison & Disease: 20% resistance to poison and 10% resistance to disease.
  • Deadly Venom: Unarmed attacks deal an extra 10 damage and unarmed power attacks apply poison. The poison deals 2 damage per second and reduces base health regeneration by 0.1 for 7 seconds. When the effect ends it deals 10% of the target's current health as poison damage. (Damage scales 1% for each point in alchemy, the percentage portion doesn't scale.)
  • Poisoned Blood: When struck by an attack, the attacker will be poisoned for 60 seconds. The poison reduces base health regeneration by 0.2, deals 0.5 damage per second, and ramps up by 0.5 damage every 10 seconds. When the effect ends, the target loses an additional 20% of their maximum health, reduced by poison resistance. (60 second cooldown)
  • Caustic Breath: Exhale a burning corrosive substance that deals 7 poison damage per second for 7 seconds and leaves behind a cloud of flammable gas, dealing 20 fire damage when ignited. (This ability grants alchemy xp and scales 1% for each point in alchemy. As your skill rises, it gains new effects.)
    • 50 Alchemy Skill: Reduce armor by 100 and magic resist by 10%. Explosions are larger and deal +20 damage.
    • 100 Alchemy Skill: Damage ignores poison resistance. Explosions are larger and deal +20 damage.
  • Shadow-Born: Exit combat, muffle your steps, and turn invisible for 60 seconds. When broken, you regain invisibility after 6 seconds as long as the spell lasts. Harmful magic effects are removed upon use. While invisible, you deal 50% more damage. (15 min cooldown) (Toggle/Active)

Bosmer
Spoiler:  
Show

-----------------------------------
Bosmer (Jaqspur)
-----------------------------------
HP regen: 0.7%
MP regen: 2.7%
SP regen: 5.1%
-----------------------------------
  • Resist Poison & Disease: 20% resistance to disease and 10% resistance to poison.
  • Jaqspur: Ranged weapon attacks draw 10% faster.
  • Loved By Nature: Most animals are friendly towards you.
  • Command Beast: When you have no weapons drawn you can activate an animal with less than 25% health to turn them into a permanent pet. Activate your pet again to give them commands.
    • Call Beast: Summon your animal companion.
    • Dismiss Beast: Dismiss your animal companion.
  • Bestial Wrath: When you have no weapons drawn you can activate friendly animals to send them into a frenzy, temporarily increasing their size and combat stats. They deal 50% more Damage, gain 50 health, and courage for 60 seconds. (15 min cooldown)

Breton
Spoiler:  
Show

-----------------------------------
Breton
-----------------------------------
HP regen: 0.6%
MP regen: 3.2%
SP regen: 4.7%
-----------------------------------
  • Manmer: Spells and weapon enchants use 10% less resources.
  • Resist Magic: 10% magic resistance.
  • Spell Eater: When hit by an elemental spell you recover 10% of your stats, cleanse negative magic effects, and become immune to subsequent magic effects from all sources for 3 seconds. (60 second cooldown)
  • Scion of Sorcery: Armor and jewelry enchantments are 10% stronger and you receive 10% more physical damage.
  • Dragonskin: Protect yourself with a barrier and refresh spell eater. The barrier reduces incoming damage by 20% and reflects 20% melee damage for 60 seconds. While Dragonskin is active, the cooldown of spell eater is reduced to 15 seconds. (15 min cooldown) (Toggle/Active)

Dunmer
Spoiler:  
Show

-----------------------------------
Dunmer (Dres)
-----------------------------------
HP regen: 0.6%
MP regen: 2.9%
SP regen: 3.0%
-----------------------------------
  • Resist Fire: 20% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Torment: Stagger effects are 10% more effective. When standing near an npc affected by a hard cc effect such as a stagger, knockdown, or paralysis effect, drain 2 stamina and magicka from them per second.
  • Old Hatreds: Nearby hostile argonian, khajiit, and altmer lose 10% magic resist and 100 armor.
  • Ring of Fire: Immobilize nearby enemies with burning chains for 10 seconds. The flames deal 3.5 fire damage per second and an additional 25% of your stamina and magicka as fire damage when the effect ends. (15 min cooldown) (Toggle/Active)

-----------------------------------
Dunmer (Indoril)
-----------------------------------
HP regen: 0.55%
MP regen: 3.15%
SP regen: 4.8%
-----------------------------------
  • Resist Fire: 20% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Edict of Azura: Call down Azura's light of judgement on your foes, outright killing all but the strongest of enemies. The initial hit deals 20% of the target's max health + 25% of your stamina and magicka as magic damage. The attack also deals 8 magic damage per second for 5 seconds and sets the nearby ground ablaze, dealing 3 fire damage per second. Targets below 50% of your level are killed when coming into contact with the orbital strike. (15 min cooldown) (Toggle/Active)
  • Edict of Boethiah: Killing an enemy increases your spell potency and base regeneration stats by 10% for 10 seconds.
  • Edict of Mephala: At the start of combat a random spider or spider daedra will come to aid you.

-----------------------------------
Dunmer (Redoran)
-----------------------------------
HP regen: 0.7%
MP regen: 2.8%
SP regen: 5.0%
-----------------------------------
  • Resist Fire: 20% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Martial Path: Gain a different combat buff depending on which direction you move in.
    • Forward: You deal 10% more physical damage.
    • Backward: You receive 10% less physical damage.
    • Stand Still: Base recovery stats increased by 10%.
    • Side Step: You gain 10% movement speed.
  • Power Strike: Your first melee attack during combat will be a critical hit that deals an extra 20% damage. (1 min cooldown)
  • Blade Barrier: For 60 seconds, protect yourself and deal damage to nearby enemies when you receive damage. You receive 50% less physical damage and deal 8 + 8% of your maximum stamina and magicka as physical damage to nearby enemies when attacked. Each hit disables the effect for 2 seconds. (15 min cooldown) (Toggle/Active)

-----------------------------------
Dunmer (Telvanni)
-----------------------------------
HP regen: 0.5%
MP regen: 3.2%
SP regen: 4.8%
-----------------------------------
  • Resist Fire: 20% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Path of Arcana: Manipulate your spells in different ways based on your magicka pool.
    • When above 75% magicka, your spells last 10% longer.
    • When between 75% and 50% magicka, your spells cost 10% more and are 20% more potent.
    • When between 50% and 25% magicka, your spells are 10% more potent.
    • When below 25% magicka, your spells cost 10% less.
  • Arcane Contingency: When in combat, you gain a ward that blocks magic damage equal to 25% of your current magicka for 10 seconds. (60 second cooldown)
  • Gravity Well: Manipulate gravity to disable your foes. (15 min cooldown)
    • When inside, suck nearby enemies into a vortex for 30 seconds. Affected enemies have their attack and movement speed reduced by 20%.
    • When outside, nearby enemies are raised into the air for 30 seconds, when the spell ends, drop them.

-----------------------------------
Dunmer (Hlaalu)
-----------------------------------
HP regen: 0.7%
MP regen: 2.8%
SP regen: 3.0%
-----------------------------------
  • Resist Fire: 20% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Shadowed Path: You move 5% faster and deal 5% more damage when undetected, this effect increases by up to x4 depending on how dark it is. Active Invisibility effects grant the maximum bonus. (You don't need to sneak to activate this ability, just remain unseen.)
  • Shadow Step: Teleport to a targeted area and become invisible for 6 seconds. If used again within 6 seconds, return to your original spot, free of charge.
  • Exploding Decoy: Become invisible for 60 seconds, teleport to a targeted location, and leave behind a clone to fight in your place that explodes on death. The explosion deals 40 + 25% of your maximum magicka and stamina as fire damage to nearby enemies. (15 min cooldown)

-----------------------------------
Dunmer (Erabenimsun)
-----------------------------------
HP regen: 0.7%
MP regen: 2.8%
SP regen: 5.0%
-----------------------------------
  • Resist Fire: 20% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Warmonger: The first enemy to damage you in combat will be marked for 30 seconds. Damage that you deal to this target is increased by 10% and damage that you receive is reduced by 5%. (30 second cooldown)
  • Death Glare: Your intimidation attempts are 20% more likely to succeed. When struck by a melee attack during combat, the attacker has a small chance to be feared for 10 seconds.
  • Challenging Shout: Taunt and briefly stagger nearby enemies. Additionally reduce incoming physical damage by 50% and gain 100% stagger resistance for 60 seconds. (15 min cooldown)

-----------------------------------
Dunmer (Urshilaku)
-----------------------------------
HP regen: 0.55%
MP regen: 3.05%
SP regen: 4.9%
-----------------------------------
  • Resist Fire: 20% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Everlasting Arcana: Soul gems provide 10% more magicka for recharging. Equipped staves and enchanted weapons regain 2 charges per second, until they reach their charge level from when you last equipped or recharged them with a soul gem.
  • Esoteric Obsession: Scrolls are 20% more potent and once every 10 mins you gain a random scroll based on your enchanting skill level.
  • Ancestor's Wrath: Engulf yourself in cursed flames. The flames deal 8 fire damage per second to nearby enemies, restoring 50% of the damage dealt as health, and trapping their souls for 60 seconds. (15 min cooldown) (Toggle/Active)

-----------------------------------
Dunmer (Zainab)
-----------------------------------
[HP: 100] [MP: 100] [SP: 100
HP regen: 0.6%
MP regen: 2.9%
SP regen: 5.0%
-----------------------------------
  • Resist Fire: 20% fire resistance.
  • Ancestor Guardian: Upon entering combat there is a small chance that one of your ancestors may show up to help you in battle.
  • Intrepid Merchant: You have +50 carry weight and get 20% better prices when bartering.
  • Self Sufficient: You gather one extra ingredient per harvest.
  • Beast of Burden: Call your pet guar, Khan. Khan can fight, be ridden, and carry your burdens.

Imperial
Spoiler:  
Show

-----------------------------------
Imperial (Akaviri Descendant)
-----------------------------------
HP regen: 0.7%
MP regen: 2.9%
SP regen: 4.9%
-----------------------------------
  • Kiai: Using a shout during combat resets your shout cooldown to 0. (10 min cooldown)
  • Quick Draw: During combat, readying your weapon or spell from the resting position grants 25% attack speed and reduces the cost of spells by 25% for 10 seconds. (Enchanted weapon charges are excluded from the spell cost reduction) (5 min cooldown)
  • Corrosive Armor: Oxidize the green dragon blood in your veins, reducing the damage from enemies and eating away at their defenses for 60 seconds. Your attacks ignore armor, Incoming damage is reduced by 20%, and nearby enemies take 4 unresisted poison damage per second. (15 min cooldown) (Toggle/Active)
  • Meditate: Standing still for 2 seconds causes you to take 10% less damage and restores 2.5 of each stat every 2 seconds while remaining still.
  • Dragon Breath: A shout that can take the form of fire or poison. (45 second cooldown)
    • Fiery Breath: Deal 16 fire damage per second for 3 seconds.
    • Noxious Breath: Deal 16 poison damage per second for 3 seconds.

-----------------------------------
Imperial (Colovian)
-----------------------------------
HP regen: 0.7%
MP regen: 2.8%
SP regen: 5.0%
-----------------------------------
  • Blessing Of The Nine: Blessings are 50% more effective.
  • Staunch Protector: Wards and blocking are 10% more effective.
  • The Empire Strikes Back: Blocking or using a ward causes attacking enemies to become staggered and lose 20% of their stamina or magicka depending on the attack used. (60 second cooldown)
  • Squad Formation: Choose a formation and give different buffs to nearby allies based on your choice.
    • Attack Formation: Allies within your general vicinity gain courage, 5% attack speed, and 5% movement speed.
    • Defense Formation: Allies within your general vicinity gain 50 armor, 5% magic resistance, and courage.
    • Balanced Formation: Allies within your general vicinity gain a 10% bonus to their regeneration stats and courage.
  • Rallying Cry: You and nearby allies have their stats restored by 20%, gain 100 armor, and 10% magic resistance, while nearby enemies lose the same amount for 60 seconds. (15 min cooldown)

-----------------------------------
Imperial (Nibenese)
-----------------------------------
HP regen: 0.6%
MP regen: 3.1%
SP regen: 4.8%
-----------------------------------
  • Silver Tongue: You get 20% better deals on sale prices and bribes. When arrested for crimes of 600 gold or less, the guard will sometimes give you a lesser sentence.
  • Nibenean Luck: Anywhere gold coins might be found, Nibeneans always seem to find a few more.
  • Conflict of Interest: When you have no weapons drawn you can activate a hostile humanoid npc and pay them 200 gold to pacify them for 5 minutes.
  • Incitement: When out of combat, pay 400 gold, and direct nearby humanoid npcs to attack an npc.
  • Hostile Acquisition: Drain 2.5% magicka regeneration and stamina regeneration and 5% spell potency from nearby enemies during combat.

Khajiit
Spoiler:  
Show

-----------------------------------
Khajiit (Acrobat)
-----------------------------------
HP regen: 0.5%
MP regen: 2.8%
SP regen: 5.2%
-----------------------------------
  • Whispering Fang: Unarmed attacks deal an extra 10 damage and unarmed power attacks apply bleed damage. When crouching, melee attacks used from a distance will transport you behind your target.
  • Feline Grace: Fall damage is reduced by 50% and you move 33% quicker during a jump.
  • Night Eye: Improved night vision. (Toggle)
  • Soft Paws, Deadly Claws: Your footsteps make 10% less noise and you gain a 20% bonus to sneak damage and spell damage while hidden.
  • Feline Sense of Smell: When standing still without any weapons or fists drawn while crouching for 4 seconds, you become keenly aware of everyone in a large area around you due to your acute sense of smell. (Toggle)
  • Pounce: Jumping will launch you high into the air, the jump costs 33% stamina. When in combat, pounce will deal damage to nearby enemies equal to your unarmed damage stat + 10% of your maximum magicka & stamina as physical damage when you land. (Toggle)

-----------------------------------
Khajiit (Monk)
-----------------------------------
HP regen: 0.6%
MP regen: 3.0%
SP regen: 4.9%
-----------------------------------
  • Gout Fang: Unarmed attacks deal 10 extra damage. Additionally, your attacks summon flames at the cost of mana.
  • Night Eye: Improved night vision. (Toggle)
  • Feline Sense of Smell: When standing still without any weapons or fists drawn while crouching for 4 seconds, you become keenly aware of everyone in a large area around you due to your acute sense of smell. (Toggle)
  • Feline Agility: Fall damage is reduced by 50% and you sprint 20% faster at the cost of an extra 2 stamina per second.
  • Fire Dance: Sprinting during combat for 2 seconds causes you to recover your magicka 50% faster and emit a flame aura for 10 seconds. (60 second cooldown)
  • Cat Quick: During combat, the first instance of physical damage you receive deals no damage and you gain 50% movement speed for 2 seconds. (60 second cooldown)

Nord
Spoiler:  
Show

-----------------------------------
Nord (Mainland)
-----------------------------------
HP regen: 0.7%
MP regen: 2.8%
SP regen: 5.0%
-----------------------------------
  • Resist Frost: 20% frost resistance.
  • Frozen Heart: Incoming stagger effects are reduced by 25%.
  • Child of the Sky: Shouts are 10% more potent, last 10% longer, and recharge 10% faster.
  • Berserker Soul: Gain up to 20% physical damage reduction as your health drops. The bonus caps when you reach 20% health.
  • Undying Fury: Temporarily become immune to damage, stagger effects, and reduce the duration of incoming cc effects to 0 for 6 seconds. When the effect ends, recover up to 50% health, based on your missing health. (15 min cooldown) (Toggle/Active)

-----------------------------------
Nord (Skaal)
-----------------------------------
HP regen: 0.6%
MP regen: 3.0%
SP regen: 4.8%
-----------------------------------
  • Resist Frost: 20% frost resistance.
  • Waste not, want not: Positive effects last 10% longer.
  • All Maker's Bounty: Receiving an ability from an all-maker stone grants you an additional set of abilities. You may only have a single extra set of abilities at a time.

    Beast Stone
  • Beast Whisperer: Most animals are friendly towards you.
  • Command Beast: When you have no weapons drawn you can activate an animal with less than 25% health to turn them into a permanent pet. Activate your pet again to give them commands. This can also be used like a normal lesser power. (10 sec cooldown)
    • Call Beast: Summon your animal companion.
    • Dismiss Beast: Dismiss your animal companion.
  • Soul Bond: Summon a pack of caenlorn wolves for 60 seconds. (15 minute cooldown)

    Earth Stone
  • Terra Firma: When earthen bulwark is active, incoming stagger effects are 100% less effective.
  • Earthen Bulwark: 4 layers of earth protect you from harm. Each layer reduces incoming physical damage by 10% when damaged, for a total of 40% at 4 layers. When you receive physical damage, you lose a layer. When you lose the final layer, shards of rock will fire off in every direction, dealing physical damage equal to 25 + 10% of your maximum health and stamina. (60 second cooldown)
  • Song of the Earth: Shouting causes different effects based on the shout used. (90 second cooldown)
    • Damaging shouts cause an earthquake that deals physical damage equal to 25 + 20% of your maximum health and stamina and knocking down enemies.
    • Non-damaging shouts restore 2 stacks of earthen Barrier.

    Sun Stone
  • Solar Powered: In areas with sunlight, spell effects are 20% more potent.
  • Sunburn: In areas with sunlight, nearby enemies will be struck by rays of blistering heat at random intervals. The rays deal 20 + 15% of your maximum magicka and stamina as fire damage.
  • All-Maker's Wrath: Summon the light of the of the sun for 60 seconds. Enemies in the area are blinded and take 8 fire damage per second. Abilities which require sunlight to function will become active, regardless of your location. (15 min cooldown)

    Tree Stone
  • Stem of Creation: Spells and enchants use 10% less magicka.
  • Seed Bearer: Spriggans are friendly towards you and will come to your aid during combat.
  • Draining Roots: Paralyze nearby enemies for 5 seconds and surround yourself with a cloak for 60 seconds. The cloak deals 8 poison damage per second and drains 50% of the damage dealt as magicka for spells and weapon enchants. (15 min cooldown)

    Water Stone
  • Frostcaster: Frost effects are 10% more potent and last 10% longer.
  • Cold Shoulder: When struck by an enemy, the enemy receives frost damage equal to 5 + 2% of your maximum health and magicka.(6 second cooldown)
  • Life Cascade: Release an explosion of water, restoring health to yourself and nearby allies equal to 50 + 20% of your maximum health and magicka. Enemies are staggered, have 25% a chance to be knocked down, and receive a 25% slow for 10 seconds. (60 second cooldown)

    Wind Stone
  • Windcaller: Power attacking, power bashing, dual-casting a spell, and releasing an arrow will summon gusts of wind. The gust deals 20 + 10% of your maximum magicka and stamina as physical damage and has a 20% chance to knockback. (30 second cooldown)
  • Tempest Barrier: During combat, a barrier of wind reduces the damage of incoming arrows by 20%. When struck by a nearby enemy, the barrier explodes, knocking them back and temporarily disabling Tempest Barrier. (60 second cooldown)
  • All-Maker's Breath: Exhale a violent tunnel of wind, dealing 16 magic damage per second. Enemies are knocked back and projectiles are reflected for 2 seconds. (60 second cooldown)

Orc
Spoiler:  
Show

-----------------------------------
Orc (Mountain)
-----------------------------------
HP regen: 0.8%
MP regen: 2.7%
SP regen: 5.0%
-----------------------------------
  • Pariah Folk: Intimidation attempts are 20% more likely to succeed. Bribes and sale prices are 20% worse with everyone except orcs and imperials.
  • Orcish Hardiness: +20 hp and when at full health you and take 33% less physical damage.
  • Might of Malacath: Power attack damage and stagger force is increased by 20%.
  • Berserker Rage: When struck by an attack you have a chance to enter an enraged state. Granting 20% more physical damage, 20% spell potency, and you receive 10% less physical damage for 10 seconds.
  • Onslaught: Each activation of Berserker Rage grants a rage stack. Using a power attack, bashing, or dual casting a spell at 3 stacks during combat will unleash a shockwave. The shockwave deals physical damage equal to 40 + 20% of your maximum stamina and magicka.

-----------------------------------
Orc (Wood Orc)
-----------------------------------
HP regen: 0.7%
MP regen: 2.7%
SP regen: 5.1%
-----------------------------------
  • Pariah Folk: Intimidation attempts are 20% more likely to succeed. Bribes and sale prices are 20% worse with everyone except orcs and imperials.
  • Fleet Footed: You sprint 20% faster at the cost of 2 extra stamina per second. Additionally, the duration of slow effects are reduced by 25% and when affected by a slow you gain 10% movement speed for 5 seconds.
  • Juggernaut: You receive 10% less physical damage and 20% stagger resistance when sprinting, using Unstoppable Force, or when under the effects of Fleet Footed or Raider.
  • Unstoppable Force: Charge forward, enemies in your path are staggered or knocked down depending on their weight and take 25 + 20% of your maximum stamina and magicka as physical damage.
  • Raider: Killing a humanoid enemy reduces the cost of spells by 10%, and increases your movement and attack speed by 10% for 10 seconds. You also gain 10 gold.

Redguard
Spoiler:  
Show

-----------------------------------
Redguard (Ash'abah)
-----------------------------------
HP regen: 0.5%
MP regen: 3.1%
SP regen: 4.9%
-----------------------------------
  • Resist Poison: 20% resistance to poison.
  • Magicka Reserves: +20 magicka and you regenerate an additional 2 magicka per second at all times.
  • Oath Of The Unclean: You deal 10% more damage and receive 5% less damage from undead and necromancers. Periodically you sense for undead in the distance. (Toggle)
  • Tu'whacca's Last Rites: Activate a corpse to incinerate it with searing light. The corpse is consumed, reducing it to ashes and dealing 40 + 20% of your maximum magicka and stamina as magic damage to nearby enemies. Undead receive x1.5 damage. Additionally, you regain 10% of your stats.
  • Saint's Ward: Deploy an anti magic barrier for 60 seconds. Allies inside the barrier gain a ward that cleanses negative magic effects and blocks 80 magic damage for 5 seconds, the ward refreshes every 10 seconds. Enemies lose 10% health upon entering the barrier and take 4 sunlight damage per second. Undead receive x2 damage. (15 min cooldown)

-----------------------------------
Redguard (Crown)
-----------------------------------
HP regen: 0.6%
MP regen: 2.8%
SP regen: 5.1%
-----------------------------------
  • Resist Poison: 20% resistance to poison.
  • Stamina Reserves: +20 stamina and you regenerate an additional 2 stamina per second at all times.
  • Martial Prowess: Melee attacks deal 5% more damage and swing 5% faster.
  • Flow State: Sprinting for 2 seconds with your weapon drawn during combat doubles the effect of martial prowess and slows time for 10 seconds. (60 second cooldown)
  • Adrenaline Rush: Your adrenaline surges and grants you several combat buffs for 60 seconds. You regenerate 5 stamina per second, gain 20% movement speed, and 40% attack speed. Whenever you're attacked while adrenaline rush is active, time will slow down for 1 second, this effect has a 6 second cooldown. (15 min cooldown) (Toggle/Active)


Credits

  翻译: