Forums » Elder Scrolls

If you could decide racial bonuses

  • TED
    • 45 posts
    November 18, 2014 5:31 PM EST

  • November 18, 2014 5:32 PM EST

    I think man and mer and beast folk are left over war machines when the gods were fighting. That's what I think. 

  • November 18, 2014 5:36 PM EST

    That's Arnold Schwarzenegger's body, who is from Skyrim, so you tell me. 

    • 641 posts
    November 18, 2014 5:43 PM EST

    • 88 posts
    November 18, 2014 8:05 PM EST

    Thanks man! Glad to be back.

    I'm sure there's a way to make it work, although I wonder how the quick draw perk would work for bosmers

    • 179 posts
    November 19, 2014 4:04 AM EST

    Altmer

    • Ability: +50 Magicka
    • Greater Power: Highborn (regenerate magicka ten times faster for a minute)
    • Skill Boosts: +10 Destruction (with starting Sparks spell), +5 Restoration, Alteration, Conjuration, Illusion, and Enchanting.

    Argonian

    • Ability: Waterbreathing
    • Greater Power: Chameleon (grants Invisibility and Muffle for one minute)
    • Skill Boosts: +10 Lockpicking, +5 Light Armor, Sneak, Pickpocket, One-Handed, and Illusion

    Bosmer

    • Ability: Tranquility (most animals will not attack you unless you attack first)
    • Greater Power: Quick Draw (can draw a bow 30% faster for a minute)
    • Skill Boosts: +10 Archery, +5 Light Armor, Sneak, Pickpocket, Lockpicking, and Alchemy

    Breton

    • Ability: 25% Magic Resistance
    • Greater Power: Dragonskin (50% Spell Absorption for one minute)
    • Skill Boosts: +10 Alteration (with starting Candelight spell), +5 Conjuration, Restoration, Illusion, Speech, and Enchanting

    Dunmer

    • Ability: 50% Fire Resistance
    • Greater Power: Ancestor's Wrath (summons a dunmer ghost for one minute)
    • Skill Boosts: +10 Conjuration (with starting Conjure Familiar spell), +5 Destruction, One-Handed, Light Amor, Sneak, and Illusion

    Imperial

    • Ability: 10% Fortify Speech
    • Greater Power: Voice of the Emperor (calms all nearby enemies for one minute)
    • Skill Boosts: +10 Speech, +5 One-Handed, Heavy Armor, Block, Destruction, and Restoration

    Khajiit

    • Ability: Claws (20% more unarmed damage)
    • Greater Power: Hunter's Eye (grants Night Vision and Detect Life/Dead, lasts until toggled off).
    • Skill Boosts: +10 Sneak, +5 One-Handed, Archery, Lockpicking, Pickpocket, and Alchemy

    Nord

    • Ability: 50% Frost Resistance
    • Greater Power: Battlecry (inflicts fear on all enemies for one minute)
    • Skill Boosts: +10 Two-Handed, +5 One-Handed, Block, Smithing, Heavy Armor, and Light Armor

    Orc

    • Ability: Orcish Conditioning (Orcish equipment is 20% more effective)
    • Greater Power: Berserker Rage (physical damage dealt is doubled and physical damage received is halved for thirty seconds)
    • Skill Boosts: +10 Heavy Armor, +5 Two-Handed, One-Handed, Block, Smithing, and Enchanting

    Redguard

    • Ability: +25% Stamina Regeneration
    • Greater Power: Adrenaline Rush (swing speed is 30% faster for one minute)
    • Skill Boosts: +10 One-Handed, +5 Block, Light Armor, Smithing, Archery and Alchemy

    Probably not quite as drastic an overhaul as what other people have in mind, but I still like this.

    • 95 posts
    November 19, 2014 11:11 AM EST
    Regarding daily powers, I think they should be more balanced. For example while orcs have a really cool power, dunmers have a useless cr*p.
    Regarding passives, they should fit more to the race. Orcs, Nords, Redguards should get health/stamina bonus and some magicka reduction.
    The above mentioned 3 races should get also some combat bonuses such as +X % armor for heavy/light armor or +X % damage with one/two handed weapons. Dunmer could get some bonus to destrucion spell damage, Bretons/Altmers might get some overall spell cost reduction and/or faster casting time. Khajits and Argonians should get a bonus to their movement/attack speed.
    • 1483 posts
    November 19, 2014 12:35 PM EST

    There is a way, the trick is to make it work specifically for Bosmer characters and not ruin the Quick Draw perk. I think it may be possible to adjust the Quick Draw by attaching a script to it - so it works as before for all races except Bosmer, for whom it gives more bow damage or something like that (because they start with Quick Draw already, so to say).

  • Tom
    • 624 posts
    November 19, 2014 12:53 PM EST

    I'm going to dissent from the rest and get rid of once-a-day abilities. I like my racial bonuses to be passive, and I think they should include boons and penalties.

    Altmer:+50 Magicka, +10% Magicka Regen, -25% Magic Resistance.

    Dunmer: +50% Fire Resistance, -25%Trade Prices, -25% Bribe/Persuade Chance

    Bosmer: +25 Stamina, +25% Health/Stamina Regen when cannibalize, -50% Persuade/Bribe/Reputation after cannibalization.

    Orc: +50 Health, +25 Stamina, -25 Magicka, -10% Magicka Regen

    Nord: +50% Frost Resistance, +25 Stamina, -25% Fire Resistance

    Breton: +25% Magic Resistance, +50% Magicka Regen, -25 Stamina

    Imperial: +25% Persuade/Bribe/Prices/Reputation, +25 Magicka, +25 Stamina, -25 Health

    Redguard: +25 Health, +25 Stamina, +10% Stamina Regen, -50% Magicka Regen, -10 Magicka

    Khajiit: +25 Unarmed Damage, +25 Stamina, -50% Bribe/Persuade/Price/Reputation

    Argonian: Waterbreathing, +50% Posion/Disease Resistance, +10% Health Regen, +10% Stamina Regen, -50% Frost Resistance

    • 56 posts
    November 20, 2014 1:03 AM EST
    Altmer:

    Ability: +50 Magicka
    Power: Highborn (same)
    Boost: +10 Destruction, +5 Alteration, Illusion, Restoration, Conjuration, Enchanting
    Bonus spell: Sparks

    Argonian

    Ability: Waterbreathing
    Power: Histskin (same)
    Boost: +10 Light Armor, +5 One-Handed, Sneak, Lockpicking, Alchemy, Alteration
    Bonus: Prehensile Tail - Dual-wielding power attacks deal 25% more damage.

    Bosmer:

    Ability: Cannibalize - regenerates [x]% of maximum health, up to 5 feasts per day.
    Power: Animal Companion - tames an animal to accompany you for 10minutes real-time per in-game day, and then set free. Can only tame predators. Cannot tame large animals.
    Boost: +10 Archery, +5 Light Armor, One-Handed, Sneak, Alchemy, Pickpocket

    Breton

    Ability: 25% Magic resist
    Power: Dragonskin (same)
    Boosts: +10 Illusion, +5 Sneak, Conjuration, Pickpocket, Alchemy, Enchanting
    Bonus spell: Fury


    Dunmer

    Ability: 25% Fire resist
    Power: Ancestor's Call - Summons a Dunmer Shade to fight for you for 1 minute
    Boosts: +10 Conjuration, +5 Destruction, Sneak, One-Handed, Light Armor, Alteration

    Imperial

    Ability: Silvertongue - Persuasion checks have a higher chance of success.
    Power: Voice of the Emperor (same)
    Boosts: +10 Restoration, +5 One-Handed, Heavy Armor, Speech, Block, Archery

    Khajiit

    Ability: Claws (same)
    Power: Cat's Eye - Grants Night Vision and Detect Life/Dead for 30 seconds per day. Can be used multiple times a day until the timer expires.
    Boosts: +10 Sneak, +5 Lockpicking, Pickpocket, Light Armor, Alchemy, One-Handed

    Nord

    Ability: 25% Frost resist
    Power: Battlecry (same)
    Boosts: +10 Two-Handed, +5 One-Handed, Smithing, Light Armor, Heavy Armor, Speech

    Orsimer

    Ability: Intimidating Presence - Intimidation checks have a higher chance of success
    Power: Berserker's Rage - Deals twice damage and increased attack speed, but takes [x]% more damage, lasts up to 30 seconds
    Boosts: +10 Smithing, +5 Heavy Armor, Light Armor, Two-Handed, One-Handed, Block

    Redguard

    Ability: +50 Stamina
    Power: Adrenaline Rush - Grants 100% increased attack speed, but consumes stamina per swing. Lasts up to 30 seconds
    Boosts: +10 One-Handed, +5 Light Armor, Block, Alteration, Alchemy, Smithing

    I prioritized overhauling some racial powers and abilities, so some of the skill boosts may make no sense lore-wise. :-D
    • 75 posts
    November 22, 2014 5:06 PM EST

    I like the Khajiit one. It gives more of an incentive to use the power. Another power that could be given would be a buff to damage when you enter sneak. Basically like the Shadowcloak ability but instead of invisibility you would get an attack boost while you were sneaking, for the rest of that day.

    • 55 posts
    November 22, 2014 6:35 PM EST

    weakness to magicka on the high-elves. I don't think exp bonus would be better, because I use the uncapper already for that. What I would like is change the speed to lower on highelves and higher on wood elves. Altmer have traditionally had a speed penalty, so it doesn't make sense that they are the fastest runners

    • 55 posts
    November 22, 2014 6:38 PM EST

    I don't like taking away destruction from dunmer..

    • 179 posts
    November 23, 2014 5:05 AM EST

    That sounds like an interesting idea.

    • 179 posts
    November 23, 2014 5:05 AM EST

    They still get a +5 boost, and lorewise it makes more sense for them to have the +10 Conjuration boost.

    • 14 posts
    December 23, 2014 1:28 PM EST
    I like the vanilla stat bonuses but if i could change anything it would be the greater or lesser powers.

    Altmer- instead of fast magic regen hiborn power i would make it be unlimited magika for 30 seconds once a day.

    Dunmer- the dunmer are my favorite race but i never liked the ancestors wrath greater power when i can just get flame cloak later on so instead i would change it to a power i would call, Ashen spirit and once a day for 60 seconds destruction spells cost 50% less to cast, fire damage type spells do 75% more damage, increase fire resistance by 50% (which would make it 100% resistance because of your already 50 fire resistance bonus) and after time runs out a firey explosion erupts from you doing 200 points of damage within a 30 foot radius. The downfall is that after the time runs out your are paralyzed in a ash shell for 20 seconds and your magika doesnt recharge for 2 in game hours.

    Orc- i always thought that the orcs berserker rage is a good power so i would keep it but just tweak it a bit with adding life detection as if you will "smell the blood and fear" and each strike with any wepon will have a 35% chance to fear your opponent making then run for life.

    Bosmer- the wood elves are my second favorite race and i know that i have never used the greater power they have in any of my my play throughs with a wood elf so instead of making a animal an ally for 60 seconds i would make the power be able to hightlight any ingredients, wepons, and it will summon a random spectral spirit animal to help in your aid, this can range from a common wolf to a powerful cave bear.

    Breton-the bretons dragonskin ability is fine the way it is to me but i would just add that conjuration spells cost 50% less to cast, and 25% magic absorption.

    Nord-I actually like the nords power its good and can sace your life in a hard moment when your getting gangbanged by 5 bandit mauradurs but it needs a little kick so i would give it a 15% chance to knock back your opponent with each meele strike for 60 seconds in addition to its vanilla battle cry.

    I never played as a argonian, khajit or redguard so i don't have any ideas what i would change for them.