Altmer
Summerset Isle
Bred toward the divine and brittle for it. No people carries more magicka, and they pay for it twice over, in health and in stamina.
Regen 0.5 / 3.75 / 4.5Carry 250
Eleven peoples, eleven inheritances. What your blood gives you here is part of who you are, costs you nothing from the Wheel, and never has to be earned back.
Every bar is drawn against the Imperial line — 200 health, 200 magicka, 150 stamina — the centre line on each track. Left of it is a shortfall, right of it a gift.
Regen is how much of each bar (health / magicka / stamina) comes back every second, in percent of the full bar. Carry is how much you can bear before you are over-encumbered.
Every people carries a gift that the server applies in every fight, learns one skill 15% faster, and can call on a Racial Power once a real day. The gift is the first tag on each card; Your Race’s Gift, One Skill Learned Faster and Racial Powers below say exactly what each does.
Blood is not a skill. Your gift, your faster skill and your power take nothing from the 300 points of your Wheel of Skills — an Orc smith learns the forge a little faster, but pays the same points for it as anyone else.
Summerset Isle
Bred toward the divine and brittle for it. No people carries more magicka, and they pay for it twice over, in health and in stamina.
Regen 0.5 / 3.75 / 4.5Carry 250
Black Marsh
Children of the Hist, shaped for a country of swamp and fever that kills outsiders. They keep their own counsel and their own trees.
Regen 0.5 / 3.0 / 5.0Carry 325
Valenwood
Sworn by the Green Pact never to harm the living wood of Valenwood. Hunters and archers first, and quick on their feet.
Regen 1.0 / 3.0 / 5.0Carry 275
High Rock
Half-elven and unbothered by the fact. The people of High Rock have a long habit of scholarship, sorcery and each other’s politics.
Regen 0.75 / 3.125 / 4.75Carry 300
Morrowind
Ash-blooded and ancestor-ridden. A people who lived beside a burning mountain, and saw much of their homeland buried when Red Mountain erupted.
Regen 0.75 / 3.125 / 4.75Carry 275
Cyrodiil
The people of the Empire’s heartland: soldiers, clerks and traders who carried one law and one coin across Tamriel. The measure everything else is measured against.
Regen 1.0 / 3.0 / 5.0Carry 300
Elsweyr
Born under two moons and shaped by which ones were up. Khajiit needs no blade when Khajiit has hands.
Regen 0.5 / 3.125 / 5.25Carry 300
Pyandonea
The sea elves of Pyandonea, far south of Summerset across misty seas. They ride great sea serpents to war, and the Altmer have been their enemy for ages.
Regen 0.5 / 3.75 / 4.5Carry 250
Skyrim
Atmoran stock, at home in the snow of Skyrim. The hardiest frame in Tamriel, carried on one of its shallowest wells of magic.
Regen 0.75 / 2.875 / 5.25Carry 325
Orsinium
Malacath's own, and stubborn in the blood. Their smiths work some of the finest steel in Tamriel, and an Orc stronghold answers to its chief alone.
Regen 1.0 / 2.75 / 5.5Carry 350
Hammerfell
Yokudan swordsmen who outlived their own continent. Hammerfell's deserts bred fine blades and hardier fighters.
Regen 0.75 / 2.875 / 5.25Carry 325
Every people has one gift of its own, always with you and nothing to switch on. The server applies it, so it counts in every fight, against players and creatures alike. Beside it, every people learns one skill faster and can call on a Racial Power once a day: both are explained below.
Your magicka comes back 25% faster.
Poison spit and poison spells hurt you half as much, and your wounds heal 50% faster while you are below 35% health. The Hist also guards your blood: a vampire’s blow, a werewolf’s bite or a vampire feeding on you is half as likely to pass its disease on (see the Supernatural Guide). A rite you choose is not affected.
Your bows and crossbows hit 10% harder, and poison spit and poison spells hurt you half as much.
Spells, staves and scrolls used on you hurt 25% less.
Fire hurts you half as much.
10% more gold from the chests and bodies of a dungeon you have claimed, from camp chests and from contract pay.
Your claws add 8 to the base damage of every bare-handed blow: 22 instead of 14, before armour.
Shock hurts you half as much, and you swim faster. This gift is the Maormer’s own: they do not carry the High Elves’ Aldmeri Blood.
Frost hurts you half as much, and your stamina comes back 15% faster outdoors in Skyrim and in the Jerall Mountains around Bruma.
Below 30% health, your melee blows hit 20% harder and you take 20% less damage.
Your stamina comes back 25% faster, and poison spit and poison spells hurt you half as much.
Every people also learns one skill 15% faster: the same work moves that skill 15% further. The hourly and daily limits stay the same, so you get there sooner, but no more work counts in an hour or a day than for anyone else (see The Wheel of Skills). Study and classes before you choose your school of magic, and smithing skill books, count the same for every people.
| Skill | Learned faster by |
|---|---|
| Arcane Arts | High Elves and Dark Elves |
| Harvesting | Argonians |
| Archery | Wood Elves |
| Priest | Bretons |
| Defense | Imperials |
| Martial Arts | Khajiit |
| Blade | Nords, Redguards and Maormer |
| Blacksmith | Orcs |
Every people has a Racial Power to call on once a real day; the Khajiit’s Night Eye comes with a later update of the game. Open the Profile tab of your journal (F3) and, in the Racial Power box, press the button with your power’s name (Call on Highborn for a High Elf). A countdown shows on your HUD while the power lasts, and the box tells you when it returns: a full day after you called it. The wait is kept on your character, so a relog neither resets it nor ends a power that is running. A power cannot be called in werewolf or Vampire Lord form.
| People | Power | What it does | Lasts |
|---|---|---|---|
| Altmer | Highborn | Magicka regenerates 50% faster | 60 s |
| Argonian | Histskin | Health regenerates 50% faster, and physical blows do 15% less to you | 60 s |
| Bosmer | Wild Hunt | Bows and crossbows deal 20% more, and stamina regenerates 50% faster | 30 s |
| Breton | Dragonskin | 25% more magic resistance: with Mage-Blooded, spells, staves and scrolls hurt you half as much | 60 s |
| Dunmer | Ancestor’s Wrath | Your fire deals 25% more | 60 s |
| Imperial | Voice of the Emperor | Health and stamina regenerate 50% faster | 60 s |
| Khajiit | Night Eye | Comes with a later update of the game | – |
| Maormer | Roaring Tempest | 25% more magic resistance, and a ward that absorbs 60 points of spell damage. Others nearby see its shock cloak on you | 60 s |
| Nord | Battle Cry | 15% more melee damage | 60 s |
| Orc | Berserker Rage | 25% more melee damage and 25% less damage taken | 30 s |
| Redguard | Adrenaline Rush | Stamina regenerates 50% faster | 60 s |
Melee means a one- or two-handed weapon or your bare hands. Physical blows are every hit that is not a spell, a staff or a scroll. Roaring Tempest’s ward soaks up the damage of spells, staves and scrolls that hit you until its 60 points are spent or the power ends, and you are told when it breaks.
Faster recovery. A power that speeds a bar’s recovery takes the place of your gift’s for as long as it lasts; the two do not add up. Highborn’s 50% stands in for Aldmeri Blood’s 25%, and Adrenaline Rush’s for Yokudan Endurance’s.
Beast forms. Gifts and powers rest while you are in werewolf or Vampire Lord form, and come back when you return to your own shape (the Maormer still swim faster); a running power’s time keeps counting meanwhile. A vampire keeps their race’s gift, faster skill and power.
A cap on protection. Your Defense skill, a blessing, your race’s resistance and a power work together, but however many you stack, together they never take more than three quarters off a single hit.
Recovery in a fight. Magicka and stamina come back more slowly while you fight, as they always do, and the extra from a gift or a power slows down with them. Health does not come back on its own mid-fight, so the faster healing of Hist-Blooded, Histskin and Voice of the Emperor starts once the fighting stops.
The old racial powers. The racial powers of the base game are replaced by these server powers. Several keep their old names, such as Highborn, Histskin and Voice of the Emperor, but what they do here is the server’s, as listed above. The old ones may still sit in your list of powers; casting one does nothing, so call yours from the journal.
The sea elves of Pyandonea are the eleventh people you can play. Their home lies far to the south of Summerset, hidden by mists, and they ride great sea serpents to war. For ages they have raided the Summerset coast, and they are the sworn enemies of the Altmer and of the Aldmeri Dominion.
Choose them in the character creator. They have pale, blue-grey skin, with sea-blue and sea-green colours to pick from as well, and stand a little shorter than the Altmer. A Maormer made before the new colours came can choose one with /appearance (500 gold for a changed look, once a day).
Their bars match the Altmer’s: 190 health, 220 magicka and 140 stamina, with the same regen and carry. Their gifts are their own, not the Altmer’s: shock hurts them half as much and they swim faster (Seafarer), they learn Blade 15% faster, and their Racial Power is Roaring Tempest, a storm-ward against magic.
The Thalmor take only the peoples of the Aldmeri Dominion: High Elves, Wood Elves and Khajiit, vampires among them, and only a High Elf can be First Emissary or Justiciar. They will not take a Maormer, for the Maormer are the Dominion’s enemies (see the Holds & Factions Guide). Their faith is the Deep Serpents, and they pray at the Serpent Stone on the lake shore north-east of Bruma (see the Religion System).
Every character is born with the same 400: 150 health, 150 magicka and 100 stamina. The blood adds its own 150 on top and decides where it goes. That is why the Imperial line sits at 200, 200 and 150, and why every figure on this page is the whole of what you start with, not a share of it.
The spread starts from Imperious — Races of Skyrim, one of the most carefully balanced racial overhauls the community has produced, with a few races retuned for this server.
Character levels come on top: each level you earn, up to level 5, adds 10 to health, magicka or stamina, whichever you choose.
Khajiit and Argonians fight with claws. A bare-handed blow from a Khajiit starts at 14 damage and from an Argonian at 10, against 4 for every other people, before armour. A Khajiit’s Claws of the Moons add 8 more, so their bare hands start at 22. Claws count as fists, so the Martial Arts skill grows them like any other fist.
Every bloodline sums to exactly 550. That is the rule the whole table is built on — points move between a race's own three stats and the total never changes, so no bloodline is simply better than another, only pointed somewhere else.
Gear is made where it belongs, but a people can always make its own. The styles on each card above can be forged by that race anywhere, and by anyone of any race inside that people’s home province. The Bretons, the Argonians and the Maormer have no style of their own in the game yet.
A style is not a free pass at the forge: every smith still needs the craft tier and the technique for what they make. How smiths climb the tiers and learn techniques is in Crafting and Trades.
Only an Orc can forge Orcish gear, wherever they stand, and every Orc smith knows the Orcish technique once they reach its craft tier (Advanced). Most Orcish armour and weapons are also stronghold gear, forged by an Orc stronghold’s Forge-Wife or Chief.
Every Dark Elf smith knows Bonemold and Chitin once they reach their craft tier (Advanced), with no book to find. Other smiths may forge them only in the Dunmer’s own lands, so around Bruma they are Dunmer work alone.
A faction’s own gear stays with that faction’s smiths, whatever your race: the Legion’s armour, the Thalmor’s, a hold guard’s and the rest.