Part 0: Making a HeroFirst an introduction to attributes. They will all affect different skills, but we will talk about skills later when it matters.
Strength affects how much damage our weapons do, as well as how much we can carry and our starting health and fatigue.
Intelligence determines our base amount of Magicka.
Willpower affects our ability to cast spells, our ability to resist paralyzing and silencing spells, and gives us more fatigue. That's a good thing. The meter is called fatigue, so you want a bigger one to be less fatigued and... Yes, it's a bit confusing.
Agility helps us
hit enemies and dodge attacks or it would if we didn't have a mod for better combat. It also gives us more fatigue and helps us to resist staggering when enemies hit us.
Speed affects how fast we move, which is a good thing.
Endurance is what will be used to calculate our health boosts as we level up, which makes it good for survival. We also get more fatigue with more endurance.
Personality will make people like us more, which helps with any means of persuading.
Luck is a strange attribute that affects just about everything. It doesn't affect the loot we find, but it will affect how lucky we will be anything that has a chance to fail or succeed.
AltmerBase AttributesMale
Strength: 30, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 30, Endurance: 40, Personality: 40, Luck: 40
Female
Strength: 30, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 40, Endurance: 30, Personality: 40, Luck: 40
Skill BonusesDestruction: +10, Enchant: +10, Alchemy: +10, Alteration +5, Conjuration: +5, Illusion: +5
SpecialsFortify Maximum Magicka 1.5x INT
Resist Common Disease: 75%
Weakness to Shock and Frost: 25%
Weakness to Fire: 50%
Weakness to Magicka: 50%
Altmer, or the High Elves, favor spellcasting. They will get a bigger mana pool and bonuses to many magic skills. All of the special abilities are passive, so they do not have to be activated in any way. They do resist common diseases, but they are weak against every kind of magic, making enemy spellcasters very dangerous. Males have a bit more endurance than females, but females have a bit more speed.
ArgonianBase AttributesMale
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 30, Luck: 40
Female
Strength: 40, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 40, Endurance: 30, Personality: 30, Luck: 40
Skill BonusesAthletics: +15, Alchemy: +5, Illusion +5, Medium Armor: +5, Mysticism: +5, Spear +5, Unarmored +5
SpecialsResist Poison: 100%
Resist Common Disease: 75
Spell: Water Breathing for 120sec on Self, Cost: 5pts
Argonians are lizard people. They're pretty rounded, though the males have attributes better suited for sneaky and agile characters while the females have more spellcasting power. They don't have any negative effects if one looks at their specials... However, because of them being a beast race, they cannot wear helmets that are closed as they have a snout. Their feet are also different and they cannot wear shoes or any kind, which is quite sad thanks to a certain nice item.
BosmerBase AttributesMale
Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 40, Luck: 40
Female
Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 40, Luck: 40
Skill BonusesMarksman: +15, Sneak: +10, Light Armor: +10, Alchemy +5, Acrobatics: +5
SpecialsResist Common Disease: 75%
Power: Beast Tongue – Command Creature 5pts for 600sec
Bosmer, or the Wood Elves, are the usual nature-loving elf type. They are fast, sneaky and very good at bows. Their specials are nothing amazing and their unique power will quickly become quite useless as the creatures you meet become stronger. It is also an active skill, so you would have to remember to use it and it doesn't work on humanoid creatures.
BretonBase AttributesMale
Strength: 40, Intelligence: 50, Willpower: 50, Agility: 30, Speed: 30, Endurance: 30, Personality: 40, Luck: 40
Female
Strength: 30, Intelligence: 50, Willpower: 50, Agility: 30, Speed: 40, Endurance: 30, Personality: 40, Luck: 40
Skill BonusesConjuration: +10, Mysticism: +10, Restoration: +10, Alchemy +5, Alteration: +5, Illusion +5
SpecialsFortify Maximum Magicka 0.5x INT
Resist Magicka: 50%
Power: Dragon Skin – Shield 50pts for 60sec on Self
Bretons are human with some Elven ancestry. They're definitely geared towards magic with their attributes and skills. Just like Altmer, they get some extra Magicka, though less than them. They also do not share all the magical weaknesses, which makes Bretons a lot easier to keep alive against magic. Their resist Magicka skill is slightly less useful than it sounds: the usual Shock, Fire and Frost type spells don't count as Magicka spells, so they aren't resisted. The shield power can be very helpful however. Females are speedier while males have more strength.
DunmerBase AttributesMale
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 40, Speed: 50, Endurance: 40, Personality: 30, Luck: 40
Female
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 40, Speed: 50, Endurance: 30, Personality: 40, Luck: 40
Skill BonusesLong Blade: +5, Destruction: +10, Light Armor: +5, Athletics +5, Mysticism: +5, Marksman +5, Short Blade +10
SpecialsResist Fire: 75%
Power: Ancestor Guardian – Sanctuary 50pts for 60sec on Self
Dunmer, or the Dark Elves, will be people we will be seeing a lot on Vvardenfell, as it is a part of their province. You would get the most racial disposition points by picking a Dunmer, though that bonus is a very small one. Their race is rather rounded with no large weaknesses and they will resist fire spells very well. Their power is an active one and has to be cast, though it would protect us from physical attacks. The choice between a male and a female would be if you want to have more endurance or more personality, as Dunmer men are apparently very anti-social. Other Dunmer will most likely be calling us scum, no matter their or our sex...
ImperialBase AttributesMale
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 30, Speed: 40, Endurance: 40, Personality: 50, Luck: 40
Female
Strength: 40, Intelligence: 40, Willpower: 40, Agility: 30, Speed: 30, Endurance: 40, Personality: 50, Luck: 40
Skill BonusesSpeechcraft: +5, Mercantile: +10, Long Blade: +10, Blunt Weapon +5, Light Armor: +5, Hand-to-Hand: +5
SpecialsPower: Star of the West – Absorb Fatigue 200pts on Target
Power: Voice of the Emperor – Charm 25 to 50pts for 15sec on Target
Imperials are just your usual humans. They're quite balanced, but have the highest personality score of any of the other races. Most likely, everyone will just end up liking an Imperial character the moment they meet, which can be useful. Their specials all have to be activated, so they can be easily forgotten in the middle of everything. Males sacrifice willpower for more speed.
KhajiitBase AttributesMale
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 40, Endurance: 30, Personality: 40, Luck: 40
Female
Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 40, Endurance: 40, Personality: 40, Luck: 40
Skill BonusesAcrobatics: +15, Athletics: +5, Hand-to-Hand: +5, Light Armor: +5, Security: +5, Short Blade: +5, Sneak: +5
SpecialsPower: Eye of Fear – Demoralize Humanoid 100pts for 30sec on Target
Spell: Eye of Night – Night Eye 50pts for 30sec on Self
Khajiit are cat people. Very sneaky, very agile. Good for thieving and apparently rather intimidating considering their special power. They can also see in the dark with their spell, though other races could also get such a spell – or use a torch or a lantern if it truly is too dark. As a beast race, they share the weakness of Argonians: they cannot wear full helmets because of their muzzle and they have a digitigrade stance with cat-like paws, so they can't use shoes. Females get more endurance than the males, but sacrifice strength for it.
NordBase AttributesMale
Strength: 50, Intelligence: 30, Willpower: 40, Agility: 30, Speed: 40, Endurance: 50, Personality: 30, Luck: 40
Female
Strength: 50, Intelligence: 30, Willpower: 50, Agility: 30, Speed: 40, Endurance: 40, Personality: 30, Luck: 40
Skill BonusesAxe: +10, Blunt Weapon: +10, Medium Armor: +10, Heavy Armor: +5, Long Blade: +5, Spear: +5
SpecialsResist Frost: 100%
Resist Shock: 50%
Power: Thunder Fist – Frost Damage 15pts on Touch
Power: Woad – Shield 30pts for 60sec on Self
Nords are another human race and one could say they are the opposite of Bretons. Instead of good magical abilities, Nords are good at hitting things and making things hurt. Most of their skill bonuses will most likely go to waste as you will only concentrate on one type of weapon or armor, though they resist many forms of magic – even having an immunity. Their shield power can also help them last longer if you remember to use it. Men are physically tougher with more endurance but mentally less so with less willpower than their female counterparts.
OrcBase AttributesMale
Strength: 45, Intelligence: 30, Willpower: 50, Agility: 35, Speed: 30, Endurance: 50, Personality: 30, Luck: 40
Female
Strength: 45, Intelligence: 40, Willpower: 45, Agility: 35, Speed: 30, Endurance: 50, Personality: 25, Luck: 40
Skill BonusesArmorer: +10, Block: +10, Heavy Armor: +10, Medium Armor: +10, Axe: +5
SpecialsResist Magicka: 25%
Power: Berserk – Fortify Health 20pts, Fortify Fatigue 200pts, Fortify Attack 100pts, Drain Agility 100pts, for 60sec on Self
Orcs, or the Orsimer, are considered as being one of the Elven races. The Elven races don't really like that and the Orcs don't really seem to care, either. No one really seems to like Orcs, but they are very good combat characters with good defenses. They're slow, however. They have a rather interesting power and some solid skill bonuses, though Block is absolutely useless due to our combat mod. Females are smarter, but apparently everyone hates female Orcs with their low personality.
RedguardBase AttributesMale
Strength: 50, Intelligence: 30, Willpower: 30, Agility: 40, Speed: 40, Endurance: 50, Personality: 30, Luck: 40
Female
Strength: 40, Intelligence: 30, Willpower: 30, Agility: 40, Speed: 40, Endurance: 50, Personality: 40, Luck: 40
Skill BonusesLong Blade: +15, Athletics: +5, Axe: +5, Blunt Weapon: +5, Heavy Armor: +5, Medium Armor: +5, Short Blade: +5
SpecialsResist Poison: 75%
Resist Common Disease: 75%
Power: Adrenaline Rush – Fortify Agility 50pts, Fortify Endurance 50pts, Fortify Speed 50pts, Fortify Strength 50pts, Fortify Health 25pts, for 60sec on Self
Redguards are strong and tough, abandoning the magical resistances for more combat prowess. They're faster than the Orcs and more agile than the Nords. They get a big bonus to Long Blades right away, which does make that a good weapon choice for them. They have many weapon skill bonuses, which can of course be both a good thing and a bad thing. You won't be using all of them, but you aren't forced to use Long Blades just because it's the only bonus you get. Their power would make them quite powerful in melee. Males are stronger and better at hitting things, but their personality is worse.
To recap, please choose us a
Name,
Race and
sex.