Full List of Racial Bonuses

Post » Mon May 14, 2012 1:47 pm

If was picking the race that's ahead in the categories I want it would be Bosmer or Dunmer...

But I always build a character that looks something like me so that pretty much leaves them out. None of the racial abilities seem like something I HAVE to have. I was an Imperial last time... thinking about a Nord or Breton for this one. Either way, I hope the skull face paint from this screen grab is available for all races.

http://i38.photobucket.com/albums/e119/SantosCallanito/BAMFDunmer.jpg

Warpaint FTW
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Ysabelle
 
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Post » Mon May 14, 2012 10:38 am

Every character starts with these two spells:

Flames : A gout of fire that does 8 points per second. Targets on fire take extra damage.

Healing : Heals the caster 10 points per second.

Breton's also start with...

Conjure Familiar : Summons a Familiar for 60 seconds wherever the caster is pointing.

Dunmer also start with...

Sparks : Lightning that does 8 points of shock damage to health and magicka per second.

Altmer also start with...

Fury : Creatures and people up to level 6 will attack anything nearby for 30 seconds.

Just to clarify, these spells are available to any race in the game. The races listed just start with those spells as a bonus for their +10 proficiency in certain magics.


Just in case this has been missed.

Edit: just to clarify that this is from the same source as the OP.
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Emerald Dreams
 
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Post » Mon May 14, 2012 5:39 pm

Just to clarify, these spells are available to any race in the game. The races listed just start with those spells as a bonus for their +10 proficiency in certain magics.


Just in case this has been missed.

Thanks, I was wondering about this the other day! Just out of curiosity what does the Summon Familiar spell actually summon?
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hannaH
 
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Post » Mon May 14, 2012 7:53 am

I am sooooo gonna be an orc.
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Mistress trades Melissa
 
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Post » Mon May 14, 2012 9:43 am

Dangit! again the Natural ability's of having Night eye has a Time Limit >:|
Why can't you just Toggle Night Eye on and off for Khajiits?
and if it looks like a Spell rather than a Natural ability, i'm gonna have to Slap a foo!
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Rachel Hall
 
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Post » Mon May 14, 2012 11:23 am

Thanks, I was wondering about this the other day! Just out of curiosity what does the Summon Familiar spell actually summon?

Yeah, I remembered that someone had asked in the Breton thread. Glad we know now. :foodndrink:
It summons a ghost wolf :thumbsup:
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Connor Wing
 
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Post » Mon May 14, 2012 6:01 pm

Thanks Drainy!

I am super excited for the Altmer Fury spell. My goal is to use illusion and necromancy against large groups. Make them all fight eachother and raise any dead foes to fight on my side. Any stragglers will get a fire ball to the face. :D
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Wanda Maximoff
 
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Post » Mon May 14, 2012 4:40 pm

Yeah, I remembered that someone had asked in the Breton thread. Glad we know now. :foodndrink:
It summons a ghost wolf :thumbsup:

Sounds good! (I could not think of a clever wolf pun :()

Read a rumour that the familiar you summon changes if it kills a more powerful enemy, you know if there is any truth to it?
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LuCY sCoTT
 
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Post » Mon May 14, 2012 11:14 am

I don't see how Imperials get +10 in Restoration when Speechcraft and Merchantile were the +15 bonus from Oblivion. Regardless of that I like the bonuses although they nerfed the Dark Elves Fire Resistance, Breton Magic Resistance, Adrenaline Rush for the Redguards. Although I think High Elf lovers should be celebrating today because they lose that god awful weaknesses to fire, ice, lightning.
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Jake Easom
 
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Post » Mon May 14, 2012 11:09 am

Why do Redguards have a +5 Destruction bonus (have they always, I 've always considered them pure warriors)? Not complaining, as it just switched my race from Imperial to Redguard (assuming Redguards don't look too bad.)
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Janette Segura
 
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Post » Mon May 14, 2012 12:57 pm

Why do Redguards have a +5 Destruction bonus (have they always, I 've always considered them pure warriors)? Not complaining, as it just switched my race from Imperial to Redguard (assuming Redguards don't look too bad.)
I agree, Redguards aren't known for magic. They are missing Two Handed and an armor skill but maybe that's the idea though to not overpower that race.
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Mimi BC
 
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Post » Mon May 14, 2012 3:31 am

@Sindinista you are very welcome, I just copied and pasted from the same source as the OP. It was further down in the comments, so credit really goes to the guy on Reddit. That sounds like a verrrrrrry fun play style!

@Ajwol Semreth I've not heard that before! but if true that sounds great. I'm going for a Conjuration/ Destruction build so fun things like that would make it sweet.
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Ridhwan Hemsome
 
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Post » Mon May 14, 2012 6:40 am

Hmm I see. I know what I', doing for my first mod, making some bonus' and abilities that are more the prior games! Seriously no ancestor ghost for Dunmer?? Redguards with a destruction bonus??
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noa zarfati
 
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Post » Mon May 14, 2012 7:16 am

Hmm I see. I know what I', doing for my first mod, making some bonus' and abilities that are more the prior games! Seriously no ancestor ghost for Dunmer?? Redguards with a destruction bonus??

Why would you want that wimpy ghost instead of the wrath power?
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Matt Terry
 
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Post » Mon May 14, 2012 8:15 am

True, but as you progress that 50 points gets comparatively smaller, and when you add enchantments it declines even further

No doubt it's a good bonus though.

I'm trying to weigh up which is better - 25% magic resistance or 50 magicka points

Difficult

The 50+ magicka could possible become kind of obsolete in later levels , whereas 25% resistance to magicka will stay the same throughout the entire game.

Will be playing as a Breton first :)
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Jason King
 
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Post » Mon May 14, 2012 3:12 am

The 50+ magicka could possible become kind of obsolete in later levels , whereas 25% resistance to magicka will stay the same throughout the entire game.

Will be playing as a Breton first :)

For min-maxers it's a question of what is cheaper to acquire, +2 magicka or +1 resist magic. In Oblivion, the base cost for fortify magic is 0.15 and the base cost for resist magic is 2 (Around 13 times as much). If we assumed that this was indicative of how useful the item is, instead of a 1 to 2 ratio you'd need a 1 to 13 ratio or in this case +325 magicka.

Also you couldn't enchant yourself with magicka resist.
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u gone see
 
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Post » Mon May 14, 2012 3:15 am

It is a pity they only have 1 mage race now. I mean really only 1 race of 10 has a real benefit for one of the 3 primary archetypes. Not that any race has a real benefit towards the other archetypes, but I don't see why Altmer should be the exception and gain a real class oriented benefit. Everyone else has a lame 60 second power and a resistance, or in the case of khajiit claws which are kind of pointless without a HtH skill. The Altmer gets a benefit that directly ties into one of the 3 perk trees and it is always on, by far the best mage and the best race.
So I guess the Breton 25% constant magicka resistance, 50% daily spell absorption, and magic skill bonuses don't count do they?
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Arnold Wet
 
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Post » Mon May 14, 2012 11:16 am

Why do Redguards have a +5 Destruction bonus (have they always, I 've always considered them pure warriors)? Not complaining, as it just switched my race from Imperial to Redguard (assuming Redguards don't look too bad.)
Long Blade +15
Athletics +5
Axe +5
Blunt Weapon +5
Heavy Armor +5
Medium Armor +5
Short Blade +5
Long + Axe + Blunt + Short = 1H + 2H
Athletics = DNE
Heavy + Medium = Heavy

That would be very few skill bonuses.
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Rachell Katherine
 
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Post » Mon May 14, 2012 7:23 am

Crap... my dunmer heavy armor mage set-up is ruined. Light armor and sneak? Really? Bleh I'm pissed they lost their one-handed bonus

Imperials actually look to be the best armored battle mage class, but I might just go Altmer now that I've seen the [censored] Dumner skill set. :sadvaultboy:
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lillian luna
 
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Post » Mon May 14, 2012 7:05 am

On skill bonuses: I've read a few posts from people who give the impressions these matter particularly -- they don't. They will make life easier at the start of the game but that will quickly pass. Skill bonuses shouldn't influence your decision. What's way more important is what standing stone you choose -- if either warrior, thief, or mage the assocated skills wil rise 30% quicker!. Having said all that's it's interesting from a lore perspective to see how the races have been envisioned by the devs.

My thoughts:
  • Dunmer are all over the place now -- they seem to be presented as Nightblades but their activated power is primarily focussed on tanking damage in melee in order to maximise fire aura damage.
  • Is the Nord battlecry / Imperial calm power / Bosmer animal ally power going to be completely useless at higher levels?
  • Orc Berzerker rage power is amazingly powerful making them ideal as any class depending if it is restricted to melee attacks.
  • Khajiits claw attacks seem to give them huge advantage in the non-lethal fistfights which apparently prevalent in bars etc as conversation options.
  • Redguard adrenaline rush is better than people think -- you'll be able to spam dual wield non-dagger attacks without loosing anywhere near the stamina.
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marie breen
 
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Post » Mon May 14, 2012 11:47 am

Off topic: remind me, can you keep switching what standing stones you use throughout the game or are you stuck with the one you pick? IE I get to level 10, decide my thief skills are lacking, go back and change from warrior to thief standing stone.

Nevermind, found my answer.
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Scott
 
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Post » Mon May 14, 2012 5:23 am

Just one;







WHO THE [censored] CARES?! JK, but seriously, does it matter that much?
You join up today and tell us what we care about? I assure you regular members care a lot more about the lore and backstory of TES than just hitting stuff with a sword.
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Setal Vara
 
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Post » Mon May 14, 2012 3:16 pm

What happend to dunmer being masters of Destruction, ARCHERY AND BLADES. It matters not I suppose :glare:
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XPidgex Jefferson
 
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Post » Mon May 14, 2012 9:04 am

Lol, Bretons get smashed by the nerf hammer and yet are still among the best race choices. Gotta love it.
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Haley Cooper
 
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Post » Mon May 14, 2012 4:50 am

I have a question: I am looking to make a character that mainly uses a one-handed weapon and a shield but sometimes goes to magic or a bow. Heavy armor. Which race would be best suited to these? I was thinking Nord, Orc, or Redguard, but which one?
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Josephine Gowing
 
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