Full List of Racial Bonuses

Post » Mon May 14, 2012 5:31 pm

I actually like it if my chosen race has many skill modifiers placed on skills I do not plan to use. That will actually increase my Max-Level by one or two, because I will have more skill-ups toward an increase.

The only deciding factors in choosing a race, should be its racial powers and passive traits. Not the skill modifiers. I find it strange that people would consider changing their race because their chosen skills do not recieve a starting bonus in said stats.

I am going to make mainly Nords and Dunmer. Both have good resistances.

Battlecry, will be for fun at the very least, and breaking the enemy line at most.

How good the ancestor's wrath will be, is going to depend on the proximity's range. (It will also add an awesome flavor to my Dunmer Telvanni Sorcerer build)

Even if both powers turn out to be horrible, I will still consider these races my favorite because of their culture and history.
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J.P loves
 
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Post » Mon May 14, 2012 11:59 am


Even if both powers turn out to be horrible, I will still consider these races my favorite because of their culture and history.
:mohawk: its all about style anyway
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chirsty aggas
 
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Post » Mon May 14, 2012 12:29 pm

Breton 25% resitance to shock, or 25% resistance to magic does any one know which it is?
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Laura
 
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Post » Mon May 14, 2012 2:28 pm

Until they listed the frost immunity for nords i was going to be Imperial

Now that 50% resistance has changed my entire play through
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Megan Stabler
 
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Post » Mon May 14, 2012 5:36 pm

Yay, I was going to make a smooth-talking Imperial Rogue but now that the Nords have the Speech bonus, there's no reason not to go the Nord way. I'm all for this. :)
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Richus Dude
 
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Post » Mon May 14, 2012 1:44 pm

As a Imperial, I'm going to abuse Voice of the Emperor so much :celebration:
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Mackenzie
 
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Post » Mon May 14, 2012 10:34 am

I'm interested in seeing how they would explain the new changes in lore. Nords becoming more charming, Redguards gaining inheritant magic keenness and Dunmer not being inherently skilled with any material weapons...
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StunnaLiike FiiFii
 
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Post » Mon May 14, 2012 5:18 pm

I'm interested in seeing how they would explain the new changes in lore. Nords becoming more charming, Redguards gaining inheritant magic keenness and Dunmer not being inherently skilled with any material weapons...

Yeah, its been 200 years, lots of things can change.
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Vivien
 
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Post » Mon May 14, 2012 5:07 am

Wow...these racials are worse than Oblivions. Most svck and are nearly useless except for a few which are OP. Berserker rage?!

A lot of skills make no sense at all.

How do the Dunmer not have bonuses for One Handed? Why Alchemy? Why Alteration and not Conjuration which would make more sense.

IMO Stealth, Destruction, Conjuration, Illusion, One Handed, and Light Armor should have been the bonuses for the Dunmer. I would like someone to say how those do not reflect the lore. Daedra worship, Morag Tong, accomplished Spellswords? How did we get those?

Also many others do not make sense as well. Argonians do not resist poison? Wth?

I dont want to believe these are legit lol.
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Darren
 
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Post » Mon May 14, 2012 9:42 am

Things have changed since the Oblivion crisis and by people moving around. Argonians who haven't been anywhere near Black Marsh could've lost their poison immunity simply because of that.
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Harry Hearing
 
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Post » Mon May 14, 2012 4:40 am

There was something to refute? Oh your baseless opinion, sorry what am I exactly to refute it with? We have limited info all we have to go on is past games and in past games the magicka bonuses were the best racial abilities in the game and yeah 50 was a lot for most people. Only when someone really tricked out a character did it seem like a small amount.
Lol ad hominem

People are telling you that the bonus is minor, yet you're insisting that it's massive. I suggest you improve your reading comprehension.
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Austin Suggs
 
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Post » Mon May 14, 2012 9:13 am

Also many others do not make sense as well. Argonians do not resist poison? Wth?

I dont want to believe these are legit lol.

Or it might just be that poison immunity was just plain overkill >.>

Nobody else here big on alchemy ever had the frustration of running into an argonian only to realise you'll have to beat them to death with your rusty dagger because your wonderful poisons yield no effect? (In real life poison is very racially sensitive. Insect poison rarely affects humans - and vice versa. But poisons exist for both.. a skilled alchemist SHOULD know an "argonian poison")
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Big Homie
 
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Post » Mon May 14, 2012 1:14 pm

Things have changed since the Oblivion crisis and by people moving around. Argonians who haven't been anywhere near Black Marsh could've lost their poison immunity simply because of that.
Yeah and black people who live in america do not have sickle cells because they have not lived in Africa for 200+ years....sorry about the sarcasm, im a little annoyed and it is 2am here, but that amount of time would not effect a genealogical adaptation. Besides we do not know if Evolution really operates in TES the same as it does here. However what would explain that would be the Hist changing the Argos during the Oblivion crisis. But why would they make the Argonians more susceptible to poisons? Especially when they live in a poisonous environment and are about to invade another poisonous environement, Morrowind. I can understand reducing the poison resistance but to do away with it all together is ridiculous.

Why do the Redguards and Altmer suddenly have no disease immunity?

Why can't the Dunmer summon ancestor ghosts when Sul does it in the books AFTER the Red Year? The whole ancestor ghosts on fire thing is kind of BS when that is taken into account.

Cream of the crop has to be Redguards with destruction magic. Okay yeah they destroyed Yokuda supposedly but that was some kind of Sword magic that is more similar to the Thu'um power idea. So why do they suddenly have some magic when they have always been the distrustful pure warrior types?

There are many little 'eff you's to the lore in these racial bonuses, that is if they are truly complete and are not BS or misquoted. Kind of annoying tbh. I have doubts of the valididty and if it is from herp a derp then well maybe he or she misread it or something. Where is the list from btw? The 360 leaks?
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Veronica Flores
 
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Post » Mon May 14, 2012 5:26 pm

I'm betting most these changes to the racials will be referenced and explained in game.
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Matt Bigelow
 
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Post » Mon May 14, 2012 5:47 pm

Imperials had light armor in Morrowind and heavy in Oblivion and I don't remember any reference to it..
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Amy Cooper
 
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Post » Mon May 14, 2012 8:45 am

I'm betting most these changes to the racials will be referenced and explained in game.
I bet they won't. How could they explain them? Some make zero sense! Most we get is M'aiq saying some comment like, "M'aiq hears people used to have powerful abilities in the old days, M'aiq thinks people today have gotten soft."
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Sarah Knight
 
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Post » Mon May 14, 2012 2:10 pm

Or it might just be that poison immunity was just plain overkill >.>

Nobody else here big on alchemy ever had the frustration of running into an argonian only to realise you'll have to beat them to death with your rusty dagger because your wonderful poisons yield no effect? (In real life poison is very racially sensitive. Insect poison rarely affects humans - and vice versa. But poisons exist for both.. a skilled alchemist SHOULD know an "argonian poison")
I find the searing kiss of hot lead to be the best Argonian poison.
There are many little 'eff you's to the lore in these racial bonuses, that is if they are truly complete and are not BS or misquoted. Kind of annoying tbh. I have doubts of the valididty and if it is from herp a derp then well maybe he or she misread it or something. Where is the list from btw? The 360 leaks?
Lore changes in a series with divine intervention. Seriously; do you want to borrow some of my pain medication? You're a little tense.
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Isabel Ruiz
 
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Post » Mon May 14, 2012 7:20 am

I'm interested in seeing how they would explain the new changes in lore. Nords becoming more charming, Redguards gaining inheritant magic keenness and Dunmer not being inherently skilled with any material weapons...
It's their home land, it makes perfect sense for nords to be more confident in Skyrim than in other places.
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Barbequtie
 
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Post » Mon May 14, 2012 6:31 pm

I find the searing kiss of hot lead to be the best Argonian poison.

Lore changes in a series with divine intervention. Seriously; do you want to borrow some of my pain medication? You're a little tense.
...no guns lol.

Yeah of course there is that, I guess. Very weak and pathetic reason though.

I prefer to call it what it is though, in my opinion at least , bad decisions or BS. Though it still is my opinion so no matter. Ill pass on the meds though. Emotion does not translate well through typing. I am irritated, but about the same amount as I would be if a mosquito flew into my ear and then left. Nothing that really bothers me but I find this hard to credit as fact. Seems implausible and makes little sense.
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Reven Lord
 
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Post » Mon May 14, 2012 2:25 pm

There's just no pleasing Morrowind fans is there?
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Jaki Birch
 
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Post » Mon May 14, 2012 12:08 pm

There's just no pleasing Morrowind fans is there?
Funny you should say that lol. I never actually beat Morrowind. Do not jump to conclusions.

It is the Lore I am a fan of. It really is not that hard to stick to it is it? Still easy to balance out the races while staying true to the lore.

Wonder when that lock will be coming around...lol
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Brian Newman
 
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Post » Mon May 14, 2012 9:26 am

My guess with dunmer and their new focus on magic is that because they were forced out their homeland and lacked proper resources for creating weapons a lot started turning to magic for protection. That's just my guess but I'm no lore buff so...
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GLOW...
 
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Post » Mon May 14, 2012 1:30 pm

My guess with dunmer and their new focus on magic is that because they were forced out their homeland and lacked proper resources for creating weapons a lot started turning to magic for protection. That's just my guess but I'm no lore buff so...
The thing that makes no sense is why don't they have conjuration? They worship friggin Daedric Princes lol. They should have some melee skill as well but they do not. Guess they are just sneaky lightly armored mages now? The skills points do not bother me. It is just the logic behind them that kind of has me scratching my head. Would Conjuration, Destruction, One Handed, Light Armor, Stealth, and Illusion bonuses be too OP? The only thing I can think of would be gameplay balances effing with the lore. Does not seem to OP to me though. Meh.

Besides the Dunmer are the least of the Lore contradictions in those racials and skill bonuses.
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Emma-Jane Merrin
 
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Post » Mon May 14, 2012 11:06 am

Post limit.
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YO MAma
 
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