The Races of Skyrim
Altmer

Oblivion(somewhat modded Altmer) VS. Skyrim Altmer
You can also use this to help out.
In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the “Cultured People”. In the Empire, “High” is often understood to mean “proud” or “snobbish”, and as the Altmer generally personify these characteristics, the “lesser races” harbor little warmth for them. Altmer confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire’s arts, crafts, and sciences are derived from Altmer traditions. However, the Altmer’s smug self-assurance of superiority can be hard to bear. Deft, intelligent, and strong-willed, Altmer are the most strongly gifted in the arcane arts of all the races, and Altmer boast that their sublime physical natures make them far more resistant to disease than the “lesser races”. However, they are also somewhat vulnerable to fire, frost, and shock.
Attributes
Male
+10 Intelligence
-10 Strength and Speed
Female
+10 Intelligence
-10 Strength and Endurance
Skills
+10 Alteration, Destruction, and Mysticism
+5 Alchemy, Conjuration, and Illusion
Traits
High Elf Enhanced Magicka ability : Fortify Magicka 100 points on Self, constant
High Elf Disease Resistance ability : Resist Disease 75% on Self, constant
High Elf Elemental Weakness ability : Weakness to Fire, Frost & Shock 25% on Self, constant
In-Game Description
Also known as “Altmer” in their homeland of Summerset Isle, the High Elves are the most strongly gifted in the arcane arts of all the races. However, they are also somewhat vulnerable to fire, frost and shock.
Gameplay
High Elves are the best choice for a pure Mage character, with +10 bonuses to Destruction, Alteration and Mysticism; the maximum Magicka in the game is obtained by playing an Altmer with the Atronach birthsign. Due to their weakness to Fire, Frost and Shock damage, however, an Altmer mage should beware of other Mages. They are most powerful against non-magic-using characters, utilizing their more proficient magical skills to outsmart and confound their opponents.
An Altmer can be successful in nonviolent roles, as they profit off creating spells, selling goods in the market, and making and selling potions, all of which are strongly enhanced by the Altmer’s innate magical talents. High Elves are the principal academic, professional mages, who may reside in the Imperial Arcane University, studying books on magic, enchanting weapons, binding souls and selling scrolls to the mundane inhabitants of the Imperial City. They dress in robes and form a large part of the Imperial Mages Guild. Most Altmer NPCs in Cyrodiil are notably wealthy and learned.
Enemy Altmer will most frequently be encountered as Conjurers (including Conjurer Adepts) and Necromancers (including Necromancer Adepts) in Cyrodiil, as well as Heretics, Zealots, and Priests of Order in the Shivering Isles. All Marauder Battlemages are also high elves. Among vampires, the Witchhunters and Sorcerers are Altmer, including Sorcerer Vampire Matriarchs and Patriarchs. All of these Altmer mages usually dress in robes (sometimes enchanted) rather than armor, and attack with lightweight weapons (daggers, shortswords, or maces) or fire staves at their opponents.
Race-specific Dialogue
Greetings
“Something on your mind, goldenrod?” (if disposition is between 20 and 30)
“Greetings, High Elf” (if disposition is 30+)
“Greetings, fellow Altmer.” (if disposition is 30+ and if the NPC is also an Altmer)
Friendly Greetings (if disposition is 70+)
“Welcome! If you wish to talk, it is really no trouble at all.”
“How delightful! Welcome.”
“An honor to be sure.”
“You’re in good company, friend. Welcome.”
“You seem quite intriguing. Please, share your thoughts.”
Normal Greetings (if disposition is between 30 and 70)
“Greetings. What exactly do you require of me?”
“I see you. Hello.”
“All right then, I’m listening.”
“Any time now.”
“Ah, how quaint. How do you do?”
Brusque Greetings (if disposition is under 30)
“Identify yourself.”
“Is it necessary that you speak with ME?”
“Ask a commoner.”
“You creatures are all the same.”
“This is an unwelcome surprise.”
In combat
“You’re a traitor to your own race!” If the combatant is also an elf
“You’re outmatched, Elf!” (if the combatant is not an elf)
“You Elves are all the same! All flash and no fury!” (if the combatant is not an elf)
“Puny Elf! I’ll pick my teeth with your spine!” (if the combatant is an Orc)
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races.
Altmer +5
Argonians -10
Bosmer -5
Bretons -5
Dunmer -10
Imperials -5
Khajiit -10
Redguards -5
Argonian
Argonians (or Saxhleel in Jel, their native tongue, a word that seems to mean “People of the Root”) are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet they are fiercely loyal, and will fight to the death for those they have named as friends.
While Argonians appear reptilian in nature at first glance, they also exhibit fish- and amphibian-like qualities, such as being able to breathe underwater, having small gills behind their ears, and swim using the same body mechanism as that of a tadpole or eel, waving its tail side-to-side to propel itself through the water. Unfortunately for the Argonians, the very traits that enabled them to survive so well in the swamps of their homelands also made them ideal slaves for hard labor in regions of Morrowind that would prove uninhabitable to the other races. They are commonly enslaved along with the Khajiit in Morrowind. Though slavery is illegal in the rest of the Empire, the Dunmer of Morrowind were allowed to own slaves for quite some time. This was due to the conditions of the treaty under which Morrowind joined the Empire, which allowed the Dunmer to follow their ancient traditions concerning the ownership of slaves. King Helseth eventually abolished slavery from Morrowind due to political and moral reasons.
Attributes
Male
+10 Agility and Speed
-10 Willpower, Endurance, and Personality
Female
+10 Intelligence
-10 Endurance and Personality
Skills
+10 Athletics and Security
+5 Alchemy, Blade, Hand to Hand, Illusion, and Mysticism
Traits
Argonian Disease Resistance ability : Resist Disease 75% on Self, constant
Argonian Poison Immunity ability : Resist Poison 100% on Self, constant
Argonian Water Breathing ability : Water Breathing on Self, constant
In-Game Description
This reptilian race, well-suited for the treacherous swamps of their homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks.
Gameplay
Argonians make very good thieves, with the right stat boosts. Since they have a +10 boost to Security and Athletics, they can make agile rogue-like characters. They are a great choice if you want to be stealthy, as the male’s +10 bonus to agility and speed are useful to stealth oriented characters. Resist disease and immunity to poison are always useful, and being able to breathe underwater can allow for a quick escape from the guards or monsters. A +5 boost to Illusion, Alchemy, and Mysticism gives them considerable magical potential. Females in particular appear to be suited for a Mage-type class.
Argonian names follow a certain format, like the Orcs. Some do not have actual names, but just descriptive phrases, like Hauls-Ropes-Faster or City-Swimmer. However, they do have names that do not follow this format, such as Gin-Wulm or Weebam-Na for example.
Enemy Argonians are rare, limited to some Marauder Archers, clad in heavy armor and wielding bows & arrows. There is also a tribe of Argonians living in Veyond Cave.
Race-specific Dialogue
Greetings
“What is it, pondscum?” (if disposition is between 20 and 30)
“Greetings, Argonian.” (if disposition is 30+)
“Greetings, marsh-friend.” (if disposition is 30+ and the target NPC is also an Argonian)
Friendly Greetings (if disposition is 70+)
“Blessed we are.”
“Greetings, honored friend.”
“How fare thee, friend?”
“Yes, honored guest?
“A visitor, yes?”
“Honored one.”
Neutral Greetings (if disposition is between 30 and 70)
“Yes?”
“Tidings.”
“Fresh game.”
“The prey approaches.”
“Questions?”
Brusque Greetings (if disposition is below 30)
“This scent is foul..”
“Hiss!”
“Unwelcome it is.”
“A hated one.”
Combat
“You’ll make a fine pair of boots, lizard!”
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races. Argonians have only one modifier.
Argonians +5
Bosmer
The Bosmer are the various barbarian Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often collectively referred to as Wood Elves, but “Bosmer”, or “the Tree-Sap People”, is what they call themselves. “Tree-Sap” suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Bosmer are especially suitable as scouts, and thieves. But most of all, the Bosmer are known for their skills with bows; there are no finer archers in all of Tamriel. Their ability to command simple-minded creatures is also well known. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not destroy trees or plant life, though they are not averse to using wooden or plant-derived products created by others.
The elves of Valenwood have always been involved in political arguments between the other races of Tamriel, but have never waged war with other nations, only defended their lands countless times, from the Khajiits of Elsweyr and the High Elves of the Summerset Isle. One of these skirmishes with the Khajiits formed the basis of the book Mixed Unit Tactics.
They have never been truly allied with other nations. Mistrust has been engendered by the ritual cannibalism that they practice in accord with their Green Pact. The specifics of other Bosmeri beliefs and traditions makes them uncomfortable with the “dour” city life lived by other races. In addition, the many invasions of Valenwood have probably not helped, nor the depredations of the Camoran Usurper in the Colovian Highlands and other provinces.
Attributes
Male
+10 Agility and Speed
-10 Strength, Willpower, and Personality
Female
+10 Agility and Speed
-10 Strength, Willpower, and Endurance
Skills
+10 Alchemy, Marksman, and Sneak
+5 Acrobatics, Alteration, and Light Armor
Traits
Beast Tongue greater power : Command Creature up to level 5 (20 points) for 60 seconds on Target, once per day
Wood Elf Disease Resistance ability : Resist Disease 75% on Self, constant
In-Game Description
The clanfolk of the Western Valenwood forests, also known as “Bosmer.” Wood Elves are nimble and quick, making them good scouts and thieves, and there are no finer archers in all of Tamriel. Their ability to command simple creatures is well-known.
Gameplay
The nimble Bosmer are strongly suited for a thief character, an alchemist, a woodsman, bandit or something to that effect. They are less talented at magic than about half of the races in Tamriel, but the magic they do know integrates well with what they do. They are great users of Alchemy and Alteration which helps them with the gameplay strategy of “carefully teasing their rewards” out of the world. They don’t bother much with Destruction, Conjuration, or Restoration, all of which are essentially Battlemage type disciplines.
In combat, Bosmer are heavily focused on archery, in which they are generally understood to be the single best amongst the Tamriel races. They start out with a nice bonus in Marksman and are well-suited to use it, since they have very high Agility and Speed attributes. They are excellent in sneak abilities, so they can often get a sneak attack bonus. They don’t use weapons that tax their Strength and Endurance a lot, since they don’t have quite as much as other races. They almost always use light armor. They are small and cannot carry lots of heavy armor, as it weighs them down dramatically. Often with higher levels of heavy armor you will find that they simply cannot wear it at all. The +5 Light Armor bonus helps sway players to stick with light armor for Wood Elves.
Their greater power will prove very handy at lower levels, but will eventually become less useful as the player levels up.
Bosmer are probably one of the better choices for an alchemist, since poisons created with Alchemy benefit their archery.
Enemy Bosmer will generally be encountered as Bandit Bowmen, clad in light armor and archery equipment. Among the vampires, the Acrobats, Archers, and Thieves are Bosmer.
Race-specific Dialogue
Greetings
“What do you want, treehugger?” (if disposition is between 20 and 30)
“Greetings, Bosmer” (if disposition is 30+)
“Greetings, (brother/sister) Bosmer” (if disposition is 30+ and the target NPC is also a Bosmer)
Friendly greetings (if disposition is 70+)
“If there is anything I can do, I am humbly at your service.”
“I have a feeling that you and I are about to become very close.”
“Greetings and salutations.”
“This is a wondrous encounter. Welcome.”
“I’m so happy to see you, I could burst!”
Neutral Greetings (if disposition is between 30 and 70)
“Interesting, go on.”
“From where do you hail?”
“I don’t know if I can help you, but I’ll try.”
“Do you want something from me?”
Brusque Greetings (if disposition is below 30)
“I don’t like you much.”
“Can’t you find someone else to bother?”
“Can’t you see I wish to be left alone!”
“You annoy even me.”
“I really don’t want you around me.”
In combat
“You’re outmatched, Elf!” (if the combatant is not an elf)
“Puny Elf! I’ll pick my teeth with your spine!” (if the target NPC is an Orc)
“You’re a traitor to your own race!” (if the combatant is a fellow elf)
“You Elves are all the same! All flash and no fury!” (if the combatant is not an elf)
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races. Bosmers have only one modifier.
Bosmer +5
Breton
Oblivion Breton
Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and flamboyant customs. They are not the only ethnicity of High Rock; the Horse People of the Bjoulsae River and the Witchmen of the Reach could possibly be referred to as Bretons as well, though it would be a primarily geographic label.
The Bretons’ origin can be traced to the First Era of Tamriel’s history, when the Aldmer intermingled extensively with Nedic peoples. This occurred both through war and long periods of coexistence in a multiracial society. While the Aldmer maintained control of Tamriel, the Manmer lived as lower-class citizens, supporting their meric brethren. After the Aldmer lost their foothold, the remaining Manmer interbred with the controlling human races. The Bretons of modern-day Tamriel have a much-diluted meric ancestry, seen in their higher magical affinity.
Breton culture operates under the Feudal System, and their society is agrarian and hierarchical. Monarchs rule over castles and villages of half-timber houses. The cities are sprawling trade hubs.
Attributes
Male
+10 Intelligence and Willpower
-10 Agility, Speed, and Endurance
Female
+10 Intelligence and Willpower
-10 Strength, Agility, and Endurance
Skills
+10 Conjuration, Mysticism, and Restoration
+5 Alchemy, Alteration, and Illusion
Traits
Breton Enhanced Magicka ability : Fortify Magicka 50 points on Self, constant
Breton Magic Resistance ability : Resist Magic 50% on self, constant
Dragon Skin greater power : Shield 50% for 60 seconds on self, once per day
In-Game Description
In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. They are particularly skilled at summoning and healing magic.
Gameplay
Bretons are particularly skilled in Mysticism, Restoration and Conjuration, which means they are natural defensive mages. They are resistant to magic making them exceptionally useful against other magic users. Attention to Alteration might be useful against enemies who fight Hand To Hand or with weapons. It should be noted that Bretons do not have any bonuses to Destruction magic, giving the player a fairer choice between using offensive magic or weapons. Although they are not as skilled as the Altmer (High Elves) in the arcane arts, they may prove useful if fighting other mages.
Enemy Bretons will most frequently be encountered as Conjurers (including Conjurer Adepts) and Necromancers (including Necromancer Adepts) in Cyrodiil, as well as Heretics and Zealots in the Shivering Isles. All Bandit Hedge Wizards are also Bretons. Among the vampires, the Agents, Mages, and Spellswords are Bretons. All of these Breton wizards generally dress in robes (sometimes enchanted) rather than armor, and attack their opponents with lightweight weapons (daggers, shortswords, or maces) or Staves.
Race-specific Dialogue
Greetings
“What do you want, Breton trash?” (if disposition is between 20 and 30)
“Greetings, Breton” (if disposition is 30+)
“Greetings, fellow Breton” (if disposition is 30+ and the target NPC is also a Breton)
Friendly Greetings (if disposition is 70+)
“To what do I owe this pleasure?”
“Should you need something, I will be happy to oblige.”
“How fare thee, friend?”
“Welcome. Please, don’t be shy. I’m listening.”
“How does the day greet you, friend?”
Neutral Greetings (if disposition is between 30 and 70)
“May I help you?”
“I’m listening, please, go ahead.”
“Go ahead, I’m listening.”
“I suppose I have a moment. What is it?”
“Do you need something?”
Brusque Greetings (if disposition is below 30)
“I am busy, so, if you will excuse me.”
“I hope this won’t take long.”
“Is it necessary that you speak with me?”
“Be quick about this or find someone else to talk to.”
“You hardly seem worth talking to.”
Combat
“Fall before me, Breton!”
“You humans are all the same! Weak and worthless!” (if attacking NPC is an Orc)
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races. Bretons have only one modifier.
Breton +5
Notes
Because Bretons are associated with the French, most of the Bretons in Oblivion have French names.
Dunmer
The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the dark-skinned, red-eyed, Elven peoples of the Eastern Empire. “Dark” is commonly understood as meaning such characteristics as “dark-skinned”, “gloomy”, “ill-favored by fate” and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, “Dark Elf” is the common usage, but in their homeland of Morrowind, and among their Aldmeri brethren, they are called “Dunmer”. Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer’s vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those of them born outside of Morrowind or ones who grew up in the Imperial tradition are, however, usually much friendlier than their native-born counterparts.
Attributes
Male
+10 Speed
-10 Willpower and Personality
Female
+10 Speed
-10 Willpower and Endurance
Skills
+10 Blade and Destruction
+5 Athletics, Blunt, Light Armor, Marksman, and Mysticism
Traits
Ancestor Guardian greater power : Summon Ancestor Guardian for 60 seconds on self, once per day
Dark Elf Fire Resistance ability : Resist Fire 75% on Self, constant
In-Game Description
Also known as “Dunmer” in their homeland of Morrowind, the Dark Elves are noted for their skilled and balanced integration of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid.
Gameplay
The Dunmer are well-balanced characters. They can become any of the three main archetypes with ease. With good Destruction bonuses and combat bonuses, they can make perfect middle-of-the-line fighters with just enough magic to get the job done. Also, with their 75% Resist Fire, they can be very useful in Oblivion, where Daedra, one of the most prominent enemies, are encountered. The same goes for planned vampires, as a Dunmer’s 75% fire resistance cancels out even the largest Weakness to Fire that full vampires have.
Enemy Dunmer will most frequently be encountered as Bandit Bowmen or as Bandit Ringleaders. These Dunmer tend to be equipped with light armor and archery equipment (or a blunt weapon in the case of Ringleaders). Among the vampires, the Assassins, Battlemages, Nightblades and Pilgrims are Dunmer, including Assassin Vampire Matriarchs and Patriarchs.
The Ancestor Guardian ability is a useful combination with The Atronach birthsign. If your magicka is low, summon it and attack it enough for it to become hostile towards you. Let its frost spells restore your magicka.
Race-specific Dialogue
Greetings
“What do you want, ashborn?” (if disposition is between 20 and 30)
“Greetings, Dunmer.” (if disposition is 30+)
“Greetings, my Dunmer brother/sister.” If disposition is 30+ and the NPC is also a Dunmer
Friendly Greetings (if disposition is 70+)
“I’m very happy to make your acquaintance.”
“I am never too busy for good talk.”
“Please, join me.”
“It’s so good to meet you.”
“Walk with virtue, friend.”
Normal Greetings (if disposition is between 30 and 70)
“May I help you?”
“I’m listening. Go ahead.”
“You may speak.”
“What is it, sera?” (if a Dunmer is talking to a fellow Dunmer, who is male)
“What is it, muthsera?” (if a Dunmer is talking to a fellow Dunmer, who is female)
Brusque Greetings (if disposition is under 30)
“Spit it out or hit the road.”
“Whatever you’re looking for, I’m sure I don’t know how to find it.”
“If you’ll excuse me, I don’t have time for you right now. Or ever.”
“What hole did you crawl out of?”
“You remind me of my homeland. During the Blight.”
In combat
“You’re a traitor to your own race!” If the combatant is also an elf
“You’re outmatched, Elf!” (if the combatant is not an elf)
“You Elves are all the same! All flash and no fury!” (if the combatant is not an elf)
“Puny Elf! I’ll pick my teeth with your spine!” (if the combatant is an Orc)
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races.
Argonians -10
Bretons -5
Altmer -10
Imperials -5
Khajiit -5
Nords -5
Redguards -5
Bosmer -5
Imperial
Known as Cyrodils, Cyrodilics or Cyro-Nordics before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires. The repeated rise and fall of Cyrodiil has never failed to reorder the continent, and each Empire has marked a new epoch in Tamrielic history.
Common Cyrodilic names, certain aspects of Nibenean architecture and Colovian martial tradition (military organization and equipment) should seem familiar, as they are inspired by the real world Roman Empire. In Tamriel, many of these parallels are in fact the result of Akaviri influence, dating back to the First Era cooperation between Reman I and the defeated invaders.
Attributes
Male
+10 Personality
-10 Agility and Willpower
Female
+10 Personality
-10 Agility and Speed
Skills
+10 Mercantile, Speechcraft and Heavy Armor
+5 Blade, Blunt and Hand to Hand
Traits
Star of the West greater power (Form ID 00047ADE): Absorb Fatigue 100 points on Touch, once per day
Voice of the Emperor greater power (Form ID 00047ADD): Charm 30 points for 30 seconds on Target, once per day
In-Game Description
Natives of the civilized, cosmopolitan province of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with heavy armor and in the social skills and tend to favor the warrior classes.
Gameplay
In terms of combat, Imperials are best equipped for the warrior type. Based on their bonuses, with +5 to Blade, Blunt and Hand to Hand, they can pretty much take their pick from weapons and craft a front-line warrior, and their +10 in heavy armor provides them with ample durability.
With their extremely high personality stat, as well as +10 to Mercantile and Speechcraft, Imperials are well suited to haggling and negotiating, and generally have no trouble getting others to like them. If you wish to explore a more roleplaying-oriented, less combat-focused character, an Imperial is a good choice, as their abilities can lend themselves well to a less violent lifestyle.
Imperials are one of the most un-directed races in the game classwise, although they have slight bonuses in their Heavy Armor, Blade, and Blunt skills, they really have no restrictions on being a stealthy or magical character, and can be considered the “Jack of All Trades”
Every nameless guard in Cyrodiil is an Imperial, clad in appropriate uniforms (either Imperial Legion or a variant of Steel Armor or Chainmail Armor). Among the vampires, the Healers (mislabeled as “Sorcerers”) and Monks are Imperials. Marauder archers and warlords can be Imperials as well.
Race-specific Dialogue
Greetings
“Greetings, Imperial. (if disposition is 30+)
“Speak, Imperial dog.” (if disposition is under 30)
“Greetings, Imperial brother/sister.” (if disposition is 30+ and the target is also an Imperial)
Friendly Greetings (disposition is 70+)
“Welcome.”
“Greetings to you.”
“My pleasure, really.”
“Please, go ahead.”
“Well met.”
“Please, by all means.”
“It is a privilege.”
“Good tidings, citizen.”
“Fine greetings to you.”
“A pleasure to see you.”
Neutral Greetings (if disposition is between 30 and 70)
“Tidings, citizen.”
“Go ahead.”
“Greetings.”
“Yes?”
“What’s this about?”
“I’m listening.”
“Let’s hear it.”
“Anytime now.”
“How can I help you?”
Brusque Greetings (if disposition is below 30)
“Say it.”
“So tiresome.”
“Come on.”
“Quickly now.”
“What?”
“Go away.”
“Hurry up.”
In combat
“Die, Imperial! Die!” (if the combatant is not an Imperial)
“You humans are all the same! Weak and worthless!” (if attacking NPC is an Orc)
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative race. Imperials, however, have no modifiers.
Khajiit
The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen Intelligence and Agility. While these traits make them superb thieves, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.
Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and digitigrade -toe walking- stance) and dermal makeup (the “fur” that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians, make up the so called ‘beast races’ of the Empire, due to their therianthropic qualities.
It is currently unclear whether a successful union between Khajiit and other races may occur, for, while reports of children born of such unions have been noted in the past, no well-documented cases exist.
Attributes
Male
+10 Agility
-10 Willpower and Endurance
Female
+10 Agility
-10 Willpower and Strength
Skills
+10 Acrobatics and Hand to Hand
+5 Athletics, Blade, Light Armor, Security, and Sneak
Traits
Eye of Fear greater power : Demoralize up to level 25 (100 points) for 30 seconds on Target, once per day
Eye of Night lesser power : Night-Eye for 30 seconds on Self (0 magicka cost)
In-Game Description
Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajiit can see in the dark.
Gameplay
Khajiit, like Argonians, make good thieves due to their bonuses in skills typically associated with stealth-oriented classes. They are quick and exceptional when it comes to getting into places some of the other races might have trouble with. Eye of Night is a handy lesser power while dungeon-crawling or for seeing at night, when many thieves do their work. Their other greater power, Eye of Fear, is quite useful because it is not affected by Spell Efficiency, which often ruins Demoralize spells at higher levels. If you are playing a thief character, it may help to choose the Thief Birthsign to aid you.
Enemy Khajiit are primarily encountered as Bandits, including the infamous Highwaymen, clad in light armor and wielding blunt weapons.
Race-specific Dialogue
Greetings
“Something on your mind, furlicker?” (if disposition is between 20 and 30)
“Greetings, Khajiit.” (if disposition is 30+)
“Greetings, clan-mate.” (if disposition is 30+ and the target NPC is also a Khajiit)
Friendly Greetings (if disposition is 70+)
“May you walk on warm sands.”
“Warm day to you, friend.”
“Sugar and sands, friend.”
“Good friend. This is an honor.
“Swift hunting, friend.”
Neutral Greetings (if disposition is between 30 and 70)
“Its scent is unfamiliar.”
“It has no master?”
“Good hunting.”
“You have words?”
“Speak while the sands are warm.”
Brusque Greetings (if disposition is below 30)
“Khajiit has no words for you.”
“It comes near. What does it want?”
“To greet you? Or eat you?”
“Go away. Do not come back.”
“Can it speak? Can it make words?”
Combat
“Die, you mangy housecat!”
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races.
Khajiit +5
Nord
The Nords are a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel’s coasts.
Attributes
Male
+10 Strength and Endurance
-10 Intelligence, Willpower, and Personality
Female
+10 Strength
-10 Intelligence and Personality
Skills
+10 Blade, Blunt, and Heavy Armor
+5 Armorer, Block, and Restoration
Traits
Nordic Frost greater power : Frost Damage 50 points on Touch, once per day
Woad greater power : Shield 30% for 60 seconds on Self, once per day
Nord Frost Immunity ability : Resist Frost 50% on Self, constant
In-Game Description
Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors.
Gameplay
Nords are hardy, robust warriors that have strong bonuses to Blade, Blunt and Heavy Armor. These bonuses make Nords very naturally talented warriors. Also, they have a +5 to Restoration, making it worth considering adding Restoration if you are making a combat class. However, they are poorly suited to any more magic skills as they have lowered Intelligence and Willpower (in males).
Their traits can be made use of in any classes, but their Nordic Frost power requires touch so is best used by warriors.
Enemy Nords will generally be encountered as Marauders (including Marauder Warlords), clad in heavy armor and wielding long blades. Among the vampires, the Barbarians, Bards, and Knights are Nords. Nords share the same voices as Orcs.
Race-specific Dialogue
Greetings (if player is a Nord)
“Greetings, Nord” (if disposition is 30+)
“Greetings, son/daughter of Skyrim” (if disposition is 30+ and NPC is also a Nord)
“Speak, snowman and stop wasting my time” (if disposition is 30- and NPC is not a Nord)
Friendly greetings (if disposition is 70+)
“You choose to spend your time with me? You humble me.”
“Well, here’s a fine one! Speak freely.”
“Hail and welcome, friend. Hail!”
“Salute! Welcome! Please say your piece.”
“This is a grand day. Greetings.”
Neutral Greetings (if disposition is between 30 and 70)
“Today’s your lucky day, so let’s hear it.”
“I take it you want something. Well, what is it.”
“What’s your story?”
“May the wind be on your back.”
“Head on.”
Brusque Greetings (if disposition is below 30)
“Say your piece or stand aside.”
“Someone should teach you some manners”
“Bother me again, and you might live to regret it.”
“You remind me of a witch I once knew. I hate witches.”
“Get out of here before you get hurt.”
“Are you here to challenge me? I don’t think so.”
In Combat
“I’ll send your bloody soul straight to Sovngarde!”
“By Ysmir’s beard, we’ve got ourselves a live one!”
“I’ll have your head, you filthy Nord!” (if attacker is not a Nord)
“You humans are all the same! Weak and worthless!” (if attacking NPC is an Orc)
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races. Nords have only one modifier.
Nord +5
Orc
Orcs, also called Orsimer, “Corrupt Elves”, or “Pariah Folk” in ancient times, are sophisticated barbarian beastlike peoples of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium, also known as the “City of the Pariah” (the literal translation is “Orc-Town”). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, sometimes being considered no better than goblins. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor’s Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. The Orcs of the Iliac Bay region have developed their own language, known as Orcish.
Gortwog gro-Nagorm united his people by establishing an autonomous enclave, and forced the Emperor Uriel Septim VII to recognize Orsinium as an equal of the other lesser kingdoms of the Iliac Bay. During the Warp in the West, Orsinium was one of the four city-states to gain control of the Numidium, conquering the surrounding kingdoms and baronies and swearing loyalty to the Emperor.
Their religion centers around the worship of the Daedric Prince of outcasts, Malacath. The Orcs were supposedly created when the Daedric Prince Boethiah defeated the Aldmeri god Trinimac, transforming him into Malacath and his faithful, the Orsimer, into Orcs. The stories recount that Boethiah “ate” Trinimac. The Orcs have considered themselves outcasts like their deity ever since, and this is reflected in much of their culture. For instance, unlike other races, the Orc tradition is to have weddings take place at midnight.
Attributes
Male
+10 Willpower and Endurance
+5 Strength
-10 Intelligence, Speed, and Personality
-5 Agility
Female
+10 Endurance
+5 Strength and Willpower
-15 Personality
-10 Speed
-5 Agility
Skills
+10 Armorer, Block, Blunt, and Heavy Armor
+5 Hand to Hand
Traits
Berserk greater power. All of the following for 60 seconds on Self, once per day:
Fortify Fatigue 200 points
Fortify Health 20 points
Fortify Strength 50 points
Drain Agility 100 points
Orc Magic Resistance ability : Resist Magic 25% on Self, constant
In-Game Description
The people of the Wrothgarian and Dragontail Mountains, Orcish armorers are prized for their craftsmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their berserker rage.
Gameplay
Orcs make excellent warriors who excel in combat with Blunt weapons in Heavy Armor. They are prized for their craftsmanship and armorer skill. Their daily power, Berserk, can be useful in tight situations against difficult enemies, but should be used with care. The reduced agility makes it easy for enemies to stagger you.
Orc names always follow a strict format, being that they have a main name, and a gender prefix preceding a last name. For example, Burz gro-Khash, or Snak gra-Bura. (gro = male, gra = female)
Despite there being Orcish armor, there isn’t Orcish weaponry.
Enemy Orcs are primarily encountered as Marauders (including Marauder Warlords), clad in heavy armor and wielding long blades. Among the vampires, the Crusader and Warriors are Orcs, including Crusader Vampire Matriarchs and Patriarchs.
Race-specific Dialogue
Greetings
“You have something to say, dungheap?” (if disposition is between 20 and 30)
“Greetings, Orc.” (if disposition is 30+)
“Greetings, blood of Orsinium.” (if disposition is 30+ and the target NPC is also an Orc)
Friendly Greetings (if disposition is 70+)
“I feel I can truly share with you, without fear.”
“A sincere welcome to you. May you be forever blessed.”
“A hail and hardy welcome, friend.”
“Such good company. Welcome.
“Do not fear. I will assist you however I can.”
Neutral Greetings (if disposition is between 30 and 70)
“May your kills be quick and many.”
“Ask and I will listen.”
“You seek my help?”
“Fight well.”
“Blade and bone. Speak to me.”
Brusque Greetings (if disposition is below 30)
“Hurry up, before I change my mind.”
“Annoying creature.”
“I haven’t time for fools.”
“By what right do you disturb me?”
“I’ve killed far worse than you.”
Combat
“You humans are all the same! Weak and worthless!” (if the Orc is attacking a Redguard, Nord, Breton, or Imperial)
“I’m going to bleed you slow!” (the Orc may say this in combat)
“Puny Elf! I’ll pick my teeth with your spine!” (if the Orc is attacking an Elf)
“Die, you Orc filth!”
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races.
Altmer -5
Argonians -5
Bosmer -5
Breton -5
Dunmer -5
Imperials -5
Khajiit -5
Nord -5
Redguard -5
Redguard
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral human homeland of Atmora.
Attributes
Male
+10 Strength and Endurance
-10 Intelligence, Willpower, and Personality
Female
+10 Endurance
-10 Intelligence and Willpower
Skills
+10 Blade, Blunt, and Athletics
+5 Light Armor, Heavy Armor, and Mercantile
Traits
Adrenaline Rush greater power. All of the following for 60 seconds on Self, once per day:
Fortify Agility 50 points
Fortify Endurance 50 points
Fortify Speed 50 points
Fortify Strength 50 points
Fortify Health 25 points
Redguard Disease Resistance ability : Resist Disease 75% on Self, constant
Redguard Poison Resistance ability : Resist Poison 75% on Self, constant
In-Game Description
The most naturally talented warriors in Tamriel. In addition to their cultural affinities for many weapon and armor styles, they also have a hardy constitution and a natural resistance to disease and poison.
Gameplay
Redguards, the fiercest warriors in the game, are masters of martial arts. With bonuses in Blade, Blunt and Athletics, they are fast, and deadly warriors.
Redguards have a resistance to poison and disease, which can prove very useful.
Stealth chracters may want to use a Redguard character if they want to gain an Endurance bonus at the beginning of the game, but not lose attribute points in Agility or Speed.
Their Adrenaline Rush power is very useful, and can be used creatively in a variety of situations, and it doesn’t have the agility weakness of the Orc’s Berserk power.
Enemy Redguards will generally be encountered as Bandits (including Bandit Ringleaders), clad in light armor and wielding blunt weapons. Among the vampires, the Rogues and Scouts are Redguards.
Race-specific Dialogue
Greetings
“Greetings, Redguard.” (if disposition is 30+)
“Come to bother me with a war story, Redguard?” (if disposition is under 30)
“Greetings, child of the Ra Gada.” (if disposition is 30+ and the target is also a Redguard)
Friendly Greetings (disposition is 70+)
“What did I do to deserve this honor?”
“The pleasure is all mine.”
“I like what I see.”
“Well, what have we here?”
“Anytime, friend. I’m right here.”
Neutral Greetings (if disposition is between 30 and 70)
“So, what’s this about?”
“What’s your story?”
“You’ve got my ear. Let’s hear it.”
“Talk is free. What do you want?”
“What brings you here?”
Brusque Greetings (if disposition is below 30)
“Nothing’s keeping you here. So move on.”
“Keep walking.”
“If you’re looking for trouble, you’re getting very warm.”
“I don’t think so.”
“Get lost.”
In combat
“Don’t feel bad — no one lives forever!”
“You do realize I’ve been holding back?”
“You humans are all the same! Weak and worthless!” (if attacking NPC is an Orc)
NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races.
Bretons -5
Imperials -5
Redguards +5
This information was gather by Wolf, one of the admins from our forums.





















I think I am going to pick an Argonian this time. Probably focus on 1h sword/shield combo with heavy armor. I know its not that they specialize in, but what the heck. This game is about doing whatever you want!
this game is awesome i got it yesterday and started a bosmer!
awsome game im sick of waiting till pay day to get this!!!
“Hand it over or die”
LOL.
Lol…my avatar looks like ‘Gorath =3