Skyrim: Complete Guide To Races (2024)

Quick Links

  • Choosing A Race In Skyrim

  • Nords

  • Imperials

  • Redguards

  • Bretons

  • High Elves

  • Dark Elves

  • Wood Elves

  • Orcs

  • Khajiit

  • Argonians

The first thing you are asked to decide on in Skyrim is who you are. This is a complicated question in the real world but a much simpler one in the game. As far as the Imperial scribe asking is concerned, your identity is your race, sex, and name.

Related: Skyrim: The Playable Races Ranked According to Height

The first one is the most important. Your race determines your appearance, how you are treated in the province, and what your natural talents are. This may not be as important later in the game, when you are more powerful, but it will shape your first steps into the frozen province.

Choosing A Race In Skyrim

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You will be forced to decide in the game's opening minutes, during the quest Unbound. An Imperial Legionnaire, Hadvar, will have to note down your answers for record-keeping.

Broadly speaking, you can develop your character to any build regardless of your race, and choosing solely for aesthetic purposes is a perfectly normal process.

There are ten options, split between men, mer (the elves), and beasts. Appearance aside, the races each have a distinctive blend of the following three effects.

Skill Bonus

Ordinarily, your skills start at level 15 with the exception of your racial bonuses. All races have one skill ten levels higher and five skills five levels higher than the default 15.

Racial Abilities

Tamriel is a large and diverse continent, allowing the races to have passive abilities based on their biology or province of origin.

Powers

Each race has a racial Power that can be used once a day.

If this is your first time being the Dragonborn, it's quite normal to be overwhelmed. The rest of the guide will break down the bonuses enjoyed by the races and some applications for them.

You cannot change your race after your initial decision. If you are dissatisfied, you will have to start again.

Nords

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Skyrim Nord Default Look In Character Creation

The Nords of Skyrim are, unsurprisingly, the most common race in the province. They are descended from the first humansto have settled in Tamriel and are well-accustomed to the province's cold climate.

They take pride in their martial culture, seeking honor in battle and valuing skill at arms above all else. Nords comprise a large portion of the Imperial Legion and have historically supported the Empire.

Nords have a reputation for being barbarians, with more brawn than brains thanks to their affinity for battle. This reputation is most evident in their racial bonuses that favor melee-centric playstyles.

Skill Bonuses

Two-Handed

Block

Light Armor

One-Handed

Smithing

Speech

+10

+5

+5

+5

+5

+5

Racial Abilities

Nords have innate 50 percent Frost resistance, taking half damage from such attacks.

Racial Power

Nords can use Battle Cry once a day, making nearby enemies flee for 30 seconds. Battle Cry excels at buying wounded warriors time to regenerate Stamina or restore Health.

Imperials

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The Imperials of Cyrodiil live in the warmer and more civilized heart of the Empire. Their nation has flourished under their affinity for both diplomacy and war. Their cunning has earned them a reputation for being excellent traders and thinkers.

Imperials are exposed to a rich and varied culture, evident in their affinity for martial skills like the Nords to the north, and their potential for magic, like the elves to the south.

They can rise to any occasion, and can become skilled warriors, mages, or anything in between.

Skill Bonuses

Restoration

Block

Destruction

Heavy Armor

One-Handed

Enchanting

+10

+5

+5

+5

+5

+5

Racial Abilities

Imperials will always find more gold when looting chests.

Racial Power

Imperials can channel the Voice of the Emperor,calming nearby targets for 60 seconds, once a day. People affected by the power will stop fighting until the effect runs out. It can be effective when trying to resolve tricky situations bloodlessly.

Redguards

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The Redguards of Hammerfell come from a warm province that encompasses inhospitable deserts and dense jungles. Hammerfell has recently split from the Empire after refusing to accept the White-Gold Concordat and driving out the invading Aldmeri Dominion forces, a feat that no other nation can match.

Their success is just another part of their long and proud martial history. They are said to be faster and more agile than other humans while having an innate talent for battle.

Redguards are well-suited for being spellswords; their innate skill for one-handed weapons leaves a hand free for casting magic.

Skill Bonuses

One-Handed

Alteration

Archery

Block

Destruction

Smithing

+10

+5

+5

+5

+5

+5

Racial Abilities

Redguards have a 50 percent resistance to Poison, especially useful against Skyrim's many frostbite spiders.

Racial Power

They can use Adrenaline Rush, increasing their stamina regeneration tenfold for one minute. When used at the right moment, Redguard can unleash a flurry of Power Attacks, overwhelming even the toughest enemies.

Bretons

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The Bretons of High Rock are unique in their ancestry; they are descended from both humans and elves. Their ancestry gives them an innate affinity for magic that no other human race has.

High Rock shares a border with Skyrim at the Reach, where the druidic Forsworn echoes some Bretonic magic in their rituals. Modern Bretons have a feudal society with knightly orders spread through rival kingdoms.

Bretons are fantastic conjurers that excel at defeating mages thanks to their natural resistance to magic.

Skill Bonuses

Conjuration

Alchemy

Alteration

Illusion

Restoration

Speech

+10

+5

+5

+5

+5

+5

Racial Abilities

Bretons can resist 25 percent of incoming Magic damage.

They start with Conjure Familiar, a Conjuration spell that summons a ghostly wolf.

Racial Power

Bretons can use Dragonskin, a power that allows them to absorb 50 percent of Magicka from hostile spells. It will replenish the Breton's Magicka reserves by the absorbed spell's base cost.

High Elves

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The haughty High Elves, or Altmer in their language, come from the distant Summerset Isle. The Aldmeri Dominion, responsible for Tamriel's currently dismal state, was established by High Elf supremacists around two centuries ago.

They are as snobbish as they are intelligent. Their natural gifts and longevity have created an enduring culture that forms the bedrock of Tamriel's language and culture.

High Elves are incredible mages, with no race as suited to mastering the arcane arts as them.

Skill Bonuses

Illusion

Alteration

Conjuration

Destruction

Enchanting

Restoration

+10

+5

+5

+5

+5

+5

Racial Abilities

High Elves start with 50 points more Magicka than other races.

They start with the Illusion spell Fury, which makes targets attack anyone within range for 30 seconds.

It will be easier to complete the quest Diplomatic Immunity if you are a High Elf.

Racial Power

They can use Highborn once a day, increasing their Magicka regeneration 25 times faster for 60 seconds.

Dark Elves

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The Dark Elves, or Dunmer, hail from the destroyed land of Morrowind. Their homeland has been ruined by the prophesied eruption of the Red Mountain, with many Dark Elves fleeing to other provinces as refugees.

They have a large presence in Windhelm, living in the slum-like Gray Quarter and discriminated against by the local Nords.

Dark Elves excel at using magic stealthily with a particular affinity for destruction magic.

Skill Bonuses

Destruction

Alchemy

Alteration

Illusion

Light Armor

Sneak

+10

+5

+5

+5

+5

+5

Racial Abilities

Dark Elves have a 50 percent resistance to Fire.

They start with the Sparks spell, a Destruction spell that produces a stream of magic.

Racial Power

Once a day, Dark Elves can use Ancestor's Wrath, wreathing themselves in a Flame Cloak for 60 seconds.

Wood Elves

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The Wood Elves, or Bosmer, of Valenwood are Tamriel's most talented archers. They live in a lush forest, full of life and walking trees. Wood Elves follow the Green Pact, a faith that forces their carnivorous diet by preventing them from harvesting plants.

Many of the Wood Elves in Skyrim are not strict adherents, with no such restrictions affecting players.

Their lifestyle allows them to be talented hunters that combine archery and stealth to bring down animals. They excel at being the archetypical rogue thanks to their innate talents.

Skill Bonuses

Archery

Alchemy

Light Armor

Lockpicking

Pickpocket

Sneak

+10

+5

+5

+5

+5

+5

Racial Abilities

Wood Elves are 50 percent more resistant to both Poison and Disease.

Racial Power

Wood Elves can command animals once a day, turning a beast to their side. Unfortunately, this power is not as effective later in the game.

Orcs

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Also known as the Orsimer, the Orcs are an elven race that differs considerably from the other elves. They are green-skinned, well-muscled, and more skilled in physical combat than magic.

Orcs are some of Tamriel's best smiths and warriors, with a particular affinity for being heavily-armored shock troops.

Their innate skills allow them to be fantastic warriors that can shrug off wounds that would stop other races.

Skill Bonuses

Heavy Armor

Block

Enchanting

One-Handed

Smithing

Two-Handed

+10

+5

+5

+5

+5

+5

Racial Abilities

Orcs do not have any passive racial abilities.

Skyrim's Orc Strongholds will allow you to enter without having to earn Blood-Kin through quests like The Cursed Tribe.

Racial Power

Orcs can enter a Berserker Rage once a day. For one minute, incoming damage is halved while they deal double damage.

Khajiit

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The cat-like Khajiit of Elsweyr are one of Tamriel's beast races, a term derived from their animalistic appearance. Khajiit can vary considerably in their appearance. Some resemble lions or tigers in both size and stature while others are akin to magically-gifted house cats.

The Khajiit present in Skyrim are of a more pedestrian variety and resemble furry, cat-faced people. They travel the province in trading caravans, moving from one city to another. These caravans are often shunned and subjected to racial discrimination.

Khajiit are peerless thieves that excel at sneaking and theft.

Skill Bonuses

Sneak

Alchemy

Archery

Lockpicking

One-Handed

Pickpocket

+10

+5

+5

+5

+5

+5

Racial Abilities

Their claws allow their unarmed melee attacks to deal more damage.

Racial Power

Khajiit can use Night Eye to see in the dark with no usage restrictions.

Argonians

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Argonians are reptilian beastfolk from Black Marsh. Their swamp-like homeland has molded them into a hardy race that can recover more quickly than others while being amphibious.

Windhelm has a sizable population of Argonians who are forced to live at the docks, outside the city.

Argonians make good thieves with their penchantfor lockpicking and affinity for stealth.

Skill Bonuses

Lockpicking

Alteration

Light Armor

Pickpocket

Restoration

Sneak

+10

+5

+5

+5

+5

+5

Racial Abilities

Argonians can breathe underwater and have a 50 percent resistance to disease.

Racial Power

They can call on the Histskin once a day, regenerating health ten times faster for one minute.

Next: Skyrim: How To Solve Geirmund's Hall Puzzle

Skyrim: Complete Guide To Races (2024)
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