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About This Mod
The races were reworked, and the scripted effects made the races significantly more unique. Each race has three primary skills (+10) and three secondary skills (+5). All of these attribute modifiers are applied at the base 40 level. Male Race Imperials Primary Skills: Speech, Sword, Heavy Armor Secondary Skills: Blind, Trader, Gunner Attributes: -5 WIL, -10 AGI, -5 SPD, +10 LUK, +10 PER Legion conditioning: Empires get 25 points Attributes. Imperial luck - the empires have a chance to find additional gold in assassinations depending on their luck. Leadership - up to three followers join groups to increase health and fatigue. Redgard Basic Skills: Sword, Athletics, Light Armor Additional Skills: Block, Arms Dealer, Trader Attributes: +10 STR, -10 WIL, -10 AGI, +10 END Health: Redgard has 50% poison resistance. Adrenaline - Redgaard gets 50 points of fatigue when defeating enemies; Desert Runner - Redgaard gets an additional 50 points of fatigue; Breton Basic skills - recovery, magic, alchemy Additional skills - blade, change, speech skills Traits - 5 STR, +5 INT, +10 WIL, -10 SPD, -5 END, +5 PER Resistance to magic - Bretons have 25% resistance Elvish pedigree - Bretons get an additional 25 points of magical power. Dragon Skin - Bretons receive 5-25% of magic absorption. Nord Basic Abilities - Swords, Blunt Weapons, Light Armor Secondary Abilities - Athletics, Blocking, Weapon Business Traits - STR +10, -5 INT, -5 WIL, -5 AGI, +5 END Nordborn - Nords have 50% frost resistance Fist Thunder - Nord Power Attacks deal an additional 30 points of fatigue damage to enemies. Lightning Fist - Nord Power Attacks deal an additional 30 points of fatigue damage to enemies. Blood and Honor - Defeating an enemy increases damage from attacks for a specific time. Race Mel Altmer Basic Abilities: Destruction, Illusion, Mysticism Secondary Abilities: Modification, Alchemy, Sorcery Traits: -10 STR, +10 INT, +10 WIL, -10 END Spell Sensitivity: High Elves are sensitive to magic, increasing the strength of all spells affecting them by 35%, for better or worse. END Sensitivity to magic. Elvish Will - High Elves have 75% resistance to paralysis. Mystical Harmony - High Elves gain an additional 50 points of magical power. Basic Bosmer skills: accuracy, alchemy, acrobatics Secondary abilities: stealth, athleticism, illusion Attributes: -5 STR, +5 INT, +10 AGI, +5 SPD, -10 END, -5 PER Congenital Bosmers have 50 percent disease resistance. The language of the beast - wild animals are passive to bosmers. Camouflage hunter - while disguising a bosmer gets 20% chameleon; Basic skills of dunmer - sword, light armor, destruction Secondary skills - shooter, athletics, mysticism Attributes - +5 WIL, +5 AGI, +10 SPD, -5 END, -5 LUK, -10 PER The touch of ash - dunmer has 50% resistance to fire; Ancestor shelter - dunmer has a chance to get under the protection of ancestors, significantly reducing damage from incoming attacks. The odds vary between 10% and 30% depending on the luck. Balance Scale - increases spell power by 15% when fatigue is low. Increases weapon damage by 5 when spell power is low. Orc Basic Abilities - Heavy Armor, Gunnery, Block Secondary Abilities - Blade, Blunt, Hand-to-Hand Attributes - STR +10, -10 INT, +10 WIL, -10 AGI, +10 END, -10 PER Revenge - if Orc is injured, it restores up to 40 strength and 8 fatigue, increasing as HP declines. Endurance - Orcs can undo deadly attacks and stunn attackers (300 seconds rollover) Endurance - Orcs get an extra 25 hit points. Hajith Monster Race Basic skills: Acrobatics, Stealth, Hand-to-Hand Secondary skills: Light armor, Blades, Security Attributes: -10 WIL, +10 AGI, +5 SPD, -10 END, +5 PER Cat Fall: Hajjis are immune to fall damage. Night Eye - Hajiit has innate dark vision (can be changed with ALM hotkey) Claws - close-combat attack and attacks without Hajiit weapons deal damage to live targets from bleeding for a certain time. It accumulates up to three times. Argonian Basic Abilities - Athletics, Security, Alchemy Secondary Abilities - Stealth, Illusion, Mysticism Traits - STR 5, INT +5, AGI +10, PER -10 Adaptation to Marshes - Argonians are 75% resistant to poisons and diseases. However, like cold-blooded animals, they are 25% vulnerable to frost. Amphibians - Argonians can breathe underwater; Histskin - Argonians get healthy while swimming or in the rain.
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