Prima Games eGuides
primagames.com Browse Redeem a code Help
Elder Scrolls V: Skyrim eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Essentials
    • Training
      • Song of the Dragonborn
      • Training Part 1: Character Creation
      • Selecting a Race
      • Skills and Perks
      • Skill Constellations
      • Character Archetypes
      • Training Part 2: Combat, Development, and Crafting
      • Crafting
      • Training Part 3: Adventuring Across Skyrim
      • Training Part 4: Hearthfire
      • Training Part 5: Hearthfire: Adoption
    • Inventory
      • Inventory
    • The Bestiary
      • The Bestiary
    • Appendices
      • Appendices
      • The Language of Dragons
  • Quests
    • Quests
      • Main Quest
      • Main Quest: Act I
      • Main Quest: Act II
      • Main Quest: Act III
      • The Companions Quests
      • The Companions Radiant Quests
      • The College of Winterhold Quests
      • The College Radiant Quests
      • Apprentice Radiant Quests
      • Ritual Spell Radiant Quests
      • Thieves Guild Quests
      • Thieves Guild Radiant Quests
      • Additional Jobs
      • City Influence Quests
      • The Dark Brotherhood Quests
      • Dark Brotherhood Radiant Quests
      • Civil War Quests
      • Civil War Quests: Imperial
      • Civil War Quests: Stormcloak
      • Daedric Quests
      • Other Factions Quests
      • The Greybeards Quests
      • The Blades Quests
      • The Bards College Quests
      • Temple Quests
      • Side Quests
      • Dungeon Quests and Other Activities
      • Miscellaneous Objectives
      • Favors
    • Dawnguard Quests
      • Dawnguard Quests
      • Dawnguard Main Quest
      • Postquest Activities
      • Dawnguard Faction Quests
      • Vampire Faction Quests
      • Dawnguard Side Quests
      • Dawnguard Regional Activities
      • Regional Activities: Soul Cairn
      • Regional Activities: Forgotten Vale
    • Dragonborn Quests
      • Dragonborn Quests
      • Dragonborn Main Quest
      • Solstheim Side Quests
      • Solstheim Regional Activities
      • World Interactions and Encounters
      • Dawnguard World Interactions and Encounters
      • Dragonborn World Interactions and Encounters
  • The Atlas
    • The Atlas
      • The Atlas of Skyrim
    • Hold 1: Haafingar
      • Hold 1: Haafingar
      • Hold Capital: Solitude
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 2: Hjaalmarch
      • Hold 2: Hjaalmarch
      • Hold Capital: Morthal
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 3: The Pale
      • Hold 3: The Pale
      • Hold Capital: Dawnstar
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 4: Winterhold Hold
      • Hold 4: Winterhold Hold
      • Hold Capital: Winterhold
      • Primary Locations
      • Secondary Locations
    • Hold 5: The Reach
      • Hold 5: The Reach
      • Hold Capital: Markarth
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 6: Whiterun Hold
      • Hold 6: Whiterun Hold
      • Hold Capital: Whiterun
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 7: Eastmarch
      • Hold 7: Eastmarch
      • Hold Capital: Windhelm
      • Primary Locations
      • Secondary Locations
    • Hold 8: Falkreath Hold
      • Hold 8: Falkreath Hold
      • Hold Capital: Falkreath
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 9: The Rift
      • Hold 9: The Rift
      • Hold Capital: Riften
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Blackreach and Other Realms
      • Blackreach and Other Realms
      • Primary Locations
    • Soul Cairn
      • Soul Cairn
      • Soul Cairn Major Locations
      • Soul Cairn Minor Locations
      • Forgotten Vale
      • Forgotten Vale Major Locations
      • Forgotten Vale Minor Locations
    • Solstheim: Northern Mountains
      • Solstheim: Northern Mountains
      • Skaal Village
      • Primary Locations
      • Secondary Locations
    • Solstheim: Southern Ash Lands
      • Solstheim: Southern Ash Lands
      • Raven Rock
      • Tel Mithryn
      • Primary Locations
      • Secondary Locations
    • Apocrypha
      • Apocrypha
      • Primary Locations
  • Extras
    • Choosing the Correct Attire
      • Choosing the Correct Attire
    • The Path of the Undeath
      • The Path of the Undeath
    • The Path of the Lycanthrope
      • The Path of the Lycanthrope
    • Advanced Crafting
      • Advanced Crafting
    • Hearthfire: Owning a Home
      • Hearthfire: Owning a Home
    • Top Ten Inventory Items
      • Top Ten Inventory Items
    • Places to See in Solstheim
      • Places to See in Solstheim
  • Video
    • Videos
      • Bonus Content Videos
  • Interactive Map
    • Interactive Map
      • Interactive Map

Elder Scrolls V: Skyrim Guide › Essentials › Training

Selecting a Race

Part I: The Races of Skyrim

As you begin your adventure across Skyrim, the historic Elder Scrolls mantra “you are what you play” rings true: Although statistically, an Orc Wizard or a High Elven Thief may not be the optimal character choices based on starting skill bonuses and racial powers, this doesn’t matter in the long run. Choose the race that most appeals to you, and don’t worry about statistics and abilities.

You can overcome low starting skill values by using the skills in which you wish to become more proficient. No races have any intrinsic shortfalls that will prevent you from becoming the type of hero you want to be.

However, there are certain advantages to picking a particular race. For those adventurers who wish to maximize every advantage, it is useful to know which favored skills each race begins with bonuses to, and to understand the unique racial powers they posess; this can aid you when choosing a particular play style.

In short, this section reveals which races are best suited to a particular style of adventuring, whether that be with melee weapons, magic, stealth, or some combination of these styles.

Racial Skill Advantages

The following table shows the starting skill statistics for each race. The higher the number (over the base level of 15), the better. Values of 20 indicate this is a favored skill of the race. Values of 25 indicate this is a primary skill of the race.

Race Smithing Heavy Armor Block Two-Handed One-Handed Archery Light Armor Sneak Lockpicking Pickpocket Speech Alchemy Illusion Conjuration Destruction Restoration Alteration Enchanting
Argonian 15 15 15 15 15 15 20 20 25 20 15 15 15 15 15 20 20 15
Breton 15 15 15 15 15 15 15 15 15 15 20 20 20 25 15 20 20 15
Dark Elf 15 15 15 15 15 15 20 20 15 15 15 20 20 15 25 15 20 15
High Elf 15 15 15 15 15 15 15 15 15 15 15 15 25 20 20 20 20 20
Imperial 15 20 20 15 20 15 15 15 15 15 15 15 15 15 20 25 15 20
Khajiit 15 15 15 15 20 20 15 25 20 20 15 20 15 15 15 15 15 15
Nord 20 15 20 25 20 15 20 15 15 15 20 15 15 15 15 15 15 15
Orc 20 25 20 20 20 15 15 15 15 15 15 15 15 15 15 15 15 20
Redguard 20 15 20 15 25 20 15 15 15 15 15 15 15 15 20 15 20 15
Wood Elf 15 15 15 15 15 25 20 20 20 20 15 20 15 15 15 15 15 15

Note

For example, if you chose a Khajiit character, you’d receive a +5 bonus to your One-Handed, Archery, Lockpicking, Pickpocket, and Alchemy and a +10 to your Sneak skill.

Notes on Gender: There are no differences between the genders of a particular race; they share the same set of starting skill values, spells, powers, and abilities. Feel free to create the character that most appeals to you without penalty.

Part II: Racial Advantages

Starting Spells, Racial Powers, and Abilities

In addition to a slight boost to the base value of certain skills, each race has its own set of starting Spells; Racial Powers that offer a unique bonus such as the ability to regenerate or absorb Magicka; and innate Racial Abilities, such a resistance to Frost damage. A tactical overview of each race follows.

Note

Racial Commentary: The race you choose will affect the greetings and passing comments the citizens of Skyrim make when you speak to or pass by them.

Races and Gameplay: Very rarely, your race may also have a small effect on gameplay. For example:

When infiltrating the Thalmor Embassy dressed in the robes of that High Elf faction, High Elves (and to a lesser extent other Elves) will find it easier to sneak around undetected than will members of the other races.

Orcs are welcome in Skyrim’s Orc strongholds, while members of other races must first prove themselves worthy.

The tone and color of some dialogue choices may change depending on your race and the situation.

If your race has a noticeable effect on an interaction, that will be noted when relevant. But this isn’t something to be concerned about: nothing is closed to you because of your race; indeed, you may be surprised by a positive benefit when you least expect it!

Argonians

A male Argonian

A female Argonian

  • Favored Skills: +10 Lockpicking, +5 Pickpocket, Sneak, Light Armor, Alteration, Restoration
  • Starting Spells: Flames, Healing
  • Racial Power—Histskin: You regenerate health 10x faster for 60 seconds
  • Racial Abilities: 50% Disease Resistance, Underwater Breathing
  • Ideal Play Style: Thief (Defensive)

Little is known about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla 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 immunity to the diseases that have doomed many would-be explorers in the region.

Tip

Histskin is a fantastic ability for any character, capable of quickly bringing you back from the brink of death. Even better, as a power, it allows you to keep attacking while it does its work—no concentration required.

Resist Disease reduces the chance that you’ll contract a disease from an animal or trap; it doesn’t affect the severity of any diseases you might already have. Diseases are rarely a significant threat in Skyrim, although they can be debilitating if you let them pile up. Visit a shrine periodically, and you shouldn’t have any trouble.

Underwater Breathing means you’ll never have to worry about drowning damage. Diving is rarely required, but this ability may allow you to claim the occasional sunken treasure or explore shipwrecks more easily.

Breton

A male Breton

A female Breton

  • Favored Skills: +10 Conjuration, +5 Illusion, Restoration, Speech, Alchemy, Alteration
  • Starting Spells: Flames, Healing, Conjure Familiar
  • Racial Power—Dragonskin: You absorb 50% of the Magicka from incoming spells for 60 seconds
  • Racial Abilities: 25% Magic Resistance
  • Ideal Play Style: Mage (Defensive)

Bretons feel an instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come from their home province of High Rock. In addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, all Bretons boast a resistance to spells.

Tip

Bretons are fantastic at taking on other mages; both Dragonskin and Magic Resistance support this and are strong abilities even in the late game.

Magic Resistance significantly increases your survivability against enemy casters, while Dragonskin is great at keeping your Magicka up; this helps you maintain the Ward spells that are your first line of defense.

Dark Elf

A male Dark_Elf

A female Dark_Elf

  • Favored Skills: +10 Destruction, +5 Alteration, Illusion, Sneak, Light Armor, Alchemy
  • Starting Spells: Flames, Sparks, Healing
  • Racial Power—Ancestor’s Wrath: Creates a Flame Cloak that does 10 damage to nearby foes for 60 seconds.
  • Racial Abilities: 50% Fire Resistance
  • Ideal Play Style: Nightblade (Mage/Thief)

In the empire, “Dark Elves” is the common usage, but in their Morrowind homeland, they call themselves the “Dunmer.” The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards.

Tip

Ancestor’s Wrath is a weaker version of Flame Cloak, an Adept-level Destruction spell. While good at early levels—where you’re likely to be in melee a lot—it’s less valuable once you can cast the spell on your own. It’s also less useful if you plan to play a ranged character, such as an archer or pure mage.

Fire Resistance is helpful against Flame Atronachs, fire-wielding casters, and fire-breathing dragons. No one enemy type uses fire spells, so it’s hard to predict when exactly this ability will come into play—it’s not really something you can use strategically.

High Elf

A male High_Elf

A female High_Elf

  • Favored Skills: +10 Illusion, +5 Alteration, Conjuration, Destruction, Restoration, Enchanting
  • Starting Spells: Flames, Fury, Healing
  • Racial Power—Highborn: For 60 seconds, you regenerate 25% of your maximum Magicka each second
  • Racial Abilities: Highborn Magicka (+50 Magicka)
  • Ideal Play Style: Mage (Offensive)

The High Elves, or Altmer, are the proud, tall, golden-skinned people of Summerset Isle. The common tongue of the empire, Tamrielic, is based on their speech and writing, and most of the empire’s arts, crafts, and sciences are derived from High Elven traditions. High Elves are the driving force behind the rising Aldmeri Dominion, and their agents, the Thalmor, are bitterly resented by the Nords of Skyrim.

Tip

Highborn will rapidly refill your Magicka, allowing you to continue casting when you need it most. Extremely strong at any level, this power is a mage’s lifeline.

Highborn Magicka is like getting five free levels. It’s a powerful head start for any mage—you may never need to fall back on your melee skills.

Imperial

A male Imperial

A female Imperial

  • Favored Skills: +10 Restoration, +5 Destruction, Enchanting, One-Handed, Block, Heavy Armor
  • Starting Spells: Flames, Healing
  • Racial Power—Voice of the Emperor: Calms nearby people for 60 seconds
  • Racial Abilities: Imperial Luck (adds a small amount of gold to most containers)
  • Ideal Play Style: Battlemage (Mage/Warrior)

Natives of the civilized, cosmopolitan province of Cyrodiil, Imperials are well educated and well spoken. Though physically less imposing than the other races, Imperials are shrewd diplomats and traders. These traits, along with their remarkable skill and training as light infantry, have allowed them to rule an empire that spans the continent for centuries.

Tip

Voice of the Emperor is a weaker version of the Expert-level Illusion spell Pacify, with the effect centered on your position. This can be powerful if you’re surrounded by a mob of enemies, but it’s less useful against smaller groups or ranged foes.

Imperial Luck adds a few extra coins to most of the chests you find. While this bonus is small (10 or less), it adds up over time. But there are plenty of other ways to make money in Skyrim.

Khajiit

A male Khajiit

A female Khajiit

  • Favored Skills: +10 Sneak, +5 Lockpicking, Pickpocket, Alchemy, One-Handed, Archery
  • Starting Spells: Flames, Healing
  • Racial Power—Night Eye: Improved night vision for 60 seconds
  • Racial Abilities: Claws (4x unarmed damage)
  • Ideal Play Style: Thief (Offensive)

Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the Cathay-raht “jaguar men” to the great Senche-Tiger. The most common breed, the Suthay-raht, is intelligent, quick, and agile. Many Khajiit disdain weapons in favor of their claws. They make excellent thieves due to their natural agility and deft hands.

Tip

Night Eye allows you to see clearly in dark environments without the need for a light source that might expose your presence. This is occasionally useful, but there’s usually enough light in dungeons that you can get by without it. Unlike most powers, Night Eye can be used multiple times a day without restriction.

Claws give you an overwhelming advantage in unarmed combat and brawls. Coupled with the Heavy Armor perk Fists of Steel or appropriate gear, this ability can help unarmed combat remain viable longer. But remember that unarmed combat isn’t a skill, it doesn’t give you skill uses, and it won’t help you level up. Usually it comes into play only in the occasional brawl. But if you’re a dedicated role-player who really wants to box your way through Skyrim, well, this is the ability for you.

Nord

A male Nord

A female Nord

  • Favored Skills: +10 Two-Handed, +5 One-Handed, Block, Smithing, Speech, Light Armor
  • Starting Spells: Flames, Healing
  • Racial Power—Battle Cry: All nearby foes flee for 30 seconds
  • Racial Abilities: 50% Frost Resistance
  • Ideal Play Style: Warrior (Offensive)

The natives of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, willful, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and time-honored part of Nordic culture. Nords face battle with an ecstatic ferocity that shocks and appalls their enemies.

Tip

Battle Cry is a weaker version of the Master-level Illusion spell Hysteria. Good against a swarm of weak foes, it buys you a few seconds to recover, reposition, or run before the fight resumes. It is useful in the right situation, though it rarely helps you win a fight outright.

Frost Resistance is good against Frost Atronachs, frost-wielding wizards, and frost dragons. But it’s at its best in Skyrim’s many tombs and crypts, where the undead Draugr wield frost spells almost exclusively.

Orc

A male Orc

A female Orc

  • Favored Skills: +10 Heavy Armor, +5 Smithing, One-Handed, Two-Handed, Block, Enchanting
  • Starting Spells: Flames, Healing
  • Racial Power—Berserk: For 60 seconds, you take half damage and inflict double damage in melee combat
  • Racial Abilities: None
  • Ideal Play Style: Warrior (Defensive)

These sophisticated barbarians of the Wrothgarian and Dragontail Mountains are noted for their unshakeable 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, but they have slowly won acceptance in the empire. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the empire.

Tip

Berserk is the Orcs’ only racial ability, but it’s worth it—for one minute, you become an unstoppable force of destruction. Great in any combat situation, from fending off a swarm of smaller enemies to taking on a powerful dragon, and strong at any level.

Redguard

A male Redguard

A female Redguard

  • Favored Skills: +10 One-Handed, +5 Archery, Block, Smithing, Destruction, Alteration
  • Starting Spells: Flames, Healing
  • Racial Power—Adrenaline Rush: You regenerate Stamina 10x faster for 60 seconds
  • Racial Abilities: 50% Poison Resistance
  • Ideal Play Style: Spellsword (Warrior/Mage), Dual-Wielding

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, skirmishers, or free-ranging heroes and adventurers than as rank-and-file soldiers. Redguards are uniquely versatile combatants, capable of switching between bow, sword, spell, or shield at will and adapting their tactics to the battle at hand.

Tip

Adrenaline Rush is the Stamina version of Histskin or Highborn. Although less broadly useful than Health or Magicka regen, it will allow you to keep up your power attacks in a protracted battle—or sprint away if necessary.

Poison Resistance is helpful against the few enemies that use poison—Forsworn, Falmer, Chaurus, and spiders—and the rare poison gas trap. Not as broadly useful as most other abilities.

Wood Elf

A male Wood_Elf

A female Wood_Elf

  • Favored Skills: +10 Archery, +5 Sneak, Lockpicking, Pickpocket, Light Armor, Alchemy
  • Starting Spells: Flames, Healing
  • Racial Power—Command Animal: Target animal becomes your ally for 60 seconds
  • Racial Abilities: 50% Disease and Poison Resistance
  • Ideal Play Style: Thief (Archer)

The clanfolk of the Western Valenwood forests. In the empire, they are called “Wood Elves,” but they call themselves the Bosmer, or the “Tree-Sap” people. Wood Elves are nimble and quick in body and wit. Their curious natures and natural agility make them good scouts, agents, and thieves, and there are no finer archers in all of Tamriel.

Tip

Command Animal is a powerful, single-target version of the Animal Allegiance Shout. Its main restriction is that it works only on animals. It is good outdoors or in animal dens and caves, but not in most dungeons.

Poison and Disease Resistance is a combined version of the Argonian’s Disease Resistance and the Redguard’s Poison Resistance abilities. Like them, it can be useful in some situations, but it just isn’t a factor most of the time.

PreviousTraining Part 1: Character Creation NextSkills and Perks