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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.