Races - azraerl/serenity GitHub Wiki

Serenity uses Immersive Racial Traits, which overhauls racial abilities. An overview of all races base attributes and skills can be found here.

Altmer (High Elf)

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
90 130 80 95 1.25 1.55 5

Base Skill Bonuses

+5 to: Enchanting, Restoration, Conjuration, Alteration

+10 to: Illusion, Destruction

Racial Traits

+50 Magicka (fortify) and 75% Disease Resist.

25% weakness to elements. This is alleviated while possessing Auri-El's Bow or Shield.

Your Altmer blood grants you faster magicka replenishment, immunity to paralysis, and an aversion to Kyne.

Possessing a Daedric artifact doubles and possessing Auri-El's artifacts triples magicka replenishment. (+1/2/3 magicka regen per second respectively)

10% increased Stamina cost for Power Attack

5% less Magicka cost for spells, spells are 5% stronger and last 5% longer, 10% longer spell range.

Proficiency: Alchemy, Enchanting - Can brew potions without a perk in Alchemy, can recharge enchanted items without a perk in Enchanting.

Bosmer (Wood Elf)

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
90 110 120 85 1.05 1.65 5

Base Skill Bonuses

+5 to: Evasion, Pickpocket, Lockpicking, Sneak, Alchemy

+15 to: Marksman

Racial Traits

+10% Marksman armour penetration. Doubles while possessing Auri-El's Bow or Shield.

+5% Movement Speed, doubling while imbibing in the Greenpact Feast, or when possessing Auri-El's Bow or Shield.

+75% Disease Resist

Strange Meat can be looted from dead humanoids: Restore 50 Stamina when eaten out of combat, restore 2 Stamina a second for 300 seconds, restore 2 Magicka a second for 300 seconds. Magicka regeneration bonus is disabled when you have the Stone of the Atronach ability. While the Stamina Regeneration bonus is active, your weapons do 20% more damage and blocking absorbs 20% more damage.

Strong Stomach

15% increased Stamina cost for Power Attack

Proficiency: Alchemy, Sneak - Effect: Can brew potions without a perk in Alchemy, can sneak without a perk in Sneak.

Breton

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
90 120 90 90 1.15 1.55 7

Base Skill Bonuses

+5 to: Illusion, Restoration, Alchemy, Speech

+15 to: Conjuration

Racial Traits

Constant 3% chance to absorb hostile spells, which doubles while possessing Daedric artifacts and/or serving Daedra. If magicka reserves drop below 40% or below 15%, absorb chance increases to 5% (10%) and 8% (15%) respectively.

+10% Magic resist, doubling while possessing Daedric artifacts and/or serving Daedra.

Proficiency: Alchemy, Enchanting - Can brew potions without a perk in Alchemy, can recharge enchanted items without a perk in Enchanting.

10% increased Stamina cost for Power Attack

Dunmer (Dark Elf)

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
100 100 100 100 1.1 1.6 8

Base Skill Bonuses

+5 to: Illusion, Alteration, Sneak, Evasion

+10 to: Destruction, One Handed

Racial Traits

Constant 5% chance to ignore incoming damage

50% fire resistance

+2.5% movement speed

Possessing each Daedric artifact from The Reclamations (Azura, Boethiah, Mephala) additionally grants +8.3% fire resistance and 2.5% movement speed.

Possessing each Daedric artifact from House of Troubles (Mehrunes Dagon, Sheogorath, Malacath, Molag Bal) additionally grants another 2.5% movement speed and another 5% chance to ignore incoming damage.

Max Fire Resistance is 75%, Max movement bonus is 10%, Max damage ignore chance is ~23%

Proficiency: Alchemy, Sneak, Enchanting - Effect: Can brew potions without a perk in Alchemy, can sneak without a perk in Sneak, can recharge enchanted items without a perk in Enchanting.

Imperial

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
110 100 110 110 1.1 1.9 8

Base Skill Bonuses

+5 to: Destruction, Block, One handed, Heavy Armour

+10 to: Restoration, Speech

Racial Traits

+15 Bartering and Speech

+30 Stamina (fortify), and +2 Stamina/second while sprinting

+0.5 Stamina/sec while in combat and +0.1 out of combat

+2 Stamina/sec while in combat and +0.5 out of combat while wearing any Imperial Cult Amulet (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr or Zenithar)

20% less Stamina cost for Power Attack

Khajiit

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
90 90 120 100 1 1.65 15

Base Skill Bonuses

+5 to: Alchemy, Lockpicking, Pickpocket, Marksmanship, One Handed

+15 to: Sneak

Racial Traits

+15% Movement Speed

+25 Unarmed Damage

Night Eye Power

Strong Stomach

Proficiency : Pickpocket, Sneak - Can pickpocket without a perk in Pickpocket, can sneak without a perk in Sneak.

+15 Sneak (fortify), + 10 Lockpicking skill (fortify) and expertise

Resist chance to die from Skooma, and can resist Skooma visuals depending on their base magicka (120 results in no visuals).

+25% Magicka regen when imbiding in Skooma.

Movement Speed, and Sneak bonuses double while imbibing in Skooma.

Nord

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
120 80 120 115 1.05 1.65 9

Base Skill Bonuses

+5 to: One Handed, Block, Evasion, Heavy Armor

+10 to: Two Handed, Smithing

Racial Traits

+50% Resist Frost and +25% Resist Shock.

25% less Stamina cost for Power Attack.

+50 Armour Rating and 25% chance to evade stagger. Inebriety increases armour bonus to 150, but reduces chance to evade stagger to 5%.

Constant +8% Shout recovery, and another +4% while imbibing in alcohol.

Orismer (Orc)

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
130 60 110 125 1 1.7 10

Base Skill Bonuses

+5 to: Evasion, Block, Two handed, One Handed +10 to: Heavy Armor, Smithing

Racial Traits

35% less Stamina cost for Power Attack

Strong Stomach

Constant +5% Attack Damage and Damage Resistance, and each quarter of Health lost adds another 5%.

Extra 10% chance to stagger opponents, tripling while possessing Volendrung.

Constant +5 Smithing Power, doubling after completing the quest The Cursed Tribe, and tripling while possessing Volendrung.

Constant +5% Magic Resist doubling while possessing any Daedric Artifact except those belonging to Boethiah, and tripling while possessing Volendrung.

Redguard

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
110 70 120 105 1 1.65 8

Base Skill Bonuses

+5 to:Destruction, Alteration, Marksmanship, Smithing, Block

+15 to: One Handed

Racial Traits

20% less Stamina cost for Power Attack.

+5% melee weapon expertise and +7.5% movement speed. Weapon expertise is double when wielding blades (1h or 2h), and tripled while wielding curved blades.

+75% Poison and Disease Resistance

Saxheel (Argonian)

Starting Attributes

Health Magicka Stamina Carry Weight Magicka Regen Stamina Regen Unarmed Damage
105 95 120 105 1.1 1.6 10

Base Skill Bonuses

+5 to: Restoration, Alteration, Sneak, PickPocket

+10 to: Evasion and Lockpicking

Racial Traits

+1 Health Regen

Saxheel receive progressive, permanent bonuses from consuming hist sap: 1–10% Magic Resist, +3–15% Melee Weapon speed

+30 Armour Rating, +120 Ranged and Slash resistance, +60 Piercing resistance

Strong Stomach

Proficiency: Alchemy, Sneak - Effect: Can brew potions without a perk in Alchemy, can sneak without a perk in Sneak.

+75% Disease Resistance, +100% Poison Resistance.

Waterbreathing

+25 Unarmed Damage

+10% movement speed, which is doubled while imbibing in Hist Sap, and tripled while swimming.


Data from Serenity 1.7.1 (pre)