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- All races have the same total sum of starting bonuses.
- Attribute bonuses are based on skill affinities to
- stealth (stamina), combat (health), and magic (magicka).
- Starting Attributes
- Race flat +/- bonuses. - means no change.
- Skill % how much more quickly it will gain XP
- Stam Health Mag
- Argonian +20 -15 -5
- Pickpocket 4%
- Sneak 4%
- Alchemy 4%
- Alteration 4%
- Illusion 4%
- Light Armor 8%
- Lockpicking 8%
- Stam Health Mag
- Breton -5 -15 +20
- Alchemy 4%
- Speech 4%
- Illusion 4%
- Alteration 8%
- Conjuration 8%
- Restoration 8%
- Stam Health Mag
- Dark Elf -5 - +5
- Archery 4%
- Light Armor 4%
- Sneak 4%
- Illusion 4%
- Enchanting 4%
- One-Handed 8%
- Destruction 8%
- Stam Health Mag
- High Elf -15 -15 +30
- Alteration 4%
- Conjuration 4%
- Restoration 4%
- Enchanting 8%
- Destruction 8%
- Illusion 8%
- Stam Health Mag
- Imperial - +5 -5
- Restoration 4%
- Enchanting 4%
- One-Handed 4%
- Block 4%
- Heavy Armor 8%
- Speech 12%
- Stam Health Mag
- Khajiit +30 -15 -15
- Light Armor 8%
- Pickpocket 8%
- Lockpicking 8%
- Sneak 12%
- Stam Health Mag
- Nord -10 +25 -15
- One-Handed 4%
- Smithing 4%
- Speech 4%
- Heavy Armor 8%
- Two-Handed 8%
- Block 8%
- Stam Health Mag
- Orc -15 +30 -15
- One-Handed 4%
- Two-Handed 4%
- Block 8%
- Smithing 8%
- Heavy Armor 12%
- Stam Health Mag
- Redguard -10 +25 -15
- Archery 4%
- Block 4%
- Smithing 4%
- Light Armor 4%
- Two-Handed 8%
- One-Handed 12%
- Stam Health Mag
- Wood Elf +15 - -15
- Lockpicking 4%
- Sneak 4%
- Alchemy 8%
- Light Armor 8%
- Archery 12%
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