YOUR COMPANION, FROM THE HOLD TO THE HORIZON

STAGE · Creating your character

Choosing a race

Available from the start

Race sets your look, gives three races a resistance or immunity, and online gives six races bonuses with particular weapons.

What race decides

Race sets your character's appearance: portrait, face set and body shape. It sets one defensive trait for three races, and online it adds combat bonuses with certain weapons for six. It does not add to attributes at creation (they come from your class plus a roll), and it does not raise skills.

The eight races

RaceBodyDefenceWeapon bonuses (online)
BretonHumanResistance to MagicNone
RedguardHumanNoneLong Blade, Blunt Weapon, Axe, Archery
NordHumanResistance to FrostAxe, Blunt Weapon, bare hands (damage only)
Dark ElfElfNoneLong Blade, Short Blade
High ElfElfImmunity to ParalysisNone
Wood ElfElfNoneShort Blade, Archery
KhajiitKhajiitNoneShort Blade, bare hands
ArgonianArgonianNoneShort Blade

No playable race carries a weakness: none has low tolerance or critical weakness to anything.

Racial weapon bonuses

The table shows each bonus for a character with 50 in every attribute, as an example. Higher attributes raise them.

Race and weaponDamageTo hitDriven mostly by
Redguard, Long Blade+2+9Agility
Redguard, Blunt Weapon+2+5Strength
Redguard, Axe+4+3Strength
Redguard, Archery+2+4Agility
Nord, Axe+4+3Strength
Nord, Blunt Weapon+4+4Strength, Endurance
Nord, bare hands+2+0Strength, Endurance
Dark Elf, Long Blade+4+4Agility, Strength
Dark Elf, Short Blade+2+3Agility, Speed
Wood Elf, Short Blade+2+4Agility
Wood Elf, Archery+4+9Agility, Strength
Khajiit, Short Blade+2+4Agility
Khajiit, bare hands+4+6Strength, Endurance, Agility
Argonian, Short Blade+2+5Agility

A matching race and class weapon add up: a Wood Elf archer gets the racial archery bonus and any bonus their class gives for archery.

How much the racial effects matter

When a hostile spell or effect reaches you, you get a saving throw: a chance to shrug it off, starting at 50%. Racial effects change that chance:

Racial effectEffect on your saving chance
Resistance (Breton: magic; Nord: frost)+30 points (50% becomes 80%)
Immunity (High Elf: paralysis)Set to 100%: the effect never lands
  • Immunity to Paralysis (High Elf) is the strongest of the three. Paralysis stops you acting entirely. A class can undo it, though: a custom class with low tolerance or critical weakness to paralysis cancels the racial immunity (see Custom classes).

  • Resistance to Magic (Breton) applies to spells that carry the magic flag, which covers a wide range of hostile magic.

  • Resistance to Frost (Nord) applies to frost spells and effects.

Class traits add on top. A custom class can buy a resistance (+25 points) or an immunity (+50 points), and these add to the racial bonus, so a Breton with a class resistance to magic saves at 50 + 30 + 25. The chance always stays between 5% and 95% unless something grants full immunity.

Next

Sources & checked facts
  • src/systems/races.js: RACES (ids 1-8), RACE_TEMPLATES, MORPHOLOGY_OF, RACE_EFFECT_FLAGS, build (Breton magic resistance, Nord frost resistance, High Elf paralysis immunity; no other flags, no weaknesses)

  • src/systems/chargen.js: rollStats (attributes from the career, not the race), applyCharacter

  • src/combat/pcaao.js: pcaaoRacialModifiers (per race, per weapon skill, stat-driven; bare hands for Khajiit and Nord); used by src/combat/combatStats.js when the overhaul core is active

  • src/systems/online/onlineLane.js: ONLINE_ROOM_MOD_KEYS / ONLINE_WHOLE_MODS (pcaao forced on, whole)

  • src/systems/effects.js: isEntityImmuneToParalysis (racial immunity unless the career has low tolerance or critical weakness)

  • src/systems/spellcast.js: savingChance (base 50; racial resistance +30, racial immunity 100; career resistant +25, immune +50, low tolerance -25, critical weakness -50; clamped 5-95 unless immune)

  • Research note: handbook/research/C1.md

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