Skyrim Races Guide – Skills, Powers & Race Quiz
The ten playable races of Skyrim compared: starting skill bonuses, powers and passive abilities. Not sure which to play? Take the race quiz.
Argonian
Reptilian people of the Black Marsh, at home in water and seldom sick. A natural start for thieves and scouts.
- Power: Histskin: once a day, recover health ten times faster for 60 seconds.
- Ability: Resist Disease 50%, and they breathe underwater.
Breton
Half-elven people of High Rock with magic in the blood and the best built-in defence against it. Suits any mage, and anyone who hates dying to spells.
- Power: Dragonskin: once a day, absorb half the magicka of hostile spells that hit you for 60 seconds.
- Ability: Magic Resistance 25%.
Dark Elf
The Dunmer of Morrowind, ash-skinned and equally happy with a blade or a firebolt. A balanced start for a spellsword or a nightblade.
- Power: Ancestor's Wrath: once a day, wrap yourself in flames for 60 seconds, burning anyone who comes close for 8 points a second.
- Ability: Resist Fire 50%.
High Elf
The Altmer of the Summerset Isles, the most gifted of all races in the arcane arts. The pure mage's choice, with the deepest magicka pool at the start.
- Power: Highborn: once a day, regenerate magicka far faster for 60 seconds.
- Ability: Fifty extra points of magicka from the start.
Imperial
People of Cyrodiil, the heart of the Empire: disciplined soldiers, shrewd traders and able healers. A steady start for a sword-and-shield fighter.
- Power: Voice of the Emperor: once a day, calm the people around you for 60 seconds.
- Ability: Imperial Luck: a little extra gold wherever coins are found.
Khajiit
Cat-folk of Elsweyr, quick, quiet and armed even when empty-handed. The classic thief or archer, and the only real choice for a brawler.
- Power: Night Eye: see in the dark for 60 seconds, as often as you like.
- Ability: Claws: unarmed attacks do 15 points of damage.
Nord
The tall, fair people of Skyrim itself, raised on war and bitter winters. Made for two-handed weapons, and frost does them only half the harm.
- Power: Battle Cry: once a day, send nearby enemies fleeing for 30 seconds.
- Ability: Resist Frost 50%.
Orc
The Orsimer of the mountain strongholds, feared in heavy armor and proud of their smiths. Their rage is the strongest fighting power any race has.
- Power: Berserker Rage: once a day, take half damage and deal double damage for 60 seconds.
- Ability: No passive bonus, but every Orc stronghold welcomes an Orc as Blood-Kin without asking a favour first.
Redguard
Warriors of Hammerfell, the most naturally gifted fighters in Tamriel. Hard to poison and able to swing, block and sprint for a full minute without tiring.
- Power: Adrenaline Rush: once a day, regenerate stamina ten times faster for 60 seconds.
- Ability: Resist Poison 50%.
Wood Elf
The Bosmer of Valenwood, small, quick and deadly with a bow. The born archer and hunter, with a way of turning wild animals to their side.
- Power: Command Animal: once a day, make an animal fight for you for 60 seconds.
- Ability: Resist Disease 50% and Resist Poison 50%.