Skyrim – HundoDex

LoreRim Birthsigns, Traits & Blessings Guide

LoreRim's birthsigns, its new standing stone blessings, every trait with its upside and downside, and the gods you can follow.

Birthsigns

  • The Apprentice: Magicka regenerates 5 points a second faster. Spells cost 20% less. You are 25% more vulnerable to magic.
  • The Atronach: 300 more magicka. Being hit never costs you magicka. A 25% better chance to absorb spells. Magicka never regenerates on its own.
  • The Lady: 40 more health and magicka. Health and magicka regenerate 80% faster. Running and swimming cost no stamina.
  • The Lord: 15% magic resistance. Extra armor rating. Health regenerates 1.5 points a second. Fire hurts you 30% more.
  • The Lover: A 25% chance to take only half damage from a hit. Prices are 15% better. Shouts are 20% stronger.
  • The Mage: 150 more magicka. Spells are 30% stronger. Spells last longer while you are above half magicka.
  • The Ritual: Soul gems recharge 50% more. Blessings of the Divines and the Daedra are 50% stronger. Standing stone blessings are three times as strong.
  • The Serpent: Weapons ignore 15 more points of armor. Poison does half damage to you. Most paralysis has no hold on you. The Serpent's Curse power.
  • The Shadow: 50% harder to detect. You can sneak without any training. Your movement is 30% quieter. The Moonshadow power.
  • The Steed: 10% faster movement, 20% when sprinting. 60 more stamina. Stamina regenerates 1 point a second. Most slowing effects pass you by.
  • The Thief: Pickpocketing is 50% easier. 40% harder to detect, and 20% faster while sneaking. You can sneak without any training. A 20% chance to dodge physical damage – and a 1% chance to take 50% more.
  • The Tower: More gold from fallen enemies. 50 more carry weight. Lockpicking expertise up by 4, and easy locks can be picked unseen in plain sight. 15% of physical damage is reflected.
  • The Warrior: 60 more health. Every weapon deals 10% more damage and ignores 10 more points of armor. Unarmed strikes deal 10 extra damage.

Standing stones

  • The Apprentice Stone: Regenerate 0.3 magicka a second.
  • The Atronach Stone: 5% magic resistance.
  • The Lady Stone: Prices are 10% better.
  • The Lord Stone: Regenerate 0.3 health a second.
  • The Lover Stone: 100 more armor rating.
  • The Mage Stone: 25 more magicka.
  • The Ritual Stone: Conjuration spells cost 10% less.
  • The Serpent Stone: Potions and poisons are 10% stronger.
  • The Shadow Stone: Sneaking is 10% better and your footsteps 10% quieter.
  • The Steed Stone: Regenerate 0.3 stamina a second.
  • The Thief Stone: 25 more stamina.
  • The Tower Stone: Reflect 5% of physical damage.
  • The Warrior Stone: 25 more health.

Traits

  • Acoustic Arcanist: After you play an instrument at an inn, sonic spells are 20% stronger. Followers cost more to hire, and weapon attacks are 15% weaker.
  • Adrenaline Rush: Below half health you move 20% faster and regain 1 stamina a second. Below half health you deal 30% less damage.
  • Angler: Mudcrabs and slaughterfish leave you be, fishing pays better, and fishing rods hit twice as hard, can call a mudcrab to help and can be tempered and enchanted. You take 10% more shock damage.
  • Au Naturel: Start with 100 more health, magicka and stamina, and gain 1 of each a level for every empty head, chest, hand and foot slot. Each piece of armor or clothing worn costs 40 of each, up to 160.
  • Bad Natured: Attacks from a crouch deal 20% more, and pickpocketing is easier. Attacks while standing deal 20% less, and amulets of the Divines hurt you.
  • Balanced Casting: Pick fire, frost, shock, poison or magic: enemies within 200 feet lose 25% of that resistance. You lose 25% of it as well.
  • Bane of the Wicked: 20% more damage against undead, Daedra and werewolves. 10% less damage against everything else.
  • Big Swing: Power attacks are 20% stronger. Light attacks are 25% weaker.
  • Blighted Fists: Each disease you carry adds 10 unresistable damage to unarmed attacks, and diseases affect you half as much. Your disease resistance falls by 200%.
  • Blood Mage: Blood and absorb spells are 20% stronger. You lose 2 health for every level you have.
  • Blood Warrior: Start with 50 more health and gain 5 more each level. You take 50% more physical damage and twice the damage from poison.
  • Bulwark: Standing still gives you 200 armor rating and reflects 10% of physical damage. Sprinting drains 1 more stamina a second, and running a quarter more.
  • Defiler: 20% more damage against the playable races. 10% less damage against everything else.
  • Disbeliever: Dwemer weapons and armor are 40% stronger. Shrines and the gods give you no blessings.
  • Disciplined: Bows and crossbows deal 20% more damage. They draw and reload 40% slower.
  • Dominating Will: Intimidation nearly always works, and frenzy spells are 20% stronger. Persuasion is harder, and calming spells are 20% weaker.
  • Dovah Tinvaak: You can shout 20% more often. Your shouts are 30% weaker.
  • Druid: Spriggans are friendly, druidic spells are up to 30% stronger, and you can make Lifebloom Essence from taproot and spriggan sap. You take 25% more damage from fire and axes.
  • Drunken Mage: Alcohol doubles your stamina and magicka regeneration and makes your next spell 30% stronger. Sober, your magicka does not regenerate at all.
  • Elemental Conduit: Fire is stronger in sunshine, shock in rain and frost in snow. Fire is weaker in rain, shock in snow and frost in sunshine.
  • Fast Shot: Bows draw and crossbows reload 40% faster. Bows and crossbows deal 30% less damage.
  • Fatal Attraction: Choose a sex: you deal it 20% more physical damage. You take 20% more damage from the other.
  • Fencer: Light attacks are 30% stronger. Power attacks are 25% weaker.
  • Focused: Below half health you regain 5 magicka a second and absorb 10% of incoming spells. Below half health you take 10% more damage.
  • Focused Combat: Pick one-handed, two-handed or marksman: with it you deal 10% more and take 10% less damage. With the other two you deal 10% less and take 10% more.
  • Focused Magic: Pick a school of magic: its spells are 25% stronger or last 25% longer. Its spells cost 10% more, and the other four schools are 50% weaker.
  • Focused Precision: Arrows and bolts have a 20% chance to knock targets back, harder with more Marksman skill. Arrows and bolts deal 15% less damage.
  • Gambler: A 40% chance of a critical hit, and each one makes your attacks 10% stronger for 30 seconds, stacking up to five times. Weapon damage is 40% lower overall.
  • Giantkin: 10% magic resistance and 10% more damage with blunt weapons. You cannot read skill books or use scrolls and staves.
  • Glutton: Food is 25% more effective. Potions work at half strength.
  • Good Natured: Wearing an amulet of the Divines, your helpful spells and potions are 20% stronger and you take 20% less damage. Weapons and Destruction spells deal 20% less damage.
  • Hoarder: 200 more carry weight. You sell for 50% less.
  • Homeowner: Start with one of Skyrim's homes as your own. Each week you pay a mortgage based on its value.
  • Introvert: Against three enemies or fewer, weapons and Destruction spells deal 15% more damage. Against four or more, they deal 10% less.
  • Iron Knees: Arrows and bolts deal half damage, and each hit restores 20 stamina. You move 15% slower.
  • Jack of All Spells: Novice, Apprentice and Adept spells are 20% stronger or longer lasting. Expert and Master spells are 20% weaker or shorter.
  • King of Worms: One more summon or undead thrall at a time. Summons and raised dead last a third less time.
  • Light Foot: Barefoot, you move 10% faster and more quietly, and take no falling damage. In boots or shoes you move 10% slower.
  • Lurker: Unclothed, sneak attacks deal 2.5 times the damage, sneaking is 25% better and disease cannot touch you; raw, wriggling fish heal you for ten minutes. Armor gives no protection, cooked food does nothing, and weapons over 10 weight deal no damage.
  • Marathon Runner: Sprinting regenerates 5 stamina and 1 health a second. You regain no stamina while running or standing still.
  • Master of Destiny: Start with 5 extra perk points and 5 more in every skill. Your birthsign gives you nothing.
  • Monk: Without armor, power attacks with a quarterstaff knock the weapon from your foe's hands, and you start with a unique battlestaff.
  • Nosferatu: Skeever meat makes you 20% faster and restores 10 health, magicka and stamina a second for three minutes. Speech is 50 lower, and outdoors you regenerate nothing.
  • Old Fashioned: Iron, steel, wood, fur and hide weapons, armor and staves are 15% stronger. Everything else is 10% weaker.
  • Pacifist: With your hands lowered you regain 2 magicka and stamina a second. Raising them drains the same instead – for the Atronach-born, 1 regained and 2 drained.
  • Phalanx: 15% more damage with spears, javelins, pikes and halberds, and a unique pike to start. You take 50% more damage from behind.
  • Plagued Mind: Undead summons and raised dead last three times as long. Your magicka drops to nothing while a summon is with you.
  • Quester: Each finished quest adds 2 health, magicka and stamina, up to 200 of each. Start with 50 less of each.
  • Rage: Below half health you deal 10% more damage and take 20% less. Below half health you move 30% slower.
  • Self-Taught: Every 5 books or notes read add 1 magicka, up to 300. Start with 100 less magicka.
  • Serene Presence: Persuasion nearly always works, and calming spells are 20% stronger. Intimidation works half as often, and frenzy spells are 20% weaker.
  • Shehai: Bound weapons deal 15% more damage. Undead deal 25% more damage to you.
  • Silent Dovah: Each unspent dragon soul adds 5 health, magicka and stamina. Persuasion and intimidation almost never work, and werewolves and vampires get nothing from it.
  • Skilled: Skill books give an extra point, and trainers cost half as much. Every fifth level gives no perk point.
  • Soul Embed: Spend a dragon soul to make your shouts 50% stronger for an hour.
  • Soul Reaver: Weapon and armor enchantments are 15% stronger and use 15% less charge. Armor rating and weapon damage are 20% lower.
  • Sunkissed: Sun spells are 15% stronger. You take 25% more frost damage, and 50% more at night.
  • Swimmer: In water you swim 10% faster, breathe freely and regenerate 1 health, stamina and magicka a second. On land your regeneration is halved.
  • The True Apprentice: All spells cost 60% less. They are 40% weaker or shorter.
  • Touch of the Arcane: Touch and cloak spells are 20% stronger. Other spells are 10% weaker or shorter.
  • Unbound Hands: Bare-handed, spells are 15% stronger and unarmed attacks deal 30 more damage. Wearing gloves or gauntlets turns both against you.
  • Unshakable: Shield bashes deal 50% more damage and cost 20% less stamina. You move 20% slower while not blocking.
  • Wanderer: Every 2 places discovered add 1 stamina and 1% stamina regeneration, up to 200 of each at 400 places. Start with 50 less stamina and half the regeneration.
  • Way of the Voice: Peaceful shouts have a 20% chance to reset their cooldown. Hostile shouts are 30% weaker.
  • Witcher: Potions and poisons are 20% stronger, and raw ingredients twice as effective. Only four potion effects can be active at once.
  • Wizard's Wardrobe: Wearing a wizard hat, wands are 30% stronger. Without one, spells are 10% weaker or shorter.

Blessings

  • Akatosh (Nine Divines): Shrine: 15% fire resistance. Follower: up to 30% more damage against dragons and Miraak.
  • Arkay (Nine Divines): Shrine: 30 more health. Follower: regenerate health as you are hurt, and perform Arkay's Rites on the dead.
  • Dibella (Nine Divines): Shrine: prices 20% better. Follower: take up to 20% less damage with allies at your side.
  • Julianos (Nine Divines): Shrine: 30 more magicka. Follower: spells last up to 25% longer, and hostile spells hit you up to 20% softer.
  • Kynareth (Nine Divines): Shrine: 30 more stamina. Follower: plant food is stronger, and bows and daggers hit harder when not sneaking.
  • Mara (Nine Divines): Shrine: Restoration spells cost 10% less. Follower: Restoration up to 20% stronger, and praying cures disease.
  • Stendarr (Nine Divines): Shrine: block 15% more damage. Follower: take less damage as your health falls, and heal by striking undead, Daedra and werewolves.
  • Talos (Nine Divines): Shrine: shouts recharge 10% faster. Follower: up to 20% more damage against men, mer, Snow Elves and Falmer.
  • Zenithar (Nine Divines): Shrine: smithing improvements 5% better. Follower: tempering up to 15% better, and unenchanted weapons hit harder.
  • Auriel (Elven Ancestors): Shrine: archery 10% more effective. Follower: fight vampires better, and Auriel's Bow uses far less charge.
  • Jephre (Elven Ancestors): Shrine: 50 more carry weight. Follower: take less damage unarmored and from animals, and meat is twice as filling.
  • Magnus (Elven Ancestors): Shrine: 15% shock resistance. Follower: with a staff in hand, touch and rune spells are stronger and staves use less charge.
  • Phynaster (Elven Ancestors): Shrine: 15% frost resistance. Follower: standing still, take less damage, regenerate faster and cannot be staggered.
  • Syrabane (Elven Ancestors): Shrine: 25% faster magicka regeneration. Follower: find more spell tomes, scrolls and staves, and arcane spells are stronger.
  • Trinimac (Elven Ancestors): Shrine: two-handed weapons 10% more effective. Follower: hit up to 40% harder while your health and stamina are high.
  • Xarxes (Elven Ancestors): Shrine: scrolls 10% stronger. Follower: skill books give 2 more points, and scrolls grow with your Enchanting.
  • Z'en (Elven Ancestors): Shrine: Alteration spells cost 10% less. Follower: potions up to 15% better, with an extra potion each time you brew.
  • Leki (Yokudan): Shrine: light armor rating 10% higher. Follower: melee attacks pierce up to 30% of enemy armor.
  • Morwha (Yokudan): Shrine: healing spells 15% stronger. Follower: praying out of combat heals you and your allies.
  • Satakal (Yokudan): Shrine: 25% faster health regeneration. Follower: every month that passes adds armor rating and a chance to absorb spells.
  • Tall Papa (Yokudan): Shrine: enchantments 5% stronger. Follower: bound weapons and armor stronger, and enchantments use up to 40% less charge.
  • The HoonDing (Yokudan): Shrine: 50% more stagger damage. Follower: staggering a foe strips up to 300 armor from them for a minute.
  • Baan Dar (Other gods): Shrine: lockpicking and pickpocketing easier. Follower: better pickpocketing and fence prices, and stronger alchemical powders.
  • Ebonarm (Other gods): Shrine: heavy armor rating 10% higher. Follower: your One-Handed, Block and Heavy Armor skills each strengthen your defences.
  • Mannimarco (Other gods): Shrine: Conjuration 10% more effective. Follower: summoned undead last longer and necrotic spells are stronger.
  • Shor (Other gods): Shrine: 15% more damage against elves. Follower: almost no stagger damage, and the edge against beasts and other races.
  • Sithis (Other gods): Shrine: sneak attacks 5% stronger. Follower: harder to detect up close, with a chance of extra loot.
  • St. Alessia (Other gods): Shrine: followers gain 100 armor rating and 10% magic resistance. Follower: pray for a divine blessing up to twice as strong.
  • Azura (Daedric Princes): Shrine: 10% magic resistance. Follower: nearby enemies cannot absorb spells and resist magic less.
  • Boethiah (Daedric Princes): Shrine: One-Handed 10% stronger. Follower: up to 30% more damage when facing a single foe.
  • Clavicus Vile (Daedric Princes): Shrine: Conjuration spells cost 10% less. Follower: Conjuration stronger, and pacts with him can earn perk points.
  • Hermaeus Mora (Daedric Princes): Shrine: self-cast spells last 10% longer. Follower: find Eldritch Pages on the dead and bind them into tomes of power.
  • Hircine (Daedric Princes): Shrine: 25% faster stamina regeneration. Follower: up to 60% more damage against the living until they are below half health.
  • Jyggalag (Daedric Princes): Shrine: 15% more damage against Daedra. Follower: each Obelisk of Order found adds to your health, magicka and stamina.
  • Malacath (Daedric Princes): Shrine: power attacks cost 10% less stamina. Follower: power attacks up to 15% stronger and cheaper.
  • Mehrunes Dagon (Daedric Princes): Shrine: Destruction 10% more effective. Follower: meditate in Daedric fire for favour – stop too late and it kills you.
  • Mephala (Daedric Princes): Shrine: poisons 10% stronger. Follower: sneak attacks from behind up to 20% stronger out of heavy armor.
  • Meridia (Daedric Princes): Shrine: Restoration 10% more effective. Follower: fire, sun and turning spells stronger, and attacks hit undead harder.
  • Molag Bal (Daedric Princes): Shrine: Destruction spells cost 10% less. Follower: drain magicka and stamina from nearby enemies in combat.
  • Namira (Daedric Princes): Shrine: 50% disease resistance. Follower: nearby enemies resist poison less, and a strong stomach for strange meat.
  • Nocturnal (Daedric Princes): Shrine: 10% harder to detect. Follower: praying clears up to 5,000 gold of bounty, and shadow spells are stronger.
  • Peryite (Daedric Princes): Shrine: 20% poison resistance. Follower: poison spells up to 20% stronger, and his Gifts of disease earn favour.
  • Sanguine (Daedric Princes): Shrine: helpful potions 10% stronger. Follower: alcohol and skooma make you regenerate twice as fast.
  • Sheogorath (Daedric Princes): Shrine: a random blessing. Follower: pray for a random touch of madness, and cheese is twice as good.
  • Vaermina (Daedric Princes): Shrine: Illusion spells cost 10% less. Follower: mind-affecting spells work on foes up to 20 levels higher.
  • Rajhin (Khajiiti): Shrine: lockpicking and pickpocketing easier. Follower: find large sums of gold in containers, and thieving potions last longer.
  • Riddle'Thar (Khajiiti): Shrine: unarmed strikes deal 20 more damage. Follower: a different bonus for each day of the week.
  • Almalexia (Tribunal): Shrine: 15 more health and stamina. Follower: take less damage while blocking, and deal more to foes facing you.
  • Sotha Sil (Tribunal): Shrine: 15 more health and magicka. Follower: enchanting up to 15% stronger, and wind and telekinetic spells stronger.
  • Vivec (Tribunal): Shrine: 15 more stamina and magicka. Follower: persuasion and intimidation far easier, and light attacks up to 30% stronger.
  • The All-Maker (Other gods): Shrine: 15% more damage and critical damage against animals. Follower: All-Maker Stone bonuses are doubled.
  • The Hist (Other gods): Shrine: tough scales add 100 armor rating. Follower: meditate to raise every attribute for a while.