Racial Abilities
SkyRe also comes with a module that changes the abilities of each race as well as adding new ones and powers.
There were some problems with the vanilla abilities such as the imperial luck which only made imperial characters find a bit more gold in chests which is just a simple way of getting rich, which however seemed as a boring ability and the voice of the emperor power is a useless power as you progress as it works like the calm spells in the illusion school, same with the Nord's battle cry which is like the fear spell.
There were some problems with the vanilla abilities such as the imperial luck which only made imperial characters find a bit more gold in chests which is just a simple way of getting rich, which however seemed as a boring ability and the voice of the emperor power is a useless power as you progress as it works like the calm spells in the illusion school, same with the Nord's battle cry which is like the fear spell.
Argonians
Abilities
Protective Scales
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Description
Hardened Scales reduce damage of Blades by 25%
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Claws
Histskin
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Sharp Claws increased damage with unarmed attacks
This power is split into four, one increase health regen, stamina regen and magicka regen. The Forth is the Normal Histkin that increase the regen of all.
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Bretons
Magic Resistance
Twin blood summoning
Twin Blood Eruption
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This ability has been reduced so that players who play this race don't get a large resistance early game.
This is a new spell that allows players to summon a unlimited amount of creatures while the spell is active, costs health instead of magicka and neglects magic resistance for 2 mins. sleep is required between casting.
This spell like the Summon one costs health and resistance, however it doubles spell magnitude and half's the cost as long the spell is active. Also need to sleep for another use.
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Dark Elves
Ancestors Wrath
Ancestors Fury
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Is now an ability that activates when hitting an enemy with health below 50%, it also increase damage of fire based spells by 50% as long as it is active, deals 5 points of damage and increase by 3 every 10 levels. max damage is 17.
This power is activated once the players health is below 30%, it creates a large explosion which spawns to Dunmer Ancestors that are levelled with the player and use strong weapons.
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High Elves
Channel Magicka
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A power that while active will Enhance spell magnitude and cost with remaining percentage of magicka, can be toggle active or not any time without cooldown. Player however must sheath spells and weapons to toggle this power.
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Imperials
Attack Order
Guard Order
Imperial Charisma
Tactician
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This power when activated will increase the attack damage and speed of followers for 5 mins but they take more damage, this power can only be used again after 10 mins.
This power is the opposite of Attack Order as it makes followers take less damage but deal less as well, this power has the same duration and cooldown period.
This is an passive ability that makes Imperials performance in buying and selling better than others.
Imperials tactical performance on the battle field depletes the opponents stamina by 10% if their attack was blocked.
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Khajiit
Claws
Feline Athletes
Night Eye
Survival's Instinct
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The unarmed damage from this ability is now dependent on the amount of stamina available.
This ability makes Khajiit move 20% faster and they receive half the amount of fall damage, giving them more cat like characteristics.
This power is now permanent so that it doesn't wear out after a minute and then needed t be toggled again, this power can still be toggled.
This ability increases the attack speed and makes khajiit move even faster when they're health is less than 25%
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Nords
Last Stand
Warriors Heart
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A power that makes Nords ignore all damage for 6 seconds, can only be used once a day.
The damage output from Nords increases the lower their health is.
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Orcs
Berserker Rage
Orcish Smithing Lore
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A Power when active will double the damage output and reduce incoming damage from weapons or spells by 25%, a small amount of health is lost as a cost. User must sleep to use this power again.
Orcs can temper weapons and armour 25% better.
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RedGuard
Desert Training
SandStorm Charge
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This is a passive ability that grants Redguards a bonus 50 points of stamina
A Power that can be used every 3 mins which will slow time and make the player move faster for a short while, giving an edge in combat.
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Wood Elves
Wild Companion
Wild Hunt
Wood Lore
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This power summons an animal to fight for the player, the summoned companion is levelled with the player and this power can be used 10 mins after use. Companion doesn't count towards summoning limit.
This is a passive ability that makes Wood Elves deal 25% more damage with bows to non-playable creatures.
This grants the ability to enhance arrows with magical infusion which explode on impact causing nearby targets to become paralyzed for 1 second as well as dealing 30% less damage with melee weapons for 10 seconds. These arrows are created at a forge with 15 arrows, 2 empty petty soul gems and 3 spider eggs.
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