- Khajiit breeds. Elder Scrolls Lore. Mjoll is the best wife you can get in Skyrim. She's unkillable, a great warrior, talkative (she has custom dialogue for all.
- Khajiit is used for a stealthy type of character. Max sneak is need for a stealth type of character. Archery is a good option with stealth because you can use the arrows to distract them if the eye in the middle is somewhat open. Any character can be good in Skyrim, it is how you want to play. Hope I helped some:).
Tyrese gibson best of me mp3 download. So, which breed of Khajiit do you think will be used in Skyrim? Maybe more than one will appear? Maybe the ones that walk on all fours and/or are larger than your average door frame? Quick summary: Ohmes: elvish like, no tail, little to no fur, usually tattoed, possibly the breed from Arena.
Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural stealthiness. All Khajiit can see in the dark at will and have unarmed claw attacks.
— Game description
Khajiit face compilation
Khajiit are one of the ten playable races in The Elder Scrolls V: Skyrim. They are an intelligent, feline race and are well known for their natural prowess in agility and stealth. This makes them excellent thieves.
Racial Variations[edit | edit source]
The Khajiit race has several different, very distinctive sub-types, all of which look very different from each other yet still very Feline in appearance. Each Khajiit is unique in appearance as the determining factor of their appearance is not their ancestors, but the phase of the Moon was at the time of birth of the particular Khajiit. The location of the moon is also said to determine the Primary form of the Khajiit, whether it is to look more Feline, or Human. Some scholars have claimed as many as twenty different breeds, but only seventeen have been identified and named to date.
Outside of Elsweyr, only one or two subtypes of Khajiit are typically seen in a given area. The Ohmes-raht make up most of the Khajiit in the areas which are more populated by humans, such as Cyrodiil and High Rock. They strongly resemble humans, albeit with light fur and a distinct tail. A lesser subtype, the Ohmes, appear almost identical to Bosmer. Those who live on the outskirts of Elsweyr and outside of the region often tattoo their faces to distinguish themselves as much as possible from the Mer. The Suthay-raht, and their smaller cousins the Suthay, are more feline, however they are still distinctive humanoids. They have more variety in their fur and facial features, and make up most of the Khajiit which can be found in Morrowind. .net framework components pdf.
Visitors and likely intruders to Elsweyr often encounter the Cathay and Cathay-raht, which are often described as 'jaguar men'. These are particularly feline looking creatures, and are much stronger and faster than Humans or Mer. The popular fictional series 'A Dance in Fire' depicts multiple encounters with these Khajiit. These particular Khajiit are known to make up most of the Khajiiti army and defence forces. They are described as having 'pointed ears, wide yellow eyes, mottled pied fur and a tail like a whip', they also have very limited speech. The fourth and final bipedal form are the Tojay and Tojay-raht, but very little is known of them, as they tend to live deep in the southern marshes and forests, away from civilization.
Of the quadrupedal forms of Khajiit, the most well known is the Senche, These particular Khajiit highly resemble tigers that are roughly the same height as Humans and Senche-raht, which are nearly twice as large. Although they are not known to speak, they are said to be as intelligent as any other Khajiit, and are used frequently as battle mounts by the Cathay. The Alfiq and Alfiq-raht are the closest in resemblance to domesticated cats, but still intelligent enough to understand human speech. Other known forms of Khajiit include the Pahmar/Pahmar-raht and Dagi/Dagi-raht, whose appearance is said to be somewhere between a house cat and tiger, but little else is known about them.
See also[edit | edit source]
Religion[edit | edit source]
The Khajiiti religion is quite different from the religion of Men or Mer, is still clearly derived from the old Aldmeri pantheon. The Khajiiti creation myth begins with the original litter mates, Ahnurr and Fadomai (Anu and Padomai). Ahnurr and Fadomai then gave birth to the Khajiiti Pantheon which very closely parallels the pantheons of Men and Mer: Khenarthi (Kynareth), Alkosh the first cat (Akatosh), Mara, the Mother cat, S'rendarr (Stendarr), and Magrus (Magnus). A litter of more children followed soon after, including Merrunz (Mehrunes Dagon), Mafala (Mephala), and Sangiin (Sanguine). Ahnurr had stated that he did not want anymore children, but Fadomai was presuaded by her elder children to give birth to one more litter of kittens, this final group contained Azurah and Nirni. After this happened, Ahnurr became very angry with Fadomai, who fled to the Great Darkness, and gave birth one last child which she named Lorkhaj. Fadomai knew she was dying, her life having been drained after birthing so many children, but she gave Nirni the gift of being able to birth children of her own.
Nirni approached Lorkhaj, asking him to build a home for her children to live. He did this, but by doing so he also tricked his siblings by forming the mortal plane and therefore trapping many of them there with him. Most of Fadomai's first litter were trapped within the mortal plane, while her second litter saw the danger and fled so that they would not become trapped also. Nirni gave birth to many children, among the various human and mer races of Tamriel. Rocky balboa speech to son mp3 download free. However, one of Fadomai's children, Azurah, had also been given a gift by their mother, She was given permission to take one of Nirni's children, and reshape them to her own liking, under the condition that she created the fastest, cleverest, and most beautiful of all creatures. Azurah chose a small number of Fadomai's children whom lived within the forest, and hence created the Khajiit. Nirni was furious at the creation of the Khajiit, and requested that her sibling Y'ffer punish the Khajiit. Y'ffer did this by turning their grasslands into a dry desert, and their forests into poisonous marshes of wasteland. The Khajiit, were protected by Azurah who taught them the secrets of the Moons (the Lunar Lattice in Khajiiti terms), and how to shapeshift in different situations in order to survive. Komik kekkaishi bahasa indonesia. The children who stayed true to their mother, Nirni and stayed within the forest, were turned into the Bosmer, and given the lush forests of Valenwood as their home.
There is no evidence as to how accurate this creation Myth is, however there is speculation. What is known is that Khajiit were currently living on Tamriel when the Ayleid discovered and explored the area, This was presumably long before there was any established kingdom of the Bosmer. What is not known about the Khajiit, is how long they were living in the region, or how many other Meri expeditions landed on Tamriel before the immigration of the Aldmeri (evidence suggests at least one other mass immigration of elves to Tamriel, resulting in the Dwemer of Morrowind). There are some theories by Imperial scholars which believe that the Khajiit evolved naturally from non-sentient cats, much like they believe the Argonians evolved from non-sentient lizards. The Khajiit were described by the Topal as two and four legged cats with only very primitive behaviour, with no clear signs of intelligence. However, the Ayleid legend tells the story of the bartering ownership of the forests of Cyrodiil from the Khajiit in exchange for the secrets of Literacy. Early within the first Era, Pelinal Whitestrake, claims to have fought and killed thousands of organized sentient Khajiit warriors, having believed that they belonged to the Aldmeri.
See also[edit | edit source]
Culture[edit | edit source]
Tamriel was inhabited by the Argonians as well as the Khajiit, a long time before the Elves arrived. Torval the Pilot, also founder of the Ayleid empire is often described an intelligent, if primitive, race of cat-people whom inhabit the forests around Lake Rumare were inhabiting the area when he arrived there with his expedition. The Humans and Elves forced the 'Beast' races of the Empire into the southern extremes of Tamriel, into the forests and marhses that humans considered uninhabitable. The Khajiit existed in sixteen small nations, until around 1E700 when the Thressian Plague was finally eradicated. The sixteen nations formed into two states — Anequina and Pelletine — that would be rivals for almost 2000 years. It was not until 2E309 that the two nations were united, when a political marriage between the nobility of both countries occurred. There were major class wars until the Mane put a stop to them. The Cyrodiilic Empire began making diplomatic overtures with Elsweyr once the region stabilized, which helped set the stage for the formation of the Third Empire.
Large, permanent cities have been erected along the trade routes within the southern regions of Elsweyr, giving a rather Imperial feel to the region. The cities have been known to move around quite a lot, however they only seem to move around within a small region in the Jungles, very close to the river basins. Elsweyr's main source of income is that of their export of Moon Sugar, which is used to make Skooma which is a highly addictive drug. A large number of the Khajiiti race within the southern areas of Skyrim are commonly known as 'Sugar tooths', which is a slang term for an addict to Skooma. However, The Khajiit seem to cope better whilst under the influence of the drug than any other Race. Saltrice, a local grain plant, is commonly grown within the fertile areas near the rivers of Southern Skyrim, as well as other crops. However, the saltrice makes up a large portion of the legal trade. The northern Khajiiti regions are still made up of mostly dry grassland and the Khajiit which reside there rarely consider themselves united in a way like the southern Khajiit do, this is suspected to be because the southern Khajiit seem not to have progressed much from their Tribal origins.
Each mother from each Clan of Tribes are members of the Khajiiti government and hold quite a lot of power within the Region mainly because they have huge amounts of control over the Moon Sugar harvests within the Khajiiti region, however they also maintain quite a bit of hierarchical power. The 'Mane' is a unique type of Khajiit which is the nominal leader of the Khajiiji region. Khajiit legend claims that it is only possible for one Mane to live at a time, and his birth is triggered by the birth of a newborn Khajiit when the two moons have fully aligned in the sky. The Mane, whilst also being a huge religious leader for the Khajiit, is said to be bipedal, and also has the power of speech, however does not fall into any of the sub-categories for the Khajiiti race and is purely a unique being. The Mane is said to be the ultimate power within Elsweyr and is purely responsible for the success of the unification between regions within the Second Era.
The Argonians and the Khajiit are not considered any more than Beasts (sometimes referred to as the 'Beast Races') within the Mer and Human cultures. The Khajiit and the Argonians were enslaved by rich families and primary industries within Morrowind until very recently when King Helseth outlawed Slavery and made it illegal within the Morrowind region. They also have a strong racial dislike for Argonians (one which is shared in return), which causes tension in the southern Cyrodiilic cities of Leyawiin and Bravil, where Elsweyr and Black Marsh are both fairly close, and which have strong populations of both races.
Some of the Khajiit much prefer hand made weapons instead of their natural weapon which is their claws, and make very skilled Thieves due to their naturally amazing Agility and Acrobatics abilities. There are many warriors among the Khajiit, although this is mainly true of the Cathay, and rarely among those found across Tamriel. In addition to their native quickness, Khajiit have developed a natural proficiency in stealth, and have the added benefit of naturally being able to see in the dark. The skills which the Khajiit possess, combined with the general tendency of humans and mer to look down upon the Khajiit as 'Beasts', drives many Khajiit out of their home region which then become bandits or skilled thieves in different regions.
Special Abilities[edit | edit source]
Skill Bonuses[edit | edit source]
- Alchemy +5
- Archery +5
- Lockpicking +5
- One-handed +5
- Pickpocket +5
- Sneak +10
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Retrieved from 'https://skyrim.gamepedia.com/index.php?title=Khajiit&oldid=146929'
Guide to Racial Bonus Stats and Special Abilities
This guide serves to list and provide strategies for the various races in The Elder Scrolls V: Skyrim. You'll see what each race looks like, their starting skill bonuses, special abilities, and racial passives. I'll suggest how each might be used, and note my favorite passive bonuses to give you some help choosing a race.
Race: Argonian
Starting Skill Bonuses: +10Lockpicking, +5Alteration, Restoration, Light Armor, Pickpocket, and Sneak
Racial Perks: +50% Resist Disease, Waterbreathing, better Unarmed damage
Special Abilities - Histskin: Health regenerates 10x faster for 60 seconds. Usable once per day.
Strategies for Playing as an Argonian: Argonians are suited to thief-type play, being better at lockpicking from the start. It's a skill that normally takes a bit longer to level, so this is a welcome bonus. Otherwise, their bonuses are a bit spread out. They're not a great race to play unless you'll lean heaviliy on those thief skills, but in that case will need to decide between this Race or Khajiit. Both have a bonus to unarmed damage, though Khajiit are better at this and have a more focused set of bonus skills. Water-breathing has limited usefulness in Skyrim. Diseases can be a nuisance, so picking Argonian may lead to some more care-free play. You're less likely to become a vampire or get an annoying disease that lowers your carrying capacity or skills.
Racial Perks: +50% Resist Disease, Waterbreathing, better Unarmed damage
Special Abilities - Histskin: Health regenerates 10x faster for 60 seconds. Usable once per day.
Strategies for Playing as an Argonian: Argonians are suited to thief-type play, being better at lockpicking from the start. It's a skill that normally takes a bit longer to level, so this is a welcome bonus. Otherwise, their bonuses are a bit spread out. They're not a great race to play unless you'll lean heaviliy on those thief skills, but in that case will need to decide between this Race or Khajiit. Both have a bonus to unarmed damage, though Khajiit are better at this and have a more focused set of bonus skills. Water-breathing has limited usefulness in Skyrim. Diseases can be a nuisance, so picking Argonian may lead to some more care-free play. You're less likely to become a vampire or get an annoying disease that lowers your carrying capacity or skills.
Race: Breton
Starting Skill Bonuses: +10Conjuration, +5Alteration, Illusion, Restoration, Alchemy, and Speech
Racial Perks: +25% Resist Magic
Special Abilities - Dragonskin: 50% chance to absorb all damage and gain the full Magicka cost of any hostile spells that hit your character for 60 seconds, usable once per day.
Strategies for Playing as a Breton: Bretons can get the highest Magic Resistance in Skyrim. This powerful resist affects all spell damage of any element, and combines with elemental resistances to absorb more damage. Breton make natural summoners, and their conjured allies can help tank for them while they sling spells. This is a good all-around caster, but the Magic Resistance and bonus to Speech and Alchemy makes the Breton Race capable in any role. The best offense is a good defense, as they say.
Racial Perks: +25% Resist Magic
Special Abilities - Dragonskin: 50% chance to absorb all damage and gain the full Magicka cost of any hostile spells that hit your character for 60 seconds, usable once per day.
Strategies for Playing as a Breton: Bretons can get the highest Magic Resistance in Skyrim. This powerful resist affects all spell damage of any element, and combines with elemental resistances to absorb more damage. Breton make natural summoners, and their conjured allies can help tank for them while they sling spells. This is a good all-around caster, but the Magic Resistance and bonus to Speech and Alchemy makes the Breton Race capable in any role. The best offense is a good defense, as they say.
Race: Dark Elf
Starting Skill Bonuses: +10Destruction, +5Alteration, Illusion, Alchemy, Light Armor, and Sneak
Racial Perks: +50% Resist Fire
Special Abilities - Ancestor's Wrath: Any enemies in melee range will take 8 points of fire damage each second for 60 seconds. Usable once per day.
Strategies for Playing as a Dark Elf: Dark elves make excellent casters, and get the most useful resistance type aside from generic Magic Resistance. Ancestor's Wrath counts as a fire shield spell, and does not stack with other shield spells. Best little whorehouse in texas script pdf. Use this while running around melee opponents and casting short-range destruction spells for maximum effect. Melee opponents will have a hard time hitting you this way, and take damage from your spells and the shield every moment you're around. This is an active and effective offense early in the game.
Racial Perks: +50% Resist Fire
Special Abilities - Ancestor's Wrath: Any enemies in melee range will take 8 points of fire damage each second for 60 seconds. Usable once per day.
Strategies for Playing as a Dark Elf: Dark elves make excellent casters, and get the most useful resistance type aside from generic Magic Resistance. Ancestor's Wrath counts as a fire shield spell, and does not stack with other shield spells. Best little whorehouse in texas script pdf. Use this while running around melee opponents and casting short-range destruction spells for maximum effect. Melee opponents will have a hard time hitting you this way, and take damage from your spells and the shield every moment you're around. This is an active and effective offense early in the game.
Race: High Elf
Starting Skill Bonuses: +10Illusion, +5Alteration, Conjuration, Destruction, Enchanting, and Restoration
Racial Perks: +50 Maximum Magicka
Special Abilities - Highborn: Magicka regenerates 25x faster for 60 seconds. Usable once per day.
Strategies for Playing as a High Elf: Any playstyle that will lean heavily on magic will benefit from being a High Elf. The +50 Magicka bonus is huge, offering 5 levels worth of reward in one racial bonus. Combine that with Highborn, used right before you initiate combat, and you'll have a load of Magicka at your disposal to dish major damage to your enemies. This is incredibly helpful when facing a dragon or a room full of angry monsters. A good all-around choice unless you're making a pure warrior.
Racial Perks: +50 Maximum Magicka
Special Abilities - Highborn: Magicka regenerates 25x faster for 60 seconds. Usable once per day.
Strategies for Playing as a High Elf: Any playstyle that will lean heavily on magic will benefit from being a High Elf. The +50 Magicka bonus is huge, offering 5 levels worth of reward in one racial bonus. Combine that with Highborn, used right before you initiate combat, and you'll have a load of Magicka at your disposal to dish major damage to your enemies. This is incredibly helpful when facing a dragon or a room full of angry monsters. A good all-around choice unless you're making a pure warrior.
Race: Imperial
Starting Skill Bonuses: +10Restoration, +5Block, Heavy Armor, One-handed Weapons, Destruction, and Enchanting
Racial Perks: The Imperial Luck passive ability, which gives extra gold any time you find some
Special Abilities - Voice of the Emperor: Calms all nearby humanoids for 60 seconds, once per day
Strategies for Playing as an Imperial: The Imperial race caters to any playstyle. Getting a bonus to restoration will help either a caster or fighter to heal themselves and allies. Their racial perk is an interesting one. Any time you find gold coins in a treasure chest or as loot on a dead creature's corpse, you'll find anywhere from 2-10 more coins, meaning the minimum gold you'll find from most sources is increased. This is a big percent bonus early in the game, though it weakens later on when the gold piles' average size increases. Voice of the Emperor affects humanoids of any kind, and allows you to stop combat for 60 seconds even against high level opponents.
Racial Perks: The Imperial Luck passive ability, which gives extra gold any time you find some
Special Abilities - Voice of the Emperor: Calms all nearby humanoids for 60 seconds, once per day
Strategies for Playing as an Imperial: The Imperial race caters to any playstyle. Getting a bonus to restoration will help either a caster or fighter to heal themselves and allies. Their racial perk is an interesting one. Any time you find gold coins in a treasure chest or as loot on a dead creature's corpse, you'll find anywhere from 2-10 more coins, meaning the minimum gold you'll find from most sources is increased. This is a big percent bonus early in the game, though it weakens later on when the gold piles' average size increases. Voice of the Emperor affects humanoids of any kind, and allows you to stop combat for 60 seconds even against high level opponents.
Skyrim Khajiit Mods
Race: Khajiit
Starting Skill Bonuses: +10Sneak, +5Archery, One-handed Weapons, Alchemy, Lockpicking, and Pickpocket
Racial Perks: Claws, which do extra damage (+12) in unarmed combat. This effect does stack with Heavy Armor's Fists of Steel, adding the bracer's armor rating to the punch.
Special Abilities - Night Eye: Improves night vision for 60 seconds, usable multiple times each day unlike other powers.
Strategies for Playing as a Khajiit: Khajiit are the master thieves of Skyrim. They have a heavy bonus to sneak, which facilitates both sneak attacks, slipping by your foes unnoticed and pickpocketing. The race is a master of Unarmed combat. They'll do 12 extra damage when wielding no weapon, which actually makes going weaponless more sensible than actually using one in the early game. Your reach will suffer, but the damage is comparatively huge. You can boost this further by going with the Fists of Steel perk from Heavy Armor, though that Khajiit is not nearly as stealthy it will be exceptional at brawling in Skyrim's Inns. Overall, you're better off using that amazing sneak skill with a dagger for a 15x sneak attack bonus.
Racial Perks: Claws, which do extra damage (+12) in unarmed combat. This effect does stack with Heavy Armor's Fists of Steel, adding the bracer's armor rating to the punch.
Special Abilities - Night Eye: Improves night vision for 60 seconds, usable multiple times each day unlike other powers.
Strategies for Playing as a Khajiit: Khajiit are the master thieves of Skyrim. They have a heavy bonus to sneak, which facilitates both sneak attacks, slipping by your foes unnoticed and pickpocketing. The race is a master of Unarmed combat. They'll do 12 extra damage when wielding no weapon, which actually makes going weaponless more sensible than actually using one in the early game. Your reach will suffer, but the damage is comparatively huge. You can boost this further by going with the Fists of Steel perk from Heavy Armor, though that Khajiit is not nearly as stealthy it will be exceptional at brawling in Skyrim's Inns. Overall, you're better off using that amazing sneak skill with a dagger for a 15x sneak attack bonus.
Race: Nord
Starting Skill Bonuses: +10Two-handed Weapons, +5Block, One-handed Weapons, Smithing, Light Armor, and Speech
Racial Perks: +50% Frost Resistance
Special Abilities - Battle Cry: Makes all targets nearby flee for 30 seconds. Usable once per day, considered a hostile action to NPCs.
Strategies for Playing as a Nord: Nord can use their skills to make a very easy build to play, wielding a two-handed weapon they are skilled at blocking with, wearing light armor for mobility, smithing their own armor and selling at higher prices with the Speech skill. It's a really simple but effective build, that could swap out any of its components for something else. The passive Frost Resistance they get helps against many dragons and some of Skyrim's nastier monsters. Battle Cry can let you scare off enemies to regenerate stamina, scatter them and take them out separately or let you escape with your life. Overall, a good race for a Warrior but poor as a caster compared to other Races.
Racial Perks: +50% Frost Resistance
Special Abilities - Battle Cry: Makes all targets nearby flee for 30 seconds. Usable once per day, considered a hostile action to NPCs.
Strategies for Playing as a Nord: Nord can use their skills to make a very easy build to play, wielding a two-handed weapon they are skilled at blocking with, wearing light armor for mobility, smithing their own armor and selling at higher prices with the Speech skill. It's a really simple but effective build, that could swap out any of its components for something else. The passive Frost Resistance they get helps against many dragons and some of Skyrim's nastier monsters. Battle Cry can let you scare off enemies to regenerate stamina, scatter them and take them out separately or let you escape with your life. Overall, a good race for a Warrior but poor as a caster compared to other Races.
Race: Orc
Starting Skill Bonuses: +10Heavy Armor, +5Block, One-handed Weapons, Smithing, Two-handed Weapons, and Enchanting
Racial Perks: None!
Special Abilities - Berserker Rage: Deal double damage while taking half for 60 seconds. Usable once per day.
Strategies for Playing as an Orc: I consider Breton the best race for their Magic Resistance, which makes them great multitaskers, but Orcs are masters at being a big mean Warrior. Go with a two-hander or sword and shield, and you're set to make and enchant weapons a little better than other Races. Their racial ability is one you will use fairly often, though it does not affect spell damage offensively or defensively. Berserker Rage does archery and melee damage both dealt and received. Use this to get a dragon down fast, facing bosses of any kind, or when you need to clear a room full of melee opponents. It's the best racial special ability in Skyrim by far. Orcs start with access to all Orc Strongholds upon starting the game, while other Races must do a quest to gain entry. This gives you access to shopkeepers and trainers other Races have to work to be able to use.
Racial Perks: None!
Special Abilities - Berserker Rage: Deal double damage while taking half for 60 seconds. Usable once per day.
Strategies for Playing as an Orc: I consider Breton the best race for their Magic Resistance, which makes them great multitaskers, but Orcs are masters at being a big mean Warrior. Go with a two-hander or sword and shield, and you're set to make and enchant weapons a little better than other Races. Their racial ability is one you will use fairly often, though it does not affect spell damage offensively or defensively. Berserker Rage does archery and melee damage both dealt and received. Use this to get a dragon down fast, facing bosses of any kind, or when you need to clear a room full of melee opponents. It's the best racial special ability in Skyrim by far. Orcs start with access to all Orc Strongholds upon starting the game, while other Races must do a quest to gain entry. This gives you access to shopkeepers and trainers other Races have to work to be able to use.
Race: Redguard
Starting Skill Bonuses: +10One-handed Weapons, +5Archery, Block, Smithing, Alteration, and Destruction
Racial Perks: +50% Poison Resistance
Special Abilities - Adrenaline Rush: Regenerate Stamina 10x faster for 60 seconds. Usable once per day.
Strategies for Playing as a Redguard: While Redguard start with a nice weapon bonus, they do not really shine at anything in particular. The Poison Resistance is weak and not as helpful as others, and while Adrenaline Rush is good you can easily use Stamina Potions to accomplish the same. I'd stay away from this Race.
Racial Perks: +50% Poison Resistance
Special Abilities - Adrenaline Rush: Regenerate Stamina 10x faster for 60 seconds. Usable once per day.
Strategies for Playing as a Redguard: While Redguard start with a nice weapon bonus, they do not really shine at anything in particular. The Poison Resistance is weak and not as helpful as others, and while Adrenaline Rush is good you can easily use Stamina Potions to accomplish the same. I'd stay away from this Race.
Race: Wood Elf
Starting Skill Bonuses: +10Archery, +5Alchemy, Light Armor, Lockpicking, Pickpocket, and Sneak
Racial Perks: +50% Disease and Poison Resistance
Special Abilities - Command Animal: Forces an Animal to fight for you for 60 seconds. Usable once per day.
Strategies for Playing as a Wood Elf: Wood Elves are the best Archers in Skyrim, but mainly thanks to the starting bonus. A Khajiit can do just as well, given Sneak should be used with Archery. Their Disease and Poison resistance will come in handy in many many situations, as combined they're seen heavily in the game. Command Animal can affect even high level animals like Mammoths and cause them to turn on their allies. Remember to put down your buddy when the effect wears off.
Racial Perks: +50% Disease and Poison Resistance
Special Abilities - Command Animal: Forces an Animal to fight for you for 60 seconds. Usable once per day.
Strategies for Playing as a Wood Elf: Wood Elves are the best Archers in Skyrim, but mainly thanks to the starting bonus. A Khajiit can do just as well, given Sneak should be used with Archery. Their Disease and Poison resistance will come in handy in many many situations, as combined they're seen heavily in the game. Command Animal can affect even high level animals like Mammoths and cause them to turn on their allies. Remember to put down your buddy when the effect wears off.
Share Tips and FAQs (2)
Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers.
Sam says.khajits are the best for sneak. i like wood elves but they're kind of useless. high elves are the besst majes and orc or imperials are best combat specialists. bretons look good but you can do the same with an imperial or maybe nord.
2nd December 2015 3:02pm
Samuel says.I personally feel that if you are looking for a blacksmith then always go for an Orc as they can craft better items so much earlier on in the game. They may not be able to sell them for as much due to their lack of skill in speech but they can craft better equip,net. I had superior steel plates armour and a superior steel greats word with an Orc and that was all before I got to whiterun.
23rd August 2016 6:03am
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