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Skyrim Races Compared: All 10 Bonuses and Powers

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Short answer: Skyrim has 10 playable races, and every one gets the same shape of skill bonus: +10 to one skill and +5 to five others. UESP calls race the only character-creation choice that affects your skills and abilities. What actually separates the races is the passive ability, the once-a-day power, and which skills start ahead. You can change race later with a PC console command (see "Changing race afterwards" below), but most players keep what they pick.

On sources. Numbers and effects follow UESP's "Skyrim:Races" page (revision of 22 October 2026), checked on 27 October 2026. Bethesda's notice lists the update of 20 August 2026 and an additional hotfix on 27 August. The Steam announcement title still reads "1.7.99", but we confirmed the executable as 1.7.104 on 10 September 2026. We did not test all 10 races in game. Everything below is as UESP records it.

All 10 races: abilities, powers and skill bonuses

RacePassive abilitiesOnce-a-day power+10+5 (five skills)Extra starting bonus
Argonian50% disease resistance, waterbreathing, higher unarmed damageHistskin: much faster health regeneration for 60 secondsLockpickingAlteration, Light Armor, Pickpocket, Restoration, Sneak—
Breton25% magic resistanceDragonskin: absorb 50% of the magicka from hostile magic spells for 60 secondsConjurationAlchemy, Alteration, Illusion, Restoration, SpeechSpell: Conjure Familiar
Dark Elf50% fire resistanceAncestor's Wrath: nearby enemies take 8 fire damage per second for 60 secondsDestructionAlchemy, Alteration, Illusion, Light Armor, SneakSpell: Sparks
High Elf+50 MagickaHighborn: much faster magicka regeneration for 60 secondsIllusionAlteration, Conjuration, Destruction, Enchanting, RestorationSpell: Fury
ImperialImperial Luck (find more gold)Voice of the Emperor: calms nearby people for 60 secondsRestorationBlock, Destruction, Enchanting, Heavy Armor, One-handed—
KhajiitClaws (12 damage)Night Eye: night vision for 60 seconds, usable any number of times a daySneakAlchemy, Archery, Lockpicking, Pickpocket, One-handed—
Nord50% frost resistanceBattle Cry: targets flee for 30 secondsTwo-handedBlock, Light Armor, One-handed, Smithing, Speech—
OrcNoneBerserker Rage: take half damage and deal double damage for 60 secondsHeavy ArmorBlock, Enchanting, One-handed, Smithing, Two-handedStatus: Blood-Kin
Redguard50% poison resistanceAdrenaline Rush: much faster stamina regeneration for 60 secondsOne-handedAlteration, Archery, Block, Destruction, Smithing—
Wood Elf50% poison resistance, 50% disease resistanceCommand Animal: make one animal an ally for 60 secondsArcheryAlchemy, Light Armor, Lockpicking, Pickpocket, Sneak—

The "Extra starting bonus" column holds the starting magic spells and status that UESP lists under initial bonuses (separate from the passive abilities). Each once-a-day power can be used once per in-game day (Khajiit's Night Eye is the exception and can be used repeatedly). The +10 and +5 figures are the skill bonuses a race grants (as UESP describes them). They are separate from abilities and gear, and we do not rank the races by strength here.

Looking it up by skill: which races get +10 or +5

This is the table above turned around, for choosing a race by the skill you want to play. Several skills have no +10 race at all (Speech, Alchemy, Pickpocket, Smithing, Enchanting, Light Armor, Alteration and others only get +5).

Skill+10 races+5 races
Alteration—Argonian, Breton, Dark Elf, High Elf, Redguard
Light Armor—Argonian, Dark Elf, Nord, Wood Elf
Pickpocket—Argonian, Khajiit, Wood Elf
RestorationImperialArgonian, Breton, High Elf
SneakKhajiitArgonian, Dark Elf, Wood Elf
LockpickingArgonianKhajiit, Wood Elf
ConjurationBretonHigh Elf
Alchemy—Breton, Dark Elf, Khajiit, Wood Elf
IllusionHigh ElfBreton, Dark Elf
Speech—Breton, Nord
DestructionDark ElfHigh Elf, Imperial, Redguard
Enchanting—High Elf, Imperial, Orc
Block—Imperial, Nord, Orc, Redguard
Heavy ArmorOrcImperial
One-handedRedguardImperial, Khajiit, Nord, Orc
Two-handedNordOrc
ArcheryWood ElfKhajiit, Redguard
Smithing—Nord, Orc, Redguard

Choosing by playstyle (our reading of the data)

This table is our own rearrangement of UESP's numbers. It is not a power ranking and not the result of in-game testing.

You want toCandidatesWhy, and the catch
Fight with a bowWood Elf / Khajiit / RedguardWood Elf gets Archery +10; Khajiit and Redguard get +5. Wood Elf also has 50% poison and 50% disease resistance
SneakKhajiit / Wood Elf / Argonian / Dark ElfKhajiit gets Sneak +10; the other three get +5. Argonian, Khajiit and Wood Elf also carry Lockpicking and Pickpocket bonuses
Sword and shieldRedguard / Imperial / Nord / OrcRedguard has One-handed +10 and Block +5; Nord, Orc and Imperial have +5 in both
Two-handed weaponsNord / OrcNord has Two-handed +10, Orc +5. The choice is 50% frost resistance (Nord) or Berserker Rage once a day (Orc)
Heavy armorOrc / ImperialOrc has Heavy Armor +10, Imperial +5. Orc also has +5 in Smithing and Enchanting
Destruction magicDark Elf / High Elf / Imperial / RedguardDark Elf has Destruction +10 and 50% fire resistance. High Elf has +50 Magicka (Destruction +5)
Conjuration, Restoration or IllusionBreton / High Elf / ImperialBreton has Conjuration +10, High Elf Illusion +10, Imperial Restoration +10. Breton and High Elf also get Restoration +5
Crafting (Alchemy, Smithing, Enchanting)Orc / Nord / Breton / Dark Elf / Khajiit / Wood Elf / Redguard / High Elf / ImperialNone gets +10; all of these are +5. Orc is the only race with +5 in both Smithing and Enchanting

Every figure here is read off the table above. "Fits" only means the bonuses overlap. No playstyle is locked to a race.

Where the numbers can mislead (UESP's footnotes)

  • "10x" and "25x" are not literal: UESP's notes put Argonian Histskin at about 15.3x health regeneration, High Elf Highborn at about 9.3x magicka regeneration, and Redguard Adrenaline Rush at 11x stamina regeneration. The in-game text says 10x, 25x and 10x.
  • Imperial Luck is not Imperial-only: UESP says a bug gives every race this ability after you leave the cave under Helgen Keep. Imperials are simply the only ones who see it listed among active effects.
  • Khajiit claws: the in-game text says 15 damage; the actual effect is 12, according to UESP.
  • Height and speed: movement speed follows race height. High Elves (1.08, both sexes) are tallest; male Wood Elves (0.98) are on the short side. UESP calls the rumor that height changes melee damage false.
  • Only two places where your race changes NPC reactions in a way that matters: UESP names Blood-Kin status (Orc strongholds) and the quest "Diplomatic Immunity." There are many smaller dialogue differences besides.

Blood-Kin: the one thing only Orcs get

According to UESP, only Orc characters are welcomed into the Orc strongholds from the start. Any other race can walk in, but residents keep telling you that you are not welcome, and the merchants, trainers and potential followers there will not deal with you. Finishing one of several quests for the Orcs makes you Blood-Kin and fixes that. Choosing Orc means skipping that step.

Survival Mode extras (Creation Club)

If you use Survival Mode, UESP's table lists extra racial effects. We have not confirmed these in game either.

  • Argonian: 25% weakness to cold. Can eat raw meat without food poisoning.
  • Khajiit: +15 warmth. Can eat raw meat without food poisoning.
  • Nord: +25 warmth.
  • Orc: 15% resistance to fatigue and hunger, +10 warmth.
  • Dark Elf, High Elf, Wood Elf: 25% fatigue resistance.

Changing race afterwards

UESP says the PC console can change race with showracemenu, setrace and setplayerrace, and notes that only player.setrace leaves your skills intact. Our own caution, not UESP's: console use can disable achievements, so keep a separate save first.

Discrepancies and what we could not confirm

  • In-game testing: we did not verify the figures for all 10 races in game; they are UESP's.
  • Imperial Luck: UESP gives no number for how much extra gold you find.
  • Diplomatic Immunity: UESP says race matters in that quest. We did not check how.
  • Mod and patch effects: mods and unofficial patches can change racial values. This article assumes an unmodded game.

UESP: Skyrim:Races / Skyrim:Orc Strongholds

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