[center][size=6]Races[/size][hr][/center][spoiler][size=3][b]Imperial[/b][/size]Natives of the civilized province of Cyrodiil, Imperials do well in any role but favor defensive and social skills. They're gifted with a small bonus to magicka, the ability to reflect or absorb some spells, and resistances to poison and paralysis, but bear a weakness to fire and a weak constitution. [xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 35 | 35 | 30 | 35 | 45 | 40 | 50 | 50 || 1.015000 | 1.017500------------------------------------------------------------------------------Female | 40 | 35 | 35 | 35 | 40 | 35 | 50 | 50 || 1.000000 | 0.998500[/xml][list][*]Blade +5, Block +5, Heavy Armor +5[*]Security +5, Mercantile +10, Speechcraft +10[*]Alteration +5[/list][list][*][b]Mundane Heritage[/b] Ability: {Fortify Magicka 25}[*][b]Dragon Pact[/b] Ability: {Weakness to Fire 25, Reflect Spell 5, Spell Absorption 10, Resist(Paralysis 25, Poison 25)}[*][b]Voice of the Emperor[/b] Power: {Fortify(Personality 25, Mercantile 10, Speechcraft 10, Blade 5, Blunt 5, Heavy Armor 5, Light Armor 5)}120secs[/list][hr][size=3][b]Redguard[/b][/size]The fiercely independant people of Hammerfell, Redguards are the most naturally talented Warriors in Tamriel. They're gifted with a much faster fatigue regeneration, a strong constitution, and resistances to poison, disease, and paralysis, but bear a weakness to frost.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 45 | 25 | 30 | 30 | 55 | 40 | 45 | 50 || 1.070000 | 1.080000 ------------------------------------------------------------------------------Female | 40 | 30 | 25 | 35 | 55 | 45 | 40 | 50 || 1.060000 | 0.990000[/xml][list][*]Blade +10, Block +5, Athletics +10[*]Acrobatics +5, Light Armor +5, Speechcraft +5[*]Restoration +5[/list][list][*][b]Hammer and Steed[/b] Ability: {Weakness to Frost 50, Resist(Poison 50, Disease 75, Paralysis 50), Restore Fatigue 5}[*][b]Vitalization[/b] Power: {Cure Poison}; {Restore Fatigue 5, Fortify(Fatigue 100, Speed 25)}120secs[*][b]Summon Sword[/b] Power: {Bound Sword 60, Silence, Drain Endurance 40}Self/60secs[/list][hr][size=3][b]Orc[/b][/size]The barbarian people of Orsinium, the Wrothgarian and Dragontail Mountains, Orcs are known for their sturdiness and craftsmanship. They're gifted with a troll-like regeneration and a strong constitution, but bear a weakness to magic and heavy weaknesses to fire and poison. They possess a fearsome berserker rage.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 50 | 30 | 35 | 30 | 35 | 55 | 35 | 50 || 1.060000 | 1.275000------------------------------------------------------------------------------Female | 45 | 30 | 30 | 35 | 40 | 55 | 35 | 50 || 1.045000 | 1.180000[/xml][list][*]Blunt +5, Hand to Hand +5, Armorer +10, Block +10, Athletics +5[*]Acrobatics +5[*]Conjuration +5[/list][list][*][b]Green Heart[/b] Ability: {Weakness to(Poison 75, Magic 25, Fire 50), Restore Health 2}[*][b]Berserker's Rage[/b] Power: [list] [*]{Restore Health 3, Fortify Strength 25, Resist Normal Weapons 25}Self/90secs; {Dispel 1000}Self} [*]After 1 sec: {Weakness to(Magic 25, Poison 25), Stunted Magicka}Self/89secs; {Damage Magicka 500}Self [*]After 90 secs: {Drain Fatigue 2500}Self/1sec; {Damage Fatigue 100}Self[/list][/list][hr][size=3][b]Dark Elf[/b][/size]Known as Dunmer in Morrowind, the Dark Elves are noted for their balanced integration of magic and combat. They're granted a medium magicka bonus, faster magicka regeneration, and heavy resistances to fire and disease, but bear a weakness to shock. They can summon an ancestral guardian.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 35 | 35 | 40 | 40 | 40 | 45 | 35 | 50 || 1.025000 | 0.935000------------------------------------------------------------------------------Female | 40 | 35 | 35 | 35 | 45 | 40 | 40 | 50 || 1.040000 | 0.960000[/xml][list][*]Armorer +5, Block +5[*]Light Armor +5, Marksman +5[*]Illusion +10, Mysticism +10, Destruction +5[/list][list][*][b]Mer Heritage[/b] Ability: {Fortify Magicka 50}[*][b]Azura's Spell[/b] Ability: {Weakness to Shock 50, Restore Magicka 2, Resist(Fire 75, Disease 75)}[*][b]Battle Meditation[/b] Power: {Restore Magicka 8, Fire Shield 10}120secs[*][b]Ancestor Guardian[/b] Power: {Summon Ancestor Guardian}120secs[/list][hr][size=3][b]High Elf[/b][/size]Known as Altmer of the Summerset Isle, High Elves are the most strongly gifted in the arcane arts of all mortal races. They're gifted with a large magicka bonus and resistances to shock and poison as well as a heavy resistance to disease, but bear a weakness to frost. The power of Aldmeri Focus amplifies magics for a time. [xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 30 | 50 | 50 | 25 | 35 | 35 | 45 | 50 || 1.095000 | 0.995000------------------------------------------------------------------------------Female | 25 | 50 | 50 | 30 | 40 | 35 | 40 | 50 || 1.110000 | 0.995000[/xml][list][*]Blade +5, Armorer +5[*]Acrobatics +5, Speechcraft +5[*]Alchemy +10, Mysticism +5, Destruction +10[/list][list][*][b]Aldmeri Heritage[/b] Ability: {Fortify Magicka 100}[*][b]Morning Star's Blessing[/b] Ability: {Weakness to Frost 50, Resist(Disease 75, Shock 50, Poison 25)}[*][b]Mental Focus[/b] Power: {Weakness to(Frost 50, Fire 50, Shock 50), Fortify(Willpower 50, Destruction 10, Mysticism 10, Magicka Multiplier 15)}Self/120secs][/list][hr][size=3][b]Khajiit[/b][/size]Hailing from the province of Elsweyr, Khajiit are unmatched acrobats and thieves, and have some skill in the art of magic as well. They're gifted with a small magicka bonus, resistances to frost and fire, and a bonus to armor, but bear a weak constitution. Khajiit have the ability to see in the dark at will.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 35 | 40 | 35 | 45 | 40 | 35 | 40 | 50 || 1.035000 | 1.050000------------------------------------------------------------------------------Female | 30 | 40 | 40 | 40 | 45 | 40 | 35 | 50 || 1.050000 | 0.975000[/xml][list][*]Hand to Hand +5[*]Acrobatics +10, Sneak +10, Mercantile +5[*]Illusion +5, Alchemy +5, Mysticism +5[/list][list][*][b]Mundane Heritage[/b] Ability: {Fortify Magicka 25}[*][b]Desert Dream[/b] Ability: {Resist(Frost 50, Fire 25), Shield 2}[*][b]Eye of Fear[/b] Power: {Demoralize 160(area 50)}30secs[*][b]Cat's Eye[/b] Lesser Power: {Night-Eye}Toggle[/list][hr][size=3][b]Wood Elf[/b][/size]Known as the Bosmer of Valenwood, Wood Elves are natural archers and thieves. They're gifted with faster fatigue and magicka regeneration, as well as resistances to fire, frost, shock, and disease, but bear a weakness to raw magic and a heavy weakness to poison, They can carve bone arrows in the field.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 35 | 35 | 30 | 55 | 50 | 35 | 30 | 50 || 0.900000 | 0.925000------------------------------------------------------------------------------Female | 35 | 30 | 35 | 55 | 45 | 35 | 35 | 50 || 0.975000 | 0.925000[/xml][list][*]Hand to Hand +5[*]Acrobatics +5, Light Armor +10, Security +5, Marksman +10[*]Alteration +5, Restoration +5[/list][list][*][b]Green Pact[/b] Ability: {Resist(Fire 50, Shock 50, Frost 50, Disease 75), Weakness to(Magic 25, Poison 75), Restore(Fatigue 1, Magicka 1)}[*][b]Sharp Shooter[/b] Power: {Fortify(Marksman 50, Agility 100), Drain Speed 75, Resist Normal Weapons 10}Self/60secs[*][b]Craft Bone Arrows[/b] Power: {Converts all bones in inventory to woodelf arrows with random enchantment}[/list][hr][size=3][b]Breton[/b][/size]Inhabitants of High Rock and bearers of elven blood, Bretons are able spellcasters and battlemages. They're gifted with a medium bonus to magicka and a resistance to harmful magics, but bear a very weak constitution. Bretons possess the defensive power of Dragon Skin.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 30 | 45 | 55 | 30 | 35 | 35 | 40 | 50 || 0.980000 | 0.950000------------------------------------------------------------------------------Female | 25 | 45 | 55 | 25 | 40 | 35 | 45 | 50 || 0.965000 | 0.900000[/xml][list][*]Heavy Armor +5[*]Security +5, Sneak +5, Mercantile +5[*]Conjuration +10, Alteration +5, Restoration +10[/list][list][*][b]Mer Heritage[/b] Ability: {Fortify Magicka 50}[*][b]Spirit of High Rock[/b] Ability: {Resist Magic 25}[*][b]Dragon Skin[/b] Power: {Fortify(Light Armor 5, Heavy Armor 5), Shield 15}Self/120secs[/list][hr][size=3][b]Nord[/b][/size]The tall and fair-haired people of Skyrim, Nords are able warriors. They're gifted with a strong constitution and resistances to frost, shock, weapons and disease. Nords wield the icy Fist of Altmora.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 55 | 30 | 30 | 35 | 30 | 50 | 40 | 50 || 1.075000 | 1.200000------------------------------------------------------------------------------Female | 55 | 25 | 30 | 30 | 35 | 50 | 45 | 50 || 1.060000 | 1.125000[/xml][list][*]Blunt +10, Hand to Hand +5, Heavy Armor +10[*]Marksman +5[*]Alchemy +5, Mysticism +5, Alteration +5[/list][list][*][b]Breath of Winter[/b] Ability: {Resist(Frost 75, Shock 25, Disease 75, Normal Weapons 10}[*][b]Ice Fist[/b] Power: {Fortify(Blade 10, Blunt 10, Hand to Hand 10, Marksman 10), Frost Shield 10}Self/120secs[/list][hr][size=3][b]Argonian[/b][/size]Denizens of Black Marsh, Argonians are talented thieves and spellcasters. They're gifted with a small bonus to magicka, the ability to breath underwater, immunity to poison, resistances to all types of magic except fire and frost, and a very strong constitution. Argonians can tap an inner well of magicka in times of need.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 40 | 35 | 35 | 40 | 35 | 50 | 35 | 50 || 1.030000 | 1.078500------------------------------------------------------------------------------Female | 35 | 40 | 40 | 35 | 30 | 50 | 40 | 50 || 1.015000 | 1.040000[/xml][list][*]Blunt +5, Hand to Hand +5, Athletics +5[*]Security +10, Sneak +5[*]Illusion +5, Alteration +10[/list][list][*][b]Mundane Heritage[/b] Ability: {Fortify Magicka 25}[*][b]Wyrm Blood[/b] Ability: {Resist(Poison 100, Magic 25, Disease 75), Weakness to(Frost 25, Fire 25), Water Breathing}[*][b]Magic Infusion[/b] Power: {Fortify(Magicka 100, Alteration 10, Illusion 10), Invisibility}Self/120secs; {Restore Magicka 250}Self[/list][hr][size=3][b]Hidden Elf[/b][/size]While most of the Ayleid elves were assimilated long ago, a few communities still exist today. These Hidden Elves are talented spellcasters. They're gifted with a medium bonus to magicka and the ability to reflect or absorb some spells, but bear weaknesses to fire and weapons. They can fade into moonlight and shadow.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 35 | 35 | 40 | 40 | 35 | 45 | 35 | 55 || 0.980000 | 0.895000------------------------------------------------------------------------------Female | 30 | 35 | 45 | 35 | 40 | 45 | 35 | 55 || 1.050000 | 0.912500[/xml][list][*]Armorer +5[*]Sneak +5, Speechcraft +5[*]Illusion +5, Conjuration +10, Mysticism +10, Destruction +5[/list][list][*][b]Mer Heritage[/b] Ability: {Fortify Magicka 50}[*][b]Blessing of Arcane Skies[/b] Ability: {Weakness to(Fire 50, Normal Weapons 10), Spell Absorption 15, Reflect Spell 10}[*][b]Concealed Stars[/b] Power(Master): {Frost Shield 10, Reflect Spell 15, Spell Absorption 10, Weakness to Magic 15, Chameleon 10}Self/120secs[/list][hr][size=3][b]Mazken[/b][/size]Known as the Dark Seducers of the Shivering Isles, Mazken favor stealth and deception. They're gifted with a bonus to magicka and the ability to absorb spells, but have a weakness to frost. Mazken possess the power to summon a Dark Seducer companion, as well as the lesser power to detect hostile intentions.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 30 | 35 | 35 | 35 | 50 | 40 | 45 | 50 || 0.980000 | 0.985000------------------------------------------------------------------------------Female | 40 | 30 | 30 | 45 | 40 | 45 | 40 | 50 || 1.125000 | 1.085000[/xml][list][*]Blunt +10[*]Light Armor +10, Security +5, Sneak +5, Speechcraft +5[*]Alchemy +5, Destruction +5[/list][list][*][b]Mundane Heritage[/b] Ability: {Fortify Magicka 25}[*][b]Dark Aura[/b] Ability: {Spell Absorpsion 20, Weakness to Frost 75}[*][b]Shivering Dark Memories[/b] Lesser Power: SPECIAL Choice: [list] [*][b]Dark Glimmer[/b] Power: {Summon Faded Wraith}120secs [*][b]Sense Hostility[/b] Lesser Power[50]: {Sense Hostility(area 25)}10secs [/list]OR (Requires SI) [list] [*][b]Dark Intervention[/b] Power: {Summon Dark Seducer}120secs [*][b]Sense Hostility[/b] Lesser Power[50]: {Sense Hostility(area 25)}10secs [*]Dark Memory Robe & Dark Memory Hood [/list][/list][hr][size=3][b]Aureal[/b][/size]Known as the [b]Golden Saints[/b] of the Shivering Isles, Aureal favor close confrontations. They're gifted with a resistance to weapons and the ability to reflect spell damage, but bear a weakness to shock. Aureal possess the ability to summon a Golden Saint companion, as well as the lesser power to detect danger.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 35 | 40 | 40 | 30 | 40 | 40 | 45 | 50 || 0.965000 | 0.950000------------------------------------------------------------------------------Female | 45 | 30 | 30 | 40 | 45 | 45 | 35 | 50 || 1.130000 | 1.155000[/xml][list][*]Blade +10, Armorer +5, Heavy Armor +10, Athletics +5[*]Marksman +5, Mercantile +5[*]Restoration +5[/list][list][*][b]Golden Aura[/b] Ability: {Resist Normal Weapons 10, Reflect Spell 20, Weakness to Shock 75}[*][b]Shivering Golden Memories[/b] Lesser Power: SPECIAL Choice: [list] [*][b]Golden Glimmer[/b] Power: {Summon Frost Atronach}120secs [*][b]Sense Danger[/b] Lesser Power[50]: {Sense Danger(area 250)}3secs [/list]OR (Requires SI) [list] [*][b]Golden Intervention[/b] Power: {Summon Golden Saint}120secs [*][b]Sense Danger[/b] Lesser Power[50]: {Sense Danger(area 250)}3secs [*]Golden Memory Robe & Golden Memory Hood [/list][/list][hr][size=3][b]Ohmes-raht[/b][/size]A manlike breed of the feline Khajiit, Ohmes-raht are more suited to melee combat than the more common Suthay and Suthay-raht. They're gifted with a bonus to armor, a resistance to frost, a heavy resistance to shock, immunity to paralysis, and a strong constitution, but bear an extreme weakness to poison.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 40 | 30 | 25 | 50 | 45 | 40 | 40 | 50 || 0.945000 | 0.925000------------------------------------------------------------------------------Female | 40 | 35 | 30 | 45 | 40 | 45 | 35 | 50 || 0.980000 | 0.920000[/xml][list][*]Hand to Hand +10, Armorer +5, Block +10, Athletics +5[*]Marksman +5[*]Alchemy +5, Restoration +5[/list][list][*][b]Desert Song[/b] Ability: {Resist(Paralysis 100, Shock 75, Frost 25), Weakness to Poison 150, Shield 5}[*][b]Desert Sky[/b] Power: {Shock Shield 15, Drain(Heavy Armor 15, Light Armor 15), Chameleon 10}Self/120secs[*][b]Cat's Eye[/b] Lesser Power: {Night-Eye}Toggle[/list][hr][size=3][b]Xivilai[/b][/size]Imposing and highly intelligent Daedra, Xivilai are powerful mages and conjurors. They're gifted with a huge bonus to magicka, the ability to absorb spells, and a strong constitution, but bear a weakness to magic and weapons. They possess the power to summon a vicious Clannfear.[xml] | Str | Int | Wil | Agi | Spd | End | Per | Luc || Height | WeightMale | 40 | 40 | 40 | 30 | 40 | 50 | 30 | 50 || 1.180000 | 1.450000------------------------------------------------------------------------------Female | 35 | 35 | 45 | 35 | 45 | 45 | 30 | 50 || 1.165000 | 1.355000[/xml][list][*]Blunt +5, Athletics +5[*]Mercantile +5[*]Alchemy +5, Conjuration +10, Alteration +5, Destruction +10[/list][list][*][b]Void Heritage[/b] Ability: {Fortify Magicka 150}[*][b]Void of Chaos[/b] Ability: {Spell Absorption 25, Weakness to(Normal Weapons 5, Magic 50)}[*][b]Void Familiar[/b] Power: {Summon Clannfear, Spell Absorption 25, Resist Normal Weapons 5}120secs[/list][/spoiler][center][hr][size=6]Birthsigns[/size][hr][/center][spoiler][size=3][b]The Apprentice[/b][/size]Those born under the Apprentice are granted a large bonus to magicka and the ability to absorb and reflect spells, but bear weaknesses to poison and weapons. They possess the lesser power to recall a random beneficial cantrip from their tutelage.[list][*][b]Aldmeri Blessing[/b] Ability: {Fortify Magicka 100}[*][b]Elfborn[/b] Ability: {Reflect Spell 5, Spell Absorption 5, Weakness to(Normal Weapons 5, Poison 50)}[*][b]Apprentice's Fortune[/b] Power: {Shield 5}120secs; random effects (one of): [list] [*]{Fortify Luck 25, Weakness to Magic 10, Fire Shield 10}120secs [*]{Weakness to Frost 25, Fortify Speed 25,Resist Fire 75}120secs [*]{Weakness to Normal Weapons 10, Reflect Spell 25, Spell Absorption 25}120secs [*]{Weakness to Poison 50, Reflect Damage 10, Resist Normal Weapons 10}120secs [*]{Fortify Health 50, Restore Fatigue 5, Water Breathing}120secs [*]{Light 100, Weakness to Disease 75, Frost Shield 10}120secs [/list][/list][hr][size=3][b]The Lady[/b][/size]Those born under the Lady are granted a resistance to weapons and bonuses to personality and endurance, but bear a weakness to disease. The power of the Lady's Request commands obedience for a short time.[list][*][b]Lady's Grace[/b] Ability: {Resist Normal Weapons 15, Fortify(Personality 10, Endurance 5), Weakness to Disease 25}[*][b]Whispered Command[/b] Power: {Command Humanoid 100}Touch/120secs[/list][hr][size=3][b]The Mage[/b][/size]Those born under the Mage are granted a medium bonus to magicka, faster magicka regeneration, and resistances to paralysis and magic, but bear a weakness to weapons. They possess the power to create an arcane barrier to protect themselves.[list][*][b]Mer Blessing[/b] Ability: {Fortify Magicka 50}[*][b]Otherworldly Light[/b] Ability: {Restore Magicka 2, Resist(Magic 20, Paralysis 10), Weakness to Normal Weapons}[*][b]Gift of the Arch Mage[/b] Power: {Restore Magicka 8, Resist Magic 10, Frost Shield 10, Light 100}120secs[/list][hr][size=3][b]The Thief[/b][/size]Those born under the Thief are granted a bonus to agility and a large bonus to luck. They have the ability to carry more loot or to sense life in total darkness at will, and possess the lesser power to sense nearby guards.[list][*][b]Star Gold[/b] Ability: {Fortify(Luck 25, Agility 5)}[*][b]Sense Guards[/b] Lesser Power[50]: {Sense Guards area 250}5secs[*][b]Scout Toggle[/b] Lesser Power: {Detect Life 75, Night-Eye}Toggle[*][b]Feather Bag Toggle[/b] Lesser Power: {Feather 100}600secs[/list][hr][size=3][b]The Atronach[/b][/size]Those born under the Atronach are granted a very large bonus to magicka and the ability to harmlessly absorb many spells, but bear a heavy weakness to weapons and the inability to regenerate magicka normally.[list][*][b]Void Blessing[/b] Ability: {Fortify Magicka 150}[*][b]Wombburn[/b] Ability: {Spell Absorption 50, Stunted Magicka, Weakness to Normal Weapons 20}[*][b]Feeblemind[/b] Power: {Silence, Darin Intelligence 100}Touch/60secs}; {Damage Magicka 100}Touch/10secs} [*][b]Burning Well Ritual[/b] Power: {Fire Damage 4, Restore Magicka 2, Paralyze}Self/25secs[*][b]Sense Magicka[/b] Lesser Power: {Detect Magicka area 250}5secs[*][b]Dehydrate[/b] Lesser Power[50]: {Absorb Magicka 25}Touch/6secs; {Damage Fatigue 50}Self[/list][hr][size=3][b]The Lord[/b][/size]Those born under the Lord are granted health regeneration in return for heavy weaknesses to fire and poison. They possess the power to manipulate emotions. The power of the Graybeard's Voice throws enemies from their feet.[list][*][b]Trollkin[/b] Ability: {Restore Health 1, Weakness to(Fire 75, Poison 75)}[*][b]Word of Courage[/b] Power: {Rally 100}Touch/60secs[*][b]Word of Cowardize[/b] Power: {Demoralize 100}Touch/60secs[*][b]Word of Anger[/b] Power: {Frenzy 100}Touch/60secs[*][b]Word of Calm[/b] Power: {Calm 100}Touch/60secs[*][b]Word of Greybeards[/b] Power: {Push NPCs away from PC(area 25)}[/list][hr][size=3][b]The Lover[/b][/size]Those born under the Lover are granted a heavy resistance to disease, a bonus to armor, and the ability to breathe water. They possess the power to restore damaged attributes, paralyze an enemy, or cure disease and poison.[list][*][b]Mooncalf[/b] Ability: {Resist Disease 75, Shield 5, Water Breathing}[*][b]Restoration[/b] Power: {Restore(All Attributes 25)}4secs[*][b]Lover's Kiss[/b] Power: {Paralyze}Touch/5secs[*][b]Cure[/b] Power: {Cure(Disease, Poison)}[/list][hr][size=3][b]The Ritual[/b][/size]Those born under the Ritual are granted a huge bonus to magicka, but bear heavy weaknesses to magic and poison. They possess the power to sense evil.[list][*][b]Aetherial Blessing[/b] Ability: {Fortify Magicka 200}[*][b]Twilight[/b] Ability: {Weakness to(Frost 25, Shock 25, Magic 50, Poison 50)}[*][b]Blessing of Faith[/b] Power: {Turn Undead 200(area 25)}Touch/30secs; {Restore Health 100}Self/1sec; {Restore Health 5}Self/30secs[*][b]Sense Evil[/b] Lesser Power[50]: {Sense Evil(area 250)}5secs[/list][hr][size=3][b]The Serpent[/b][/size]Those born under the Serpent are granted a small bonus to magicka and immunity to poison, as well as slightly faster regeneration of health, fatigue, and magicka, but bear heavy weaknesses to weapons and frost.[list][*][b]Star-Cursed[/b] Ability: {Resist Poison 100, Weakness to(Normal Weapons 25, Frost 150), Restore(Fatigue 1, Health 1, Magicka 1)}[*][b]Bite[/b] Power: {Absorb Health 2}Touch/50secs; {Absorb Fatigue 3}Touch/100secs; {Demoralize 150}Touch/150secs; {Fire Damage 1}Self/25secs[*][b]Toggle Second Sight[/b] Lesser Power: {Detect Life 75}Toggle[/list][hr][size=3][b]The Shadow[/b][/size]Those born under the Shadow are granted a small bonus to magicka and a heavy resistance to fire, but bear a weakness to shock. They have the ability to fade at will, and to sense who is seeing them.[list][*][b]Mundane Blessing[/b] Ability: {Fortify Magicka 25}[*][b]Moon Shadow[/b] Ability: {Resist Fire 75, Weakness to Shock 25}[*][b]Invisibility[/b] Power: {Invisibility 60}60secs[*][b]Adaption Toggle[/b] Lesser Power[50]: {Chameleon 10}Toggle][*][b]Sense Detection[/b] Lesser Power[50]: {Sense Detection(area 250)}5secs[/list][hr][size=3][b]The Steed[/b][/size]Those born under the Steed are granted much faster fatigue regeneration, as well as a bonus to speed and a resistance to normal weapons, but bear a weakness to frost. They can flee from most threats.[list][*][b]Charioteer[/b] Ability: {Restore Fatigue 5, Resist Normal Weapons 5, Fortify Speed 10, Weakness to Frost 25}[*][b]Ride Away[/b] Power: {Fortify Speed 150, Restore Fatigue 15, Drain(Blade 100, Hand to Hand 100, Blunt 100, Marksman 100, Destruction 100)}60secs[/list][hr][size=3][b]The Tower[/b][/size]Those born under the Tower are granted a small bonus to magicka and the ability to reflect melee and magic attacks, but bear a weakness to disease. They can open hard locks in return for a temporary burning sensation.[list][*][b]Mundane Blessing[/b] Ability: {Fortify Magicka 25}[*][b]Tower Warden[/b] Ability: {Reflect(Spell 20, Damage 1), Weakness to Disease 25}[*][b]Tower Key[/b] Lesser Power[100]: {Open 50(hard lock)}Target; {Stunted Magicka, Fire Damage 2, Drain(Strength 10, Sneak 10)}Self/30secs[/list][hr][size=3][b]The Warrior[/b][/size]Those born under the Warrior are granted a bonus to strength, resistances to paralysis, weapons, magic, and a heavy resistance to poison. They have the power to absorb an enemy's offensive ability, and to provoke nearby enemies.[list][*][b]Waywyrd[/b] Ability: {Resist(Normal Weapons 5, Paralysis 50, Magic 25, Poison 50), Fortify Strength 10}[*][b]Forceleech[/b] Power: {Absorb(Blade 25, Blunt 25, Hand to Hand 25, Marksman 25, Destruction 25)}Touch/120secs][*][b]Soul Swamp[/b] Lesser Power: {Soul Trap(area 5)}Target/120secs[*][b]Provoke Attention[/b] Lesser Power[50]: {Makes NPCs attack PC(area 125)}[/list][/spoiler]