Listed are all starting values for all playable races. All races start with 360 base stats distributed between health/magicka/stamina. Base racial regen values are also listed (note: Requiem imposes a -100% penalty to healratemult so health regen is effectively 0/sec without enchantments)
The Altmer of Summerset Isle are called "High" Elves in the Empire, describing both their physical appearance and their snobbish personality. The arcane ability of High Elves surpasses all other races in Tamriel. Their Highborn ability grants them increased magicka and spell power. They are weak in physical combat, however, but their magic affinity makes them less susceptible to elemental damage.
Starting Attributes: Health 100 | Magicka 160 | Stamina 100 | Unarmed Damage: 7
Regen: Health 0.15 | Magicka 1.2 | Stamina 1.55
Racial Abilities:
Highborn — Magicka regenerates 50% faster
Spells 5% more powerful and last longer.
Elemental Resistance — Fire, frost, and shock deal 10% less damage to you.
Starting Skills: Conjuration 10, Destruction 10, Restoration 10, Alteration 15, Enchanting 10
Argonians are the reptilian denizens of Black Marsh. Years of defending their borders have made them experts in stealth and evasion, and their natural abilities make them equally at home in water and on land. They are resistant to diseases and poisons and enjoy raw meat. Their Histskin allows them to quickly heal their wounds.
Starting Attributes: Health 140 | Magicka 120 | Stamina 100 | Unarmed Damage: 9
Regen: Health 0.2 | Magicka 1.1 | Stamina 1.6
Racial Abilities:
Histskin — Regenerate 1.5 health per second; potions 10% more effective and last longer.
Resist Poison and Disease — Poison deals 75% less damage, 75% less likely to contract diseases.
Strong Stomach — Can digest raw food without food poisoning.
Waterbreathing — Can breathe underwater; swimming 20% faster and 75% less exhausting.
Claws — Unarmed damage increased by 20.
Starting Skills: One-Handed 10, Evasion 10, Sneak 10, Wayfarer 10, Alchemy 15, Restoration 10
The Bosmer, or Wood Elves, originate from the sacred forest of Valenwood. Their culture is highly carnivorous and even cannibalistic, derived from the Green Pact with the forest, in which they harm no plant. Their dexterity makes them excellent scouts and thieves, and there are no finer archers in all of Tamriel. They have a natural resistance to poison, disease and shock.
Starting Attributes: Health 100 | Magicka 120 | Stamina 140 | Unarmed Damage: 9
Regen: Health 0.15 | Magicka 1.1 | Stamina 1.65
Racial Abilities:
Eye of the Hunt — Naturally skilled in marksmanship. Armor penetration with ranged weapons increased by 5.
Resist Poison and Disease — Poison deals 25% less damage, 50% less likely to contract diseases.
Strong Stomach — Can digest raw food without food poisoning.
Grounded — +25% shock resist.
Starting Skills: Marksman 15, Evasion 10, Sneak 10, Finesse 10, Alchemy 10, Alteration 10
Bretons, the inhabitants of the province of High Rock, are the human descendants of the Elves and the ancient race of the Nedes. While Bretons are physically weak, they can tap on magicka more than any other human race and they are particularly capable in the school of Conjuration. Their magic resistance blocks one fifth of incoming spell damage and their Dragonskin ability can fully absorb harmful magic by chance.
Starting Attributes: Health 120 | Magicka 140 | Stamina 100 | Unarmed Damage: 8
Regen: Health 0.15 | Magicka 1.16 | Stamina 1.6
Racial Abilities:
Dragonskin — 10% chance to absorb the magicka from hostile spells.
Magic Resistance — Magic deals 15% less damage to you.
Starting Skills: Speech 10, Alchemy 10, Conjuration 15, Restoration 10, Enchanting 10
The Dunmer, or Dark Elves, are the ash-skinned, red-eyed, Elven people of Morrowind. They combine powerful intellects with strong and agile physiques, producing excellent warriors and evokers. They are extremely resistant to fire, blocking half of incoming fire damage. They're particularly skilled in Destruction and Conjuration magic, and can imbue more power into associated spells.
Starting Attributes: Health 100 | Magicka 140 | Stamina 120 | Unarmed Damage: 8
Regen: Health 0.2 | Magicka 1.1 | Stamina 1.6
Racial Abilities:
Ashlander — Destruction and Conjuration spells 10% more powerful and last longer.
Resist Fire — Fire deals 50% less damage to you.
Starting Skills: One-Handed 10, Evasion 10, Sneak 10, Conjuration 10, Destruction 15, Enchanting 10
The cosmopolitan citizens of Cyrodiil are descended from the founders of the glorious Empire that has influenced Tamriel's history throughout the eras. Imperials are talented leaders and traders among society, skilled in both magic and combat thanks to martial and academic education of the schools of Cyrodiil. Their leadership can encourage their followers to fight well in combat.
Starting Attributes: Health 120 | Magicka 120 | Stamina 120 | Unarmed Damage: 9
Regen: Health 0.2 | Magicka 1.11 | Stamina 1.6
Racial Abilities:
Imperial Diversity — Health, magicka, and stamina regenerate 25% faster.
Voice of the Emperor — Speech skill +15, prices 15% more favorable, magicka and stamina of nearby allies increase by 25.
Starting Skills: Heavy Armor 10, Block 10, One-Handed 10, Speech 15, Destruction 10, Restoration 10
The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known as great merchants but also as smugglers and thieves. They are very fast and outrun all other races which, combined with a high stamina reserve, makes them fearsome skirmishers. However, they are seldom gifted with the skill to harness magical forces. All Khajiit can see in the dark at will, eat raw meat, resist the harmful effects of Skooma and their sharp claws are as lethal as knives.
Starting Attributes: Health 100 | Magicka 100 | Stamina 160 | Speed Bonus: 9 | Unarmed Damage: 10
Regen: Health 0.15 | Magicka 1.05 | Stamina 1.7
Racial Abilities:
Claws — Unarmed strikes do 5 additional damage.
Feline Agility — Movement 10% faster, sneaking 20% faster, fall damage reduced by 75%.
Fingersmith — Lockpicking expertise +2, lockpicks 20% more durable, pickpocketing 20% more likely to succeed, 20% harder to detect.
Strong Stomach — Can digest raw food without food poisoning.
Night Eye — Eyes can become extremely sensitive to light for much better sight in dark areas.
Starting Skills: One-Handed 10, Evasion 10, Sneak 15, Wayfarer 10, Finesse 10, Alchemy 10
Skyrim's Nords are tall and fair, with a culture which values honor, glory, and loyalty to family and community. Nords have come to distrust magic, but excel in physical warfare. They are greatly resistant to frost. Nords also have innate ability to use Shouts, and can unleash immense power through the words of power when mastered.
Starting Attributes: Health 140 | Magicka 100 | Stamina 120 | Unarmed Damage: 10
Regen: Health 0.25 | Magicka 1.0 | Stamina 1.65
Racial Abilities:
Ancient Tongues — Shouts are 10% more powerful, last longer, and can be used 10% more often.
Barbaric Strength — Melee weapons deal 5% more damage.
Resist Frost and Shock — Frost deals 50% less damage.
Starting Skills: Smithing 10, Heavy Armor 10, Block 10, Two-Handed 15, One-Handed 10, Evasion 10
The Orsimer or "Pariah Folk," commonly called Orcs, come from Orsinium in the west. Their savage appearance and customs sometimes cause fear, but they have won acceptance for their distinguished service in the Legion. Orcs' superior strength makes them formidable warriors, though use of magic requires extensive training. Their incredible endurance grants them resistance to both magical and physical harm.
Starting Attributes: Health 160 | Magicka 100 | Stamina 100 | Unarmed Damage: 10
Regen: Health 0.15 | Magicka 1.0 | Stamina 1.65
Racial Abilities:
Bulwark — Armor rating increases by 150; magic deals 10% less damage to you.
Strong Stomach — Can digest raw food without food poisoning.
Starting Skills: Smithing 10, Heavy Armor 15, Block 10, Two-Handed 10, One-Handed 10, Destruction 10
The dark-skinned, wiry-haired Redguards of Hammerfell seem born for battle, though their proud and independent spirits suit free-ranging heroism more. They have a hardy constitution and natural resistance to poison and disease, but tend to shun their magic. They are full of stamina and naturally skilled in melee combat, making them one of the strongest warriors in Tamriel.
Starting Attributes: Health 120 | Magicka 100 | Stamina 140 | Unarmed Damage: 10
Regen: Health 0.2 | Magicka 1.0 | Stamina 1.7
Racial Abilities:
Adrenaline Rush — Increased stamina regeneration; sprinting costs 1 less stamina per second.
Martial Prowess — Armor penetration with melee weapons increased by 5.
Resist Poison and Disease — Poison deals 50% less damage, 50% less likely to contract diseases.
Starting Skills: Smithing 10, Block 10, Two-Handed 10, One-Handed 15, Marksman 10, Evasion 10