Building a character in Skyrim is a detailed process, and starts with choosing a race. Some people look at physical appearance, initial skill bonuses, or powers and abilities when choosing the best race. I personally choose to build my Skyrim character emphasizing powers and abilities, not because the other things don't matter, but because I aim to make my character practical in the long run. How to use favorites? Problems with Altmer highborn power. Post » Fri May 18, 2012 3:35. Can anyone use the highborn spell at all? Emerald Dreams: Posts: 3376. Well, on PS3 I know you 'equip' the power and then have to activate it in combat like a shout. Lucie H: Posts: 3276: Joined: Tue. Initial skills do not have any drastic long-term effects on the game. Here I list my reasons for thinking the Breton is the best race for most player types (assassin, battle mage, warrior, thief) by comparing it to the other races. If you take my advice for race at face value, please consider following on to my. Now is the perfect time to think everything through. With a 50+ magic bonus, the Altmer is one of the superior races for Skyrim. This attribute is important because it is a constant effect. The Altmer also has the Highborn power, which allows it to regain magic more quickly than other Skyrim characters. This is a useful attribute, in the beginning especially, and while training a spell. Furthermore, the Altmer has more height and can therefore run faster (as I heard from the Skyrim designers.) This makes it almost as good as the Breton, if not as good. If you plan to become a mage, consider this race over the Breton. Argonians' 50 percent resistance to disease is nice, but if other players want to be werewolves or vampires, it becomes rather pointless. Werewolves are 100 percent resistant, as are vampires. The Histskin power allows an Argonian to recover health very quickly. This is nice in a tight spot, but can only be used once per day. Finally, the water breathing ability is nice but I personally never had a problem with water. Any time you need to go under water for a while, there are potions around to help you out. Plus, there’s a spell for it. Being an Argonian might be convenient at first, but doesn't give you any long-term advantages. Bosmer have a 50 percent resistance to both poison and disease. As listed above for the Argonians, the disease resistance isn’t totally necessary. Poison, however, is a different story. This can be very useful when facing certain enemies, especially at higher levels when your armor will give you better defense against physical attacks. Command Animal lets you command an animal for a short period, but there are never animals around when you need them. The Bosmer makes for an okay race in Skyrim because of its poison resistance. A 50 percent resistance to fire is extremely helpful, considering how much damage magic attacks do to your health. This makes the Dunmer one of the better races. The power Ancestor’s Wrath, which does fire damage to nearby enemies, is useful for taking out stronger enemies or packs at low levels, but gradually becomes less useful as the game progresses, eventually becoming useless. In my opinion, the Altmer is a superior race to the Dunmer for a mage, simply because the Altmer is designed for all areas of magic and not just destruction. The Imperial luck allows for more gold to be found. This is kind of cool and there are no other effects in Skyrim like this one, making it unique and almost worth it. The Voice of the Emperor power is also somewhat useful when you accidentally piss off a town and need to run away, because it calms people for 60 seconds. The Imperial is lacking, however, in anything useful for active combat. Combat in Skyrim is typically the drive of the game and the main challenge. For this reason, I don't consider the Imperial a significant race. I consider it the oddball race because of its unusual perks. In Oblivion, I consider the Khajit the best race. In Skyrim, however, it is the worst race. It is stronger in melee attacks, but weapons will always be a better option anyway, making this perk useless except in a fist fight. As far as Night Eye is concerned, if you’re having trouble seeing, turn up the lighting in the Settings menu. It is easier to do that than to scroll in search of a spell or power you need. In other words, the Khajit doesn't really come with anything useful in Skyrim besides its looks. No offense to this race, but in Skyrim, it is pretty much useless. Beserker Rage allows an Orc player to take half and inflict double damage for 60 seconds, once per day. This is definitely useful for upper-level enemies, especially bosses. On the other hand, a race whose qualities remain constant is probably better, considering preparation time is not always available in the Skyrim wilderness. Although Beserker Rage and other greater powers are awesome, the once-a-day use always seems to spoil them for me. They won't help you in a dungeon full of tight spots. You probably won't even remember to use Beserker Rage when you need it. This is it, the cream of the crop. The Breton is the best race in Skyrim for one reason, and one reason only: a 25 percent resistance to magic. This is so much more important than many players realize, especially when choosing a character for the first time. It is a pain to augment Resist Magic, and even at upper levels, magic attacks will drop a player almost instantly. There are ward spells, but they take time and hinder fighting back. The Breton's greater power, Dragon Skin, allows a player to absorb 50 percent of magic attacks for 60 seconds. This is just a nice little perk for the Breton. Consider this: regardless of which player style you choose, be it assassin or thief, you will always have to worry about being hit with an electricity spell. I hate to break it to the Breton lovers,but to me the high elf is the greatest race of all! They're bigger and taller than the other races which makes them also run quite quicker. They also have the strongest magicka pool, isn't it a huge blessing to have 50+ permanent magicka points and also the ability to call upon their highborn power to regen magicka very quickly!!! Those few core components make a high elf the ultimate pure mage, those statistics will most definitely save your life when 2 or 3 giants relentlessly pursue you!!!! Here's how I'd deal with a situation like that, first things first I'll call upon highborn power then use adept spell ironflesh, it'll be more effective with clothing only with the appropriate perks, next I'll cast a flame or electric cloak and also cast any atronach and dual cast adept spell chain lightning, because after the electricity hits the 1 giant it'll channel into the next then the next. So before you know it, your health would still be full and you wouldn't have even broken a sweat after dealing with them.!!!!!!!TAKE THAT BRETONS!!!!!!! It's simple, Argonian is the best since out of all the daily powers, a x10 bonus to Health regen wins outright. Equipped with Light Armour to the bonus to Stamina Regen, mobility for being Light Armour, as well as a -100% casting cost to any two schools of magic (my preference is Destruction and Restoration), werewolf and any other enchantments which you feel you like for gauntlets, greeves and boots. Also, not having to casst a spell or drink a potion to breath underwater is a huge benefit, since you can jut sit in the water with most enemies not being able to attack you is such a game changer to a skirmish. No other race provides this level of resilience all over the map. Magic hits hard, but if your going for the -100% casting cost to your two favourite magic schools then you realise you never need to increase your magicka when you level up, as this results in a wasted boost. Getting Stamina to 200, then the rest in Health, you find that Magic doesn't do much against you when you have so much Health. However I have found that I only ever play Argonians now because that is the only race I have found which gives me the gaming pleasure i'm after, since the other races are boring to play. A lizard wearing dragon armour looks soo frikin awesome!!:D •. Khajiit are really good at the start of the game since they do about 25 damage. Once you get gloves of the pugilist you do 35 damage. If you get the perk fists of steel and use legendary daedric gloves you will hit like a truck. Then disenchant the gloves of the pugilist, if you have 5 out of 5 on the enchanter perk and have the insightful enchanter perk and enchant it on your daedric gloves then you really won't have any problem against magic since they would be dead before they can cast their magic on you since you would've killed the caster with your khajiit claws. If you want to do more damage you can use power attacks or use the finishing moves on them. With the khajiit claws you won't have a problem beating up those magic users, plus playing as a brawler khajiit is just plain fun. So don't bad mouth my favorite feline race of all time. Khajiit is not the worst, the N plus 12 unarmed damage is amazing, fists attack faster than any weapon, not to mention that there is an enchantment that makes unarmed attacks even stronger, then get both dual flurry perks making your attacks VERY fast. Also one of the heavy armor perks makes you deal even more damage, so your fists will be stronger than any weapon in the game, and MUCH faster. So remind me. Who is the worst race again? Btw you forgot to mention argonians also have more unarmed damage, but not as much as khajiits. I'm a little biased since I like the aesthetics of Argonians, but I'm going to call them the best for one reason the Histskin power can make you completely unkillable even in a fight you are losing and this can be hemorrhaging life from any source not just magic, this effect stacks on top of increased Health Regeneration which Fortify Health combined with increased Health Regeneration on your armor makes you nigh invulnerable considering how Health Regeneration is a percentage of your current Health. Magic can't kill you if you can out regenerate it and it works against physical sources as well. Orcs can do something similar, but effectively doubling your regeneration by halving the damage is a far cry from 10x, sure the double damage helps too so lets call it 4x at best cutting the time needed to kill an enemy in half and all, this method is usually better for mobs of strong enemies cutting their damage per second down faster than any other race can. Argonian (Histskin is the ultimate emergency button) 2. Orc (Beserk Rage generally requires pre-emptive use rather than as an emergency button and is 'weaker') 3. Breton (Innate Magic Resistance and power that doesn't go out of use eventually) 4. Redgaurd (Increased Stamina Regen means more power attacks, bashes, or aiming ability which results in more damage, additionally giving the option to run away, couple that with Light Armor and the damage output from stamina or the mobility afforded even without increase your Stamina cap is enough to let you get out of most bad situations to regroup) 5. Nord (50% Frost Resistance is good for melee units as it reduces the stamina lost along with the damage, Frost is pretty common too. Battle Cry is useful for earlier levels, but fades in usefulness eventually when you're less likely to get in completely over your head where you can't compete and correct me if I'm wrong it only works on all vanilla enemies, max level affected is 81.) 6. Dark Elf (50% Fire Resistance is fairly useful like Frost Resistance and fairly common like Frost attacks too, Ancestor's Wrath is extremely useful early on and makes the Dark Elf have an easier time keeping his level intentionally low to prevent scaling of enemies.) 7. Khajit (The additional unarmed damage seems useless, but if you're looking for a build that doesn't require a lot of perks then using a Khajit with the Fists of Steel Perk from Heavy Armor is pretty comparable to any un-enchanted weapon and effectively only costs a single perk point making the Khajit a cost effective race since you will probably want conditioned to have weightless heavy armor too the only 'wasted' point with a Khajit in Heavy armor is the reduced fall damage. Night Eye is pretty useless so the less strain on perk points is the only real benefit of the Khajit. *You can still use a shield for blocking with unarmed attacks*) 8. Bosmer (Poison Resistance sticks with you throughout the game for a benefit, it's not an outstanding benefit, but it's something. The Power is rather useless and Disease Resistance is of a rather marginal benefit especially since the benefits vs the negatives of being a Werewolf are heavily skewed towards benefits at least at higher levels where you don't need Well Rested or Lover's Comfort to level) 9. Altmer (The 50 higher Magicka is only useful for a mage character in the beginning, eventually a mage can negate the cost of spells in 1 or 2 schools of magic entirely so you don't need the Magicka, in that same spirit you don't need the Magick Regeneration making pretty much any character a 'better' mage in the end as they get some benefit where the Altmer effectively gets none in the end. Imperial (Extra money is nice earlier on, but eventual money isn't really a concern, the main reason to consider the imperial is the calming power and it's highly situational, falls out of use and just isn't that useful overall) Beginning Warrior 1. Breton Beginning Ranger (bow + stealth) 1. Nord Beginning Mage 1. Back to the former topic. Although all races are good seeing as how with a full set of armor and jewelry, all the races are tied. And using the Rest. Glitch, (You don't have to OVERDO IT, or nothing like it) just make it so you can absorb enough so no matter what race you are, you can take it. Also, the only real topic for Skyrims characters is, do you wanna be tall and intimidating (Altmer), small and powerful (Bosmer), or be yourself (fantasy self). Now if you're one that doesn't like exploits and dis on the enchanting glitch, then yes, even for a warrior, the Breton is the best because you can still fortify two-handed on half your armor set and deal massive triple digits (Still OP on even Legendary). I do the similar thing myself with an Orc. I usually only glitch or get my Orc's magic resistant around 85% then i stop glitching everything thing else is natural. I didn't know about the Bezerkers Rage and EbonyFlesh was possible in Werewolf form after trying it i have to say i am stunned O.o. The Werewolf was like a GOD. It took less damage and dealt extreme amounts in return. This is the coolest thing i found so far. I don't think this is a glitch either as even though you cast EbonyFlesh and use the Bezerkers Rage for Werewolf form, man and beast are one so the skin and racial would still matter. Orc's makes the 'BEST' Werewolves. Many may not have known that you can break over 60k damage with a Werewolf using a Orc as their racial Bezerkers Rage can be used in Werewolf form. If you cast EbonyFlesh and then trigger Beserkers Rage and then Transform into a Werewolf the beast will still have the abilities for 60s. It can one, two or three hit anything including Giants and Dragons. Use the Bloodlust Ring to increase your werewolf damage and have all perks for the Werewolves strength add the EbonyFlesh and Besserkers Rage the beast is insane for 60s. I also like to mention Bretons are not the only race to achieve 100% or near magic resistance if you glitch so spell absorption wont matter in late game when all magic can't harm you. You can still be a Orc and have 100% or or near in magic resistance same as a Breton with help of a Ring, Amulet and the Astronach Stone. The Orc wont be handicapped at magic either as helmet and Boots can be glitched to receive unlimited Magic and Stamina. With their Health and Armor in late game most Magic wont hurt you anyway and you can still glitch Health on Armor if you wanted to. Even without glitching you can still receive around 85% magic resistance with an Orc which is the max limit anyway. Once your armor cap is reached not much can harm you especially with the Orc's crazy racial it seams almost unfair at times even on the highest setting. Breton's don't get me wrong are a great race, but it seams magic is kinda handicapped in the game i would bet on a decked out Orc in this manner over a Breton and his magic any day. Nords are good playable characters as well and feels at home in the Skyrim setting. I can't picture an Elf or Breton siding with the Stormcloaks but i can a Orc. Orcs are similar to Nords and their way with their traditions and honor than siding a Orc with the Imperials. I only sided with the Imperials once as I prefer the Stormclaoks they can be a little racists, but most vikings in history were and are fighting to take back full control of their land. They too me are the good guys in this scenario. The Elves are evil and cruel trying to force dictatorship or die on the population because they don't believe in who they are worshiping. There's more to that though. Gte a female Orc and she can deal even more damage with the Agent of Dibella to the opposite sex and since majority of the enemies in game are male the female Orc is slightly stronger then their male counterparts. For those asking 'what about race X gender Y?' Ok, well, I don't know if players will consider these results good or bad news, but here they are. It appears that your race choice DOES in fact have an impact on how quickly your character can run, in addition to how high they can jump. This seems to be directly tied to the scale value of the character (which can be retrieved by activating the console in third-person, clicking on your character model, and typing 'getscale'). And since I've already determined that the 'setscale' command has an impact on running speed, jumping height, AND melee damage, we can infer that race selection also directly impacts the amount of damage your character does (at least in melee). I ran some tests and had an Imperial character (scale value 1.00) run down a straight road (using the auto-run key) for 45 seconds. I then compared the same test (from the same starting save point) using a few other races. The results were as follows: Wood Elf (scale = 0.98): 47.3 seconds to run the track. Imperial (scale = 1.00): 46.35 seconds to run the track. Nord (scale = 1.03): 45 seconds to run the track. High Elf (scale = 1.08): 42.9 seconds to run the track. Clearly the scale value assigned to their race is influencing their running speed. I also used a marker to test jumping height and the High Elf was clearly able to leap higher than the Wood Elf (or any of the other tested races). If we assume the same scale influence applies to damage output (and we should), a 50 point melee attack from an Imperial would look like this: Wood Elf (scale = 0.98): 49 melee damage. Imperial (scale = 1.00): 50 melee damage. Nord (scale = 1.03): 51.5 melee damage. High Elf (scale = 1.08): 54 melee damage. After all the commotion regarding the removal of stats, this silent modifier would have been nice to know about from the start. Technically it really doesn't matter what race you start with and their racial abilities. Not one race is better than the other for the reason and that reason alone you can build that character anyway you want the starting skills doesn't matter either. In the end game that character can be better or stronger than any race if you choose to do so regardless of his or her ability and starting stats. The 25% Breton resistance is good to have no doubt, but any character can get a 90% resistance to magic if you want, it's no big deal. My Nord has a 90% magic Resistance using the restoration glitch and the Agent of Mara but his resistance to frost is even better as he has a starter skill of 50% resistance and most enemies in crypts uses frost spells. There is no possible way to get a 100% magic resistance the game has a limit to the magic resistance i believe it's at 85%. I play on console not PC so i don't have the luxury to use commands either. Play who you like not who people say to play, because like i mention in the end if you do every little quest and mission your character will be stronger and better as any race eventually. I just started playing again with a female character because i have come to the conclusion that females in game are stronger and better warriors than males and i will explain why. Females can get; *The Agent of Dibella: Do 10% more melee damage to the opposite sex. *The Lovers Insight (DG): Do 10% more extra melee damage and better prices of the opposite sex *Seeker of might (DG): Combat skills are all 10% more effective. That is a 20% more melee damage and better prices of the opposite sex including 10% better combat skills. This is a big deal in a non glitching game play. There are more male merchants and enemies than female so the female benefits more than male in Skyrim. It's hard to be a woman in Skyrim:) This is a big deal as majority of the enemies in Skyrim are male. If you get these gifts as a Male character it will be useless for the most part as like i have mention you face off against more male character than female to utilize these gifts as a male character. Which makes Skyrim females stronger and better warriors. Of course anyone male or female can be as equal or stronger with the restoration glitch making you and your weapons GOD like. I'm talking about in general not from exploits. I'm using a Female Breton this time around because of the magic resistance, so i wont have to glitch up harder to get the resistance to equal like i would have to do with other races. I try to use less glitching as possible because the game tend to get boring fast when you can kill everything with one hit as there is no challenge. There's more than those special perks to consider. Each race begins with boosts in certain stats. The Khajit begins with a +10 boost in sneaking (and boosts in archery and one handed) so if you're planning to pickpocket and sneak attack, the Khajit is the best race in the beginning. The boost does become useless later on when you've leveled your sneak up all the way but Skyrim isn't that difficult of a game and the assassin type character is one of the stronger types. So the extra perks like 25% resistant to magic isn't going to determine whether you win a fight or not later in the game. It is all up to what kind of character or not but to say the Khajit is the worse character is downright misguided. What you forget about the cats is that there are Werewolves and Vampire Lords that benefit immensely from the claw damage. 15 points of unarmed base damage (about the same as a steel mace) is nothing when you can stab someone with a dagger, but when you add that to the unarmed attacks that you have to use (unless in Blood Magic stance) as either of these things, it makes a huge difference after all of the perks and bonuses from rings and whatnot. On the matter of Orcs greater power, it is not really meant to be used to clear a large dungeon filled with tight spots. It is ment to be used more for fighting odd OP enemies. That said, you would be surprised how much decimation you can cause in 60 seconds if you know what you are doing. You may not be able to clear a whole dungeon, but when you hit that part where you are facing down 4 drauger deathlords, 3 drauger scourge, and the atronarchs they love to summon sometimes, that little beauty can be a total game changer, especially for a dual wielder, or two-hander. Ignoring the initial skill bonuses, which are easily rendered irrelevant, I would rank them in strength: -Tied for 1st:- 1. Breton - The magic resistance is amazing, plus the daily that adds magic absorption, which turns their spells into additional Magicka. In many situations, this makes them superior to the Altmer even when going pure-mage. The only reason this isn't better than the Orsimer is that it is possible to achieve both benefits late in the game as other races. Orsimer - The daily is utterly insane. Half received and double dealt damage. The only disadvantage is that it only applies to physical. If you aren't going pure mage, then this will trivialize otherwise difficult fights. Altmer - Both abilities alleviate magicka management issues, making spell-spamming much easier as a mage. It is a second choice for mages. Nord - Frost resistance is a niche ability. If you're going Vampire, this makes frost damage negligible. The fear can make otherwise difficult fights easier, particularly if you're going Archery or Mage. This alone makes it a strong choice. Imperial - The extra gold can accelerate you into early/mid-game equipment, but by late game it's irrelevant. The Voice of the Emperor, however, can let you interrupt a fight for a while, regenerate back up, and pick them off one-by-one. Particularly strong for Thieves. -Tied for 6th:- 6. Argonian - The extra health regeneration ability can be useful in combat. It's a generic benefit, never useless but never particularly strong. The others are mostly useless. Redguard - The extra stamina regeneration ability can be useful for either running extremely long distances and thereby saving some time, or for getting by with lower Stamina, allowing you to focus more on Health/Magicka. The poison resistance is also occasionally useful. Dunmer - Ancestor's Wrath is quickly outdated, and can hurt neutral NPC's, so it's not an issue. The fire resistance is sometimes useful, especially if you become a vampire to counteract the fire vulnerability. Bosmer - Rarely useful abilities. Poison resistance is occasionally useful, but the Redguard are superior, in my opinion. Khajiit - As you mentioned, its abilities are practically useless. Unarmed combat isn't an issue, and vision can be solved either with graphics settings, by choosing to become a vampire, or by using magic to generate light. I do see your point about how Bretons are a superior race, but I will always choose Imperial. The reason for this is because he is the best all around character. Lets say you start of as a warrior, and half-way through the game you want to be a mage then the imperial is the best. Bretons do have better stats on a sheet but if you use an Imperial just right then an Imperial will always have a wider assortment of qualities and skills. With the magic resistance that a Breton has, that is also achievable by any rave be it Impireal, orc, or even Kaijit and so on. You are mostly just thinking that a player wont try, but if he does then any race is better then the other. Also, with the ability that an Imperial has, if you have a follower and you accidentally make them mad you can you Voice of the Emperor to calm them to get them back, you could also use it as exploits where you have a choice where if you help on guy and you kill another and vice versa, you could choose one side attack the side you joined, and then calm the other side to get both rewards. This is much more useful the other races' abilities. What you say is mostly true, but you are missing the other side of the argument. You must remember that while you can make a focused character to garner all of the benefits held by those races (besides orc and nord), it is much easier to focus a character to garner the benefits of the Orc and Nord. For instance, I could very easily increase melee by over 100% via enchantments, making that once-a-day double garnered through the Orc less considerable. My argument is that considering how much easier that is as opposed to, let's say increasing magic resistance, you are much better off increasing traits such as melee artificially. When you enchant equipment, you can only put specific traits onto specific items. Furthermore, the magnitude or percentages of such traits vary depending on the type of enchantment. Melee increases just so happen to be very considerable, whereas other traits are comparably difficult to increase via enchantments. I'm sorry but Orc is the best race in Skyrim for melee, and Nord is for mage or archer. I'll tell you why. Every other racial in the game ultimately becomes redundant once you can craft your superior gear. As a mage, you can achieve magicka free spells for two schools (sorry High Elf); as a warrior, you will have more than enough stamina and regen (sorry Redguard); and as ANY kind of character, you can quite easily hit 85% magic resist cap OR 100% spell absorption constant (sorry Breton). You will always, however, find use for the Orc racial for melee, and always the Nord racial for mage or archer. Even after you hit armor cap (567=80% physical damage resist) you will still benefit from double damage for Orc racial, and there is NO damage cap, so that is always useful. DOUBLE DAMAGE COME ON PEOPLE! Can you say one shot? Who cares if it's only once a day. The time you spend waiting/fast traveling/sleeping etc. Between quests will bring it up soon enough, and I promise you if you get in the habit of using your daily racials you will remember they're there and you will find their usefulness. So, for ranged, you won't benefit from Orc racial, so you go Nord, which is a 30 second fear to any enemies not immune (anything but undead) up to lvl 100, and without having to unequip your weapon or offensive spells. Pick them off while they run. Hey, if having a cool looking character makes you enjoy the game more, I say the Argonian is perfect. Let's be completely honest here: after you get to about level fifty or sixty, it really doesn't make a huge difference which race you chose. At that point you are basically invincible no matter what. I think the Breton is the best race, yeah, but who cares? It is a video game. I only even wrote this article to make a bit of money from ads and to help out some people who for whatever reason do care. Sign up for Hubpages! Use my referral link on my profile page! Cheers, and game on! Forgot 1 little thing I forgot to say to the guy that posted at the top. It's impossible to 100% spell absorption. I stops going up at 80 - 85 percent one of the 2. But you will always be able to get damaged. If you get it to the max Novice - Adept spells won't damage you but the expert spells will but to a very minor damage. Master Spells will hit no better then apprentice spells did in the beginning of the game which when you hit that much resist you'll probably have more then enough HP to deal with it. You make a good argument but I like my High Elves more still. I honestly put the great war thing because I do love reading the lore of the game series and yes I know in this case it doesn't matter but I thought I'd throw it out there for fun. I have no idea if your interested in such things but I do so don't take it to seriously. I also just know a lot of High Elf haters too so I'm kinda standing up for them (even though they're fictional). On another note I don't know how your magic resist only went to 20%. Without cheating I maxed out my enchanting and easily got 40-60% resistance WITHOUT the lord stone. Maybe it's because I get almost all the perks for the enchanting which boosts, because I had a necklace give me 20% just like that. And for a little more fun lore, during the Great War the Breton's and High Elves never went to war with each other so by those standards guess will never know (remember lore is just for fun so you don't really need to bother me about this because I know it don't matter I just like telling it). I do believe you missed some very important points I made in the article. While it is true that you can increase magic resistance later in the game, magic is a killer early on and difficult to increase later (the increase rate in comparison to, let's say magicka, is insignificant.) Furthermore, there are only three items that magic resistance can be augmented to, making it an even bigger hassle to do so. If that isn't enough, the advantages to the high elf are easily augmented to armor. I've gotten individual pieces of armor to have somewhere in the +30 magicka and magic regeneration in the +60's. On the other hand, I've only gotten magic resistance to about 20% (without cheating.) I will say this: My first play through, in which I beat relatively everything with a High Elf, was really quite swell. I only came to the conclusion that magic resistance was so important after having gone through virtually every conceivable mission and maxing my player out. The overall advantage to the Breton, I will therefore admit, is not too much when compared to the High Elf. On a final note, lore has nothing to do with the numbers. I could honestly care less about who won the 'Great War.' Such a matter is irrelevant to which race garners the most advantages. I disagree for Breton being the best race. Yes magic resistance is great woop-dee-doo, but the High Elf could easily just get magic resistance items or activate the lord stone or something like that, no you can't use an absorbing ability and you have to wait for the resistance instead of instantly yes but especially for a mage build, the High Elf has the magic regeneration which is great and has the +50 magicka so its also great for spellswords and assassins because its like starting 5 and you spent it on magic so you don't need to worry about your balancing starting out. All I can see Bretons having an advantage is against mages and being not much different from nords and only being only a 'decent' race. If you don't plan on using magic to much go for Breton, Nord or Orc but if magic is involved the High Elf all the way. If you want to be technical from lore the High Elves are best because they won the Great War. But I do agree with you on a few points, Argonians aren't the best and yes I agree Khajit suck ass in Skyrim. I play as a Breton vampiress with all up to date dlc. She sprints faster than my Altmer female and has the vampire sight giving her the best thing about khajiit assassins while being faster and stronger (I am not a vampire lord). Her daily power comes in handy when I'm fighting a lot of mages that don't use frost (which I'm completely immune to, as I am with disease and poison) I'd have to say that when playing as vampires human characters are the best, and Bretons are the best choice when playing as a vamp because of their starting stats and complimentary skills, followed by the Redgaurd for their very impressive skill at arms and their daily ability to plow through enemies with their stamina regen bonus. Making a khajiit or argonian a vampire is fucking useless. The Nord is by far the best and probably only real viable option when playing as a werewolf both for RP and gameplay. The frost resistance should be expected for great beasts covered in fur. I don't really hate the khajiit. The Hub was solely designed to pull forth the best race for playing (in other words, which is most effective.) Because of this I didn't consider looks. Furthermore, I didn't consider skills because the lower levels are typically easy to get up, making that difference at the beginning of the game negligible. As far as night eye is concerned, you can easily go to settings and increase the brightness a titch, making it more of a hassle to pull out the spell. I will admit, the brawl benefit is a plus. I never considered brawls to be difficult, which is why I didn't mention it, but I must say that some of them are tedious. Overall, I just can't consider the perks of the khajiit good enough to warrant picking it solely for playability. It's not like it'll be the end of the world if you pick it though. I still think it's the coolest race, just not the most practical. The funny thing is that in Oblivion, I was always a khajiit. Very good post. I agree on the most part, butI wouldn't give too much credit to Bretons, their abilities are good, don't get me wrong, but with a quest and the Lord stone you can have 40% magic resistant as a permanent boon whatever character you choose to play with, now while that's not as good as what you could have with Bretons, it's still pretty decent, I prefer a daily boost to my stamana, if you decide to be a warrior you will truly realise how important stamana is during a hack fest against 4 enemies. I recently made a build using a Breton. I can safely say that the Breton definitely has advantages over the other races, specifically the reason you discussed. A 25% resistance is an incredible boon no matter how experienced the player is or what kind of a class they're building. I usually play the polar opposites, my favorites so far are my High Elf pure mage and my Orc/Redguard pure warrior-type. With the Breton I wanted to switch things up a bit and made a Battle Mage type character. The dragon skin ability (absorbing 50% of magic) has saved me more than once, especially on the hardest difficulty. Keep up the good work, copolbear. You forgot an incredibly great thing about being Breton, they're the only race that can reach 100% Spell Absorbtion with their daily power(And the Atronach Stone.) Now, I know you don't consider dailies all that great, but for skripted battles where you're going up against powerful Magic, like Alduin, Dragon Priests, and Ancano, that mad minute is pretty much the whole fight. Not only does this make you Immune to magic, but it also tops off your blue gauge, so it can fuel powerful Destruction, like Lightning Storm. You can also stand in a Magicka Well, like Guardian Circle/of Protection for a constant source to channel. Dragon Priests especially don't have physical attacks, so as long as they're pounding you with Wall of Storms, for instance, you can throw it right back at them, rather than being drained by it. Dragons are extremely slow on the ground, and can't strike you from the air, so they're forced to shout as long as you keep your distance. Being immune, and able to channel it into retaliation mahes even the Big Bad a lot easier. (You still need Clear Skies so you're not beaten to death by the meteor storm).
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Parent Programme Each separate donation an organisation obtains through EN LUDEit has a separate parent programme. The parent programme name corresponds to the authorization number in the email sent to your organisation from ENCLUDEit and also to the Open License agreement. Organisation: This is the name used to register your organisation with ENCLUDEit. Product: All currently supported versions of your products appear on this page, although the product names will be slightly different from the names used by ENCLUDEit. When one key applies to several related products, the product name will indicate that. For example, as of December 2010, the key for Office 2007 Applications applies to any individual application in the Office 2007 family. Product Key: This is the key to use for activation. Type/MAK Activations: • Downloading Product Keys The Product Keys page provides a link to download all your keys. Although you can copy individual product keys from this list, it is a good idea to download and save the full list. For further information and a quick tutorial on how to download your keys please click here: Identifying and Using Product Keys Some keys apply to several related products. For example, as of October 2010, the key for Office 2007 Applications applies to any individual application in the Office 2007 family. Not all products have product keys. If you don't see your product in the list, it might have a setup code that comes with the media, or it might be a license-only product such as a client access license. If you try a key and installation does not work, it is possible that you chose the key for a different product or licensing ID, even though the name is similar. Try one of the other keys shown. The general rule is that the number of installations can be no more than the quantity in your ENCLUDEit requests, but there are some variations, depending on the product use rights (PUR, also called terms of use) for the specific product. For details, see the Product Use Rights section of Volume Licensing Service Centre — Differences from Retail Products. Types of Keys Standard Volume License Key (VLK) Standard VLKs are provided for Microsoft Office suites and applications released prior to Office 2010 and for certain other Microsoft software. The activation process using standard VLKs is fairly simple: enter the VLK obtained through the Volume Licensing website when prompted by the software to activate it. You can use the same VLK on multiple installations of the same software if you requested multiple licenses. For example, if your donation includes 10 copies of Office 2007 Standard, you can use the Office VLK to install that product on 10 separate computers. Multiple Activation Key (MAK) MAKs can be used like standard VLKs: This method is called MAK independent activation, and requires that each computer independently connect with Microsoft and be activated, either over the Internet or by telephone. MAKs also allow proxy activation. With this method, a computer acting as a MAK proxy gathers activation information from multiple computers on the network and then sends a centralized activation request on their behalf to Microsoft. MAK proxy activation is configured using the Volume Activation Management Tool. Like standard VLKs, MAKs allow a predetermined number of activations, depending on the number of licenses an organization requests. For example, if your donation includes 10 copies of Windows 7, you can use the Windows 7 MAK to install that product on 10 separate computers. Key Management Service (KMS) Key In the KMS model, the KMS key is installed on only one computer in a network, known as the KMS host, and all other users on the network can activate their software from this host. This model allows users with network experience to complete activations on their local network and eliminates the need for all computers except the host to connect to Microsoft for product activation. KMS does not require a dedicated computer and can be co-hosted on a computer that provides other services. KMS requires a minimum number of computers (physical or virtual machines) in a network environment. These minimums are referred to as activation thresholds. The threshold is different for each type of product. Applies to: Office 2013 Topic Last Modified: 2017-09-29 Summary: Explains how to troubleshoot common errors for KMS or MAK-based activation of Office 2013. Audience: IT Professionals If you are a user troubleshooting a personal Office 2013 install, review the list of. If you are an admin troubleshooting Office 365 ProPlus activation and licensing, see instead. If you are an admin troubleshooting a Volume license edition of Office 2013, you’re at the right place, keep reading. Setting up volume activation with Office 2013 by using Key Management Service (KMS) or Multiple Activation Key (MAK) can be challenging. Use these steps to troubleshoot the most common issues. Many of the solutions include running the Office Software Protection Platform script ( ospp.vbs), which you can find either in the '%programfiles% microsoft office office15' or the '%programfiles(x86)% microsoft office office15' folder of the client computer. You have to run it at the administrative command prompt. You can also use the Software License Manager script ( Slmgr.vbs) to configure and manage volume activation. For detailed information about these scripts, see. In this article: • • • •. This section lists common activation issues with Office 2013 KMS. KMS activation issues can be due to a misconfiguration on one or more of the following items: • Office client • Network/DNS • KMS host To quickly identify your KMS trouble spots, use either the Office Client KMS activation diagnostic or Office KMS Host Activation diagnostic tool to analyze your environment for known issues. These diagnostic tools automate almost all of the troubleshooting steps available for KMS issues and provide a detailed report with recommendations on how to fix the detected issues. You should always analyze the client first by using the Office Client KMS activation diagnostic tool, even if you feel you have a KMS Host configuration problem. It’ll determine if your changes need to occur on the client, your network, or your KMS host. If the Office Client KMS activation diagnostic tool indicates you have KMS host issues, you should then run the Office KMS Host Activation diagnostic tool. To use the Office Client KMS activation diagnostic tool • As a local administrator, log into any Office client that is unable to activate using KMS activation. • Go to and sign in to the Microsoft Support Diagnostics Self-Help portal with your Microsoft Account credentials. • On the New Session page, choose Office Client KMS activation diagnostic. • Enter a name in Session Name text box and then choose Create. • To start the analysis, choose Download. • When you are prompted, choose Run or Save File. If you choose Save File, you can later run the file from the folder where you saved it. • When prompted to select the computer on which to run the diagnostic, choose This Computer, and then choose Next. On the next page choose Start. • When the diagnostic displays an alert indicating a report has been saved, choose Open Report. • Review the details listed in the report Summary section, and then review the problems listed in the Issues Detected section and follow the recommendations provided under Recommended steps and related resources. To use the Office KMS Host Activation diagnostic tool • As a local administrator, log into your Office KMS host computer. • Go to and sign in to the Microsoft Support Diagnostics Self-Help portal with your Microsoft Account credentials. • On the New Session page, choose Office Client KMS Host Activation diagnostic. • Enter a name in Session Name text box and then choose Create. • To start the analysis, choose Download. • When you are prompted, choose Run or Save File. If you choose Save File, you can later run the file from the folder where you saved it. • When prompted to select the computer on which to run the diagnostic, choose This Computer, and then choose Next. On the next page choose Start. • A report is automatically generated and opened in your browser. • Review the information listed in the Summary section and then review the problems listed in the Details section. Follow the recommendations provided under Action needed or comment for the items flagged with ‘ Attention Required’ in the Result column. Error codes help you troubleshoot activation issues. If you see a dialog box that contains an activation notification, an error code is usually displayed at the lower corner. You can then run ospp.vbs /ddescr together with the error code to see the text of the error message. The text will help you better understand the issue and what to do to fix it. Another way to obtain an error code is to run ospp.vbs /act on the client computer to manually activate Office. If activation fails, an error code will be shown. All Office 2013 volume-licensed products have a Generic Volume License Key (GVLK) preinstalled to activate against an Office 2013 KMS host. If you entered a MAK key for a product and you want to change the activation method back to KMS, use the appropriate KMS client GVLK. For more information, see. The recommended way to enter the key is by using the Volume Activation Management Tool,. You can also use ospp.vbs /inpkey to enter the key. For Office 2013 suites, only one key is required for all the products in the suite. For example, if you use Office Professional Plus, you must enter only the Office Professional Plus 2013 key for the complete suite. For a complete listing of the keys, see. 7 Wonders 2; 7 Wonders 2. Strategically move key building blocks such as cornerstones down the board to the workers before time runs out. 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