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Creating Your Character


While the literal process of creating your character has not changed much, there are other things to consider while creating your character.
Skyrim has always embraced the idea that you should be able to venture out and do things without meticulously number-crunching your character. While this is still very much true, you should at least have a general idea of the type of build you want to make.


Starting a New Game


Upon starting a new game, you will see a popup asking if you would like to skip the normal introduction (courtesy of Optional Quick Start).

As cool as Skyrim’s intro is, we’ve all played through it probably a dozen times at this point, and it’s very long. Selecting this option will start you just before exiting the cave outside of Helgen.
To make up for lost XP and items that you would have acquired during the start, there will be a starter chest just outside where you can select some starting items for your adventure.

Otherwise, you may select no and just continue through the normal Skyrim intro.

Racial Changes


No matter which option you chose above, you are going to have to pick a race and create your character.

Choosing your race is a big part of deciding who you want your character to be. As in classic Skyrim fashion, you can still make do with any race work for whatever build you are wanting to do.
But some races are obviously better geared towards certain builds than others.
If you know you want to go with some type of build, try picking a race that majors or at least minors in some of the skills that you know you want to use.

You would also do well to not underestimate the racial passives. For example, if you think you might want a tanky type of character, an Orc may be a good initial choice with its flat health and health regeneration rate bonuses. You can read more about these below.

Racial Skills and Abilities


In vanilla Skyrim, whichever race you choose has starting skill bonuses and a racial ability. In Winds of the North (thanks to to Aetherius) the starting racial skills have been altered a bit and racial Abilites have also been traded in for racial passives.

Race Major Skill Minor Skills Bonus
Argonian Alchemy Alteration, Illusion, Hand to Hand, Restoration, Sneak Poison and Disease Resistance +50%, potions last 50% longer, can breathe underwater.
Breton Alteration Alchemy, Conjuration, Illusion, Restoration, Speech Magic Resistance +25%, 10% chance to absorb Magicka from incoming spells.
Dark Elf Destruction Conjuration, Enchanting, Illusion, One-handed, Sneak Fire Resistance +50%, spells and enchantments cost 10% less.
High Elf Enchanting Alteration, Conjuration, Destruction, Illusion, Restoration Magicka +50, Magicka Regeneration +50%.
Imperial Speech Block, Heavy Armor, One-handed, Restoration, Smithing Health, Magicka, and Stamina +25, 10% better prices, find extra gold in travels.
Khajiit Hand to Hand Alchemy, Archery, Light Armor, Security, Sneak 20% less Stamina for power attacks/drawing bows, 50% less Stamina for sprinting/sneaking, night vision power.
Nord Two-handed Block, Heavy Armor, Light Armor, Smithing, Speech Frost Resistance +50%, 25% less damage while power attacking, drawing bows, or casting spells.
Orc Smithing Alchemy, Block, Heavy Armor, One-handed, Two-handed Health +50, Health Regeneration +50%.
Redguard Two-handed Archery, Block, Light Armor, Smithing, Two-handed Stamina +50, Stamina Regeneration +50%.
Wood Elf Archery Light Armor, Lockpicking, One-handed, Security, Sneak 10% faster movement, 50% less fall damage, 25% extra damage with sneak attacks.

Starting Spells


Some races start with several spells and others start with none at all. The details have been listed in the table below.
While its not imperative to select a race that has a spell you want, it may be something to consider. You can still buy whatever spells you want and/or need in the future.

Race Starting Spells
Argonian Poison Spray, Healing
Breton Oakflesh, Healing, Conjure Spectral Wolf
Dark Elf Flames, Frenzy, Bound Dagger
High Elf Sparks, Lesser Ward, Soul Trap
Imperial Calm, Healing
Khajiit NONE
Nord NONE
Orc NONE
Redguard NONE
Wood Elf NONE