You’re not done with Skyrim until you’ve found these 10 hidden quests. The incident report will tell you that you need the four missing rings from a chest in the Arcanaeum.

  1. Skyrim Ring Of Erudite

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. 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.

  • Dec 6, 2012 - This Dragonborn Werewolf Rings Guide will help you locate all of the Werewolf rings in Elder Scrolls V Skyrim with tips on their abilities.
  • Here are my top 10 rings in Skyrim. Hope you enjoy! Leave a like if you enjoyed, it helps a lot! Join my ESO Guild: http://shadowedmare.com/groups/smikes-leg.

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.

Ring

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.

Skyrim ring id

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. Here is my favorite play through to date.Dunmer vampire lord with nightingale armor.

Your vampire weakness to fire is canceled out while blood starved, or you can feed and maintain your natural dunmer resistance with a small bit taken out. The nightingale armor adds frost resistance on top of your vampire frost resistance, making it useless against you. Ideally, you would also use illusion magic and one handed weapons to make the most of the armor.

For aesthetic reasons, I also chose to use bound weapons, though it helps to have a non-magic side arm. High Elves are my personal favorite because the are bor mages and unlike bretons they have a +5 in destruction magick. Anothere one of my faves is the argonien. In ranger mode.Best mage:AltmerBretonDunmarBest Warrior:NordArgonienRedgaurdBest thief:ArgonienBosmerKhajiitBest over all:ArgonienHigh elfI love argonien because you could be sneaking around a villege assasinating people, robing chests and stuff. Then a bunch of hold IDKs are trying to kill you. All you need to do is activate hitskin and Bam!

Thief to tank.High elves are the second best because as siad above they are a naturaly magickal race and the are better at destruction magick.Best vamp(ire):DunmarArgonianThe Argonians look sooooooo kool as vampires but the dark elves are better statisticly. Imunity to fire cancleing out the weekness to fire.Best werewolf:OrcKhajiitNOT ArgonienArgonien werewolves look like crap. Orcs can turn on bezerker rage and then go into beast mode. And Khajiits unarmed attakes coupled with the werewolves unarmed attakes make khajiit werewolves cool.

And it's cat and dog.Two of the things that will get you places in skyrim are good magick and stealth. That is why khajiit are another possability.

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.P.S. 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.1. 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.10. 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 Warrior1. BretonBeginning Ranger (bow + stealth)1. NordBeginning Mage1.

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. 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.

Ring

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.

Skyrim Ring Of Erudite

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.1. 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.-3. Altmer - Both abilities alleviate magicka management issues, making spell-spamming much easier as a mage.

It is a second choice for mages.4. 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.5. 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.6. 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.6. 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.-9. Bosmer - Rarely useful abilities.

Poison resistance is occasionally useful, but the Redguard are superior, in my opinion.10. 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). For more information on managing or withdrawing consents and how we handle data, visit our Privacy Policy at: Show Details NecessaryHubPages Device IDThis is used to identify particular browsers or devices when the access the service, and is used for security reasons.LoginThis is necessary to sign in to the HubPages Service.Google RecaptchaThis is used to prevent bots and spam. AkismetThis is used to detect comment spam. HubPages Google AnalyticsThis is used to provide data on traffic to our website, all personally identifyable data is anonymized. HubPages Traffic PixelThis is used to collect data on traffic to articles and other pages on our site. Unless you are signed in to a HubPages account, all personally identifiable information is anonymized.Amazon Web ServicesThis is a cloud services platform that we used to host our service.

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There are hidden Skyrim quests in the less well travelled corners of Skyrim’s map, and a couple of major cities. They can give you unique items as rewards and hours to any playthrough. Plus there comes a point during most playthroughs of when you reach a level of fatigue, whether it’s because none of the quests in your journal interest you or because you’ve simply run out of things to do. This will help stop all that happening. Forbidden LegendIf you haven’t joined the College of Winterhold, this quest might have escaped your radar.

You can start the quest either by reading the book titled Lost Legends which can be found around Skyrim, or you can head to Reachwater Rock (which is east of Markarth) and pluck a copy of the book from a dead adventurer’s body. The book will point you towards Folgunthur, where you’ll find more dead bodies (always a good sign) and more intrigue. Here’s a piece of advice: stock up on healing potions before you head into the dungeon. And make sure you’re not carrying too much. Kyne's Sacred TrialsIf you’re not a particularly high level yet, this quest is the one for you.

I hope you’re good at climbing, because to trigger this quest you’ll have to talk to a chap called Froki Whetted-Blade. Froki lives halfway up a steep mountain west of Riften, near Autumnwatch Tower, and his shack is so close to the edge of the cliff that one misplaced step will send you over the edge.

Chat to him and he’ll ask you if you’re a true hunter, to which you’ll answer to yes, to which he’ll reply: no, you’re not. Complete his quest to make him swallow his words! Forgotten NamesUnderneath the College of Winterhold is a dungeon called The Midden. You can get to it by going through a trap door underneath the stairs in the Hall of Countenance, and if you trawl through it, you can find lots of odd goodies, but the weirdest of all is a daedric gauntlet. The quest doesn’t appear in your journal, so you’ll have to follow these steps as the game won’t give you any help. First, search the area and find a key and an incident report (that doesn’t sound ominous at all, does it?) on a nearby table.

The incident report will tell you that you need the four missing rings from a chest in the Arcanaeum, the library in the College of Winterhold. Well, it won’t tell you - in fact, it will make it clear that it is not a good idea to get the four rings. But hey, reverse psychology is my weakness too. Grab the rings and put them on the gauntlet. After you do that something will happen, then it’s up to you how you proceed. Coming of AgeI hope you’ve got your furs on, because this quest is set in the snowy steppes south-east of Dawnstar. Trek your way through the snow to find Ironbind Barrow, although you might hear the sounds of bickering before you catch sight of it.

Outside the barrow, a warrior and a wizard are arguing about whether to explore it or not, as the wizard is understandably hesitant considering the undead dangers within. The addition of the Dragonborn to their party will fill them with confidence, however, and they’ll accompany you within the dungeon. As you can imagine, it all goes perfectly to plan.

The Ghost of Old HroldanIt can be easy to stomp through Skyrim without pausing to sleep particularly often, but when you remember that the Dragonborn has been awake for a month and a half without having had 40 winks, I’d recommend you pass the night at Old Hroldan Inn. The homely outpost is on the eastern side of the major river flowing near Markarth, south of Soljund’s Sinkhole. Simply pay some septims and sleep in the room Tiber Septim slept in, and then do your stuff. All will become clear. Frostflow AbyssOn the coast west of Winterhold is a lighthouse.

Once it was home to a family. Now - well, technically it’s still their home, but they’re a lot bloodier and a lot less alive. As soon as you stumble upon their corpses you’ll get given this quest which is, unsurprisingly, to find out what killed them. You’ll have to hunt for clues and read journals to discover what went on, and I’d suggest not following my example by doing the quest in the middle of the night (both in-game and in real life) as it might give you a serious case of the spooks. A Night to RememberI’d say this quest is one of my favourites, as it’s pretty much The Hangover in quest form.

Once you reach level 14 a chap called Sam Guevenne will spawn in the next tavern you enter, and then he can be found across random inns all over Skyrim. He’s a fun-loving fellow, so he’ll challenge you to a drinking competition and because my Khajiit is fond of the odd tipple, I immediately accepted. I think you should too, especially if you’re aching for a quest with no combat and a fair dose of humour. The Book of LoveFeel like you’ve got decent matchmaking skills? Do you see Cupid flying around everywhere you go? Then this is the quest for you. Go to the Temple of Mara in Riften (it’s left of Mistveil Keep) and have a chat with the head priestess and she’ll set you on your way to earning Mara’s favour.

This is also a combat-free quest so it makes a good respite from hitting dragons with sharp objects or firing electricity from your hands. Rise in the EastWe’ve all felt the seductive lure of the ocean at one point in our lives, although for me it resulted in leaning over the edge of the boat with a very green face. Thankfully you can’t get seasick in Skyrim, which means you can head along to the East Empire Trading Company office on Windhelm Docks. Talk to Orthus Endario and he’ll ask you to end their trouble with pirates once and for all. He won’t forget you either, as if you help him out he’ll come in useful later on in the game, especially in a quest called Diplomatic Immunity when you’ll be able to rope him in to help. The Pale LadyFrostmere Crypt is a big Ancient Nordic tomb south of Dawnstar, and should send your alarm bells ringing because crypts are never usually good news.

When you come across it you’ll find a bandit called Eisa being attacked by one of her own, who’s raving about the Pale Lady. If she lives (you can help her fight off her attacker or grab some popcorn and watch) she’ll tell you about a mysterious sword that is causing havoc in her bandit camp, but she hates the sword so much that she won’t offer to accompany you inside Frostmere Crypt. Don’t worry if she ends up dead, because you can loot her corpse and find a journal which says pretty much the same thing and will still trigger the quest. The reward for completing the quest is most definitely worth it, so get ready to go dungeon delving!Not seen your favourite hidden gem here? Mention it in the comments below!.