Skip to content
GUIDE

Races & Best Builds

Your race sets your starting skill bonuses and a unique racial power. It nudges your early game but never locks you in — any race can master any skill. Here's the full list.

RaceRacial PowerBest For
NordBattle Cry (foes flee) · 50% frost resistWarrior · Two-Handed
ImperialVoice of the Emperor (calm) · extra goldVersatile · Sword & Board
BretonDragonskin (absorb spells) · 25% magic resistMage · Spellsword
High Elf (Altmer)Highborn (regen Magicka) · +50 MagickaPure Mage
Dark Elf (Dunmer)Ancestor's Wrath (fire cloak) · 50% fire resistBattlemage · Assassin
Wood Elf (Bosmer)Command Animal · 50% poison/disease resistStealth Archer
Orc (Orsimer)Berserker Rage (2× dmg, ½ taken)Heavy Warrior · Tank
RedguardAdrenaline Rush (stamina regen) · 50% poison resistDuelist · One-Handed
KhajiitClaws (unarmed) · Night EyeStealth · Monk
ArgonianHistskin (rapid heal) · waterbreathing · 50% disease resist (UESP)Stealth · Survivalist
Recommended

Three Beginner Builds

⚔️

The Warrior

Race: Nord or Orc.
Skills: Two-Handed/One-Handed, Heavy Armor, Block, Smithing. Grab the Warrior Stone early and forge your own gear.

🔮

The Mage

Race: High Elf or Breton.
Skills: Destruction, Restoration, Alteration, Enchanting. Join the College of Winterhold for spells and training.

🏹

The Stealth Archer

Race: Wood Elf or Khajiit.
Skills: Archery, Sneak, Light Armor, Alchemy. The famous Skyrim power-fantasy — sneak attacks deal 3× bow damage.

Plan Your Skills & Perks →

What «starting skill bonuses» actually means

The table above gives each race’s power and its flavour. The mechanical part is the same shape for all ten: +10 in one skill and +5 in five others. Six skills touched, one of them twice as much as the rest.

RaceThe +10Where the +5s go
NordTwo-HandedThree Warrior skills, plus Light Armor and Speech (UESP)
BretonConjurationThree Mage skills, plus Speech and Alchemy (UESP)
KhajiitSneakThree Thief skills, plus One-Handed and Archery (UESP)
Ten levels is about an hour

Which is the honest way to read the intro above. A +10 head start is real for the first evening and gone by the second, so the racial power — permanent, once a day, never obsolete — is what actually differs at level 40. Pick for Berserker Rage or Dragonskin, not for the skill numbers.

One more number worth having before you commit: there are 13 Standing Stones, and a stone can be swapped whenever you find a better one — see the standing stones. Between the stone and the race, the stone is the part you can change your mind about.

Still to verify

Cross-checked on 5 September 2026 against UESP and ScreenRant — which agree exactly on all three worked examples: Nord (Two-Handed +10; Block, Light Armor, One-Handed, Smithing and Speech +5), Breton (Conjuration +10; Alteration, Illusion, Restoration, Alchemy and Speech +5) and Khajiit (Sneak +10; Archery, One-Handed, Alchemy, Lockpicking and Pickpocket +5) — six skills touched in each case, one of them twice as much as the rest. The remaining seven races follow the same shape but their individual skill lists are not reproduced above. What is still unverified is the only thing reading cannot settle — nobody here has played it.

← Back to Skyrim Guide

Content last reviewed

Community tips

Short, practical things that helped you on this page.

Sign in to leave a tip.

Support the Guide

Did This Guide Help You?

GuideVault is free and independent: no ads, no tracking cookies. If a guide saved you time, supporting the project keeps it that way.

🅿️

Donate via PayPal

Any amount — no minimum. Every donation helps keep the guide updated with every new patch.

💙 Donate with PayPal

One-time · No subscription required

🔴

Subscribe on Patreon

From €3 a month: new guides a week early and your name in the credits below. From €5: your own card style, a vote that counts ×2 on the next guide, saved builds and 5 Game Memory slots. With Legend: 25 slots, a ×5 vote, focus mode and export.

❤️ Join on Patreon

Cancel anytime