Racial Passive Changes Coming in Update 21

The Racial Passive Changes have finally been posted on the forums! Here they are for you to peruse. See the official forum post for full developer commentary.

When the changes go live, they’ll be refunding all points spent on racial passives so players will have to reallocate their points. They will also be giving players three free race change per account.

UPDATED with changes from 4.3.2 PTS Patch Notes!

The Champion System has also been updated in the 4.3.2 PTS Patch.

Updated the calculation with your Maximum Health, Magicka, and Stamina interacting with modifiers to better reflect the 20% increase to these stats from your first 100 points spent into each tree of the Champion Point system. Previously, this 20% only applied to your base stats, attributes, enchantments, and 2 through 4 piece bonuses on item sets. After this change, all sources of flat stat increases will be affected. Consumable food and drinks, 5 piece bonuses from item sets, and passives will now be properly affected by the 20% increase.

Ebonheart Pact

  • Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed
  • Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 4000 Health, Magicka, and Stamina when you drink a potion.
  • Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
  • Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 6%.

Developer Comment – After the adjustment to allow flat stats to scale better with CP, we wanted to improve some of the bonuses of Argonians so they could keep up. We targeted their Healing Done bonus to help make it feel more impactful for their identity as strong healers, and their Resourceful passive to help highlight their ability to stay in the fray.

Old Developer Comments – Argonians by nature are resilient creatures, adapting to their surroundings and accumulating themselves to the environment. Their ability to shrug off potent diseases makes them harder to take down, and their connection with the Hist empowers their will for life. Their bonus to Healing Done makes them gifted at healing themselves or their allies, while their resource return after drinking a potion helps them stay in the fight. Regardless of their role, their ability to recuperate and get back into the fray is something to respect. Previously Argonians offered far too many stats and they were mathematically twice as good as some races. This retracted from the unique feeling we wanted each race to have since their bonuses were all over the place. Now they should have more of some stats that make them stand out a bit more, while they’ll have less in other areas that weren’t in line with that vision.

Dark Elf

  • Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
  • Dynamic: 6% Max Stamina and Magicka → your Max Stamina and Magicka by 1875.
  • Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Flame Resistance by 2310. You are immune to the Burning status effect.
  • Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.

Developer Comment – Previously, the adjustments to Dark Elves deviated a little too far from their original implementation and we noticed we can still highlight the race’s identity of duality in blade and magic without their Max Health, so we removed it in place for returning power to their other flat stats.

Old Developer Comments – Dark Elves are a sophisticated race that can thrive in the harshest conditions. Intelligent and quick, they are well versed in blade or magic, giving them a keen advantage in juggling between the two. By giving them a balanced bonus of Weapon and Spell Damage, as well as Magicka and Stamina, their natural cunning and versatility will be demonstrated as they can fulfil any role.


  • Increases Experience gain in Skill Line by 15%, 15 extra minutes on drink buffs
  • Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
  • Resist Frost: 9% Max Health and 2079 Cold Resistance → your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
  • Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.

Developer Comment – The hardy Nords reigning from Skyrim are well accustom to the hardships of life. With a bonus to constitution and their ability to shrug off the bitter cold, they can soak up immense amounts of damage. Their ability to snap back from punishment is highlighted with their new Ultimate gain passive. We changed their flat damage reduction to Resistances, so it better scaled with all playstyles, and allowed for different build paths than it did before.

Aldmeri Dominion

High Elf
  • Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
  • Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 645 Magicka or Stamina, based on your lowest maximum resource, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
  • Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
  • Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.

Developer Comment – The main focus of High Elves are their ability to deal high amounts of damage or healing with Magicka-based abilities, and this sustain passive was helping them stand ahead of too many other races that also deal heavily with Magicka-based abilities. We’ve shifted this over to a utility and slightly increased it.

Old Developer Comment – High Elf culture is heavily ingrained with the belief of destiny and birthright, so we wanted a passive that highlighted their ability to harness their innate or class. Granting them a unique resource when accessing a class ability really gets that feeling off and makes it much more engaging than the previous flat recovery bonus. On top of that, High Elves are well known for being powerful , and we wanted to make this race feel more powerful when they were charging up a powerful ability.

  • Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket
  • Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 85.
  • Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 825.
  • Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 3m.

Developer Comment – With the introduction of CP scaling with the flat stats of the races, we made sure to make some minor adjustments so Khajiit wouldn’t fall behind the other races. The bonus to the stealth radius was also slightly over tuned and allowed you to sneak too effectively. Now, you shouldn’t be able to sneak in the face of guards and wave unless you’ve heavily invested into sneaking with gear and other passives.

Old Developer Comments – The Khajiiti race is one of intrigue and versatility, with a natural ability to adapt to any walk of life. Under the guidance of the they can fulfil any role, with a well-rounded bonus to all resources. We also wanted to better demonstrate their keenness for subterfuge and trickery, so they now have more access to critical strike chance and sneaking potential, regardless of what proficiency they build into.

Wood Elf
  • Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10%
  • Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
  • Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
  • Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 10% Movement Speed for 3 seconds and your Physical and Spell Penetration of 1500 for the duration.
    • A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic , so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.

Developer Comment – We heard your concerns of adding in a highly powerful movement speed bonus tied to Roll Dodging, as well as the performance of this passive in PvE versus PvP environments. We wanted players who are focused on damage to get a small boost out of this in situations where they dodge attacks, without adding more passive power to the race.

Old Developer Comments – The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.

Daggerfall Covenant

  • Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain
  • Gift of Magnus: 10% Max Magicka → Increases your Max Magicka by 2000.
  • Spell Resistance: 3960 Spell Resistance → Spell Attunement: Gain 2310 Spell Resistance and 100 Magicka Recovery. Spell Resistance is doubled if afflicted with Burning, Chilled, or Concussed effect.
  • Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.

Developer Comment – While Bretons had been brought up to speed with our other races with our first round of changes, we still felt the story or unique element to be missing. We added a small contextual flavor bonus on their Spell Attunement passive to help highlight their ability to shrug off magical attacks.

Old Developer Comments – The Breton race is a proud one, and well attuned to the natures of magic. Their natural hardiness paired with arcane ability allow them to shrug off powerful spells and retaliate in quick succession with their own. This is shown in their bonuses to their Magicka pool, as well as their high resistance to spell attacks. Bretons should be feared for their ability to constantly weave spells with little delay.

  • Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain
  • Brawny: 6% Max Health and Stamina → your Max Stamina by 2000.
  • Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Max Health by 1000. When you deal damage with a weapon ability you heal for up to 600 health. This effect can occur once every 4 seconds.
  • Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.

Developer Comment – Our first adjustments to Orcs still had them too spread thin when their original intent is meant to be damage focused. By reducing their sustaining abilities and healing bonuses, we’ve been able to bring up their base stats instead without sacrificing their identity as berserkers or shock troops.

Old Developer Comments – The Orc race is one of and code. Well known for their aggressive combat style, we wanted to showcase this by helping them keep up the fight with their new recovery when utilizing any weapon. Their previous bonus to Melee Damage was niche, and we wanted Orcs to feel powerful with restrictions. Since we’re giving them more damage and aggression, we also wanted to dial back on some of their defensive power.

  • Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs
  • Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8% reduces the effectiveness of Snares applied you by up to 15%.
  • Conditioning: 10% Max Stamina → Increases your Max Stamina by 2000.
  • Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.

Developer Comment: While we’re relatively happy with the performance and identity of the Redguard race, we noticed they lacked that unique flavor or story piece in their passives that helped add a little something different. Due to their training in battle and ability to flow in combat, we decided to help them retain some of their fluidity by granting a small reduction to snare potency.

Old Developer Comments – Fierce and resilient, the Redguard race are well respected for their physical combat prowess. We wanted to emphasize their cultural background of being well versed in the ways of combat by granting them a cost reduction bonus for weapon while pulling back from some of their passive recovery. Instead, we’ve moved it more into their offensive staying power with Adrenaline Rush to highlight their natural advantage to attrition.


  • Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain
  • Tough: 12% Max Health → Increases your Max Health by 2000.
  • Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
  • Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you
    you restore 333 Health, Magicka, and Stamina . Reduces the cost of your Block and Bash abilities by 5%.

Developer Comment – Previously, Red Diamond felt far too restrictive for tanking builds as there was a % chance on offensive attacks, which tanks typically only do in short bursts. Now, we’ve streamlined the effect to happen around roughly the same cadence, while also adjusting the values to grant you some recovery in resources that any build can benefit from.

Old Developer Comments – Stout and hardy by nature, the Imperial race is one of order in battle and culture. They stand strong and unified, regardless of what hardships face them. This is highlighted with their powerful bonuses to , and ability to push back when under pressure.

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