Strife:Race Descriptors

This is a short descriptor of how all official races are to play in combat depending on their unique racial abilities, this can give players ideas of races to play depending on what they might like.
 * Difficulty 1 races are in bold
 * Difficulty 2 races are in italics
 * Difficulty 3 races are in normal text

Tank

 * Al-Gemha: Sustainable Tanks, they can taunt enemies to attack them while fighting with heavier weapons and regenerate lost resources very quickly
 * Auroran: Axe-wielding athletic fighters, resistant to lightning, physical damage, and pure magicka but weak to fire, frost, and poison, they can bend light, once per day they can stay alive if killed, and their power is a lightning axe that gets better the more you hit
 * Pahmar: Brawlers, they have reduced healing, but their power gives them extra fire damage with increased consistency punches, and can replenish depleted resources 1:1 with the fire damage done
 * Wood Orc: Tank sustain fighters, they have reduced healing and regeneration but can convert combat resources to other combat resources where needed, they heal on dealing damage, and their power gives them more damage the more allies are nearby
 * Xivkyn: Heavy fighters, resistant to fire but weak to shock and frost, their power gives them a large amount of resistances but will drain their resources and render them locked in combat
 * Yespest: Light alchemist tanks that evolve into high damage alchemist fighters later, resistant to poison and common disease, has more damage with primitive styled weapons, cannot wear armour, but their power makes them more tanky the more they are hit during their power; there is currently a build optimisation guide for Yespest here

Fighter

 * Aureal: Blade-using heavy fighters, reflects magic but weak to poison, their power makes all entities within 10ft of themselves hit random targets next turn
 * Cathay: Light close-range fighters, can blind targets making it harder for them to do actions, and they regenerate resources when successfully hitting with dual short blades
 * Forelgrim Atmoran: Athletic fighters, resistant to frost and shock but weak to fire, their power has a large variety of effects depending on player choice in the moment making them one of the most versatile races
 * Frostwood Atmoran: Athletic fighters, resistant to frost and shock but weak to fire, they can detect animals up to 150ft away, and they use high levels of speed to give allies and themselves more attack opportunities
 * Imperial: Socialites and light fighters, one of their powers largely and consistently makes a target tired while refreshing them, and their other power makes them more likeable
 * Keptu: Tank anti-mage support fighters, they have an anti-magic shield that can transfer to allies, and their power allows allies to more consistently revive and hit targets with weapons
 * Kothrigi: Personable merchanting light fighters, resistant to poison, one of their powers pulls targets towards them to knock targets off balance at the cost of them being the target of attacks, and their other power redirects projectiles
 * Men-of-Ge: Sustainable light fighters, they can taunt enemies to attack them while fighting with lighter weapons and regenerate lost resources very quickly
 * Men-of-Kreath: Solo damage fighters, they are more consistently ready for combat, get two birth-signs instead of one, and do more damage when outnumbered, especially by elves
 * Naga-Kur: Flexible fighters, resistant to poison and common disease, and can breathe underwater, they make their own weapons and armour using bones of the fallen, with the armour they make increasing in power the more bones used with no limit
 * Nord: Offensive barbarians, resistant to frost and shock, one of their powers does consistent frost damage, and their other power gives them variable damage resistance
 * Orsimer: Armour-smiths and defensive fighters, resistant to pure magicka, and their power gives them health, fatigue, lets them hit more consistently, but makes them tired and less mobile
 * Redguard: Offensive fighters, resistant to poison and common disease, and their power gives them more outputted damage, refreshes them, and makes them faster
 * Rontha: All-round fighters, resistant to shock and fire, can interrogate enemies post-combat, their birth-sign is pre-chosen for them, has increased strength sometimes, is great at being drunk, and their power gives increased damage at the cost of being damaged more yourself
 * Sarpa: Intimidating fighters, resistant to poison and common disease, and can breathe underwater, can intimidate even with a morally good party reputation, and can fly
 * Sedor: All-round fighters, resistant to frost but weak to poison and fire, cannot choose a birth-sign but gets 3 set ones instead, their power saves a target from an action by taking the action themselves
 * Tum-Tahleel: Light dexterity fighters, resistant to poison and common disease, and can breathe underwater, travels light, meaning they carry minimal gold and equipment and are rewarded for it in stats to increase their combat effectiveness; there is currently a build optimisation guide for Tum-Tahleel here
 * Wasseek-Haleel: Light dexterity staff fighters, resistant to poison and common disease, and can breathe underwater, they are very weak in the early-game but have large and consistent damage in the mid to late-game, and their power lets all entities near them hit consistently; there is currently a build optimisation guide for Wasseek-Haleel here
 * Xit-Xaht: Frenzying physical weapon fighters, resistant to poison and common disease, and can breathe underwater, they can blind enemies, and their power gives temporarily reduced stats for a turn to give them fantastic stats on their next turn

Variable

 * Senche and Senche-raht: Brawlers, they cannot use weapons or armour but instead do large amounts of health damage with punches. They can fall into either or both of the tank or fighter categories, or even cast some spells
 * Xivilai: All-rounders, can be a fighter, tank, or even mage depending on start of game choices but is more suited to combat, resistant to fire but weak to shock and frost, their power gives them increased stats of their choice

Battlemage

 * Al-Hared: Sustainable mages, they can taunt enemies to attack them while fighting with spells and regenerate lost resources very quickly
 * Argonian (Base): Athletic fighters, utility mages, and alchemists, resistant to poison and common disease, and can breathe underwater
 * Breton: Utility mages, resistant to pure magicka, has a large magicka pool, and their power give them heavy damage resistance
 * Dunmer: Destructive mages and light swordsmen, resistant to fire, and their power has a chance to let them avoid some damage entirely
 * Duraki: Tanky necromancers, has increased magicka, and they can control dead bodies from a distance to do their bidding but cannot make actions themselves during this time
 * Dremora: Tank battlemages, resistant to fire but weak to shock and frost, absorbs magicka instead of regenerating it, and their power gives them a large amount of resistances but restricts their movement completely
 * Dwemer: Armourers, starting with high intelligence for high level spell-casting right off the bat, and certain armour and weapons scale to be more powerful with their ability to repair armour
 * Mazken: Persuasive conjuration mages, reflects magic but weak to frost, their power makes all entities in combat except themselves skip their next turn and can give themselves more turn time
 * Reachfolk: Unique supportive battle-mage, weak to magic, their abilities change drastically as they level up and are very powerful, giving shields, ally healing, and on-hit damage, but are heavy and immobile at higher levels
 * Reachfolk Bloodforged: Unqiue light mage and tank brawler, has a large magicka pool, can cast self-healing blood magic, and their power turns them into a tanky and destructive brawler for closer range fighting

Pure

 * Alfiq: Very light mages, starts at low health but consistent spell-casting, and survives by either casting from a distance or supporting an ally close range using their power which makes them untargetable, perfect for supporting party tanks or heavy fighters
 * Alfiq-raht: Light and consistent mages, their power allows them to summon a random creature out of 20 which while powerful, the creature has the variable chance to turn against you; there is currently a build optimisation guide for Alfiq-raht here
 * Altmer: Distance mages, alchemists and enchanters, resistant to common disease but weak to all magic, has a very large magicka pool, and rolls more consistently when not near any entities
 * Ayleid: Mages and enchanters, resistant to shock and common disease but weak to all magic other than shock, has a powerful shock spell that scales in damage with your level, and your power allows you to use a targets power of your choice
 * Dagi: Distance mages, very agile, and their power casts a completely random scroll (very powerful spell) on a target
 * Galeni: Personable support mages, can give allies a rest that uses no time, are honest and diplomatic in social situations and are rewarded for it, and their power mimics a spell they've seen casted
 * Horwalli: Unique alchemists and enchanters, they are resistant to poison and common disease, their usefulness comes from their ability to give allies buffs with potions, one of their powers gives them free alchemical ingredients, and their other charms beasts
 * Ka Po' Tun: Agile close-range mages, avoiding damage allows for extra attacks, up close and personal, non-ranged, fast paced fighting, with more powerful spells and increase magicka regeneration at a detriment to your maximum magicka and ability to consistently use weapons
 * Men-of-Mitiri: Personable and supportive bardic race, resistant to common disease, they take more damage but can redirect damage, naturally and passively buffs allies with music, and their power revives allies or makes them invulnerable to damage
 * Reachfolk Briarheart: Natural alchemists, enchanters, and buffing mages, resistant to poison, shock, and frost but weak to fire and blades, has a large magicka pool but reduced healing, one of their powers creates a large poison explosion, and the other allows very fast-paced magicka casting, but both powers are at the cost of exhaustion
 * Undead Duraki: Necromancers with a lot of weaknesses, resistant to frost, poison, and common disease but weak to fire, silver, and physical damage, and they can control dead bodies from a distance to do their bidding
 * Veeskhleel-Tzel: Grotesque conjuration and necromantic mages, resistant to poison and common disease but weak to fire and physical damage, can breathe underwater, large magicka pool, can trap souls even post death, and their power frightens and frenzies entities that see the power's effects

Stealth leaning races

 * Betrayed Falmer: Alchemists, resistant to poison, common disease, and frost but weak to fire and shock, blind and relies on hearing to make actions, and they have a pet that fights with them acting as another player character that they control
 * Bosmer: Stealth marksman, resistant to common disease, and their power allows them to command multiple animals indefinitely
 * Khajiit (Raht morphologies): Stealth fighters they are very variable depending on start-of-game choices leaning more towards stealth or fighter on a scale, their spell gives them sight in dark areas, and their power frightens targets
 * Kota-Vimleel: Stealh alchemist, resistant to poison and common disease, can breathe underwater, has reduced stats, but they can make incredible powerful poisons like no other, and stealth attack very well giving them incredible burst damage
 * Nocturnal Shrike: Charming close-range fighters, becomes easier to kill if an ally fails a luck roll, their power charms and calms a target and if this target dies under the powers effects then a large amount of allied war-crows are summoned
 * Ohmes: Social rogues, they can blend in as other races and disguises, and their power allows them to completely avoid actions targeted at them
 * Spiderkith: Stealth summoners, resistant to poison but weak to fire, they have reduced healing and eat bodies to heal, their power paralyses any number of targets and during your power if you kill a paralysed target it increases the paralysis duration on other targets and increases your turn time
 * Suthay: Acrobatic light brawlers, their punches can do variable damage types of their choice, and their power is a fierce blow that can knock a target away and knock them unconscious or even kill them depending on the targets stats
 * Tojay: Close-range stealth fighters, resistant to poison and frost, and for each hit landed on a target they get an extra punch in

Variable

 * Dro-m'Athra: Good at what they were good at as a Forgotten Mane, it is harder for Dro-m'Athra to cast spells and hear, they have reduced healing and cannibalise to heal, they can raise mindless bodies to act as body shields, and their power makes it harder for targets to cast spells and hear
 * Forgotten Mane: All-rounders, they are a blank slate and can do anything well depending on choices, upon dying they cannot revive and become a Dro-m'Athra, and their power gives them a small amount of combat stats depending on choice
 * Moss-Skins: All-rounders, resistant to poison and common disease, and can breathe underwater, they randomly roll which skills they can use meaning each time they level up their play-style changes entirely
 * Perena: Eccentric mystics that can variably be either mages or combat builds, they get fluctuating skill levels with the day of the month, and their power has different effects depending on the month but has similar effects to the birth-sign of that month
 * Skaafin: All-rounders, their speciality depends on start-of-game choices, their healing is reduced but any damage done by them to allies heals them 100% of the damage done, their power allows them to temporarily escape

Miscellaneous races

 * Knight of the Nine: Easier to play and supportive, resistant to normal weapons but weak to magical damage, relies on a points system to empower themselves and support allies with magic as well as dealing extra damage with physical weapons
 * Namira's Chosen: Harder to play up close fighting centric, resistant to frost but weak to fire and physical damage, heals 1:1 for each point of physical damage done but also has their health constantly drained
 * Shivering Isles Resident: Mid-range difficulty and variable, each time you use your power your main skill levels are randomly rolled with a dice

Augments

 * Ashbane Respirator: Gives resistance to fire but weakness to shock and frost, faster and more agile movement, higher physical combat resources but much worse spell casting, heavily reduced carrying capacity, and a powerful blinding attack
 * Hellfire Circulator: Gives resistance to fire but weakness to shock and frost, faster and better stat regeneration, water breathing, and a daedra power of your choice
 * Jaws of the Viper: Gives resistance to ingested negative alchemical effects, no resource regeneration, but a powerful poison damage bite attack lasting for a large amount of time
 * Spinal and Thoracic Hydraulic Enhancer: Gives increased attack range, allowing close range weapon use outside of close range, more damage and faster movement, all at risk of becoming paralysed if not careful