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

 * 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
 * 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

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
 * 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

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

 * Argonian: 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
 * 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

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
 * 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
 * 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

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
 * 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
 * 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