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Author's Foreword

Welcome to the Destiny guide! Thank you reading. This game is one of the most
popular out right now and it's incredibly intriguing. This guide will aid you
through the Story Missions, Strike Missions, and acquiring the Dead Ghosts and
Gold Loot Chests in each world. This is a work in progress and any additional
information is welcome. If you are looking for a more detailed guide with video
and pictures, then check out the upgraded version at GamerGuides.com
The Story

Our destiny lies above us, in the stars.


From beyond our tiny pale blue dot in the night sky, the Traveler came to us,
lifted us. We reached out across the solar system and beyond.
We built cities on Venus, Mars, and beyond; we explored the depths of the
planets and the edges of our solar horizon. The brightest Golden Age of our
species history, we learned so much, we saw so much. But we were not alone.
The Traveler did not come to us unnoticed.
Something pursued the Traveler, a vast and terrible Darkness. It found the
Traveler. It found us.
Our civilization was ruined, cast down. Humanity was nearly extinguished. The
Traveler gave everything to stop the Darkness, to cast it back into the yawning
black spaces between the stars. We did not perish. But we lost so much. And the
Traveler fell silent, floating above our last city.
Fragments of the Traveler s Light, Ghosts of its former glory awakened, sought
out those among us who could protect us, defend us, and give us hope for the
future.
They are Guardians. You are a Guardian.
Rise, Guardian, and look up. To the stars.
Our destiny awaits.
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Classes
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[0200]

Character Design

Before choosing a class you'll want to create a character. The races -- Exo,
Awoken, and Human -- don't really matter nor does the gender. There are no
benefits to picking whatever you want so do exactly that, make the character
that you want to play as.
Class Overview

As a Guardian of the City you'll be organized into one of three classes:


Hunter, Warlock, or Titan. Each class has two different sets of skills, one is
the primary and another being a subclass. The subclass is unlocked at Level 15
and once any character you have reaches Level 15 all other characters will have
their subclasses unlocked, allowing you to choose another class while starting
as the subclass should you prefer it. Before making a choice, understand that
all classes can wield the same weapons but certain armor is specific to the

class since upgrades to the armor can grant bonuses.


Grenades

Every subclass can have three grenades and they have varying uses. The base
recharge time is 50 seconds and it can be lowered to 25 based on the amount of
Discipline you have from equipment. For the most part, grenades deal full damage
from the epicenter of the blast and damage tapers off from there. Some grenades
don't simply explode and deal damage in other ways though. The damage below is
based on PvE enemies at equal level on Normal difficulty without any upgraded
bonuses to your gear. The damage below is also reflective of PvP where the
leveling bonuses are negated. For in-depth information check each grenade
individually beneath the chart.
||||||
| Grenades
| Class | Subclass
| Damage
| Radius |
|====================|=========|=============|=============|========|
| Flashbang Grenade | Titan | Striker
| 140
|
7m |
| Pulse Grenade
| Titan | Striker
| 200 (50x4) |
5m |
| Lightning Grenade | Titan | Striker
| 400 (100x4) |
12m |
| Magnetic Grenade | Titan | Defender
| 180(245)
|
5m |
| Spike Grenade
| Titan | Defender
| 400
|
12m |
| Suppressor Grenade | Titan | Defender
| 140
|
7m |
| Incendiary Grenade | Hunter | Gunslinger | 115 (140) |
7m |
| Swarm Grenade
| Hunter | Gunslinger | 245
|
7m |
| Tripmine Grenade | Hunter | Gunslinger | 160(225)
|
12m |
| Flux Grenade
| Hunter | Bladedancer | 100(165)
|
5m |
| Skip Grenade
| Hunter | Bladedancer | 120
|
7m |
| Arcbolt Grenade
| Hunter | Bladedancer | 80
|
8m |
| Vortex Grenade
| Warlock | Voidwalker | 350
|
4m |
| Scatter Grenade
| Warlock | Voidwalker | 120-160
|
~9m |
| Axion Bolt
| Warlock | Voidwalker | 90
|
10m |
| Solar Grenade
| Warlock | Sunsinger | 350
|
4m |
| Firebolt Grenade | Warlock | Sunsinger | 80
|
8m |
| Fusion Grenade
| Warlock | Sunsinger | 100(165)
|
5m |
|____________________|_________|_____________|_____________|________|
Titan Grenades

Flashbang
- Blinds the opponent in PvP and disorients enemies in PvE
Pulse Grenade
- Deals damage in pulses. There is no falloff and Aftershock can add a pulse.
Lightning Grenade
- Deal four pulses of 100. Aftershock adds a pulse. No falloff of damage.
Magnetic Grenade
- Two explosions of 100 then 80. 65 added damage if target is stuck.
Spike Grenade
- Rapid pulses for 100 damage per second. Last 4 seconds with no falloff.
Suppressor Grenade
- Shuts down player abilities for 10 seconds. Disables enemies in PvE. Ultra
enemies are not affected.

Hunter Grenades

Incendiary Grenade
- 115 Damage initially and 5 ticks of 5 damage over 5 seconds.
Swarm Grenade
- Releases 5 seeker drones that deal 7 damage per hit. Hits twice and explodes
for 7 additional damage. Maximizes at 245 damage.
Tripmine Grenade
- This is a proximinity grenade. Explodes instantly if target is stuck.
Flux Grenade
- Deals an additional 65 damage if target is stuck.
Skip Grenade
- Four bouncing drones attack twice for 7.5 damage each then explode for another
15. Maximizes at 120 damage.
Arcbolt Grenade
- Deals 80 damage to up to three targets. Bolts may arc to additional targets.
Warlock Grenades

Vortex Grenade
- Deals damage in rapid pulses for 100 damage per second. Last for 3.5 seconds
but can be modified by Vortex Mastery to 6 seconds.
Scatter Grenade
- Detonates on impact and releases a cluster of Void bomblets.
Axion Bolt
- Releases a Void Seeker at two enemies dealing 90 damage.
Solar Grenade
- Rapid damage in pulses for 100 damage per second. Lasts 3.5 seconds and has no
falloff damage.
Firebolt Grenade
- Deals 80 Solar damage to four targets.
Fusion Grenade
- Deals 65 additional damage if the target is stickied.
Melee Abilities

Each class has a unique melee modifier as well. Titans and Hunters will lunge
forward at full distance to strike but Warlocks will only step then project a
wave of Solar or Void energy. Hunters have a unique modifier in that their
melee ability will use Knife Throw. When in close proximity for a melee attack
the knife will not be thrown and the modifier is saved. Both Titan and Warlocks
will use a regular melee attack when the modifier is down. These attacks deal
100 damage each. The Throwing Knife has a chance for precision however and can
deal 130 damage at this point.
Jumping Abilities


Each class has the ability to jump off the ground. It's a basic feature but
the classes have different secondary jumping skills. Hunters will gain the
ability to Double Jump and even Triple Jump while Warlocks and Titans have the
ability to Glide and Lift respectively through the air. It is possible to cancel
the latter, Hunters cannot cancel a Double Jump but have the benefit of being
able to rapidly change direction in mid-air. Jumping is a crafty way to get
around the terrain but in PvP you want to avoid simply jumping in the open, it
makes for an easy target.
Super Abilities

This ability is unique to each subclass and allows the Guardian to channel
raw Light into Arc, Solar, or Void energy to unleash devastating powers. They
aren't all about simply destroying your enemy, some are about aiding others and
yourself. When activated you will gain a resistance bonus, some Supers allow
persistent resistance, the Arc Blade and Radiant Skin. These abilities can take
up to 4 minutes to charge normally, though defeating enemies will decrease the
time it takes to charge, exponentially increasing for numerous kills rapidly.
Using a Super Ability to defeat an enemy will result Orbs of Light dropping
that other players can pick up. You will not be able to see these unless they
are dropped from another character. Picking these up will greatly boost your
Super Meter in comparison to just killing enemies or waiting. More Orbs of Light
can be generated if the attack defeats a Major, generally 4 instead of 1. It
takes about 6 Orbs of Light to completely refill your Super and that's wonderful
if you are in a team because you can almost cycle Supers very rapidly.
Character Stats

There are 8 different stats that you'll want to be actively aware of and have
an understanding of in order to be competent in Destiny:
Level
- While playing Destiny you'll defeat numerous enemies and earn experience. This
counts towards your overall level as you go from Level 1 to Level 20. At Level
20 you will reach what is called a "soft cap." This means that experience is
no longer the driving point of your leveling up and from here you'll need to
equip gear with Light.
Light Level
- Once you reach Level 20 the experience bar won't level you up any longer,
instead you'll receive a Mote of Light. To increase your level further you must
equip Armor with Light. Level 20 Rare Armor will max out at +15 Light, Legendary
at +27, Raid Legendary at +30, and Exotic at +30.
|||
| Light Level | Required Light |
|=============|================|
|
Level 21 |
20 Light |
|
Level 22 |
32 Light |
|
Level 23 |
43 Light |
|
Level 24 |
54 Light |
|
Level 25 |
65 Light |
|
Level 26 |
76 Light |
|
Level 27 |
87 Light |
|
Level 28 |
98 Light |
|
Level 29 |
109 Light |

|
Level 30 |
120 Light |
|_____________|________________|
Agility
- This is the primary stat of the Hunter and thus a Hunter starts with 5 points
in this stat while Titans and Warlocks start with 1. The higher this stat goes
the faster you will run and the higher you will jump. You will also accelerate
more quickly when you attempt to sprint.
Armor
- This is the primary stat of the Titan and thus a Titan starts with 5 points
in this stat while Hunters and Warlocks start with 1. Armor raises your health
with 150 Health at 1 Armor, 165 Health at 10 Armor, and with a Titan you can
reach 13 Armor to reach 180 Health. All players in the Crucible have 200
health, these stats are for PvE reference.
Recovery
- This is the primary stat of the Warlock and thus a Warlock starts with 5
points in this stat while Titans and Hunters start with 1. The higher this
stat the quicker you'll begin to regain lost health.
Discipline
- This stat can be increased with gear and each point will reduce the amount
of time it takes for your grenade to recover.
Intellect
- Raised by equipment, this stat reduces the cooldown time on your Super Ability
so you can use it more often.
Strength
- Like the other two stats, this is increased with equipment and reduces the
cooldown on the Melee Modifier.
Attack
- This stat assists with averaging out the power of a weapon. The Impact value
on a weapon sets the amount of damage, this stat acts as a modifier allowing
more or less damage based on the enemy level, except in the Crucible where
level advantages are disabled. This means that a low level weapon may have a
high Impact but a low Attack and thus deal less damage because it is not
good enough to deal damage to the enemy.
Defense
- With the four pieces of equipment you wear you'll gain a cumulative Defense
score. This reduces the amount of damage you will take from incoming attacks.
__________________________________________________________
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>
Hunter
<
/________________________________________________________\
[0201]
Gunslinger

Grenades

- Incendiary Grenade at Level 2. An explosive grenade that catches enemies on


fire, causing additional damage over time.
- Swarm Grenade at Level 7. A grenade that detonates on impact, releasing

multiple drones that seek nearby enemies.


- Tripmine Grenade at Level 18. An explosive grenade that sticks to surfaces
and detonates when enemies pass through its laser trigger.
Jumping

- Double Jump at Level 3. Jump a second time after leaving the ground.
- Better Control at Level 8. Upgrades Double Jump for better directional control
while in the air.
- Triple Jump at level 19. Upgrades Double Jump with a third jump.
- Higher Jump at Level 23. Upgrades Double Jump for even greater height.
Super

- Golden Gun at Level 4. Summon a flaming pistol that disintegrates enemies with
Solar Light. Has a recharge of four minutes and 30 seconds.
- Deadeye at Level 9. Significantly increases the accuracy of Golden Gun.
- Combustion at Level 20. Killing enemies with Golden Gun causes them to
explode.
- Gunfighter at Level 24. Reduces the cooldown of Golden Gun, allowing it to be
used more often.
Melee

- Throwing Knife at Level 5. Throw a knife from a distance.


- Circle of Life at Level 10. Killing an enemy with Throwing Knife while Golden
Gun is active extends the duration of Golden Gun. +1 Armor.
- Incendiary Blade at Level 21. Throwing Knife catches enemies on fire, dealing
additional damage over time.
- Knife Juggler at Level 25. Precision kills with Throwing Knife immediately
reset its cooldown.
Stat Modifier, Tier 1

- Path Forgotten at Level 6. Training focused on toughness and speed.


+2 Armor/Agility
- Path Forbidden at Level 14. Training focused on battle Recovery and speed.
+2 Recovery/Agility
- Path Unknown at Level 22. Training focused on battle Recovery and toughness.
+2 Armor/Recovery
Ability Modifier, Tier 1

- Scavenger at Level 11. Picking up ammo reduces the cooldown of your grenade
and Throwing Knife.
- Keyhole at Level 15. Golden Gun overpenetrates and can damage multiple
targets.
- Gunslinger's Trance at Level 26. Precision kills increase weapon Stability.
Stacks up to three times.
Stat Modifier, Tier 2

- Way of the Drifter at Level 12. Training focused on all attributes.


+2 Armor/Agility, +1 Recovery
- Way of the Fearless at Level 16. Training focused on toughness at all costs.
+5 Armor
- Way of the Nomad at Level 27. Training focused on maximum battle Recovery.
+4 Recovery, +1 Agility
Ability Modifier, Tier 2


- Chain of Woe at Level 13. Precision kills increase weapon reload speed. Stacks
up to three times.
- Over the Horizon at Level 17. Increases the range of Golden Gun. +1 Agility.
- Gambler's Dagger at Level 28. Gain an additional Throwing Knife.

Bladedancer

Grenades

- Flux Grenade at Level 2. An explosive grenade that deals additional damage


when attached to enemies.
- Skip Grenade at Level 7. A grenade that splits on impact, creating multiple
projectiles that seek enemies.
- Arcbolt Grenade at Level 18. A grenade that chains bolts of lightning to
nearby enemies.
Jumping

- Double Jump at Level 3. Jump a second time after leaving the ground.
- Higher Jump at Level 8. Upgrades Double Jump for even greater height.
- Better Control at Level 19. Upgrades Double Jump for better directional
control while in the air. +1 Recovery.
- Blink at Level 23. A short-distance teleport that replaces Double Jump.
Super

- Arc Blade at Level 4. Charge your blade with Arc Light, and consume your foes
with lightning. Has a recharge time of four minutes and 30 seconds.
- Showstopper at Level 9. A lethal area-of-effect explosion with 7-meter radius.
- Razor's Edge at Level 20. A powerful, ground-based, ranged energy wave.
- Vanish at Level 24. Cloaking effect that allows user to dissappear from sight.
Melee

- Blink Strike at Level 5. A powerful melee attack with extended range.


- Backstab at Level 10. Doubles damage when hitting targets from behind.
- Escape Artist at Level 21. Allows the user to cloak instantly after hitting a
target with Blink Strike.
- Fast Twitch at Level 25. Reduces the cooldown of Blink Strike.
Stat Modifier, Tier 1

- Path Forgotten at Level 6. Training focused on toughness and speed.


+2 Armor/Agility
- Path Forbidden at Level 14. Training focused on battle Recovery and speed.
+2 Recovery/Agility
- Path Unknown at Level 22. Training focused on battle Recovery and toughness.
+2 Armor/Recovery
Ability Modifier, Tier 1

- Fleet Footed at Level 11. Increases maximum sprint speed and extends slide
distance. +1 Agility.
- Quick Draw at Level 15. Weapons ready immediately after dealing damage with
any knife attack.
- Shadowjack at Level 26. Increases the duration of invisibility effects.

Stat Modifier, Tier 2

- Way of the Drifter at Level 12. Training focused on all attributes.


+2 Armor/Agility, +1 Recovery
- Way of the Fearless at Level 16. Training focused on toughness at all costs.
+5 Armor
- Way of the Nomad at Level 27. Training focused on maximum battle Recovery.
+4 Recovery, +1 Agility
Ability Modifier, Tier 2

- Encore at Level 13. Killing an enemy with Arc Blade extends its duration.
- Stalker at Level 17. Gain invisibility after crouching in place for a short
time.
- Hungering Blade at Level 28. Kills with Arc Blade and Blink Strike immediately
regenerate health.
__________________________________________________________
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>
Warlock
<
/________________________________________________________\
[0202]

Voidwalker

Grenades

- Vortex Grenade at Level 2. A grenade that creates a vortex that continually


damages enemies trapped inside.
- Scatter Grenade at Level 7. A grenade that splits into many submunitions and
covers a large area with explosions.
- Axion Bolt at Level 18. A bolt of Void Light that forks into smaller bolts on
impact, which seek toward enemies.
Jumping

- Glide at Level 3. Jump and then press Jump again while in the air to activate
Glide.
- Focused Control at Level 8. Upgrades Glide for better directional control
while you re in the air.
- Focused Burst at Level 19. Upgrades Glide to provide an initial boost of
speed.
- Blink at Level 23. A short-distance teleport that replaces Glide.
Super

- Nova Bomb at Level 4. Hurl an explosive bolt of Void energy at the enemy,
disintegrating those caught within its blast. Has a recharge time of four
minutes and 30 seconds.
- Vortex at Level 9. Nova Bomb creates a Vortex that continually damages enemies
trapped inside.
- Shatter at Level 20. Nova Bomb splits into three projectiles.
- Lance at Level 24. Nova Bomb travels farther and faster.
Melee

- Energy Drain at Level 5. A powerful melee attack that drains energy from

enemies and uses it to reduce the cooldown of your grenade.


- Surge at level 10. Damaging an enemy with Energy Drain increases movement
speed for a short time.
- Life Steal at Level 21. Killing an enemy with Energy Drain immediately
restores a significant portion of your health.
- Soul Rip at Level 25. Killing an enemy with Energy Drain reduces the cooldown
of Nova Bomb.
Stat Modifier, Tier 1

- Arcane Wisdom at Level 6. Training focused on battle Recovery and speed.


+2 Agility, +2 Recovery
- Arcane Spirit at Level 14. Training focused on battle Recovery and toughness.
+2 Armor, +2 Recovery
- Arcane Force at Level 22. Training focused on toughness and speed.
+2 Armor, +2 Agility
Ability Modifier, Tier 1

- Annihilate at Level 11. Increases the size of explosions created by Nova Bomb
and grenades. +1 Agility.
- Angry Magic at Level 15. Nova Bomb tracks enemies. +1 Armor.
- The Hunger at Level 26. Increases the duration of the Energy Drain effect.
Stat Modifier, Tier 2

- Ancestral Order at Level 12. Training focused on all attributes.


+2 Armor, +2 Agility, +2 Recovery
- Chaos Order at Level 16. Training focused on raw speed.+5 Agility
- Divine Order at Level 27. Training focused on toughness at all costs.
+4 Armor, +2 Recovery
Ability Modifier, Tier 2

- Vortex Mastery at Level 13. Increases the range of Axion Bolt seekers and the
duration of the Vortex effect of Nova Bomb and Vortex grenade.
- Bloom at Level 17. Enemies killed by any of your abilities explode.
- Embrace the Void at Level 28. Damaging enemies with Nova Bomb or any grenade
triggers the Energy Drain effect.
Sunsinger

Grenades

- Solar Grenade at Level 2. A grenade that creates a flare of Solar Light that
continually damages enemies trapped inside.
- Firebolt Grenade at Level 7. A grenade that unleashes bolts of Solar Light at
nearby enemies.
- Fusion Grenade at Level 18. An explosive grenade that causes bonus damage when
attached to its target.
Jumping

- Glide at Level 3. Jump and then press Jump again while in the air to activate
Glide.
- Focused Control at Level 8. Upgrades Glide for better directional control
while in the air.
- Focused Burst at Level 19. Upgrades Glide to provide an initial boost of
speed.

- Balanced Glide at Level 23. Upgrades Glide to provide bonuses to both speed
and control.
Super

- Radiance at Level 4. Fill yourself with Solar Light, dramatically increasing


the effectiveness of all your abilities. Four-minute recharge.
- Song of Flame at Level 9. While active, Radiance reduces all cooldowns for
nearby allies.
- Radiant Skin at Level 20. While active, Radiance reduces incoming damage.
- Fireborn at Level 24. Radiance can now be activated from beyond the grave.
Doing so returns you to life.
Melee

- Scorch at Level 5. A powerful melee attack that ignites enemies, causing


damage over time.
- Flame Shield at Level 10. Killing an enemy with Scorch reduces incoming damage
for a short time. +1 Armor.
- Solar Wind at Level 21. Hitting an enemy with Scorch knocks them back.
- Brimstone at Level 25. Killing adversaries with Scorch causes them to explode.
Stat Modifier, Tier 1

- Arcane Wisdom at Level 6. Training focused on battle Recovery and speed.


+2 Agility, +2 Recovery
- Arcane Spirit at Level 14. Training focused on battle Recovery and toughness.
+2 Armor, +2 Recovery
- Arcane Force at Level 22. Training focused on toughness and speed.
+2 Armor, +2 Agility
Ability Modifier, Tier 1

- Radiant Will at Level 11. Increases the duration of Radiance.


- Viking Funeral at Level 15. Enemies you ignite burn longer and take more
damage.
- Sunburst at Level 26. Killing an enemy with Scorch has a chance to generate
Orbs of Light.
Stat Modifier, Tier 2

- Ancestral Order at Level 12. Training focused on all attributes.


+2 Armor, +2 Agility, +2 Recovery
- Chaos Order at Level 16. Training focused on raw speed.+5 Agility
- Divine Order at Level 27. Training focused on toughness at all costs.
+4 Armor, +2 Recovery
Ability Modifier, Tier 2

- Touch of Flame at Level 13. All grenades ignite enemies, causing damage over
time.
- Angel of Light at Level 17. Aiming your weapon while in the air holds you in
place for a short time. +1 Agility.
- Gift of the Sun at Level 28. Gain an additional grenade.
__________________________________________________________
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>
Titan
<
/________________________________________________________\

[0203]

Striker

This subclass allows a Titan to use Fist of Havoc, enhanced melee strikes,
and Arc energy. You'll want to focus on Strength and Intellect so your
strengths are realized.
Grenades

- You get to choose one of these as your grenade modifier.


- Flashbangs are best used in PvP to blind and disorient your opponent.
- The Pulse Grenade is great for bosses in Strikes/Raids
- Lightning Grenade is harder to use but potentially better than Pulse Grenade.
- Flashbang Grenade unlocks at level 2, Pulse Grenade at level 7, and the
Lightning Grenade unlocks at level 18.
Jumping

- At level 3 you will learn Lift. This grants a Double Jump ability. You may
only choose one of the next three as a modifier.
- Increased Height is unlocked at level 8 and allows a longer Lift time.
- Increased Control unlocks at level 19, allowing for better maneuverability.
- Catapult is available at level 23 and grants an initial strong burst.
Super

- Upon reaching level 4 you will learn Fist of Havoc. This ability lets you
smash the ground and deal Arc damage. You may choose one of three modifiers.
- Aftermath is unlocked at level 9 and leaves a pulsing field after the attack
- Death from Above allows you to smash the ground like a superhero, dealing a
lot of damage and unlocked at Level 20.
- At level 24 you learn Shockwave, allowing you to fire off waves of energy.
Melee

- Storm Fist at Level 5


- Overload at Level 10. Allows a chance to auto-reset the cooldown.
- Discharge is learned at Level 21 and can allow Storm Fist to deal area of
effect damage.
- Amplify at Level 25, reduces the cooldown drastically.
Stat Modifier, Tier 1

- Titan Codex I at Level 6. +2 Armor/Recovery


- Titan Codex II at Level 14. +2 Armor/Agility
- Titan Codex III at Level 22. +2 Agility/Recovery
Ability Modifier, Tier 1

- Headstrong at Level 11. Sprinting increases the leap distance of Fist of


Havoc. +1 Agility.
- Aftershocks at Level 15. Increases the duration of Pulse Grenade, Lightning
Grenade, and Aftermath.
- Transfusion at Level 26. Kills with Storm Fist immediately trigger health
regeneration
Little is known and less is understood about the reptilian denizens of the

Black Marsh. Years of defending their borders have made the Argonians experts
in guerrilla warfare, and their natural abilities make them equally at home in
water and on land. They are well-suited for the treacherous swamps of their
homeland, and have developed natural immunities to the diseases and poisons
that have doomed many would-be explorers into the region. Their seemingly
expressionless faces belie a calm intelligence, and many Argonians are wellversed in the magical arts. Others rely on stealth or steel to survive, and
their natural agility makes them adept at either. They are, in general, a
reserved people, slow to trust and hard to know. Yet, they are fiercely loyal,
and will fight to the death for those they have named as friends. It is thought
that Argonians descended from the intelligent Hist trees of Black Marsh. The
band of mercenaries named "The Blackwood Company", is made up of mainly
Argonian and Khajiit warriors commissioned by the Emperor. Most of the
Argonians are immigrants from Black Marsh, and all are highly skilled in the
art of combat. The Blackwood Company serves as a sort of competitor of the
Fighters Guild, and are a point in the last few Fighters Guild quests. The
guild hall in Leyawiin, where they have their hist tree, imported from Black
Marsh. Hist is what all soldiers of the Company drink before doing a contract.
Argonians are the only race not to get effects from drinking hist.
Argonians, like Khajiit, were oppressed and enslaved by rich families and
primary industries in the Morrowind, the last of the provinces to have
legalized slavery. Though slavery is now illegal in Morrowind, House Dres
still practices it. Racism is also strong against Argonians, as with all of the
beast-races.
Despite both being seen as beast-races, and a sharing a history of oppression
from the men or mer races there is strong racial dislike between both the
Argonians and the Khajiit. Members of both races commonly see the other as
vastly inferior to themselves. If it were not for the lands of the Imperial
held Niben Bay, that seperates the lands of Black Marsh and Elsweyr, it is
very likely that both races would have gone to war with each other long ago.
_______
| _ \
|. 1 /
|. _ \
|: 1
\
|::.. . /reton
[02.02.00]
+`-------'--------------------------------------------------------------------+
Bonus skills: +10
+ 5
+ 5
+ 5
+ 5
+ 5

Conjuration
Illusion
Speech
Alchemy
Alteration
Restoration

Power: Dragonskin - You absorb 50% of the Magicka from incoming spells for
60 seconds.
Racial Abilities: 25% Magic Resistance
Bretons are the human descendants who hail from the province of High Rock.
According to the Third Pocket Guide to the Empire, they have descended from the
people of Nede and Aldmer. The Aldmer thought of making a superior race with
their own "Elder", or "Superior", blood, by mating with other races. The
Bretons are sometimes called "Manmeri" because of this.
They are pure spell weavers and are advanced in all the Arcane arts. While

lacking in physical skill, they make up for it in their ability to resist and
cast spells that overwhelm most people. They are united in culture and
language, but are divided politically. Their origins can be traced to the
First Era of Tamriel's history, when the Aldmer intermingled extensively with
the Nedic people. This mostly happened during the period in the first Era when
Mer held Men as slaves, which lead to masters impregnating their female
captives. Bretons are tall, dark haired, people. They are highly intelligent,
willful, and have an outgoing personality. It is said that Bretons are weaned
on magic, for it seems to suffuse their very being. Intermingling with Elven
blood has given Bretons an affinity for magic, though hardiness is also part
of their heritage. Breton culture operates under the Feudal system, and their
society is agrarian and hierarchical.
Passionate, eccentric, poetic, flamboyant, intelligent, and willful, the
Bretons feel an inborn, instinctive bond with the mercurial forces of magic and
the supernatural. Many great sorcerers have come out of their home province of
High Rock, and in addition to their quick and perceptive grasp of spellcraft,
enchantment, and alchemy, even the humblest and least prominent Breton can
boast a high resistance to destructive and dominating magical energies within
their universe.
The main religion in High Rock is the worship of the Nine Divines, however
some Bretons still worship the gods of their Elven ancestors.
______
| _ \
|. | \
|. |
\
|: 1
/
|::.. . /ark Elf
[02.03.00]
+`------'---------------------------------------------------------------------+
Bonus skills: +10
+ 5
+ 5
+ 5
+ 5
+ 5

Destruction
Illusion
Sneak
Alchemy
Alteration
Light Armor

Power: Ancestor's Wrath - Creates a Flame Cloak that does 10 damage to nearby
foes for 60 seconds.
Racial Abilities: 50% Fire Resistance
The Dunmer, more commonly referred to as Dark Elves, are the dark skinned
elves originally from the province of Morrowind. They have red, glowing eyes
and their skin tones vary from green to grey, and even light blue. They are
known to be extremely strong, intelligent, and very quick, but are said to be
ill favoured by fate. Their combination of powerful knowledge learned from
centuries past and strong, agile physique make them superior warriors and
sorcerers of great and powerful magic. On the battlefield, Dunmer are known
for their skill with a balanced use of the sword, the bow and destruction magic.
Offensive Spells seem to prove worthy alongside a spellcasting Dunmer in battle.
In character, they are grim, aloof, and reserved, keeping to themselves as
much as possible. They are just as distrusting and disdainful of other races
as they are to other Dark Elves. The Dunmer and their national character
embrace these various connotations with enthusiastic behaviors. In the Empire,
'Dark Elf' is the common used term used by any humanic race, but in their
homeland; Morrowind, and among their Aldmeri brethren, they are known as Dunmer.

In Morrowind the main religion is the worship of the Tribunal Temple but a
large number of Dunmer also worship Daedric deities. They see Malacath and
Boethia as primary Daedric deities, and their lack of proper social behaviors
links them to their dark worshipping of the gods. The commoners ban their
behaviors with harsh distrust. The lack of proper etiquette among these
dark-skinned elves make them far inferior in the eyes of an Imperial.
Originally the Dunmer were Chimer, however, they were changed by Azura after
the Tribunal Temple's betrayal of Indoril Nerevar.
___ ___
| Y |
|. 1 |
|. _ |
|: | |
|::.|:. |igh Elf
[02.04.00]
+`--- ---'--------------------------------------------------------------------+
Bonus skills: +10
+ 5
+ 5
+ 5
+ 5
+ 5

Illusion
Conjuration
Destruction
Restoration
Alteration
Enchanting

Power: Highborn - For 60 seconds, you regenerate 25% of your maximum Magicka
each second.
Racial Abilities: +50 Magicka
The Altmer, or High Elves, are a race of elves that inhabit parts of Tamriel.
They hail from the Summerset Isle and are primarily known for their enhanced
magical abilities.
As a race, the Altmer strive to maintain the appearance of their ancestor
race, the Aldmer, primarily through highly selective traditions surrounding
marriage and reproduction. They are among the tallest of the humanoid races,
taller than most humans and even most other meri races. Their skin maintains a
very pale gold hue, not quite the pale white of the northern human races such
as Nords or Imperials, but far lighter than the Bosmer. They are slender, with
prominently pointed ears and almond-shaped eyes.
On average, Altmer are of smaller build than humans, and thus generally not
as strong. Their tall stature also makes them less agile than their Bosmeri
cousins. However, Altmer are among the most intelligent and magically-inclined
races on Nirn, surpassing even the Bretons in magical aptitude. This strong
tie to Magnus, the god of magic, has the unfortunate side effect of opening
Altmer up to magical attacks more than most other races. To their benefit,
however, their years of selective breeding have also provided them with a
strong resistance to diseases, nearly matching that of the Argonians.
___
| |
|. |
|. |
|: |
|::.|mperial
[02.05.00]
+`---'------------------------------------------------------------------------+
Bonus skills: +10 Restoration

+
+
+
+
+

5
5
5
5
5

One-Handed
Destruction
Block
Heavy Armor
Enchanting

Power: Voice of the Emperor - Calms nearby people for 60 seconds.


Racial Abilities: Gold can be found in every container
Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials
are well-educated and well-spoken. Imperials are also known for the discipline
and training of their citizen armies. With this they were able to fight off the
Redguard and control most of Tamriel. Though physically less imposing than the
other races, the Imperials have proved to be shrewd diplomats and traders, and
these traits, along with their remarkable skill and training as light infantry,
have enabled them to subdue all the other nations and races, and to have
erected the monument to peace and prosperity that comprises the Glorious
Empire. Imperials have a grudge on the Khajiit. The Imperials control most
ports in Tamriel and are similar in appearance to Bretons despite their darker
skin color.
The Imperials forcibly took control of Tamriel under the leadership of Tiber
Septim, all provinces of Tamriel were brought under Imperial rule by force
except for Morrowind, they were brought in by treaty, so they are allowed most
of their privileges they had before hand
Bonus skills: +10
+ 5
+ 5
+ 5
+ 5
+ 5

Sneak
One-Handed
Lockpicking
Pickpocket
Alchemy
Archery

Power: Night Eye - Improved night vision for 60 seconds


Racial Abilities: 4x Unarmed Damage
The Khajiiti race is made up of several subtypes with very distinct
appearances. All Khajiit are feline in appearance, placing them among the group
known as "beast races" by the human and mer inhabitants of Tamriel. The exact
appearance of a particular Khajiit is determined primarily by the phases of the
moon at the time he or she was born. According to recent studies in Elsweyr,
it appears that the phases of the moon Massar determine the primary form,
ranging from humanoid to resembling a domesticated cat; the phases of the moon
Secunda determine the relative size. Some scholars have claimed as many as
twenty different subtypes, but only about a dozen have been identified and
named to date.
Outside of Elsweyr, only one or two subtypes of Khajiit are typically seen in
a given area. The Ohmes-raht make up most of the Khajiit in human inhabited
regions, such as Cyrodiil and High Rock. They also strongly resemble humans,
with light fur and a noticeable tail. A smaller subtype, the Ohmes, appear
almost identical to Bosmer, and those living outside of Elsweyr often tattoo
their faces to distinguish themselves from the mer. The Suthay-raht, and their
smaller cousins the Suthay, are more feline like, but still clearly humanoid
and bipedal. They have more variety in their fur and facial features, and make
up most of the Khajiit found in Morrowind.
Visitors, or more likely intruders, to Elsweyr often encounter the Cathay

and Cathay-raht, which are often described as "jaguar men". These are still
bipedal, but very feline in appearance, and much stronger and faster than
humans or mer. The popular series A Dance in the Fire depicts multiple
encounters with these Khajiit, which appear to make up much of the Khajiiti
army and defense forces. They are described as having "pointed ears, wide
yellow eyes, mottled pied fur and a tail like a whip", and have at least basic
powers of speech. There is a fourth bipedal form, the Tojay and Tojay-raht,
but little is know of them, as they tend to live deep in the southern marshes
and forests.
______
| _ \
|. | |
|. | |
|: | |
|::.| |ord
[02.07.00]
+`--- ---'--------------------------------------------------------------------+
Bonus skills: +10
+ 5
+ 5
+ 5
+ 5
+ 5

Two-Handed
One-Handed
Block
Smithing
Speech
Light Armor

Power: Battle Cry - All nearby foes flee for 30 seconds


Racial Abilities: 50% Frost Resistance
The Nords are a tall and fair-haired people from Skyrim who are known for
their incredible resistance to cold and even magical frost. They are
enthusiastic warriors, and act as soldiers and mercenaries all over Tamriel.
Eager to augment their martial skills beyond the traditional methods of Skyrim,
they excel in all manner of warfare. They thrive in the cold, reminiscent of
their native Atmora, and are known as a militant people by their neighbours.
Nords are also natural seamen, and have benefited from nautical trade since
their first migrations across the sea from Atmora. They captain and crew the
merchant fleets of many regions, and may be found all along Tamriel's coasts.
_______
| _ |
|. | |
|. | |
|: 1 |
|::.. . |rc
[02.08.00]
+`-------'--------------------------------------------------------------------+
Bonus skills: +10
+ 5
+ 5
+ 5
+ 5
+ 5

Heavy Armor
One-Handed
Block
Smithing
Two-Handed
Enchanting

Power: Berserk - For 60 seconds, you take half damage, and inflict double
damage in melee combat
Racial Abilities: None
The Orsimer, commonly known as Orcs are the sophisticated barbarian peoples

of the Wrothgarian Mountains, and Dragontail Mountains. Though they are common
in the walking city of Bosmer kings, Falinesti, and in other great cities
throughout Tamreil. They are in-fact elves or mer, hence the name Orsimer, it
means 'Pariah Folk'. They are noted for their unshakeable courage in war and
their unflinching endurance of hardships. In the past, Orcs have been widely
feared and hated by the other nations and races of Tamriel, but they have
slowly won acceptance in the Empire, in particular for their distinguished
service in the Imperial Legion. Orcish armorers are prized for their
craftsmanship, and Orc warriors in heavy armor are among the finest front-line
troops in the Empire and fearsome when using their Berserker Rage. Most
Imperial citizens regard Orc society as rough and cruel, but there is much to
admire in their fierce tribal loyalties and generous equality of rank and
respect among the sexes. In the middle of the Merethic Era, the Orsimer and
their leader Trinimac tried to halt the movement of Prophet Velothi and the
Dark Elves. The Daedric Prince Boethiah ate Trinimac, corrupting his body and
spirit and he emerged as Daedric Prince Malacath. All of the Orsimer people
were also changed into what they are now known as, the Orcs.
_______
| _ \
|. l /
|. _ 1
|: | |
|::.|:. |edguard
[02.09.00]
+`--- ---'--------------------------------------------------------------------+
Bonus skills: +10
+ 5
+ 5
+ 5
+ 5
+ 5

One-Handed
Archery
Block
Smithing
Destruction
Alteration

Power: Adrenaline Rush - You regenerate Stamina 10 times faster for 60


seconds.
Racial Abilities: 50% Poison Resistance
Redguards hail from the province of Hammerfell. They are a stocky, powerful
race that are known to be extremely quick and hardy. Legend has it that
Redguards are innately more proficient at weapons than any other race. They are
excellent in all arts concerning blade and shield. They are descended from a
long line of warriors and mystic seers.
The most naturally talented warriors in Tamriel, the dark skinned, wiry
haired Redguards of Hammerfell seem born to battle, though their pride and
fierce independence of spirit makes them more suitable as scouts or skirmishers,
or as free ranging heroes and adventurers, than as rank and file soldiers. In
addition to their cultural affinities for many weapon and armor styles,
Redguards are also blessed with hardy constitutions and quickness of foot.
The main religion of Hammerfell is a type of religion mixed between ancestor
worship and a nine divines type religion. According to Trayvond the Redguard,
in Hammerfell, they "don't much like spellcasters, because Wizards steal souls
and tamper with minds. If you use magic, you're weak or wicked." They
particularly hated Conjuration, relating it to Necromancy and Mysticism
because it messed with the mind. However, he does mention that he and other
Redguards were fond of Destruction spells -- suiting their culture well.

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