Argonians, the light-footed lizardmen of Black Marsh, make perhaps the best thieves of all the races due to their stat bonuses. Argonians have the perfect physique and for the Black Marsh, as their homeland consists entirely of muddy swamp and Hist trees. Argonians exhibit both lizard and amphibious details. They obviously have scaly skin, and they have gills behind their ears, making them not only dangerous upon land but highly dangerous off land as well. They have also shown immunities to disease and poison, creating quite a difficult opponent no matter who you are.
Unfortunately Argonian's haven't had the best of times as due to being a bestial race, they have fallen victim to slavery along with their feline counterparts, the Khajiit. These days the majority of this bestial race have broken free of this due to it being illegal in most parts of Tamriel. Morrowind were in fact allowed to keep their views upon slavery but that was changed when King Helseth abolished slavery due to political and moral reasons. Now the race have become known to produce exceptional talent, especially within the mages and thieves guild. Yet many still remain within slavery and due to all of this, Argonian's are looked poorly upon by the other races.
An Argonian's personality is a tricky one to depict, as their facial expression never changes. The male phase of the race are aggressive, showing traits of speed, stealth and agility. This is quite opposite of the female phase, which have shown a high amount of intellect and a gift for the magical arts. Argonian's somewhat hide their feelings and emotions from strangers, acting upon the border of timid and weary. However when it comes to friends then they are fiercely loyal.
It has been argued many times about how to play as an Argonian and what they are best at. The best way to describe them are "All rounders", what this means is that they will fit in as any class you choose and can prove to either be easy or hard when levelling and progressing through the games. Their skills also suggest the "all rounder" ability mainly due to Argonian's getting bonuses in all three specialisations, combat, magic and stealth. This ultimately leaves the player a complete freedom of choice and the only other two races that allow this kind of freedom are Imperial and Dunmer. This doesn't mean the other races can't be chosen to become another specialisation but to integrate a combat orientated race to a steath one, well then you are asking for a challenge.
To be filled in once all information has been collected. Please check back in a few days, thank you.
Stats of The Elder Scrolls races are best shown within a table comparison from both the games of Morrowind and Oblivion. It will give an understanding of the changes made between the games but also an easier outlook.
 Statistics Explanation
As you can already see there are plenty of difference between both games. Firstly I should explain that Morrowind uses twenty seven skills overall within the game, which was later cut down to twenty one due to the developers grouping together certain skills. For example: In Morrowind there are two blade skills, Long Blade and Short Blade. These were simply grouped together to form the skill, Blade within Oblivion. Among that, Morrowind allows you to choose ten skills total that will affect your levelling throughout the game. Five major skills and five minor. Oblivion only allows the choice of seven.
Another difference being the skills chosen for the bonuses. Lastly the special abilities, although similar, you can see that "Thunder Fist" has been removed from Oblivion and in its place the Nords have been given a greater power to cast frost at their enemies and freeze them like they should.
 Traits Breakdown
Upon a race you will ever only come across three types of magicka, a spell, a power and an ability. The rest you will collide with once you progress through the games. Below are brief explanations of the three.
Ability = Good or Bad, they are constant throughout the game like a switch that won't turn off. They can be counteracted once you are a higher level within the game but abilities can carry weaknesses which can hinder a low level player.
Power (Known as Greater Power in Oblivion) = Just like a superhero, you have a power. A power is stronger than a normal spell but they can only be cast once every 24 game hours, use them wisely.
Spell = The traditional and usual form of magicka, spells have a time limit and come in different variations of power.
 On Morrowind
- Argonian Breathing: Spell - Water Breathing for 120 seconds Cost: 5pts Magicka (CS ID:argonian breathing)
- Immune to Poison: Ability - Resist Poison 100% (CS ID: immune to poison)
- Resist Disease: Ability - Resist Common Disease 75% (CS ID: resist disease_75)
 On Oblivion
- Water Breathing: Ability - Water Breathing on Self (Form ID:00047ACE, CS ID: AbRaceArgonianWaterBreathing)
- Immune to Poison: Ability - Resist Poison 100% (Form ID:00047ACD, CS ID: AbRaceArgonianResistPoison)
- Resist Disease: Ability - Resist Common Disease 75% (Form ID:00047ACE, CS ID: AbRaceArgonianResistDisease)