Elder Scrolls Online 101


ESO 101
The Elder Scrolls online MMO can be very overwhelming when first starting out with all the classes, skills and builds guides available, it’s easy to get lost and never find your way out. This guide is designed to help those just starting out or players that just need a better understanding of how things work within the massive world of ESO. This guide will offer some insights into why people make the gear and skill choices they make. It should be said that this guide will offer no specific builds as they change quite a bit from patch to patch, but simply suggestions on what to look for when selecting gear and skills. It is also important to keep in mind that any role can be done by any class, but there are some clear choices that are better than others if you want to min / max and play the META game. The effectiveness of the build you choose will be limited by your knowledge of your character’s skills, your skill in the game, and knowledge of game mechanics. Ultimately, the choices are yours and this guide will help you understand how you can tweak your build to help you cover up some of the weaknesses in your play and emphasize the strengths.
Tables on Contents
1. ESO Roles
When playing ESO group content character roles are defined in three ways.
Damage dealers (DPS): These characters primary role is to deal damage. Also provide the group with buffs and synergies when possible.
Healers: Primarily used to heal other members of your party. Also provide the group with buffs and synergies, when possible, Debuff enemies and provide any secondary damage when possible.
Tanks: Hold the attention of enemies for damage to kill. Also provide the group with buffs and synergies when possible, Debuff enemies.
Skills in the game take on a few different forms. It is important to understand what exactly the skill does so that you can understand when to use each skill.
Single target: These skills affect one target for a described amount of time.
Area of Effect (AoE): These skills will hit multiple targets within a certain range.
Damage Over Time (DOTs): These skills will hit one target multiple times over the duration of the skill.
Area of Effect Damage Over Time (AoE DOTs): These skills will hit multiple targets within a certain range for the duration of the skill.
Damage Shields: These skills will absorb a determined amount of incoming damage over the duration of the skill.
Buffs: These skills will increase stats for yourself and/or your party for the duration of the skill.
Debuffs: Decrease the stats of enemies for the duration of the skill.
Taunts: Hold the attention of enemies for 15 seconds.
1a. Healer
Healing skills are primarily magicka based. The amount of healing you do will be based on your maximum magicka, spell critical, and spell damage. As a healer your job is to the following:
Keep the Group Alive! Above all else, this is the most important. Maintaining your AoE healing skills and keeping your group’s health at max is your job. (often over healing will buff your group depending on the gear set you have equipped).
Understand Mechanics! Understanding enemy attacks is important so that you can anticipate large damage spikes so you can prepare for them then react when they happen. Rather than relying on a skill rotation, healing is much more about group maintenance and reacting to mechanics.
Communicate with your group! Be sure to reposition yourself or the group if they are not within your healing range. Communicate with your tank to understand when the tank will be moving enemies so that your team can move accordingly. (If a group is stacked or close together casting HoTs will help you save on magicka and allow you to do some damage to enemies if possible).
Buff your team/Debuff the enemies! Once you are comfortable with your group healing, you can use your skills to boost the damage and resistances of the group, and decrease the damage and resistances of enemies.
Stay alive! This goes along with understanding mechanics. Know where to stand in a fight, and communicate with your team when you are moving to avoid damage.
1b. Tank
Tanks rely on all three resources (Health, Magicka, Stamina). They rely on health to take big hits from enemies, magicka to apply self-buffs, and stamina to block attacks. Tanks are typically the only member of a team that uses a taunt ability. Unlike other MMORPGs, there are no AoE taunts available. There are four ways to taunt enemies:
Puncture- One hand and Shield skill line
Inner Fire- Undaunted skill line
Ice Staff heavy attacks (popular back bar choice for all tanks, watch over taunting the enemy I suggest addons to keep track of taunted enemies)
Shield Charge- One hand and Shield skill line (Only while wearing the Tormentor gear set from Banished Cells)
Tank Responsibilities
Maintain ‘aggro’! The most important thing is to taunt the large enemies and turn them away from the other members of the group. Taunts are on a 15 second timer and should be reapplied before the timer runs out. Losing ‘aggro’ often means one or all of your team dying.
Position Enemies: Make sure to keep large and heavy hitting enemies faced away from your group. Also, understand the mechanics of a fight and understand when a boss moves and when additional enemies spawn so that you can move them to you.
Maintain your Buffs/Debuffs on Enemies! Maintaining your buffs can provide survivability for yourself, and your group. Maintaining debuffs on enemies prevent them from dealing extra damage and allows your group to do more damage to them.
Interrupt Casted Attacks! Some attacks can be interrupted by shield bashing as well as other skills. This is important as these attacks usually hit your group very hard.
Stay Alive! Understanding fight mechanics, knowing where to stand, and knowing when and where to move will help you with this.
1c. Damage Dealer(DPS)
DPS characters are based as either stamina or magicka. The resource that your skill consumes will dictate the damage you can do.
DPS Responsibilities
Do Damage! It sounds simple, but the difference between a good and a bad damage dealer will strictly depend on their skill rotation. Maximizing your damage is reliant on maintaining your AoE and DoT skills and using your single target skills in between recasting(This is called light weaving please take a look at this video for detailed information on how to light weave: https://www.doomagaming.com/guides-animation-guides ). This comes through practice. Doing damage is 30% gear and skills, and 70% practicing your rotation.
Understanding mechanics! Pay attention to the enemies. Try to remember their attacks and understand when to expect to take damage so that you can move away or block the enemy’s attacks. Never stand behind the tank, always stand beside or in front of your healer.
Stay alive! This goes along with understanding mechanics. Make use of your mobility and damage shields to stay alive. Rely on yourself to stay alive and don’t automatically point the finger at your healer in group content.
1d. Solo Play
You can complete solo activities in ESO by Questing and Main Story and Side Story content. ESO is part of the Elder Scrolls universe, but takes place before Oblivion and Skyrim, so there's plenty to explore that will feel new while also being connected to your experiences in other Elder Scrolls game. The different type of quests and stories include:
Daily Missions
Chapter Quests (I.E. Blackwood, Greymoor)
Main Faction Quests
The Main Story Quest
Most of these are extremely easy and can be completed regardless of your level or build. Most major quests also include some fairly nice rewards including a big chunk of Experience, Skill Points, Gold and even Set Pieces or other sellable items which also makes them well worth completing.
Delves and Such
Delves are the easiest form of "Dungeons" in ESO. In most cases a Delve is simply a cave or mine, often with a small, circular map, with a few dozen enemies that you can easily defeat in just a few minutes. Every Delve has a Boss which is just slightly more difficult than a normal enemy as well as a skyshard to help you gain skill points. Delves also give you a good chunk of experience for defeating the boss which makes them well worth completing even if they are easy. Then you have Public Dungeons which are just a step above Delves in terms of difficulty. Public Dungeons generally are larger in scale, have more enemies grouped closer together and can have multiple Bosses in different locations. There is also the usual skyshards, treasure chests and so and often a unique quest as well, all of which make them worth exploring and completing when you have a few free moments in ESO.
Solo Arenas
The Elder Scrolls Online has two challenging Solo Arenas including Maelstrom Arena and Vateshran Hollows Arena. These arenas have both a Normal and Veteran mode to choose from which scales their difficulty accordingly. The normal mode is of course much easier and can be completed with most basic builds while the Veteran mode is quite a bit more challenging and takes a solid build as well as an experienced player to complete. In terms of rewards, both normal and veteran Solo arenas offer strong and unique Item Sets as well as some of the Best in Slot weapons in the game. I encourage new and experienced players alike to work through the Solo Arenas in ESO. Not only will mastering these experiences increase your overall skill at the game but you can earn some pretty nice rewards.
The Maelstrom Arena is located at the north east corner of the Wrothgar map in the Orsinium DLC pack.

For a full complete guide from alcasthq please click here
Vateshran Hollows Arena is located in the Southern area of the area zone: The Reach.

For a full complete guide from Doomagaming aka The Game Room please click here
2. Magicka and Stamina
Magicka and Stamina are resources that your characters use to cast abilities, sprint and dodge roll etc. With the introduction to Hybrid gameplay and sets recently there are NOW builds out there that allows you to play damage and Heal at the same time, however I would only advise that advance players attempt these builds as knowledge of the in and outs of skills and other intricacies are needed to successfully pull it off.

This is an example of a Sorcerer skill called Bound Armor. From the tool tip you can see this Skill cost 3926 Magicka to cast while increasing your Max Magicka pool by 5%. Keep in mind the more Magicka you have the more Magicka you will receive from this 5% bonus. To calculate spell power use this simplified formula:
Max Magic *divided* by 10.5 *plus* Spell damage = True Spell Damage
As you can see, the more Magicka you have in your pool, the higher your damage output.
Stamina
Max Stamina divided by 10.5 plus Weapon Damage = True Weapon Damage
Let's assume I put all points in stamina so I have 30000 stamina, 2500 weapon damage. My true weapon damage is around 5300. If I go mixing around between stamina, magic and health and end up with 20000 stamina and 2500 weapon damage my true weapon damage is around 4400. A lot less.
3. Understanding Buffs and Debuffs
Below you can find a list of all the Major and Minor buffs and debuffs that exist in ESO. There are also a few other named buffs and debuffs that are listed that aren't within the Major and Minor system. Most of the buffs and debuffs a player has access to are placed within the Major and Minor system. Major being the bigger value than Minor. You can find a more in depth description of how these buffs and debuffs interact with each other in the bottom part of this page. it is important to understand that you can't stack two of the same Major or Minor buffs. For example if you use Unstoppable Brute in combination with Volatile Armor, you will only gain the Major Resolve buff once and not twice, because the same Major buff doesn't stack. However, combining Major Resolve and Minor Resolve will work, because you can combine a Major and a Minor of the same buff or debuff. For example, you could use Volatile Armor in combination with Combat Prayer and gain both Major Resolve and Minor Resolve.
Same Major categories don't stack: Major Resolve + Major Resolve = Doesn't stack.
Different Major categories stack: Major Resolve + Major Evasion = Does stack.
Major + Minor categories stack: Major Resolve + Minor Resolve = Does stack.
Same rules apply for the Minor categories.
Unique buffs and debuffs do stack with Major and Minor buffs and debuffs.
You can have multiple Major and Minor buffs and debuffs of different types active at the same time.
4. Understanding Gear Sets / Proc Sets
Proc sets are always the topic of discussion in both PVP and PVE in ESO. As of late Proc sets and gear sets have gone through many changes and can be difficult to keep up with. I will explain how proc sets work and will keep the guide update and new updates roll out on the live server.

Both Weapon and Armor Sets have bonuses, which is what makes them so strong and unique. It can range from maximal 2 Bonuses up to a maximum of 5 Bonuses. If you are looking for something specific you might want to check ESO-Sets.com.
Traits
Weapons, armor and jewelry can come in 9 different traits each. A trait is a special bonus that is usually already on an item, and in most times randomly applied, or is either added specifically on crafted weapons, armor or jewelry. You can change the trait of an item by using a Transmutation station if you have access to one via your guild or a friend’s house, or in the Clockwork City DLC. Be aware though that you need to have researched the trait of what you want to change and trait changing will lock the item to your account. The quality of an item improves the trait and makes it stronger, so a Common quality item will have a lesser percentage value of the item than the Legendary upgrade.
Weapon Traits
Charged - Increases chance to apply Status Effects
Decisive - Chance to gain 1 additional Ultimate anytime that Ultimate is gained:
Defending - Increases total Armor/Armor Penetration
Infused - Reduces enchantment's cooldown by 50% / Increase Weapon Enchantment
Nirnhoned - Increases Weapon Damage
Powered - Increases healing done
Precise - Increase Weapon and Spell Critical values by:
Sharpened - Increase Armor and Spell Penetration
Training - Increases experience gained from kills
Armor Traits
Divines - Increases Mundus Stone effects
Impenetrable - Reduces item's durability damage 50% / Increases Critical Resistance
Infused - Increase Armor Enchantment effect
Invigorating - Increases Magicka, Stamina and Health Recovery
Nirnhoned - Increases Spell Resistance/Physical Resistance
Reinforced - Increases this item's Armor value
Sturdy - Reduces Block cost
Training - Increases experience gained from kills
Well-Fitted - Reduces the cost of Roll Dodge and Sprint
Jewelry Traits
Arcane - Increases Maximum Magicka
Bloodthirsty - This trait grants up to 350 Weapon and Spell Damage against targets under 90% Health, scaling linearly per 1% missing Health
Harmony - Increases damage, healing, resource restore, and damage shield strength of synergies you activate
Healthy - Increases Maximum Health
Infused - Increases jewelry enchantment effectiveness
Protective - Increases Spell Resistance and Physical Resistance
Robust - Increases Maximum Stamina
Swift - Increases Movement Speed
Triune - Increases Health, Magicka and Stamina
Weapon Sets
There are currently 6 Weapon Skill lines in the game;
Two-Handed
One-Handed and Shield
Dual Wield, Bow
Destruction Staff
Restoration Staff
Every weapon that occupies two slots in the character screen (Two-Handed, Bow, Destruction Staff and Restoration Staff) counts as two bonuses. It’s also worth noting that shields do not count as weapons, but count as armor.
Amor Sets
Armor is currently available in 3 different weights: Light, Medium and Heavy Amor. Each weight has its own skill line and profits from various Passive Abilities, too. Light Armor utilizes Magicka, whereas Stamina setups benefit the most from Medium Armor and tanks usually want to use the Heavy Amor skill line. Even your Champion Points can influence the type of armor you are wearing. One of few exceptions are the so-called Monster Sets. These are available as Head and Shoulder slot only. The helmet drops from veteran dungeons at the endboss and the shoulder drops from the respective chest at the Undaunted Enclave (consumes 5 Undaunted key). If you want to know more about it, check out this page about Monster Sets. It will show you the bonuses, the location where it drops and from which chest.
Jewelry Sets
Before Summerset was released in 2018 it was not possible to get Jewelry Sets for crafted sets, but with that chapter (which is now a DLC) Jewelry Crafting was first introduced. So, aside from the jewelry that can already drop in the game from Overland, dungeons and trials or is being sold by various vendors, you are now able to craft jewelry for gear sets that can be crafted.
Additionally you can now upgrade the quality of a piece of jewelry and change its trait at a Transmutation station, if you have the trait researched.
5. Synergies
So what are synergies in ESO? Whether you PvE or PvP, you've probably noticed that pop-up on the bottom middle of your screen every time you're near a certain skill that someone else has casted in the group or in some cases a couple of things that may have come from yourself!
Generally speaking, you cannot synergize off of the skills you cast but you can synergize off of the skills of other players should they provide synergies. The only three exceptions to this rule of thumb are the item set Haven of Ursus, the monster set Lady Thorn and the Necromancer skill Avid Boneyard.
DRAGONKNIGHT CLASS SKILLS
Standard (Both Morphs) gives 1 synergy to 1 person in its vicinity.
Talons (Both Morphs) gives 1 synergy (provided non-flying/non-immune targets are actually immobilized) to 1 person nearest to them.
SORCERER CLASS SKILLS
Storm Atronach (Both Morphs) gives 1 synergy to 1 person near it.
Lightning Splash (Both Morphs) gives 1 synergy to 1 person in its area.
NIGHTBLADE CLASS SKILLS
Consuming Darkness (Both Morphs) gives 2 synergies to 2 different individuals per cast.
Soul Shred (Both Morphs) gives 2 synergies to 2 different individuals per cast.
TEMPLAR CLASS SKILLS
Spear Shard (Both Morphs) gives 1 synergy to 1 person per cast (shares cooldown with Orbs post-Morrowind patch).
Nova (Both Morphs) gives 1 synergy to 1 person nearest to the center per cast.
Cleansing Ritual (Both Morphs) gives 1 synergy to up to 6 different individuals per cast.
WARDEN CLASS SKILLS
Healing Seed (Both Morphs) gives 1 synergy to 1 person per cast in its area.
Frozen Retreat (morph of base skill Frozen Gate) gives 1 synergy to 1 person per portal.
NECROMANCER CLASS SKILLS
Boneyard (Both Morphs; Avid Boneyard can be self-synergized by its original caster) gives 1 synergy to 1 person per cast within its area.
Agony Totem (morph of base skill Bone Totem) gives 1 synergy to 1 person per cast within its area.
UNIVERSAL SKILLS
Blood Altar (Both Morphs) gives 1 synergy to up to 12 people per cast (the caster does not get the synergy of their Altar).
Trapping Webs (Both Morphs) gives 1 synergy to 1 person per cast; this synergy only appears to 3 people at a time at a certain distance away from the landing location.
Inner Fire (Both Morphs; Inner Rage guarantees the synergy) can give 1 synergy to 1 person per cast.
Bone Shield (Both Morphs) gives 1 synergy to 1 person per cast but the shields resulting from the skill being synergized shields a total of 6 people including the synergizer and the people who are shielded are put on cooldown for this synergy.
Necrotic Orb (Both Morphs) gives 1 synergy to up to an unlimited number of people per cast.
Howl of Despair (morph of Werewolf base skill Piercing Howl) gives 1 synergy to up to 12 people per cast.
Haven of Ursus (Item Set) gives 1 synergy to 1 person per proc, can be self-synergized by its wearer.
Lady Thorn (Item Set) gives 1 synergy to 1 person per proc, can be self-synergized by its wearer.
6. ESO Buffs and Debuffs
Welcome to the ESO Buffs and Debuffs Guide. Below you can find a list of all the Major and Minor buffs and debuffs that exist in ESO (Elder Scrolls Online). There are also a few other named buffs and debuffs that are listed that aren't within the Major and Minor system. Most of the buffs and debuffs a player has access to are placed within the Major and Minor system. Major being the bigger value than Minor. You can find a more in depth description of how these buffs and debuffs interact with each other in the bottom part of this page.
it is important to understand that you can't stack two of the same Major or Minor buffs. For example if you use Unstoppable Brute in combination with Volatile Armor, you will only gain the Major Resolve buff once and not twice, because the same Major buff doesn't stack. However, combining Major Resolve and Minor Resolve will work, because you can combine a Major and a Minor of the same buff or debuff. For example, you could use Volatile Armor in combination with Combat Prayer and gain both Major Resolve and Minor Resolve.
Same Major categories don't stack: Major Resolve + Major Resolve = Doesn't stack.
Different Major categories stack: Major Resolve + Major Evasion = Does stack.
Major + Minor categories stack: Major Resolve + Minor Resolve = Does stack.
Same rules apply for the Minor categories.
Unique buffs and debuffs do stack with Major and Minor buffs and debuffs.
You can have multiple Major and Minor buffs and debuffs of different types active at the same time.
ESO BUFFS AND DEBUFFS - THE MAJOR AND MINOR SYSTEM LIST
7. Races & Racial Passives Benefits
There are a total of 10 different ESO races available. The ESO races guide should help you determine what kind or race you want to pick. Each of the races in ESO has different and unique racial passives that we will explain in this article. There are a total of three Alliances in the Elder Scrolls Online, each of those have different races. We will also explain what race you preferably should choose for which setup. Racial passives in ESO are very important. There is also a way to unlock all races for any Alliance.
Breton Race
Breton racial passives have a strong focus on magicka. Increased max magicka, increased spell resistance and magicka ability cost reduction makes them a good magicka based race often used on magicka damage dealers and healers.
Opportunist – Increases your Alliance Points gained by 1%.
Gift of Magnus: Increases your Max Magicka by 2000.
Spell Attunement: Gain 2310 Spell Resistance and 130 Magicka Recovery.
Magicka Mastery: Reduces the Magicka cost of your abilities by 7%.
Redguard Race
Redguards are the masters of sustain. Their cost reduction passive on all weapon abilities and their Adrenaline Rush passive increase your sustain more than any other race. It can also be wise to use a more weapon abilities focused setup as a Redguard to benefit from the cost reduction even more. Also do not forget, the cost reduction also affects your weapon type ultimate!
Wayfarer – Increases the duration of eaten food by 15 minutes.
Martial Training: Reduces the cost of your Weapon abilities by 8%. Reduces the effectiveness of Snares applied to you by 15%.
Conditioning: Increases your Max Stamina by 2000.
Adrenaline Rush: When you deal Direct Damage, you restore 1005 Stamina. This effect can occur once every 5 seconds.
Orc Race
Orcs are one of the stronger stamina race both for pve and pvp. 1000 Max Stamina and 256 Weapon Damage both scale up even further with modifiers and on top of that they also get a 1000 Health boost. Other than that they also benefit from faster running speeds which makes them very fierce in pvp.
Craftsman – Increases your crafting Inspiration gained by 10%.
Brawny: Increases your Max Stamina by 1000.
Unflinching Rage: Increases your Max Health by 1000. When you deal damage, you heal for 2125 Health. This can occur once every 4 seconds.
Swift Warrior: Increases your Weapon and Spell Damage by 258. Reduces the cost of Sprint by 12% and increases the Movement Speed bonus of Sprint by 10%
High Elf (Altmer) Race
High Elf are one of the stronger magicka based races. 2000 Max Magicka and 258 Spell Damage also scale further with modifiers. On top of that one of the passive reduces damage taken by 5% while you are using an ability with a cast or channel time.
Highborn – Increases your experience gained by 1%. Increases experience gain with the Destruction Staff Skill line by 15%.
Spell Recharge: When you activate an ability, you restore 625 Magicka or Stamina, based on whichever is lowest. This effect can occur once every 6 seconds. When you are using an ability with a channel or cast time, you take 5% less damage.
Syrabane’s Boon: Increases your Max Magicka by 2000.
Elemental Talent: Increases your Weapon and Spell Damage by 258.
Wood Elf (Bosmer) Race
Wood Elf racial passives have a strong focus on stealth based gameplay style. 2000 Max Stamina and 258 Stamina Recovery that can be further increased with modifiers. They are also very good at detecting enemies thanks to the increased detection radius. On top of that they also gain faster movement speed and increased penetration after a dodge roll, which makes them especially dangerous on stamina Nightblades.
Acrobat – Decreases your fall damage taken by 10%. Increases experience gain with the Bow Skill line by 15%.
Y’ffre’s Endurance: Increases your Stamina Recovery by 258.
Resist Affliction: Increases your Max Stamina by 2000 and your Poison Resistance by 2310.
Hunter’s Eye: Increases your stealth detection radius by 3 meters. Increases your movement speed by 5% and your Physical and Spell Penetration by 950.
Khajiit Race
Khajiit racial passives are both good for magicka and stamina based setups. Both stamina and magicka benefits from the extra Critical Damage buff. On top of that they also get 915 Max Health, Magicka and Stamina. Which is not a lot but it still matters. Khajiit are also the prime race for gankers, as the Critical Damage modifier really pushes up the critical hits on enemies. They are also harder to detect than other races due to the detection radius reduction by 3m.
Cutpurse – Increases your chance to so successfully pickpocket by 5%. Increases the experience gain with the Medium Armor Skill line by 15%.
Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 85.
Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 915.
Feline Ambush: Increases your Critical Damage and Critical Healing by 12%. Reduces your detection radius in Stealth by 3m.
Nord Race
Nord racial passives have a strong focus on tanking based passives. Increased Max Stamina and Health, extra Physical and Spell Resistance and also more Cold Resistance. On top of that they also get one of the most important passives, extra Ultimate regeneration. Ultimate regeneration is always important, be it in PVP or PVE.
Reveler – Increases experience gain with the Two-Handed Skill line by 15%. Increases the duration of any consumed drink by 15 minutes.
Stalwart: Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
Resist Frost: Increases your Max Health by 1000 and Frost Resistance by 4620.
Rugged: Increases your Physical and Spell Resistance by 2600.
Dark Elf (Dunmer) Race
Dark Elf racial passives let you play both Stamina or Magicka based setups. Dark Elves are one of the strongest races for both magicka and stamina based setups. They also get flame resistance, which can be helpful if you are a Vampire (because Vampires take extra fire damage).
Ashlander – Increases the experience gain with the Dual Wield Skill line by 15%. Reduces your damage taken by environmental lava by 50%.
Dynamic: Increases your Max Stamina and Magicka by 1910.
Resist Flame: Increases your Flame Resistance by 4620.
Ruination: Increases your Weapon and Spell Damage by 258.
Argonian Race
Argonian racial passives are focused on healing and tanking. Increased resource return when you drink a potion, increased max health, increased disease resistance and increased healing done. Argonians are often used on tank setups due to their passives. The Resourceful passive also makes them one of the best races in order to improve sustain tremendously.
Amphibian – Increases your experience gain with Restoration Staff skill line by 15%. Increases swimming speed by 50%.
Life Mender: Increases your healing dome by 6%.
Resourceful: Increases your Max Magicka and Max Stamina by 1000. When you drink a potion, you restore 3125 Health, Magicka, and Stamina.
Argonian Resistance: Increases your Max Health by 1000 and your Disease and Poison Resistance by 2310.
Imperial Race
Imperial racial passives are focused on stamina and health. Increased Max Health and Max Stamina gives them a big extra piece of resources compared to other races. Having that much Health makes it possible