Argonians (they prefer Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") are the little-understood reptilian denizens of 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 have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region, and have been known to exude a sharp, faintly sulfurous odor when agitated. Very old Argonians can be distinguished by their paler, even translucent, scales. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed 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.
While Argonians appear reptilian in nature at first glance, they also exhibit qualities of fish and amphibians: they are able to breathe underwater through small gills behind their ears, and swim using the same method as that of a tadpole or eel by moving their tail side-to-side to propel through the water. Argonians possess the most alien personalities in all of Tamriel from a human or meric perspective and it is often assumed that Argonians possess neither personality nor emotions. Of course this is not true; Argonians simply do not facially express their emotions as much as man and mer do, though anger is easily detectable from their bared teeth and narrowed eyes. Argonians' genders are sometimes referred to as life-phases, implying they may be able to change gender. It is said that upon exiting the juvenile stage of life, an Argonian will lick Hist sap in order to stimulate the hormonal glands, which sprout appropriate organs from which the Argonian's gender can be determined. However, this is unconfirmed, and Argonian hatchlings may apparently be of either gender. Argonian appearance ranges from reptilian to almost human; this is caused by the Hist sap they ingest as hatchlings which ceremonially takes place on their Naming Day. Ancient cave paintings depict figures which appear to be more tree-like than Argonian.
For more information on the Argonian people, see the Lore article on Argonians.
A list of all the Argonians in Cyrodiil can be found here.
- Argonian Disease Resistance ability (FormID
00047ACE): Resist Disease 75% on Self, constant
- Argonian Poison Immunity ability (FormID
00047ACD): Resist Poison 100% on Self, constant
- Argonian Water Breathing ability (FormID
00047AD6): Water Breathing on Self, constant
 In-Game Description
This reptilian race, well-suited for the treacherous swamps of their homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks.
Argonians make very good thieves and assassins, with the right stat boosts. Since they have a +10 boost to Security and Athletics, they can make agile rogue-like characters. They are a great choice if you want to be stealthy, as the male's +10 bonus to agility and speed are useful to stealth oriented characters. Resist disease and immunity to poison are always useful, and being able to breathe underwater can allow for a quick escape from the guards or monsters. A +5 boost to Illusion, Alchemy, and Mysticism gives them considerable magical potential. Females in particular appear to be suited for a Mage-type class. Argonians are also extremly well suited for Witchhunters, with skills and attributes that suit the class almost perfectly and their disease resistance, which make them a safe race for fighting vampires, a typical target of a witchhunter.
Argonian names follow a certain format, like the Orcs. Some do not have actual names, but just descriptive phrases, like Hauls-Ropes-Faster or City-Swimmer. However, they do have names that do not follow this format, such as Gin-Wulm or Weebam-Na for example.
 Race-specific Dialogue
- "What is it, pondscum?" (if disposition is between 20 and 30)
- "Greetings, Argonian." (if disposition is 30+)
- "Greetings, marsh-friend." (if disposition is 30+ and the target NPC is also an Argonian)
- Friendly Greetings (if disposition is 70+)
- "Blessed we are."
- "Greetings, honored friend."
- "How fare thee, friend?"
- "Yes, honored guest?
- "A visitor, yes?"
- "Honored one."
- Neutral Greetings (if disposition is between 30 and 70)
- "Fresh game."
- "The prey approaches."
- Brusque Greetings (if disposition is below 30)
- "This scent is foul.."
- "Unwelcome it is."
- "A hated one."
- "You'll make a fine pair of boots, lizard!"
 NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races. Argonians have only one modifier.
- Argonians +5