Considering this is one of the most versatile characters in video game, and pretty fun to use in battle, I thought we should have a reference thread for him for CAV etc.
"Shor's bones, a handsome man in Falkreath!" ...
Dovahkiin the Dragonborn. Who is he? He kills dragons for a living. That's introduction enough I suppose.
I don't really have to say he's a badass nord expert in different weapons, an archmage, a master thief, and user of ancient power called voice and... ah. Don't have to.
So here's a brief introduction of his abilities, and the devastation he causes on the battlefield.
Before we begin, I'd like to give some data we'll be comparing and extrapolating for Mr. Dovahkiin. That, is a giant.
Giants of skyrim are about 12-15 feet tall, and their hits are quite capable of sending people flying- Hundreds of meter straight up in the air.
Stats of a Giant are:
That's what we will be using as a benchmark for extrapolating striking strength, damages, . Obviously, that doesn't mean he'll be sending people flying every time, if it's a warhammer, it's a hit strong enough to crush, and if it's a sword, it'll cut people in half. And so on.
The damage caps of a weapon, used by maxed out dovahkiin, will be written in the bracket beside it. That means:
- Base damage of Highest quality weapons available, probably dragonbone ones. Smithing level: Legendary.
No unique items involved though..
- Additional damage due to skills and perks.
- Additional damage by wearing full enchantments of that kind.
Dragonborn can make good use of many different kinds of weapons:
one handed: Daggers, Swords, Maces, Axes, and Greatswords, Battle axes, and Warhammers. (Two-handed)
He may use a shield, or be a superb dual weilder. He's quite possible to beat the daylights out of his opponents when he wants to:
(trying to keep the videos to a minimum, but most players never try out unarmed moves. And they're pretty awesome.)
Dovahkiin can cause serious damage with arrows, too.
Dragonborn is one of the finest mages in skyrim, and that's saying a lot. He can use magical attacks of low, mid, and high range. If he's going for fully magical attacks, he will prefer to keep his distance, considering stronger spells require the use of both hands. So no shield, no weapon. But the magic has some serious power there..
Note: format of listed spell, or effect is "Spell (magica,damage)" Magica is for either using the spell once, or per second if the spell is continuous. These values are currently without any upgrades, I'm waiting for the upgraded values to be checked by some other members of the site. Yeah. Lazy, deal with it.
Magic can be classified into six types, or 'schools', as they are called:
The school of magic with the highest direct attacking power, which allows him to fry his enemies, freeze them, or electrocute them for the stupidity of facing him.
Nerd term for 'fire attack!' for those who don't know. Flame attacks cause additional damage even after the spell is over, as it is probable for them to cast a lasting fire on opponents.
It is possible to use flame control to:
- burn the enemy with continuous fire (14, 8)
- Cast awesome (and strong) fireballs (133,40 in a radius of 15 feet from aimed location)
- Cast magical runes as traps, activated when people try to run over it (234,50);
- Clad yourself in a flame cloak, burning any opponents in the melee range. (289, 8/s, for 60 sec) Because flame cloaks are cool.
- Incinerate the opponent with a blast of fire aimed at him. The explosive force of attack can send people flying when the spell is done with both hands though I'm not sure whether this means mastery, or damage, as simply dual casting doesn't mean anything real-world wise (298, 60)
- Create a wall of fire, harming anyone passing through it (80 per square wall, or per sec, 50 for each time passed through)
- Form a huge storm of fire centred at dovahkiin and harm anyone within range. This requires a small bit of charge-up though, So best done when enemies aren't close enough to cut your head off. (846, 100)
Even less people care to call it that, but this means controlling low temperature, or ice attacks. Along with harming the enemies, These attacks also tire the enemies out, dovahkiin can:
- freeze the enemy with a continuous freezing stream (16,8),
- Attack them with a solid ice pike, which is either semi-tangible, or is supposed to stab through people's bodies. (48,25); or a rather strong ice spear with serious attack capability (320,60)
- Cast ice-based runes as traps, activated by going near them, (234, 50)
- throw a small scale blast of ice. (144, 40)
- clad himself in a cloak of ice magic. (316, 8/s)
- form a wall of frost magic (137, 50 per passing through)
- call a small-scale blizzard (656, 20/s in a range of 20 ft)
Hmm. Controlling lightening based attacks if connecting the two is still to hard.
Illusion is, well, illusion.
Dragonborn can not only be a severe pain to kill, but also be an extremely valuable ally in a fight due to his proficiency in restoration, that is, being a magical doctor - one that cures wounds near instantly.
Alteration, as the name suggests,
Depending on the race, a dragonborn can access an additional power, generally, it is 'battle-cry', a nord power that scares your opponents to the point they can't fight back, and start running till they overcome it. Doesn't work on strong opponents. There is also a list of other powers.
Dragonborn Special: Shouts:
Unrelenting force: Fus Ro Dah!
There are a few unique items dragonborn obtains through his travel, from the God-like beings of Elder scrolls verse. Possibly, they make dragonborn far more formidable than everything listed above. (You can flip your table now.)
Feats, or stuff you should know:
Sustaining lexicon, for example.
Additional feats supposedly done by dragonborn, according to in-game history books.
For contributors.. eh, followers, List of things to be done:
- Checking the values of damages and magica in destruction schools, after:
- Reaching level 100 destruction
- Taking all perks of destruction school, and the relevent perks of other schools that increase the damage or decrease magica required
- Checking if these two are the only factors affecting the spells
- Checking the nature of fire runes. (do they consume magica till they're blown up, or does the magicka regen to normal?)
- Adding additional quantifications where ever possible. Which means stuff like trying to find the range of spells like fire storm and stuff. Eurgh.
- Listing additional effects caused by spells, for example, incinerate causes stagger when dual casted)