The Last Dragonborn / Dovah'kiin | |
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Series | The Elder Scrolls |
Age | Based on the player's choices, canonically N/A |
Birthday | March 22nd, 4E 201 |
Sex | Based on the player's choices, canonically Male |
Species | Unknown |
Height | Based on the player's choices, canonically N/A |
Weight | Based on the player's choices, canonically N/A |
Alignment | Based on the player's choices, canonically Neutral Good |
“ |
When misrule takes its place at the eight corners of the world
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„ |
~ The Prophecy of the Dragonborn |
The Last Dragonborn or Dovah'kiin as he is referred to in dragon language, is the fully customizable protagonist of Bethesda's fifth installment in The Elder Scrolls series, Skyrim.
Background[]
An ancient prophesy foretold the return of the World Eater, Alduin. The evil dragon was going to wreck destruction upon the world with an army of resurrected dragons. However, the same prophesy mentioned a Dragonborn, a legendary warrior with a mortal body and draconic soul, defeating Alduin and ending his rampage. The last of the Dragonborns appeared in Skyrim on the 17th of Last Seed 4E 201, and was immediately captured by the Imperial Legion upon crossing the border from Cyrodiil. The Dragonborn was about to be executed at Helgen, if Alduin had not attacked the town and caused enough of a distraction to allow the Dragonborn to escape. The newly freed Dragonborn set out on a quest: To gain enough strength, equipment, and experience to defeat the dragon army and its lord and save the world.
Powers & Abilities[]
- Dragon Soul Absorption:
- Skills: Skyrim possesses 18 Perk Trees, all of which possess various bonuses to the Dragonborn. They are based on the three Guardian Signs.
- The Mage: Skills based on magical abilities.
- Illusion: Skills enhancing the user's Illusion Magic.
- Novice Illusion: The user can cast Novice Illusion spells for half the Magicka cost.
- Illusion Dual Casting: Dual casting (using both hands to cast the same spell) Illusion spells will overcharge the effect into a more powerful version.
- Animage: Illusion spells work on higher level animals.
- Apprentice Illusion: The user can cast Apprentice Illusion spells for half the Magicka cost.
- Hypnotic Gaze: Calm spells work on higher level opponents.
- Kindred Mage: All Illusion spells work on higher level people.
- Adept Illusion: The user can cast Adept Illusion spells for half the Magicka cost.
- Aspect of Terror: Fear spells work on higher level opponents
- Quiet Casting: Spells from any school of magic are silent to others when cast.
- Rage: Frenzy spells work on higher level opponents.
- Expert Illusion: The user can cast Expert Illusion spells for half the Magicka cost.
- Master of the Mind: Illusion spells work on Undead, Daedra and Automatons.
- Master Illusion: The user can cast Master Illusion spells for half the Magicka cost.
- Conjuration: Skills enhancing the user's Conjuration Magic.
- Novice Conjuration: The user can cast Novice Conjuration spells for half the Magicka cost.
- Conjuration Dual Casting: Dual casting (using both hands to cast the same spell) Conjuration spells will cause the summon to last twice as long.
- Mystic Binding: Bound weapons deal more damage.
- Apprentice Conjuration: The user can cast Apprentice Conjuration spells for half the Magicka cost.
- Summoner: This Skill has two ranks. The first one allows the user to summon Atronachs, raise Undead and Dremora Lords twice as far away. The second one allows the user to do so three times as far away.
- Soul Stealer: Bound weapons cast the Soul Trap spell on hit targets.
- Necromancy: Reanimated Undead have an increased duration.
- Atromancy: Conjured Atronachs and Dremora Lords have an increased duration.
- Oblivion Binding: Bound weapons will banish summoned creatures and turn raised ones.
- Adept Conjuration: The user can cast Adept Conjuration spells for half the Magicka cost.
- Dark Souls: Reanimated Undead have 100 additional points of health.
- Expert Conjuration: The user can cast Expert Conjuration spells for half the Magicka cost.
- Elemental Potency: Conjured Atronachs are 50% more powerful.
- Twin Souls: The user can have two Atronachs, reanimated Undead or Dremora Lords at a time.
- Maser Conjuration: The user can cast Master Conjuration spells for half the Magicka cost.
- Destruction: Skills enhancing the user's Destruction Magic.
- Novice Destruction: The user can cast Novice Destruction spells for half the Magicka cost.
- Destruction Dual Casting: Dual casting (using both hands to cast the same spell) Destruction spells will overcharge the effect into a more powerful version.
- Apprentice Destruction: The user can cast Apprentice Destruction spells for half the Magicka cost.
- Augmented Flames: This Skill has two ranks. The first one causes fire-based spells and weapon enchantments to deal 25% more damage. The second one causes them to deal 50% more damage.
- Augmented Frost: This Skill has two ranks. The first one causes ice-based spells and weapon enchantments to deal 25% more damage. The second one causes them to deal 50% more damage.
- Augmented Shock: This Skill has two ranks. The first one causes lightning-based spells and weapon enchantments to deal 25% more damage. The second one causes them to deal 50% more damage.
- Impact: Causes most Destruction spells to stagger the target when dual-cast.
- Rune Master: Allows the user to place Runes five times further away.
- Adept Destruction: The user can cast Adept Destruction spells for half the Magicka cost.
- Intense Flames: Fire damage causes the opponent to flee if their health is low.
- Deep Freeze: Frost damage paralyzes the opponent if their health is low.
- Disintegrate: Shock damage disintegrates the opponent if their health is low.
- Expert Destruction: The user can cast Expert Destruction spells for half the Magicka cost.
- Master Destruction: The user can cast Master Destruction spells for half the Magicka cost.
- Restoration: Skills enhancing the user's Restoration Magic.
- Novice Restoration: The user can cast Novice Restoration spells for half the Magicka cost.
- Restoration Dual Casting: Dual casting (using both hands to cast the same spell) Restoration spells will overcharge the effect into a more powerful version.
- Regeneration: Healing spells cure 50% more.
- Apprentice Restoration: The user can cast Apprentice Restoration spells for half the Magicka cost.
- Recovery: This Skill has two ranks. The first one makes Magicka restore 25% faster. The second one makes it restore 50% faster.
- Respite: Healing spells also regenerate Stamina.
- Adept Restoration: The user can cast Adept Restoration spells for half the Magicka cost.
- Ward Absorb: Cast Wards absorb 25% of Magicka that hits them.
- Necromage: All spells are more effective against Undead.
- Expert Restoration: The user can cast Expert Restoration spells for half the Magicka cost.
- Avoid Death: If the caster's health falls below 10%, they automatically heal 250 hit points. This can be done only once per day.
- Master Restoration: The user can cast Master Restoration spells for half the Magicka cost.
- Alteration: Skills enhancing the user's Alteration Magic.
- Novice Alteration: The user can cast Novice Alteration spells for half the Magicka cost.
- Alteration Dual Casting: Dual casting (using both hands to cast the same spell) Alteration spells will overcharge the effect into a more powerful version.
- Apprentice Alteration: The user can cast Apprentice Alteration spells for half the Magicka cost.
- Mage Armor: This Skill has three ranks. The first one makes protection spells twice as powerful if the caster is not wearing armor. The further ranks each upgrade this effect by 0.5.
- Magic Resistance: This Skill has three ranks. Each of them adds 10% of Magic Spell Resistance, which completely blocks a precentage the oncoming spell's effects.
- 'Adept Alteration:' The user can cast Adept Alteration spells for half the Magicka cost.
- Stability: Alteration spells last 50% longer.
- Expert Alteration: The user can cast Expert Alteration spells for half the Magicka cost.
- Atronach: Grants 30% Spell Absorption. Spell Absorption is a passive ability that has a precentage chance of triggering based on the oncoming spell. If triggered, it allows the caster to ignore all damage dealt by that spell, as well as regenerate the Magicka that was needed to cast the hostile spell in the first place.
- Master Alteration: The user can cast Master Alteration spells for half the Magicka cost.
- Enchanting: Perks enhancing the user's Enchanting Magic. This Skill Tree appears between the Mage and Warrior Signs, symbolizing that this can be utilized by both.
- Enchanter: This Skill has fire ranks. The first one is mostly useless. However, each next rank upgrades the strength and effectiveness of new Enchantments by 20%.
- Soul Squeezer: Soul Gems provide extra Magicka for recharging.
- Fire Enchanter: Fire-based enchantments on weapons and armor are 25% stronger.
- Soul Siphon: Death blows to creatures - not people - trap 5% of the victim's soul, recharging the weapon.
- Frost Enchanter: Ice-based enchantments on weapons and armor are 25% stronger.
- Insightful Enchanter: Skill enchantments on armor are 25% stronger.
- Shock Enchanter: Lightning-based enchantments on weapons and armor are 25% stronger.
- Corpus Enchanter: Health, Stamina and Magicka enchantments on weapons and armor are 25% stronger.
- Extra Effect: Allows the user to put two enchantments on the same item.
- Illusion: Skills enhancing the user's Illusion Magic.
- The Warrior: Skills based on enhancing a fighter's prowess in open battle.
- Smithing: Enhances the user's abilities in creating and upgrading weapons and armor.
- Steel Smithing: Allows the user to forge Steel weapons and armor and upgrade them twice as much.
- Arcane Blacksmith: Allows for Magical weapons and armor to be improved.
- Elven Smithing: Allows the user to forge Elven weapons and armor and upgrade them twice as much.
- Advanced Armors: Allows the user to forge scaled and steel plate armor and upgrade them twice as much.
- Glass Smithing: Allows the user to forge Glass weapons and armor and upgrade them twice as much.
- Dwarven Smithing: Allows the user to forge Dwarven weapons and armor and upgrade them twice as much.
- Orcish Smithing: Allows the user to forge Orcish weapons and armor and upgrade them twice as much.
- Ebony Smithing: Allows the user to forge Ebony weapons and armor and upgrade them twice as much.
- Daedric Smithing: Allows the user to forge Daedric weapons and armor and upgrade them twice as much.
- Dragon Armor: Allows the user to forge Dragon weapons and armor and upgrade them twice as much.
- Heavy Armor: Skills enhancing the effectiveness of Heavy Armor.
- Juggernaut: This Skill has five ranks. Each one increases armor rating for Heavy Armor by 20%.
- Fists of Steel: Unarmed attacks with Heavy Armor gauntlets deal their armor rating as additional points of damage. Sneak attacks deal twice the damage.
- Well Fitted: 25% armor bonus when wearing full Heavy Armor.
- Cushioned: Reduces falling damage by half when wearing full Heavy Armor.
- Tower of Strength: Stagger is reduced by half when wearing full Heavy Armor.
- Conditioning: Wearing Heavy Armor doesn't affect Stamina used while sprinting. Worn Heavy Armor doesn't count towards the carry weight.
- Matching Set: 25% armor bonus if wearing a matching Heavy Armor set.
- Reflect Blows: Grants 10% chance to reflect melee damage back at the opponent when wearing full Heavy Armor.
- Block: Skills enhancing the effectiveness of blocking blows. This is only possible with Shields, Two-Handed weapons and with One-Handed weapons if the second hand is unoccupied (unless specified).
- Shield Wall: This Skill has five ranks. First one increases Block effectiveness by 20%. Each next one increases the effectiveness by another 5%.
- Deflect Arrows: Arrows that hit the shield deal no damage.
- Quick Reflexes: Time slows down when blocking during an enemy's Power Attack.
- Power Bash: Grants the ability to perform a Power Bash while blocking. This can be also done with Bows.
- Elemental Protection: Blocking with a Shield reduces Fire, Frost and Shock damage by 50%.
- Deadly Bash: Power Bash deals five times as much damage.
- Block Runner: Able to move faster with a Shield or weapon raised.
- Disarming Bash: Grants a chance to disarm the opponent with a Power Bash.
- Shield Charge: Sprinting with a Shield raised knocks down most targets in the way.
- Two-Handed: Skills enhancing the effectiveness of Two-Handed weapons.
- Barbarian: This Skill has five ranks. Each one increases the damage dealt by Two-Handed weapons by 20%.
- Champion's Stance: Power Attacks with Two-Handed weapons cost 25% less stamina.
- Limbsplitter: This Skill has three ranks. The first one makes Battleaxes deal bonus Bleeding damage. The two next ranks increase the Bleeding damage dealt.
- Deep Wounds: This Skill has three ranks. The first one grants a 10% chance for Greatsword attacks to deal bonus Bleeding damage. Each next rank increases this chance by 5%.
- Skull Crusher: This Skill has three ranks. The first one makes attacks with Warhammers ignore 25% of the opponent's armor. Each next rank enhances this effect by another 25%.
- Devastating Blow: Standing Power Attacks deal 25% more damage and have a chance to decapitate the opponent.
- Great Critical Charge: Allows for the Dragonborn to perform a Power Attack with a Two-Handed weapon while sprinting, dealing double Critical Damage.
- Sweep: Sideways attacks with Two-Handed weapons hit all opponents in front of the Dragonborn.
- Warmaster: Backwards Power Attacks have a 25% chance to paralyze the opponent.
- One-Handed: Skills enhancing the effectiveness of One-Handed weapons.
- Armsman: This Skill has five ranks. Each one increases the damage dealt by One-Handed weapons by 20%.
- Fighting Stance: Power Attacks with One-Handed weapons cost 25% less stamina.
- Hack and Slash: This Skill has three ranks. The first one makes War Axes deal bonus Bleeding damage. The two next ranks increase the Bleeding damage dealt.
- Bone Breaker: This Skill has three ranks. The first one makes attacks with Maces ignore 25% of the opponent's armor. Each next rank enhances this effect by another 25%.
- Bladesman: This Skill has three ranks. The first one grants a 10% chance for Sword attacks to deal bonus Bleeding damage. Each next rank increases this chance by 5%. This does not apply to Daggers.
- Dual Fury: This Skill has two ranks. The first one makes dual-wielding attacks 20% faster. The second one increases this by another 15%.
- Savage Strike: Standing Power Attacks deal 25% more damage and have a chance to decapitate the opponent.
- Critical Charge: Allows for the Dragonborn to perform a Power Attack with a One-Handed weapon while sprinting, dealing double Critical Damage.
- Dual Savagery: Dual-wielding Power Attacks deal 50% more damage.
- Paralyzing Strike: Backwards Power Attacks have a 25% chance to paralyze the opponent.
- Archery: Skills enhancing the effectiveness of Bows and Crossbows. This Skill Tree appears between the Warrior and Thief Signs, symbolizing that this can be utilized by both.
- Overdraw: This Skill has five ranks. Each one increases the damage dealt by Bows and Crossbows by 20%.
- Eagle Eye: Pressing Block while aiming will zoom in the user's view.
- Critical Shot: This Skill has three ranks. The first one grants a 10% chance for a Critical Hit to occur. Each next rank upgrades this by granting an additional 5% chance and a 25% increase in damage.
- Steady Hand: This Skill has two ranks. The first one slows down time by 25% while zooming in with a Bow. The second one slows down time by another 25%.
- Power Shot: Shots stagger all but the largest foes 50% of the time.
- Hunter's Discipline: Allows the Dragonborn to recover twice as many arrows from dead bodies.
- Ranger: The Dragonborn moves faster with a Bow drawn.
- Quick Shot: Bows are drawn 30% faster.
- Bullseye: Hit shots have a 15% chance of paralyzing opponents.
- Smithing: Enhances the user's abilities in creating and upgrading weapons and armor.
- The Thief: Skills mainly based on enhancing stealth capabilities.
- Light Armor: Skills enhancing the effectiveness of Light Armor.
- Agile Defender: This Skill has five ranks. Each one increases armor rating for Light Armor by 20%.
- Custom Fit: 25% armor bonus when wearing full Light Armor.
- Unhindered: Light Armor weighs nothing and doesn't slow down the wearer while worn.
- Wind Walker: Stamina regenerates 50% faster when wearing full Light Armor.
- Matching Set: 25% armor bonus when wearing a matching Light Armor set.
- Deft Movement: Grants a 10% chance of avoiding all damage from a melee attack when wearing full Light Armor.
- Sneak: Skills enhancing the ability to sneak past opponents and stay undetected.
- Stealth: This Skill has five ranks. The first one makes the Dragonborn 20% harder to detect while sneaking. Each next rank increases this by 5%.
- Muffled Movement: Noise from armor is reduced by 50%.
- Backstab: Sneak attacks with One-Handed weapons deal six times the damage.
- Light Foot: Prevents the user from triggering pressure plates.
- Deadly Aim: Sneak attacks with Bows deal three times the damage.
- Silent Roll: Sprinting while sneaking executes a silent roll forwards.
- Assassin's Blade: Sneak attacks with Daggers deal fifteen times the damage.
- Silence: Walking and sprinting does not affect detection.
- Shadow Warrior: Crouching stops combat for a moment and causes distant opponents to lose the Dragonborn.
- Lockpicking: Skills enhancing the ability to open closed locks.
- ' 'Novice Locks: Novice locks are much easier to pick.
- Apprentice Locks: Apprentice locks are much easier to pick.
- Quick Hands: Grants the ability to pick locks without being noticed.
- Wax Key: After picking a lock, the Dragonborn automatically receives a copy of the key to the lock.
- Adept Locks: Adept locks are much easier to pick.
- Golden Touch: More gold is found in chests.
- Treasure Hunter: Grants a 50% greater chance to find Special Treasure.
- Expert Locks: Expert locks are much easier to pick.
- Locksmith: Pick starts close to the lock-opening position.
- Unbreakable: Lockpicks can't break.
- Master Locks: Master locks are much easier to pick.
- Pickpocket: Skills enhancing the ability to steal directly from a target.
- Light Fingers: This Skill has five ranks. Each one grants a 20% pickpocketing bonus.
- Night Thief: Grants an additional 25% chance of success if the target is asleep.
- Poisoned: Allows to silently harm opponents by placing Poison in their pockets.
- Cutpurse: Pickpocketing gold is 50% easier.
- Extra Pockets: Carrying capacity is increased by 100 points.
- Keymaster: Pickpocketing Keys is successful most of the time.
- Misdirection: Can pickpocket equipped weapons.
- Perfect Touch: Can pickpocket equipped items, clothes and armor.
- Speech: Skills enhancing conversational prowess.
- ' 'Haggling: This Skill has five ranks. The first one makes buying and selling prices 10% better. Each next rank upgrades this by another 5%.
- Allure: Grants 10% better prices with the opposite sex.
- Bribery: Can bribe guards to ignore crimes.
- Merchant: Can sell any type of item to any merchant.
- Persuasion: Persuasion attempts are 30% easier.
- Investor: Can invest 500 gold into a shopkeeper to permanently increase their available gold.
- Intimidation: Intimidation is twice as successful.
- Fence: Can barter stolen goods with merchants, who were previously invested in.
- Master Trader: Every merchant in the world gains 1000 gold for bartering.
- Alchemy: Skills enhancing the ability to make poisons and potions. This Skill Tree appears between the Thief and Mage Signs, symbolizing that this can be utilized by both.
- Alchemist: This Skill has five ranks. Each one makes poisons and potions 20% stronger.
- Physician: Potions made by the Dragonborn, which restore Health or Stamina are 25% stronger.
- Poisoner: Poisons made by the Dragonborn are 25% stronger.
- Benefactor: Potions made by the Dragonborn, which have beneficial effects have a 25% greater magnitude.
- Experimenter: This Skill has three ranks. The first one reveals two of the effects of an ingredient after eating it. Each next rank adds one additional effect.
- Concentrated Poison: Poisons applied to weapons last twice as many hits.
- Green Thumb: Two ingredients are harvested at a time from harvestable objects.
- Snakeblood: Grants a 50% resistance to all poisons.
- Purity: All negative effects are removed from created potions, while all positive effects are removed from created poisons.
- Light Armor: Skills enhancing the effectiveness of Light Armor.
- The Mage: Skills based on magical abilities.
- Races: There are ten races on Tamriel and all of them are seen in Skyrim. Although the canon Dovah'kiin is a Nord, the player can choose any of the races to fit his playstyle.
- Altmer (High Elf): The High Elves are the most powerful of the races in terms of magical force. They naturally have more Magicka reserve than the other races and their Highborn ability lets them regenerate Magicka faster for 60 seconds, once per day.
- Argonian: The Argonians are lizard people that are used to the poisonous swamps of their homeland Black Marsh. They are intelligent and enigmatic as well as masters in guerilla warfare and possess enhanced magical skill. Their blood is resistant to disease and they can breathe underwater. They also make proficient thieves. Their Histskin ability lets them heal themselves ten times faster for sixty seconds once per day.
- Bosmer (Wood Elf): The Bosmer are peaceful creatures, living mostly in harmony. They make for great thieves and scouts as well as archers. They're also knowledgeable in alchemy. Their blood is resistant to poison and disease and their Command Animal ability they can make a wild animal their ally, due to naturally living in forests.
- Breton: Bretons are considered an intelligent race and they are a mix of human and elven races. They gain a slight resistance to magic and their Dragonskin ability lets them absorb 50% of Magicka from hostile spells for 60 seconds.
- Dunmer (Dark Elf): The Dark Elves are great mages, mostly utilizing Destruction spells. They are skilled in stealth, resistant to fire and their Ancestor's Wrath ability covers them in a cloak of fire that burns opponents for 60 seconds and can be used once per day.
- Imperial: The Imperials are known to be the most well-educated and wealthy race in Tamriel, also possessing great discipline in their military. They are great warriors and have an enhanced magical ability, have extreme luck and their Voice of the Emperor allows them to influence the opponents' emotions and have them calm down and stop combat 60 seconds.
- Khajiit: The Khajiit are cat people, who usually work as traders due to their persuasion skills. They can sneak extremely well, making them great thieves and assassins. They make for great archers and sometimes alchemists and warriors. They can utilize their natural claws in combat and their Night Eye ability allows them to see in the dark for 60 seconds once per day.
- Nord: The natural race of Skyrim. They are born warriors and usually work as blacksmiths, soldiers or mercenaries. They have a natural immunity to cold and magical frost, are knowledgeable at Sea and their Battle Cry ability makes the opponents flee for 30 seconds.
- Orsimer (Orc): The Orcs are a variant of the elven races, natives for the Wrothgarian and Dragontail Mountains. They are the strongest warriors Tamriel has to offer, with their preferred weaponry being heavy armor and two-handed weapons. Their Berserker Rage ability they ignore most of the physical pain they endure while dishing out twice as much punishment as they normally do.
- Redguard: The Redguard people are possibly the most skilled with a blade, capable of utilizing both a shield and a bow. They are rather independent warriors, preferring the roles of adventurers due to their combat spirit. They are resistant to poison and their Adrenaline Rush ability allows them to regain stamina ten times faster for 60 seconds.
- Werewolf Form:
- Vampire Lord Form:
- Spells: In Skyrim, there are 5 known paths of magic. They use a spiritual force known as Magicka to work and range from healing to shooting fireballs out of your hands.
- Conjuration: A magical skill focusing on summoning items and spiritual beings to aid in battle.
- Bound Dagger: Summons a magical dagger for 120 seconds.
- Bound Sword: Summons a magical sword for 120 seconds.
- Conjure Familiar: Summons a spiritual wolf for 60 seconds to aid in combat.
- Raise Zombie: Reanimates a dead body to turn it into a weak zombie to aid in combat for 60 seconds.
- Summon Unbound Dremora: Summons a weak Unbound Dremora (a type of Daedra) to aid in combat until he dies.
- Bound Battleaxe: Summons a magical, two-handed battleaxe for 120 seconds.
- Conjure Boneman: Aside from "Boneman" being the funniest name for a skeleton, summons a skeletal archer for 60 seconds to aid in combat.
- Conjure Flame Atronach: Summons a flaming creature to aid in combat for 60 seconds.
- Flaming Familiar: Summons a flaming Familiar, which will appear wherever the caster is pointing, charge into battle and explode.
- Reanimate Corpse: Summons a stronger zombie than the Raise Zombie spell to aid in combat for 60 seconds.
- Soul Trap: A curse put on the opponent. If they die in the 60 seconds after it is activated, it will fill an empty Soul Gem.
- Summon Arniel's Shade: Summons Arniel Gane's (a senior member of the College of Winterhold and a mage) Shade to aid in combat for 60 seconds.
- Summon Arvak: Summons a spiritual, skeletal horse, Arvak.
- Banish Daedra: Sends weak Daedra to Oblivion.
- Bound Bow: Summons a magical bow, alongside 100 Daedric arrows, for 120 seconds.
- Conjure Ash Spawn: Summons an Ash Spawn, an ash-like creature using an ash-like short sword and Destruction spells, to aid in combat for 60 seconds.
- Conjure Frost Atronach: Summons an ice-based creature to aid in combat for 60 seconds.
- Conjure Mistman: Summons a Mistman, a purple, legless skeleton to aid in combat for 60 seconds. The Mistman can pick up weapons.
- Conjure Seeker: Summons a Seeker, a floating octopus-like creature, to aid in combat for 60 seconds. The Seekers can create clones of themselves, teleport and turn invisible.
- Revenant: Summons a much more powerful body to aid in combat for 60 seconds.
- Conjure Ash Guardian: Summons an Ash Guardian, a flaming, floating pile of rocks, to guard a location Dragonborn summoned it at until destroyed. They shoot burning hot ash at enemies and trigger an explosion if the opponent gets too close.
- Command Daedra: Strong summoned creatures under the Dragonborn's control.
- Conjure Dremora Lord: Summons a Dremora Lord, a Daedra, to aid in combat for 60 swords. The Dremora wield Daedric Greatswords and wear Daedric Armor.
- Conjure Wrathman: Summons a Wrathman, a fully armored Draugr (Nordic zombie), to aid in combat for 60 seconds. The Wrathmen wield Battleaxes or Greatswords.
- Conjure Storm Atronach: Summons a lightning-based spirit, which takes the form of a statue, to aid in combat for 60 seconds.
- Dread Zombie: Reanimates a corpse to make it the most powerful zombie the Dragonborn can make it to aid in combat for 60 seconds.
- Expel Daedra: Powerful Daedric creatures are sent back to Oblivion.
- Dead Thrall: Summons a powerful zombie to permanently aid in combat until destroyed.
- Flame Thrall: Summons a Fire Atronach to permanently aid in combat until destroyed.
- Frost Thrall: Summons a Frost Atronach to permanently aid in combat until destroyed.
- Storm Thrall: Summons a Storm Atronach to permanently aid in combat until destroyed.
- Destruction: A magical skill focusing on destructive and offensive attacks.
- Flames Spell: Sprays flames out of the user's hands.
- Frostbite Spell: Sprays frost out of the user's hands.
- Sparks Spell: Fires sparks out of the user's hands.
- Arniel's Convection Spell: A weaker version of the Flames spell that doesn't use Magicka, but deals massively less damage. Used for heat-based puzzles.
- Vampiric Drain Spell: Drains a tiny bit of health from the opponent.
- Firebolt Spell: Fires a straight line of fire, which needs to be charged beforehand.
- Freeze Spell: Fires a spike of ice that slows the target down.
- Ice Spike Spell: Fires a spike of ice that deals more damage, but doesn't slow the target down.
- Ignite Spell: Fires a straight line of fire that needs to be charged. Sets the target on fire.
- Lightning Bolt Spell: Fires a lightning bolt that needs to be charged. Drains the target's Magicka alongside dealing damage, but doesn't transfer it to the Dragonborn.
- Fire Rune Spell: A fire-based mine that can be cast onto any surface. Explodes if anyone steps on it or walks by.
- Lightning Rune Spell: A lightning-based mine that can be cast onto any surface. Explodes if anyone steps on it or walks by.
- Chain Lightning Spell: Fires a lightning bolt that jumps from enemy to enemy.
- Fireball Spell: Shoots a fireball that explodes on impact.
- Ice Storm Spell: Casts a cloud that slowly travels forward, freezing enemies in its radius.
- Flame Cloak Spell: Sets the user on fire that damages opponents in melee range, without harming the caster himself. Lasts 60 seconds.
- Frost Cloak Spell: Covers the user in ice that damages and slowly freezes opponents in melee range. Lasts 60 seconds.
- Lightning Cloak Spell: Covers the user in lightning-like armor that damages the health and Magicka of opponents in melee range. Lasts 60 seconds.
- Whirlwind Cloak Spell: Opponents in melee range can be flung away. Lasts 60 seconds.
- Icy Spear Spell: Shoots a spear made of ice.
- Incinerate Spell: Shoots a bolt of fire.
- Thunderbolt Spell: Shoots a lightning bolt.
- Wall of Flames Spell: Summons a wall of fire. Needs to be sprayed on the ground.
- Wall of Frost Spell: Summons a wall of frost. Needs to be sprayed on the ground.
- Wall of Storms Spell: Summons a wall of lightning. Needs to be sprayed on the ground.
- Blizzard Spell: Surrounds the user in a freezing blizzard for 10 seconds. The user is immune to the effect. User must be stationary to cast.
- Fire Storm Spell: An explosion centered on the caster. The user is immune to the effect. User must be stationary to cast.
- Lightning Storm Spell: Fires a constant stream of lightning. User must be stationary to cast.
- Illusion: A magical skill that focuses on either deceiving the opponent with illusions or tampering with their emotions and free will.
- Clairvoyance: Shows the exact path to the current goal.
- Courage: Encourages weak targets to fight on, healing them and giving them extra stamina. Best used on allies. Lasts 60 seconds.
- Fury: Weak targets go berserk, attacking anything nearby for 30 seconds.
- Vision of the Tenth Eye: Used to find the Master Illusions books. Gives the caster night vision. Lasts 30 seconds.
- Calm: Weak targets won't fight for 30 seconds.
- Fear: Weak targets will flee from combat for 30 seconds.
- Muffle: Silences the caster's footprints for 120 seconds.
- Vampire's Seduction: Calms weak (albeit stronger than the Calm spell does) targets and stops them from fighting for 30 seconds.
- Frenzy: Targets will attack anything nearby for 60 seconds.
- Frenzy Rune: Stronger targets will attack anything nearby for 60 seconds.
- Rally: Encourages targets to fight on, healing them and giving them extra stamina. Best used on allies. Lasts 60 seconds.
- Invisibility: Turns the caster invisible for 30 seconds. Attacking breaks the spell.
- Pacify: Targets won't fight for 60 seconds.
- Rout: Targets will flee from combat for 30 seconds.
- Call to Arms: Targets have improved combat skills, health, and stamina for 10 minutes.
- Harmony: Stronger targets won't fight for 60 seconds.
- Hysteria: Stronger targets will free from combat for 60 seconds.
- Mayhem: Stronger targets will attack anything nearby for 60 seconds.
- Alteration: A magical skill possessing defensive, scouting and paralyzing capabilities.
- Candlelight: Summons a stationary hovering light that lasts for 60 seconds.
- Equilibrium: Converts health to Magicka over time. The user can die from this effect.
- Oakflesh: Rises the armor points of the caster by 40 points for 60 seconds.
- Magelight: Shoots a ball of light that sticks to wherever it hits and lasts 60 seconds.
- Stoneflesh: Rises the armor points of the caster by 60 points for 60 seconds.
- Ash Shell: Covers and immobilizes the target in hardened ash for 30 seconds.
- Detect Life: Nearby living beings can be seen through walls.
- Ironflesh: Rises the armor points of the caster by 80 points for 60 seconds.
- Telekinesis: Pulls an object towards the caster.
- Transmute: If the user is carrying any, transforms Iron Ores to Silver and Silver Ores to Gold.
- Waterbreathing: Allows the user to breathe underwater.
- Ash Rune: Cast on a surface. If a target walks on it or walks by, they are immobilized in hardened ash for 30 seconds.
- Detect Dead: Nearly zombies/undead can be seen through walls.
- Ebonyflesh: Rises the armor points of the caster by 100 points for 60 seconds.
- Paralyze: Targets are paralyzed for 10 seconds.
- Dragonhide: Caster ignores 80% of received physical damage.
- Mass Paralysis: All targets in the area are paralyzed for 15 seconds.
- Restoration: A magical skill focusing on healing and defense.
- Healing: Slowly heals the user.
- Lesser Ward: Increases armor rating by 40 points and negates up to 40 points of spell damage or effects.
- Fast Healing: Heals the user faster.
- Healing Hands: Heals any target that isn't the caster.
- Necromantic Healing: Heals an undead target.
- Steadfast Ward: Increases armor rating by 60 points, and negates up to 60 points of spell damage or effects.
- Sun Fire: Summons a small Sun burning undead/vampires.
- Turn Lesser Undead: Weak undead flee from combat for 30 seconds.
- Close Wounds: Instantly heals the target by 100 points.
- Greater Ward: Increases armor rating by 80 points, and negates up to 80 points of spell damage or effects.
- Heal Other: Heals the target quicker.
- Heal Undead: Heals the undead target quicker.
- Poison Rune: Poisons the target for 30 seconds.
- Repel Lesser Undead: Undead will flee from combat for 30 seconds.
- Stendarr's Aura: Undead in melee range take damage. Effect lasts 60 seconds.
- Turn Undead: Strong undead will flee from combat.
- Vampire's Bane: A sunlight explosion dealing damage to undead/vampires.
- Circle of Protection: Casts a circle around the caster. Strong undead that enter it will flee.
- Grand Healing: Instantly heals anybody nearby for 200 points.
- Repel Undead: Strong undead will flee from combat for 30 seconds.
- Turn Greater Undead: Stronger undead will flee from combat for 30 seconds.
- Bane of the Undead: Sets stronger undead on fire and makes them flee for 30 seconds.
- Guardian Circle: Creates a circle around the caster. Stronger undead will flee after entering. Slowly heals the user as long as he stays in the circle.
- Conjuration: A magical skill focusing on summoning items and spiritual beings to aid in battle.
- Thu'um: The name meaning "Shout" in Dragon Language, the Thu'um is magic capable of being used only by those with a soul of the dragon, called Dragonborns, or dragons themselves. The Thu'um is said to possess enough power to "blot out the Sun and flood the land".
- Animal Allegiance / Raan Mir Tah: Raan, Mir, Tah, or Animal, Allegiance, Pack. Summons nearby wild beasts to aid the Dragonborn in battle for 60 seconds.
- Aura Whisper / Laas Yah Nir: Laas, Yah, Nir, or Life, Seek, Hunt. A whisper that allows the Dragonborn to see the aura of any creature, dead or alive, within a large radius.
- Battle Fury / Mid Vur Shaan: Mid, Vur, Shaan, or Loyal, Valor, Inspire. Increases allies' speed for 180 seconds.
- Become Ethereal / Feim Zii Gron: Feim, Zii, Gron, or Fade, Spirit, Bind. Turns the Dragonborn into a spirit that cannot harm or be harmed for 18 seconds.
- Bend Will / Gol Hah Dov: Gol, Hah, Dov, o Earh, Mind, Dragon. Turns nearby people, animals and even dragons to become Dragonborn's allies.
- Call Dragon / Od Ah Viing: Od, Ah, Viing, or Snow, Hunter, Wing. Calls upon Odahviing, a dragon that Dragonborn once made a deal with, to aid in combat.
- Call of Valor / Hun Kaal Zoor: Hun, Kaal, Zoor, or Hero, Champion, Legend. Depending on the number of words shouted, summons one of the three Dragonborn heroes resting in Sovngarde for 60 seconds to aid in combat.
- Hun: Summons Gormlaith Golden-Hilt, a Nord female dragon-slayer wearing steel plate armor and using an ancient Nord sword.
- Hun Kaal: Summons Felldir the Old, a Nord warrior mage who once banished Alduin to the future. He is proficient in some magic and uses an ancient Nord greatsword.
- Hun Kaal Zoor: Summons Hakon One-Eye, a Nord warrior who helped overthrow the dragons in ancient times. He wears ancient Nord armor and uses an ancient Nord battleaxe.
- Clear Skies / Lok Vah Koor: Lok, Vah, Koor, or Sky, Spring, Summer. Clears away any fog or clouds that the Dragonborn aims at.
- Cyclone / Ven Gaar Nos: Ven, Gaar, Nos, or Wind, Unleash, Strike. Shoots a cyclone forwards, sending any targets caught in range to fly upwards.
- Disarm / Zun Haal Viik: Zun, Haal, Viik, or Weapon, Hand, Defeat. Disarms the opponent.
- Dismay / Faas Ru Maar: Faas, Ru, Maar, or Fear, Run, Terror. Causes enemies to flee in terror.
- Dragon Aspect / Mul Qah Diiv: Mul, Qah, Diiv, or Strength, Armor, Wyrm. Gives the user a set of ethereal Dragon Armor, the strongest armor in Skyrim. It gives the Dragonborn an incredible boost in durability, frost and fire resistance and Shout power. It also summons an Ancient Dragonborn wearing a full set of Dragon Armor to aid in combat if the user is heavily injured. Can be used only once per day.
- Dragonrend / Joor Zah Frul: Joor, Zah, Frul, or Mortal, Finite, Temporary. Damages a dragon's own soul, making it experience the concept of mortality and forcing it to land.
- Drain Vitality / Gaan Lah Haas: Gaan, Lah, Haas, or Stamina, Magicka, Health. Causes damage to the opponent's three values mentioned.
- Elemental Fury / Su Grah Dun: Su, Grah, Dun, or Air, Battle, Grace. Gives the Dragonborn a temporary speed boost.
- Fire Breath / Yol Toor Shul: Yol, Toor, Shul, or Fire, Inferno, Sun. Shoots a massive wave of flames from the Dragonborn's mouth.
- Frost Breath / Fo Krah Diin: Fo, Krah, Diin, or Frost, Cold, Freeze. Shoots a wave of frost out of the Dragonborn's mouth.
- Ice Form / Iiz Slen Nus: Iiz, Slen, Nus, or Ice, Flesh, Statue. Freezes the opponent solid.
- Kyne's Peace / Kaan Drem Ov: Kaan, Drem, Ov, or Kyne, Peace, Trust. Calms all animals in the area.
- Marked for Death / Krii Lun Aus: Krii, Lun, Aus, or Kill, Leech, Suffer. Damages the opponent and their armor every second for 60 seconds.
- Slow Time / Tiid Klo UI: Tiid, Klo, Ul, or Time, Stand, Eternity. Massively slows down time around the Dragonborn. Dragonborn is also affected, but not to the same degree as the world around him.
- Soul Tear / Rii Vaaz Zol: Rii, Vaaz, Zol, or Essence, Tear, Zombie. Deals physical damage as it rips the opponent's soul out. If the opponent is injured enough, their soul fills a Soul Gem, if the Dragonborn has an empty one, and they raise from the dead as the Dragonborn's ally.
- Storm Call / Strun Bah Qo: Strun, Bah, Qo, or Storm, Wrath, Lightning. Summons a cloud directly above the Dragonborn, giving heavy downpour and striking anyone nearby with lightning. Lasts 180 seconds with all the three words.
- Summon Durnehviir / Dur Neh Viir: Dur, Neh, Viir, or Curse, Never, Dying. Summons an undead dragon, Durnehviir.
- Throw Voice / Zul Mey Gut: Zul, Mey, Gut, or Voice, Foot, Far. "Throws" the words of the Dragonborn, making it heard wherever the projectile lands, fooling the enemy.
- Unrelenting Force / Fus Ro Dah: Fus, Ro, Dah, or Force, Balance, Push. Without a doubt Dragonborn's most famous Shout. Pushes the opponents back with a massive blow of wind with all three words.
- Whirlwind Sprint / Wuld Nah Kest: Wuld, Nah, Kest, or Whirlwind, Fury, Tempest. Makes Dragonborn instantly dash forward.
- Immortality:
Equipment[]
- Armours:
- Iron Armor Set:
- Stahlrim Armor Set:
- Hardened Falmer Armor Set:
- Deathbrand Armor Set:
- Shrouded Armor Set:
- Guildmaster's Armor Set:
- Daederic Armor Set:
- Ebony Armor Set:
- Dragonplate Armor Set:
- Dwarven Armor Set:
- Konahrik Mask:
- Gaulder Amulet:
- Azura's Star:
- Swords:
- Steel Sword:
- Dawnbreaker:
- Ghostblade:
- Miraak's Sword:
- Chillrend:
- Steel Dagger:
- Blade of Woe:
- Stalhrim Greatsword:
- Axes:
- Mace of Molag Bal:
- Dawnguard Rune Axe:
- Wuuthrad:
- The Longhammer:
- Volendrung:
- Shields:
- Banded Iron Shield:
- Shield of Solitude:
- Spellbreaker:
- Bows:
- Auriel's Bow:
- Dragonbone Bow:
- Ruin's Edge
- Crossbow:
- Enhanced Dwarven Crossbow:
- Arrows:
- Staffs:
- Wabbajack:
- Skull of Corruption:
- Miraak's Staff
- Cheese:
- Sweet Roll:
- Potions: Drinks and liquids with (mostly) positive effects.
- Cure Condition:
- Potion of Cure Disease: Cures all diseases.
- Potion of Cure Poison: Stops the continuing effects of Poison.
- Fortify Alteration:
- Potion of Alteration: Alteration Spells last 20% longer for 60 seconds.
- Draught of Alteration: Alteration Spells last 50% longer for 60 seconds.
- Philter of Alteration: Alteration Spells last 75% longer for 60 seconds.
- Elixir of Alteration: Alteration Spells last 100% longer for 60 seconds.
- Fortify Barter:
- Potion of Haggling: Prices are 10% better for 30 seconds.
- Draught of Haggling: Prices are 15% better for 30 seconds.
- Philter of Haggling: Prices are 20% better for 30 seconds.
- Elixir of Haggling: Prices are 25% better for 30 seconds.
- Fortify Blocking:
- Potion of the Defender: Blocking absorbs 10% more damage for 60 seconds.
- Draught of the Defender: Blocking absorbs 15% more damage for 60 seconds.
- Philter of the Defender: Blocking absorbs 20% more damage for 60 seconds.
- Elixir of the Defender: Blocking absorbs 25% more damage for 60 seconds.
- Fortify Carry Weight:
- Potion of Strength: Increases Carrying Capacity by 20 points for 300 seconds.
- Draught of Strength: Increases Carrying Capacity by 30 points for 300 seconds.
- Solution of Strength: Increases Carrying Capacity by 40 points for 300 seconds.
- Philter of Strength: Increases Carrying Capacity by 50 points for 300 seconds.
- Elixir of Strength: Increases Carrying Capacity by 60 points for 300 seconds.
- Fortify Conjuration:
- Conjurer's Potion: Conjuration Spells last 20% longer for 60 seconds.
- Conjurer's Draught: Conjuration Spells last 50% longer for 60 seconds.
- Conjurer's Philter: Conjuration Spells last 75% longer for 60 seconds.
- Conjurer's Elixir: Conjuration Spells last 100% longer for 60 seconds.
- Fortify Destruction:
- Potion of Destruction: Destruction Spells are 20% longer for 60 seconds.
- Draught of Destruction: Destruction Spells are 30% longer for 60 seconds.
- Philter of Destruction: Destruction Spells are 40% longer for 60 seconds.
- Elixir of Destruction: Destruction Spells are 50% longer for 60 seconds.
- Fortify Enchanting:
- Enchanter's Potion: Items enchanted in the next 60 seconds are 10% stronger.
- Enchanter's Draught: Items enchanted in the next 60 seconds are 15% stronger.
- Enchanter's Philter: Items enchanted in the next 60 seconds are 20% stronger.
- Enchanter's Elixir: Items enchanted in the next 60 seconds are 25% stronger.
- Fortify Health:
- Potion of Health: Health is increased by 20 points for 60 seconds.
- Draught of Health: Health is increased by 40 points for 60 seconds.
- Solution of Health: Health is increased by 60 points for 60 seconds.
- Philter of Health: Health is increased by 80 points for 60 seconds.
- Elixir of Health: Health is increased by 100 points for 60 seconds.
- Fortify Heavy Armor:
- Potion of the Knight: Heavy Armor skill is increased by 10 points for 60 seconds.
- Draught of the Knight: Heavy Armor skill is increased by 15 points for 60 seconds.
- Philter of the Knight: Heavy Armor skill is increased by 20 points for 60 seconds.
- Elixir of the Knight: Heavy Armor skill is increased by 25 points for 60 seconds.
- Fortify Illusion:
- Potion of Illusion: Illusion Spells are 25% stronger for 60 seconds.
- Draught of Illusion: Illusion Spells are 50% stronger for 60 seconds.
- Philter of Illusion: Illusion Spells are 75% stronger for 60 seconds.
- Elixir of Illusion: Illusion Spells are 100% stronger for 60 seconds.
- Fortify Light Armor:
- Skirmisher's Potion: Light Armor skill is increased by 10 points for 60 seconds.
- Skirmisher's Draught: Light Armor skill is increased by 15 points for 60 seconds.
- Skirmisher's Philter: Light Armor skill is increased by 20 points for 60 seconds.
- Skirmisher's Elixir: Light Armor skill is increased by 25 points for 60 seconds.
- Fortify Lockpicking:
- Potion of Lockpicking: Lockpicking is 20% easier for 30 seconds.
- Draught of Lockpicking: Lockpicking is 30% easier for 30 seconds.
- Philter of Lockpicking: Lockpicking is 40% easier for 30 seconds.
- Elixir of Lockpicking: Lockpicking is 50% easier for 30 seconds.
- Fortify Magicka:
- Potion of Extra Magicka: Magicka is increased by 20 points for 60 seconds.
- Draught of Extra Magicka: Magicka is increased by 40 points for 60 seconds.
- Solution of Extra Magicka: Magicka is increased by 60 points for 60 seconds.
- Philter of Extra Magicka: Magicka is increased by 80 points for 60 seconds.
- Elixir of Extra Magicka: Magicka is increased by 100 points for 60 seconds.
- Fortify Marksman:
- Potion of True Shot: Bows deal 20% more damage for 60 seconds.
- Draught of True Shot: Bows deal 30% more damage for 60 seconds.
- Philter of True Shot: Bows deal 40% more damage for 60 seconds.
- Elixir of True Shot: Bows deal 50% more damage for 60 seconds.
- Fortify One-Handed:
- Potion of the Warrior: One-Handed weapons deal 20% more damage for 60 seconds.
- Draught of the Warrior: One-Handed weapons deal 30% more damage for 60 seconds.
- Philter of the Warrior: One-Handed weapons deal 40% more damage for 60 seconds.
- Elixir of the Warrior: One-Handed weapons deal 50% more damage for 60 seconds.
- Fortify Pickpocket:
- Potion of Pickpocketing: Pickpocketing is 20% easier for 60 seconds.
- Draught of Pickpocketing: Pickpocketing is 30% easier for 60 seconds.
- Philter of the Warrior: Pickpocketing is 40% easier for 60 seconds.
- Elixir of the Warrior: Pickpocketing is 50% easier for 60 seconds.
- Fortify Restoration:
- Potion of the Healer: Restoration Spells are 20% stronger for 60 seconds.
- Draught of the Healer: Restoration Spells are 30% stronger for 60 seconds.
- Philter of the Healer: Restoration Spells are 40% stronger for 60 seconds.
- Elixir of the Healer: Restoration Spells are 50% stronger for 60 seconds.
- Fortify Smithing:
- Blacksmith's Potion: Improving weapons and armor in the next 30 seconds is 20% more effective.
- Blacksmith's Draught: Improving weapons and armor in the next 30 seconds is 30% more effective.
- Blacksmith's Philter: Improving weapons and armor in the next 30 seconds is 40% more effective.
- Blacksmith's Elixir: Improving weapons and armor in the next 30 seconds is 50% more effective.
- Fortify Sneak:
- Potion of Light Feet: The user becomes 10% harder to detect for 60 seconds.
- Draught of Light Feet: The user becomes 15% harder to detect for 60 seconds.
- Philter of Light Feet: The user becomes 20% harder to detect for 60 seconds.
- Elixir of Light Feet: The user becomes 25% harder to detect for 60 seconds.
- Fortify Speech:
- Potion of Glibness: Speechcraft skill is increased by 20 points for 60 seconds.
- Draught of Glibness: Speechcraft skill is increased by 30 points for 60 seconds.
- Philter of Glibness: Speechcraft skill is increased by 40 points for 60 seconds.
- Elixir of Glibness: Speechcraft skill is increased by 40 points for 60 seconds.
- Fortify Stamina:
- Potion of Enhanced Stamina: Stamina is increased by 20 points for 60 seconds.
- Draught of Enhanced Stamina: Stamina is increased by 40 points for 60 seconds.
- Solution of Enhanced Stamina: Stamina is increased by 60 points for 60 seconds.
- Philter of Enhanced Stamina: Stamina is increased by 80 points for 60 seconds.
- Elixir of Enhanced Stamina: Stamina is increased by 100 points for 60 seconds.
- Fortify Two-Handed:
- Potion of the Berserker: Two-Handed Weapons deal 20% more damage for 60 seconds.
- Draught of the Berserker: Two-Handed Weapons deal 30% more damage for 60 seconds.
- Philter of the Berserker: Two-Handed Weapons deal 40% more damage for 60 seconds.
- Elixir of the Berserker: Two-Handed Weapons deal 50% more damage for 60 seconds.
- Invisibility:
- Potion of Brief Invisibility: Grants invisibility for 20 seconds.
- Potion of Extended Invisibility: Grants invisibility for 30 seconds.
- Potion of Enduring Invisibility: Grants invisibility for 40 seconds.
- Potion of Prolonged Invisibility: Grants invisibility for 50 seconds.
- Regenerate Health:
- Potion of Regeneration: Health regenerates 50% faster for 300 seconds.
- Draught of Regeneration: Health regenerates 60% faster for 300 seconds.
- Solution of Regeneration: Health regenerates 70% faster for 300 seconds.
- Philter of Regeneration: Health regenerates 80% faster for 300 seconds.
- Elixir of Regeneration: Health regenerates 100% faster for 300 seconds.
- Regenerate Magicka:
- Potion of Lasting Potency: Magicka regenerates 50% faster for 300 seconds.
- Draught of Lasting Potency: Magicka regenerates 60% faster for 300 seconds.
- Solution of Lasting Potency: Magicka regenerates 70% faster for 300 seconds.
- Philter of Lasting Potency: Magicka regenerates 80% faster for 300 seconds.
- 'Elixir of' Lasting Potency: Magicka regenerates 100% faster for 300 seconds.
- Regenerate Stamina:
- Potion of Vigor: Stamina regenerates 50% faster for 300 seconds.
- Draught of Vigor: Stamina regenerates 60% faster for 300 seconds.
- Solution of Vigor: Stamina regenerates 70% faster for 300 seconds.
- Philter of Vigor: Stamina regenerates 80% faster for 300 seconds.
- Elixir of Vigor: Stamina regenerates 100% faster for 300 seconds.
- Resist Fire:
- Potion of Resist Fire: Fire deals 20% less damage for 60 seconds.
- Draught of Resist Fire: Fire deals 30% less damage for 60 seconds.
- Philter of Resist Fire: Fire deals 40% less damage for 60 seconds.
- Elixir of Resist Fire: Fire deals 50% less damage for 60 seconds.
- Resist Frost:
- Potion of Resist Cold: Frost deals 20% less damage for 60 seconds.
- Draught of Resist Cold: Frost deals 30% less damage for 60 seconds.
- Philter of Resist Cold: Frost deals 40% less damage for 60 seconds.
- Elixir of Resist Cold: Frost deals 50% less damage for 60 seconds.
- Resist Shock:
- Potion of Resist Shock: Shock deals 20% less damage for 60 seconds.
- Draught of Resist Shock: Shock deals 30% less damage for 60 seconds.
- Philter of Resist Shock: Shock deals 40% less damage for 60 seconds.
- Elixir of Resist Shock: Shock deals 50% less damage for 60 seconds.
- Resist Magic:
- Potion of Resist Magic: Magic deals 10% less damage for 60 seconds.
- Draught of Resist Magic: Magic deals 15% less damage for 60 seconds.
- Philter of Resist Magic: Magic deals 20% less damage for 60 seconds.
- Restore Health:
- Potion of Minor Healing: Restores 25 points of Health.
- Potion of Healing: Restores 50 points of Health.
- Potion of Plentiful Healing: Restores 75 points of Health.
- Potion of Vigorous Healing: Restores 100 points of Health.
- Potion of Extreme Healing: Restores 150 points of Health.
- Potion of Ultimate Healing: Restores all lost points of Health.
- Restore Magicka:
- Potion of Minor Magicka: Restores 25 points of Magicka.
- Potion of Magicka: Restores 50 points of Magicka.
- Potion of Plentiful Magicka: Restores 75 points of Magicka.
- Potion of Vigorous Magicka: Restores 100 points of Magicka.
- Potion of Extreme Magicka: Restores 150 points of Magicka.
- Potion of Ultimate Magicka: Restores all lost points of Magicka.
- Restore Stamina:
- Potion of Minor Stamina: Restores 25 points of Stamina.
- Potion of Stamina: Restores 50 points of Stamina.
- Potion of Plentiful Stamina: Restores 75 points of Stamina.
- Potion of Vigorous Stamina: Restores 100 points of Stamina.
- Potion of Extreme Stamina: Restores 150 points of Stamina.
- Potion of Ultimate Stamina: Restores all lost points of Stamina.
- Waterbreathing:
- Potion of Waterbreathing: Grants the ability to breathe underwater for 15 seconds.
- Draught of Waterbreathing: Grants the ability to breathe underwater for 30 seconds.
- Philter of Waterbreathing: Grants the ability to breathe underwater for 45 seconds.
- Elixir of Waterbreathing: Grants the ability to breathe underwater for 60 seconds.
- Waterwalking:
- Potion of Waterwalking: Grants the ability to walk on the surface of water for 30 seconds.
- Well-Being:
- Potion of Minor Well-Being: Restores 15 points of Health, Magicka and Stamina.
- Potion of Well-Being: Restores 35 points of Health, Magicka and Stamina.
- Potion of Plentiful Well-Being: Restores 55 points of Health, Magicka and Stamina.
- Potion of Vigorous Well-Being: Restores 75 points of Health, Magicka and Stamina.
- Potion of Extreme Well-Being: Restores 90 points of Health, Magicka and Stamina.
- Potion of Ultimate Well-Being: Restores 100 points of Health, Magicka and Stamina.
- Fortify Carrying Capacity + Stamina:
- Potion of Plunder: Carrying Capacity and Stamina are increased by 20 points for 300 seconds.
- Draught of Plunder: Carrying Capacity and Stamina are increased by 30 points for 300 seconds.
- Philter of Plunder: Carrying Capacity and Stamina are increased by 40 points for 300 seconds.
- Elixir of Plunder: Carrying Capacity and Stamina are increased by 50 points for 300 seconds.
- Grand Elixir of Plunder: Carrying Capacity and Stamina are increased by 60 points for 300 seconds.
- Prime Elixir of Plunder: Carrying Capacity and Stamina are increased by 70 points for 300 seconds.
- Fortify One-Handed + Light Armor:
- Potion of Conflict: Light Armor skill is increased by 10 points and One-Handed weapons deal 15% more damage for 60 seconds.
- Draught of Conflict: Light Armor skill is increased by 15 points and One-Handed weapons deal 20% more damage for 60 seconds.
- Philter of Conflict: Light Armor skill is increased by 20 points and One-Handed weapons deal 25% more damage for 60 seconds.
- Elixir of Conflict: Light Armor skill is increased by 30 points and One-Handed weapons deal 35% more damage for 60 seconds.
- Grand Elixir of Conflict: Light Armor skill is increased by 40 points and One-Handed weapons deal 45% more damage for 60 seconds.
- Prime Elixir of Conflict: Light Armor skill is increased by 50 points and One-Handed weapons deal 55% more damage for 60 seconds.
- Fortify Lockpicking + Pickpocketing:
- Potion of Larceny: Lockpicking and Pickpocketing are 15% easier for 60 seconds.
- Draught of Larceny: Lockpicking and Pickpocketing are 20% easier for 60 seconds.
- Philter of Larceny: Lockpicking and Pickpocketing are 25% easier for 60 seconds.
- Elixir of Larceny: Lockpicking and Pickpocketing are 30% easier for 60 seconds.
- Grand Elixir of Larceny: Lockpicking and Pickpocketing are 35% easier for 60 seconds.
- Prime Elixir of Larceny: Lockpicking and Pickpocketing are 40% easier for 60 seconds.
- Fortify Marksman + Stamina Regeneration:
- Potion of Keenshot: Bows deal 15% more damage and Stamina regenerates 5% faster for 60 seconds.
- Draught of Keenshot: Bows deal 20% more damage and Stamina regenerates 7% faster for 60 seconds.
- Philter of Keenshot: Bows deal 25% more damage and Stamina regenerates 9% faster for 60 seconds.
- Elixir of Keenshot: Bows deal 30% more damage and Stamina regenerates 11% faster for 60 seconds.
- Grand Elixir of Keenshot: Bows deal 35% more damage and Stamina regenerates 13% faster for 60 seconds.
- Prime Elixir of Keenshot: Bows deal 40% more damage and Stamina regenerates 15% faster for 60 seconds.
- Invisibility + Restore Health:
- Potion of Escape: Grants invisibility for 30 seconds and restores 25 points of Health.
- Draught of Escape: Grants invisibility for 40 seconds and restores 50 points of Health.
- Philter of Escape: Grants invisibility for 45 seconds and restores 75 points of Health.
- Elixir of Escape: Grants invisibility for 50 seconds and restores 100 points of Health.
- Grand Elixir of Escape: Grants invisibility for 55 seconds and restores 125 points of Health.
- Prime Elixir of Escape: Grants invisibility for 60 seconds and restores 150 points of Health.
- Cure Condition:
- Poisons: Drinks and liquids with (mostly) negative effects. Can be applied to weapons.
- Damage Health:
- Weak Poison: Causes 15 points of poison damage.
- Poison: Causes 25 points of poison damage.
- Potent Poison: Causes 35 points of poison damage.
- Virulent Poison: Causes 50 points of poison damage.
- Deadly Poison: Causes 65 points of poison damage.
- Damage Magicka:
- Weak Magicka Poison: Drains 30 points of Magicka.
- Magicka Poison: Drains 50 points of Magicka.
- Potent Magicka Poison: Drains 70 points of Magicka.
- Virulent Poison: Drains 100 points of Magicka.
- Deadly Magicka Poison: Drains 130 points of Magicka.
- Damage Health:
- Scrolls: Magical scrolls, which function as one-time Spells. There exists one for each Spell in the game and doesn't require Magicka to be used.
- Spider Scrolls: Scrolls, which can summon unnaturally large spiders with various effects.
- Spider Scrolls: Scrolls, which can summon unnaturally large spiders with various effects.
- One-Handed: Weapons that can be used with a single hand - or dual-wielded alongside another one-handed weapon.
- Daggers: The fastest one-handed weapons, but deal the least damage.
- Maces: The slowest one-handed weapons, but deal the most damage.
- Swords: Slightly slower than Daggers, but deal more damage. Faster and weaker than Maces and Axes.
- War Axes: Slower than Swords, but deal more damage. Faster than Maces, but deal less damage.
- Two-Handed: Heavy weapons that are wielded with both hands.
- Battleaxes: Slower than Greatswords, but deal more damage. Faster than Warhammers, but deal less damage.
- Greatswords: The fastest two-handed weapons, but deal the least damage.
- Warhammers: The slowest two-handed weapons, but deal the most damage.
- Archery: Ranged weapons. Include both Bows and Crossbows.
- Arrows: Projectiles fired by Bows. Can be recovered from corpses of opponents.
- Bolts: Projectiles fired by Crossbows. Can be recovered from corpses of opponents.
- Steel Bolt: A standard Crossbow Bolt.
- Exploding Steel Bolt of Fire: A steel Bolt, which explodes on impact, dealing 10 additional points of Fire Damage.
- Exploding Steel Bolt of Ice: A steel Bolt, which explodes on impact, dealing 10 points of Frost Damage to Health and Stamina.
- Exploding Steel Bolt of Shock: A steel Bolt, which explodes on impact, dealing 10 points of Shock Damage to Health and 5 points of Shock Damage to Magicka.
- Dwarven Bolt: A Crossbow Bolt built from Dwarven metal. More damaging than the Steel Bolt.
- Exploding Dwarven Bolt of Fire: A DwarvenBoltt, which explodes on impact, dealing 15 additional points of Fire damage.
- Exploding Dwarven Bolt of Ice: A Dwarven Bolt, which explodes on impact, dealing 15 points of Frost damage to Health and Stamina.
- Exploding Dwarven Bolt of Shock: A steel Bolt, which explodes on impact, dealing 15 points of Shock Damage to Health and 7.5 points of Shock Damage to Magicka.
- Steel Bolt: A standard Crossbow Bolt.
- Bows: Bent or curved ranged weapons, which use a string to send Arrows flying.
- Crossbows: Mechanized ranged weapons, mostly in the shape of a cross. Used by the Dawnguard, an ancient order of vampire hunters. They are stronger than most Bows, but fire slower. They have a 50% chance to stagger opponents.
- Crossbow: A simple Crossbow made of wood and steel.
- Enhanced Crossbow: A Crossbow upgraded with Corundum. Ignores 50% of the target's armor.
- Dwarven Crossbow: A crossbow with the design of the Dwemer, the Lost Race known for their revolutionary developments in technology. More powerful than the normal Crossbow.
- Enhanced Dwarven Crossbow: A Dwarven Crossbow upgraded with Quicksilver. Ignores 50% of the target's armor. The most damaging Archery weapon in the game.
- Crossbow: A simple Crossbow made of wood and steel.
- Staffs: Magical objects bearing various effects. Mostly, however, they possess effects from the five Schools of Magic: Conjuration, Destruction, Illusion, Alteration and Restoration.
- Conjuration: Staffs, the purpose of which is summoning and banishing creatures.
- Destruction: Staffs, which have offensive capabilities.
- Illusion: Staffs, which focus on casting illusions.
- Alteration: Staffs, which focus on manipulating the physical world and its properties.
- Restoration: Staffs with healing properties.
- Daedric: Artifacts of Daedric Lords and Princes.
- Sanguine Rose: The Daedric Artifact of Lord Sanguine, the Daedric Prince of debauchery. Summons a level-dependant Dremora, which fights for the Dragonborn. They wear Heavy Armor and use Two-Handed Weapons.
- Skull of Corruption: The Daedric Artifact of Vaermina, the Daedric Prince of dreams and nightmares. This weapon is charged by collecting dreams from sleeping people (five are collected per person). Blasts from this weapon do not have a physical presence, but they deal damage nonetheless. One dream is used per blast.
- Wabbajack: The Daedric Artifact of Sheogorath, the Daedric Prince of Madness. The weapon is a direct reflection of Sheogorath's own chaotic nature, choosing at random to either help or hinder those he encounters. Blasts from this have a truly unpredictable effect.
Feats[]
Strength[]
- Can carry and swing around greatswords, warhammers, and axes with ease.
- Has no issue with lifting large logs.
- As a Vampire Lord, can lift giants with telekinesis.
- Can break a skeleton into pieces with a single swing and can break a dragon’s skull by bludgeoning it.
- They can carry up to 150 CHEESES AT ONCE (70Ibs per cheese = 10,500 POUNDS OF CHEESE)!
- They can match muscles with giants, who are so strong they can shatter the game's spaghetti code to pieces!
- Defeated Alduin in single combat at the throat of the world after his power had waxed for the duration of the events of Skyrim. They once more defeated him in Sovngarde, and killed him permanently.
- Alduin had strength to consume the universe! Not just Nirn, but the Kalpa as well (You know those planets you see in the sky? According to cosmology, those are actually separate infinitely big planes of reality. Alduin was going to eat infinity. Multiple infinities!/Infinite Multiversal level)!
- Killed Lord Harkon, the most powerful vampire in all of Skyrim.
- Harkon can survive being hit with at least a few arrows from Auriel’s Bow.
- Defeated the first Dragonborn, MIraak. According to the book "The Guardian and the Traitor", Miraak was powerful enough to tear apart the island of Solstheim from Skyrim's mainland (Miraak's magical prowess outputted energy over 300 teratons of TNT).
- After reading the black books, the Dovahkiin defeated Miraak in single combat, even as he was absorbing dragon souls through the duration of the battle to increase his power. They absorb his soul, gaining all his knowledge and power, as well as attaining status as the second most powerful Dragonborn of all time, likely only exceeded by Tiber Septim.
- Superior to the full might of the Greybeards, who can shake the world by merely speaking, and took a pledge of silence for even a whisper could kill someone untrained in the voice.
- There Shouts can get strong enough to shake the world itself.
- Can create massive storms that extend over the entire horizon from the throat of the world, potentially reaching all of skyrim (1.8 – 97.4 petatons of TNT).
- Description: A Shout to the skies, a cry to the clouds, that awakens the destructive force of Skyrim’s lightning.
- In the past this same shout burned down an entire village.
Speed[]
- Can combat Alduin who exists outside of the concept of time, and is comparable to Gods such as Auriel, and Shor/Lorkhan who predated the concept of both time and space.
- Capable of firing arrows into the sun of Aetherius (250 times faster than light), which is an infinite distance away (249.5c – Infinite).
- They and other mages can fire lightning based spells, which is comparable to real lightning. Warriors can react to lightning and block or deflect it, and mages are capable of physically “riding the lightning” as they move.
- Has access to spells which are stated to be sunlight.
- Can potentially outrun Alduin’s meteor storm. Objects such as shooting stars, comets, and meteors are stated to come from Aetherius (See Before the Verdicts).
- Can also react to and dodge these in Sovngarde, which is in the Aetherius.
- Can react to and keep pace with Odahviing, who can cross Skyrim in seconds.
- Can dodge arrows in game.
- Can keep pace with Lesser Vampires, who move faster than a normal eye can track.
Durability[]
- Can take attacks from Alduin and Miraak.
- Survived the Greybeards shouting at them at point blank range, which can shake all of Tamriel (1.9 teratons of TNT, see Before the Verdicts).
- As Ancano is absorbing power from the Eye of Magnus he states he has the ability to unmake the world at his fingertips. He can continue absorbing power from the eye within the battle, and the Dovahkiin can survive attacks from him in this state.
- Can take a hit from a Giant who are strong enough to launch people into the sky.
- Can endure a Dragon’s Fire or Ice Breath.
- Still an adventurer even after being hit with arrows to the knee.
- Has been stabbed, slashed, bludgeoned, burned, shocked, frozen, poisoned, and more in battle.
Skill[]
- His skill should be comparable, if not greater than Miraak's, who has been in apocrypha for thousands of years, where it withholds infinite amounts of knowledge.
- Alongside three Nordic heroes, defeated Alduin, the World Eater, who predated the creation of Mundus, and other wheels in the Aurbis.
- Killed Alduin, the World Eater, and Miraak, the first Dragonborn.
- Has slain countless Dragons and other evil creatures throughout Skyrim.
- Took in the contents of the Oghma Infinium, which is said to cause information overload in the brain and cause hemorrhaging.
- Capable of becoming the archmage of the college of winterhold, grandmaster of the dark brotherhood, leader of the thieves guild, harbinger of the companions, lord of the vampires, and the strongest warrior on the Dawnguard.
- Defeated Mercer Frey, Potema, Harkon, Tsun, Dragon Priests, Karstagg, The Ebony Warrior.
- Became the Thane of all the Jarls of the province of Skyrim.
- Became the champion of the Daedric princes.
- Became a Master in Smithing, Alchemy and Enchanting.
- Mastered the way of the voice and learned dozens of different shouts.
- Ended the Skyrim Civil War and saved the current Kalpa from being eaten.
- Read one of the Elder Scrolls
- Aided or executed Ulfric Stormcloak
- Caught the serial killer Calixto
- Escaped Cidhna Mine
- Cured Pelagius the Mad
- Reunited Ruki and Fenrig
Weaknesses[]
- Limited Magicka: Dragonborn can't use his spells forever. The more powerful spells he uses eat through his Magicka faster and can be vital when using healing spells.
- Lack of a Fighting Style: Dragonborn never used any form of fighting style, nor has he gotten any training, leaving him to improvise during combat.
- Enchanted Weapons: Enchanted weapons have a limited charge, which will be depleted if the weapon is used enough. This can be countered with some of the Perks and by applying filled Soul Gems.
- Wabbajack: The Wabbajack is as much a game changer as it is an arrow to the knee. Its effects are random and can have a negative result to the user.