Dwemer build

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Dwemer build

Post by Red Guardian »

For appearance I'm thinking about an Altmer.

Okay, smithing and heavy armour are one of the skills but then what? The Dwemer uses magic? They're specialized in what kind of weapons? Battleaxes?

How to roleplay as one?
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Re: Dwemer build

Post by OblivionDuruza »

The Dwemer were a secular, heavily technology orientated race. It is believed I guess that the Dwemer were gifted in the use of Magic, in their ability to empower lifeless fabrics into active beings. This might be reflected by Mysticism in earlier games, but for Skyrim, perhaps by Alteration? I'd say perhaps One-Handed weapons might fit, and I agree with both your choices of Heavy Armour and Smithing, they seem the two to lock in for sure.
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Re: Dwemer build

Post by Red Guardian »

Interesting, thanks for the answer.
The Dwemer are pretty much Battle Mages, then.

Or perhaps a Sorcerer (all kinds of spells but uses Heavy Armour)?

Still finding odd how to roleplay as one though. Thinking about exploring a nearby Dwemer ruin (that the character refers to as "home") and clean it because the machinations there have gone wild but after that nothing else comes to mind. I don't want to make it my main quest, wiping all the ruins that is.
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Re: Dwemer build

Post by OblivionDuruza »

In regards to Magic, I think it's almost explicitly stated that the Dwemer don't use Conjuration, in that they are totally independent from the Daedra, etc. and are essentially profane, and that in a way they seek a sort of 'anti-Conjuration' in their attempts to create Anumidium. Now I think about it, Enchantment also springs to mind.
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Re: Dwemer build

Post by Red Guardian »

Then the skills would go something like this:

-One Handed.
-Smithing.
-Heavy Armour.
-Alteration.
-Enchantment.

Thinking about Alchemy, Illusion and Restoration but I am having doubts. Maybe block, because of Heavy Armour. Destruction is probably a no?
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Re: Dwemer build

Post by Da_BossMaN69 »

Honestly I've never really seen the dwarves as being mages or wizards, to see them wielding magic in the way the races do now seems so, rudimentary with them. I feel like they as a race never achieved the full potential of magic and the 5 schools, rather they manipulated magic to serve their own purposes.

To give an example of what I mean, lets say you have two civilizations, both have use of fire, yet one simply uses fire for cooking, warmth, and as a weapon, all in it's basic form just made through rubbing dry wood or flammable substances. The other uses fire as an energy, for example they use fire to power hot air ballons, create heating systems with it through vents, coal-powered trains, etc, light fuses to start off explosions, gunpowder for firearms, for war.

That's how I've always viewed the Dwemer, not the best analogy but only one that I can work with. They use it as an energy, to power their machines (which do most of the fighting when it comes to war any way) or use it to power staves and magical traps, the majority of the population would have little use or clue for magic with only the higher echelons would have a great proficiency.

So to be honest a Dwemer would use Staves, but not magic, so leveling destruction is a yes, but to go above Novice or Apprentice would be unlikely.

Honestly I would see the major skills being Heavy Armor, One Handed and Two Handed, Enchanting, and Smithing.

Although Like anything there's never an absolute, so not every follows these exact guidelines or rules, but if you want to have a stereotypical dwarf, than yes your best bet would be these skills.
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Re: Dwemer build

Post by SajuukKhar »

The Dwemer had their own magic which worked on reversing the laws of reality.

Not simply bending them, or making people see them different, as the normal schools of magic do, but 100% literal reversal.
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Re: Dwemer build

Post by fisksallad »

Da_BossMaN69 wrote:Honestly I've never really seen the dwarves as being mages or wizards, to see them wielding magic in the way the races do now seems so, rudimentary with them. I feel like they as a race never achieved the full potential of magic and the 5 schools, rather they manipulated magic to serve their own purposes.
I agree with this. If humans and mer use magic as playing a game of football, the dwemer had the ability to change the very rules of the game. Perhaps this resulted in them not seeing the point in playing the game itself in that particular way.
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Re: Dwemer build

Post by Lotet »

they say the Dwemer weren't short but by the looks of this, they were short like a Bosmer. I would have said a strong Bosmer but this guy doesn't look very strong. unfortunatly, Bosmer aren't as short as they use to be. also get a beard. regardless of race, even these pansies have beards, braided beards!

Role Playing? get a House in Markarth, get either a follower in Dwarven Armour or Falmer Armour to be your servant. how about Volendrung and Spellbreaker? they're Dwemer... but you can't use them at the same time. maybe you're a Scholar of some sort, the Markarth house has 3 large bookshelves for a library but more importantly, it's a good excuse to do anything because you're doing 'field research' or some such.

Dwemer have difficult names, how about mashing the keyboard and seeing what you get...aguwclrkn, then tidy it up... Agulwerkin or something, I don't know.

P.S. Reachwind Eyrie is nice, not much use for it but I felt I should bring it up.
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Re: Dwemer build

Post by Red Guardian »

Hey everyone, thanks for all the help. I was about to create the character but haven't found an interesting name to use.

Will probably pick a Bosmer like Lotet said.
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Re: Dwemer build

Post by tatortodd22 »

[quote="Lotet"]Dwemer have difficult names, how about mashing the keyboard and seeing what you get...aguwclrkn, then tidy it up... Agulwerkin or something, I don't know.quote]


Th...well....that was just brilliant!
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Re: Dwemer build

Post by Pilaf The Defiler »

Enchanting should be there without a doubt. Look at what their automatons run off - soul gems.

Also, a big thick beard is a must.
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Re: Dwemer build

Post by magius241 »

The dwemer didn't actually wear most dwarven armor; it's mostly pieces pulled off of centurions.
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Re: Dwemer build

Post by Lotet »

there are 3 things I like about Dwemer armour:
1: no NPCs wear it
2: it doesn't change for females, which makes my tough female followers look much more intimidating
3: it looks great with the 10th Dragon Priest Mask

and if those DLC rumours are substantiated then we may be getting Crossbows, hopefully one of the Dwemer variety.
TerrorOfTheNorth wrote:He's Bosmer. That's what I think of him.
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Re: Dwemer build

Post by OblivionDuruza »

In regards to names, here are a few Lore examples:

Male:
Anchard, Bthuand, Cuolec, Dahrk, Dhark, Dumac, Gharen, Ihlendam, Jnaggo, Kagrenac, Mithas, Nbthld, Nchylbar, Nchunak, Radac, Sthovin, Yagrum

Female:
Bluthanch

Family Names:
Bagarn, Mezalf, Mzahnch, Stungnthumz
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Re: Dwemer build

Post by Pilaf The Defiler »

It might well be true that Dwemer didn't wear armor in most cases. This is simply a game mechanic, but all Dwemer ghosts in Morrowind wore robes and hats similar to the classic Gnome or Dwarf hat from European mythology. However, the ash piles near where the Dwemer vanished are sometimes accompanied by weapons and armor, despite all the ghosts being clothy mages.
Monsters are bred in labyrinths, labyrinths are bred from walls. There is a reason the Giants choose to remain nomadic rather than follow their shield kin the Nords in building permanent settlements. The Tower is the beginning of all walls.
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Re: Dwemer build

Post by OblivionDuruza »

While it is true that Dwemer Armour is essentially just the stripped down outer skins of Dwemer Automatons, as detailed in The Ruins of Kemel-Ze, that in itself does not necessitate that the Dwemer never wore armour themselves. The two don't necessarily have to be mutually exclusive if you want to include an extra skill in the way of Heavy Armour, into your build.
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Re: Dwemer build

Post by Pilaf The Defiler »

I think the wearing and maintenance of Heavy Armor was definitely a skill the average Dwemer would be familiar with, even if they didn't necessarily always go about in full kit. The same could be said of any soldier, really.
Monsters are bred in labyrinths, labyrinths are bred from walls. There is a reason the Giants choose to remain nomadic rather than follow their shield kin the Nords in building permanent settlements. The Tower is the beginning of all walls.
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