Oblivion:Dark Elf
The Dunmer, also known as Dark Elves, are the ash-skinned, typically red-eyed elven peoples of Morrowind.
For more information, see the main lore article.
A list of all the Dunmer in Cyrodiil can be found here.
Contents
Attributes[edit]
Male
- +10 Speed
- -10 Willpower and Personality
Female
Skills[edit]
- +10 Blade and Destruction
- +5 Athletics, Blunt, Light Armor, Marksman, and Mysticism
Traits[edit]
- Ancestor Guardian greater power (FormID
00047AD5
): Summon Ancestor Guardian for 60 seconds on self, once per day - Dark Elf Fire Resistance ability (FormID
00047AD4
): Resist Fire 75% on Self, constant
In-Game Description[edit]
Also known as "Dunmer" in their homeland of Morrowind, the Dark Elves are noted for their skilled and balanced integration of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid.
Gameplay[edit]
The Dunmer are well-balanced characters. They can become any of the three main archetypes with ease. With good Destruction bonuses and combat bonuses, they can make perfect middle-of-the-line fighters with just enough magic to get the job done. Also, with their 75% Resist Fire, they can be very useful in Oblivion, where Daedra, one of the most prominent enemies, are encountered. The same goes for planned vampires, as a Dunmer's 75% fire resistance cancels out even the largest Weakness to Fire that full vampires have.
Enemy Dunmer will most frequently be encountered as Bandit Bowmen or as Bandit Ringleaders. These Dunmer tend to be equipped with light armor and archery equipment (or a blunt weapon in the case of Ringleaders). Among the vampires, the Assassins, Battlemages, Nightblades and Pilgrims are Dunmer, including Assassin Vampire Matriarchs and Patriarchs.
The Ancestor Guardian ability is a useful combination with The Atronach birthsign. If your magicka is low, summon it and attack it enough for it to become hostile towards you. Let its frost spells restore your magicka.
Male Dunmer also make good Nightblades, Battlemages and Barbarians if born under the Warrior-sign.
Race-specific Dialogue[edit]
- Greetings
- "What do you want, ashborn?" (if disposition is between 20 and 30)
- "Greetings, Dunmer." (if disposition is 30+)
- "Greetings, my Dunmer brother/sister." If disposition is 30+ and the NPC is also a Dunmer
- Friendly Greetings (if disposition is 70+)
- "I'm very happy to make your acquaintance."
- "I am never too busy for good talk."
- "Please, join me."
- "It's so good to meet you."
- "Walk with virtue, friend."
- Neutral Greetings (if disposition is between 30 and 70)
- "May I help you?"
- "I'm listening. Go ahead."
- "You may speak."
- "What is it, sera?" (if a Dunmer is talking to a fellow Dunmer, who is male)
- "What is it, muthsera?" (if a Dunmer is talking to a fellow Dunmer, who is female)
- Brusque Greetings (if disposition is under 30)
- "Spit it out or hit the road."
- "Whatever you're looking for, I'm sure I don't know how to find it."
- "If you'll excuse me, I don't have time for you right now. Or ever."
- "What hole did you crawl out of?"
- "You remind me of my homeland. During the Blight."
- In combat
- "You're a traitor to your own race!" (If the combatant is also an elf)
- "You're outmatched, Elf!" (if the combatant is not an elf)
- "You Elves are all the same! All flash and no fury!" (if the combatant is not an elf)
- "Puny Elf! I'll pick my teeth with your spine!" (if the combatant is an Orc)
NPC Reactions[edit]
Reactions affect the base disposition of NPCs towards you depending on your relative races.
- Argonians -10
- Bretons -5
- Altmer -10
- Imperials -5
- Khajiit -5
- Nords -5
- Redguards -5
- Bosmer -5
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