Mini-FAQ for you guys:
How is the Summon Durnehviir shout different to the Call Dragon shout? It's actually very different. Odaviing is not 'summoned' in the same way as Durnehviir, in fact, Summon Durnehviir works just like a Conjure Atronach spell - aim it at the ground, and if there's enough room, he'll arrive. This means that while Odaviing can ONLY be summoned in external areas, Durnehviir can be summoned even in caves, provided there is enough room.
Not only that, Durnehviir uses three Shouts in combat: Frost Breath, Drain Vitality, and a unique shout that summons a Boneman, a Wrathman and a Mistman at the same time to help out (he seems to remain on the ground when using this one)
On a side note: Durnehviir translates to 'Curse Never Dying' while Odahviing translates to 'Snow Hunter Wing'
What's this I hear about the player being able to obtain a horse for free in the DLC?A horse? Undead steed more like. Arvak can be obtained inside the Soul Cairn, after finding his skull (before this you will see him running wild in the Soul Cairn) and returning it to his owner.
Arvak is unique in that he is summoned in the same way an Atronach is. But Arvak is different - unlike Atronachs, if you remain mounted on Arvak, he will not disappear after 60 secs like Atronachs do (but only if you stay mounted.) With the Twin Souls perk, within the Conjuration perk tree, it is possible to summon two Arvaks, despite him being a unique character.
Why has part of the Ruins of Bthalft been changed since I last visited that area? Let's just say it has something to do with the 'Lost to the Ages' quest from the DLC.
Not only that, I hear that a Word Wall has now been added to Arcwind Point. What's the deal?Drain Vitality Dragonshout (from DLC). Enough said.
Can I create Crossbows at Smithing forges?Dawnguard players can once Sorine Jurard has been recuited for the Dawnguard cause. She will thereafter give the player Radiant sidequests wherein crossbow improvement schematics and new bolt type schematics must be retrieved. Upon returning to Jurard with the said schematics, she will then have those items for sale and you can create them at forges. However, crossbows can ONLY be created at the Dawnguard forge (bolts and arrows can be created at any forge)
I have another character going through the DLC as a Volkihar Vampire Lord, I am at the Soul Cairn mission, and I'm yet to see any vendor in castle Volkihar selling crossbows or bolts. I do not have the option to create crossbows at the Volkihar Vampire forge either. And before you start saying that's unfair, you Vampire Lords are overpowered.
Wait, how are Vampire Lords overpowered?- A Werewolf transformation can only be used once per day, and it cannot be toggled off (it wears off on it's own.) A Vampire Lord transformation is unlimited use, and players can revert back to human form at will.
- Vampire Lords can switch between walking and 'floating' at will. Floating allows the circumvention of floor based traps and negates the need for swimming. Werewolves have no such abilities.
- Vampire Lords can change powers and abilities at will (through the favourites menu), Werewolves can't.
- Vampire Lords have a multitude of abilities from the outset. Werewolves only have Howl of Terror - all other Werewolf abilities can be obtained through retrieving Werewolf totems for the Companions, which of course, can't be done until AFTER the Companions questline is complete.
- Vampire Lords have some passive bonuses and abilities that can be used either in human or Vampire form - Vampire Sight (same as Khajiiti Night Eye), resistance to Frost, bonus to Sneaking and Illusion spell cost reduction. Guess what, Werewolves get no such passive abilities or bonuses, except the resistance to disease.
- Vampire Lords have both melee attacks and ranged spells, Werewolves have only melee attacks.
However, Werewolves do excel in a couple of areas:
- Werewolves deal much more melee damage than Vampire Lords, and the amount of melee damage inflicted can be increased through a four-tier Werewolf perk, wherein each tier increases the damage by 25%. Vampire Lords are so weak in melee that they just aswell be punching a wall. At tier 4 of this perk - that is, +100% melee damage - it is possible to drop the toughest enemies in a matter of hits. I'm speaking from personal experience with this as I just tested it. My level 21 Werewolf (Dark Elf) killed the Giant in Blackreach in four hits so fast the Giant didn't even have time to react. The Vampire Lord Drain Life spell is nowhere near as powerful. I still want to test their melee damage vs Dragons. My Vampire Lord already killed a Dragon by spamming the Drain Life spell, took about half hour - it was like throwing a football against a wall.
- Werewolves can feed from corpses of humans/creatures that they have not killed. Vampire Lords can only feed, through the Drain Life spell, from enemies they themselves have killed. Not only that, but the Vampire Lord Drain Life spell needs to be charged up before casting like a ranged Destruction spell, and requires some precise aiming (although it DOES have a small area of effect). In the time it takes to charge the spell, a Werwolves can spam a multitude of melee hits on an enemy. Just tested this out too, to see to what extent Werewolves can feed with the perk that allows feeding on most any creature and humans, except undead, daedra and steam animunculi.... And it does exactly what it says on the tin (like Ronseal) - with said perk I can feed on Chaurus, Giants, Trolls, Falmer, other Werewolves, etc.
500 Gold for an Amoured Troll? I could hire a master Destruction Wizard for that and he would destroy enemies before they even got close. Why would I want an Armoured Troll?Here's the thing: Armoured Trolls are both tanks and heavy hitters. To put it into perspective, Armoured Trolls are
'considerably more powerful than regular Trolls' (words from the Wikia guide). However, from my experience with one at my side, they are somewhat slower in movement than the player, thus more often than not get separated from the player. When separated from the player for too long, which isn't too long, they will return home.
Edited by WytchDokta, 04 July 2012 - 12:27 AM.