Board Thread:Lore Discussion/@comment-9601450-20131225183646/@comment-29458028-20140718101327

Lol, I am 218 with an account. I mentioned that the explosion for dawnbreaker happens on kills, which is not unreasonable. Its not every hit (facepalm). Plus I don't think the explosion should do so little damage to undead. In Skyrim, its practically just a cool effect that makes them run away. I wanted to make it the undead slaying sword (and the infinity radiant light), thus the damage and blinding light.

The ebony blade is far too weak in Skyrim to be of any use. That's why I upped the damage (in fact I wanted more damage$ and massively expanded the cap. I think the charges should be permanent, but the sword will need to kill people to maintain power (sort of like a Muramasa blade)

The extra magic resist I added for Spellbreaker stacks with the shield, allowing it to negate nearly 75 damage. Also, you wouldn't permanently keep the ward up, would you?

Volendrung will swing faster, as per skyrim. I thought that was common sense so I ignored it.

The skull of corruption needs a workover. I wasn't thinking when I wrote it.

Also, I advocated daedric artifacts being smithable for a gameplay reason. This is to prevent them from ever being outclassed by other weapons. Or else they all end up in a chest very quickly (yes, I would mess with Excalibur on a grindstone and enchanting table if it would be improved.). Either that, or some way of upgrading them must be found.