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Small House LayoutEdit

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1 House, Foundation 1 10 - - - - -
House, Wall Framing 6 - 10 - - - -
Stage 2 House, Walls 2 - 8 4 - - -
Stage 3 House, Floor - 4 - - - - -
House, Roof Framing 6 - - - - - -
Stage 4 House, Roof 1 - 10 - - - -
Stage 5 House, Door 1 - 2 - 1 1 2
Total 17 14 30 4 1 1 2
  • Full furnishing cost: 1000 gold

Main HallEdit

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1 Main Hall, Door 1 - 2 1 1 2
Stage 2 Main Hall, Foundation 4 30 - - - - -
Stage 3 Main Hall, Floor - 6 - - - - -
Main Hall, Wall Framing 16 - 20 - - - -
Stage 4 Main Hall, First Level Walls 4 - 16 8 - - -
Main Hall, Second Floor Supports 6 - 10 - - - -
Stage 5 Main Hall, Roof Framing 10 - - - - - -
Main Hall, Second Level Walls 4 - 12 8 - - -
Stage 6 Main Hall, Roof 2 - 25 - - - -
Stage 7 Main Hall, Cellar 8 50 - - - - -
Total 55 86 85 16 1 1 2
  • Full furnishing cost: 3500 gold

East WingEdit

Addition - East Wing - LibraryEdit

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1 Library, Doors 3 - 6 - 3 3 6
Stage 2 Library, Foundation 2 8 - - - - -
Stage 3 Library, Floor - 4 - - - - -
Library, Main Supports 10 - 10 - - - -
Stage 4 Library, First Floor Walls 1 - - 3 - - -
Library, Second Floor Supports 4 - 12 - - - -
Stage 5 Library, Second Level Walls 2 - - 6 - - -
Stage 6 Library, Roof 1 - 4 - - - -
Stage 7 Library, Roof Canopy 1 - 6 - - - -
Total 24 12 44 9 3 3 6
  • Full furnishing cost: 1500 gold

Addition - East Wing - ArmoryEdit

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1 Armory, Doors 3 - 6 - 3 3 6
Stage 2 Armory, Foundation 2 10 - - - - -
Stage 3 Armory, Floor - 4 - - - - -
Armory, Wall Supports 7 - 8 - - - -
Stage 4 Armory, Roof 1 4 - - - - -
Stage 5 Armory, Walls 1 - - 3 - - -
Total 14 18 14 3 3 3 6
  • Full furnishing cost: 2000 gold

Addition - East Wing - KitchenEdit

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1 Kitchen, Doors 2 - 4 - 2 2 4
Stage 2 Kitchen, Foundation 2 10 - - - - -
Stage 3 Kitchen, Floor - 4 - - - - -
Kitchen, Wall Supports 8 - 8 - - - -
Stage 4 Kitchen, Roof Framing 4 - - - - - -
Kitchen, Walls 1 - 3 - - -
Stage 5 Kitchen, Roof 1 - 8 - - -
Total 18 14 20 3 2 2 4
  • Full furnishing cost: 1500 gold

North WingEdit

Addition - North Wing - Trophy RoomEdit

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1 Trophy Room, Doors 2 - 4 - 2 2 4
Stage 2 Trophy Room, Foundation 2 10 - - - - -
Stage 3 Trophy Room, Floor - 4 - - - - -
Trophy Room, Wall Supports 8 - 8 - - - -
Stage 4 Trophy Room, Roof Framing 4 - - - - - -
Trophy Room, Walls 1 - - 3 - - -
Stage 5 Trophy Room, Roof 1 - 8 - - - -
Total 18 14 20 3 2 2 4
  • Full furnishing cost: 1500 gold

Addition - North Wing - Alchemy LaboratoryEdit

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1 Doors 3 - 6 - 3 3 6
Stage 2 Foundation 2 8 - - - - -
Stage 3 Floor - 4 - - - - -
Main Supports 10 - 10 - - - -
Stage 4 First Floor Walls 1 - - 3 - - -
Second Floor Supports 4 - 12 - - - -
Stage 5 Second Floor Walls 2 - 6 - - - -
Stage 6 Roof 1 - 4 - - - -
Stage 7 Roof Canopy 1 - 6 - - - -
Total 24 12 44 3 3 3 6
  • Full furnishing cost: 2500 gold

Addition - North Wing - Storage Room Edit

Same as Armory

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Total
  • Full furnishing cost: 1000 gold

West WingEdit

Addition - West Wing - BedroomsEdit

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1 Bedrooms, Doors 3 - 6 - 3 3 6
Stage 2 Bedrooms, Foundation 2 10 - - - - -
Stage 3 Bedrooms, Floor - 4 - - - - -
Bedrooms, Wall Supports 7 - 8 - - - -
Stage 4 Bedrooms, Roof 1 4 - - - - -
Stage 5 Bedrooms, Walls 1 - - 3 - - -
Total 14 18 14 3 3 3 6
  • Full furnishing cost: 2000 gold

Addition - West Wing - GreenhouseEdit

Same as Trophy Room

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Total
  • Full furnishing cost: 1500 gold

Addition - West Wing - Enchanter's TowerEdit

Stage Section Sawn Logs Quarried Stone Nails Clay Iron Fittings Lock Hinges
Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Total
  • Full furnishing cost: 2500 gold

MiscEdit

Section Sawn Logs Quarried Stone Nails Straw Iron Fittings Iron Ingot Clay
Animal Pen 1 - - - - - -
Apiary 2 - 1 2 - - -
Armorer Workbench 1 2 - - - 1 -
Fish Hatchery 3 3 4 - - - -
Garden 1 - - - - - -
Grindstone 1 1 - - 1 - -
Mill § 2 2 - - 2 - -
Smelter - 4 - - 2 5 6
Stable 3 - 5 - - - -

† Apiary is only available for Lakeview Manor.
‡ Fish Hatchery is only available for Windstad Manor.
§ Mill is only available for Heljarchen Hall.




The two main factions central to the add-on So los mid fahdon (The two main factions central to the add-on are the Dawnguard, an order of vampire hunters dedicated to eradicating Vampires. The two main factions central to the add-on are the Dawnguard, an order of vampire hunters dedicated to eradicating Vampires. The two main factions central to the add-on are the Dawnguard, an order of vampire hunters dedicated to eradicating Vampires. The two main factions central to the add-on are the Dawnguard, an order of vampire hunters dedicated to eradicating Vampires.)

PortalEdit

Full list of all available quests, including the main questline, faction questlines, Daedric quests and side quests.


Overview of all 10 playable races including an outline of each of their unique abilities and attributes.


Overview of all 18 skills and how they relate to gameplay.


Detailed information for all Dragon Shouts, including their locations and magical effects.


Full list of all passive abilities that increase various stats and values, and how they can be obtained.


Full list of all lesser and greater powers available and how they can be obtained.


Complete list of locations found in game, including additional locations from official add-ons.


Complete list of NPC's found in game, including additional characters from official add-ons.


Detailed overview of follower mechanics including combat, leveling and commands. In addition, a full list of all potential followers available, including how to gain their service.


Overview of skill training and a full list of all skill trainers and their locations.


Overview and listing of all available merchants, including Blacksmiths, general goods merchants and alchemists


Full list of all humanoid enemies found throughout the game and its add-ons.


Full list of all creatures, both hostile and docile, found throughout the game and its add-ons.


Detailed overview of all joinable and non-joinable factions found throughout the game and its add-ons.


Detailed pages for every melee and archery weapon, including locations and smithing information, that can found throughout the game and its add-ons.


Detailed pages for every armor piece, including locations and smithing information, that can found throughout the game and its add-ons.


Complete archive of every book, skill book, journal, letter and note that can be found throughout the game and its add-ons..


Complete list of every quest item, food, drink, ingredient and more.


Full list of controls for PC and console.


Overview of all official add-ons.


breakEdit

The Elder Scrolls V: Dawnguard is the first official add-on for the fifth installment in the Elder Scrolls series, Skyrim.

Released first for the Xbox 360 on 26 June 2012, and later on 2 August for PC, Dawnguard revolves around an ancient prophecy predicted by an Elder Scroll. Foretelling the eternal obfuscation of the sun, the scroll gave instructions on how to perform a magic ritual with a mythic bow and a special blood sacrifice. A legion of vampires known as Clan Volkihar, lead by Lord Harkon, seek to actuate the prophecy by performing the ritual; the Dawnguard, a faction of crossbow-wielding vampire hunters counters their aims. Skyrim's Dragonborn protagonist chooses whether to join the Dawnguard and prevent Nirn for being plunged in irrevocable night, or assist the vampire coven with realizing their malevolent ambition.

Introduced in Dawnguard are two unique skill trees, one for vampirism noted as "Vampire Lord" and one for lycanthropy.

Twenty-two quests featured in the plug-in; twelve exist in the main quest, with several optional side quests. A few repeatable, radiant quests can also be completed. The questline forks at "A New Order", where allegiance between the Volkihar Clan and the Dawnguard must be selected. Choice of side is irreversible.

PortalEdit

Factions
The two main factions central to the add-on are the Dawnguard, an order of vampire hunters dedicated to eradicating Vampires, and the Volkihar Clan a shadowy group of Vampires who seek to blot out the sun.

The main questline consists of 12 quests that take place across Skyrim and beyond. 9 side quests for each faction are available along with 4 additional side quests that are unrelated to the storyline.

Over 80 new characters are introduced in the add-on, most of whom are members of the newly added factions.

23 new locations are included throughout Skyrim, including 2 large completely new areas: The Soul Cairn and Forgotten Vale.

Several creatures and variants of existing creatures are added, including the new maximum level Legendary Dragon, Frost Giant and Chaurus Hunter.

A plethora of Dragon shouts, blessings and spells are introduced along will full perk trees for Lycanthropy and the Vampire Lord.

19 new weapons, including the long awaited Dragonbone Weapons set, along with a variety of crossbow bolts and arrows.

5 new armor sets are introduced into the add-on, not to mention several unique pieces in both light and heavy variants.

5 new alchemy ingredients, several new books and pieces of jewelry along with some unique items.


StorylineEdit

The story of The Elder Scrolls V: Dawnguard involves the return of a Volkihar vampire lord named Harkon, who seeks to end the tyranny of the sun. Harkon intends to use the power in the ancient Elder Scrolls to accomplish his goal, while an order of vampire hunters known as the Dawnguard seek to stop him.[1][2]

The Dragonborn is given the option either join the Dawnguard and help defeat Harkon or join forces with the Volkihar vampires.[1][2]

Dawnguard can be started by listening for rumors or asking Hold Guards about a group of vampire hunters who are recruiting. This will steer the Dragonborn in the direction of Fort Dawnguard and the add-on will begin.[2]

AlignmentEdit

VampiresEdit

Dawnguardvampirealtar

Aligning with the vampires provides unique bonuses.

Joining forces with Harkon allows the Dragonborn to become a Vampire Lord - the paragon of the species. If the Dragonborn is already a Werewolf, accepting to become a Vampire Lord will remove the Lycanthropy, but it can be regained later.[3] The transformation process works similar to Lycanthropy and grants access to unique powers. One ability is confirmed as Vampiric Grip which suspends an enemy in the air with telekinesis as their health is drained. Other powers and abilities include summoning a gargoyle, hovering above the ground and transforming into a cloud of bats.[1][2]

As with Lycanthropy, townspeople will attack a Vampire Lord on sight, however this will no longer happens if the Dragonborn is a regular vampire. Unlike werewolf transformations, the vampire form can be exited at will.[2]

In addition to new powers, joining the vampires grants access to Castle Volkihar - an island stronghold that not only serves as a base, but grants bonuses to vampiric powers and gives blood potions, which heal and count towards vampiric feeding.[2]

DawnguardEdit

Dawnguard-fort

Fort Dawnguard.

Joining Dawnguard grants the Dragonborn access to Fort Dawnguard, a large keep said to be hidden somewhere in the southern region of Skyrim.[4] The unique benefits of joining the Dawnguard include various new weapons and armor to fight vampires, including crossbows.[1][2] Furthermore, Dawnguard members will also be able to "hire" Armored Trolls, which serve as temporary followers.[3]

PerksEdit

The Elder Scrolls V: Dawnguard introduces two new perk trees: Vampire Lord and Werewolf. Rather than spending points to add perks as in the base game, new perks are gained by feeding on enemies with the new powers. For vampires, consuming life blood through a bite power attack or a Drain Life spell causes new perks to be gained; for werewolves, it is consuming the heart when feeding on a dead corpse.[5] This approach allows high or maximum level characters to obtain new perks that would otherwise be difficult or impossible to obtain.[2]

Vampire LordEdit

The Vampire Lord skill tree includes eleven perks[6][7]:


Vampskilltreedawnguard

Perk Description Requirements
Power of the Grave 50 point bonus to health, magicka and stamina as a Vampire Lord. None
Detect All Creatures Night Power: Detect all creatures, even dwarven automatons. Power of the Grave
Mist Form Night Power: Turn into an invulnerable mist, while health, magicka, and stamina regenerate. Detect All Creatures
Supernatural Reflexes Night Power: Everything slows down while you move faster. Mist Form
Blood Healing Killing a person with a power attack bite restores all your health. Power of the Grave
Unearthly Will Night Powers and Blood Magic cost 33% less. Power of the Grave
Poison Talons Melee attacks do 20 points of poison damage. Unearthly Will/Blood Healing
Night Cloak In combat you are surrounded by a cloud of bats that feed on enemies within melee range. Poison Talons
Vampiric Grip Blood Magic: Can pull a creature to you from a distance, and do choking damage once it's close. Power of the Grave
Summon Gargoyle Blood Magic: Can conjure a gargoyle to fight for you. Vampiric Grip
Corpse Curse Blood Magic: Target is paralyzed. Summon Gargoyle

WerewolfEdit

The Werewolf skill tree includes eight perks.[2][5]


Werewolfskilltreedawnguard

Perk Level Description Requirements
Bestial Strength 1 Do 25% more damage as a werewolf. N/A
2 Do 50% more damage as a werewolf. N/A
3 Do 75% more damage as a werewolf. N/A
4 Do 100% more damage as a werewolf. N/A
Totem of Ice Brothers

Werewolf Totem of Brotherhood howl calls Ice Wolves.*

Bestial Strength
Totem of the Predator Werewolf Totem of Hunt howl has extended range, and shows whether the targets are not in combat, searching or actively in combat.* Bestial Strength
Totem of Terror Werewolf Howl of Terror affects even higher level creatures. Bestial Strength
Totem of the Moon Werewolf Totem of Brotherhood howl calls werewolves.* Totem of Ice Brothers
Animal Vigor 100 point bonus to health and stamina in beast form. Bestial Strength
Gorging Feeding heals twice as much health. Animal Vigor
Savage Feeding Able to feed off most dead creatures. Feeding off creatures instead of people only provides half the extended time. Gorging

*The quest Totems of Hircine must be completed before these will become useable.

CombatEdit

Dawnguardcrossbow2

A crossbow, as it appears in Dawnguard.

Dawnguard introduces several new additions to both ranged and melee combat. The first new addition is the inclusion of Dragonbone weapons that are reported to be the stronger than Daedric Weapons.[8]

Crossbows are added to the arsenal of weapons at the Dragonborn's disposal. Crossbows will remain loaded while running through the world and provide a quicker shot. They are, however, slower to reload than bows. Another benefit is that each shot has a chance to stagger an opponent. All of the perks spent in Archery skill tree will apply to crossbows.[2] Crossbow bolts can also be crafted with various enchantments, such as fire and frost damage.[5]

New shouts are also included in the add-on. One shout called Soul Tear can be learned from Durnehviir, an undead Dragon found in the Soul Cairn.[8] This shout allows the Dragonborn to steal the soul of a defeated enemy and raise their soul as an undead minion.[2]

Soul CairnEdit

Dawnguard-soulcairn

The undead realm of Soul Cairn.

A plane of Oblivion known as Soul Cairn, an ethereal realm of trapped souls, is a new location that can be visited in Dawnguard. It can be accessed via a mysterious portal in Castle Volkihar.[1][2]

In addition, the Dragonborn can complete a side quest to free an undead skeletal horse named Arvak. This mount can then be summoned at will and is not restricted to the undead realm.[4][5]

CreaturesEdit

Legendary Dragons are the new maximum level Dragon class. In addition to legendary dragons, new enemies such as Gargoyles, Death Hounds, Armored Trolls can be also encountered.[1][2] Within the Soul Cairn realm some of the enemies include Bonemen, Wrathmen, Keepers and an undead Dragon named Durnehviir.[7][5]

Character makeoverEdit

Dawnguard adds a new character in The Ragged Flagon of Riften named Galathil who can alter the Dragonborn's appearance for 1000 GoldIcon. Race and gender are locked, but other facial features can be tweaked.[2]

Preview trailerEdit

A preview trailer was released by Bethesda on 31st May 2012 that showed various aspects of the add-on.

NarrationEdit

You have found our fortress.
You have returned my daughter.
But what is it you seek?
Is it to be one of us?
To make the darkness your own?
To feast on the souls of the living...and the dead?
Or are you with them?
The Dawnguard.
They think they can stop us.
But we will find them.
The Elder Scrolls will be mine.
And the tyranny of the sun shall end.

TrailerEdit

The trailer begins by showing a mysterious fortress on an island, known as Castle Volkihar. The leader of the Vampire faction, Harkon, narrates that the Dragonborn has found their fortress and returned his daughter, who is shown carrying an Elder Scroll on her back. An altar that bears a resemblance to the Altar of Molag Bal in Markarth is shown, which seems pertinent as Molag Bal is considered to be the creator and patron deity of Vampires.[9][10] The trailer then depicts the transformation process in becoming a Vampire Lord and a new vampire feeding cinematic.

Fort Dawnguard is shown and the inclusion of crossbows is confirmed. The trailer then shows the Dragonborn fighting a variety of creatures, including a gargoyle-like creature, an ogre-like giant and a vampire who bursts into a cloud of bats. Also included in the trailer is an example of mounted combat, an undead skeletal horse and a Dragon that dives into a frozen lake. The Dragonborn is also shown opening an Elder Scroll, then a map of Skyrim comes into view with they symbols for Markarth and Solitude labeled in red.

The trailer concludes with the sun being blotted out of the sky above Dragonsreach in Whiterun.

ReleaseEdit

On 26 June 2012, Dawnguard released on Xbox 360 in the anglosphere,[11] priced at 1,600 Microsoft Points.[1]

Dawnguard became available for download on Steam on 2 August 2012 in English, Spanish, German, and French. The PlayStation3 version was delayed according to a Bethesda Softworks spokesperson who said, "We are not satisfied yet with Dawnguard's performance on the PS3," in an interview.[12]

Public betaEdit

Following the success of PC beta updates, Bethesda announced a Dawnguard Beta for Xbox 360 on 1 June 2012. Bethesda selected applicants in the third week of June, and those accepted, receive an Xbox LIVE code to redeem the full version of Dawnguard.

GalleryEdit

External linksEdit

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Dawnguard Trailer!. Bethblog. Bethesda Softworks (31 May 2012).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 Game Informer magazine - June 2012 issue
  3. 3.0 3.1 Gamespot Stage Shows - Bethesda Booth Tour with Matt
  4. 4.0 4.1 Gamespot.com - Dawnguard E3 2012 Stage Demo
  5. 5.0 5.1 5.2 5.3 5.4 G4TV.com - Dawnguard Extended E3 Gameplay Preview
  6. Gameinformer.com - Dawnguard Vampire Perk Tree
  7. 7.0 7.1 Gametrailers.com - E3 interview with Todd Howard
  8. 8.0 8.1 G4TV.com - Dawnguard Gameplay demo with Todd Howard
  9. Opusculus Lamae Bal
  10. Vampires of Vvardenfell, Book II
  11. G4TV.com - Elder Scrolls: Dawnguard DLC Feature
  12. Fletcher, JC (2 August 2012). Skyrim's 'Dawnguard' DLC arrives on PC today, Bethesda 'not yet satisfied' with PS3 version. Joystiq. AOL Inc..
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