Skyrim

Important Note: When it comes to Skill changes, what is listed here is (for me) very old information, since I have been working with an updated version for years now. This means that what is listed here is not indicative of how things will be in Denizens of Hjaalmarch.


Reminder about Anchors: In Denizens of Morthal, there are four expanded follower-type NPCs, known as "Anchor Characters". 

The NPCs who fill the role of an Anchor tie me to a specific place and force me to linger around the area so that I am motivated to splice for them and the other inhabitants. I have specific Anchors in each area I plan to splice for--one representing each voice type--so there will be a list very much like this if/when Denizens' sibling mod, Kindred Spirits, releases. The Anchors of Denizens of Morthal are Benor, Erandur, Valdimar, Eisa Blackthorn and--to a lesser degree--Meeko.


Skill Information: One thing that applies to everyone is that they all have the Light Foot perk (no setting off traps).


Meeko 

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is essential and cannot die. He can now level up to 40 and will even be a little ahead of the player level-wise. The most prevalent part of Hjaalmarch is its dangerous and mushroom-laden swamp. Meeko is a survivor in this strange place and his perks revolve around silence, poison and magic resistance. He also has some perks that enhance the speed in which he heals and how affected he will be if he enters the range of a healing spell.


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Benor 
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now starts at level 12 instead of 6. He has no level-cap and is essential.

He wears iron armor, boots and gauntlets with very low-level enchantments added to them. He wears an amulet of Arkay.

He has a longbow in his inventory and a surplus supply of iron arrows to use for long range kills. He has a few perks with the bow, but his strengths are in heavy armor, battleaxes and great-swords. He has the full set of perks for both of those weapons types and most of the perks for heavy armor. He is also much more efficient at fighting hand-to-hand, so watch out if you accept his challenge to brawl.

Benor can heal himself and sometimes casts a candlelight spell that lasts for two minutes. His iron battleaxe has been replaced by a powerful family heirloom rumored to have its origins in Oblivion.

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Eisa 
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begins at level 12 and will always be a little ahead level-wise than the player. She has no level-cap and will become essential and a possible candidate for marriage after you complete The Pale Lady quest and talk to her about the events in Frostmere Crypt.

Her armor is a mix of steel and Legion pieces with very low-level enchantments on them. She wears an amulet of Kynareth.
She has higher perks in the bow and full perks for the great-sword, and most perks for heavy armor. She wields an extra sharp Dwarven great-sword called Cidhna Spite.
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Valdimar 
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starts at level 15 and is essential. He has no level-cap and levels ahead of the player, but to a higher degree than Meeko or Eisa.

His perks revolve around light armor, magic regeneration, healing, cloak, flesh, and frost spells.

He has custom versions of some of the vanilla frost spells and is able to cast them in one hand while his other wields his favoured (and sharpened) Nordic war axe.

Valdimar knows three Shouts: Frost Form, Fire Breath (he has some fire-related perks to make it more effective) and Cyclone. He has a special cloak spell which is a combination of both frost and wind elements. He wears scaled armor with higher-level enchantments, a magic ring and an amulet of Talos.


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Erandur 
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starts at level 12 and has no level-cap. He levels at a much higher and faster rate than the player and even Valdimar.

Depending on your level, Erandur will eventually gain access to a special healing circle spell that will chase away the undead, heal companions and cure diseases. If for some reason you wish for a certain disease to progress (like for turning into a vampire), you had best try to avoid being caught in the circle.

He uses custom fire spells that are blended and enhanced versions of both vanilla fire spells and Dawnguard sun spells. He is the terror of all vampires and draugr who chance to meet him. As you can imagine, he has perks to further enhance his healing, cloak and fire spells, but also has a couple for light armor and maces (if he runs out of magic) as well. He wears enchanted gray robes, a magic ring and his amulet of Mara.

He becomes essential if you spare him at the end of the Waking Nightmare quest. Be sure to check out his journal and his knapsack in Nightcaller Temple. (The first is by the shrine, the the second is by his bedroll.) Erandur no longer has any torches in his inventory and instead uses a candlelight spell that lasts for three minutes. If you need torches, you can find (and freely take) some within the aforementioned knapsack.


Crime Stats:
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Benor (most likely because he has been roped into the plot to overthrow Jarl Idgrod) is fine with Any Crime. He is Brave, but still human enough to realize when he's up against far more than he can contend with. 


Eisa's criminal ways make her fine with Any Crime. She is Foolhardy and will fight any foe to the death.


Valdimar may be your housecarl, but he draws the line at crime. He will understand Violence Against Enemies, but don't go stealing or randomly murdering people around him. He is Foolhardy like Eisa and will fight against any high-level foe.

Erandur will fight against any foe even when he is outmatched. He detests all crime, so keep your more shadowy hobbies to yourself.

Meeko is loyal and true. He will fight any foe and never snitch against you. Whisper your secrets to Meeko--they're in good paws.


Special Faction:
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Kindred Spirits. Benor, Eisa, Valdimar, Erandur and Meeko all belong to the Kindred Spirits faction. They will more readily recognize the presence of enemies and leap into action much quicker than ever before.

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Lollia

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