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Dwemer Automations

Automatons are constructs of dwarven origin and can most often be found in dwemer ruins. Those encountered in Skyrim seem to be magically operated, as soul gems can be found in their remains, but how they function as a whole remains a secret. In general, they all share a strong resistance to physical damage due to their massive metal bodies, but can be dispatched relatively easily with shock based spells and enchantments, probably because they disrupt the magic that animates them. They are golden colored, strong robotic creations made by the Dwemer.

Index

Table of contents
  1. Dwarven Spider
  2. Dwarven Sphere
  3. Dwarven Ballista
  4. Dwarven Centurion
  5. The Forgemaster
  6. Enchanted Sphere

Dwarven Spider

The weakest form of dwarven automatons. Shaped like a spider, they’re also the smallest of constructs encountered. However, they are even faster than the Spheres and sometimes have an active crystal mounted on their top that is capable of producing lethal strikes of lightning. When approaching in large numbers, it is highly advised to either flee or make use of spells that damage multiple ones.

Standard Resistances & protections

Resistances

Type Protection
Fire 80%
Frost 80%
Shock 25%
Poison Immune
Sneak Attack Immune
Paralysis Immune
Life Drain Immune

Weapon Protection

Type Tier
Slash (Swords & Axes) 5
Pierce(Daggers) 3
Ranged (Bows & Crossbows) 5

Standard

Stat Melee Active
Stamina 10050 10066 (minimum)
Magical Damage 0 Lightning Bolt - 85 Damage

Basic Stats

Stat Value
Health 200
Magicka 3
Movement Speed 130
Melee Damage 20
Ranged Damage  
Standard AR 300
Magical AR None
AP None
Health Regeneration None
Diseased No
Can Knockdown Player No

Warped

Basic Stats

Stat Value
Health 162
Magicka 3
Stamina 10058
Movement Speed 100
Melee Damage 20
Ranged Damage None
Magical Damage None
Standard AR 300
Magical AR None
AP None
Health Regeneration None
Diseased No
Can Knockdown Player No

Dwarven Sphere

A less durable form of the dwarven automatons, the dwarven sphere is more common than the centurion. However, it’s much faster and can maneuver much better than the former - most often, they are still patrolling in the more narrow sections of the dwarven ruins. They’re generally equipped with a melee weapon and a crossbow, allowing them to either engage in close combat or attack from afar.

Standard Resistances & protections

Resistances

Type Protection
Fire 80%
Frost 80%
Shock 25%
Poison Immune
Sneak Attack Immune
Paralysis Immune
Life Drain Immune

Weapon Protection

Type Tier
Slash (Swords & Axes) 5
Pierce(Daggers) 3
Ranged (Bows & Crossbows) 5

Standard

Stat Melee Ranged
Stamina 10100 10175 (minimum)
Ranged Damage 0 Crossbow 60 Damage per shot + 84 for Ammo with 30 Additional AP

Basic Stats

Stat Value
Health 650
Magicka 0
Movement Speed 135
Melee Damage 50
Magical Damage None
Standard AR 420
Magical AR None
AP 25
Health Regeneration No
Diseased No
Can Knockdown Player No

Malfunctioning

Basic Stats

Stat Value
Health 445
Magicka 0
Stamina 10120
Movement Speed 100
Melee Damage 50
Ranged Damage Crossbow 60 Damage per shot + 84 for Ammo with 30 Additional AP
Magical Damage None
Standard AR 420
Magical AR None
AP 25
Health Regeneration None
Diseased None
Can Knockdown Player None

Warped

Basic Stats

Stat Value
Health 293
Magicka 0
Stamina 10112
Movement Speed 100
Melee Damage 50
Ranged Damage Crossbow 60 Damage per shot + 84 for Ammo with 30 Additional AP
Magical Damage None
Standard AR 420
Magical AR None
AP 25
Health Regeneration None
Diseased None
Can Knockdown Player None

Dwarven Ballista

Ballistae are ranged attackers that will make every effort to stay as far away from their targets as possible and assail them with high-power ballista bolts from a distance. Their attacks are particularly powerful, will stagger those they hit. For this reason, they are high priority targets to remove as soon as possible whenever they are encountered. An effective strategy for combating them is to stay at range and evade their attack, and then rush them and attempt to defeat them before they have a chance to reload their ballista bolt.

Basic Stats

Stat Value
Health 743
Magicka 0
Stamina 10162
Movement Speed 100
Melee Damage 50
Ranged Damage Dwemer Ballista - 128 Base damage + 84 Bolt Damage + 45 Additional AP
Magical Damage None
Standard AR 550
Magical AR None
AP 75
Health Regeneration None
Diseased None
Can Knockdown Player Can Stagger

Resistances

Type Protection
Fire 80%
Frost 80%
Shock 25%
Poison Immune
Sneak Attack Immune
Paralysis Immune
Life Drain Immune

Weapon Protection

Type Tier
Slash (Swords & Axes) 5
Pierce(Daggers) 3
Ranged (Bows & Crossbows) 5

Dwarven Centurion

The Centurion is one of the greatest inventions of dwemic craftmanship and proves to be a very dangerous foe. It’s massive metal body provides an exceptional protection from all forms of physical damage and is unpenetrable by common arrows, making unenchanted bows practically useless and turning every melee fight into a very long lasting encounter. It’s only weakness seems to be electric energy, as the exposure to such seems to overcharge the construct and thereby destroying the magical mechanisms that keep it running. However, some if not all of them have the ability to shoot forth streams of hot steam that can cook human-like creatures alive. If one wants to approach them in melee combat, it’s most likely suicide if the daredevil does not use some sort of fire protection.

Basic Stats

Stat Value
Health 3100
Magicka 15
Stamina 10000 (minimum)
Movement Speed 125
Melee Damage 300
Ranged Damage None
Magical Damage Steam Breath - 150 Damage
Standard AR 900
Magical AR None
AP 75
Health Regeneration None
Diseased None
Can Knockdown Player None

Resistances

Type Protection
Fire 80%
Frost 80%
Shock 25%
Poison Immune
Sneak Attack Immune
Paralysis Immune
Knock Down Minor
Life Drain Immune

Weapon Protection

Type Tier + Bonus
Slash (Swords & Axes) T5 + 60% damage reduction
Pierce(Daggers) T3 + 75% damage reduction
Blunt (Maces & Hammers) 25% damage Reduction
Ranged (Bows & Crossbows) T5 + 50% damage reduction

The Forgemaster

The Forgemaster is a powerful Dwarven Centurion that guards the Aetherium Forge. The Forgemaster is slightly larger in size than normal Centurions, still appearing partially molten due to its long slumber in the lava, and breathes a gout of fire instead of steam. The fire it breathes will also linger on the ground for some time, causing low-medium fire damage.

Basic Stats

Stat Value
Health 6000
Magicka 300
Stamina 10000
Movement Speed 130
Melee Damage 300
Ranged Damage None
Magical Damage Forgemaster Fire breath 200/s for 3 seconds, Flame Cloak - For 30 seconds, opponents in melee range take 20 points fire damage per second. Targets on fire take extra damage.
Standard AR 900
Magical AR 75
AP 75
Health Regeneration None
Diseased None
Can Knockdown Player None

Resistances

Type Protection
Fire Immune
Frost 80%
Shock 25%
Poison Immune
Sneak Attack Immune
Paralysis Immune
Knock Down Minor
Life Drain Immune

Weapon Protection

Type Tier + Bonus
Slash (Swords & Axes) T5 + 60% damage reduction
Pierce(Daggers) T3 + 75% damage reduction
Blunt (Maces & Hammers) 25% damage Reduction
Ranged (Bows & Crossbows) T5 + 50% damage reduction

Enchanted Sphere

A much more Larger, rarer form of the Dwarven Sphere, and much more dangerous. It’s massive metal body provides an exceptional protection from all forms of physical damage and is unpenetrable by common arrows, coupled with health regeneration which is only slowed by electirical discharges. It’s weapon is coated in a powerful toxin which deals ever increasing damage per hit. Its crossbow is enchanted with shock damage.

For any adventure foolish enough to take one on, poison and shock resistance is therefore a must, along with shock enchanted blunt weaponry to reduce its healing.

Basic Stats

Stat Value
Health 1577
Magicka 350
Stamina 10293
Movement Speed 125
Melee Damage 50 + Deadly Poison A blood-freezing poison that deals 2 points of damage to Health and Stamina per second for 60 Seconds. The target is 50% weaker to poison for 12 seconds.
Ranged Damage Crossbow 60 Damage per shot + 84 for Ammo + 90 Shock damage
Magical Damage None
Standard AR 900
Magical AR 30% Magika Absorb with exception to Sphere’s located in Mzulf and Mzark
AP 75 when Melee attacking, 225 when using Crossbow
Health Regeneration Yes 60/s normally, 20/s if under shock damage
Diseased No
Can Knockdown Player No

Resistances

Type Protection
Fire Immune
Frost 80%
Shock 25%
Poison Immune
Sneak Attack Immune
Paralysis Immune
Life Drain Immune

Weapon Protection

Type Tier + Bonus
Slash (Swords & Axes) t5 + 60% Damage reduction
Pierce(Daggers) t3 + 75% Damage reduction
Ranged (Bows & Crossbows) t5 + 50% Damage reduction
Blunt (Maces & Hammers) 25% Damage Reduction