Skyrim talk:Dwarven Automatons

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Souls?[edit]

Can you capture the soul of a centurion? They are resisting soul trap for me. — Unsigned comment by 75.36.243.137 (talk) at 12:40 on 19 November 2011

I would doubt it; they aren't actually living, breathing creatures, so they shouldn't have a soul. --Halfstache 02:17, 23 November 2011 (UTC)
They resist Absorb Health too. --QuillanTalk 19:06, 23 November 2011 (UTC)
All Dwarven Automatons resist Soul Trapping spells, poisons, and direct health damaging spells (that last one could be a bit iffy). — Unsigned comment by Zmedaris (talkcontribs) on January 2, 2012 16:36

() im level 23, whats the best way to defeat a dwarven sphere, the the higher level ones206.212.8.31 11:23, 23 November 2011 (UTC)

I used a mace or a war axe, but then my character is a warrior type. They may be vulnerable to shock, but that's a guess. --QuillanTalk 19:06, 23 November 2011 (UTC)
I'm using a lv 39 mage, and by experience I can say that a dwarven sphere falls faster against fire or shock, but is immune to ice.--177.98.98.4 19:18, 20 December 2011 (UTC)

Respawning?[edit]

Does anyone know if Dwarven Centurions respawn after they have been destroyed? Or do they remain dead in front of their metal frame, and there is a limited amount of them? If so, could this information please be listed in the wiki? — Unsigned comment by 75.136.127.197 (talk) at 02:20 on 7 December 2011

I re-entered Blackreach several days after clearing it out, and found that at least 1 Centurion had re-spawned at its charging gantry. So, yes, it appears that they can re-spawn. --Xyzzy 03:20, 21 April 2012 (UTC)
According to CSList, all of the Dwarven Automatons are set to respawn. They should respawn when everything else in the zone in which they're encountered respawns. ABCface 03:24, 21 April 2012 (UTC)

Friendly Centurions?[edit]

In both Avanchnzel and Mzinchaleft the dwarven centurions have been almost friendly. They've been attentive, but indifferent. They followed me around, they stepped out of my way, and they didn't attack me - even when I attacked them. I thought maybe because I was returning the Lexicon, they tolerated me in Avanchnzel. But then I got the same reaction in Mzinchaleft when recovering the sword. Anybody know what's up with this? Keithaugust 18:34, 28 December 2011 (UTC)

I'm seeing the same thing just now, in Mzinchaleft. Weird thing is, I fought one in Blackreach the other day, and it attacked and blew steam and everything. Maybe it's a glitch specific to the Centurions in Mzinchaleft and Avancnhzel? 74.162.83.216 23:51, 13 February 2012 (UTC)
Woah, okay, I just used the lift, got attacked by wolves (and a dragon, sort of) first second out of the door, came back in, and now it's attacking. Maybe if you leave the cell and come back, it fixes the problem. 74.162.83.216 23:58, 13 February 2012 (UTC)
Mzinchaleft centurions were not friendly towards me in 3 playthroughs. They slaughtered my Nord, Argonian, and Altmer all the same. Interestingly, Centurions don't seem to understand Atronachs often. Several times I witness Centurions just stand and stare at, or backed off from, an attacking atronach, like a human at a clawing kitty. This has happened to fire and ice atronachs. 96.250.18.45 02:50, 13 April 2012 (UTC)

Possible Bug[edit]

I've noticed that many times (haven't confirmed if it's EVERYTIME) that I sneak attack a Centurion Gaurdian while it is still in it's charging station and achieve a one-hit kill, if they don't fall out of the charging station, their remains will be unlootable. This is my first post to the UESP wiki, so I didn't want to just add to the article and thought a post on the talk page would be better. Thanks.

174.53.136.88 23:11, 28 December 2011 (UTC)FillyDog

I have noticed in my game that if I kill the centurion in the station that i can't loot it either, but for me it happens regardless of whether or not I was sneaking. thanks for posting this here instead of just onto the article like so many others:)RIM 23:16, 28 December 2011 (UTC)

Automatons resistant to frost, despite what's in the book "Ruins of Kemel-Ze"[edit]

Don't you find ridiculous that in the book "Ruins of Kemel-Ze" the author describes how he was saved by the battle mage Arum that froze the steam in a Dwarven Centurion with an ice spell while in fact the automatons are completely resistent to ice? After reading the book I tried many times to stop centurions using ice spells only to find that this kind of spell had no effect... I believed books should provide hints for the player! — Unsigned comment by 95.224.132.166 (talk) at 21:33 on 16 January 2012

It's just fluff. Anyway, the mage mentioned in the book did something that playble mages in this game can now do, that is, freeze water. Not ridiculous. 69.141.182.220 20:37, 11 August 2012 (UTC)
This wasn't the case in Morrowind, which is where the book was originally featured. —Legoless 01:39, 12 August 2012 (UTC)

New Images[edit]

It's not an extremely important priority, but we should probably get different images for the spider and sphere when we have a chance. Those pictures show the automatons outside, which doesn't actually happen in-game. It would be better to have pictures showing them in environments where they will actually be found. I'm sure there are some spots in Dwarven ruins with enough lighting to get a good picture. Chris3145 21:23, 21 January 2012 (UTC)

Image layout[edit]

I've just added a pair of images for the Dwarven Centurion, and used the gallery tag to display them within the section to which they relate. I reasoned that the images down the right-hand side of the page don't align exactly to the sections to which they relate - unless of course you have set your image size settings specifically. My change looks ok in isolation but now makes the other images look untidy. Should the other images be moved beneath their respective headings, or should we stick with the "one image per heading, but possibly out of alignment" approach? --Reka 14:53, 27 January 2012 (UTC)

Redundant info[edit]

Maybe the 3 info boxes for the automatons should be reduced, removing the columns for "drop" and "notes", since they are all identical. Thoughts? --Xyzzy 20:46, 21 April 2012 (UTC)

I agree and have merged the three identical rows in each table. If there are any ojections simply revert. The Silencer has spokenTalk 21:03, 21 April 2012 (UTC)
I was thinking simply eliminate the 2 columns in question and add info to the description (like I did for the resistances). --Xyzzy 21:07, 21 April 2012 (UTC)
I would prefer they stay, for proper detailed tables. The Silencer has spokenTalk 21:13, 21 April 2012 (UTC)
I also prefer that they stay. It makes casually browsing for drop info that much easier. I'm also going to convert them to use dedicated columns for their resistances, like on Oblivion:Daedra. • JATalk 21:48, 21 April 2012 (UTC)
Ok. Makes sense. --Xyzzy 21:53, 21 April 2012 (UTC)
Done reformatting. I decided to just format it just like on Oblivion:Daedra, since that makes the most sense. A lot of information is missing, but I'll fill in whatever I can from the CSList. • JATalk 22:24, 21 April 2012 (UTC)

Update: Filled in data from the CSList. Unfortunately, I have no idea how to determine the melee damage, and a lot of them have 0 health (which is overwritten somewhere), which again I have no idea how to determine. Anybody with more knowledge/the actual game files can feel free to fill in the rest! • JATalk 22:58, 21 April 2012 (UTC)

Spider magicka[edit]

The table for the 3 varieties of spider show a magicka of 65534 (wow). I used getav on 2 different spider workers and got a result of 3.00. Can anybody else verify either of these? --Xyzzy 07:00, 19 May 2012 (UTC)

Based on CK data, this is what I'm getting:
All: 3 magicka
Worker: 120 stam
Spider: 160 stam
Guardian: 200 stam
I don't know how to find resistances or spells, but the stamina and magicka on the page right now are incorrect based on that. Vely►Talk►Email 15:25, 19 May 2012 (UTC)
65534 would be equivalent to -2 if it's a signed instead of an unsigned number. Noticeably, their "Magicka Offset" is -2, so my guess is that either the wrong stat was pulled or perhaps whoever posted those values checked in-game after the spiders had already used up their magicka and were slightly "in the red" afterwards for whatever reason (perhaps a bug or some other magicka drain leading to negative magicka). I concur that all three types have 3 magicka.
Vely: they have a shock spell that costs 3 magicka (you have to look at the base creature, EncDwarvenSpider02). Resistances can come from a number of places, but the most common is the Race data under Spells or the Spells for the creature itself. In this case, they have AbDwarvenAutomatons and AbDwarvenSpiderFX. The first one grants 100% Resist Poison, 100% Resist Frost, 25% Resist Magic, and Water Breathing; the second one looks to be an explode-on-death effect. Robin Hoodtalk 19:01, 8 June 2012 (UTC)

Non-Dwarven Automatons?[edit]

So I was checking my general stats when I noticed I had 26 Automaton kills, despite never having encountered a single enemy listed on this page or any other page about automatons. Anyone know what else could contribute to such?--Dro'Bakha (talk) 03:23, 22 December 2012 (GMT)