-----Lilu Flauros-----
-----Flauros Estate, The Underworld-----
Waking up from my impromptu nap, I let out a contented yawn and begin to stretch. I really should go for a bath, I'm pretty sure the water supply for the baths comes from a natural hot spring and I could use a nice warm soak after all of the bullshit I went through in Skyrim. But that can wait.
Having spent the last 12 hours (minutes from an outside perspective) enjoying a much-needed rest, I make my way to the Cocktail Lounge where I sent Katerea and Serafall to resume any actual business talks I may or may not have needed to discuss.
Arriving at the lounge, I'm momentarily stunned speechless by the sight of them playing with each other. Apparently they got a bit tipsy and decided to do some sort of "magical girl vs. tentacle monster" roleplay if I don't miss my guess.
The temptation to just fade into the background and wait for them to finish is oh so tempting, but I'd be a poor host if I kept them waiting. There'll be another time. That's not to say that I'm not recording them for a little while though. If either of them start getting bitchy with each other and making nuisances of themselves, this would make for prime blackmail material.
Serafall could probably laugh it off and most people wouldn't really think less of her. It's not the first time she's done something like this after all (past me downloaded copies of her various "magical girl vs. [hentai monster of the week] roleplay videos, for academic purposes). Katerea though? If her bosom buddies in the OSF found out that she was consorting with her sworn enemy like this?
Yeah. It wouldn't be good for her. *ahem* I clear my throat to get their attention causing the two of them to snap their heads up and turn to look at me. "Yes, I'm here. Sorry for interrupting your fun ladies, but I'd like to get any remaining business talks settled before I go back to doing my own thing." I make a deliberate show of putting away my camcorder that I was using to record them as I say this.
The two of them seem momentarily stunned by how engrossed they were with the whole thing to the point that I was able to sneak up on them, then they turn to look at each other and rapidly separate and fix their clothes in a vain effort to regain some semblance of professionalism and seriousness. Cute, but futile.
"Well cousin of mine, I mostly came here just to introduce myself. But since she's here-" Katerea jabs her thumb in Serafall's direction. "-I'd like to discuss how much of a bad idea it would be to put your trust in the so-called 'New Satan's' considering that your parents were murdered under her direct watch."
Serafall then interjects. "I'll admit that the deaths of Lord and Lady Flauros under my personal supervision is definitely a mark against me. However I'd also like to point out that the most likely suspects for the attempt in the first place would be her-" she jabs a thumb at Katerea "-and her bloodline purity supremacist friends in the Old Satan Faction. The idea of a Half-Devil such as yourself being the Heir of so many Bloodlines is an insult to their entire belief system. Not to mention the fact that your father, Lord Flauros, was happily married to a Half-Fallen Angel."
Katerea looks like she really wants to argue the point, but seemingly knows that her so-called 'friends' do think like that. "I won't lie to you. They do find the whole situation gravely insulting. But they wouldn't go so far as to kill Lord Flauros Senior, kill his Half-Fallen wife and Half-Devil child? Definitely. But then they'd most likely try to arrange for marriage prospects from their own Bloodlines, or any Pure-Devil's. They wouldn't try to kill him, it would defeat the whole point."
Serafall shoots a dirty look at Katerea, but ultimately let's out a sigh of defeat. It's clear that she agrees with Katerea's evaluation of the situation. "To be honest you two? I more or less came to the same conclusion. Kill my Mother and I? Definitely. Kill my honored Father? A Pure-Blooded Male Heir to four prominent Bloodlines? That seems extremely out of character with the Old Satan's. Especially when you consider they also tried to take out Hildegard, a Pure-Blooded descendant of the Halphas Clan."
"Incidentally, whatever became of the individuals who were captured for interrogation?" I know that Hanzo and Hildegard managed to capture some of the idiots who attacked the meeting and Cain managed to subdue some at Original Sin, not to mention the assholes I neutralized with my Light Magic.
Serafall looks as though she just bit into a particularly sour lemon as she responds. "Conventional methods of 'interrogation' turned up contradictory and ultimately inconclusive results. Then they all seemingly committed suicide through some as-yet-unknown means before we could apply 'advanced' interrogation techniques."
That's disconcerting to say the least. "If you still have their corpses lying around, could you deliver them to me? I may be able to get some answers."
Katerea and Serafall both look at me in confusion at first, then they both adopt a look of understanding. They remembered that I'm a descendant of Gaap, a powerful Necromancer Bloodline. If anyone can extract information from the dead, it would be a Gaap.
"I will personally oversee their delivery Lord Flauros. Is their any particular time you would like them to be delivered by?" Serafall asks.
"As soon as Devilishly possible. I may need to spend some time consulting the Gaap Grimoires, but I'd rather have their corpses here where I can be assured of their safety to prevent tampering."
Serafall nods in understanding. "The first thing I'll do upon leaving is rounding up the corpses for you. Ideally I'd like to discuss the subject of marriage still, but this matter takes precedence in my opinion."
"Thank you Lady Serafall. I would indeed like to discuss such prospects at length, but I'm afraid I must first try to resolve the matter of who wants my family gone."
Serafall nods in understanding and goes to leave with Katerea following her out.
"{Io? When the corpses of the assassins who tried to kill me and my family get here, find a spot to stash them away while preserving their condition.}"
"{Understood Master.}" Io responds. Damn do I love the telepathy that comes with [Harem Love]. Makes things so convenient around here.
Now that I have a moment to myself, I go over my gains from Skyrim and focus on something I noticed. It said that the [High Elf Racial Trial] was [Complete]. Taking a moment to check my status screen, I see that under my [Racial Perks], it lists the bonuses that a High Elf character in Skyrim would have.
So, how did I complete the trial?
That one was sort of a freebie for beating the game as a High Elf. By the way, I'd like to take this time to inform you that you can use Racial Perks as a subject of [Skill Trainer]. This let's you do special challenges/trials/etc. to either improve upon a Racial Power, [Highborn] for instance, to make it eventually become a passive buff instead of a one-a-day powerup. Also you can eliminate Racial Weaknesses such as Vampire Lord's being Weak to Fire.Oh thank Satan. I was kind of concerned about that. Nice to know that you're on top of that shit Sara.
No problem Master!
As for your next question which I sense you forming, yes you can take [Standing Stone] Trials and [Blessings of the Nine] Trials to get those as passive Buffs as well. The [Amulets], and any artifacts listed under Races are extra Buffs that are just named that way so that you know that you're getting the benefit of having that item augmenting your powers without actually needing the items in question.
And yes, you can augment the Powers gained from [Standing Stone] Trials to either become passive Buffs instead of one-a-days like the [Ritual Stone] and the 8-hours-a-day benefits of the [Blessings of The Divines] will eventually become permanent after training them.
Thank you oh so much Sara. If you had a physical Avatar, I'd kiss you.
Perhaps becoming a Legendary Conjurer would help to facilitate that? You'd likely also need to Master the Necromantic Arts of Gaap. And likely other things. It's hard to say really.
But please please please do so!
Oh don't worry. It'll happen. Eventually. For now though, I need to get stronger. So, after reviewing my currently available Trials, I decide to focus on the one that'll give me the most immediate benefit for my training.
Trial of [The Lover Stone] has Begun!
Reward: All skills increase 15% faster.
Condition's for Completion: Have consensual sex with a named character from Highschool DxD who isn't already part of your Peerage!
Trial of [The Lover Stone] has been Completed!
The fuck?!
You had oral sex with Katerea Leviathan and Serafall Leviathan completely of their own volition. Well, if you consider dubious application of your [Dragonborn] aura and [Evil Presence] as consensual. But hey, if Issei getting laid despite only getting a harem due to his Dragon Aura counts as "consent", then I see no reason why it wouldn't for you. Also Oral Sex is technically still Sex.
Technicalities. Gotta love them when they work for you, amiright?
I most certainly do. Alright, next Trial!
Trial of [The Lord Stone] has Begun!Reward: 50 points of damage resistance, 25% magic resistance
Condition's for Completion: [Endure 850(1000) points of Physical Damage: 0/850], [Endure 850(1000) points of Magical Damage: 0/850]
Huh, I guess that's [The Lover Stone] already paying dividends if it lessens my requirements for needing to take damage for certain Standing Stones Trials. Although how the fuck do I go about this? Do I go back to Skyrim and let myself get the shit beaten out of me? Wait, that's dumb. I've got [ID Create], let's check out some Dungeons.
Loading [Instance Dungeon Creation]!
Please select Dungeon Parameters!
Player vs. [Race]
The Dungeon will be populated by the selected Race. Grants bonus Proficiency Gain Speed (+50%) for [Skill Trainer] performing in an appropriate Dungeon!
Player vs. [Nemesis]
The Dungeon will be populated by the Nemesis of the selected Race! Player will be locked as the selected Race for the duration of the Dungeon Instance! Grants bonus Proficiency Gain Speed (+100%) for [Skill Trainer] performing in an appropriate Dungeon! Higher drop rate of items/perks that benefit the player's selected Race!
Examples: IF[Player=Werewolf]THEN[Nemesis=Werewolf_Hunters], IF[Player=Vampire_Lord]THEN[Nemesis=Dawnguard], IF[Player=Devil]THEN[Nemesis=Angels/Exorcists], etc.
Am I allowed to do a Racial Trial while doing a Standing Stone Trial?
I feel like if you had some sort of eldritch overlord trying to enforce balance and be a total narc, the answer would be "no". Thankfully you (seemingly) don't have that problem, which means it's up to me. Therefore, the answer is "yes".Alright then. In that case I choose to activate [Trial of The Vampire Lord] and load a [Vampire Lord Nemesis Dungeon]
Um, Master? I would respectfully advise you to reconsider. I'm not sure I made it clear in the description, but the [Nemesis Dungeon] locks off access to any Racial Skills and/or Perks that aren't related to your chosen [Race]. Technically due to the way that Vampire Lords work In Skyrim, you would need to go in as a Skyrim Race that you've already completed the Racial Trial for. In this case, you'd only have access to [High Elf] Skills and Perks. As a beginner-level High Elf at that.Well shit. Fuck it, we ball. What happens if I die in the dungeon?
You are booted from the Dungeon with only partial experience earned and no loot drops.As long as it doesn't kill me for real, I can accept that. Send me in Sara.
Very well Master.
Loading [High Elf/Vampire Lord Nemesis Dungeon]...
...Dungeon Generated. Good luck Master.
The next thing I know, I'm waking up in a barn with a screen displaying before me.
[High Elf/Vampire Lord Nemesis Dungeon]
Additional Modifiers: Trial of [The Lord Stone]
Parameters for successful Clear: Reach [Stage 4 Vampirism], Unlock one [Vampire Lord] Perk, complete Trial of [The Lord Stone]
Nemesis Scenario:
The Dawnguard is alive and well. Bolstered by the recent extermination of the Volkihar Vampires, many Nords, including veterans of the Skyrim Civil War which ended in a Stormcloak Victory, have joined the Dawnguard to take the fight to the undead menace. It's not exactly helpful for you considering the revelation of the Thalmor forming an alliance with the Volkihar Clan to try and tip the balance of the war in their favor, only for The Companions and their Werewolves to expose themselves. Technically, the Dawnguard has no beef with Werewolves, so the strong allegiance between High King Ulfric, the Dawnguard, and The Companions has resulted in most Hold Guards embracing Lycanthropy in addition to varying levels of training with the Dawnguard. Also pretty much all of the Dawnguard members are fully Perked up Werewolves and champions of Hircine, so they get the full benefits of the Werewolf Perk Tree, including the augmented Totems of Hircine Powers.
Nemesis Champion: Ulric Lightbringer
The obscenely charismatic asshat responsible for managing to pull off the seemingly asinine alliance between The Companions and The Dawnguard. As The Dawnguard were originally a rogue sect of extremist Vigilants of Stendarr, they should have a natural hatred towards anything to do with the Daedra. But considering that Ulfric Lightbringer is not only Harbinger of The Companions, but also wields Dawnbreaker, a known Daedric Artifact that's especially good at killing the undead, including Vampires, along with being the sort of asshole to not only max out Speech, but used potions to boost his Speech beyond Level 100 and managed to rizz his way into getting Lycanthropy accepted by The Dawnguard. Also he's got Spellbreaker which is also decent against Vampires, so there's that as well...
Statistics:
Speech 100
Perks:
[Haggling V- Buying and selling prices are 30% better]
[Allure- 10% better prices with the opposite sex]
[Bribery- Can bribe guards to ignore crimes]
[Merchant- Can sell any type of item to any kind of merchant]
[Persuasion- Persuasion attempts are 30% easier]
[Investor- Can invest 500 gold with a shopkeeper to increase their available gold permanently]
[Intimidation- Intimidation is twice as successful]
[Fence- Can barter stolen goods with any merchant the Dragonborn has invested in]
[Master Trader- Every merchant in the world gains 1000 gold for bartering]
One-Handed 105
Perks:
[Armsman V- One-handed weapons do 100% more damage]
[Fighting Stance- Power attacks with one-handed weapons cost 25% less stamina]
[Hack and Slash III- Attacks with war axes cause extra bleeding damage]
[Bonebreaker III- Attacks with maces ignore 75% of armor, this includes the armor provided by flesh spells and wards.]
[Bladesman III- Attacks with swords have a 20% chance of doing critical damage (does not apply to daggers)]
[Dual Flurry II- Dual wielding attacks are 35% faster]
[Savage Strike- Standing power attacks do 25% bonus damage with a chance to decapitate your enemies]
[Critical Charge- Can do a one-handed power attack while sprinting that does double critical damage]
[Dual Savagery- Dual wielding power attacks do 50% bonus damage]
[Paralyzing Strike- Backwards power attack has a 25% chance to paralyze the target]
Block 105
Perks:
[Shield Wall V- Blocking is 40% more effective]
[Deflected Arrows- Arrows that hit the shield do no damage]
[Quick Reflexes- Time slows down if you are blocking during an enemy's power attack]
[Power Bash- Able to do a power bash]
[Elemental Protection- Blocking with a shield reduces incoming fire, frost and shock damage by 50%]
[Deadly Bash- Bashing does five times more damage]
[Block Runner- Able to move faster with a shield or weapon raised]
[Disarming Bash- 50% chance to disarm when power bashing]
[Shield Charge- Sprinting with a shield raised knocks down most targets]
Heavy Armor 105
Perks:
[Juggernaut V- Increases armor rating for Heavy Armor by 100%.]
[Fists of Steel- Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage. An extra damage only affects their base armor. Other effects and enchantments that affect unarmed damage stack with this perk.]
[Well Fitted- 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.]
[Cushioned- Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet. Also reduces damage from environmental physics such as flying debris launched into the air by force shouts or other enemy attacks, and some traps.]
[Tower of Strength- 50% less stagger when wearing only Heavy Armor.]
[Conditioning- Heavy Armor weighs nothing and doesn't slow you down when worn. Wearing Heavy armor no longer affects how much stamina is used when sprinting.]
[Matching Set- Additional 25% Armor bonus if wearing a matched set of Heavy Armor.]
[Reflect Blows- 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.]
Restoration 100
Perks:
[Novice Restoration- Cast Novice level Restoration spells for half magicka]
[Restoration Dual Casting- Dual casting a Restoration spell overcharges the effects into an even more powerful version]
[Regeneration- Healing spells cure 50% more]
[Apprentice Restoration- Cast Apprentice level Restoration spells for half magicka]
[Recovery II- Magicka regenerates 50% faster. (Counteracts the -50% magicka regeneration of the Atronach Stone.)]
[Respite- Healing spells also restore stamina]
[Adept Restoration- Cast Adept level Restoration spells for half magicka]
[Ward Absorb- Wards that are cast absorb 25% of magicka that hits them. See also: The Atronach Stone or Dragonskin and Atronach perk, as they combine with this for easily reaching 100% spell absorption.]
[Necromage- All spells are more effective against undead]
[Expert Restoration- Cast Expert level Restoration spells for half magicka]
[Avoid Death- Once a day, heals 250 points automatically if the caster falls below 10% health (possible to get 400 heath regenerated when stacked with Sailor's Repose and the Regeneration perk)]
[Master Restoration- Cast Master level Restoration spells for half magicka]
Novice Spells:
[Healing- Heals the caster 15 HP/SP per second. Cost 6MP/sec]
[Lesser Ward- Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. Cost 17MP/sec]
Apprentice Spells:
[Fast Healing- Heals the caster 75 HP/SP. Cost 36.5MP/cast]
[Healing Hands- Heals the target 15 HP/SP per second, but not undead, atronachs, or machines. Cost 12.5MP/sec]
[Steadfast Ward- Increases armor rating by 60 points, and negates up to 60 points of spell damage or effects. Cost 29MP/sec]
[Sun Fire- Ball of sunlight that does 31.25 points of damage to undead. Cost 12MP/cast]
[Turn Lesser Undead- Undead up to level 8 flee for 45s. Cost 42MP/cast]
Adept Spells:
[Close Wounds- Heals the caster 150 HP/SP. Cost 63MP/cast]
[Greater Ward- Increases armor rating by 80 points, and negates up to 80 points of spell damage or effects. Cost 43MP/sec]
[Heal Other- Heals the target 112.5 HP/SP. Does not affect undead, atronachs, or machines. Cost 40MP/cast]
[Poison Rune- Targets that fail to resist take 3(3.75) points of poison damage per second for 30(45) seconds (against Undead). Cost 73MP/cast]
[Repel Lesser Undead- All affected undead up to level 10 flee for 45s. Cost 57.5MP/cast]
[Stendarr's Aura- For 60 seconds, undead in melee range take 12.5 points sun damage per second. Cost 124MP/cast]
[Turn Undead- Undead up to level 16 flee for 45s. Cost 84MP/cast]
[Vampire's Bane- Sunlight explosion that does 50 points of damage in a 15-foot radius to undead. Cost 35MP/cast]
Expert Spells:
[Circle of Protection- Undead up to level 25 entering the circle will flee. Cost 85.5MP/cast]
[Grand Healing- Heals everyone close to the caster 300 HP/SP. Does not affect atronachs, machines or undead. Cost 127MP/cast]
[Repel Undead- All affected undead up to level 20 flee for 45s. Cost 176.5MP/cast]
[Turn Greater Undead- Undead up to level 26 flee for 45s. Cost 133.5MP/cast]
Master Spells:
[Ban of the Undead- Sets undead up to level 38 on fire and makes them flee for 45s. Cost 494MP/cast]
[Guardian Circle- Undead up to level 44 entering the circle will flee. Caster heals 30 HP/SP per second inside it. Cost 356MP/cast]
Smithing 105
Perks:
[Steel Smithing- Can create steel armor and weapons at forges, and improve them twice as much.]
[Arcane Blacksmith- Magical weapons and armor can now be improved.]
[Elven Smithing- Can create Elven armor and weapons at forges, and improve them twice as much.]
[Advanced Armors- Can create scaled and steel plate armor at forges, and improve them twice as much.]
Archery 105
Perks:
[Overdraw V- Bows do 100% more damage]
[Eagle Eye- Pressing Block while aiming will zoom in your view]
[Critical Shot III- 20% chance of a critical hit that does an extra 75% critical damage]
[Steady Hand II- Zooming in with a bow slows time by 50%]
[Power Shot- Arrows stagger all but the largest opponents 50% of the time]
[Hunter's Discipline- Recover twice as many arrows from dead bodies]
[Ranger- Able to move faster with a drawn bow]
[Quick Shot- Can draw a bow 30% faster]
[Bullseye- 15% chance of paralyzing the target for a few seconds]
Sneak 100
Perks:
[Stealth V- You are 40% harder to detect when sneaking]
[Muffled Movement- Noise from armor is reduced by 50%]
[Backstab- Sneak attacks with one-handed weapons now do six times damage. This bonus stacks with the Shrouded Gloves enchantment, giving 12 times normal damage. It can also apply to the Berserker Rage power, offering 12 times normal damage, or 24 times normal damage with both Shrouded Gloves and the race power active.]
[Light Foot- You won't trigger pressure plates]
[Deadly Aim- Sneak attacks with bows now do three times damage. Can apply to the Berserker Rage power, offering 6 times normal damage.]
[Silent Roll- Sprinting while sneaking executes a silent forward roll]
[Silence- Walking and running does not affect detection]
[Shadow Warrior- Crouching stops combat for a moment and forces distant opponents to search for a target]
Werewolf Perks:
[Disease Immunity- 100% resistance to all diseases]
[Beast Form: Transform into a Werewolf at will, day or night, once a day.]
[Ring of Hircine- Equipping this ring grants werewolves unlimited transformations. Upon use of the ring's power, the Dragonborn will assume their Beast Form, and after the bloodthirst has depleted, will transform back to their original form.]
[Bestial Strength IV- Do 100% more damage as a werewolf.]
[Animal Vigor- 100 point bonus to health and stamina in beast form.]
[Gorging- Feeding heals twice as much health.]
[Savage Feeding- Able to feed off most dead creatures. Feeding off creatures instead of people only provides half the extended time.]
[Ring of Bloodlust- While in Beast Form, your attacks do 50% more damage, but also take 50% more damage]
[Ring of Instinct- When you enter Beast Form, the world around you seems to slow for 20 seconds.]
[Ring of the Hunt- While in Beast Form, your health regenerates.]
[Ring of the Moon- Increases the duration of your Howls by 25%]
[Totem of the Hunt- Detect Life ability.]
[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.]
[Totem of Brotherhood- Summon two wolf spirits.]
[Totem of Ice Brothers- Werewolf Totem of Brotherhood howl calls Ice Wolves.]
[Totem of the Moon- Werewolf Totem of Brotherhood howl calls werewolves.]
[Totem of Fear- Howling will activate Fear against enemies. Fear: Creatures and people up to level 9 flee from combat for 30 seconds.]
[Totem of Terror- Werewolf Howl of Terror affects even higher level creatures. It causes foes under level 25 to flee.]
Standing Stone:
The Atronach Stone- 50 extra Points of Magicka, 50% Absorb spells, -50% Magicka regen
Okay then. Fuck this Ulric Lightbringer guy. He's basically a maxed out character who took the Dawnguard Vampire Hunter roleplay way too fucking far. And of course he's got the fucking Dawnbringer and Spellbreaker, two Daedric Artifacts that are especially good at fucking over Vampires. Not to mention that Spellbreaker's pretty decent against Mages as well.
And don't even get me started on the bullshit that is the Stealth Archer setup for Auriel's Bow. This Ulric guy is such a fucking try hard.
Well, you don't have to actually beat him. Sure, you'd get some major benefits from doing so, but it's not essential. He's mostly there to be an existential threat to you throughout the Trial. Of course killing him would instantly complete the Trial regardless of anything.Oh well. Could be worse. He could be using the Ebony Mail. Or have trained up the Alteration Tree for the Mage Armor Perk. Suffice to say that he's not at the deadliest possibility that he could be, but he's pretty high up there. Oh well, let's see what I've got to work with here.
Name: Lilu FlaurosRace: High Elf
Level: 1
HP: 100/100
MP: 150/150
SP: 100/100
Racial Abilities: FortifyMagicka- +50 Magika, Resist Fatigue 25%
Racial Power: Highborn- Regenerate magicka 25x faster for 60 seconds, once per day
Racial Bonuses: +10 Illusion, +5 Alteration, Conjuration, Destruction, Enchanting, Restoration
Starting Spell: Fury
Skills:
One-Handed (15)
Two-Handed (15)
Archery (15)
Illusion (25)
Conjuration (20)
Destruction (20)
Restoration (20)
Alteration (20)
Light Armor (15)
Heavy Armor (15)
Block (15)
Sneak (15)
Pickpocket (15)
Lockpicking (15)
Speech (15)
Alchemy (15)
Smithing (15)
Enchanting (20)
Vampire Lord-
Vampirism- Stage 1
-Resist Frost I: Your vampiric blood gives you 20% resistance to frost.
-Weakness to Fire I: Your vampiric blood causes you to be 20% weaker to fire.
Racial Perks-
-Flight: can fly/glide in Vampire Lord Form
-Vampire Lord Form/Revert Form: can shift in and out of Vampire Lord Form at will
-Disease Immunity: 100% Disease Resistance
-Poison Immunity: 100% Poison Resistance
-Nightstalker's Footsteps: Vampire's are 25% harder to detect when Sneaking
-Champion of the Night: Illusion Spells cast by a Vampire are 25% more powerful
-Weakness to Sunlight: HP/MP/SP do not regenerate when exposed to Sunlight
Vampire Spells-
-Vampiric Drain: Absorb x points of health per second from target. Functions as a novice-level Destruction spell whose magnitude and duration increase with severity of infection. With Dawnguard installed, it can also drain magicka and stamina.
-Vampire's Servant: Reanimate a dead body to fight for the vampire for 60 seconds. Spell limited to one cast per day. Improves with severity of infection.
-Vampire's Sight: Improve night vision for limited duration. It can be used multiple times a day and can be toggled on and off.
-Vampire's Seduction: Creatures and people are calmed for a limited duration once per day. With the addition of Dawnguard, targets can be used for vampiric feeding. Acquired at stage two of vampirism.
-Embrace of Shadows: The vampire becomes invisible, with night vision for 180 seconds. Can only be used once per day; interacting with anything will remove invisibility as per usual. Acquired at stage four of vampirism.
Okay then. Let me see, so in order to complete the trial successfully, I just need to complete [The Lord Stone] Trial, reach Stage 4 Vampirism, and unlock one Vampire Lord Perk? That shouldn't be too difficult.
Especially when you stop to consider the fact that due to being in a Nemesis Dungeon, the requirements of [The Lord Stone] Trial have been cut in half, so you only need to take 425 points of Physical and Magical Damage and reach Stage 2 Vampirism. Not to mention that the amount of people you need to drain the Lifeblood of to unlock a Vampire Lord Perk Point has been reduced from 5 to 3 (technically 2.5, but rounding's an asshole like that).Okay, so nom down on three people and then go two days without feeding while taking a bunch of damage? Seems easy enough.
Yeah, no. Part of the problem with a Nemesis scenario such as this is that you WILL draw attention. It's not just "accumulate bounty then fuck off to a different Hold where you have no bounty". The scenario has The Dawnguard effectively married to the Hold Guards, so the moment they pick up traces of a Vampire running around? You're going to become wanted everywhere. Sure, they may not bring out the big guns like the Nemesis Champion right from the word "Go", but if you prove to be a big enough problem? You should expect ever increasing levels of determination from the Dawnguard to hunt you down and murder you. Also you are not the Dragonborn and there are no Dragons in this scenario.Oh. Well shit. That makes things a bit harder then. Oh well, let's get to it. If doing Vampire things is going to draw increased attention from the Hold Guards, then I should try to reach Stage 2 Vampirism first. In the meantime, I appear to have started on the outskirts of Whiterun, so maybe I should try to make my way to Riverwood?
If I do that, I can use the Bandits in the Embershard Mine to farm the damage absorption for [The Lord Stone], then feed on them for the Vampire Lord Perks. But first, I step out into the sunlight and wince at the extremely unpleasant sensation of the sun on my skin. I'm not too far from the stables, but the coachman doesn't go to Riverwood.
I could walk, but that'd take forever since my Stamina won't replenish under the daylight. So realistically I should steal a horse. Hmm, the Khajit caravan's here, and they're set up by the stables. And I've got Fury... Taking full advantage of Nightstalker's Footsteps to help me sneak closer to the stables, I wait for a good opportunity, then hit one of the stable masters with Fury.
As expected, he goes apeshit and starts attacking everyone which prompts everyone to gang up on him. With everyone sufficiently distracted, I sneak over to the nearest horse and hop on, riding for my life in the direction of Riverwood.
A short while later, I succeed in reaching the crossroad to either continue towards Riverwood, or head towards Helgen, and more importantly, The Guardian Stones. Taking a quick detour, I head towards the Guardian Stones and activate The Mage Stone.
With that out of the way, I make my way down to Riverwood and head for the mill. I then decide to just kinda turn my brain off for a while and mindlessly chop wood.
After quite possibly going insane from chopping wood for about an hour, I head over towards Hod and sell him some firewood. He pays me 100g and I promptly make my way over to The Sleeping Giant Inn. There I rent a room for a day and proceed to sleep for a full 24 hours. Waking up 24 hours later, I'm pleased to see that I've reached Stage 2 Vampirism, and I'm really, really thirsty.
Time to eat.
Making my way back to Embershard Mine, I go in and begin sneaking around. Eventually, I find my first bandit and nail them with Fury. They take off further into the mine and get into a fight with more bandits deeper inside.
Then I smack myself in the face for being a dumbass and remember why I came here. I stop crouching and make my way into the mine. "Never should've come here." Says one of the assholes as he comes over and hits me, and hits me again, and again, and one more time for good measure before I back off and hit him with Fury again.
Physical Damage Taken: [87/425]Magical Damage Taken: [0/425]
Hah, this is going to take awhile.
*some time later*
Like that, I adopted a steady cycle. I'd get beaten up, run away, cast Fury on the closest asshole to me to break agro, and crouch in a corner while waiting for my HP to recover. Could I have sped this up with my Vampire Lord's Vampiric Drain Spell? Yes. So why did I go this route?
[Sneak] has Reached Level 20![Stealth I] has advanced to [Stealth II]!
Yeah, that was a thing I didn't initially notice. I don't get Perk Points like you would in Skyrim. I automatically unlock the appropriate Perks once I hit the required Level. Sadly I don't get the accompanying Spells...
Eventually, after cycling through this process enough, at long last-
Physical Damage Taken: [425/425]Magical Damage Taken: [0/425]
Now I just need to take Magical Damage. Thankfully that's actually pretty easy. I could just go back to Whiterun and stand in the firepit in the Great Hall since Fire Damage counts as Magical Damage. Granted I'm Weak to Fire, so this is going to suck. But first things first. Time to wrap up this damn mine.
I shift into my Vampire Lord Form and glide down to where the remaining bandits are. "Talos preserve us! A Vampire!" Shouts someone. "Kill it!" Shouts another.
Wasting no time, I begin employing my Blood Magic. With my right hand, I start blasting the grouped up bandits with [Drain Life] while with my left, I cast [Raise Dead] on a nearby corpse. The mindless zombie charges into the fray completely uncaring of the friendly fire I'm likely causing by spamming Drain Life.
Eventually, I manage to kill the group of three bandits that were dealing with my zombie and waste no time in unlocking my first Vampire Lord Perk, [Power of the Grave].
Deciding to continue into the mine, I eventually find an oilspill and a trap. I decide that now's as good a time as any and stop flying. One of the bandits who's still alive then shoots the hanging lantern which drops down and ignite the oil.
FUCK THIS HURTS!!!!
What the fuck is this?!
Nemesis Trial Master. Seeing as how you're Weak to Fire, then you would feel simulated pain from taking Fire/Sun Damage.A LITTLE WARNING WOULD'VE BEEN APPRECIATED!!!!!!!!!
I'm truly sorry Master.Eventually, the fire goes out while I'd resumed gliding and casting Drain Life on the bandits camping the corner of the staircase in order for me to heal through the fire damage, and alleviate the pain.
Oh, I didn't see this before, but I found something that may make you feel better.
Since Fire counts as Magic Damage and you're Weak to Fire, then if you take exclusively Fire Damage for the purposes of [The Lord Stone] Trial, you only need to take 340 points of Fire Damage. This is based on your current percentage of Weakness to Fire, so the more vulnerable to Fire Damage you are, the less overall Damage you need to take for this Trial. Naturally there would be a penalty if you had the Dark Elf's Fire Resistance Racial Ability, but you don't, so it's not a problem.
So letting my Vampirism progress to stage four would give me 50% Weakness to Fire, so I could cut down the total amount of Magical Damage from 425 to 212.5? That would be pretty convenient, if I ignore the fact that it's going to hurt like hell.
Eh, if it worked for Kumoko...
...
After clearing Embershard Mine, I fast travelled back to Whiterun and went to the carriage guy. Paying him 50g to take me to Winterhold, I decide to enter the College as a new Student. Thankfully, Faralda was feeling generous enough to sell me Healing as my starter Restoration Spell.
Then I enter the College proper as a new student and go look for the Destruction guy. Then I ask him if he'd be willing to help me train my Restoration Skill by shooting me with fireballs.
He looked at me like I was nuts, but ultimately went along with it after I shilled out another 50g.
Suffice to say, Colette was NOT overly thrilled with my method of training Restoration, but it was worth it.
Trial of [The Lord Stone] is Complete!
Rewards: 50 points of damage resistance, 25% magic resistance
Congratulations Master! You have completed the Nemesis Instance Dungeon!
Rewards: [The Lord Stone] is now added as a passive Buff, you have achieved Stage 1 Vampirism outside of the Dungeon, you have unlocked [Power of the Grave] outside of the Dungeon, you have unlocked Vampire Lord From outside of the Dungeon!
You can either choose to continue on to advance your progress or leave the Dungeon and return to reality.
Notice: You can save your progress in this Dungeon and pick up where you left off if you desire, but it is not required.
I think I've had enough of this Dungeon for now. Send me out.
...
Waking up in the room where I entered the Dungeon, I call up my Status Sheet.
Name: Lilu Flauros
Race:
Half-Devil
Quarter Fallen Angel
Quarter Human
Altmer (High Elf)
Vampire Lord
Devil Perks:
Half-Devil Potential
Greater Holy Resistance
Lesser Light Resistance
Super Devil Potential
Enduring Will
Well of Magical Power
Creative Thoughts
Harem Love
Dragonborn
Evil Presence
Increased Virility/Fertility
Regeneration
Therapy Helps
Emotional Fury
DETERMINATION
Enhanced Shapeshifting
Senjutsu
Skyrim Racial Perks:
Vampire Lord (Stage 1)
Resist Frost (20%)
Weakness to Fire (20%)
Disease Immunity
Poison Immunity
Nightstalker's Footsteps
Champion of the Night
Weakness to Sunlight
Power of the Grave
Altmer (High Elf)
Fortified Magicka (+50 Magicka)
Fortified Endurance (25% Fatigue Resistance)
Greater Illusion Affinity
Lesser Alteration Affinity
Lesser Conjuration Affinity
Lesser Destruction Affinity
Lesser Enchanting Affinity
Lesser Restoration Affinity
Standing Stone Boosts:
The Lord Stone
The Lover Stone
Skyrim Skill Perks:
n/a
Bloodline Magic:
Devil
[All World's Creation]
[Necromancy]
[Gamble] (LOCKED)
[Sea Serpent of the End] (LOCKED)
Altmer
[Highborn]
Fallen Angel
Light Magic (Lesser)
Vampire Lord:
Drain Life
Raise Dead
Bats
Vampire's Sight
Vampiric Drain
Vampire's Seduction
Sacred Gears:
Kaleidoscope- A powerful sacred gear that bends time as well as space to allow its wielder to pull on forces from parallel worlds, from people, animals, or even parallel copies of people they know.
Subspecies Balance Breaker: Gamer System- A Unique Subspecies Balance Breaker of Kaleidoscope forced into existence by the intense desires of Lilu Flauros in conjunction with [All World's Creation]. Transforms the user to function under Video Game Logic and achieve otherwise impossible feats.
Vritra-type Sacred Gears-Absorption Line- Allows the user to create lines that can absorb the power of the person/thing it is connected to.
Blaze Black Flare- Allows the user to create and control cursed black flames.
Delete Field- Allows the user to control black flames, which is used to restrain opponents and form barriers.
Shadow Prison- Allows the user to control black flames, which is used to restrain opponents and form barriers.
Items:
n/a
Spells:
Light Magic
Heaven-Splitting Flash
Devil Magic
Empowered Domain
Lesser Evil Presence
Skyrim
Fury
Strength:
Common Pure-Blooded Devil
Magic Power:
Uncommon Pure-Blooded Devil
...The fuck? When did I unlock [Necromancy] as a Devil Bloodline Magic?!