mage armor - THE SKY FORGE2024-03-29T09:46:08Zhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/feed/tag/mage+armorCharacter Build: The Watcherhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-watcher2023-09-20T00:03:18.000Z2023-09-20T00:03:18.000ZParagon8134https://TheSkyForge.ning.com/members/Paragon8134<div><p style="text-align:center;"><span style="font-size:36pt;"><strong>Mods (entirely optional, used for cosmetic purposes)</strong></span></p><p style="text-align:center;"><span style="font-size:18pt;">Realistic Armors</span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong>Introduction</strong></span></p><p><span style="font-size:24pt;"><strong>Foreword</strong></span></p><p><span style="font-size:18pt;">Heimdallr (also anglicized as Heimdall) watches over Asgard and the Bifrost, warning the other Aesir of threats if necessary. This is especially important during Ragnarok, as this gives the warriors of Valhalla time to prepare themselves for the upcoming fight. For him to be involved in the dragon incidents means not only that Skyrim is in danger, but Asgard as well.</span></p><p><span style="font-size:24pt;"><strong>Backstory</strong></span></p><p><span style="font-size:18pt;">Heimdallr never meant to commit any acts of treason. In fact, he had never even heard of these "Stormcloaks". He just saw some men tied up on the side of a road, which he assumed was the result of a bandit attack, so he set to work freeing the men. He was then ambushed by Imperials. Odin owed him a drink. Whatever Odin was seeking this time, it had better be worth the trouble Heimdallr was going through to find the High One of Asgard.</span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong>Race & Stats</strong></span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong><a href="{{#staticFileLink}}12228132695,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12228132695,RESIZE_400x{{/staticFileLink}}" width="400" alt="12228132695?profile=RESIZE_400x" /></a></strong></span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Race: </strong>Nord</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Standing Stone: </strong>Lord</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Shout: </strong>Call of Valor</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Level: </strong>41</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Attribute Spread (M/H/S): </strong>0/2/1</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Magicka: </strong>100</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Health: </strong>370</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Stamina: </strong>230</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Major Skills: </strong>Heavy Armor, Archery, Two-Handed, Alchemy, Alteration</span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong>Perks</strong></span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Heavy Armor (100): </strong>Juggernaut 5/5, Well Fitted, Tower of Strength, Matching Set</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Two-Handed (100): </strong>Barbarian 5/5, Champion's Stance, Limbsplitter 3/3, Devastating Blow</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Archery (100): </strong>Overdraw 5/5, Eagle Eye, Steady Hand 2/2, Power Shot, Critical Shot 1/3, Hunter's Discipline, Ranger</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Alteration (100): </strong>Novice Alteration, Apprentice Alteration, Mage Armor 1/3, Adept Alteration, Expert Alteration, Atronach</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Alchemy (100): </strong>Alchemist 1/5, Physician, Benefactor, Poisoner</span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong>Equipment</strong></span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Wolf Armor </strong>fits aesthetically, but the<strong> Dragonbone Mail </strong>from<strong> Bones For A Crow </strong>is much better due to enchantments and a higher armor rating. In the end, it is up to you to determine which you would like to use, though I heavily suggest Dragonbone Mail.</span></p><p style="text-align:left;"><span style="font-size:18pt;">Just about any bow will work, but I recommend <strong>Auriel's Bow</strong>. I also recommend getting <strong>Wuuthrad</strong> for your Two-Handed weapon, since it does extra damage to elves and this build struggled against <strong>Thalmor Destruction mages</strong> until I picked it up.</span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong>Recommended Factions/Quests</strong></span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong><a href="{{#staticFileLink}}12228133268,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12228133268,RESIZE_400x{{/staticFileLink}}" width="298" alt="12228133268?profile=RESIZE_400x" /></a></strong></span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>The Companions </strong>is a questline that is available from basically the beginning of the game and is easy to complete while giving you a good axe and a werewolf form, though Heimdallr will cure himself later.</span></p><p style="text-align:left;"><span style="font-size:18pt;">The <strong>Main Questline</strong> will allow you to postpone Ragnarok and give you <strong>Call of Valor</strong> for this build.</span></p><p style="text-align:left;"><span style="font-size:18pt;">The <strong>Dawnguard</strong> questline will allow you to obtain Auriel's Bow, which is preferable to other bows that require crafting or a hefty sum of gold.</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Bones For A Crow</strong> will give you the Dragonbone Mail if you choose to do the quest. There's really no reason not to. Even if you don't want the armor, you can sell it (which feels like a crime to me, but it's an option).</span></p><p style="text-align:left;"><span style="font-size:18pt;">As always, you can add more quests to this list but know that I avoided <strong>Hendraheim</strong> and <strong>The Forsworn Conspiracy</strong> for the following reasons:</span></p><ul><li style="text-align:left;"><span style="font-size:18pt;">Heimdallr wouldn't waste his time with mortal affairs when the fate of Asgard rests on him completing other quests.</span></li><li style="text-align:left;"><span style="font-size:18pt;">Just like with the <strong>Forsworn Conspiracy</strong>, Heimdallr does not have the time to settle down for the <strong>Hendraheim</strong> quest.</span></li></ul><p style="text-align:center;"><span style="font-size:36pt;"><strong>Special Moves</strong></span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Watcher:</strong> Using Unrelenting Force, knock an opponent into the air, shoot them with your bow while making use of the Eagle Eye perk, and finish them off with a power attack. (Unrelenting Force + Eagle Eye + Power Attack)</span></p><p style="text-align:left;"><span style="font-size:18pt;"><strong>Gjallarhorn:</strong> Call of Valor + Bow Attack (X2) + Standing Power Attack</span></p><p style="text-align:center;"><span style="font-size:18pt;"><strong>I've done a couple of things differently from my earlier builds, so please leave feedback. What else should I include? Should I have left anything out? Anything else I should do differently?</strong></span></p></div>The Master Wizardhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/the-master-wizard2023-06-19T00:31:05.000Z2023-06-19T00:31:05.000ZParagon8134https://TheSkyForge.ning.com/members/Paragon8134<div><p><span style="font-size:24pt;"><strong><span style="font-size:14pt;">Made with Anniversary Edition, but only the Myrwatch and Arcane Accessory CCs were used. Mods can be used, but aren't required and weren't used in the making of this build.</span><a href="{{#staticFileLink}}12014211084,RESIZE_400x{{/staticFileLink}}"><br /> <img class="align-center" src="{{#staticFileLink}}12014211084,RESIZE_400x{{/staticFileLink}}" alt="12014211084?profile=RESIZE_400x" width="205" /></a></strong></span></p><p><span style="font-size:24pt;"><strong>Intro</strong></span></p><p><span style="font-size:10pt;">I have served in High King Torygg's court as his court wizard since his coronation. I will never forgive Ulfric for what he did. He may call it a challenge, but he attacked with the Thu'um until the poor boy was on his knees. That's when he did it. He drove his blade through Torygg's heart. You can dress the act up with pretty words all you want, but deep down, murder is murder. I will tear that usurper's rebellion down, with angry atronachs at my side and arcane energy in my hands. Unfortunately, my age seems to be getting to me, and I have forgotten all but the most basic spells in my arsenal. My old friend Hadvar will likely help me, though he will probably insist on calling me "Prisoner". He is odd, but he's my best hope of getting out of Helgen alive.</span></p><p><span style="font-size:24pt;"><strong>Schools of Magic</strong></span></p><p><span style="font-size:24pt;"><strong><a href="{{#staticFileLink}}12014272269,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12014272269,RESIZE_400x{{/staticFileLink}}" alt="12014272269?profile=RESIZE_400x" width="224" /></a></strong></span></p><p> </p><p><span style="font-size:10pt;">Focus on Conjuration first, so that you can level up your other magics with a couple of Dremora Lords as your personal bodyguards. Next, level Illusion, because it is easier and basically lets you decide whether or not you want to fight that one giant. Alteration is your main source of defense, so level that up to about 60 before leveling Destruction and Restoration to 80. After that, skills can be leveled however you like.</span></p><p><span style="font-size:24pt;"><strong>Quests</strong></span></p><p><span style="font-size:10pt;"><strong>College of Winterhold</strong> - Refresh your knowledge of the arcane arts while helping resolve the College's problems.</span></p><p><span style="font-size:10pt;"><strong>Civil War</strong> - Bring Ulfric down and avenge your king.</span></p><p><span style="font-size:10pt;"><strong>Myrwatch </strong>- There seems to be a magical tower around Morthal. Perhaps you could make use of it?</span></p><p><span style="font-size:10pt;"><strong>Main Questline</strong> - The Greybeards seem to want to instruct you in the use of the Thu'um</span></p><p><span style="font-size:10pt;"><strong>Dragonborn</strong> - Discover new spells in Solstheim.</span></p><p><span style="font-size:10pt;"><strong>Dawnguard</strong> - The Dawnguard could use your fire magic to ward off vampires. Alternatively, you could become one to further your power.</span></p><p><span style="font-size:10pt;">Book of Love - You have heard that Mara has granted magic resistance to her chosen few. Perhaps consider gaining her favor.</span></p><p><span style="font-size:10pt;"><strong>Any others that further your arcane knowledge</strong></span></p><p><span style="font-size:24pt;"><strong>Equipment</strong></span></p><p><span style="font-size:10pt;">Use robes until you finish the College of Winterhold questline, at which point you get the Arch-Mage's robes, fit for a Master Wizard. You may also wish to keep the Staff of Magnus.</span></p><p><span style="font-size:24pt;"><strong>Race, Standing Stone, and Shouts</strong></span></p><p><span style="font-size:10pt;">Slow Time works very well with your Cloak and Storm spells. Become Ethereal can help safely charge Master-level spells and is also useful with Cloak spells. As for the Standing Stone, grab the Mage Stone. Over the course of the playthrough, take the Atronach Stone. Any race can make a good wizard, but High Elf stands out as the best pure mage.</span></p><p><span style="font-size:24pt;"><strong>Roleplay</strong></span></p><p><span style="font-size:10pt;">For the most part, you are a power-hungry mage. You venture throughout Skyrim looking for arcane power and vengeance. Eventually, you will enter Apocrypha and swear fealty to Hermaeus Mora for his forbidden knowledge. If there is no power to be gained and no Ulfric to be slain, there is no reason to be there.</span></p><p><span style="font-size:24pt;"><strong>Alteration Perks</strong></span></p><p><span style="font-size:24pt;"><strong><a href="{{#staticFileLink}}12029236482,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}12029236482,RESIZE_710x{{/staticFileLink}}" alt="12029236482?profile=RESIZE_710x" width="710" /></a></strong></span></p><p> <span style="font-size:24pt;"><strong>Restoration Perks</strong></span></p><p><span style="font-size:24pt;"><strong><a href="{{#staticFileLink}}12029243294,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}12029243294,RESIZE_710x{{/staticFileLink}}" alt="12029243294?profile=RESIZE_710x" width="710" /></a></strong></span></p><p><span style="font-size:10pt;">Necromage is only necessary if you wish to become a Vampire Lord during the Dawnguard DLC.</span></p><p><span style="font-size:24pt;"><strong>Conjuration Perks</strong></span></p><p><span style="font-size:24pt;"><strong><a href="{{#staticFileLink}}12029277867,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}12029277867,RESIZE_710x{{/staticFileLink}}" alt="12029277867?profile=RESIZE_710x" width="710" /></a></strong></span></p><p><span style="font-size:24pt;"><strong>Illusion Perks</strong></span></p><p><span style="font-size:24pt;"><a href="{{#staticFileLink}}12029294068,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}12029294068,RESIZE_710x{{/staticFileLink}}" alt="12029294068?profile=RESIZE_710x" width="710" /></a></span></p><p><span style="font-size:24pt;"><strong>Destruction Perks</strong></span></p><p><span style="font-size:24pt;"><strong><a href="{{#staticFileLink}}12029315477,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}12029315477,RESIZE_710x{{/staticFileLink}}" alt="12029315477?profile=RESIZE_710x" width="710" /></a></strong></span></p><p><span style="font-size:24pt;"><strong>Enchanting (Optional)</strong></span></p><p><span style="font-size:24pt;"><strong><a href="{{#staticFileLink}}12029356899,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}12029356899,RESIZE_710x{{/staticFileLink}}" alt="12029356899?profile=RESIZE_710x" width="710" /></a></strong></span></p><p><span style="font-size:32px;"><strong>Additional</strong></span></p><p><span style="font-size:14pt;">When you run out of perk points to spend, repeatedly level Illusion by making it Legendary and spam-casting Muffle.</span></p><p><span style="font-size:32px;"><strong>Leveling</strong></span></p><p><span style="font-size:14pt;"><strong>Destruction:</strong> Unbound Storms (can be found in Hob's Fall Cave right before the iron gate)</span></p><p><span style="font-size:14pt;"><strong>Restoration:</strong> Equilibrium + Fast Healing</span></p><p><span style="font-size:14pt;"><strong>Alteration:</strong> Cast either Magelight or Candlelight until you reach 50 Alteration. After that, use Detect Life in the middle of a city to gain XP for each NPC detected. You could also use Telekinesis and Fast Travel to the opposite side of the map, but you will need a 0 Magicka cost for Telekinesis.</span></p><p><span style="font-size:14pt;"><strong>Conjuration:</strong> Kill something and spam-cast Soul Trap on it.</span></p><p><span style="font-size:14pt;"><strong>Illusion:</strong> Spam-cast Muffle</span></p><p><span style="font-size:14pt;"><strong>Enchanting:</strong> Disenchant any items you can find (dead Thalmor in between Helgen and Riverwood has one), re-enchant weapons, and sell them for more soul gems and enchantable items.</span></p><p><span style="font-size:24pt;"><strong>Combat</strong></span></p><p><span style="font-size:14pt;">Know that if you want to run through a dungeon with nothing but your favorite equipment, the Master Wizard is not for you. Part of being a mage is using whatever kind of magic your opponent is weak against. Use fire against frost wraiths, lightning against mages, and frost against warriors. If you know you can't survive a fight against someone, use Illusion to bypass them until you can come back to fight them. Also, consider buffing your summoned daedra while they fight for you.</span></p></div>Event Build: The Scream Conductorhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/event-build-the-scream-conductor2023-01-31T08:35:43.000Z2023-01-31T08:35:43.000ZJazzfortheSoulhttps://TheSkyForge.ning.com/members/JazzfortheSoul<div><p style="text-align:center;"><span style="font-size:10pt;"><em>“That night, she came into our hold. Holding an arsenal of wicked-looking staves, armed with countless destructive spells of all elements, she massacred us. We did not know why she attacked us that night. The only thing we remembered, was that once the scream broke out, she smiled… pleasurably…”</em></span></p><p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951905658,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951905658,RESIZE_710x{{/staticFileLink}}" alt="10951905658?profile=RESIZE_710x" width="710" /></a></span> </p><p style="text-align:left;"><em><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951902852,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951902852,RESIZE_400x{{/staticFileLink}}" alt="10951902852?profile=RESIZE_400x" width="225" /></a></span></em><span style="font-size:10pt;">Hello and welcome to my first build here in Skyforge. For this event, taking inspiration from the lore of Ancient Ayleids, I chose to build a sinister mage of an Ayleid descendant whose sole desire is to turn Skyrim into her stage, a sea of grief and fear. Please keep in mind that this is an ‘unorthodox’ approach to vampire and mage build. Lastly, any kind of suggestion or comment is highly appreciated. With that being said, I hope you enjoy the build!</span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951903466,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951903466,RESIZE_180x180{{/staticFileLink}}" alt="10951903466?profile=RESIZE_180x180" width="90" /></a></span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951910866,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951910866,RESIZE_710x{{/staticFileLink}}" alt="10951910866?profile=RESIZE_710x" width="710" /></a></span><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951904681,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951904681,RESIZE_710x{{/staticFileLink}}" alt="10951904681?profile=RESIZE_710x" width="710" /></a></span><span style="font-size:10pt;">Born with an extraordinary talent, the gift of ‘Domination’, the young Scream Conductor always excelled at everything she did. The realm of Arcane Arts was where her talent truly shines. She dominated all her friends and peers, and they would always submit to her cleverness. As perfect as one could be, she is wicked; a cursed child. She feels no sympathy and has an obsession to hear the agonizing screams of others.</span></p><p><span style="font-size:10pt;">It all began when her ancestors’ clan retreated to Summerset Isles after the Allesians’ rebellion. Once residents of Abargalas, they worshipped Molag Bal, the Daedric Prince of Domination and Enslavement. At Buraniim Isles they called it their new home along with their new associate, the Worm Cultists. For long ages, they had been discriminated against and segregated by their Altmer brethren. Once the Dominion took over the power in Summerset Isles, they were forced to go into their hiding place.</span></p><p><span style="font-size:10pt;">The clan Elders prayed to Molag Bal and asked for the return of the Ayleids. Molag Bal answered them. He will bestow them the true dominator, the one who will lead the Ayleids back to their glorious days. When she was born, the Elders knew the Conductor was a gift from Molag Bal. Blessed by Molag Bal’s power, she is destined to rule, dominate, and enslave other races under his name; to spread the Daedric Prince’s influence across Tamriel.</span></p><p><span style="font-size:10pt;">The Elders nurtured her, brainwashed her, and prepared her to fulfill her sinister destiny. When the time came, when she reached adulthood, the Elders sent her to Skyrim. They gave her a duty; to retrieve the artifact of Molag Bal, the Daedric Prince of Enslavement, to retrieve the artifact of Manimarco, the King of Worms, to lead the long-slumber vampire clan, the Volkihar, and to eradicate the power of the Dominion, the Thalmor.</span></p><p><span style="font-size:10pt;">Thus, she began her journey. A psychopathic and sadistic Heartland Elf blessed by the Daedric Prince Molag Bal. Skyrim was her first stage, where she would later be known as ‘The Scream Conductor’. With her grandeur yet wicked magic, she performed a spectacle; a concert of terror with her victims as the instruments, and their screams as the melodies.</span></p><p><span style="font-size:10pt;"><strong>Roleplay Principles:</strong> <em>Arrogance, Dominance, </em>and <em>Sadism</em></span></p><p> </p><p> </p><p style="text-align:left;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951906657,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951906657,RESIZE_180x180{{/staticFileLink}}" alt="10951906657?profile=RESIZE_180x180" width="90" /></a></em></span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951906680,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951906680,RESIZE_710x{{/staticFileLink}}" alt="10951906680?profile=RESIZE_710x" width="710" /></a></em></span><span style="font-size:10pt;"><strong>Difficulty:</strong> <em>Adept</em> or <em>Expert</em> early game, <em>Master</em> or <em>Legendary</em> late game</span></p><p><span style="font-size:10pt;"><strong>Crafting:</strong> no</span></p><p><span style="font-size:10pt;"><strong>Mods:</strong> not necessary</span></p><p><span style="font-size:10pt;"><strong>Version:</strong> <em>Anniversary Edition</em></span></p><p><span style="font-size:10pt;"><strong>Personal Restrictions:</strong> no restoring Health or Magicka potions, no healing spells, no necromancy, no <em>Vampire Lord</em> power</span></p><p><span style="font-size:10pt;">The restrictions are of course my own personal cup of tea. I also wanted to make the character have her own standpoint of view; where someone who was tasked to be a vampire chooses to not use her vampire power at all due to her arrogance. To some extent, she still worships the deity that first bestowed this power to the mortal, but her arrogance overrun her religious belief; thus, deep within her heart, she actually sees the power as more of a nuisance than an actual gift. <em>Vampire Lord</em> power serves only as a catalyst of the plot.</span></p><p><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>“I am a follower of Lord Molag Bal. But, above anything else, I follow my own path. I believe that my power is enough to lay chaos in this frozen wasteland. You may call me too self-confident; yes, I am confident. You may call me arrogant; yes, I am arrogant. To me, using the Vampire Lord power would mean I fully submit myself to Lord Molag Bal. Perhaps I am a heretic? Maybe. Who knows? But so far, His judgment has not been bestowed upon me. ”</em></span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>“The sole reason I agreed to receive this power in the first place was because of my mission. Those weaklings in the Volkihar clan relied too much on the power granted by Lord Molag Bal. Yet, even with such power, they only achieved so little in centuries. Absolutely pathetic. I would have slaughtered them myself if it is not for my great patience.”</em></span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951907868,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951907868,RESIZE_180x180{{/staticFileLink}}" alt="10951907868?profile=RESIZE_180x180" width="90" /></a></em></span></p><p style="text-align:left;"> </p><p style="text-align:center;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951907680,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951907680,RESIZE_710x{{/staticFileLink}}" alt="10951907680?profile=RESIZE_710x" width="710" /></a><a href="{{#staticFileLink}}10951908097,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951908097,RESIZE_710x{{/staticFileLink}}" alt="10951908097?profile=RESIZE_710x" width="710" /></a></em></span><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951908297,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951908297,RESIZE_180x180{{/staticFileLink}}" alt="10951908297?profile=RESIZE_180x180" width="140" /></a></em><span style="font-size:10pt;"> <em>“Wealth? My knowledge is my wealth. Honor and glory? Only the fools who enjoy them. Triumphant Victory? Little do I care. What I seek and want the most is a symphony of screams. Screams of agony and despair as I orchestrate and conduct them into beautiful music. Thus, I will channel my sadistic desire and hobby wherever I may be. I do not show favoritism to my prey. Every scream is equally beautiful to my ears.”</em></span></span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>“Yet, as sinister, stubborn, and arrogant as I may be; I… I am nothing but a little child in front of my clan Elders. A child who could not say ‘no’, who could not grow up and choose her own destiny. More pathetically, I understand this well. I understand this feeling of helplessness, of wanting to… ‘grow up’. Even if my desire is to be free and simply obliterate everything in my path, I could not be free from my family clan and the duty they gave me. Pathetic.”</em></span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>“I may be wicked, and maybe doomed to die a painful death since I chose this path. Even so, I do not care; as I am ready. Always ready. Should a righteous knight, a divine judgment, or Lord Molag Bal himself come to slay me; I will face them directly, and greet the death with a smile. But before that time comes, let me indulge myself in this blissful feeling of tormenting others and making them scream my name.”</em></span></p><p><span style="font-size:10pt;"> </span></p><p><span style="font-size:10pt;">The Scream Conductor is a natural-born psychopath. She could not feel sympathy nor understand the ‘socially constructed morality’. She always thought that there is nothing wrong with killing people or trampling the weak. That is just how the world revolves around her. Even so, she still has a weak side, and that is her ‘immaturity’ and inability to escape her family clan. She was always faced with the heavy doctrine given by her clan since she was little, and it certainly impacted her psychology.</span></p><p><span style="font-size:10pt;">This weak side explains Molag Bal’s plan for her. The Daedric Prince does not want the Conductor to be just another mindless follower. He wants her to be this ultra-violent, dominant, and arrogant individual yet possess a weakness; thus can still be made into submission. Molag Bal feels thrilled to conquer and corrupt the Conductor, to essentially make her into his champion and also the <em>Daughter of Coldharbour</em>. As once she is slain, her soul will be placed in Coldharbour, Molag Bal’s realm, and she will become his possession.</span></p><p> </p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951909878,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951909878,RESIZE_180x180{{/staticFileLink}}" alt="10951909878?profile=RESIZE_180x180" width="90" /></a></span></p><p> </p><p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951910454,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951910454,RESIZE_710x{{/staticFileLink}}" alt="10951910454?profile=RESIZE_710x" width="710" /></a><span style="font-size:10pt;"><em>“Some of my clan members pursue the more… ‘tamer’ arcane arts. Others hide in the shadow. But I, I chose the path of total destruction; the never-ending apocalyptic magic.”</em></span></span></p><p style="text-align:left;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951919490,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951919490,RESIZE_192X{{/staticFileLink}}" alt="10951919490?profile=RESIZE_192X" width="185" /></a></em></span><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951911656,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951911656,RESIZE_710x{{/staticFileLink}}" alt="10951911656?profile=RESIZE_710x" width="710" /></a></em><span style="font-size:10pt;"><strong>Destruction & Alteration: </strong>The Ayleids believed that Nirn was composed of four elements; earth, water, air, and light. They were also the early progenitor of the Alteration school. Pursuing the path of chaotic and destructive magic while also being a descendant of the ancient Ayleid, it only makes sense that the Conductor is the master of both Alteration and Destruction.</span></span></p><p><span style="font-size:10pt;"><strong>Conjuration: </strong>The Ancient Ayleids were also known to make pacts with various Daedric Princes to call upon Daedra armies. These armies aided them in controlling the slaves and during the battle with each other and the rebellions. To imitate this capability, some perks are invested in Conjuration. After all, the Conductor is Molag Bal’s chosen one. Even other beings in Oblivion would submit to her and heed her call.</span></p><p><span style="font-size:10pt;"><strong>Restoration: </strong>This skill was chosen primarily to get the infamous <em>Necromage</em> bonus, boost the Magicka, and also to cut the cost of the <em>Greater Ward</em> There are only two perks that benefit the Conductor from the Necromage effect; <em>‘Magic Resistance’</em> and <em>‘Recovery’</em>. You would want to <strong>become a vampire first</strong> and take the Necromage perk before picking those two perks for the effect to apply.</span></p><p><span style="font-size:10pt;"><strong>Why no Illusion? </strong>In my experience, Illusion does not synergize well with the approach of an aggressive mage play-style. Spells like <em>‘Fear’</em> and <em>‘Rout’</em> can be roleplayed as if your opponents were so afraid upon seeing the Conductor, but it is not worth it to spend 5 to 6 skill perks for that sole reason. There are other better and easily accessible crowd control methods. The perk <em>‘Aspect of Terror’ </em>also makes some of the new CC fire spells become too OP.</span></p><p><span style="font-size:10pt;"> </span></p><p><span style="font-size:10pt;">If you wish to play beyond level 40, I suggest investing some points into Alchemy and grabing the perks <em>‘Alchemist’</em>, <em>‘Physician’</em>, <em>‘Poisoner’</em>, and <em>‘Benefactor’</em>. Potions and poisons that help enhance your destructive magic power could be helpful if you are playing on a higher difficulty. <strong>It is highly suggested to not abuse the looping system of Enchanting and Alchemy</strong>. Other skills do not really relate to the mechanics and some would just be straight-up broken and make the game feels far too easy.</span></p><p><span style="font-size:10pt;">Some points should be put into Health first in the early game so the Conductor does not get easily trashed by stronger enemies. I stopped at 150 Health and followed the 3:1:0 ratio. The ratio enabled the Conductor to still perform her grandeur arts of magic combos while having enough Health to not make her feel extremely fragile. Her base stats at level 40 are 450 Magicka / 190 Health / 100 Stamina.</span></p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951915455,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951915455,RESIZE_400x{{/staticFileLink}}" alt="10951915455?profile=RESIZE_400x" width="215" /></a></span><a href="{{#staticFileLink}}10951920294,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951920294,RESIZE_710x{{/staticFileLink}}" alt="10951920294?profile=RESIZE_710x" width="710" /></a><span style="font-size:10pt;">The Ayleids believed the world was composed of four elements; earth, water, air, and light. They considered their Altmer brethren’s belief of fire as a weak and corrupt form of light. However, due to her great passion and curiosity in the realm of the arcane, the Conductor managed to learn and master her Altmer brethren’s magic of fire element, even when the other clan members opposed her.</span></p><p><span style="font-size:10pt;">She seeks the true power of destruction, and none should tell her which one is right and wrong. She still feels attached to her clan but refuses to give her great passion in the art of the arcane. She is a vampire, but would not submit to her new weakness, even if it could hurt her. Nothing could scare her, even the death itself.</span></p><p><span style="font-size:10pt;">Following this roleplay, the spells, shouts, and powers are roleplayed and classified according to each of the elements they represent. Many spells with the element of light are categorized under the Restoration school. Since the Conductor only uses two Restoration spells, the element of shock is roleplayed instead as another form of the light element. Of course, all of the Destruction spells could be classified under their related element; but here, I only show some of the spells I frequently use:</span></p><p><span style="font-size:10pt;"> </span></p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951914492,RESIZE_180x180{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}10951914492,RESIZE_180x180{{/staticFileLink}}" alt="10951914492?profile=RESIZE_180x180" width="100" /></a><span style="font-size:10pt;"><strong>Alteration: </strong>Ash Shell, Ash Rune</span></span></p><p><span style="font-size:10pt;"><strong>Conjuration: </strong>Conjure Ash Spawn, Conjure Ash Guardian</span></p><p><span style="font-size:10pt;"><strong>Powers:</strong> Bones of the Earth, Root of Power</span></p><p> </p><p><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}10951915061,RESIZE_180x180{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}10951915061,RESIZE_180x180{{/staticFileLink}}" alt="10951915061?profile=RESIZE_180x180" width="109" /></a></strong><span style="font-size:10pt;"><strong>Destruction:</strong> Frost Rune, Frost Cloak, Ice storm, Icy Spear, Unbounded Freezing, Wall of Frost, Blizzard</span></span></p><p><span style="font-size:10pt;"><strong>Conjuration: </strong>Conjure Frost Atronach</span></p><p><span style="font-size:10pt;"><strong>Shouts:</strong> Frost Breath, Ice Form</span></p><p><span style="font-size:10pt;"><strong>Power:</strong> Waters of Life</span></p><p><span style="font-size:10pt;"> </span></p><p><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}10951915069,RESIZE_180x180{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}10951915069,RESIZE_180x180{{/staticFileLink}}" alt="10951915069?profile=RESIZE_180x180" width="80" /></a></strong><span style="font-size:10pt;"><strong>Destruction:</strong> Whirlwind Cloak</span></span></p><p><span style="font-size:10pt;"><strong>Conjuration:</strong> Any of the ghostly or astral summons</span></p><p><span style="font-size:10pt;"><strong>Shouts:</strong> Become Ethereal, Cyclone, Slow Time, Unrelenting Force, Whirlwind Sprint</span></p><p><span style="font-size:10pt;"><strong>Power:</strong> North Wind</span></p><p><span style="font-size:10pt;"> </span></p><p><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}10951915891,RESIZE_180x180{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}10951915891,RESIZE_180x180{{/staticFileLink}}" alt="10951915891?profile=RESIZE_180x180" width="105" /></a></strong><span style="font-size:10pt;"><strong>Destruction:</strong> Lightning Rune, Chain Lightning, Lightning Cloak, Thunderbolt, Unbounded Storms, Wall of Storms, Lightning Storm</span></span></p><p><span style="font-size:10pt;"><strong>Restoration: </strong>Greater Ward</span></p><p><span style="font-size:10pt;"><strong>Conjuration: </strong>Conjure Storm Atronach</span></p><p><span style="font-size:10pt;"><strong>Shout:</strong> Stormcall</span></p><p><span style="font-size:10pt;"> </span></p><p><span style="font-size:10pt;"><strong><a href="{{#staticFileLink}}10951916697,RESIZE_180x180{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}10951916697,RESIZE_180x180{{/staticFileLink}}" alt="10951916697?profile=RESIZE_180x180" width="90" /></a></strong><strong>Destruction:</strong> Fire Rune, Elemental Blast, Incinerate, Mara’s Wrath, Unbounded Flames, Fire Storm</span></p><p><span style="font-size:10pt;"><strong>Conjuration: </strong>Conjure Flame Atronach, Flaming Familiar</span></p><p><span style="font-size:10pt;"><strong>Shout:</strong> Fire Breath</span></p><p><span style="font-size:10pt;"><strong>Power:</strong> Sun Flare</span></p><p><span style="font-size:10pt;"> </span></p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951917478,RESIZE_180x180{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}10951917478,RESIZE_180x180{{/staticFileLink}}" alt="10951917478?profile=RESIZE_180x180" width="115" /></a><span style="font-size:10pt;"><strong>Destruction:</strong> Touch of Death</span></span></p><p><span style="font-size:10pt;"><strong>Alteration:</strong> Paralysis Rune, Ebony Flesh, Paralyze, Dragonhide, Mass Paralysis</span></p><p><span style="font-size:10pt;"><strong>Restoration: </strong>Poison Rune</span></p><p><span style="font-size:10pt;"><strong>Conjuration: </strong>Necromancer Ritual</span></p><p><span style="font-size:10pt;"><strong>Black Book: </strong>Mora’s Boon, Secret of Arcana</span></p><p><span style="font-size:10pt;"> </span></p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951940462,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951940462,RESIZE_180x180{{/staticFileLink}}" alt="10951940462?profile=RESIZE_180x180" width="90" /></a></span></p><p> </p><p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951917883,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951917883,RESIZE_710x{{/staticFileLink}}" alt="10951917883?profile=RESIZE_710x" width="710" /></a><span style="font-size:10pt;"><em>“These apparels show nothing but my prowess. Armors are only for those who are too cowardly and weak to face the death.”</em></span></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951918463,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951918463,RESIZE_710x{{/staticFileLink}}" alt="10951918463?profile=RESIZE_710x" width="710" /></a></em><span style="font-size:10pt;">*Apologize, I forgot to change the Bonehawk Amulet, so consider it as an aesthetic purpose only.</span></span></p><p style="text-align:left;"><span style="font-size:10pt;">The Daedric Staff of the Forefathers unfortunately can only be obtained from random leveled chests or bought from Neloth. Feel free to use the inventory reset glitch on Neloth if you desire one. If you do not want the extra effort, simply skip it; other conjured summons work just fine. For the final look, I suggest prioritizing Diadem of the Savant, Robe of the Lich, and Staff of Hasedoki first.</span></p><p><span style="font-size:10pt;">For early gears, any level of enchanted robe and hood works fine (even the Novice ones you find in Helgen). Any ring of Fortify Magicka or Destruction also works wonders. The necklace could be any level of Fire Resistance, preferably the Firewalker one once you hit level 40. Another option is to equip the Sovereign Band and Warlock Mark from the quest ‘Arms of Chaos’ located in Skytample Ruins just north of the College of Winterhold.</span></p><p><span style="font-size:10pt;">Two of the Ayleid’s artifacts, Welkynd and Varla Stones, are added in AE. Unfortunately, Welkynd Stone recovers Magicka completely and I had to restrict myself from using it. The Varla stone, however, is an absolute must in your inventory. It works as another Azura Star and synergizes extremely well with the soul-trapping effect of the Staff of Hasedoki.</span></p><p> </p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951919287,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951919287,RESIZE_180x180{{/staticFileLink}}" alt="10951919287?profile=RESIZE_180x180" width="90" /></a></span></p><p> </p><p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951919458,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951919458,RESIZE_710x{{/staticFileLink}}" alt="10951919458?profile=RESIZE_710x" width="710" /></a><span style="font-size:10pt;"><em>“Many of my enemies said that I am a coward, that mages are cowards. Using spells from a safe distance while also healing themselves. It is quite funny to think how quickly they changed their perspective as I spat on their dismembered corpse.”</em></span></span></p><p style="text-align:left;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951921486,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951921486,RESIZE_710x{{/staticFileLink}}" alt="10951921486?profile=RESIZE_710x" width="710" /></a></em><span style="font-size:10pt;">Your main purpose as a Scream Conductor is simple; <strong>to wreak havoc and chaos in the flashiest way imaginable while your enemies scream in terror</strong>. All magic, abilities, and staves should be fully explored and utilized to achieve this goal. Your final goal is not to look for the most efficient way to kill your enemies but to find <strong>the most creative and grandeur killing methods</strong>. You know that you are already a good Conductor when you manage to find the synergy between different spells, shouts, and staves to make a fabulous spectacle of a bloody concert.</span></span></p><p><span style="font-size:10pt;">I constructed these simple and basic combat moves that hopefully could help you to better explore her full potential. These combat moves serve more as a basis and are of course only my own suggestions. You are free to use the battle moves only as a reference or play the Scream Conductor however you want with your creativity.</span></p><p><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><strong>- Preparations -<br /> </strong></span></p><p style="text-align:center;"><span style="font-size:10pt;">Before every battle, it is suggested to cast <em>‘Ebony Flesh’</em> or <em>‘Dragonhide’</em> followed by summoning one or two Ancestral Ghost(s) or any summons you prefer.</span></p><p style="text-align:center;"><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><strong>- Basic Attacks -<br /> </strong></span></p><p style="text-align:center;"><span style="font-size:10pt;">All of the spells within the Destruction school can be utilized as your main weapons. <em>‘Icy Spear’</em> and <em>‘Chain lightning’</em> are a must-try. Dual casting <em>‘Elemental Blast’</em> is an absolute… blast. Dual casting <em>‘Mara’s Wrath’</em> or <em>‘Lightning Cloak’</em> followed by <em>‘Unbounded Storms’</em> is also a reliable method to target multiple enemies at once. Try to experiment with different spells as well. Even if some spells are weaker than the others, they can still be useful if utilized correctly.</span></p><p style="text-align:left;"><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><strong>- Defense -<br /> </strong></span></p><p style="text-align:center;"><span style="font-size:10pt;">The Conductor’s primary defensive means are by relying on the <em>‘Ebony Flesh’</em> or <em>‘Dragonhide’</em> spell as well as casting <em>‘Greater Ward’</em>. If you run out of Magicka, simply equip the Staff of Hasedoki to create a ward that reduces spell damage by 40 points. This defensive method is particularly useful when defending against a ranged enemy, either an archer or any spell-casting creature. The Shout <em>‘Become Ethereal’</em> is also a really powerful method to temporarily turn the Conductor invincible.</span></p><p style="text-align:left;"><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><strong>- Healing -<br /> </strong></span></p><p style="text-align:center;"><span style="font-size:10pt;">The Conductor’s only method of healing is by casting <em>‘Touch of Death’</em> to drain her enemies and/or even her own allies’ Health (follower or conjured summons). This method makes for a more unique and role-friendly experience as a sinister mage who would not hesitate to turn her ally into her property. As her Health pool is considerably small, a single cast of <em>‘Touch of Death’</em> should be sufficient to fully restore her Health. This is also the reason why healing potions and spells become almost unnecessary.</span></p><p style="text-align:left;"><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><strong>- Recovering Magicka -<br /> </strong></span></p><p style="text-align:center;"><span style="font-size:10pt;">Recovering Magicka can be simply done by distancing yourself or using the Staff of Hasedoki for its staggering and knock-back effects. Immobilizing all the enemies such as using paralysis is also an option as your Magicka will temporarily regenerate at a normal speed rate, similar to when you are not engaged in combat until the enemies return to normal.</span></p><p style="text-align:left;"><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><strong>- Crowd Control -<br /> </strong></span></p><p style="text-align:center;"><span style="font-size:10pt;">Perhaps one of the most overpowered abilities of this kind of play-style. Crowd control is extremely useful when a large number of enemies charging in your direction at once. The Staff of Sheogorath and <em>‘Unbounded Freezing’</em>, <em>‘Mass Paralysis’</em>, <em>‘Paralysis Rune’</em>, <em>‘Ash Rune’</em>, and <em>‘Whirlwind Cloak’</em> spells are some of my preferred crowd control methods to keep the Conductor safe from a direct hit.</span></p><p style="text-align:left;"><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><strong>- Fluidity and Creativity -<br /> </strong></span></p><p style="text-align:center;"><span style="font-size:10pt;">Once you are familiar with or even have mastered the basic combat mechanics, it is time to advance your level and become the Scream Conductor. The Conductor does not simply throw OP magic like dual-casted <em>‘Elemental Blast’</em> all the time. No, she performs arts; extravagant and deadly arts. To put it simply, this final stage requires you to find your own synergy between different spells and powers to create something wondrous to see. To perform your own concert while your enemy screams and begs for mercy.</span></p><p style="text-align:center;"><span style="font-size:10pt;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/MRvlHZ4_2fo" width="560" height="315" frameborder="0" allowfullscreen=""></iframe> </span></p><p style="text-align:center;"><span style="font-size:10pt;">Of course, you do not need to do these kinds of fancy combat controls all the time, but it is encouraged to try it every once in a while. Although such combat control definitely needs some practice to get used to, and certainly this approach of play-style is not for everyone, this is the heart of the build. You are the conductor, the one who rules and operates how your concert works. With your magical power, you can turn every dungeon, fort, cave, and even hold into your own stage. Nothing can limit you but your creativity.</span></p><p style="text-align:center;"><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><strong>Why no necromancy?</strong></span></p><p style="text-align:center;"><span style="font-size:10pt;">“<em>Why not play with the dead you say? Are you joking? They feel no pain. They do not react to anything. They do not SCREAM. They are boring. At what point using them could satisfy me? None.”</em></span></p><p style="text-align:center;"><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951924285,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951924285,RESIZE_180x180{{/staticFileLink}}" alt="10951924285?profile=RESIZE_180x180" width="155" /></a></em><em>“<span style="font-size:10pt;">Very well. As you have shown your utmost will and endurance, allow me to show you my full splendors. Do me a favor and scream your lungs out until the concert is over.”</span></em></span></p><p style="text-align:left;"><span style="font-size:10pt;"> </span></p><p style="text-align:left;"><span style="font-size:10pt;">Simply put, this is the main thing you should try to achieve when playing as the Conductor. Instead of listing every spell combo I have experimented with, I encourage you to explore the realm of Skyrim magic yourself, to see its beauty and potential. To give an idea, I provide one of the magic combos that are not only deadly but also look grandeur and chaotic (to me at least, haha).</span></p><p><span style="font-size:10pt;">Try different magic spells. Try to combine them. Try to find the synergy you like and chain up a combo. See which ones strike your fancy and are more chaotic and spectacular. After all, this build is about <strong>finding the most creative, chaotic, bloody, extravagant, and grandeur-killing methods</strong>.</span></p><p><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="text-decoration:underline;font-size:10pt;"><strong>Apocalyptic Cacophony</strong></span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>Dragonhide</em> +<em> Root of Power</em> + <em>Potion of Fortify Destruction</em> (Optional) + <em>Stromcall</em> + <em>Mara’s Wrath</em> + <em>Unbounded Storms</em> + <em>Unbounded Freezing</em> + <em>North Wind</em></span></p><p style="text-align:center;"><span style="font-size:10pt;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/zcxUSOArrIE" width="560" height="315" frameborder="0" allowfullscreen=""></iframe> </span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951926668,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951926668,RESIZE_180x180{{/staticFileLink}}" alt="10951926668?profile=RESIZE_180x180" width="90" /></a></span> </p><p style="text-align:left;"> </p><p style="text-align:center;"><span style="font-size:10pt;"><a href="{{#staticFileLink}}10951927693,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951927693,RESIZE_710x{{/staticFileLink}}" alt="10951927693?profile=RESIZE_710x" width="710" /></a><em>“Little did the Elders know that I already had another plan in mind. I will enjoy Skyrim to the fullest. I will raise chaos and wreak havoc wherever I walk the land. I will make many enemies and they will tremble in fear and scream their souls out. None shall ever feel safe again whenever they hear someone’s scream, as I will be there, performing my grandeur and bloody concert.”</em></span></p><p style="text-align:left;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951929082,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951929082,RESIZE_710x{{/staticFileLink}}" alt="10951929082?profile=RESIZE_710x" width="710" /></a></em><span style="font-size:10pt;">Now, what would a powerful and sinister mage do when she suddenly lost her power upon arriving in Skyrim and was nearly beheaded during the Helgen incident? Well, of course, she will try to regain her power again. The Conductor’s magical power is her arsenal; her tool to spread chaos and terror. Therefore, it would be rational to seek a way to quickly regain her lost power.</span></span></p><p style="text-align:left;"><span style="font-size:10pt;">My suggestion would be to join the College of Winterhold early. Joining the College early grants easy access to acquire various spells. Working on the College’s quests, other quests, or even progressing the main ones are all viable options. Most of the Conductor’s magical skills would easily level up while you progress the game casually until she is optimized and ready to begin her true concert of screams.</span></p><p style="text-align:left;"><span style="font-size:10pt;">I was quite surprised by how reliable the Conductor was even in the early game stage with low AR and limited basic spells. Spells like <em>‘Flames’</em>, <em>‘Sparks’</em>, <em>‘Oakflesh’</em>, <em>‘Lesser Ward’</em>, and <em>‘Conjure Flame Atronach’</em> are all great for early game. The Altmer’s racial ability, <em>‘Highborn’</em>, also helps to manage the Conductor’s Magicka when encountering stronger enemies. Some of the CC additions could be easily accessed early to make the Conductor feels much more powerful. The Staff of Hasedoki and the Ancient Spells are my preferences.</span></p><p style="text-align:left;"><span style="font-size:10pt;">The Mage stone is used in the early stage to help the skills level up faster. I found out that her Destruction and Alteration skills leveled quite quickly while Restoration and Conjuration lacked a bit since I only used the conjuring and warding spells. If you encounter the same problem, you could of course choose to power-level Conjuration and Restoration to get the necessary perks. But, in all honesty, the later perks of Conjuration and Restoration would serve more as extra flavors to the build rather than the core focus once you have mastered the basic mechanics, so no need to worry to rush and power-level those two skills.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951930090,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951930090,RESIZE_180x180{{/staticFileLink}}" alt="10951930090?profile=RESIZE_180x180" width="115" /></a><a href="{{#staticFileLink}}10951930100,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951930100,RESIZE_710x{{/staticFileLink}}" alt="10951930100?profile=RESIZE_710x" width="710" /></a><span style="font-size:10pt;">Roleplaying the Conductor is simple. You just have to be as sinister as possible. Oh, you see a traveling bard on your road? Make him sing and electrocute him to ashes. Oh, you see that Winterhold needs some real renovations? Burn the entire town and its residents so you can turn Winterhold into a relic; a more sentimentally valuable place than withered run-down shacks. Oh, you encounter Nazeem and he asks you if you ever go to the Cloud District? Well, you know what to do.</span></span></p><p><span style="font-size:10pt;">Another thing to enhance your roleplaying experience as an arrogant and wicked mage is by picking the disrespect or mockery option when engaged in a conversation (except during Molag Bal’s quest). Using the shout Throw Voice on a knocked-down enemy is also a great experience as if the Conductor mocks her prey’s pathetic state. The Conductor is a lone wolf, but if you must bring a follower for reasons, make sure to also slay your follower after you are done with the business.</span></p><p><span style="font-size:10pt;">To conclude the journey and fulfill the destiny of the Conductor in Skyrim, you will have to remove your sense of video game humanity. Spread as much chaos and turn the frozen land into a literal dead land. Kill as many NPCs as possible. Spare only a few so they could tell your tale. Her destiny is to enslave others, but not particularly in the same way as the Ancient Ayleids. No, she enslaves others with terror and fear and she does this in the flashiest and most grandeur ways possible.</span></p><p><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>“‘Why-,’ do you ask? Why did I torment you and make you suffer? Silly human. Just like you do not need a reason to breathe, I myself need no reason to inflict pain and harm on others.”</em></span></p><p style="text-align:center;"><span style="font-size:10pt;"> </span></p><p style="text-align:left;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}10951930887,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951930887,RESIZE_180x180{{/staticFileLink}}" alt="10951930887?profile=RESIZE_180x180" width="130" /></a></em><span style="font-size:10pt;"><strong>College of Winterhold:</strong> The reason to join the College is simply to learn deeper into the arcane arts – which is her most prominent field, to uncover the Eye of Magnus, and to slay Ancano. After completing all the necessary quests within the college, as usual, you could always betray the college and massacre most of the students and lecturers. The Conductor simply joins a faction if it benefits her, and the thing that benefits her the most is hearing the screams of the said faction members.</span></span></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>The Dark Brotherhood: </strong>The faction offers opportunities to kill and torment more preys. With its vast connections, the Conductor could very much use this to satisfy her sadistic desire. Another option is to simply kill Astrid and slay the rest of the Dark Brotherhood, as she dares to kidnap you and act all arrogant. Make them know who the more dominant one is.</span></p><p style="text-align:left;"><span style="font-size:10pt;"> </span></p><p style="text-align:left;"><span style="font-size:10pt;"><a href="{{#staticFileLink}}10951931698,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951931698,RESIZE_180x180{{/staticFileLink}}" alt="10951931698?profile=RESIZE_180x180" width="95" /></a><a href="{{#staticFileLink}}10951932687,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951932687,RESIZE_710x{{/staticFileLink}}" alt="10951932687?profile=RESIZE_710x" width="710" /></a><strong>Main Objectives:</strong> <em>Retrieve the Bloodworm Helm</em>, <em>Retrieve the Mace of Molag Bal</em>, <em>Lead the Volkihar Clan</em>, and <em>Win the Civil War</em> (Stormcloak’s Side)</span></p><p><span style="font-size:10pt;">In chronological order, those objectives are the missions of the Scream Conductor in Skyrim. The quests are pretty straightforward and self-explanatory. During the Civil War quest lines, you could roleplay the scenario where the Conductor does not actually take the Stormcloak’s side. Instead, she could very much annihilate the entire empire legion alone or even lead the Volkihar clan to start the blood party (simply take a vampire follower).</span></p><p><span style="font-size:10pt;">While her missions in Skyrim are the duty given by the clan Elders, the Conductor’s desires are vastly different. Not only to become the champion of Molag Bal, not only to become the Daughter of Coldharbour, not only to defeat the Thalmor; she wants more, way more. She wants to hear many screams, torment others, and change the frozen land into a literal dead land. Therefore, on her way to finish her missions, you could always do other quests as well.</span></p><p><span style="font-size:10pt;">Sinister quests that help the Conductor channels her sadistic desire or those that weaken the power of Thalmor such as <strong>‘Missing in Action’</strong> and <strong>‘A New Source of Stalhrim’</strong> are highly suggested. Of course, such quests have to be ended with a blood bath. The New CC quest<strong> ‘The Cause’</strong> adds new locations of Ancient Ayleid’s catacombs and Oblivion and is perfect for the Conductor. Other Daedric Prince’s quests can still be done as long as you pick the mockery option.</span></p><p><span style="font-size:10pt;">Quests that lean more toward a ‘good morality’ alignment can still be done as long as they fulfill these two criteria; the quest lets you kill thing(s), and is given by an ‘Unprotected NPC’ (or they become ‘Unprotected’ once you complete their quest). To turn a ‘good morality’ quest into a sinister one, you have to kill the quest giver. The scream of the betrayed has a unique melody that the Conductor could not ever get enough of.</span></p><p><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>“Finding… your family sword? Ha… haha… hahaha. You are a funny one are you not, Amren? Very well. I will take you to your family sword and use it to decapitate your head.”</em></span></p><p style="text-align:center;"><span style="font-size:10pt;"> </span></p><p><span style="font-size:10pt;">I also roleplayed certain quests or even created entirely new ones to fit more with the characteristics of the Conductor. The possibility is vast and the limit is only within your imagination. Here is an example of the Conductor’s epilogue roleplay quest.</span></p><p><span style="font-size:10pt;"> </span></p><p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951935492,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951935492,RESIZE_400x{{/staticFileLink}}" alt="10951935492?profile=RESIZE_400x" width="220" /></a></span><a href="{{#staticFileLink}}10951935870,original{{/staticFileLink}}"><img src="{{#staticFileLink}}10951935870,RESIZE_710x{{/staticFileLink}}" alt="10951935870?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>Objective:</strong> <em>Obliterate the Nine Holds of Skyrim</em></span></p><p><span style="font-size:10pt;">This roleplay quest is a farewell gift from the Conductor as she has done her mission and is truly grateful for all the enjoyment the people of Skyrim provided with their scream. As an appropriate farewell gift, nothing is more suiting than to perform one last grandeur concert; and that is to spread terror and fear in all the nine holds with the most devastating Destruction magic.</span></p><p style="text-align:left;"><span style="font-size:10pt;">Your objectives are simple: visit all the nine holds, kill all of the guards and its residents, and make the hold Jarl submit under your power. You will know that you have spread enough terror when no more guard spawns within that said hold during your concert, and most if not all the residents (the ‘Unprotected NPCs’) have been killed. Once you are done with this quest, you have finally concluded the Scream Conductor journey in Skyrim. You have fulfilled her role as the most dominant being above anything else in Skyrim; enslaving people with terror and fear as once the ancient Ayleids did. All of Skyrim shall remember her name.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:10pt;"> </span></p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951936464,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951936464,RESIZE_180x180{{/staticFileLink}}" alt="10951936464?profile=RESIZE_180x180" width="90" /></a></span></p><p style="text-align:left;"> </p><p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}10951936084,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951936084,RESIZE_710x{{/staticFileLink}}" alt="10951936084?profile=RESIZE_710x" width="710" /></a><span style="font-size:10pt;"><em>“As this journey might soon come to an end, I shall present Skyrim the most grandeur concert of terror; so that she will scream my name for years to come.”</em></span></span></p><p style="text-align:left;"><span style="font-size:10pt;"><a href="{{#staticFileLink}}10951937288,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10951937288,RESIZE_710x{{/staticFileLink}}" alt="10951937288?profile=RESIZE_710x" width="710" /></a></span><span style="font-size:12pt;"><span style="font-size:10pt;">Huge credits to Hai Hopes, Nord Farmer, Molag Ballin', DeadBeatzZz, and Saronis for the amazing support during the writing process. Special thanks are also directed to the community of Skypothesis' Discord server as well as Skyforge for organizing this event. Lastly, my deep gratitude goes to you who have spared your time reading this build.</span><br /> </span></p></div>Contest build: The Shieldmaidenhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/wip-contest-build-the-shieldmaiden2020-10-08T19:24:49.000Z2020-10-08T19:24:49.000ZCannonhttps://TheSkyForge.ning.com/members/Cannon<div><p style="text-align:center;"><span style="font-size:24pt;"><strong>Foreword </strong></span></p>
<p>It’s been long time since I’ve played Skyrim, even longer since i’ve publicly posted a build. But here I am nonetheless. Having been refreshing my knowledge of The Elder Scrolls Lore (religions too) I noticed an announcement about this contest. Religion has always been a big part of Tamriel citizens’ lives, and an even bigger cause for conflict and strife. I’ve seen many members deciding to try their hands at some niche and obscure deities. Perhaps to prove that the most widely-known, somewhat ‘vanilla’ Divines can inspire something interesting too I opted for Mara. Though it is not for me but for others to decide if I succeeded in this endeavor.</p>
<p>There is a mechanic in Skyrim meant for strategic use, namely shield bashing. Designed to suport and add variety to melee combat. This time i wanted to explore the possibilities of using it as main means of damage. And as it turns out, it is possible to be effective in combat using only your shield as your weapon. What's important, is that the amount of damage you do with your shield depends on it's armor rating. Targe of the Blooded is an exception, as it has a unique scripted effect similiar to bleeding damage offered by axes.</p>
<p><a href="{{#staticFileLink}}8027803282,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8027803282,RESIZE_400x{{/staticFileLink}}" alt="8027803282?profile=RESIZE_400x" width="153" height="153" /></a></p>
<p style="text-align:center;"> <span style="text-decoration:underline;font-size:24pt;"><strong>Backstor</strong></span><span style="font-size:24pt;"><strong>y</strong></span></p>
<p>Mara, the Mother Goddess is a Divine primarily featured in the Imperial pantheon, whose sphere of influence are love, compassion, family, loyalty and agriculture. Priests of Mara serving in temples dedicated to this Aedra are traditionally the ones who administer marriage to engaged couples. Moreover, gifting an amulet of Mara to a person of one’s choosing while wearing one yourself is the most widespread way of engagement in Tamriel.</p>
<p>Over the two hundred years after Tribunal’s collapse, some of the temples dedicated to the Almsivi were abandoned and fell into disrepair, many became places of worship for Reclamations, while at the same time others were converted to temples of Divines, as the influence of the Imperial Cult grew.</p>
<p>The Shieldmaiden was born in Silgrad Tower in northern Morrowind, close to Skyrim border. Her mother was a Priestess of Mara, her father a caravan guard. Both parents loved each other dearly, and were very happy to see their family grow thanking Mara for the blessing of their daugter.</p>
<p> As years went by, the girl became an apprentice at the local temple of Mara, her mother became her teacher. At the same time, her father, a strong warrior in his own right made sure that Nord values and traditions were upheld and cultivated. When the Shieldmaiden reached her teenage years, the Great War erupted. Some of the priests at the temple left south towards Cyrodiil to serve as healers to soldiers wounded in battle. The Shieldmaiden’s mother went away with the priests, and her father enlisted into the Imperial Legion. This was the last time she has seen them.</p>
<p>More time had passed, and the Shieldmaiden heard about the rising Stormcloak rebellion, and knew that her father’s will would be to defend their ancestral homeland of Skyrim and the freedom of religion. Following her mother’s footsteps she crossed the border through the tall and steep Velothi mountains, but ended up cought by the Imperial ambush and taken by carriage to Helgen.</p>
<p style="text-align:center;"><span style="text-decoration:underline;font-size:24pt;"><strong>Gear</strong></span></p>
<p style="text-align:center;"><a href="{{#staticFileLink}}8027797485,RESIZE_930x{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}8034443861,RESIZE_584x{{/staticFileLink}}" alt="8034443861?profile=RESIZE_584x" width="318" height="495" /></a> </p>
<p><span style="font-size:12pt;"><strong>Feet</strong>: Yellow monk boots, later college boots</span></p>
<p><span style="font-size:12pt;"><strong>Head</strong>: Diadem of the Savant</span></p>
<ul>
<li><span style="font-size:12pt;"><em> (Reduce Spell Cost 5%)</em></span></li>
</ul>
<p><span style="font-size:12pt;"><strong>Ring</strong>: Bond of Matrimony</span></p>
<ul>
<li><span style="font-size:12pt;"><em> (Fortify Restoration 10%)</em></span></li>
</ul>
<p><span style="font-size:12pt;"><strong>Neck</strong>: Amulet of Mara</span></p>
<ul>
<li><span style="font-size:12pt;"> (<em>Fortify Restoration 10%)</em></span></li>
</ul>
<p><span style="font-size:12pt;"><strong>Body</strong>: Hooded or hoodless monk robes, then progress into higher-level robes of restoration </span></p>
<ul>
<li><span style="font-size:12pt;"> (<em>Fortify Restoration & Magicka Regeneration)</em></span></li>
</ul>
<p><span style="font-size:12pt;"><strong>Shield</strong>: Highest armor rating shield you can find, then switch to Targe of the Blooded</span></p>
<ul>
<li><span style="font-size:12pt;"> (<em>Additional Bleeding Damage)</em></span></li>
</ul>
<p><span style="font-size:12pt;"><strong>Hands</strong>: (optional) Gloves of the Pugilist, worn before you obtain Mage Armor perk in Alteration tree.</span></p>
<ul>
<li><span style="font-size:12pt;"> (<em>Fortify Unarmed Damage)</em></span></li>
</ul>
<p><span style="font-size:12pt;">After you take the perk, disenchant them.</span></p>
<p style="text-align:right;"><span style="font-size:12pt;">Whilst enchanting is not a perked skill, any effects of fortified magicka regen and boosting of unarmed damage should help. When you get your hands on enough filled grand soul gems it’s no a bad option to apply those effects on your circlet, gloves, and shoes slots. Pick up and wear gear with useful enchantments found in random loot, as long as it’s not armor. We’re going for an outfit that looks scholarly, priestly, or healer-y.</span></p>
<p style="text-align:right;"> </p>
<p style="text-align:center;"><span style="text-decoration:underline;font-size:24pt;"><strong>Stats</strong></span> </p>
<p style="text-align:center;"><span style="font-size:12pt;"><em>Race</em>: Female Nord </span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><em>Attributes</em>: 2 Health/1 Magicka/0 Stamina</span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><em>Standing Stone</em>: Atronach</span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><em>Skills</em>: Block, Restoration, Alteration</span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><em>Dragon Shouts</em>: Slow Time, Unrelenting Force, Dragonrend</span></p>
<p> </p>
<p style="text-align:center;"><span style="text-decoration:underline;font-size:24pt;"><strong>Skills:</strong></span></p>
<p> <a href="{{#staticFileLink}}8026787293,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8026787293,RESIZE_710x{{/staticFileLink}}" alt="8026787293?profile=RESIZE_710x" width="733" height="459" /></a></p>
<p><span style="font-size:14pt;">This build uses only three skills: <em>Block, Restoration and Alteration.</em></span></p>
<p><span style="font-size:12pt;">With <strong>Alteration</strong> you’ll be prepared for battle thanks to it’s protective uses. „Flesh” spells will be the only ones you’ll need to succeed.</span></p>
<p><span style="font-size:12pt;"><strong>Restoration</strong> is crucial towards keeping yourself and your followers alive. I didn’t use turn undead spells as they aren’t necessary and don’t facilitate the roleplay and lore of this build. Make sure you learn Healing Hands spell ass soon as possible.</span></p>
<p><span style="font-size:12pt;"><strong>Block</strong> is the foundation of this build. It will be the primary source for both your defense AND offense. Take all perks in this tree. As I found out when playtesting this build, prioritizing utility perks, such as Quick Reflexes or Deadly Bash is much more cost-effective than straight up maxing out Shield Wall first.</span></p>
<ul>
<li><span style="font-size:12pt;">This perk loadout will allow for quite a few synergies to take place. Alteration's Stability perk will help extend the slow motion effect of Quick Reflexes via Slow Time shout (more on that in "Gameplay").</span></li>
<li><span style="font-size:12pt;">Atronach perk will stack with Atronach Stone, and Magic Resistance perk's effect will be compounded by Block skill's Elemental Protection. </span></li>
<li><span style="font-size:12pt;">In addition to that, Recovery from Restoration tree along with robes of Restoration will more than make up for slower Magicka regeneration coming from Atronach Stone. </span></li>
</ul>
<p><span style="font-size:12pt;"> </span></p>
<p style="text-align:center;"><span style="text-decoration:underline;font-size:24pt;"><strong>Rolepla</strong></span><span style="font-size:24pt;"><strong>y</strong></span></p>
<p style="text-align:right;"><span style="font-size:12pt;"><em>Live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family.</em></span></p>
<p style="text-align:right;"><span style="font-size:12pt;">- "Ten Commands: Nine Divines"</span></p>
<p><span style="font-size:12pt;">In spirit of Mara’s sphere of influence over family, you’ll want to get married and adopt a child.</span></p>
<p><span style="font-size:12pt;">Visit the temple in Riften often to pray at the altar of love, and give to beggars and others who need your help.</span></p>
<p><span style="font-size:12pt;">Having heard of the cruelties brought by war and strife throughout her life, the Shieldmaiden vowed to never raise a weapon against another. </span><span style="font-size:12pt;">So she’ll use her right hand for healing magic or punching.</span></p>
<p><span style="font-size:12pt;">Remember to eat homecooked food at your house with your child, spouse, pet, follower and housecarl every now and then.</span></p>
<p><span style="font-size:12pt;">The Shieldmaiden will tend to wounded soldiers encountered in military camps, just as her mother did.</span> </p>
<p><br /> <a href="{{#staticFileLink}}8026830268,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8026830268,RESIZE_584x{{/staticFileLink}}" alt="8026830268?profile=RESIZE_584x" width="182" height="217" /></a></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong><span style="text-decoration:underline;">Gamepla</span>y </strong></span></p>
<p><span style="font-size:12pt;">This build was designed to fulfill the role of a tank, so your task is to absorb most of incoming damage as well as heal your followers, while they act as your dps.</span></p>
<p><span style="font-size:12pt;">As we’re at the topic of followers, you’ll want to have both a regular follower and a pet, to build your collective DPS, as your own won’t be very high.</span></p>
<p><span style="font-size:12pt;">Going into battle, you’ll want to Dual Cast Ebonyflesh when approaching enemies, then bash their heads in using your shield. When you run out of stamina, use a healing spell to replenish it. When you run out of both stamina and magicka throw some punches into the mix.</span></p>
<p><span style="font-size:12pt;">Keep your followers’ health in mind. Use Healing Hands on them whenever needed.</span></p>
<p><span style="font-size:12pt;">Go for mages and archers first. Having no ranged combat capabilities yourself, closing the distance should be your priority.</span></p>
<p><span style="font-size:12pt;">Against larger groups of enemies, try to keep as many of them as you can stunned, allowing your followers to dish out damage freely.</span></p>
<p><span style="font-size:12pt;">When facing dragons, keep them pinned down with Dragonrend, then damage them and interrupt their attacks using your shield.</span></p>
<p><span style="font-size:12pt;">When facing strong opponents who come in small groups, like giants and trolls, knock them to the ground using Unrelenting Force, then wail on them with your shield when they’re vulnerable.</span></p>
<ul>
<li style="text-align:left;"><span style="font-size:12pt;">Extended Slow Time: If you use the Slow Time shout when the slow motion from block skill’s perk Quick Reflexes is still active, the shout’s effect will last significantly longer. Moreover, it will be further extended by alteration skill’s perk Stability.</span></li>
<li style="text-align:left;"><span style="font-size:12pt;">Food: Vegetable Soup boosts your Stamina and Health regeneration. Homecooked Meal has similiar effects, with the addition of boosting Magicka regeneration. </span></li>
</ul>
<p style="text-align:right;"><span style="font-size:12pt;">Both are especially useful when facing enemies who use Frost magic, which damages Stamina. Such enemies are very common in Skyrim.</span></p>
<p><span style="font-size:12pt;"> </span></p>
<p style="text-align:center;"><span style="font-size:14pt;"> <span style="font-size:18pt;"><strong>Followers:</strong></span></span></p>
<p style="text-align:left;"><span style="font-size:12pt;">I found <strong>Jenassa</strong> a really good option. When uniterrupted she can dish out a lot of damage by shooting her bow in quick succession. It worked well as long as I kept enemy aggro on myself.</span></p>
<p><span style="font-size:12pt;"><strong>Farkas</strong> is a good alternative, having maxed out two-handed skill. Especially if you give him a giant’s club. Same goes for Mjoll the Lioness.</span></p>
<p><span style="font-size:12pt;">Another roleplay- friendly choice is <strong>Erandur</strong>, the Dunmer priest of Mara found in Dawnstar (as part of Waking Nightmare quest).</span></p>
<p><span style="font-size:12pt;">I also had Meeko with me at all times, to accumulate even more dps. It doesn’t have to be him, but keeping a pet in addition to your regular follower helps significantly.</span></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>Q</strong></span><span style="text-decoration:underline;font-size:24pt;"><strong>uests</strong></span></p>
<p style="text-align:center;"><span style="text-decoration:underline;font-size:24pt;"><strong><a href="{{#staticFileLink}}8026790256,RESIZE_400x{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}8026790256,RESIZE_400x{{/staticFileLink}}" alt="8026790256?profile=RESIZE_400x" width="122" height="283" /></a></strong></span></p>
<ul>
<li><span style="font-size:12pt;"><strong>Main Quest</strong>: The Shieldmaiden will want to fulfill her destiny, as was intended by the Divines.</span></li>
<li><span style="font-size:12pt;"><strong>The Companions</strong>: Having been taught about Nord values by her father, the Shieldmaiden will want to continue cultivating them in herself. She will obviously decide to get rid of Hircine’s daedric curse of lycanthropy.</span></li>
<li><span style="font-size:12pt;"><strong>Civil War</strong>: The Shieldmaiden came to her ancestral homeland of Skyrim to protect her peoples’ freedom of religion, threatened by the Thalmor whose will is enforced by the Imperial Legion. As such, joining the Stormcloaks is the option she’ll go for.</span></li>
<li><span style="font-size:12pt;"><strong>Thane of Riften</strong>: The Shieldmaiden will deliver the residents of Riften from their skooma plight. Additionally she’ll want to buy a house there, to be closer to the temple of Mara.</span></li>
<li><span style="font-size:12pt;"><strong>The Book of Love</strong>: This one not only allows you to act as a champion of Mara, but also grants you additional Resist Magic passive ability.</span></li>
<li><span style="font-size:12pt;"><strong>Waking Nightmare</strong>: Help a priest of Mara in resolving a problem troubling the residents of Dawnstar. It also allows you to get Erandur as a follower.</span></li>
<li><span style="font-size:12pt;"><strong>College of Winterhold</strong>: There is no reason to pursue this questline, save for the access to robes of restoration. Those however, can be obtained when you enter the college during the MQ.</span></li>
</ul>
<p><span style="font-size:12pt;"> </span></p>
<p> </p>
<p style="text-align:center;"><span style="font-size:14pt;"><strong>Closing thoughts:</strong></span></p>
<p><span style="font-size:12pt;">As stated in the opening section, It’s been a pretty long time since I have played Skyrim, let alone made a character build for the game. Even though I am hopeful, I’m not sure it will be up to par in comparison with other contest entries. Same goes for the subject matter, Mara might not look very fascinating in comparison with lesser-known, more exotic deities.</span></p>
<p> <span style="font-size:12pt;">But above all, thank you for your time, checking this build out, and reading through to the end.</span></p>
<p><span style="font-size:16px;">I also want to wish luck to all who participate in this contest.</span></p>
<p> </p></div>Character Build: The Harlequinhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-harlequin2020-01-23T06:11:09.000Z2020-01-23T06:11:09.000ZKendrix Trixiehttps://TheSkyForge.ning.com/members/KendrixTrixie<div><p style="text-align:center;"><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p style="text-align:center;"><span style="font-size:10pt;"><em><span style="font-weight:400;">(For suggested build music, click <a href="https://www.youtube.com/watch?v=Bznxx12Ptl0" target="_blank">here.</a>)</span></em></span></p><p><span style="font-weight:400;font-size:10pt;">“Ladies and Gentlemen, Men and Mer, may I have your attention!” the lord of the manor announced over the chatter of the main hall. Standing on the small stage erected for just that occasion, he quickly caught the glances of the noblemen scattered around the room. The Nord's smile widened as he extended his hand towards them.“It is my great pleasure to introduce to you our entertainment for this evening: the charming Miss Harlequin!”</span></p><p><span style="font-weight:400;font-size:10pt;">The name was not met with the eruption of cheer it was so rightfully due, but rather a few moments of subtle clapping. Nevertheless, the Khajiit strode across the stage, her shoes clicking in time with the sway of her hips. Her tail flicked back and forth beneath her low cut dress as she stood before the homogeneous sea of plutocrats, eyes twinkling like gemstones.</span></p><p><span style="font-weight:400;font-size:10pt;">Her arms uncrossed themselves as she gave an over-exaggerated bow. Purple flames danced on either of her paws before flying out across the room and striking the doors that marked the exits. The entryways slammed shut immediately, barred by enormous figures that rose from from rifts in the floor. A woman screamed; an elf fainted. Finally, with their full attention, the cat began singing her song.</span></p><p><span style="font-weight:400;font-size:10pt;">Her lute played unnatural chords, accompanied by instruments of other-worldly origin. The demons that guarded the doors pounded their greatswords in time with her melody. She danced as if she had no care in the world, like she took joy in the horror of the wealthy before her. Her sickening grin grew wider across her face as she reached the chorus of her song. A final pluck of the lute strings sent her Daedric guards into a frenzy.</span></p><p><span style="font-weight:400;font-size:10pt;">Screams and cries filled the room in perfect harmony to the simple lyrics of her song. The Dremora cut down every breathing soul in their path without prejudice, spurred on by their master to keep in perfect rhythm. A few bright, red spells danced from her paws between strums, striking random patrons that tried to leave her concert early. Convinced to stay, they too turned against each other, adding to her chaotic composition.</span></p><p><span style="font-weight:400;font-size:10pt;">Her terrified Nord host had the audacity to try and upstage her. Sword in hand, he bolted across the platform, placing the swaying Khajiit in his sights. The woman twirled out of his way without missing a step, her feet placing themselves at the edge of the chaos. Purrs accompanied her next verse as her amusement grew. Before the man even regained his footing, she leapt clear over the choir of death in the center of the room, hiding herself in the shadows of the dimly lit hall. </span></p><p><span style="font-weight:400;font-size:10pt;">He searched for her, desperately seeking the cantabile cat. Her verse grew more and more intense with each syllable as she built to the chorus once more. He found her- with that final pluck of her lute string- staring him down with glowing blue eyes and a snarling smirk. It sent absolute terror through his bones as her lute was replaced with a bloodied, steel warhammer. </span></p><p><span style="font-weight:400;font-size:10pt;">He backed away, whimpering and trembling, only to find himself blocked by her two minions. The Daedra continued chanting in humanoid chords to the music as she danced towards the Nord, the warhammer as much a prop as it was a weapon. Between the trio, he was left with nowhere to go, but into the cat's waiting claws. He mustered up all the strength he could, charging the twirling feline. Whatever shred of meaningless hope he held onto was torn from his hands as the swing of the weapon collided with his unarmored torso.</span></p><p><span style="font-weight:400;font-size:10pt;">The satisfying crack fell in time with the last beat of her song, leaving the room in unholy silence. The hulking monsters clapped after a moment or two, spurring their master to encore. Grin unfaltered, the cat strode towards the Nord who struggled with his last breaths. She lingered over his bloodied broken form, purring loudly. “Khajiit thanks you for the opportunity,” she sang to him, raising the heavy hammer over her head, “even more so, for the gold.”</span></p><p><span style="font-weight:400;font-size:10pt;">He raised an arm to defend himself, but there was nothing to stop the force of the impact. She studied the blood on the weapon. It shone almost as brilliantly as rubies in that light. With no one left to admire her show, she was forced to call it a night. Collecting her dues from her attendants was always time-consuming, but the payoff was quite the score.</span></p><p style="text-align:center;"><span style="font-size:10pt;">~ ~ ~ ~ ~</span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>Hey, y'all!</em></span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>Kendrix here with yet another build! Rather that for an event or contest, I decided to make this build purely for my own enjoyment. With all the contests and events I was pushing myself to finish, it felt like Character Building was becoming a chore rather than a hobby. For that reason, I decided to step back and make something that I could enjoy without rules, grading, or deadlines. Rest assured, I will be participating in the next contest/ event, however. Haha.</em></span></p><p style="text-align:center;"><span style="font-size:10pt;"><em>This build idea came to me from a combination of sources, from songs to theater to even recent movies (bet you can't guess which ones). Regardless, I had a blast playing around with this chaotic cat and I hope you will to. Without further ado....</em></span></p><p><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p><a href="{{#staticFileLink}}3830933687,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830933687,RESIZE_710x{{/staticFileLink}}" alt="3830933687?profile=RESIZE_710x" width="595" /></a></p><p><a href="{{#staticFileLink}}3830942379,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830942379,RESIZE_710x{{/staticFileLink}}" alt="3830942379?profile=RESIZE_710x" width="710" /></a></p><p><a href="{{#staticFileLink}}3830933851,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830933851,RESIZE_710x{{/staticFileLink}}" alt="3830933851?profile=RESIZE_710x" width="420" /></a></p><p><span style="font-weight:400;font-size:10pt;"><a href="https://www.nexusmods.com/skyrimspecialedition/mods/272" target="_blank">Alternate Start- Live Another Life</a>: Allows player to start the game in a different location other than Helgen. For this build, I chose to start off as “A Patron at a Local Inn”, since it puts The Harlequin in a good position to hear gossip and start some mischief.</span></p><p><span style="font-weight:400;font-size:10pt;"><a href="https://www.nexusmods.com/skyrimspecialedition/mods/11316" target="_blank">Classic Classes and Birthsigns</a>: Allows player to choose a class and birthsign at the beginning of the game to help build the character early on.</span></p><p><span style="font-weight:400;font-size:10pt;"><a href="https://www.nexusmods.com/skyrimspecialedition/mods/1315" target="_blank">Imperious- Races of Skyrim</a>: Overhauls the racial perks and abilities of the characters in-game.</span></p><p><span style="font-weight:400;font-size:10pt;"><a href="https://www.nexusmods.com/skyrimspecialedition/mods/1137" target="_blank">Ordinator- Perks of Skyrim</a>: Overhauls the perk system to expand upon each skill tree in a more in-depth way.</span></p><p><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p><a href="{{#staticFileLink}}3830934560,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830934560,RESIZE_710x{{/staticFileLink}}" alt="3830934560?profile=RESIZE_710x" width="212" /></a></p><p><span style="font-size:10pt;"><span style="font-weight:400;">The first mentions of “Harlequins” are found in the famous </span><em><span style="font-weight:400;">commedia dell'arte, </span></em><span style="font-weight:400;">or Italian comedy, of the 16</span><span style="font-weight:400;">th</span><span style="font-weight:400;"> century. The Harlequins were often masked, comic relief characters, that sought their own interests-romantic and financial- over their masters'. They evolved in following centuries into various sub-types, the most prevalent of which is the “Clown” character. More recently, Harlequins have been brought back into the spotlight with similar goals yet different means as their predecessors. The villain Harley Quinn is a fantastic example of her namesake. While her means of getting what she wants are a little violent and over-the-top, her basic interests are the same as the first Harlequins of the 16</span><span style="font-weight:400;">th</span><span style="font-weight:400;"> century. It was this modern version that I strived to transition into the Elder Scrolls Universe.</span></span></p><p><span style="font-weight:400;font-size:10pt;">The Harlequin was fairly easy to blend into the Skyrim environment. I wanted her to be true to her roots by making her an entertainer, giving her an interest, and creating her a “cast” to work alongside- even if she is the one that ends up running the show. While the first two aspects are sated with some roleplaying, I struggled with finding her a perfect crew to work with. She needed followers she could call upon in times of need but get a hint when she wanted to be alone. With a little bit of tinkering, I came up with the perfect entourage: daedra.</span></p><p><span style="font-weight:400;font-size:10pt;">In addition to the character traits above, I wanted to have a set of rules or main points to help guide my decisions of the build. Each one is listed below, but I will elaborate more on them in the “Gameplay and Roleplay” section.</span></p><ul><li><span style="font-weight:400;font-size:10pt;">Cause mischief and chaos throughout Skyrim</span></li><li><span style="font-weight:400;font-size:10pt;">Collect all kinds of expensive, shiny items</span></li><li><span style="font-weight:400;font-size:10pt;">Let minions do the dirty work</span></li><li style="text-align:left;"><span style="font-weight:400;font-size:10pt;">Become well-known across Skyrim</span></li><li><span style="font-weight:400;font-size:10pt;">Never under-estimate the power of sultry charm</span></li></ul><p><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p> </p><p><span style="font-size:14pt;"><span style="font-weight:400;"><a href="{{#staticFileLink}}3831613090,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3831613090,RESIZE_710x{{/staticFileLink}}" alt="3831613090?profile=RESIZE_710x" width="710" /></a></span></span></p><p style="text-align:center;"><span style="font-size:10pt;"><em><span style="font-weight:400;">(Screenshot by: Curse-Never-Dying)</span></em></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Race:</span></span></p><p><span style="font-size:10pt;"><strong>Khajiit, Female.</strong><span style="font-weight:400;"> With appeal as hot as the sands of Elsweyr, it's no wonder why the Harlequin is a sly Khajiit. An entrancing voice and velvet fur are just two of the weapons this cat has in her arsenal. Her slender legs and nimble paws allow her to move faster and quieter than other races, slipping in and out of situations that otherwise would have been impossible. Further, her sharp claws deal surprising damage to those that wander too close. Pair that with Night Eye vision and an impressive Power Leap, and you have a tempting yet dangerous woman on your hands.</span></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Standing Stone:</span></span></p><p><span style="font-size:10pt;"><strong>The Lover, The Lord.</strong><span style="font-weight:400;"> To steal hearts or to steal lives? There are two main stones The Harlequin uses while traveling the world of Skyrim. In addition to giving the cat a “reputation”, The Lover Stone allows all of her skills to level up a little faster- highly necessary for this woman of many talents. Contrarily, the use of The Lord Stone gives a nice boost to her armor rating and magicka resistance. She changes between these two stones quite frequently, matching the benefits to the whims of her heart. Don't worry about the distance between them; she'll be traveling much further in her pursuit of gold.</span></span></p><p><span style="font-weight:400;font-size:10pt;">**Note: In place of The Lover Stone, you can substitute any of the Guardian Stones to help you level up certain skills even faster. I ended up using the Mage and Warrior Stones to give a boost to some of my harder to level skills.</span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Birthsign:</span></span></p><p><span style="font-size:10pt;"><strong>The Lady.</strong><span style="font-weight:400;"> Mama always said to act like a lady; let's make her proud. The Harlequin was born under the sign of the Lady, naturally making her a charismatic and sought after individual. Her birthsign grants her a boost to health and the ability to generate magicka more quickly than normal. With all the mischief she creates, this Khajiit will be sure to put her assets to good use.</span></span></p><p><span style="font-weight:400;font-size:10pt;">**Note: The Birthsign is added by the Classic Classes and Birthsigns mod. The build is completely playable without it, however, but I chose to include it in my write-up.</span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Blessing:</span></span></p><p><span style="font-size:10pt;"><strong>Akatosh.</strong><span style="font-weight:400;"> The Dragon-God is one of the few deities of the Khajiiti Pantheon that are worshiped in Skyrim. While not at all religious, The Harlequin takes Alkosh's blessings whenever she kind find them. They offer a small boost to her magicka regeneration and a quick cure for any diseases and illnesses she might have picked up in her travels. It's not hypocritical if she drops a septim in the tithe box, right?</span></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Factions:</span></span></p><p><span style="font-size:10pt;"><strong>Dark Brotherhood, College of Winterhold, Thieves' Guild, Bard's College.</strong><span style="font-weight:400;"> A Khajiit of many talents requires many different outlets to hone her crafts. The Harlequin travels far and wide in her search for treasure and fame, leading her to different people that can help her get what she wants. </span></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Archetype:</span></span></p><p><span style="font-size:10pt;"><strong>Rogue, Arcane Trickster.</strong><span style="font-weight:400;"> A master of deceit and arcane, The Harlequin falls into a very unique class. The Khajiit's love of mischief, magic, and stealth makes her a dangerous character. When she's seen, she steals the show; when she's not, others be wary. This rogue is extremely unpredictable, and when she has her sights set on something, nothing and no one will be able to stand in her way.</span></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Class:</span></span></p><p><span style="font-size:10pt;"><strong>Custom.</strong></span></p><p><span style="font-size:10pt;"><strong>Specialization Bonus: Magicka</strong></span></p><p><span style="font-size:10pt;"><strong>Combat Skills: Two-Handed</strong></span></p><p><span style="font-size:10pt;"><strong>Stealth Skills: Sneak, Alchemy, Speech</strong></span></p><p><span style="font-size:10pt;"><strong>Mage Skills: Illusion, Conjuration, Alteration</strong></span></p><p><span style="font-size:10pt;"><strong>Secondary Skill: Unarmored</strong></span></p><p><span style="font-weight:400;font-size:10pt;">Along with her unique archetype, The Harlequin falls into a unique class. Drawing strength from combat, stealth, and mage skills alike, she promises a deadly cocktail of arcane mischief and brutal bludgeoning- one sure to prove deadly for those who have mistakenly made themselves an enemy. A bonus to magicka ensures she has enough on hand to summon a minion to do her bidding, while unarmored training helps give her an armor boost without the hassle and weight of the real thing. An entertainer such as herself as to be ready to adapt to her audience, and these skills are sure to bring down the house.</span></p><p><span style="font-weight:400;font-size:10pt;">**Note: The Class is added by the Classic Classes and Birthsigns mod. The build is completely playable without it, but I chose to include it in my write-up.</span></p><p><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p><a href="{{#staticFileLink}}3830935854,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830935854,RESIZE_710x{{/staticFileLink}}" alt="3830935854?profile=RESIZE_710x" width="399" /></a></p><p><a href="{{#staticFileLink}}3830941611,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3831613821,RESIZE_710x{{/staticFileLink}}" alt="3831613821?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><span style="font-size:10pt;"><em><span style="font-weight:400;">(Screenshot by: Curse-Never-Dying)</span></em></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Weapons:</span></span></p><p><span style="font-size:10pt;"><strong>Leveled Warhammer, Sanguine Rose.</strong><span style="font-weight:400;"> What's more fitting than a rose for such a lovely lady? A gift from the Daedric Prince Sanguine, The Sanguine Rose plays a crucial part in The Harlequin's weapon load out. While not directly a weapon itself, this staff summons a daedra that is ready to fight at the Khajiit's side, giving her time to slip away, or ready herself to join the fray. The only other weapon she chooses to use is a warhammer. There's something about the breaking of bones and crushing of heads that leaves this cat cackling. She's not particularly fond of any longhammer type either; if her weapon gets too bloody or she finds a stronger one among her audience, she has not issue trading them out. Who's going to stop her? It's hard to protest with a broken jaw.</span></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Armor:</span></span></p><p><span style="font-size:10pt;"><strong>Leveled Robes of Illusion, Leveled Robes of Conjuration, Jester's Outfit/Cicero's Outfit.</strong><span style="font-weight:400;"> How beautiful are the Jester's Clothes! You can barely even see the blood! Other than the “shapely” tavern clothes, The Harlequin's favorite outfit belongs to Cicero. Ever since she saw them, the colors, the shapes, the patterns, she knew she needed to have them. Upon gaining entrance into the Dawnstar Sanctuary, there's a similar pair, but that's nothing compared to the real thing. Until she has a moment to rip them from the Fool's corpse, she'll settle for the strongest Robes of Illusion or Conjuration the College has to offer. They aren't nearly as stylish, but at least they offer a needed boost to her magic and summonings.</span></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Spells/Scrolls:</span></span></p><p><span style="font-size:10pt;"><strong>Illusion, Conjuration, Alteration.</strong><span style="font-weight:400;"> The Harlequin has mastered the greatest forms of magic- the ones that wreak havoc and allow her to sit back and collect the spoils.Combining the best parts of Illusion, Conjuration, and Alteration, it's no wonder she doesn't get an encore.</span></span></p><p><span style="font-weight:400;font-size:10pt;">**Note: While there are quite a few spells listed, it isn't required to use them all at one time. As I discovered stronger spells, I began drifting away from their weaker versions. By the end of the playthrough, I was only using Mayhem, Flame/Storm Atronach, Dremora Lord (on rare occasions), and Ebonyflesh. The spells you choose to use can be tailored to each situation, following the combat style listed in the “Special Tactics and Powers” section.</span></p><p><span style="text-decoration:underline;font-size:10pt;"><span style="font-weight:400;">Illusion Spells:</span></span></p><ul><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Fury/Frenzy/Mayhem</span></li></ul><p><span style="text-decoration:underline;font-size:10pt;"><span style="font-weight:400;">Conjuration Spells:</span></span></p><ul><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Familiar/Flaming Familiar</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Flame/Frost/Storm Atronach</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Dremora Lord</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Banish Daedra</span></li></ul><p><span style="text-decoration:underline;font-size:10pt;"><span style="font-weight:400;">Alteration Spells:</span></span></p><ul><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Oakflesh/Stoneflesh/Ironflesh/Ebonyflesh</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Paralyze</span></li></ul><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Powers:</span></span></p><p><span style="font-size:10pt;"><strong>Khajiit Racial Abilities, Birthsign Abilities, The Alchemist's Cookbook Abilities.</strong><span style="font-weight:400;"> A sweet voice and a pretty face are nothing compared to the powers this cat has hidden within. Drawing from the Divines, her racial abilities, and a little bit of Alchemy training, The Harlequin has just as many secret talents as the ones she has on display for the world. As a Khajiit, she has the ability to see in dark places and move much more silently. Her speed is increased as well, and her slender, long legs allow her to jump a great distance when she's ready to pounce. Combined blessings from Alkosh and the Lady grant her a fantastic magicka regeneration rate, in addition to a quick health boost. Finally, The Harlequin is able to plant traps- giant pools of oil- at various locations and detonate them with a spell to burn or enrage her enemies from afar. Men and mer beware: there is far more to this cat than meets the eye.</span></span></p><p><span style="font-weight:400;font-size:10pt;">**Note: Active Powers are readily active and don't have to be toggled on and off. Passive Powers require activation by certain conditions or by the “Powers/Shout” button.</span></p><p><span style="text-decoration:underline;font-size:10pt;"><span style="font-weight:400;">Active Powers:</span></span></p><ul><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Feline Ability- Able to move faster and deal more damage when unarmed.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Prowl- Able to sneak more silently.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Lady's Favor/Lady's Grace- Allows for faster magicka regeneration and more health points.</span></li></ul><p><span style="text-decoration:underline;font-size:10pt;"><span style="font-weight:400;">Passive Powers:</span></span></p><ul><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Prowl- Able to perform a power jump when sneaking and unarmed.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Flame Oil- places a highly explosive oil on the ground that erupts when struck by spell or projectile and burns all surrounding targets.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:10pt;">Frenzy Oil- places a highly explosive oil on the ground that erupts when struck by a spell or projectile and enrages all surrounding targets.</span></li></ul><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Shouts:</span></span></p><p><span style="font-size:10pt;"><strong>None.</strong><span style="font-weight:400;"> Shouting? Why should she risk straining her voice with such an ugly thing? Leave the Dragon Tongue to the Nords; there's more important things to learn about.</span></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Accessories:</span></span></p><p><span style="font-size:10pt;"><strong>Lute, Flute, Drum.</strong><span style="font-weight:400;"> These are the basic instruments of a bard, but it's amazing how beautiful they sound in The Harlequin's hands. While readily available throughout Skyrim, not just any instruments will work. The Bard's college tells of old, expensive treasures waiting to be taken- perfect pieces for this elegant feline.</span></span></p><p><span style="font-size:10pt;"><span style="font-weight:400;">**Note: These items are purely for a roleplaying aspect, and do not have to be carried around the entire game. If you would like to make use of them and actually sing/play music in game, I recommend using a bard mod like “Become a Bard” which you can download <a href="https://www.nexusmods.com/skyrimspecialedition/mods/2303/" target="_blank">here</a>. </span></span></p><p><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p><a href="{{#staticFileLink}}3830936306,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830936306,RESIZE_710x{{/staticFileLink}}" alt="3830936306?profile=RESIZE_710x" width="706" /></a></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Stat Placement: 2:1:0</span></span></p><p><span style="font-weight:400;font-size:10pt;">In the early levels, The Harlequin's main focus is raising her magicka. Most of the spells used require a massive amount of points to cast, let alone dual cast for a stronger effect. For this reason, stats should be placed on magicka and health at a 2 to 1 ratio, until Magicka reaches around level 350. From there, I switched over to focusing on my health and stamina, leveling 1 stamina for every two health. The Harlequin needs enough stamina to keep herself alive if stronger enemies manage to get past her Fury spells and minions until her magicka regenerates again. All perks become available around Level 40.</span></p><p><a href="{{#staticFileLink}}3830936662,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830936662,RESIZE_710x{{/staticFileLink}}" alt="3830936662?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><span style="font-size:10pt;"><em><span style="font-weight:400;">(Original image by shalizeh7 at: <a href="https://shalizeh7.tumblr.com/">https://shalizeh7.tumblr.com/</a> )</span></em></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Major Perks:</span></span></p><p><span style="font-size:10pt;"><strong>Illusion</strong><span style="font-weight:400;">- Twisting thoughts and sowing chaos are two of The Harlequin's favorite things. Despite only using one spell type from this school of magic, Illusion is one of the most important skills to master. Kicking off her combat style, Illusion allows her to take out enemies without killing them herself. Perks like “Master of the Mind” allow Illusion spells to be cast on all enemies, not just living. “Fickle Fate” allows each Illusion spell to become 1 to 40 points stronger, a testament to her Trickster personality. By far, the most essential perk is “Quiet Before the Storm”, which allows her Conjuration and Alteration spells to be cast just as quietly as Illusion.</span></span></p><p><span style="font-size:10pt;"><strong>Conjuration</strong><span style="font-weight:400;">- When tricking enemies to tear each other apart doesn't work, it's time to send minions into battle. Daedra make for excellent company: they never complain, they never argue, and best of all, a simple spell sends them away. Who could ask for a better companion? The “Elemental Potency” perk allows The Harlequin's minions to enter the world much stronger, which is necessary when fighting large groups of enemies that aren't tearing each other apart fast enough. Additionally, “Edge of Oblivion” allows two minions to be summoned rather than one, but at a great cost. When she doesn't have a bodyguard at her side, The Harlequin's armor and magicka resistance drop tremendously. She likes to play with fate, however. For every high risk, there has to be a high reward.</span></span></p><p><span style="font-size:10pt;"><strong>Two-Handed</strong><span style="font-weight:400;">- It's peculiar how well the smashing of skulls sounds like the pounding of a drum. The warhammer is The Harlequin's favorite weapon and as such it has made it into her top skills. As the final part of her combat strategy, she uses a Two-Handed weapon as a last resort. Although slow, the warhammer delivers major damage, especially buffed with the perks of “Batter”. The double-damage and critical strike increase leaves opponents astonished, not expecting the Trickster to be such a heavy hitter. Further, “Crushing Bows” completely ignores the armor resistance of anyone unfortunate enough to be in her hammer's path. She takes a big risk with “Death or Glory”, which forces her to get closer to her enemies but deals more damage the lower their health drops. Each hit drains some of her health, but puts a little more power into her swings. She doesn't like to dirty her paws often, but a girl can't be too prepared.</span></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Minor Perks:</span></span></p><p><span style="font-size:10pt;"><strong>Sneak</strong><span style="font-weight:400;">- Sometimes it's better to remain unseen and sing a eulogy from the shadows. While she takes quite a delight in locking eyes with her victim, The Harlequin knows some situations require a more subtle approach. Sticking to the shadows, she can dispatch enemies with spells and summons alike, all while staying a safe distance away to behold her chaos. “Fog of War” grants a higher sneaking ability as she moves around the battle to watch her minions engage and rip apart her adversaries. Paired with “Clean Escape” even if she is spotted or suspected, all targets will stop searching for her after a short while, so long as she can silence her excited purrs. “Right Behind You” is yet another risk she likes to take. She can crawl directly behind any target and her sneak skills increase for every move she makes. Any attack made from that close is sure to catch her victim off-guard- and fill her purse just a little bit more.</span></span></p><p><span style="font-size:10pt;"><strong>Alteration</strong><span style="font-weight:400;">- A minor skill, but majorly important, Alteration helps make up for what the Harlequin lacks in defense. When enemies break through her minion defenses and wake themselves up from her trances, there is very little that will stop their advance upon her. Her skills with the warhammer are helpful, but cuts and bruises still hurt her slender body. Perks like “Mage Armor” help boost the strength of flesh spells, granting her even stronger armor than before. Yet, in true Harlequin fashion, flesh spells serve another purpose. “Distorted Shape” allows her to take on the form of a ghost for a short amount of time when using an arcane armor in combat. Unable to be touched, she can escape or plan out her attacks until time runs out or she herself goes to attack.</span></span></p><p><span style="font-size:10pt;"><strong>Alchemy</strong><span style="font-weight:400;">- The Harlequin doesn't go out of her way to discover cures and potions, but she's learned that throwing a few foul ingredients together usually makes a terrible, potent brew. In addition to providing a little extra income, the Trickster has found that coating her warhammer with a couple deadly poisons is a quick and easy way to dispatch her enemies. Brews of Damage Stamina, Damage Magicka, and Paralysis are among her favorites, but she also has a fondness for “traps”. “Elemental Oil” allows her to place down explosive oil slick traps, that burn her enemies with ignited. Additionally, “The Alchemist's Cookbook” lets her place down “Frenzy” slicks, which send targets in the explosion radius into a rage. If her looks ever fail her, at least poison never will.</span></span></p><p><span style="font-weight:400;font-size:10pt;">**Note: I chose the “Flame Oil” from “Elemental Oil” and the “Frenzy Oil” from “The Alchemist's Cookbook”. There are “Shock” and “Frost” options for “Elemental Oil” as well, so feel free to choose whichever one suits you best.</span></p><p><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p><a href="{{#staticFileLink}}3830937319,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830937319,RESIZE_710x{{/staticFileLink}}" alt="3830937319?profile=RESIZE_710x" width="710" /></a></p><p><span style="font-weight:400;font-size:10pt;">Unlike my other builds that explain combat with Magic, Melee, and Range descriptions, The Harlequin is a unique build that blends Magic and Melee together in three different phases. This three-part combat style can be explained in three words: “Paranoia”, “Terror”, and “Hopelessness”.</span></p><p><span style="font-size:10pt;"><strong>Paranoia</strong><span style="font-weight:400;">: The beginning phase of combat involves using stealth and frenzy to cause targets to attack on another. For single or small groups, The Harlequin can use her “Fury” spell to strike a single opponent causing them at attack any of his allies he may see. Similarly, detonating a “Frenzy Oil” or hitting a group with “Frenzy” or “Mayhem” affects all targets in a surrounding area, causing much more chaos and paranoia between them. After all, if you can't trust your friends, who can you trust?</span></span></p><p><span style="font-size:10pt;"><strong>Terror</strong><span style="font-weight:400;">: Though the effects of widespread paranoia are fun, it always leaves at least one or two victors alive. It would be easy to pick them off, but it's much more enjoyable to watch the terror in their expressions with the second phase of combat. Summoning an appropriate minion, The Harlequin can send a daedra into combat for her, eliminating the need for her to get involved. During this time, she can periodically plant “Flame Oil” and wait for it to detonate by her minion's or the targets spells and projectiles. Rarely are any left standing after the horrors of a daedra attack, but in the event she is spotted or has to finish her victims off herself, she will move to the last phase.</span></span></p><p><span style="font-size:10pt;"><strong>Hopelessness</strong><span style="font-weight:400;">: A laughing, grinning Khajiit who watches from the shadows is maddening enough; when she charges with a warhammer however, that is a new feeling of fear. The Harlequin would rather not get her paws bloody if she can help it, but she's not afraid to snap femurs when the need arises. When an enemy takes notice of her or slips past her daedric bodyguards, she turns to a combination of a flesh spell and a warhammer. With “Distorted Shape”, the moment she applies a flesh spell in combat, her body becomes ethereal. The cackling cat becomes an untouchable ghost for a short amount of time, readying her warhammer for a power strike or poison blow. Her strike breaks the ghostly form, but it is sure to turn the battle before it even begins. Through every phase of the combat, there is no hope for The Harlequin's victims.</span></span></p><p><a href="{{#staticFileLink}}3830940857,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3831614181,RESIZE_710x{{/staticFileLink}}" alt="3831614181?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><span style="font-size:10pt;"><span style="font-weight:400;"><span style="font-size:13.3333px;"><em>(Screenshot by: Curse-Never-Dying)</em></span></span></span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Power Attacks:</span></span></p><ul><li style="font-weight:400;"><span style="font-size:10pt;"><strong>Laughing Cat</strong><span style="font-weight:400;">- “Flesh Spell”+ “Distorted Shape”+ “Warhammer”. Oh, how suffering brings a smile to her face. Applying a flesh spell in combat activates The Harlequin's “Distorted Shape” allowing her to avoid all incoming damage from projectiles, hits, and spells. She can take all the time she wants to ready her warhammer, crushing the skulls of the poor, unfortunate souls that catch her gaze. The looks on their faces; she can't help but laugh!</span></span></li><li style="font-weight:400;"><span style="font-size:10pt;"><strong>Slip and Slide</strong><span style="font-weight:400;">- “Frenzy”+ “Flame Oil”. Fun and games are this cat's forte, but it's time to up the danger. Watching unsuspecting victims, The Harlequin can plot out the most highly traveled areas. She can plant a flammable oil slick at that location and quickly retreat to observe her trap. Then a group gets close, a “Frenzy” spell to the slick will ignite the mixture. Any targets who aren't killed by the explosion immediately become enraged, turning on each other in a state of confusion. Maybe it's not so fun to play on, but it's sure fun to watch.</span></span></li><li style="font-weight:400;"><span style="font-size:10pt;"><strong>Security and Entourage</strong><span style="font-weight:400;">- “Edge of Oblivion”+ “Sanguine Rose”+ “Clean Escape”. The world's a dangerous place for a lady, and every entertainer needs a bodyguard. In moments where she needs a quick get away, The Harlequin can summon her entourage of daedra with help from “Edge of Oblivion” and the “Sanguine Rose”. While they deal with the rabble, the cat can simply disappear into the shadows once more with “Clean Escape”, marveling at the beautiful carnage her security creates.</span></span></li></ul><p><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p><a href="{{#staticFileLink}}3830937569,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830937569,RESIZE_710x{{/staticFileLink}}" alt="3830937569?profile=RESIZE_710x" width="710" /></a></p><p><span style="font-weight:400;font-size:10pt;">The Harlequin was one of the most chaotic, intense builds I have ever created, simply because there were so many variables and risks that this cat created for herself. Playing on Legendary, I found myself dying quite often, mostly because of the “high risk, high reward” situations I was tempted to get into. When all went well, I was blessed with amazing battles and hilarious situations in which most enemies obliterated themselves or fell prey to one of my summoned minions. When things went poorly, however, I found myself quick-saving often. This build was created as a fun challenge for myself, so I set a couple different goals that I wanted to accomplish by the end of the playthrough.</span></p><p><span style="font-weight:400;font-size:10pt;">First off, I wanted The Harlequin to cause as much “mischief” as possible wherever she went. Whether it was fighting bandits or conversing with city-folk, I wanted this cat to have her fury spell on hand. There was something about watching others fight each other and standing idly by that made my day. In addition to providing entertainment, I found that giving the guards something to distract them made it much easier to steal items in broad daylight. The fury spell and its variations were my most used spells by the end of the playthrough and for good reason. Their uses seemed inexhaustible.</span></p><p><span style="font-weight:400;font-size:10pt;">I also made it a point to collect as many shiny and/or expensive things as possible. This cat has an eye for quality, so nothing but the best would suit her. If she saw anything that caught her eye, she took it- right then. It didn't matter if it was on display at a stand in the middle of Markarth. She always got what she wanted. She purchased whatever houses she wanted as well, making sure to store her goods soundly. Still, there were some things that others carried that she wanted. Pickpocketing, while easy, wasn't nearly as fun as causing a fight and looting the corpses of the dead. This option potentially can cause some quests to fail or become incomplete, however, so use it sparingly.</span></p><p><span style="font-weight:400;font-size:10pt;">A big challenge I had for myself was to try and keep my personal kill count low. I learned that as long as you do not directly engage in combat, kills will not count against you (as viewed in the “Stats” section of the menu). I used this exploit to become an indirect mass murderer. Fury once again proved to be useful, forcing otherwise allies to turn against each other. My summoned minions were also willing to kill for me, further increasing my hands-off homicide count. The few kills I did rack up were those that made it past my minions or were unavoidable.</span></p><p><span style="font-weight:400;font-size:10pt;">Another goal I had set was to become well-known across Skyrim. After all, a Khajiit such as The Harlequin needs to make a name for herself. With little to go on as far as singing and dancing for the masses, I decided to take on a more hostile notoriety. I wanted to have a bounty in every single hold, and see just how high I could push it. This was a challenge for me personally, as I rarely take on a bounty in my games. Avoiding guards as much as I could and grab-and-going items as I saw fit, I was surprised to see just how well-known the cat had become.</span></p><p><span style="font-weight:400;font-size:10pt;">Finally, I wanted to stress the power of The Harlequin's charm. While her reputation grew, I didn't want everyone to be terrified of her. After all, the Khajiit's history of being an entertainer painted her in an almost beautiful light. Every evening, when possible, she spent her nights in the taverns, drinking and singing, talking and dancing, with the local patrons. She would even pick up local missions if there was a promise of gold in return. Her sultry charm and charismatic nature, while a sharp contrast to her heartless actions, was one of the most appealing factors of this build. It gave personality and a sense of humanity, to this otherwise chaotic temptress.</span></p><p><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p><a href="{{#staticFileLink}}3830937854,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830937854,RESIZE_710x{{/staticFileLink}}" alt="3830937854?profile=RESIZE_710x" width="260" /></a></p><p><a href="{{#staticFileLink}}3830941199,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3831614616,RESIZE_710x{{/staticFileLink}}" alt="3831614616?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><span style="font-size:10pt;"><em><span style="font-weight:400;">(Screenshot by: Curse-Never-Dying)</span></em></span></p><p><span style="font-weight:400;font-size:10pt;">Throughout the playthrough, there were many different quests I ended up taking part in. Any job that required trouble-making or mischief were right up The Harlequin's alley. Her nose for gold leads her to carry out almost kind actions, but don't be fooled. If she knows she's getting the short end of a deal, she won't hesitate in claiming what is rightfully hers.</span></p><p><span style="font-weight:400;font-size:10pt;">Below are some specific quests that I played to help you get started:</span></p><p><span style="font-size:10pt;"><strong>The Dark Brotherhood.</strong><span style="font-weight:400;"> What could be better than causing mischief and getting paid? The Dark Brotherhood serves as the closest thing The Harlequin as to family. They seem to understand just how fun it can be to see the terror in a weaker man's face as the light leaves his eyes. She can't stand that other entertainer, Cicero, one bit. As soon as she's able, she'll be rid of him- and take that beautiful outfit of his.</span></span></p><p><span style="font-size:10pt;"><strong>The College of Winterhold (Gain Entrance).</strong><span style="font-weight:400;"> While wanting nothing to do with “study of the arcane” and “solving mysteries of the past” The Harlequin knows the College of Winterhold is a powerful asset. Joining their ranks, she can get access to stronger spells as they become available, and train with some of the masters to hone her skills. Any missions that help raise her Illusion, Conjuration, or Alteration are sure to be of help, but she could really care less about what the Nords have “Under Saarthal”.</span></span></p><p><span style="font-size:10pt;"><strong>The Thieves' Guild (A Chance Arrangement to Loud and Clear).</strong><span style="font-weight:400;"> Once you get past the stench of sewage, The Ragged Flagon almost smells like gold., The Harlequin honestly couldn't care less about Nocturnal and Nightingales, but she's willing to chase whatever lead she has on gold. With the Thieves' Guild having tabs on everyone, she knows exactly who to hit with missions given by Vex and Delvin. While they may not agree with some of her methods, they can't deny the cat always gets what she wants.</span></span></p><p><span style="font-size:10pt;"><strong>Bard's College.</strong><span style="font-weight:400;"> Every entertainer has to have their roots somewhere. While a fairly useless lot, the Bard's College promises to reveal the location of some ancient, valuable instruments- something this cat is very excited to get her paws on. They also may point her in the right direction for a show or two. She's heard the Thalmor Embassy is full of the wealthy and ignorant.</span></span></p><p><span style="font-weight:400;font-size:10pt;">**Note: The Bard's College quests are purely for roleplay purposes, so they don't have to be completed. </span></p><p><span style="font-size:10pt;"><strong>A Night to Remember.</strong><span style="font-weight:400;"> Sanguine, the Daedric Prince of Debauchery, Corruption, and Sinners... The Harlequin can't imagine a more fun god. His quest leads her to rediscover the night she can't remember: the most fun night of her life. Pleased with her, he even grants her his staff to aid her mischief making. Maybe they'll go drinking again soon…</span></span></p><p><a href="{{#staticFileLink}}3830929135,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830929135,RESIZE_180x180{{/staticFileLink}}" alt="3830929135?profile=RESIZE_180x180" width="45" /></a></p><p><a href="{{#staticFileLink}}3830938088,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3830938088,RESIZE_710x{{/staticFileLink}}" alt="3830938088?profile=RESIZE_710x" width="639" /></a></p><p style="text-align:center;"><em>And so it's curtain call for The Harlequin!</em></p><p style="text-align:center;"><em>I had so much fun making this build. It was different that my usual style as everything was a lot more high risk. I hope some of you find this as fun as I did!</em></p><p style="text-align:center;"><em>I would like to thank <strong>Ponty</strong> for helping me with the editing and proofreading process of my write-up, <strong>Lee</strong> for helping me create this beautiful nightmare, <strong>Curse</strong> for taking these AMAZING screenshots, and <strong>all of you</strong> for taking the time to read this build. This community is like my home away from home, and I am so grateful the kind and encouraging members and admins that I get to come across every day. Let me know what you thought in the comments below and maybe leave a like if you liked her?</em></p><p style="text-align:center;"><em>As always, Talos Guide You!</em></p></div>Character Build: The Lone Clan Motherhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-lone-clan-mother2019-12-03T03:57:33.000Z2019-12-03T03:57:33.000ZElysiumhttps://TheSkyForge.ning.com/members/Elysium336<div><p style="text-align:left;"><span style="font-weight:400;">It's been a very long time since I've posted a build. I don't even wanna think how long. Either way, I'm back with a shiny new Khajiit build with tons of lore and roleplay. Check out my profile for the rest of my builds.</span></p>
<p style="text-align:left;"><span style="font-weight:400;">Special thank you to Teccam for making the headers and giving it one last one over.</span></p>
<p style="text-align:left;"> </p>
<p style="text-align:center;"><em><span style="font-weight:400;"><a href="https://i.pinimg.com/564x/57/db/62/57db629269b60e85d11c54f1fed199a7.jpg" target="_blank"><img class="align-center" src="https://i.pinimg.com/564x/57/db/62/57db629269b60e85d11c54f1fed199a7.jpg" alt="57db629269b60e85d11c54f1fed199a7.jpg" /></a></span></em></p>
<p style="text-align:center;"><em><span style="font-weight:400;">Mafala, you are the Clan Mother, for what is more secretive than the ways of the Clan Mothers?</span></em></p>
<p style="text-align:center;"><em><span style="font-weight:400;"><a href="{{#staticFileLink}}3752470118,RESIZE_930x{{/staticFileLink}}"><img src="{{#staticFileLink}}3752470118,RESIZE_710x{{/staticFileLink}}" alt="3752470118?profile=RESIZE_710x" width="710" /></a></span></em></p>
<p> </p>
<p><strong>Race</strong><span style="font-weight:400;">: Khajiit</span></p>
<p><strong>Stats</strong><span style="font-weight:400;">: </span><strong>3 magicka</strong><strong> / </strong><strong>2 health</strong><strong> / </strong><strong>0 stamina</strong></p>
<p><strong>Birthsign</strong><span style="font-weight:400;">: Advanced Atronach</span></p>
<p><strong>Alignment</strong><span style="font-weight:400;">: True Neutral</span></p>
<p><strong>Major Skills</strong><span style="font-weight:400;">: Destruction, Alteration, Restoration, Sneak</span></p>
<p><strong>Minor Skills</strong><span style="font-weight:400;">: Alchemy, Conjuration, One-handed, Illusion</span></p>
<p><strong>Quests</strong><span style="font-weight:400;">: Civil War (Stormcloaks), Main Quest, Dawnguard, town side-quests, quests for Mehrunes Dagon, Kynareth, Mara, and Mephala</span></p>
<p> </p>
<p><a href="{{#staticFileLink}}3752469952,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3752469952,RESIZE_710x{{/staticFileLink}}" alt="3752469952?profile=RESIZE_710x" width="710" /></a></p>
<p><a href="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/da4c8ecc-3e1f-4c0c-b6b6-8dc7d151a9f8/d5p3zrc-307654c6-1be7-4193-afcf-710b44b0508f.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2RhNGM4ZWNjLTNlMWYtNGMwYy1iNmI2LThkYzdkMTUxYTlmOFwvZDVwM3pyYy0zMDc2NTRjNi0xYmU3LTQxOTMtYWZjZi03MTBiNDRiMDUwOGYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ko759CetYE73vFkEWCdx0Nqbk22SEktZIXdacpxU0gs" target="_blank"><img class="align-left" src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/da4c8ecc-3e1f-4c0c-b6b6-8dc7d151a9f8/d5p3zrc-307654c6-1be7-4193-afcf-710b44b0508f.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2RhNGM4ZWNjLTNlMWYtNGMwYy1iNmI2LThkYzdkMTUxYTlmOFwvZDVwM3pyYy0zMDc2NTRjNi0xYmU3LTQxOTMtYWZjZi03MTBiNDRiMDUwOGYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ko759CetYE73vFkEWCdx0Nqbk22SEktZIXdacpxU0gs" alt="d5p3zrc-307654c6-1be7-4193-afcf-710b44b0508f.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2RhNGM4ZWNjLTNlMWYtNGMwYy1iNmI2LThkYzdkMTUxYTlmOFwvZDVwM3pyYy0zMDc2NTRjNi0xYmU3LTQxOTMtYWZjZi03MTBiNDRiMDUwOGYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ko759CetYE73vFkEWCdx0Nqbk22SEktZIXdacpxU0gs" width="232" height="278" /></a></p>
<p><span style="font-weight:400;">While other races almost wholly separate the governing of the state and the worship of the gods, to the Khajiit, they are but one and the same. The almighty ruler, which has alternatively been dictator and peace-loving king through the ages, is the Mane, a high king of the kings and city-states of Elsweyr as well as being the high priest and ultimate authority on their religion. All know of the Mane and all Khajiit speak in hushed tones of his power, both as politician and diplomat as well as being favoured by the gods and chosen by the Twin Moons. They know where he lives and his motions are common rumour. The particularly ambitious Khajiit may even have audience with him, though his Warrior Guard may prove unnerving.</span></p>
<p><span style="font-weight:400;">The same cannot be said for the Clan Mothers. Kept as secret as any widely-known order can be out of respect for Mafala of Secrets, the Clan Mothers are the greatest force among the Khajiit and stand above and outside the law. It is they who watch the moonbeams and order the right times for the gathering and harvesting of Moon Sugar. Each city has a Temple to Mafala, where the Clan Mothers live and outsiders are not allowed, though they do go to common temples to make sermons and pass along the oral traditions of the Khajiit to the kittens of this cycle.</span></p>
<p><span style="font-weight:400;">All know them to be a secret, sacred order but none know what it is they do during the months without harvest. Gossip of Mafala’s Secrets is not done in polite company, but many Khajiit enjoy the guesswork after a few drinks. Perhaps they sit in the Temple and pray for enlightenment, like the House of the Mother Cat, or these slight robed female cats train in the arts of war like Alkosh’s Claws. Like Magrus’s Star-Gazers maybe they watch the heavens and the Tides for motions of the greater future. The innate feline curiosity of all Khajiit brings them to speculate what the Secrets potentially are and what greater role the Clan Mothers might hold.</span></p>
<p><span style="font-weight:400;">All know the Clan Mothers when they walk the streets all give them a wide berth, stepping aside in equal parts awe and fear. For when the High Mother points her long claw at some unsuspecting young Khajiit none shall argue when she is led away to the Temple of Mafala.</span></p>
<p> </p>
<p><a href="{{#staticFileLink}}3752470404,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3752470404,RESIZE_710x{{/staticFileLink}}" alt="3752470404?profile=RESIZE_710x" width="710" /></a></p>
<p><a href="{{#staticFileLink}}3752455763,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3752455763,RESIZE_710x{{/staticFileLink}}" alt="3752455763?profile=RESIZE_710x" width="710" /></a></p>
<p><em><strong>Major Skills</strong></em></p>
<p><strong>Destruction </strong><span style="font-weight:400;">: Our primary form of dealing damage, both near and far, with the thunderous crack and bright shining light of Shock.</span></p>
<p><strong>Alteration</strong><span style="font-weight:400;"> : Flesh spells, blood magic, utility, Alteration is probably my favourite magic school and almost everything it offers is useful one way or another.</span></p>
<p><strong>Restoration</strong><span style="font-weight:400;"> : Our method of healing and throwing sun magic around, as a more effective way of battling undead.</span></p>
<p><strong>Sneak</strong><span style="font-weight:400;"> : A nightblade bereft of blade, sneaking is our common approach to combat, though it is not our only one.</span></p>
<p> </p>
<p><em><strong>Minor Skills</strong></em></p>
<p><strong>One-handed</strong><span style="font-weight:400;"> : Our non-stealth approach to combat revolves around the use of Mehrunes Dagon’s Dagger and a flurry of attacks, to provide it the best chance to trigger its insta-death effect.</span></p>
<p><strong>Alchemy</strong><span style="font-weight:400;"> : What is a nightblade or servant of Mephala the Spider without poisons? Fortification formulae also find their place here.</span></p>
<p><strong>Conjuration</strong><span style="font-weight:400;"> : Raising the dead provides a solid distraction for the Clan Mother, when she rushes into close combat.</span></p>
<p><strong>Illusion</strong><span style="font-weight:400;"> : Taken for solely Quiet Casting and the silent use of Shouts and spells.</span></p>
<p> </p>
<p><a href="{{#staticFileLink}}3752470488,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3752470488,RESIZE_710x{{/staticFileLink}}" alt="3752470488?profile=RESIZE_710x" width="710" /></a></p>
<p style="text-align:center;"><strong>Gear</strong></p>
<p><span style="font-weight:400;">Since we use a powered version of the Atronach Stone, granting us 100 magicka, full spell absorbtion, which means immunity to magic and diseases, we’re going purely for aesthetics.</span></p>
<p><span style="font-weight:400;">Alikr hood + Vaermina robes + Mythic dawn gloves + amulet of talos + stealth ring</span></p>
<p><span style="font-weight:400;">Mehrunes Dagon’s Dagger + Steel->Ebony Dagger</span></p>
<p style="text-align:center;"><strong>Secrets</strong></p>
<p><span style="font-weight:400;"><a href="https://i.pinimg.com/564x/8d/34/12/8d3412dfebcdbff4cce7059011f3236f.jpg" target="_blank"><img class="align-left" src="https://i.pinimg.com/564x/8d/34/12/8d3412dfebcdbff4cce7059011f3236f.jpg" alt="8d3412dfebcdbff4cce7059011f3236f.jpg" width="324" height="473" /></a>When the universe was new there was Fadomai and Ahnurr and together they had two Litters. The First Litter was of light, protection, and the glory of true cats. The Second Litter was dark, temptive, and provided balance in the land. But to each kitten they spoke a Secret to make their shape and nature. The third of the Second Litter, Mafala, is the Great Cat of Secrets, the personification of secret might. In each cycle, she chooses her servants among the Khajiit and gifts them each with shades of the knowledge Fadomai and Ahnurr gave to their First Litter. It are these Secrets the Clan Mothers guard, holding them for the days the Khajiit have need of them. </span></p>
<p><span style="font-weight:400;">Sometimes, it is the Secret of Hermorah the Tides, to know the best of times to order the sugar harvest. Other times, it is the Secret of the Hungry Cat, called upon in the lean times or the Secret of the Runt to learn the truth during times of grave injustice. The cat-folk of Elsweyr never know how the Clan Mothers guard and protect them in times of need, for being a Mother is a thankless task.</span></p>
<p><span style="font-weight:400;">Once training has begun and a new Clan Initiate has communed with Mafala, she will impart the Secrets of the First Litter. It is only after many years of contemplating the meaning of these Secrets and becoming a Clan Mother that Mafala will personally choose a Secret of the Second Litter to bestow and create a Clan Mother’s shape and nature.</span></p>
<p> </p>
<p><strong>The Secret of Alkosh the First Cat</strong><strong><br /></strong><em><span style="font-weight:400;">"Alkosh, to you we give Time, for what is as fast or as slow as a cat?"</span></em></p>
<p><span style="font-weight:400;">The Secret of Time is that it always passes, sometimes very quickly, sometimes so slowly we think it doesn’t pass at all. The Secret is in the shaping and bending of it.</span></p>
<p><span style="font-weight:400;">While fairly limited in scope of what we can do to affect time, the Clan Mother can still both speed it up (Whirlwind Sprint, Elemental Fury) and slow it down (Slow Time, enhanced with the Stability perk).</span></p>
<p> </p>
<p><strong>The Secret of Khenarthi the Winds</strong><strong><br /></strong><em><span style="font-weight:400;">"Khenarthi, to you we give the sky, for what can fly higher than the wind?"</span></em></p>
<p><span style="font-weight:400;">The Secret of the Winds is in the howls and whistles it carries, all the way from the Sands Beyond the Stars to Khajiit ears. </span></p>
<p><span style="font-weight:400;">The Clan Mothers practice from their earliest days to master the Voice of the Winds, though their powers are limited to the shouts that fit their beliefs, which include: Unrelenting Force, Become Ethereal, Cyclone, and Disarm.</span></p>
<p> </p>
<p><strong>The Secret of Magrus the Cat’s Eye</strong><strong><br /></strong><em><span style="font-weight:400;">"Magrus, to you we give the sun, for what is brighter than the eye of a cat?"</span></em></p>
<p><span style="font-weight:400;">The Secret of the Cat’s Eye is in the light in the darkness, that which the enemies of the Khajiit may look upon while Khajiit hide in the shadows.</span></p>
<p><span style="font-weight:400;">The best and brightest abilities available to us are Lightning Destruction magic and, most fittingly, Sun spells from the Dawnguard.</span></p>
<p> </p>
<p><strong>The Secret of Mara the Mother Cat</strong><strong><br /></strong><em><span style="font-weight:400;">"Mara, you are love, for what is more loving than a mother?"</span></em></p>
<p><span style="font-weight:400;">The Secret of the Mother Cat is of the promise of sacrifice always being worthy, of guarding against the Darkness of the dro-m’Athra, the evil spirits and enemies of Khajiit, without asking for thanks or recognition.</span></p>
<p><span style="font-weight:400;">The guardianship of the Mother Cat is exemplified in Alteration flesh spells, which bring us up to a healthy armor rating when necessary, but also protection from magic. After proving herself, even full magical immunity is available through a Powered Atronach Stone.</span></p>
<p> </p>
<p><strong>The Secret of S’rendarr the Runt</strong><span style="font-weight:400;"><br /></span><em><span style="font-weight:400;">"S'rendarr, to you we give mercy, for how does a runt survive, except by mercy?"</span></em></p>
<p><span style="font-weight:400;">The Secret of the Runt is the need to be realised, the sick to be made healthy, the hungry belly to be filled, the enemy to be made dead.</span></p>
<p><span style="font-weight:400;">Restoration is a perfectly valid school of magic and, despite the alchemy, is our preferred way of healing. It’ll also let us heal our undead as well as fully manipulate our attributes according to our needs.</span></p>
<p> </p>
<p><strong>The Secret of Merrunz the Kitten</strong><strong><br /></strong><em><span style="font-weight:400;">"Merrunz, you are the Ja'Khajiit, for what is more destructive than a kitten?”</span></em></p>
<p><span style="font-weight:400;">The Secret of the Kitten is in the easy charm with which it rends its world, the careless but purposeful damage, and the balance of destruction and creation.</span></p>
<p><span style="font-weight:400;">Gifted with the Secret of the Kitten, this Clan Mother has unlocked the beneficial side of his destruction, weaving blood magic to sustain herself in combat and borrow the corpses of her fallen enemies to create allies when none are around.</span></p>
<p> </p>
<p style="text-align:center;"><strong>Combat</strong></p>
<p><span style="font-weight:400;">Using all these Secrets together, the Lone Clan Mother is able to hold herself in both open and stealthed combat. </span></p>
<p><strong><em>Stealth and Ranged -- The Clan Mother of Mafala</em></strong></p>
<p><span style="font-weight:400;">Our standard approach to combat, from the shadows as a nightblade without the blade. A stealthy Destruction mage with lightning bolts shot from the shadows. Slow Time can be helpful to let off several shots in a short amount of time, especially if you can’t use a mod to add sneak attack damage for spells. Silently cast Lightning Runes are always great, especially when they discover you. Whirlwind Sprint lets us dash through the shadows far better than Silent Roll. Magicka is restored using a powered version of Equilibrium. The Restoration perk Regeneration enhances it by 50% to 37pts and dual-casting improves it to 81pts/sec. A few shots of Close Wounds quickly recovers our falling hit-points and leaves us dancing on the knife’s edge between our attributes. </span></p>
<p><strong><em>Open and Close -- The Destruction of Merrunz</em></strong></p>
<p><span style="font-weight:400;">Using Mehrunes Dagger to quickly fell one body, only to raise it and charge their fellows, the Lone Clan Mother slides around to dual-wield Mehrunes Dagon’s Dagger and a Steel (Ebony) Dagger, enhanced with Elemental Fury. Dual-wield power attacks with the Concentrated Poison perk lets off both poison uses with one fell swoop. Stamina can be restored with Restoration’s Respite for more dual-wielding prowess, while flesh spells and Become Ethereal serve to protect us from wayward warhammers and the Atronach Stone from all magic.</span></p>
<p> </p>
<p><a href="{{#staticFileLink}}3752470891,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3752470891,RESIZE_710x{{/staticFileLink}}" alt="3752470891?profile=RESIZE_710x" width="710" /></a></p>
<p><span style="font-weight:400;">For each set of full moons, the Council of Clan Mothers looks over their order and determines where the new Mothers may do the most good for the Khajiit. Most of them are assigned to Temples of towns and cities, but some, those with more damaging Secrets, may best serve by wandering the roads of their fellow Khajiit and listening to the voice of Mafala to tell them where they’re needed the most.</span></p>
<p><img class="align-left" src="https://i.pinimg.com/564x/50/fc/2f/50fc2f1e3601b76006ab2c5ec87ff6bb.jpg?profile=RESIZE_710x" alt="50fc2f1e3601b76006ab2c5ec87ff6bb.jpg?profile=RESIZE_710x" width="311" /></p>
<p><span style="font-weight:400;">The Lone Clan Mother found herself in one such a wandering band when her Secret of the Kitten was revealed. They followed the traveling Khajiiti caravans through Cyrodiil, jumping from camp to camp as Mafala decreed, until they found themselves in the frigid wilderness near the Skyrim border -- and then in a confusing, disordered battle with an Imperial Legion unit. One by one, the Khajiit fell to the Imperial steel, until only one was left and, in a moment of weakness, she surrendered.</span></p>
<p><span style="font-weight:400;">Swearing vengeance upon the Empire for their wanton slaughter of such true cats, the Lone Clan Mother leaves behind the destruction of Helgen, tail between her legs, and flees to Windhelm (</span><strong>Civil War - Stormcloaks</strong><span style="font-weight:400;">). Mafala feels her anger and spurns her ever onward through the peaks and valleys, through the peaceful and rageful devotion into a balance (</span><strong>Whispering Door, The Book of Love, Pieces of the Past, The Blessing of Nature</strong><span style="font-weight:400;">). Though she wanted to return to the south and the Council, the Lone Clan Mother’s paws stroked the blackest ebony of Mafala’s blade and she knew she was to stay in Skyrim. That same unknowable knowledge guided her to the Khajiiti trade caravans, where she waited for a sign.</span></p>
<p><span style="font-weight:400;">One night, as the Lone Clan Mother shared a camp and fire with Ma’dran, a weatherbeaten and out-of-breath courier fell before them with a letter for her -- delivered to her hands only. The court wizard of Whiterun had discovered she was the last survivor of the dragon disaster of Helgen and with a potential dragon in the hills, he wanted an interview. Breaking ties with the caravan, she rode to Whiterun and, with the assistance of the city guard, brought down an ancient dragon. A few moments of silence before the Nords began to cheer in disbelief and one went forward to pull off a talon as a trophy, but then the Lone Clan Mother felt the inner smile and vicious pride of Mafala and she knew there was still a Secret to be taught. A whispering wind of foreign magic wove through her, tearing the flesh from the dragon with it, and Mafala was glad. Though she was perhaps the only one. (</span><strong>Main Quest</strong><span style="font-weight:400;">).</span></p>
<p><span style="font-weight:400;">Following the rumours in the towns the caravans travel to (</span><strong>The Forsworn Conspiracy, Laid to Rest, Unfathomable Depths, The Man Who Cried Wolf</strong><span style="font-weight:400;">), the Lone Clan Mother hones her skills in the wild, seeking adventure and focusing her instincts of destruction to evil, sometimes bringing the mighty warrior Kharjo as a bodyguard and close friend.</span></p>
<p><span style="font-weight:400;">Resting at Ankhari’s tent, the Lone Clan Mother saw a powerful Orcish warrior leave the Riften gates in a foul mood, a bundle of flyers in his arms. Mafala’s instinct pounded in her heart and the Lone Clan Mother stood and asked him for one of them. “The Dawnguard is looking for new recruits to fight against the growing vampire menace,” he said in a tired voice, looking over the small robed cat with disdain (</span><strong>Dawnguard</strong><span style="font-weight:400;">).</span></p>
<p><span style="font-weight:400;">After battling Harkon in his ancient palace, the Lone Mother returned to the caravans of her people for some time. But, as days and weeks passed, Mafala’s driving urge grew fainter and fainter and she knew her time in Skyrim had come to an end. Kharjo asked her where she would go next, where Mafala directed her. Tasting the unspoken word in her mouth, the Lone Clan Mother said, “West.”</span></p>
<p> </p>
<p><a href="{{#staticFileLink}}3752470936,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3752470936,RESIZE_710x{{/staticFileLink}}" alt="3752470936?profile=RESIZE_710x" width="710" /></a></p>
<p>Some overhauls have mods that benefit stealthy mage characters, but I don't necessarily perscribe one over the other. The only mod I really recommend for either SE or Oldrim is <a href="http://www.nexusmods.com/skyrim/mods/14513/"><strong>Khajiit Speak. </strong></a>It's a<span style="font-weight:400;"> complete dialogue overhaul of the game that makes all your speech options have the same sort of Elsweyr flair that the other Elsweyr Khajiit have. </span></p></div>Character Build: The Hedge Magehttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-hedge-mage2019-08-15T10:39:28.000Z2019-08-15T10:39:28.000ZTae-Raihttps://TheSkyForge.ning.com/members/TaeRai<div><p><em>Originally posted by Raidriar a longggggggggg time ago for a contest! Now, have it again!</em></p>
<p><em>--</em></p>
<p><span style="font-weight:400;">Grr, two hours late! Can this still be allowed? My internet has been playing up, and Tae's just been moving house, so we've had a bit of difficulty pushing this one out. We had a hell of a lot of fun on it though, so without further ado, let us introduce you to the Hedge Mage!</span></p>
<p style="text-align:center;"><em><span style="font-weight:400;">I’m not good enough for your College, am I? Not intelligent enough? Well, I’ll show you...</span></em></p>
<p style="text-align:center;"><em><span style="font-weight:400;">Who needs a fancy-pancy College anyway? Certainly not me. Everyone told me I’d never be a mage, but just you wait! I’ll show you all up, and come knocking on your door, fire in my hands and dremora by my side! Then who’ll be laughing...</span></em></p>
<p style="text-align:center;"><em><span style="font-weight:400;">So you keep your dusty tomes and your outdated elitism! I’ll go where you pampered wizards don’t dare tread, in search of ultimate magical power...</span></em></p>
<p style="text-align:center;"><span style="font-weight:400;"><a href="{{#staticFileLink}}3427383664,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3427383664,RESIZE_710x{{/staticFileLink}}" width="710" alt="3427383664?profile=RESIZE_710x" /></a> </span></p>
<p><strong>Race:</strong><span style="font-weight:400;"> Any, though we’d advise something that isn’t associated with magic, for instance an Orc or a Nord.</span></p>
<p><strong>Stone:</strong><span style="font-weight:400;"> Again, this is largely up to you. I’d advise avoiding the more mage oriented stones, like the Atronach, Apprentice, Mage or Ritual, to simulate a complete lack of magical knowledge.</span></p>
<p><strong>Shouts:</strong><span style="font-weight:400;"> None!</span></p>
<p><strong>Stats: </strong>3:1:1</p>
<p><strong>Major Skills:</strong><span style="font-weight:400;"> Conjuration, Destruction, Archery</span></p>
<p><strong>Minor Skills:</strong><span style="font-weight:400;"> Alteration, Illusion, Restoration</span></p>
<p><span style="font-weight:400;">The idea behind the Hedge Mage was to create a mage build following these two simple rules:</span></p>
<ul><li style="font-weight:400;"><span style="font-weight:400;">No buying spells</span></li>
<li style="font-weight:400;"><span style="font-weight:400;">No using staves</span></li>
</ul><p><span style="font-weight:400;">You read that right! We’re making a mage who will only rely on found spells - no staves, no buying spells, no interactions with any magical NPCs at all if you can help it. We’re creating a grumpy, temperamental wizard who would much rather be out and about in the harsh land of Skyrim than spending time with those bookworms and their fancy-pancy College.</span></p>
<p><span style="font-weight:400;">A playthrough with the Hedge Mage plays out like a gigantic scavenger hunt, with a real “rags to riches” vibe. You’ll be going out into the wild, with nothing but rudimentary magical knowledge, and searching for ultimate power along with a dog and a summon. Initially the going can be quite tough, but eventually you’ll start picking up more and more powerful spells on your adventures, and really start bringing the pain. It’s incredibly rewarding knowing that you’ve built up this spellbook yourself, through your own adventuring, and haven’t spent a septim on training or tomes.</span></p>
<p><strong><a href="{{#staticFileLink}}3427386883,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3427386883,RESIZE_710x{{/staticFileLink}}" width="710" alt="3427386883?profile=RESIZE_710x" /></a></strong></p>
<p style="text-align:center;"><span style="font-size:12pt;"><strong>Spellbook</strong></span></p>
<p><span style="font-weight:400;">The most interesting part of the build. Like we said before, it’s really rewarding building up your own spellbook rather than just buying spells from vendors. The only exception to the no buying spells rule is Morven Stroud in the Soul Cairn. This is the perfect vendor for the Hedge Mage - his spells are completely chance-based, and can be anything from Novice to Expert level. Plus, bargaining with a soul-trapped merchant is just the type of dark dealings a hedge mage would be involved in. If you do pick up something good from him, feel free to adjust the perkspread and throw a point into one of the mastery perks depending on the spell you got.</span></p>
<p><strong>Alteration</strong></p>
<ul><li style="font-weight:400;"><span style="font-weight:400;">Candlelight - </span><em><span style="font-weight:400;">An elementary spell, but certainly useful, and it pleases the crowd. I "procured" this from a group of necromancers nesting in Fort Snowhawk, an erroding military stronghold near Morthal.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Oakflesh - </span><em><span style="font-weight:400;">While exploring Shrowd Hearth Barrow near Ivarstead, I happened upon a fellow wizard, pretending to be a ghost. He didn't seem much for conversation, so I fried him. After turning in his journal to the local innkeeper, he gave me the claw needed to explore the ruins further and find this dusty tome. </span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Detect Life - </span><em><span style="font-weight:400;">Journeying through the Rift, I encountered a group of men sat outside a a fort called Treva's Watch. Long story short, I snuck in, killed thousands of bandits and several dragons, and emerged victorious. All very heroic really, and all I got was this simple spell? Gratitude is a thing of the past, it seems.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Telekinesis - </span><em><span style="font-weight:400;">I knew that healer was talking rubbish when she said to keep off the Skooma! A swig of the good stuff from Redwater Den and I woke up in a cell, with this handy little spell tome by some hapless mage's corpse. He was probably some College fetcher anyway, so he won't be missed.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Transmute - </span><em><span style="font-weight:400;">While exploring Halted Stream Camp, a bandit lair, I found this. So that's how alchemists were turning iron into gold! </span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Detect Dead - </span><em><span style="font-weight:400;">After reading this big magical book, the Sallow Regent, under White Ridge Barrow, I was teleported to what seemed to be Apocrypha. Nice place really - the knowledge that can be found here is invaluable!</span></em></li>
</ul><p><strong>Conjuration</strong></p>
<ul><li style="font-weight:400;"><span style="font-weight:400;">Raise Zombie - </span><em><span style="font-weight:400;">Stolen from those necromancers in Fort Snowhawk. I practised on their corpses, but still haven't mastered the knack of making the damned zombies shut up.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Conjure Boneman/Mistman/Wrathman - </span><em><span style="font-weight:400;">While assisting the Dawnguard, I found a portal to the legendary Soul Cairn! Unfortunately the Ideal Masters weren't up for some selling of souls, but I did find these nifty spells on various altars. </span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Soul Trap/Conjure Flame/Frost/Storm Atronach - </span><em><span style="font-weight:400;">After some rather impressive climbing, I snuck into the College Midden through a back entrance, and created these tomes using their Atronach Forge! Right under their noses, they never saw it coming - too busy buried in their old books.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Flaming Familiar - </span><em><span style="font-weight:400;">In High Gate Ruins I encountered a fellow mage called Anska. After traipsing through a Draugr infested dungeon, we defeated a Dragon Priest and found a scroll which revealed this explosive companion!</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Reanimate Corpse - </span><em><span style="font-weight:400;">While venturing through the Pale I encountered a pair of adventures outside Ironbind Barrow. We cleared out the ruins, fought giant spiders, found an ancient Draugr the adventures called Warlord Gathrik, then got betrayed by the scaleback bastard. All in a days work really, though I did find this spell on Gathrik's now properly dead corpse.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Summon Arvak - </span><em><span style="font-weight:400;">Another useful find in the Soul Cairn. Some soul-trapped fool asked me to find his horse's skull, and as a reward gave me (what was left of) his horse.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Banish Daedra - </span><em><span style="font-weight:400;">After tracking a pair of Argonian thieves to Broken Oar Grotto, I found this handy incantation in an underwater chest.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Bound Bow - </span><em><span style="font-weight:400;">Exploring old forts infested with mages seems to be very profitable. Found this in a bucket in the prisons of Fort Amol (don't ask me how it got there, or what else was in said bucket - I'd rather not know myself really).</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Conjure Seeker - </span><em><span style="font-weight:400;">While exploring Apocrypha I happened upon this eldritch summon. Mora is certainly smiling on me!</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Flame Thrall - </span><em><span style="font-weight:400;">Another find from the Sallow Regent. Using Ahzidal's Secrets of Arcana I can cast this draining spell with ease. </span></em></li>
</ul><p><strong>Destruction</strong></p>
<ul><li style="font-weight:400;"><span style="font-weight:400;">Flames - </span><em><span style="font-weight:400;">I've known this from my youth - very handy for setting foes (or houses) on fire.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Sparks - </span><em><span style="font-weight:400;">After narrowly escaping execution thanks to a dragon (long story), I found this on some imprisoned mage. I asked if I could have it, and took his silence for approval - I also took his clothes too.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Frostbite - </span><em><span style="font-weight:400;">Picked this up while exploring the Forsworn den Serpent’s Bluff Ruins. For some reason they took offence at me waltzing through their camp and stealing their stuff...</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Ice Spike - </span><em><span style="font-weight:400;">While on Solsteim I was tasked with exploring Raven Rock Mine in order to find some old man's journal. All terribly dull, but I did happen upon this rather nifty hex.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Flame Cloak - </span><em><span style="font-weight:400;">Oh, the horror! The burning corpse of Yisra, on the shore south of Yngvild! Poor girl probably bit off more than she could chew by the looks of things. Guess she won't be needing this spell tome anyway!</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Ignite and Freeze - </span><em><span style="font-weight:400;">After putting a large portion of my funds into some strange excavator, I discovered Ahzidal's Ring of Arcana in the ruins. Putting it on granted me some of the old enchanter's knowledge - looks like I should be throwing my septims at more weird expeditions and explorers!</span></em></li>
</ul><p><strong>Illusion</strong></p>
<ul><li style="font-weight:400;"><span style="font-weight:400;">Clairvoyance - </span><em><span style="font-weight:400;">After escaping Helgen I found Embershard Mine, a small bandit encampment. They weren't very polite, so I charred the flesh from their bones to teach them some manners, and took their loot to boot.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Courage - </span><em><span style="font-weight:400;">Another find in Treva’s Watch. While I'm not normally one for allies, it does wonders for my dog, and really teaches me the intricacies of Illusion magic much faster than anything else.</span></em></li>
</ul><p><strong>Restoration</strong></p>
<ul><li style="font-weight:400;"><span style="font-weight:400;">Healing - </span><em><span style="font-weight:400;">I've known this from my youth - very handy for stitching up wounds after escaping from foes (or burning houses).</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Lesser Ward - </span><em><span style="font-weight:400;">Ah, Dwemer Ruins! Lovely places really, if you don't mind angry automatons wanting to ruthlessly dismember you. Alftand Ruined Tower hid this useful little spell.</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Fast Healing - </span><em><span style="font-weight:400;">The Sallow Regent was a very profitable book! Just a glimpse into the world of Apocrypha and I'm already swimming in spell tomes, looks like I should be paying old Hermy a visit more often...</span></em></li>
<li style="font-weight:400;"><span style="font-weight:400;">Necromantic Healing - </span><em><span style="font-weight:400;">Initially I thought being sent to Dimhollow Crypt by the Dawnguard was just going to be yet another boring fetch quest - then I found a damsel in distress! All very heroic of me really, I rescued the damsel, found this spell in the ruins and returned her to her father in exchange for her hand in marriage! Oh wait, she's a vampire? Looks like we're getting a divorce honey...</span></em></li>
</ul><p style="text-align:center;"><span style="font-size:12pt;"><strong>Gameplay</strong></span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}3427392499,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3427392499,RESIZE_710x{{/staticFileLink}}" width="710" alt="3427392499?profile=RESIZE_710x" /></a></strong></span></p>
<p><span style="font-weight:400;">Now that you know the spells, you’re probably wondering how gameplay plays out. At first you start with just Flames, Sparks and Healing, and you’ll need to rely on those until you get the Bound Bow tome. Once you acquire Bound Bow you’ll want to go adventuring for spells, and in what order you do this is up to you. You might want to shoot straight for Solsteim in order to get Ahzidal’s Ring of Arcana, or may want to start the Dawnguard early in order to get to the Soul Cairn and the summons that can be found there. The beauty of this build is in how you build up your spellbook, and it is really up to you. If you’d rather focus on stealthy sniping, the Alteration spells can be rather useful. If you’re into hiding behind summons, go with Conjuration suplemented with a bit of Restoration for healing your undead minions. If you’d like to get into the thick of things, pick up spells like Flame Cloak, Ignite and Flames to maximise DOT.</span></p>
<p><span style="font-weight:400;">Some useful tactics depending on your current spells:</span></p>
<p><span style="font-weight:400;">Augmented Flames and Aspect of Terror (taken in that order for maximised damage) will greatly enhance your fire spells, particularly Ignite, Flame Cloak and Flames. A good way to take out melee enemies is to hit them with a few Ignites, activate Flame Cloak, then just stay in melee range spraying them with Flames in both hands. The damage starts to add up very quick, particularly if you stack on the Ignites.</span></p>
<p><span style="font-weight:400;">Freeze and Frostbite are great for locking down opponents, and are very effective against those melee heavy hitters who will likely one shot you. Frost Atronachs really help here as well for maximum slowing and frost/stamina damage.</span></p>
<p><span style="font-weight:400;">Sparks is the only shock spell that deals equal damage to health and magicka, making it very effective alongside Augmented Shock for taking out magical enemies. Throw in a Storm Atronach and you’re looking good.</span></p>
<p><span style="font-weight:400;">Summons are your best friends in this build. Since you’ll be severely lacking AR, you’ll want to use your summon as a meat shield. It’s also worth knowing which summons to use when. Flaming Familiar can replace the Fireball spells in that it can be fired at any range, and deals impressive damage for its cost. Flame Atronachs are useful tanks in the early levels; just hide behind them in narrow corridors and spray Flames through them at the enemy. Wrathmen and Ice Atronachs are the ultimate tanks, and you can even heal the Wrathman with Necromantic Healing. The Seeker is also a surprisingly useful tank, and can also deal some impressive damage.</span></p>
<p><span style="font-weight:400;">Against longer ranged foes you’ll want to rely on Flame Atronachs and Mistmen, and against closer ranged foes nothing beats a Frost Atronach or Wrathman. The Flame Thrall can be cast in conjunction with Secret of Arcana in order to have a more permanent companion. I didn’t find the raise dead spells to be particularly useful after the earlier levels - their main advantage is in how fast they level Conjuration in comparison to other spells, which is great considering you want to hit Adept Conjuration asap.</span></p>
<p><span style="font-weight:400;">I also ended up bringing a dog along - one of the Dawnguard Huskies does nicely. This created a nice little party of a rejected mage, his dog, and his summon. Don’t forget to cast Courage on your dog as well, for that extra boost.</span></p>
<p><span style="font-weight:400;">For equipment, I recommend just going with the basic robes and hood you get along with Sparks in Helgen. You don’t want to come across as too wizard-y, but nor do you want to dress like a commoner. The Novice mage stuff provides a happy medium, though if you really want to go without it to fully simulate shunning all that is magical, feel free to do so. You don’t need a weapon either, since you’ve got your trusty spells.</span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><strong>Perks</strong></span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}3427395238,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3427395238,RESIZE_710x{{/staticFileLink}}" width="710" alt="3427395238?profile=RESIZE_710x" /></a></strong></span></p>
<p style="text-align:center;"><a href="http://skyrimcalculator.com/build/425506/hedge-mage/perks"><span style="font-weight:400;">http://skyrimcalculator.com/build/425506/hedge-mage/perks</span></a></p>
<p><span style="font-weight:400;">The perkspread mostly revolves around getting the relevant rank perks for your spells, but also in dealing damage either through Destruction magic or your bow. Pick up perks whenever you want and in whatever order you want - it all depends on which spells you go for first. I’d always advise picking up ranks of Overdraw whenever you can, as the Bound Bow can deal impressive damage and will be your primary form of offence. Definitely pick up Augmented Flames before Aspect of Terror - that way your Ignite, Flames and Flame Cloak will be doing some awesome damage, making these low level spells viable. This build is all about the journey and your adventures and attempts to build up a killer spellbook, so just go with whatever feels right!</span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><strong>Roleplay</strong></span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}3427395974,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3427395974,RESIZE_710x{{/staticFileLink}}" width="710" alt="3427395974?profile=RESIZE_710x" /></a></strong></span></p>
<p><span style="font-weight:400;">The Hedge Mage is, essentially, the ultimate outcast. Born into a non-magical family under a non-magical sign, it seemed like he was destined to spend his days as a farmer, a smith, or another similarly boring non-magical profession. However, he had other ideas. Rather than conforming with stereotypes he decided to train his mind and become a master wizard. The going was tough, but by his coming of age he had enough rudimentary magical knowledge to journey to the College of Winterhold. What he was met with did not suit him in the slightest however…</span></p>
<p><span style="font-weight:400;">Now, you all know that when you approach the College you’re stopped by Faralda, who briefly questions why you’re there then offers you the quickest and easiest initiation test of your life. For any other wizard the spell she asks would be child’s play. But not for the Hedge Mage. You have no idea what she wants you to cast - you can barely manage to cast flames or heal yourself, let alone create light or summon a creature from Oblivion - and no way are you willing to fork out 30 septims to do so. This will be your only interaction with the College, and perfectly simulates why the Hedge Mage will turn his back on those pompous scholars and instead venture out into the wilds.</span></p>
<p><span style="font-weight:400;">From now on, we recommend removing yourself of most of your worldly possessions and instead living off the land, sort of like a hunter, just with magic. Go pick up Bound Bow, then start building up your spellbook. The Hedge Mage appreciates his roots and understands the value of work, so will help out those in need. Don’t accept any old quest however - you’re still a mage, so you’ve got to have a little arrogance about you. You certainly won’t stop Braith from bullying Lars, but you’d certainly help Andurs clear out his crypt.</span></p>
<p><span style="font-weight:400;">While this is a no-crafting build, Alchemy is certainly an option. As you’ll be spending most of your time wandering around, you’ll be picking up lots of ingredients which can still make some decent potions and poisons even without the perks. This also really lends to the living off the land feeling, and sometimes those invisibility or paralysis concoctions can save your life.</span></p>
<p><span style="font-weight:400;">Not only is the Hedge Mage a wandering wizard, he’s also a crowd-pleaser. Don’t you just love all the reactions you get from having a flame cloak, a summon or some other spell active? The Hedge Mage flaunts his magical power to those less attuned than him, if only to boost his ego. Unlike the other mages, who are more conservative and protective of their magic, the Hedge Mage flaunts it every chance he can.</span></p>
<p><span style="font-weight:400;">So, what we’ve got here is essentially a drifter, a wandering wizard who lives off the land on the quest for ultimate magical power. He’ll travel from city to city, helping those in need with his magical aptitude, and generally try to build up a good reputation for himself, unlike the College. We decided to avoid guilds and main questlines altogether - this guy isn’t a Dragonborn, nor a master assassin/warrior/thief/wizard. He’s but a simple, if arrogant and touchy, mage. So shoot for the more interesting and strange quests instead. When you arrive at a city, give it a quick look around, and talk to as many peoeple as you can - you’re guaranteed a quest or two that way. We also highly recommend not fast travelling - it’s so much more interesting playing through this build as a wanderer, and fast travel just kills that.</span></p>
<p><span style="font-weight:400;">Some quests that truly reflect the wandering, investigative wizard type - The Forsworn Conspiracy, The Windhelm Butcher, The Bards College, The Lost Expedition and in general most dungeon delving or artefact hunting quests. Solsteim is also the perfect place to explore - those black books are too good to pass up for a power hungry amatuer mage.</span></p>
<p><span style="font-weight:400;">Finally, on septims - you’ve got no use for them. You’re not buying spells, which are usually the biggest drain on a mage’s bank, and you’re not going to be shopping at all really.So, you'll spend it all on a wizard's lair of course! Build yourself a gigantic Hearthfire manor to truly show your wizardly power.</span></p>
<p style="text-align:center;"><strong>Closing Remarks</strong></p>
<p><span style="font-weight:400;">We had a ton of fun on this, and we hope you all give it a try! A massive thank you to the CB hosts for all the hard work they put into this.</span></p></div>Character Build: Lazareth the Risenhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-lazareth-the-risen2019-06-26T07:47:03.000Z2019-06-26T07:47:03.000ZLeehttps://TheSkyForge.ning.com/members/LeeFiskilisCarpenter<div><p>If you love raising your minions, buffing them up and becoming a Lich, while having a low AR, you are in the exact place. This build was created by the help of Relycs (mainly for the Gameplay and the Ritual). I am proud to present to you Lazareth the Risen. Lazareth is a Necromancer, who is never alone. Even in the midst of battle his Thralls are always near by and willing to protect their Master from grave (see what I did there? No?) dangers on the battlefield. Now onto the build, shall we?</p><p style="text-align:center;"><span style="font-size:12pt;"><strong><em>Lazareth the Risen</em></strong></span></p><p style="text-align:center;"><a href="{{#staticFileLink}}3117441645,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3117441645,RESIZE_710x{{/staticFileLink}}" alt="3117441645?profile=RESIZE_710x" width="500" /></a><em><strong><span style="font-size:12pt;">Lore</span><br /> </strong></em></p><p><strong>Necromancy</strong>- Necromancy also known as the Necromantic Arts, Dark Arts or Dark Practice is the manipulation of souls and corpses of the dead. Necromancy has many links to other skills such as, Enchanting, Conjuration and Mysticism. Necromancy was banned by the Psijic Order, who consider it, dangerous and heretical. Later the Mages Guild would also ban this practice.<br /> <br /> Masters of Necromancy (e.g Mannimarco) cab reanimate long-dead subjects, while most practitioners require a fresh corpse. Attempting to raise minions without proper knowledge and training can lead to an incomplete binding of the soul, leading to a break in the master-minion relationship and allowing the reanimated corpse to turn upon the Necromancer. One of the driving motivations behind Necromancy is the pursuit of resurrection. Many Necromancers take up the craft because they are desperate to bring back the people they loved. While tales suggest some Necromancers have delved into resurrection with a small measure of success, as they can bind a soul back into the same body which held it in life, achieving "true" resurrection is not within their purview.<br /> <strong><br /> Path of Lichdom-</strong> Many Necromancers believe that achieving the state of Lichdom is the ultimate goal of Necromancy. Very few Necromancers have succeeded in becoming a Lich. Ascending to Lichdom is an extremely risky endeavour, and it is unique in some ways to each Necromancer who attempts it. There is only one known path which is somewhat well-known but most of the details are well hidden.</p><p>To become a Lich, you require a magical relic of great power (but a good-aligned relic that can be perverted to this purpose is ideal) and plentiful amount of living souls. The Necromancer must cast a powerful necromantic spell on his/her subjects, using the magical relic as a casting focus. The spell is designed to steal living sols in an incredibly painful process, this is intentional for the rite to work. An important part in becoming a Lich, is that the Necromancer must transfer their own soul into a Phlactery (a phyiscal object).Should the Phylactery be lost or destroyed during the transference the Necromancer would die immediately and the Ascension would fail.</p><p><strong>Mannimarco-</strong> Necromancy had started all with one Elf, Mannimacro; King of Worms. He 'controlled' the Order of the Black Worn. The only obstacle he feared was Arkay. Mannimarco was said to be highly intelligent but he had a "dark and cold" heart. He used Necromancy and trapped souls even while summoning. Mannimarco is and was the first Lich. Mannimarco is also known as the King of Worms.</p><p style="text-align:center;"><span style="font-size:12pt;"><strong>The Build</strong></span></p><p><strong>Race</strong>- High Elf (Altmer) or Breton<br /> <strong>Stone</strong>- Mage -> Atronach and <em>Ritual Stone<br /> </em> <strong>Major Skills</strong><strong>-</strong> Conjuration, Destruction, Alteration, Restoration<br /> <strong>Minor Skills</strong><strong>-</strong> Illusion, Enchanting, <br /> <strong>Shouts</strong>- Marked For Death, Soul Tear, Drain Vitality, Frost Breath</p><p>High Elf is the best choice for Lazareth as, High Elves have a higher skill level in every required skill for this build and they come with 50 extra Magicka. Also don't forget they start off with the Novice Illusion spell Fury. Bretons are another choice because they start off with the Novice Conjuration spell Conjure Familiar and they can once a day absorb Magicka (Dragonskin).</p><p>The Shout Marked for Death (MfD) can be used for placing a 'curse' upon your enemies as MfD lowers your enemies maximum health and AR. Do <strong><u>not</u></strong> hit your follower or your Thralls with this Shout as they will get affected by it. The Shout Soul Tear is used for a hands-free soul trap and it will temporarily reanimates your enemies who were hit with the Shout but you require ALL three words for this to work. The Shout Drain Vitality is used for basically making quicker work of your enemies and it is used for the special ability Unending Curse. The Shout Battle Fury is used to enhance your Thralls.</p><p>Secret of Arcana is used as a back-up Power that will enable you to cast any spell for 30 seconds, including Dead Thrall, Fire Storm etc. Roots of Power is similar to Secret of Arcana but it reduces the cost of spells by 75% for 60 seconds then it must be reacquired at the Tree Stone. Waters of Life heals anyone near by (it does NOT heal enemies) and then it must be reacquired at the Water Stone.</p><p style="text-align:center;"><span style="font-size:12pt;"><em><strong>Skills Overview</strong></em></span></p><p><em><strong>Conjuration:</strong></em> This skill is only used for the 'Necromancy' side of things and for pushing the Ritual Stone to its absolute limit to raise an army full of Undead that is being controlled by your Dead Thralls who are in turn being controlled by you. In other words your Dead Thralls are so called 'generals' in your army. This skill is also used for several special abilities including 'The Apocalypse'.</p><p><em><strong>Destruction</strong></em>: This skill is used for slowing down your enemies (and soon to be minions if you want) and for changing the tides of battle in one (or several) blasts. You will be taking up to Expert Destruction and the Augmented Frost perks to maximise the damage and for the special abilities including 'The Apocalypse'.</p><p><em><strong>Alteration:</strong></em> This skill is mainly used for providing some AR, as you will be extremely soft and squishy (I recommended staying away from anything sharp) and the hidden bonuses in Alteration is; Paralyze and Atronach (Perk in Alteration skill tree).</p><p><em><strong>Restoration</strong></em>: This skill is mainly used for healing your Dead Thralls and followers (if any) and can be used to control any types of Undead (via Turn Lesser Undead, even if it is casted on a Draugr Deathlord it will only cause it to, stumble providing those few vital seconds).</p><p><em><strong>Illusion</strong></em>: This skill is mainly used for buffing your Dead Thralls via Rally and/or Call to Arms. It is extremely useful when used with Healing Hands/Other and/or Necromantic Healing/Heal Undead. This skill is particularly useful for, the special ability 'Undeath'.</p><p><em><strong>Enchanting</strong></em>: This skill is used for creating our robes and for creating weapons of mass destruction for our Dead Thralls. Also it is used to create our end game and surprisingly (not) Enchanting is one of the many skills that 'branch' of Necromancy as collecting souls (which are used in Enchanting) is considered Necromancy.</p><p style="text-align:center;"><span style="font-size:12pt;"><em><strong>The Necromancer (Level 1-25)</strong></em></span></p><p>At first glance you may think this is your average Necromancer, but it is far from your average Necromancer. The Necromancer uses the Restoration to control other Undead (Repel Lesser Undead) and Illusion to boost its Thralls and followers. While you are the Necromancer, you won't have much power due to being 'drained' while trying to find Mannimacro. Due to being 'drained' you must only use staves for Conjuration and Destruction. But you may use Novice level spells of Conjuration, at level 5 to give you a feeling that the Necromancer is slowly gaining power (once again).</p><p>Once you leave Helgen, get the Mage Stone and go to Anises' Cabin. The Cabin will be your home till you can perform the Ritual. You stay away from most capital Holds expect for Markarth (due to it having many problems) and Winterhold, and you only enter capital Holds cities (e.g Whiterun) when you must sell, buy or go in order for a quest. Fast travel is prohibited as you using Fast Travel, takes away chances of finding quests or potential followers (which you will need for the Ritual). <br /> The following quests you must aim to finish while being the Necromancer are;<br /> -The Whispering Door -The Black Star - Way of The Voice (Main Questline)<br /> -The Taste of Death -College of Winterhold Main Questline -Blood on the Ice -Lost To The Ages</p><p style="text-align:center;"><a href="{{#staticFileLink}}3117476674,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3117476674,RESIZE_710x{{/staticFileLink}}" alt="3117476674?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><span class="font-size-3" style="font-family:helvetica;"><em><strong>Necromancer Equipment Overview</strong></em></span></p><p><span class="font-size-2" style="font-family:arial, helvetica, sans-serif;">As you can tell via the Necromancer Equipment Spread below you will be using; an Adept Hood, Adept Robes of Destruction/Conjuration, Thalmor Gloves enchanted with Fortify Magicka, Thalmor Boots with Resist Shock and the Staff of Magnus. You can pick up, an Fortify Destruction and Fortify Magicka enchantments the moment you leave Helgen. The Novice Hood (found in the Torture Rooms in Helgen) can be disenchanted for Fortify Magicka (but hold onto it until you find another Hood with Fortify Magicka).</span></p><p><span class="font-size-2" style="font-family:arial, helvetica, sans-serif;">Once you leave Helgen, follow the dirt path until you meet a cobblestone road. Turn left and follow the road until you come to a sign with directions to Riverwood, Helgen and Falkreath. Take the first left after this sign (travelling southwest) then walk straight ahead until you find a hidden Talos Shrine, with a Thalmor. This is where you can obtain the Thalmor Gloves, Boots and Fortify Destruction enchantment early on (via the Thalmor Robes), and the Thalmor has a random enchanted item as well.</span></p><p><span class="font-size-2" style="font-family:arial, helvetica, sans-serif;"><a href="{{#staticFileLink}}3117492130,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3117492130,RESIZE_710x{{/staticFileLink}}" alt="3117492130?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:center;"><span class="font-size-3" style="font-family:helvetica;"><em><strong>The Lich (Level 25+)</strong></em></span></p><p><span class="font-size-2" style="font-family:arial, helvetica, sans-serif;">After you complete the Ritual, you will finally become the Lich. You are now able to 'summon' your Thralls as personal body guards as you will have a low AR, even with Ebony Flesh. You are still able to use staves, I recommend you do only when you are outdoors or in a large open area such as a boss room, due to having Vampirism and because Destruction spells have a limited range, compared to staves.</span></p><p><span class="font-size-2" style="font-family:arial, helvetica, sans-serif;">The staves that I recommend you use are; Skull of Corruption, Staff of Magnus and a staff that has been enchanted by YOU. Each staff plays a crucial part to becoming the Lich; the Skull of Corruption gives your Lich a dark, evil vibe, the Staff of Magnus is used for absorbing Magicka and Health, which will be quite helpful against Dragons and other Lichs (Dragon Priests) and your own enchanted Staff, which is optional.</span> <br /> <span class="font-size-2" style="font-family:arial, helvetica, sans-serif;">The quests you must aim to finish are;</span><br /> <span class="font-size-2" style="font-family:arial, helvetica, sans-serif;">-Waking Nightmares -The Man Who Cried Wolf -The Wolf Queen Awakened -March of the Dead</span><br /> <span class="font-size-2" style="font-family:arial, helvetica, sans-serif;">-Discerning the Transmundane -Forbidden Legend -Dawnguard Main Questline (Volkihar) -Served Cold</span></p><p><span class="font-size-2" style="font-family:arial, helvetica, sans-serif;"><a href="{{#staticFileLink}}3117527737,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3117527737,RESIZE_710x{{/staticFileLink}}" alt="3117527737?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:center;"><span class="font-size-3" style="font-family:helvetica;"><em><strong>Lich Equipment Overview</strong></em></span></p><p><span class="font-size-2" style="font-family:arial, helvetica, sans-serif;">The unenchanted Black Robes will be the hardest item to obtain, as there is only one place to get it and it can only been done during a specific quest. To obtain the unenchanted Black Robes, enter Fellglow Keep, and it is on the shelf in the 'library' room, it is the last room before you encounter the Caller. The Thalmor Gloves you can simply take off Ancano, when you defeat him.</span></p><p><span class="font-size-2" style="font-family:arial, helvetica, sans-serif;">The Dunmer Shoes are glitched and allow you to add a chest enchantment upon them instead of a foot enchantment, which can be quite useful. You can find the Dunmer Shoes on Mirri Severin during the quest Served Cold. The rest of the items are easy to obtain via quests. But when you do the quest Waking Nightmares, kill Erandur otherwise the Skull of Corrpution will return to Oblivion and it will be unobtainable.</span></p><p><span class="font-size-2" style="font-family:arial, helvetica, sans-serif;"><a href="{{#staticFileLink}}3117554614,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3117554614,RESIZE_710x{{/staticFileLink}}" alt="3117554614?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em><strong>Ritual- Ascension to Lichdom</strong></em></span></p><p><em>Finally, I have found it. After countless months of searching, I have found Mannimacros' Grimoire. Soon I shall be able to perform the Ritual.</em></p><p>To perform the Ritual to Ascend to Lichdom, you <strong><u>must</u></strong> have found; Mannimacros' Grimoire (Malyn Varen's Grimoire), the Bug, Butterfly, Dragonfly, and Moth in a Jar, the Black Star, Ring of Namira (to act as the Sands of Resolve) and the Necromancers Amulet (to act as the Phylactery). You may be asking why use the Necromancers Amulet as the Phylactery.</p><p>The Bugs in the Jars are used as Black Soul Gems, and you must find 5 NPCs which are friends/followers, (one each for every jar) and you must kill them in the most painful way possible, doing so slowly prepare you for the Ritual and the summoning of your Thralls.</p><p>Once you have obtained the required items, you must go to Summoning Stones and you must acquire Vamprisim (not from Harkon or Serana) and you must have a follower that has a Daedric Sword enchanted with Soul Trap or Fiery Soul Trap (I shall explain why in the Roleplay section) and your Black Star. Once you are at the Summoning Stones, place the Bugs in the Jars around the 'circle' and stand in the centre.</p><p>After that you must save your game and provoke your follower so they attack you and kill you. Once you die from your follower, reload the save and now your 'soul' shall be in the Black Star, without it actually showing of course. After that you must equip the Ring of Namira and the Necromancers Amulet. You must never, take off the Amulet for up to 10 days. After the 10 days are up, your body shall be free of its mortal soul and you will have finally become the Lich, that will wreck chaos upon the world.<em><strong> </strong></em></p><p style="text-align:center;"><span style="font-size:12pt;"><em><strong>Guide To Summoning your Draugr Thralls</strong></em></span></p><p>When you become a Lich, you will need two Draugr Thralls, namely Mikrul and Sigidis Gauldrson. Make sure you have a Staff of Dread Zombies, as raising them with the spell will result them turning to ashes, but with staves, they won't turn to ash. Make sure you have the Twin Souls perk, raise both Mikrul and Sigidis Gauldurson and give them, fully permanent items (Ebony Blade and Zephyr). Once you have done that you now will have your Draugr Thralls and you may give them items to benefit them in battle.</p><p style="text-align:center;"><span style="font-size:12pt;"><em><strong>Special Abilities</strong></em></span></p><p>Lazareth has a range of abilities that can be used in the midst of battle, and they can easily change the tides of battle in one tide. They are;</p><p><strong>Ice Age<br /> </strong> <em>Taking an enemy/enemies back to the Ice Age, with the Undead/followers right behind them.</em><strong><br /> Requires:</strong> Ice Storm, Augmented Frost 2/2, Draugr Thralls/Follower<br /> While in the midst of battle, cast Ice Storm after Ice Storm, which will effectively take the target/s straight back to the Ice Age. Useful against Bandits, Giants and really anything that charges straight at you. Not effective against Draugr or anything with a Frost resistance.</p><p><strong>Undeath<br /> </strong> <em>Buffing your Thralls/followers to a point where they are near God-like.</em><strong><br /> Requires:</strong> Healing Hands (if target is a follower) or Heal Undead (if Thrall), Master of the Mind, Courage/Rally.<br /> This special ability is quite useful against Dragons and Dwarven Centurions (espically against Dwarven Centurions as they have 100% resistance to frost). Simply cast Healing Hands/Heal Undead and cast occasionally cast Courage/Rally to buff your follower/Thralls.</p><p><strong>Never Ending Curse<br /> </strong> <em>Stopping a enemy dead in their tracks, while they fall to the ground, helpless against the coming darkness.<br /> </em> <strong>Requires:</strong> Marked for Death (all 3 words for best effect), Paralyze (Alteration spell), Ice Storm and Thralls (optional).<br /> First use the Shout Marked for Death, and while your enemy is staggered, cast Paralyze and watch as they fall helpless while you deliver the killing blow, then cast Drain Vitality and recast Paralyze if needed. Best used against powerful enemies such as Giants, Bandit Chiefs, Falmer Gloomlurkers etc.<br /> <strong>NOTE:</strong> Do <strong>NOT</strong> hit your Thralls with MfD as the effect is permanent.</p><p><strong>The Apocalypse<br /> </strong> <em>Through a large, mana pool, the Ritual Stone and plenty dead bodies. Lazareth raises his minions temporarily while having his Thralls as his Generals transporting the target/s into the Apocalypse.<br /> </em> <strong>Requires:</strong> Draugr Thralls, Ritual Stone, Ice Storm, Augmented Frost 2/2, Call-To-Arms/Battle Fury, Waters of Life (Optional) and Secret of Arcana (Optional).<br /> First use the Ritual Stone and raise your Undead minions, then use Call-To-Arms and/or Battle Fury. While they are approaching the enemy/enemies, constantly cast Ice Storm and use Waters of Life and/or Secret of Arcana if and when require. Best used for boss rooms with lots of dead bodies such as the final battle with the Wolf Queen. <br /> <strong>BEWARE</strong> there is a chance that; your game may crash due to the Undead and/or it may lag out like crazy or in some cases your Undead minions may turn against because you are not powerful enough.</p><p style="text-align:center;"><span style="font-size:12pt;"><em><strong>Roleplay</strong></em></span></p><p>There are rules, when you are playing as Lazareth. You are a power-hungry Necromancer, and you collect any artefacts of power (e.g. Black Books, Daedric Artefacts). You do not play tag with mortal children. You are superior to everyone you meet. Especially to the Daedric Lords. The reason behind using a Daedric Sword is that you need to make the process of 'removing' your soul as painful as possible to so you can 'go' down the dark path to Lichdom.</p><p>Necromancers rarely work together. You must destroy every Necromancer that you find as they can and will become a threat to you. Look what happened to Mannimacro. Even enemies that are extremely powerful (e.g Harkon) are potential threats. Your biggest threats are Wolf Queen Potema, Miraak, Harkon, Dragon Priests of the Dragon Cult (e.g Vokun, Nahrikiin, Volsung etc.) and they must be destroyed.</p><p>Well, I guess that's it. This has been a great build and play test (expect for when I crashed into the buggy quest 'Blood on the Ice' quest). But besides that it was awesome. If you have anything you want to ask (etc.) comment below. Thanks for the help everyone (including Relycs) and thanks for reading. Till next time!</p></div>Event Build: The Lord of the Elementshttps://TheSkyForge.ning.com/groups/tes-character-building/forum/crossworlds-event-build-the-lord-of-the-elements2019-04-06T20:09:03.000Z2019-04-06T20:09:03.000ZKendrix Trixiehttps://TheSkyForge.ning.com/members/KendrixTrixie<div><p><a href="{{#staticFileLink}}1778294487,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778294487,RESIZE_180x180{{/staticFileLink}}" alt="1778294487?profile=RESIZE_180x180" width="45" /></a></p>
<p>Hey y'all! This is my submission for the Crossworlds event! I'm pretty happy with the way this one turned out, as this build is based off of one of my favorite cartoons from when I was younger. I won't give out too many details until the end so I can leave you guessing on who he could be! As stated in the rules, I've had to modify the character a bit to fit better into Tamriel, but for the most part I think this character stays true to the original storyline.</p>
<p>This build is going to have a slightly different layout than my other builds, solely because I don't want to reveal who he was based off of until the end. It's is heavily modded and originally played on PC, but I'll include links in the modding section. As always, let me know if you have any questions and I'll get back with you as soon as I can! Hope you enjoy!</p>
<p><a href="{{#staticFileLink}}1778305725,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778305725,RESIZE_180x180{{/staticFileLink}}" alt="1778305725?profile=RESIZE_180x180" width="45" /></a></p>
<p><a href="https://lh3.googleusercontent.com/XK35cWgA4MMnUholvDLyR2RRjK8yeXD73rb3DzQIV98CorIIis9JTZgg_ftX6x8UxmzAHboIjlhgqxXekJc3pSMaT4z_-0Zk6cY4vE90FnsPl7w_4Q_Z5x3SnLRNUWRxWAj-lRsFmFXVFavjs_Q5eQitJPr0GgRZfOLCDU1wOhhytPb660Nup5gYi8_Vh4SL7FtXVPntgAM5V_5abzYjhVoiZw5Nfa5rTwQjFpwk1zVwC73ssnPuRAB6nZl7EOFDvsTUfhNMYxKdKGcmzU7gT3BBojMSzxAXCGgDkbU8nFLRw-8qEULspDgvaT1deNPSq5Sw5BI1OXY_yqPVtikzI-bbCuHb2Vvn2GiSjHo2TL1lYu93AYMNuqP3sn0EvLDbJW-2pdbdpTwyUp0cltD1NekwzYFdsL4_dj0nAmY9lpp24WPKtxyHhH6Em8sYV-JjPCpisc6ly5jPed2orq_CsvpKRb3Tk3KZVmlp7g3WOhnygUGjuyXZX5nrlsc7iti_9mI_W6eiJaoSanTkYfKismdnTyY4TeToza4p7fcuRBSMu_jA8beswNA9stSd1CAiK-ZeGG4q0R9JtIhTE3Jxr6YBdxBCwcdzBfqwA8cARhc7sCbfw69SuDXl-ENIlbL4k1itfONTnutlYT7rcZPWbMlzqHcdai4=w1272-h75-no" target="_blank"><img class="align-center" src="https://lh3.googleusercontent.com/XK35cWgA4MMnUholvDLyR2RRjK8yeXD73rb3DzQIV98CorIIis9JTZgg_ftX6x8UxmzAHboIjlhgqxXekJc3pSMaT4z_-0Zk6cY4vE90FnsPl7w_4Q_Z5x3SnLRNUWRxWAj-lRsFmFXVFavjs_Q5eQitJPr0GgRZfOLCDU1wOhhytPb660Nup5gYi8_Vh4SL7FtXVPntgAM5V_5abzYjhVoiZw5Nfa5rTwQjFpwk1zVwC73ssnPuRAB6nZl7EOFDvsTUfhNMYxKdKGcmzU7gT3BBojMSzxAXCGgDkbU8nFLRw-8qEULspDgvaT1deNPSq5Sw5BI1OXY_yqPVtikzI-bbCuHb2Vvn2GiSjHo2TL1lYu93AYMNuqP3sn0EvLDbJW-2pdbdpTwyUp0cltD1NekwzYFdsL4_dj0nAmY9lpp24WPKtxyHhH6Em8sYV-JjPCpisc6ly5jPed2orq_CsvpKRb3Tk3KZVmlp7g3WOhnygUGjuyXZX5nrlsc7iti_9mI_W6eiJaoSanTkYfKismdnTyY4TeToza4p7fcuRBSMu_jA8beswNA9stSd1CAiK-ZeGG4q0R9JtIhTE3Jxr6YBdxBCwcdzBfqwA8cARhc7sCbfw69SuDXl-ENIlbL4k1itfONTnutlYT7rcZPWbMlzqHcdai4=w1272-h75-no" alt="XK35cWgA4MMnUholvDLyR2RRjK8yeXD73rb3DzQIV98CorIIis9JTZgg_ftX6x8UxmzAHboIjlhgqxXekJc3pSMaT4z_-0Zk6cY4vE90FnsPl7w_4Q_Z5x3SnLRNUWRxWAj-lRsFmFXVFavjs_Q5eQitJPr0GgRZfOLCDU1wOhhytPb660Nup5gYi8_Vh4SL7FtXVPntgAM5V_5abzYjhVoiZw5Nfa5rTwQjFpwk1zVwC73ssnPuRAB6nZl7EOFDvsTUfhNMYxKdKGcmzU7gT3BBojMSzxAXCGgDkbU8nFLRw-8qEULspDgvaT1deNPSq5Sw5BI1OXY_yqPVtikzI-bbCuHb2Vvn2GiSjHo2TL1lYu93AYMNuqP3sn0EvLDbJW-2pdbdpTwyUp0cltD1NekwzYFdsL4_dj0nAmY9lpp24WPKtxyHhH6Em8sYV-JjPCpisc6ly5jPed2orq_CsvpKRb3Tk3KZVmlp7g3WOhnygUGjuyXZX5nrlsc7iti_9mI_W6eiJaoSanTkYfKismdnTyY4TeToza4p7fcuRBSMu_jA8beswNA9stSd1CAiK-ZeGG4q0R9JtIhTE3Jxr6YBdxBCwcdzBfqwA8cARhc7sCbfw69SuDXl-ENIlbL4k1itfONTnutlYT7rcZPWbMlzqHcdai4=w1272-h75-no" /></a></p>
<p><a href="{{#staticFileLink}}1778765840,RESIZE_930x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778765840,RESIZE_710x{{/staticFileLink}}" alt="1778765840?profile=RESIZE_710x" width="710" /></a></p>
<p style="text-align:center;">(Art by StuHarrington at : <a href="https://imgur.com/gallery/iFK9hkH">https://imgur.com/gallery/iFK9hkH</a> ) </p>
<p>The Lord of the Elements existed before the men and mer began measuring years and eras. He was a child when the first and second generations of Ysgamor's 500 began settling the Jerall Mountains. Little is known about this era save for the few scattered texts that survived through the centuries, but The Lord remembers it well. The land was wild, harsh, yet oddly beautiful. Untouched by men and scarcely touched by mer, Skyrim was a prize waiting for the Atmorans to claim. For those first few years of The Lord's life, he remembered nothing but peace, and he attributed it to the dragons.</p>
<p>Some saw them as a blessing, many saw them as a curse, but for The Lord the dragons were necessary. The sons of Akatosh kept the peace whether it was intentional or not. All his people, regardless of the qualms they had collectively feared them. Dragons could freeze rivers, burn forests, and raise mountains as they pleased. Their powers were so strong even Kynareth's winds bent to their will, carrying them farther into the skies than mortals could imagine. While warriors, the Atmorans stood no chance against the god-like race. In hopes of sating their appetites for power, the Atmorans worshiped their overlords.</p>
<p>For awhile, their acts of service was sufficient. Everything changed when The Eldest, Alduin, lusted for more. He collected his following and set out to destroy the world, bending it to his will. The Lord realized the folly of his people's misplaced admiration. His people gathered and began studying ways to combat the dragons. Theywere few, and knew little outside of weaponry. In an attempt to survive, they erected shrines to all the gods, old and new. For their devotion, the gods granted them knowledge of an existing magic, for a price. Each Atmoran could only master one type of magic: fire, frost, or earth.</p>
<p>When The Lord came of age, he delved into the elemental magic. Unlike the others who mastered only fire, frost, or earth, he was easily able to master all three, a feat that surprised the fellow mages. It seemed The Lord was the exception to the old gods' rule.</p>
<p>Certain in his abilities, The Lord headed out with other mages to join the fight in the Dragon War. His first dragon encounter was at the foot of the Jerall mountains itself. The dragon was surprised by magic was strong as his own, but still put up an overwhelming fight. Many mages lost their life in the battle, but in the end The Lord was able to kill the beast. Oddly enough, the dead dragon began deteriorating, giving up its soul to The Lord as a result. Unknown to him, Alduin the World-Eater was being banished at the same time. The similar magic energies collided, pulling both Alduin and the Lord into the scroll and sending them through time.</p>
<p>The Lord arrived after Alduin did, finding himself in the same location but in much different time. The place he killed the dragon was now at the foot of a small town. Everything was warmer. There was no sound of dragons anymore, but the destruction of the town looked as if one had been there....</p>
<p><a href="{{#staticFileLink}}1778342779,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778342779,RESIZE_180x180{{/staticFileLink}}" alt="1778342779?profile=RESIZE_180x180" width="45" /></a><a href="{{#staticFileLink}}1785892376,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1785892376,RESIZE_710x{{/staticFileLink}}" alt="1785892376?profile=RESIZE_710x" width="226" /></a></p>
<p><a href="{{#staticFileLink}}1778351553,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778351553,RESIZE_710x{{/staticFileLink}}" alt="1778351553?profile=RESIZE_710x" width="710" /></a></p>
<p>As I'm sure is true with most Crossworld Builds, the most difficult part of this build was trying to translate the highlights and general feel of the original show into the world of Tamriel. There were many points I could have translated, but I decided to focus on just five of them. I will go more in depth with the points in the Gameplay/Roleplay section, but I briefly summarized how I accomplished each point below.</p>
<ul><li>
<p><strong>Saving Tamriel from their Dragon Overlords</strong>: Completion of the Main Questline and Killing Named Dragons</p>
</li>
<li>
<p><strong>Incorporating the Use of the Four Main Elements (Fire, Earth, Air, and Water)</strong>: Using Destruction and Alteration Magics as well as Select Shouts</p>
</li>
<li>
<p><strong>Building a Diverse, Specialized Team: Incorporating Multiple Followers who Specialize in One Area of Magic</strong></p>
</li>
<li>
<p><strong>Honoring the Gods</strong>: Appeasing the Daedric Princes with their Quests and Completing the Four Aedric Quests</p>
</li>
<li>
<p><strong>Catching Up on History and Learning Who They Are</strong>: Collecting One of Every Book in Game</p>
</li>
</ul><p><a href="{{#staticFileLink}}1778367168,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778367168,RESIZE_180x180{{/staticFileLink}}" alt="1778367168?profile=RESIZE_180x180" width="45" /></a><span style="font-size:14pt;">Race:</span></p>
<p><strong>Nord.</strong> The Lord is a direct decendent of Ysgamor and his 500, the Atmorans who would later be recognized as the ancestors of the Nords. His ancient blood grants him resistance to all types of frost, an ability developed by his Atmoran kin following the Freezing, and his pure heart lets him deal more damage as his health depletes. While he learns to overcome his stereotypes towards the elves, his hatred for the Altmer will always help fuel attacks against those who want to harm his people.</p>
<ul><li>
<p>Using the Imperious mod, the Warrior's Heart perk is a game changer throughout the playthrough. Paired with the Avatar power, the elemental mage becomes increasingly more difficult to kill with each attack. The Nord's natural resistance to frost helps fend off some of the lower level dragons and mages early-on, while The Purge perk can help cover the peskier races. Choosing High Elf, Dark Elf, and Breton makes defeating flame and spark mages easier to make up for the lack of resistance.</p>
</li>
</ul><p><span style="font-size:14pt;">Standing Stone:</span></p>
<p><strong>The Mage.</strong> One of the earliest Atmorans to learn magic like the elves, The Lord draws strength from the Mage Stone. With its guidance, he is quick to learn new methods of magic that have been discovered in his disappearance.</p>
<ul><li>
<p>The Mage Stone is easy to locate early in the game making it essential to leveling up faster and dealing more damage. With Andromeda, an unlockable power makes spells from a chosen school more effective and with less magicka for a short period. This is extremely helpful towards the endgame since the upper level spells require significantly more magicka.</p>
</li>
</ul><p><span style="font-size:14pt;">Birthsign:</span></p>
<p><strong>The Lady.</strong> Those born under the sign of The Lady are said to be the kindest and most considerate of all men. Born under this sign, The Lord gets a nice bonus to both Health and Magicka, a blessing that he thanks the goddess for quite often. Who better to compliment a Lord than a Lady?</p>
<ul><li>
<p>This isn't normally included in builds, but is added by the Classic Classes and Birthsigns mod. This particular perk isn't essential, but gives another boost at the start. Choose Third Era Signs when prompted, since The Lord wasn't born in the most recent age. There isn't an option for Merethic Era signs.</p>
</li>
</ul><p><span style="font-size:14pt;">Blessings:</span></p>
<p><strong>Patron God: Akatosh, Blessing of Talos.</strong> The God of Time has always held a special place in the heart of The Lord. The Father of Dragons might have caused the chaos, but it is only with his help they can be defeated. He blesses his devoted with an edge over their dragon overlords, seeking to rectify the scourge his eldest brought on the world.</p>
<ul><li>
<p>With Wintersun, choosing Akatosh as the Patron god increases both shout and spell attacks against dragons, making it easier to defeat the wyrms that would rather fly than fight. Though Talos might be a newer god, his ideals inspire The Lord. It doesn't hurt that his blessing reduces the time between shouts.</p>
</li>
</ul><p><span style="font-size:14pt;">Supernaturals:</span></p>
<p><strong>None.</strong> While The Lord wouldn't mind the blessings of Hircine or Molag Bal, he is far too concerned with Alduin to indulge in the luxuries. Perhaps after the threat of dragons and elves is gone, he would consider taking their gifts.</p>
<p><span style="font-size:14pt;">Companions:</span></p>
<p><strong>Yes.</strong> While it felt as though no time had past while inside the Time Wound, the after effects were long felt. The Lord misses his friends from long ago, and wouldn't mind some company. Any and all are welcome that want to fight the World-Eater, but he values diversity. Sword, bow, destruction, alteration- anything that can be used to fight the beasts of the sky.</p>
<ul><li>
<p>While not necessary, a multiple follower mod is highly suggested. Amazing Follower Tweaks allows for complete customization of followers from armor to weapons, even spells. Five followers are used in my playthrough: fire/shock mage, ice mage, alteration spellsword, sword and shield warrior, and an animal companion. For added diversity, I tried to have them each a different race depending on their element: Fire- Dunmer, Ice- Argonian, Alteration- Bosmer, Swordsman- Nord.</p>
</li>
</ul><p><a href="{{#staticFileLink}}1778591662,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778591662,RESIZE_710x{{/staticFileLink}}" alt="1778591662?profile=RESIZE_710x" width="710" /></a></p>
<p> </p>
<p><span style="font-size:14pt;">Factions:</span></p>
<p><strong>Greybeards.</strong> The old men of High Hrothgar hold the highest of respects in The Lord's eyes. Those that could bend air to their will in the form of a thu'um were to be respected and feared. Yet these men want nothing more than to worship the gods in peace. It's a life The Lord envied. With their help, the Lord can learn to use his shouting ability more percisely. With their leader Paarthurnax's help, he can learn to save the world.</p>
<ul><li>
<p>Choosing to spare the old dragon is more beneficial that killing him. The downside is loosing all support from the Blades in the process. The Paarthurnax Dilemma mod solves the problem in choosing one side or the other, but is not needed otherwise.</p>
</li>
</ul><p><span style="font-size:14pt;">Archetype:</span></p>
<p><strong>Wizard.</strong> A Wizard from the Merethic Era has much to show the world, but not nearly as much as the world has to show him. The Lord actively studies new spells and tactics to use against the dragons while also relying on his devotion to the gods to show him the way. Not particularly fond of the College of Winterhold for keeping the Thalmor in their walls, he learns what he can from people and books in the world around him.</p>
<p><span style="font-size:14pt;">Class:</span></p>
<p><strong>Custom.</strong></p>
<ul><li>
<p>Specialization Bonus: +20 Magicka</p>
</li>
<li>
<p>Combat Skills: Smithing</p>
</li>
<li>
<p>Stealth Skills: Light Armor, Speech, Alchemy</p>
</li>
<li>
<p>Magic Skills: Alteration, Destruction, Enchanting</p>
</li>
<li>
<p>Secondary Skills: Mysticism</p>
</li>
</ul><p>The Lord is a simple man with few but powerful skills. Alteration, Destruction, and Speech skills will cover all four elements he needs to master to defeat Alduin. The Light Armor tree ensures he's protected but not weighed down. The other three skills aren't necessarily necessary for the build, but help with raising levels later on. His devotion to the gods through Mysticism grants faster regeneration, while a starting bonus helps with learning the new spells. Overall, The Lord's class sets him up for success from the moment he arrives in this new Tamriel.</p>
<p><a href="{{#staticFileLink}}1778390268,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778390268,RESIZE_180x180{{/staticFileLink}}" alt="1778390268?profile=RESIZE_180x180" width="45" /></a><a href="{{#staticFileLink}}1785894458,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1785894458,RESIZE_710x{{/staticFileLink}}" alt="1785894458?profile=RESIZE_710x" width="508" /></a><span style="font-size:14pt;">Weapons:</span></p>
<p><strong>None.</strong> Heavily relying on the elements makes having weaponry almost obsolete. The Lord won't argue with his friends having a sword or mace in case his magicka reserves run low though.</p>
<p><span style="font-size:14pt;">Armors:</span></p>
<p><strong>Light Armor.</strong> A little extra defense is always welcome, so long as it doesn't weight you down. Light armor provides just the right amount of protection for a mage. While buying armor is nice, the Lord prefers to to forge his own in the flames of The Sky Forge to pay homage to the people he left behind.</p>
<ul><li>
<p>For this playthrough I used Ebony Mage Robes set to light armor by Immersive Armors. For a more vanilla approach, any light armors besides Elven would be acceptable, as The Lord has a certain disdain for the Thalmor.</p>
</li>
</ul><p><span style="font-size:14pt;">Spells:</span></p>
<p><strong>Destruction and Alteration.</strong> Earth, Ice, and Fire were the elements The Lord mastered before being sent to the Fourth Era, and all will be necessary to defeat the World-Eater. Through Apocalypse, the ability to use all three elements becomes a reality. Spells in both Destruction and Alteration can be learned to truly be called The Lord of The Elements.</p>
<ul><li>
<p>Fire: Firebolt, Dragon's Teeth, Fireball, Bombardment, Scorching Hands</p>
</li>
<li>
<p>Ice: Hailstone, Creeping Cold, Ice Spike, Ice Storm, Shattering Crystal</p>
</li>
<li>
<p>Earth: Stoneflesh, Ebonyflesh, Drop Zone, Raise Wall, Undermine</p>
</li>
<li>
<p>Mixed Elements: Lightning Bolt, Chain Lightning, Thunderbolt, Bollide</p>
</li>
</ul><p>*These were the top spells I used in my playthrough. Of these, Firebolt, Creeping Cold, Raise Wall, Thunderbolt, and Bollide were my favorites.</p>
<p><span style="font-size:14pt;">Shouts:</span></p>
<p><strong>Whirlwind Sprint, Clear Skies, Disarm, Elemental Fury, Unrelenting Force, Storm Call, Dragonrend, Call Dragon.</strong> The final illusive element, air, has finally been mastered. The Lord uses the power of his voice to bend the air to his will, just as the dragons do. His thu'um focuses on the movement of wind and the control of the dragons that once ruled over him. Whirlwind Sprint and Elemental Fury affect The Lord's body while Disarm and Unrelenting Force affect others around him. The shouts he favors are those that truly make him feel like a dragon, those that control the skies and beasts.</p>
<p><a href="{{#staticFileLink}}1778411211,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778411211,RESIZE_180x180{{/staticFileLink}}" alt="1778411211?profile=RESIZE_180x180" width="45" /></a><a href="{{#staticFileLink}}1778417092,RESIZE_930x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1785895344,RESIZE_710x{{/staticFileLink}}" alt="1785895344?profile=RESIZE_710x" width="710" /></a></p>
<p><span style="font-size:14pt;">Stat Placement:</span></p>
<p><strong>3 Magicka: 2 Health: 1 Stamina</strong></p>
<p>The Lord relies heavily on Magicka and Health, but it's good to have a bit of Stamina in reserve in case he needs to make a quick get away to recover. In this playthrough, I leveled 3:2:1 until Stamina reached 150, then changed to a 3 Magicka: 1 Health ratio. Stamina can be raised to a higher level if The Lord needs to carry more things, but the main focus of the build will be on Magicka.</p>
<p>All perks become available around Level 40, but the Lord can easily be leveled past it.</p>
<p><a href="{{#staticFileLink}}1784457330,RESIZE_930x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1784457330,RESIZE_710x{{/staticFileLink}}" alt="1784457330?profile=RESIZE_710x" width="710" /></a></p>
<p style="text-align:center;"><span style="font-size:12pt;"><span style="font-size:10pt;">(Credit to Curse-Never-Dying for making this Perk Spreadsheet)</span></span></p>
<p><span style="font-size:14pt;">Perk Placement:</span></p>
<p><strong>Destruction:</strong> The master of destruction comes to preserve mankind. While the minimum level on this tree is low, the importance is invaluable. Two of the four elements come from this three with shock being a fusion of both. While all perks become available at level 40, it is highly recommended to max out this tree and possibly make it legendary. Force of Nature encourages the use of all three schools, boosting certain magics in certain weathers, so it's highly recommended to reach this perk as soon as possible. Skyrim's weather is ever changing, so why not The Lord's?</p>
<p><strong>Alteration:</strong> The Lord never thought he'd see the day when mortals could manipulate the world as the dragons do. With Alteration, it is now possible. The element of earth is found in this tree, making it just as important as is Destruction counterpart. The manipulation of the physical world is super important, especially when dealing with creatures as powerful as Alduin. Alteration can raise defensive barriers and boost armor, making up for the lower armor rating of light armor. Further, perks like Alter Self modify The Lord's physical body to help make up for some of his short comings.</p>
<ul><li>
<p>Some perks in Alteration require you to choose an option. For “Alter Self: Resistances” choose Shock and Fire, as The Lord is already resistant to Frost. For “Alter Self: Attributes” choose Stamina. That boosts carry weight that might be lacking. Finally, for Welloc's Dormant Arcana, choose “Armor, +20 Alteration Duration”, “+50 Armor”, and “+50 Max Health”. This combination boosts the effects of Stoneflesh/Ebonyflesh, add an addition armor bonus, and adds a little boost to health.</p>
</li>
</ul><p><strong>Speech:</strong> When dragons refuse to listen to reason, it's time to shout. The final element, air, is achieved with this perk tree. Ordinator revamps the Speech tree to include shouting, something The Lord relies heavily on. The And The Universe Listens perk is easily obtainable and helps regenerate Magicka, Health, and Stamina when shouting- helpful when you need a little break from the fight to recharge magicka reserves. Further up the tree, perks like Force Redoubled and Hurricane Force increase the effectiveness of the shout. Finally, Dovahzulaan allows The Lord to truly shout like a dragon, able to use any shout twice in a row without a cooldown. After all this time, the gods have finally given mortals the upperhand.</p>
<p><strong>Light Armor:</strong> Light armor, heavy attacks. Last but not least, the light armor tree grants some strong bonuses to The Lord. Lower perks on the tree like Light Armor Fit and Unhindered help deflect attacks and lower carry weight early on in the game- important for The Lord who has low stamina. As it's leveled up however, perks like Spelldancer can have a significant effect on the spells and how they are used. For The Lord, light armor is better than no armor. His forefathers would scold him for charging into battle without mail.</p>
<p><a href="{{#staticFileLink}}1778423629,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778423629,RESIZE_180x180{{/staticFileLink}}" alt="1778423629?profile=RESIZE_180x180" width="45" /></a><a href="{{#staticFileLink}}1778427625,RESIZE_930x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1785897818,RESIZE_710x{{/staticFileLink}}" alt="1785897818?profile=RESIZE_710x" width="710" /></a></p>
<p><span style="font-size:14pt;">Tactics:</span></p>
<p><strong>Magic.</strong> This was my first ever mage build, and it was extremely daunting to approach it with solely magic tactics. For those of you with experience playing as a mage, I applaud you. It took all I had not to pick up a sword and hack into some of the enemies. The Lord features an arsenal of ranged attacks to keep danger at bay as long as possible while holding a few melee-ranged spells in his back pocket. The use of followers is highly recommended at lower levels in order to make up for the shortage of advanced spells and magicka, but it is possible to complete the playthrough solo.</p>
<p>After many frustrating deaths due to low armor, I learned to make use of Stoneflesh and Ebonyflesh every moment I thought about it. It became habit to walk around with one equipped at all times to systematically give The Lord a boost. It's hard to predict when danger is coming, so it's best to be prepared at all times. If you choose not to boost yourself while exploring, be sure to at least do it before engaging enemies you approach. As long as there is enough distance between The Lord and them, they won't be expecting an attack and you have the element of surprise.</p>
<p>The Lord prides himself on being the first and the last to attack. It's important to always attack enemies first, giving you the crucial health advantage. Paying attention to the type of enemy, distance from them, the speed of spell, and type of weather play a major part in planning an attack. The goal is to take as much health down in the first hit as possible to make the rest of the battle fairly one-sided. Following the attack, The Lord will keep his distance to prevent taking too much damage from heavy hitters. Allowing followers to fight at close range is always a good idea, but be careful to track their movements. Lydia tends to get in the way more often than not.</p>
<p>In the event an enemy does get too close, fighting with a melee spell in the left and a more damaging spell in the right is the way to go. The Lord can use Scorching Hands or Thunderbolt to severely burn and possibly knock back an enemy. They do more damage up-close than some of the ranged spells, so they serve well when the battle gets too heated. In the most dire cases, calling on the element of air may be required. While The Lord is hesitant to use his shouts on mortals, in life or death situations it becomes necessary. Avoid using Unrelenting Force if followers are nearby to avoid damaging them in the chaos. Instead, Disarm and Whirlwind Sprint can be used to remove their weapons or run away from the fight for a few moments.</p>
<p><a href="{{#staticFileLink}}1778432859,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778432859,RESIZE_180x180{{/staticFileLink}}" alt="1778432859?profile=RESIZE_180x180" width="45" /></a><a href="{{#staticFileLink}}1778436043,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1785899191,RESIZE_710x{{/staticFileLink}}" alt="1785899191?profile=RESIZE_710x" width="710" /></a></p>
<p><a href="{{#staticFileLink}}1778437486,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778437486,RESIZE_710x{{/staticFileLink}}" alt="1778437486?profile=RESIZE_710x" width="710" /></a></p>
<p>I was super stoked to figure out how to translate this character and his world into Tamriel, and I was actually pleasantly surprised how nice it turned out. As mentioned before, this build is heavily-modded to incorporate more elements of the original character's world, but with Enairim mods like Imperious, Andromeda, Apocalypse, and Ordinator, I was able to stay incredibly close to lore perks and spells. As stated in the Spells and Shouts sections above, each element has certain attacks associated with them. Try to incorporate all of them at some point, though some spell and shout combinations may work better for you than others. As long as The Lord uses all of them, he will be able to overthrow the World-Eater.</p>
<p>The Lord is motivated by the old ways and preservation of life to save the new world he found himself in from the tyranny of Alduin. He feels guilty for being absent for so long and blames himself for Alduin's return. Because of this, he will do anything to ensure the safety of mortals. He refuses to run from a fight against the old overlords, and sets out to destroy all those who would enslave the inhabitants of Nirn. Since he remembers a time when the Sons of Akatosh and men lived fairly harmoniously, he is willing to look past a dragon that refuses to fight. Paarthurnax and Odahviing become close allies and their loyalty is invaluable to him. All other named dragons (besides Durnehviir) should be killed, including the hidden one in Blackreach.</p>
<p>While his main focus is the dragon tyranny, The Lord knows the value of allies. The Lord misses his friends from long ago and will no doubt be wanting to make more. The more diversity in attacks, the more balances the team will be as a whole. Try to assign a certain element to each follower- fire spells and enchantments to one, frost to another. Doing this will ensure each follower will have a chance to show their strength when facing a variety of enemies. Further, it's a good idea to make friends with merchants, smiths, and innkeepers to get discounts and gossip. Any quests that do not require killing innocent are fair game. The Lord holds a prejudice against elves, but as he travels he learns not all are as evil as those his forefathers fought so long ago. Bosmer, Dunmer, and even Orsimer are all possible allies, though he is more leery of the Altmer. He refuses to deal with the Thalmor unless it involves their unraveling. Those met on the road should be avoided, but if they start a fight, finish it.</p>
<p>The Lord remembers that all the gods, Daedra and Aedra had a hand in blessing him with his ability to wield all the elements. For this reason, he tries to honor them all when they call on him. No Daedric quest is below him, as his drive to please them overrides his guilt for the unspeakable acts he may preform. Fifteen of the sixteen Princes and four of the Aedric gods can be honored by quests without joining a guild and should be completed as you get them. The artifacts and blessings can be collected and used as The Lord sees fit, as long as he sticks to Spells and Light Armor.</p>
<p>Finally, The Lord realizes he's missed a lot in his time away. To try to catch up on his history, he reads every book he comes across and collects them for his own. Having a library in your home is a big help in storing and displaying the collection. History books, tomes, journals, and letters are all important in The Lord's eyes. Nothing is too small or unimportant to add to his collection. Be sure to buy or loot books rather than steal. The last thing The Lord needs is a bounty for being a book nerd.</p>
<p><a href="{{#staticFileLink}}1778446915,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778446915,RESIZE_180x180{{/staticFileLink}}" alt="1778446915?profile=RESIZE_180x180" width="45" /></a><a href="{{#staticFileLink}}1785900391,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1785900391,RESIZE_710x{{/staticFileLink}}" alt="1785900391?profile=RESIZE_710x" width="332" /></a></p>
<p><a href="{{#staticFileLink}}1778456926,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778456926,RESIZE_710x{{/staticFileLink}}" alt="1778456926?profile=RESIZE_710x" width="710" /></a></p>
<p>There are many quests that The Lord could complete, but the main ones are listed below. The quests you choose to take or avoid are to be made at your discretion. Just remember The Lord values life (except when asked to take it by one of the gods), hates the Thalmor, and wants to see the end of evil dragons.</p>
<p><strong>The Main Questline.</strong> There are very few characters I make anymore whose sole mission is the defeat of Alduin, so this one was a throwback to when I first started playing Skyrim. The Lord will side with the Greybeards and Paarthurnax about everything as he values them as teachers and pacifists. When it comes to Season Unending, try to stay completely neutral in the negotiations. While ultimately wanting to remove the Thalmor from Skyrim, The Lord knows the value of putting the war on hold to deal with the main problem.</p>
<p><strong>The Aedric Quests.</strong> There are four quests dealing with Aedra in the game: Kyne's Sacred Trials, The Blessings of Nature, The Book of Love, and The Heart of Dibella. While Akatosh may be The Lord's chief god, it doesn't hurt to have blessings from some of the others. Completing these quests also give ample chances to raise your skills in speech and magic.</p>
<p><strong>The Daedric Quests.</strong> Fifteen of the sixteen Daedric quests are able to be completed without joining a guild, the last one being Nocturnal with the Thieves' Guild. The Lord is always ready to honor the old gods, and chooses to side with them with every decision that comes up. Most of the quests require fighting, and, like the Aedric counterparts, help with leveling early on. Many of the artifacts given to The Lord won't be very useful, but gaining their favor is his own reward. \</p>
<p><strong>After The Fall of Alduin...</strong> With the defeat of the World-Eater, The Lord's main purpose is fulfilled. His life can feel almost empty if not given anything else to do. Following the main questline, there are several areas of the world that could draw his attention. Taking a gift of Vampirism or Lycantropy would help him feel closer to some of his Old Gods. Further, without the looming threat of dragons, The Lord can focus on driving out the Thalmor in the impending Civil War. There are almost unlimited possibilities in what The Lord can do.</p>
<p><a href="{{#staticFileLink}}1778463364,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778463364,RESIZE_180x180{{/staticFileLink}}" alt="1778463364?profile=RESIZE_180x180" width="45" /></a><a href="{{#staticFileLink}}1785901379,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1785901379,RESIZE_710x{{/staticFileLink}}" alt="1785901379?profile=RESIZE_710x" width="440" /></a></p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/272" target="_blank">Alternate Start- Live Another Life</a>: Creates an alternate start to the game. For The Lord, I chose “Camping in the Woods” as it starts you off right outside of Helgen. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/6656" target="_blank">Amazing Follower Tweaks</a>: Enables multiple followers and the editing of followers in terms of armor, weapons, and play style. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/14910" target="_blank">Andromeda- Unique Standing Stones of Skyrim</a>: Overhauls the Standing Stones of Skyrim to include to perks and abilities. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/1090" target="_blank">Apocalypse- Magic of Skyrim</a>: Adds new and immersive spells from all schools of magic into Skyrim to add some diversity and challenge to normal mage playthroughs. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/1131" target="_blank">Classic Classes and Birthsigns</a>: Adds a Class and Birthsign system to make building your character easier from the start. Birthsigns are compatible and have stacking bonuses to Andromeda. This mod isn't essential for The Lord, but gives the build a greater edge. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/3479" target="_blank">Immersive Armors</a>: Adds new and immersive armors to the game. This isn't essential for The Lord, but I preferred to armor him in Ebony Mage Robes from this mod. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/1315" target="_blank">Imperious- Races of Skyrim</a>: Overhauls and adds on to the vanilla perks and powers of the races in game. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/1137" target="_blank">Ordinator- Perks of Skyrim</a>: Overhauls perk trees to make them more in depth and build oriented. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/365" target="_blank">The Paarthurnax Dilemma</a>: Gives the alternative to stay with The Blades and still have Paarthurnax live. This mod isn't essential to the build. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/1296" target="_blank">Unread Books Glow</a>: Customized mod that allows the play to know what books they've read before picking it up. This is extremely useful for this build as it makes collecting all the books in game easier. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/22506" target="_blank">Wintersun- Faiths of Skyrim</a>: Overhauls the religion system of Skyrim making it possible to choose a patron god and earn favor with them to get special, immersive bonuses. </p>
<p><a href="https://www.nexusmods.com/skyrimspecialedition/mods/9138" target="_blank">Zim's Immersive Artifacts</a>: Overhauls all the artifacts in game to give better boosts and rewards while remaining highly immersive. This isn't essential to The Lord, but does make the artifacts collected much more worth while. </p>
<p><a href="{{#staticFileLink}}1778483977,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778483977,RESIZE_180x180{{/staticFileLink}}" alt="1778483977?profile=RESIZE_180x180" width="45" /></a><a href="{{#staticFileLink}}1778488345,RESIZE_930x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1785902393,RESIZE_710x{{/staticFileLink}}" alt="1785902393?profile=RESIZE_710x" width="710" /></a></p>
<p> </p>
<p style="text-align:center;"><em>“Water, Earth, Fire, Air...</em></p>
<p style="text-align:center;"><em>Long ago, the Atmorans and dragons lived in harmony...</em></p>
<p style="text-align:center;"><em>But everything changed when Alduin attacked!</em></p>
<p style="text-align:center;"><em>Only the Dragonborn, Master of All Elements, could stop him...</em></p>
<p style="text-align:center;"><em>But when the world needed him most, he vanished...”</em></p>
<p><a href="{{#staticFileLink}}1778563719,RESIZE_930x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1778563719,RESIZE_710x{{/staticFileLink}}" alt="1778563719?profile=RESIZE_710x" width="279" /></a></p>
<p style="text-align:center;">(Art by merdetu at: <a href="https://www.deviantart.com/merdetu/art/Avatar-The-Last-Airbender-Fanart-771103697">https://www.deviantart.com/merdetu/art/Avatar-The-Last-Airbender-Fanart-771103697</a> )</p>
<p>For those that haven't figured it out by now, The Lord of the Elements is based on Avatar Aang from “Avatar the Last Airbender”. Growing up, Avatar was by far one of my favorite cartoons and it taught me a lot about storytelling, acceptance of cultures, and evolution of characters. When I started this build, I was actually surprised to see how many similarities I could find between Aang's quest to save the world from Ozai and the Fire Nation and the Dragonborn's quest to save Tamriel from Alduin and the Dragons.</p>
<p>It was a far stretch to assume a person, namely the Dragonborn could be pulled into the Time Wound with Alduin, but it was storytelling and a good comparison to Aang “traveling” a hundred years into the future during his time. Please don't yell at me I'm fragile.</p>
<p>Anyways, this was an EXTREMELY fun build to play, and my first ever mage build. I've had a hard time until now learning to play as a mage so if you find anything I could have done differently or have advice for the future, please let me know below! As always, I look forward to your feedback! I hope ya'll enjoyed!</p>
<p style="text-align:center;">Talos Guide You!</p></div>Character Build: The Alchemist's Apotheosis (Ordinator)https://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-alchemist-s-apotheosis-ordinator-12019-03-09T20:53:46.000Z2019-03-09T20:53:46.000ZSkull-Blackbloodhttps://TheSkyForge.ning.com/members/BlackBlood15532<div><p><a href="{{#staticFileLink}}1281973833,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1281973833,RESIZE_710x{{/staticFileLink}}" alt="1281973833?profile=RESIZE_710x" width="710" /></a><a href="{{#staticFileLink}}1281976753,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1281976753,RESIZE_710x{{/staticFileLink}}" alt="1281976753?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><em><span style="font-weight:400;">“Apotheosis. Known also as divinitization or deification, it has long been the dream of many a reclusive Alchemist. Discovered by the legendary Alchemist Megistus, who advocated that the secret to divinity lay within the reagents of the world, and unlocked by Tiber Septim, founder of the Empire, and the god Talos. For millennia disciples of Megistus have sought the secrets to obtaining godhood, forging other creations and achievements as a result, and now the torch passes to me to succeed where thousands failed.</span></em></p><p style="text-align:center;"><em><span style="font-weight:400;">With the divine blood of Akatosh flowing through my veins, I can achieve that which no mere mortal has ever been able to attain. Let the Thalmor try to stop me, arrogant as they are. Let the first Dragonborn, the king of Vampires, and the World-Eater themselves try to destroy me. They too will see. They will all see the truth.</span></em></p><p style="text-align:center;"><em><span style="font-weight:400;">That even a mere mortal can achieve divinity.”</span></em></p><p> </p><p><span style="font-size:12pt;"><span style="font-weight:400;"> Greetings, sera. Blackblood here to share one of my favorite build concepts. I’m sure most of you know what IRL alchemy is (and if you don’t, then click ></span><a href="https://en.wikipedia.org/wiki/Alchemy"><span style="font-weight:400;">HERE</span></a><span style="font-weight:400;">< for a link to the wiki). A sort of philosophical science, it focused on transmutation, purification and the creation of the philosopher’s stone. Many an alchemist studied this ancient branch of natural chemistry in the hopes of obtaining spiritual perfection and immortality, an undertaking that was known as the magnum opus, or the “Great Work”. In this build, we’ll be following our own Great Work, in our efforts to transcend humanity and become a literal God. This build has “heavy” roleplay aspects, as we attempt to emulate the process the alchemists used to pursue perfection, through our perks, enchantments, and our potions and poisons, but once we become divine it will all be worth it. So without further ado, let’s get started shall we?</span></span></p><p style="text-align:center;"><span style="font-weight:400;"><span style="text-decoration:underline;font-size:14pt;"><strong>This Ordinator build also requires the following mods:</strong></span></span><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/16225"><span style="font-weight:400;"><br /> </span></a> <a href="https://www.nexusmods.com/skyrim/mods/80918?tab=posts"><span style="font-weight:400;">Summermyst - Enchantments of Skyrim</span></a></span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span></p><p><a href="{{#staticFileLink}}1282044968,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1282044968,RESIZE_710x{{/staticFileLink}}" alt="1282044968?profile=RESIZE_710x" width="710" /></a></p><p><strong><em><a href="{{#staticFileLink}}1281995352,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-left" src="{{#staticFileLink}}1281995352,RESIZE_710x{{/staticFileLink}}" alt="1281995352?profile=RESIZE_710x" width="245" height="352" /></a></em></strong></p><p> </p><p><strong><span style="font-size:12pt;">Race:</span></strong> <span style="font-weight:400;font-size:12pt;">Breton</span></p><p><span style="font-size:12pt;"><strong>Standing Stone:</strong> <span style="font-weight:400;">Mage > Lord</span></span></p><p><span style="font-size:12pt;"><strong>Major Skills:</strong> <span style="font-weight:400;">Alchemy, Enchanting</span></span></p><p><span style="font-size:12pt;"><strong>Minor Skills:</strong><span style="font-weight:400;"> </span></span><span style="font-size:16px;">Alteration, </span><span style="font-size:12pt;">Restoration, Illusion</span></p><p><span style="font-size:12pt;"><strong>Main Powers:</strong> <span style="font-weight:400;">Aurification, Apotheosis</span></span></p><p><span style="font-size:12pt;"><strong>Shouts:</strong> <span style="font-weight:400;">Any</span></span></p><p><span style="font-size:12pt;"><strong>Att. Spread:</strong> <strong>3</strong><span style="font-weight:400;">/</span><strong>1</strong><span style="font-weight:400;">/</span><strong>0</strong><span style="font-weight:400;">, until you reach 150 base Health, then put the rest into Magicka.</span></span></p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span></p><p style="text-align:center;"><span style="font-size:12pt;"> </span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span></p><p><span style="font-weight:400;"><a href="{{#staticFileLink}}1282006864,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1282006864,RESIZE_710x{{/staticFileLink}}" alt="1282006864?profile=RESIZE_710x" width="710" /></a></span></p><p><span style="font-size:24pt;"><strong>::Major::</strong></span></p><p><span style="font-size:12pt;"><span style="text-decoration:underline;"><em><span style="font-weight:400;">-Alchemy-<br /> </span></em></span> <span style="font-weight:400;">For obvious reasons. Alchemy gives us some useful potions and a poison, detailed below. Our aim is to create a potion powerful enough to amplify our Enchanting to huge levels. Speaking of...</span></span></p><p><span style="font-size:12pt;"><span style="text-decoration:underline;"><em><span style="font-weight:400;">-Enchanting-<br /> </span></em></span> Kinda the main crux besides Alchemy. We need this to create both our Blades of the Alchemical Process (detailed below), and the actual Philosopher's Stone.</span></p><p><span style="font-size:12pt;"><span style="text-decoration:underline;"><em><span style="font-weight:400;">-Restoration-<br /> </span></em></span> This skill tree has a certain perk, "The Tome of Many Pages", which gives us two spells that will enhance both our Alchemy and our Enchanting. It also has Apotheosis, which is RPly tied to this build. More on that below.</span></p><p> </p><p><span style="font-size:24pt;"><strong>::Minor::</strong></span></p><p><span style="font-size:12pt;"><span style="text-decoration:underline;"><em><span style="font-weight:400;">-Alteration-<br /> </span></em></span> Absolutely necessary to emulate godly resistances. Even if you were only going for immortality, this tree is still necessary. It also includes the "Philosopher's Stone" perk, which is good for RP purposes.</span></p><p><span style="font-size:12pt;"><span style="text-decoration:underline;"><em><span style="font-weight:400;">-Illusion-<br /> </span></em></span> Not completely necessary, until we become a god, so do what you can to raise it until then. The perk "Protect Your God" is very fitting thematically in this build.</span></p><p> </p><p> </p><p style="text-align:center;"><a href="{{#staticFileLink}}1284171463,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284171463,RESIZE_710x{{/staticFileLink}}" alt="1284171463?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><em>“Forty two. A number I’ve come across countless times in my equations. I surmise that it is paramount to the sequence I must unlock in order to achieve godhood, but as to why, well that’s anyone’s guess....”</em></p><p style="text-align:center;"><span style="font-size:12pt;"> </span></p><p style="text-align:center;"><span style="font-size:12pt;"> </span></p><p style="text-align:center;"><span style="font-size:12pt;"> </span><br /> <a href="{{#staticFileLink}}1282036891,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1282036891,RESIZE_710x{{/staticFileLink}}" alt="1282036891?profile=RESIZE_710x" width="710" /></a><a href="{{#staticFileLink}}1284423652,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284430281,RESIZE_710x{{/staticFileLink}}" alt="1284430281?profile=RESIZE_710x" width="710" /></a><em>"I've spent years of study and research, pushing others away and immersing myself in my passion. All for the chance to discover the secrets of the alchemists of old. And by the gods, I've found it. The key to unlocking the divinity within me. Megistus watch over me, for I shall become the second mortal man to achieve apotheosis."</em></p><p> </p><p><span style="font-weight:400;font-size:12pt;"> Alchemy in real history was focused on transmutation, immortality and spiritual perfection. It's no exaggeration to say it was less chemistry-based and more philosophical in nature. In Skyrim, however, Alchemy is more or less generalized as creating potions and poisons. That's not all that bad, but we can do more with it. Looking at various perks and enchantments from Ordinator and Summermyst respectively, I believed I could create an alchemist who used IRL European alchemy aspects and definitions to create my own variant. The aim for immortality can also be enhanced, thanks to the limitless potential of Enai mods, to become the aim for godhood. Thus, this build should strike the fancy of anyone who wants to become overpowered in a (somewhat) lore-friendly way.</span></p><p><span style="font-weight:400;font-size:12pt;"> But enough of the introductions - lets get down to the actual play. The first thing's first: This build has heavy RP elements to emulate the path of the alchemist, and therefore certain perks, spells and enchantments are <span style="text-decoration:underline;">LOCKED</span> until you reach certain milestones: </span></p><p><span style="font-size:12pt;"><span style="text-decoration:underline;"><span style="font-weight:400;"><strong>The "Philosopher's Stone" enchant and perk and the Transmute spell are locked until you create the Philosopher's Stone, and</strong></span><strong> "Vancian Magic", "Energy Shield", and the Dragonhide spell are locked until you take "Apotheosis"</strong>.</span><em> </em></span></p><p><span style="font-weight:400;font-size:12pt;">The first one should be pretty obvious (can't use Philosopher's Stone things if you don't "have" it), and the second one is because they are the key to your invulnerability as a god. As you progress down the build you'll begin unlocking various perks, spells and enchantments, giving you the feeling of going from an experimental alchemist, to a master, to a god.</span></p><p><span style="font-weight:400;font-size:12pt;"> Now let's talk perks. Ordinator gives us some really interesting perks for roleplaying as an alchemist. Most of them are pretty self-explanatory, but I'll go over some just in case. The most important ones are the ones that improve our overall ability to create stronger enchantments in equipment. In the Alchemy tree, "<strong>Lab Skeever</strong>" is a really useful perk; with it, with 20 seconds after you've crafted a potion or poison and left the alchemy table, any beneficial potion you ingest is 25% stronger and last 15x longer. This takes Fortify Enchanting potions from 30 seconds to over 7 Minutes, giving us more time to get creative with our gear. Finally, should you survive "<strong>That Which Does Not Kill You...</strong>", you'll gain a 25% bonus to all crafted potions and poisons, as well as 3 free perk points to spend in other trees.</span></p><p><span style="font-weight:400;font-size:12pt;"> Enchanting has "<strong>Regalia</strong>", which boosts the enchantment strength on hoods, circlets, robes (body clothing in general), and necklaces by 30%, which is good because the Philosopher's Stone is going to be an amulet, while "<strong>Attunement</strong>" increases the enchantment strength of any weapons and armor (including clothing) by 10%. "<strong>Miracle</strong>" is the absolute key to creating the Philosopher's Stone. It lets us create a piece of enchanted equipment with up to three enchantments that are 25% stronger. Do NOT take the perk until just after you are about to create the Philosopher's Stone, because you'll only be able to do so once. Restoration has a single perk to contribute, "<strong>Tome of Many Pages</strong>". This perk gives you 18 Restoration spells, each of which fortify a single skill by 15 for about 2 minutes, but we only care about two of those: Tome of Alchemy and Tome of Enchanting.</span></p><p><span style="font-weight:400;font-size:12pt;"> Once you do create the Philosopher's Stone, a few skills begin to open up. The "<strong>Philosopher's Stone</strong>" perk gives you a set amount of gold based on your level. If mixed with the Philosopher's Stone enchantment, and the Transmute spell, you can get even more gold alongside your sold potions and enchanted jewelry, so money shouldn't be a problem. Once you become capable of divinity, that's were things get interesting. More over, it also unlocks "<strong>Aurification</strong>", a useful ability which lets you convert a paralyzed enemy at half or lower health into gold. Godhood is <span style="text-decoration:underline;">LOCKED</span> until you've both crafted the Philosopher's Stone AND taken the "<strong>Apotheosis</strong>" perk in Restoration. To get it, you have to go up the "Warrior's Flame" path in the tree. "<strong>Warrior's Flame</strong>"periodically touches anyone in combat, either restoring stamina or magicka for you and your allies, or draining the same amount for your enemies. "Apotheosis" is an ability that causes "Warrior's Flame" to touch ALL bodies in combat.</span></p><p><span style="font-weight:400;font-size:12pt;"> As for your other godly abilites, the most necessary skill tree is Alteration. There is a useful combo with "Energy Shield" and "Vancian Magic". "<strong>Energy Shield</strong>" reduces physical and elemental damage by 35% while you wear robes but no armor, but takes the damage you would have taken out of your magicka instead, growing weaker as you fall below 50%. "<strong>Vancian Magic</strong>", however, changes how your magicka works. It gives you a set number of casts, and lets you cast any spell from any school for no cost up to the number of casts you have left</span><span style="font-size:16px;">, and at double the magnitude</span><span style="font-size:12pt;">. The important thing to note is that while you have casts, your magicka essentially becomes infinite, negating any lost magicka due to taking damage while "Energy Shield" is active, which gives you a permanent 35% damage reduction while unarmored. In order to achieve near immortality, we combine this with a few things. Dragonhide, a Master spell, gives us 80% physical damage reduction, covering that side. Breton blood (+25% Magic resist) and the Lord Stone (+25% Magic resist), combined with "Energy Shield" exactly hit the cap for Magic resistance. Finally, the "</span><strong style="font-size:12pt;">Commanding Presence</strong><span style="font-size:12pt;">" skill line is useful for fortifying your chosen followers, leading up to the "</span><strong style="font-size:12pt;">Protect Your God</strong><span style="font-size:12pt;">" perk, which fits so well with this type of build.</span></p><p style="text-align:center;"><span style="font-size:12pt;"> </span></p><p style="text-align:center;"><span style="font-size:12pt;"> </span></p><p><span style="font-weight:400;"><a href="{{#staticFileLink}}1284235890,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284235890,RESIZE_710x{{/staticFileLink}}" alt="1284235890?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:center;"><a href="{{#staticFileLink}}1284246357,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284246357,RESIZE_710x{{/staticFileLink}}" alt="1284246357?profile=RESIZE_710x" width="710" /></a><br /> <em><span style="font-weight:400;">“Four weapons I need. Not for protection, however. The Alchemical Process requires four tuning weapons, each of a specific material and enchanted with specific enchantments. They will have the magic focused through them in order, eventually reaching the necessary conclusion.”</span></em></p><p> </p><p style="text-align:left;"><span style="font-weight:400;font-size:12pt;"> The first thing </span><span style="font-size:12pt;">you should focus on as the Alchemist is collect the necessary reagents needed to create your ultimate magnum opus: The Philosopher's Stone. It won't be easy though, since we're aiming for maxing out two crafting skills without much in the way of personal offense. Therefore it is absolutely necessary to have a follower who can protect you. A follower is also important, because we can use Courage and Healing spells on them, which helps us level Illusion and Restoration respectively. We can also enchant their equipment, which can help level Enchanting. Speaking of enchanting, we have a set of four weapons with varying materials and enchantments, based on the four stages of the magnum opus of alchemy:</span></p><p style="text-align:center;"> </p><p style="text-align:center;"><strong><a href="{{#staticFileLink}}1284319915,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284319915,RESIZE_710x{{/staticFileLink}}" alt="1284319915?profile=RESIZE_710x" width="350" /></a><span style="font-size:12pt;">1st Process: Nigredo</span><br /> </strong> <span style="font-size:12pt;"><em>Ancient Nord Sword</em><br /> [Soul Trap / Poison Damage]</span></p><p style="text-align:center;"> </p><p style="text-align:center;"><strong><a href="{{#staticFileLink}}1284328382,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284369811,RESIZE_710x{{/staticFileLink}}" alt="1284369811?profile=RESIZE_710x" width="350" /></a><span style="font-size:12pt;">2nd Process: Albedo</span><br /> </strong> <span style="font-size:12pt;"><em>Silver Sword</em><br /> [Silent Moons Enchant / Stamina Damage]</span></p><p style="text-align:center;"> </p><p style="text-align:center;"><strong><a href="{{#staticFileLink}}1284334881,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284334881,RESIZE_710x{{/staticFileLink}}" alt="1284334881?profile=RESIZE_710x" width="350" /></a><span style="font-size:12pt;">3rd Process: Citrinitas</span><br /> </strong> <span style="font-size:12pt;"><em>Elven Sword</em><br /> [Sun Damage / Paralysis]</span></p><p style="text-align:center;"><strong><a href="{{#staticFileLink}}1284375495,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284375495,RESIZE_710x{{/staticFileLink}}" alt="1284375495?profile=RESIZE_710x" width="350" /></a><span style="font-size:12pt;">4th Process: Rubedo</span><br /> </strong> <span style="font-size:12pt;"><em>Glass Sword</em><br /> [Fire Damage / Absorb Health]</span></p><p> </p><p><span style="font-weight:400;font-size:12pt;"> Some of the enchantments don't look optimized (Sun Damage on the Elven Sword instead of the Silver Sword), but remember that this build has heavy RP elements. Each weapon was designed to represent each of the stages of the magnum opus: <em>Nigredo</em>, the blackening, represents chaos and putrefaction. Albedo, the whitening, represents purification, and is symbolized by the lunar soul. Citrinitas, the yellowing, represents transmutation of silver to gold, the conversion of the lunar spirit, to the solar spirit (I chose Paralysis since can be used with "Aurification"). Rubedo, the reddening, represents alchemical success, and the completion of the great work. One of the ways it can be symbolized is the phoenix, so I chose those enchantments to represent that, as they were both red in color.</span></p><p><span style="font-size:16px;"> And what would an alchemist build be without some potions and poisons? We have a few here that are based on some real life aims of alchemists of old:</span></p><p style="text-align:center;"><strong><a href="{{#staticFileLink}}1284207102,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284207102,RESIZE_180x180{{/staticFileLink}}" alt="1284207102?profile=RESIZE_180x180" width="100" /></a><span style="font-size:12pt;">- Elixir of Life -<br /> </span></strong> <span style="font-size:12pt;"><strong>(Fortify Health / Restore Health / Restore Stamina)<br /> </strong></span> <span style="font-size:12pt;"><em>Wheat + Eye of Sabre Cat + Bear Claws</em></span></p><p style="text-align:center;"> </p><p style="text-align:center;"><strong><a href="{{#staticFileLink}}1284214758,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284214758,RESIZE_180x180{{/staticFileLink}}" alt="1284214758?profile=RESIZE_180x180" width="100" /></a><span style="font-size:12pt;">- Panacea -<br /> </span></strong> <span style="font-size:12pt;"><strong>(Cure Disease / Regenerate Health / Resist Poison)<br /> </strong></span> <span style="font-size:12pt;"><em>Garlic + Charred Skeever Hide + Vampire Dust</em></span></p><p style="text-align:center;"> </p><p style="text-align:center;"><strong><a href="{{#staticFileLink}}1284217199,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284217199,RESIZE_180x180{{/staticFileLink}}" alt="1284217199?profile=RESIZE_180x180" /></a><span style="font-size:12pt;">- Alkahest -</span><br /> </strong> <span style="font-size:12pt;"><strong>(Dmg. Health / Lingering Dmg. Health / Ravage Health)<br /> </strong> <em>Imp Stool + Scathecraw + Skeever Tail</em></span></p><p style="text-align:center;"> </p><p><span style="font-weight:400;font-size:12pt;"> The Elixir of Life will keep you alive when you don't have time to heal yourself with Restoration, and can let you improve your health for extended battles. The Panacea can combat poisons used by enemies like the Falmer and such. The Alkahest, being a universal solvent, can become incredibly potent with enough points in Alchemy, burning through large chunks of health from even the most bulky foes.</span></p><p style="text-align:center;"><span style="font-weight:400;font-size:12pt;"> </span></p><p style="text-align:center;"><span style="font-weight:400;font-size:12pt;"> </span></p><p style="text-align:center;"><em><span style="font-weight:400;"><a href="{{#staticFileLink}}1284613033,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284613033,RESIZE_710x{{/staticFileLink}}" alt="1284613033?profile=RESIZE_710x" width="710" /></a><a href="{{#staticFileLink}}1284649383,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284649383,RESIZE_710x{{/staticFileLink}}" alt="1284649383?profile=RESIZE_710x" width="300" height="300" /></a>“The secrets to immortality lay further ahead, and with this jewel, I will attain that which none other have been able to achieve. This beautiful red jewel will be the guide to my true magnum opus.”</span></em></p><p> </p><p><span style="font-weight:400;font-size:12pt;"> So now you've finally maxed out your Alchemy and Enchanting, and mastered Restoration too. Now comes the moment you've been waiting all those hours for: The magnum opus! In this stage, you'll need a few things from various sources to maximize the value you get from Alchemy and Enchanting:</span></p><p> </p><p><span style="font-size:12pt;"><strong>:Alchemy:<br /> </strong> - Alchemy Mastery [<em>+40%</em>]</span><br /> <span style="font-size:12pt;">- Advanced Lab [<em>+25%</em>]</span><br /> <span style="font-size:12pt;">- Lab Skeever [<em>+25%</em>]</span><br /> <span style="font-size:12pt;">- That Which Does Not Kill You... [<em>+25%</em>]</span></p><p><span style="font-size:12pt;"><strong>:Enchanting:<br /> </strong> - Enchanting Mastery [<em>+40%</em>]</span><br /> <span style="font-size:12pt;">- Gem Dust [<em>+25%</em>]</span><br /> <span style="font-size:12pt;">- Regalia [<em>+30%</em>]</span><br /> <span style="font-size:12pt;">- Attunement [<em>+10%</em>]</span><br /> <span style="font-size:12pt;">- Arcane Nexus [<em>+25%</em>]</span><br /> <span style="font-size:12pt;">- Miracle [<em>+25%, </em></span><em style="font-size:16px;">+1 Enchantment</em><span style="font-size:12pt;">]</span> <strong style="font-size:12pt;">NOTE: Do NOT take the perk until you craft the stone!</strong></p><p><span style="font-size:12pt;"><strong>:Other:<br /> </strong> - Seeker of Sorcery [<em>+10% Enchanting</em>]</span><br /> <span style="font-size:12pt;">- Armor of Ahzidal [<em>+10 Enchanting Skill</em>]</span><br /> <span style="font-size:12pt;">- Tome of Many Pages [<em>+15 Enchanting/Alchemy Skill</em>]</span><br /> <span style="font-size:12pt;">- A great deal of Grand Soul Gems and Flawless Gems</span></p><p><span style="font-size:12pt;"> The Flawless Gems you'll generally need are Garnet for headgear, Sapphire for the hands and Diamond for the necklace and ring. If you don't have enough Flawless Diamonds you're free to omit as many as you don't have, but you need at least ONE for the Philosopher's Stone.</span></p><p> </p><ul><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 01: Craft as many pieces of Fortify Alchemy gear possible.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 02: Cast “Tome of Alchemy” from the perk “Tome of Many Pages”.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 03: Craft a potion of Fortify Enchanting.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 04: Drink the potion within 20 seconds, triggering “Lab Skeever”.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 05: Equip 4 pieces of the Armor of Ahzidal, including the boots.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 06: Dual cast “Tome of Enchanting”.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 07: Craft as many pieces of Fortify Alchemy gear possible, destroying the necessary Flawless Gems.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 08: Repeat steps 2 through 7 until you can no longer make stronger enchanted equipment.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 09: Repeat steps 2 through 6.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 10: Take the “Miracle” perk and destroy a Flawless Diamond on the Arcane Nexus.</span></li><li style="font-weight:400;"><span style="font-weight:400;font-size:12pt;">Step 11: Create the following piece of enchanted equipment:<br /> <br /> </span></li></ul><p style="text-align:center;"><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}1284584326,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284584326,RESIZE_710x{{/staticFileLink}}" alt="1284584326?profile=RESIZE_710x" width="183" /></a>Philosopher’s Stone<br /> </strong></span> <span style="font-size:12pt;"><strong>(Gold Ruby Necklace)<br /> </strong></span> <span style="font-size:12pt;"><em><span style="font-weight:400;">Amplify Alteration / Fortify Alchemy / Fortify Health</span></em></span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><span style="font-weight:400;">If you've made it this far then Congratulations! You've created that which many alchemists have spent their entire years trying to forge: The legendary Philosopher's Stone!! But we're not done yet, because we still have one final goal to accomplish.</span></span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span> </p><p style="text-align:center;"><em><span style="font-weight:400;"><a href="{{#staticFileLink}}1284622171,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284622171,RESIZE_710x{{/staticFileLink}}" alt="1284622171?profile=RESIZE_710x" width="710" /></a><a href="{{#staticFileLink}}1284644170,RESIZE_930x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284644170,RESIZE_710x{{/staticFileLink}}" alt="1284644170?profile=RESIZE_710x" width="710" /></a>“At last. My goal is within my hands. Everything I’ve done up until now has been for this moment.”</span></em></p><p> </p><p><span style="font-size:12pt;"><span style="font-weight:400;"> Once you have the Philosopher's Stone, you can focus on leveling your Alteration to 90 and your Restoration to 100. Your Alteration needs to be at 90 so you can take the Alteration Ritual Spell quest to obtain the Dragonhide spell. Afterwards, once you reach level 100 in Restoration, you can take the "Apotheosis" perk, and then you can take the Vancian Magic and Energy Shield perks, so make sure you have some perks left over for those two!</span></span></p><p><span style="font-size:12pt;"><span style="font-weight:400;"> Once you've achieved all that, congratulations once again. You've essentially become a god. With the combination of Alteration perks and Dragonhide you are almost immortal, and with "Vancian Magic" doubling your magical magnitude, your spells are much more powerful. Another thing to keep in mind: With the Philosopher's Stone's enchantment fortifying your Alchemy even more, you can use it with your previous equipment and create even more powerful Fortify Alchemy equipment, which will in turn let you create stronger Fortify Enchanting potions, which will let you create even STRONGER enchanted gear than ever before. Powerful enchanted weapons and amazing enchanted apparel will make you even more powerful than ever before, which will let you cover... just about anything really. With all the enchants at your command there should be almost no limit to the potential you can unleash.</span></span></p><p><span style="font-size:12pt;"><span style="font-weight:400;"> So now that you've achieved divinity and unlocked all that limitless potential, what is there left to do? Well, whatever the hell you feel like! You're a god now; you do whatever you want. Become the type of god you'd like to be. Here's a tip: Illusion is non-vital to this build. If you want, you can trade it out for another skill to change what type you are. Take up Conjuration and become a death god. Take some sneaky skills and become the next Rajhin. Take One/Two-Handed and become a war god. Take Smithing and put Sotha Sil to shame. With the power of your Enchanting now reaching untold heights, there are a lot of possibilities!</span></span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-weight:400;"> </span></span></p><p><strong><a href="{{#staticFileLink}}1284626307,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284626307,RESIZE_710x{{/staticFileLink}}" alt="1284626307?profile=RESIZE_710x" width="710" /></a><span style="font-size:12pt;"><a href="{{#staticFileLink}}1284673435,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-left" src="{{#staticFileLink}}1284673435,RESIZE_180x180{{/staticFileLink}}" alt="1284673435?profile=RESIZE_180x180" width="100" /></a></span></strong></p><p> </p><p><span style="font-size:14pt;"><strong>God Form</strong></span></p><p><span style="font-size:12pt;"><span style="font-weight:400;">Dragonhide spell <strong>+</strong> Energy Shield <strong>+</strong> Lord Stone <strong>+</strong> Breton Race</span></span></p><p><span style="font-weight:400;font-size:12pt;"><br /> <em>"The physical form of the god is near-invulnerable. Embodying the divinity of Akatosh himself, the god boasts immense resistances to nearly all forms of damage and magic. Any potential vulnerabilities can be fleshed out with the god's incredible magical potential."</em></span></p><p> </p><p><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}1284681691,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-left" src="{{#staticFileLink}}1284681691,RESIZE_180x180{{/staticFileLink}}" alt="1284681691?profile=RESIZE_180x180" width="100" /></a></strong></span></p><p> </p><p><span style="font-size:14pt;"><strong>Divine Power</strong></span></p><p><span style="font-size:12pt;"><span style="font-weight:400;">Vancian Magic <strong>+</strong> Wild Shrines <strong>+</strong> Amplify enchantments</span></span></p><p><span style="font-weight:400;font-size:12pt;"><br /> <em>"With the power of ancient magic, the god can tap into the force of Aetherius itself, allowing them to wield even the most costly spells without cost. Not only that, but his magical potency is amplified due to this connection, as well as any connections they chose to make. This power is necessary to properly reward one's own communicants that fight in the name of their god."</em></span></p><p> </p><p><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}1284684446,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-left" src="{{#staticFileLink}}1284684446,RESIZE_180x180{{/staticFileLink}}" alt="1284684446?profile=RESIZE_180x180" width="100" /></a></strong></span></p><p> </p><p><span style="font-size:14pt;"><strong>Bless The Apostles</strong></span></p><p><span style="font-size:12pt;"><span style="font-weight:400;">Commanding Presence >><em>></em> Protect Your God <strong>+</strong> Warrior’s Flame >>> Apotheosis</span></span></p><p><span style="font-weight:400;font-size:12pt;"><br /> <em>"Those that follow this new god are not without boon. Those within his radius will find themselves empowered with his holy energy, with periodic bursts of strength an healing among random servants. Should the god see fit to do so, he may invoke his power to bless all allies and cripple his enemies."</em></span></p><p style="text-align:center;"><span style="font-weight:400;font-size:12pt;"><em> </em></span></p><p style="text-align:center;"><span style="font-weight:400;font-size:12pt;"><em> </em></span></p><p style="text-align:center;"><span style="font-weight:400;font-size:12pt;"><em> </em></span><br /> <strong><a href="{{#staticFileLink}}1284629855,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284629855,RESIZE_710x{{/staticFileLink}}" alt="1284629855?profile=RESIZE_710x" width="710" /></a><span style="font-size:12pt;">:Recommended Mods:</span></strong></p><p> </p><p><span style="font-size:12pt;"><span style="font-weight:400;"><a href="https://www.nexusmods.com/skyrim/mods/12235/" target="_blank">Wear Circlets with Hoods</a> - I HIGHLY recommend this mod, or any mod like it, as it adds a 2nd piece of apparel you can enchant with Fortify Alchemy, improving the strength of your Philosopher's Stone. </span></span><span style="font-size:16px;">Also it just makes sense. :/</span></p><p><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/16225" target="_blank">Apocalypse - Magic of Skyrim</a> - Adds an amazing number of spells, many of which are just plain useful for a god character, including Control Weather, Malviser's Gauntlet and Ocato's Recital. Ocato's Recital is useful if your Dragonhide spell is one-handed.</span></p><p><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/60796/" target="_blank">Lost Grimoire of Skyrim</a> <span style="font-weight:400;">- Contains many potentially useful spells for a god, such as Greater Telekinesis, Resurrection and Stop Time.</span></span></p><p><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/64718/" target="_blank">Flying Mod Overhauled and Enhanced</a> <span style="font-weight:400;">- Because why not have a god who can fly?</span></span></p><p> </p><p><span style="font-size:12pt;"><span style="font-weight:400;"> I'd like to thank the guys over at the Discord for listening to me constantly talk about this build, as well as alchemy for existing in general. It really is an interesting concept. Most importantly, I'd like to that you, the reader, for making it this far. I had a blast playing through this character, and I hope you also enjoy it. Thanks for reading, and until next we meet.</span></span></p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"><em><span style="font-weight:400;"><a href="{{#staticFileLink}}1284635028,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}1284635028,RESIZE_710x{{/staticFileLink}}" alt="1284635028?profile=RESIZE_710x" width="710" /></a>“Space and time pass through my vision. I feel my mind expanding to the far reaches of Aetherius. The feeble struggles of mortalkind seem microcosmic in comparison to the machinations of existence itself. The Daedra watch me with guarded expressions, while the Aedra open their hands to me, as if accepting me into their new world.</span></em></p><p style="text-align:center;"><em><span style="font-weight:400;">So, this is divinity...”</span></em></p></div>Event Build: The Butcher (Ordinator)https://TheSkyForge.ning.com/groups/tes-character-building/forum/or-event-build-the-butcher2018-10-30T22:45:50.000Z2018-10-30T22:45:50.000ZSkull-Blackbloodhttps://TheSkyForge.ning.com/members/BlackBlood15532<div><p><a href="{{#staticFileLink}}131182568,RESIZE_930x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}131182568,RESIZE_710x{{/staticFileLink}}" width="710" alt="131182568?profile=RESIZE_710x" /></a><a href="{{#staticFileLink}}131181535,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}131181535,RESIZE_710x{{/staticFileLink}}" width="710" alt="131181535?profile=RESIZE_710x" /></a></p>
<p style="text-align:center;"><span style="font-size:12pt;"><em>"So, you wanna know about The Butcher? That guy in Windhelm, he's nothing but a fake. Some star-crossed widow trying </em></span><span style="font-size:12pt;"><em>to get back </em><em>what's already lost. Now, if you want to know about the 'real' Butcher, there's someone to be afraid</em></span><span style="font-size:12pt;"><em> of. </em></span><span style="font-size:12pt;"><em>Inhuman, no fear, hard to kill, like some god - or maybe even a devil - decided to </em></span><span style="font-size:12pt;"><em>channel Oblivion on Nirn into someone. That's the real menace, and if you've got the balls, I could tell you all I know about him..."</em></span></p>
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<p style="text-align:left;"><span style="font-size:12pt;"> Greetings, sera. Blackblood here with a Mini-Event Build for the Halloween event. This is an idea I've had in my cranium for about two months now: The concept of a serial killer in Skyrim, like the ones you see in those slasher movies. More speficifally the big three from Friday the 13th, Holloween and Nightmare on Elm Street. The murderers from these series were superhuman, unfeeling, and absolutely terrifying for their victims. In this build, I wanted to take something from these killers, throw them on a character in Skyrim and see what happens. This build is a resultant of that, so without further ado let's get started shall we?</span></p>
<p style="text-align:center;"><span style="text-decoration:underline;font-size:12pt;">Keep in mind, this is an Ordinator build!</span></p>
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<p style="text-align:left;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}131182572,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}131182572,RESIZE_710x{{/staticFileLink}}" width="526" alt="131182572?profile=RESIZE_710x" /></a></em></span></p>
<p><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}131186235,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-left" src="{{#staticFileLink}}131186235,RESIZE_710x{{/staticFileLink}}" width="294" height="436" alt="131186235?profile=RESIZE_710x" /></a>Race:</strong> Nord<br /><em> "He's probably a Nord, only type of person I know that can incite that blood-curdling fear on command are those guys. You know, when he gets surrounded they say he unleashes a burst of terror, and everyone just up and loses </em></span><span style="font-size:12pt;"><em>their guts. Just run away terrified. Only Nords can do that naturally."</em></span></p>
<p><span style="font-size:12pt;"><strong>Standing Stone:</strong> Lady<br /> <em>"There have been times when people got hits in on him. They never last though. He's got... something in him, makes him come back from some pretty auful wounds. No, nothing short of a good Destruction spell will finish him off."</em></span></p>
<p><span style="font-size:12pt;"><strong>Quests:</strong> "The Taste of Death"<br /> <em>"And now we got rumors that he eats people too. Figures himself some kind of chef, and us people are like cuts of meat to him. Makes me wonder if he's not in good with the Coven of Namira..."</em></span></p>
<p><span style="font-size:12pt;"><strong>Att. Spread:</strong> <strong>0/1/0</strong>.<br /> </span> <em style="font-size:16px;">"The bastard's hard as hell to kill too. It's not just the regen, tho that helps. It's his body. He's just a big, meaty bastard. He took an arrow to the face one time, shrugged it off, gutted the poor archer a few steps later."</em></p>
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<p><em style="font-size:16px;"><a href="{{#staticFileLink}}131183419,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}131183419,RESIZE_710x{{/staticFileLink}}" width="389" alt="131183419?profile=RESIZE_710x" /></a></em></p>
<p><span style="font-size:14pt;"><strong><span style="text-decoration:underline;">One-Handed</span><br /></strong> <span style="font-size:12pt;"><em>"The witnesses who survive an encounter with him all say the same thing, he always wields some axe or another. Differing accounts shift between either a basic Woodcutter's Axe or an Orcish War Axe, but it's always bloody in the end."</em></span></span></p>
<p><span style="font-size:14pt;"><strong><span style="text-decoration:underline;">Illusion</span><br /></strong> <span style="font-size:12pt;"><em>"The fear this man exudes, it ain't normal. I've seen diehard guardsmen from Skyrim get sent fleeing. They shouldn't be scared of some punk with a sack over his face."</em></span></span></p>
<p><span style="font-size:14pt;"><strong><span style="text-decoration:underline;">Enchanting</span><br /></strong> <span style="font-size:12pt;"><em>"Seriously, that's what he wears, along with a set of chef's clothing. No armor, no shield, just his axe. So what is it that makes him so powerful? Me, I think that his gear is more than meets the eye. Especially with that axe; from what I've heard, it's just as hungry as its owner."</em></span></span></p>
<p><span style="font-size:14pt;"><strong><span style="text-decoration:underline;">Alteration</span><br /></strong> <span style="font-size:12pt;"><em>"There's also the fact that, despite wearing no protection, he's still hard to kill. Attacks that should cut through him end up losing their strength on him, like they were being repelled or something. I wonder what monster he sold his soul to for that kind of protection..."</em></span></span></p>
<p><span style="font-size:14pt;"><strong><span style="text-decoration:underline;">Sneak</span><br /></strong> <span style="font-size:12pt;"><em>"Of course, this all assumes you ever get a shot at him. A lot of people say they never hear him coming; that he just shows up and puts an axe through your skull. A guy that big, you wonder how he manages to sneak all over the place."</em></span></span></p>
<p> </p>
<p style="text-align:center;"><span style="text-decoration:underline;font-size:14pt;"><em>EXAMPLE PERKSPREAD</em></span></p>
<p style="text-align:center;"><span style="text-decoration:underline;font-size:14pt;"><em><a href="{{#staticFileLink}}131185173,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}131186631,RESIZE_710x{{/staticFileLink}}" width="710" alt="131186631?profile=RESIZE_710x" /></a></em></span></p>
<p style="text-align:center;"><span style="font-size:12pt;"> </span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="font-size:12pt;"> </span></p>
<p style="text-align:center;"><span style="text-decoration:underline;font-size:14pt;"><em><a href="{{#staticFileLink}}131185312,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}131185312,RESIZE_710x{{/staticFileLink}}" width="444" alt="131185312?profile=RESIZE_710x" /></a></em></span></p>
<p style="text-align:center;"><em><a href="{{#staticFileLink}}131185410,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}131185410,RESIZE_710x{{/staticFileLink}}" width="710" alt="131185410?profile=RESIZE_710x" /></a></em></p>
<p style="text-align:center;"><span style="font-size:12pt;"><em>"How he fights? Hard to say. Most people who go against him in battle don't survive to tell the tale, and the few that do are too scarred<br /> to give any sort of useful information. Still, with enough hounding and by filling the blanks myself, I think I got a good idea of how the<br /> bastard likes to do his work. He'll usually try to sneak up on someone, get in as many kills as possible. He can use that stealthy magic from Illusion to make himself hard to get to, but eventually he'll slip up. When that happens you'd better run, cuz he's about to throw caution to the wind and put an axe through your head. And if you ain't afraid yet, he'll make sure you will be."</em></span></p>
<p style="text-align:left;"> </p>
<p style="text-align:left;"><span style="font-size:12pt;"> ...Built-in story aside, combat as The Butcher is very simple. Start out each conflict with stealth and aim to take out as many enemies as possible before being detected, at which point you go out and start chopping heads. Should you find yourself in danger in any way use Fear spells to relieve some of the pressure. With Lamb to the Slaughter, you can doom one enemy to certain death, and the others will be weaker due to Terror causing them to drop their weapons.</span></p>
<p style="text-align:left;"><span style="font-size:12pt;"> Your targets are humans, so try not to bother with anything else unless it's absolutely necessary (like in Namira's quest). Of course, as long as it's a human, it can be whatever you care to hunt, be it bandits or necromancers. And always remember to stalk your prey at night. You can be as mild-mannered as you'd like during the day, but when night falls you should be out in the darkness looking for your next victim.</span></p>
<p style="text-align:left;"><span style="font-size:12pt;"> Your survivability comes from three main sources: High health, high regen, and Energy Shield. </span><span style="font-size:12pt;">You gain high health from putting all of your attribute points into health, as well as choosing health in Alter Self: Attributes.</span> <span style="font-size:12pt;">High regen comes from the Lady Stone, your enchanted gear, as well as feeding with the Ring of Namira. The Ring also gives you 50 extra points of health. </span><span style="font-size:12pt;">The Energy Shield perk from Alteration will reduce damage by 35% while you're wearing chest clothing and no armor.</span></p>
<p><span style="font-size:12pt;"> Energy Shield drains magicka equal to the damage that was reduced, and loses effectiveness past 50% of your base, but taking the Vancian Magic perk solves this. This perk causes your magicka to become effectively infinite, and allows you to cast "any' spell in the game for no magicka, but you will be restricted to a certain number of spells you can cast until you sleep in an owned bed or an inn, and if you run out your magicka will immediately hit zero. So don't use all of your Fear spells up too quickly, or you'll lose that 35% damage protection.</span></p>
<p style="text-align:left;"><span style="font-size:12pt;"> You'll want to put Fortify One-Handed on your gloves and boots, and fortify Health Regen on your chest and necklace. You can put whatever you'd like on your headgear. your axe will have an Absorb Health enchant, and that'll help with your regen. The headgear can be any clothing that completely obscures the face, but I recommend the tan Execution Hood, as seen in the screenshots.</span></p>
<p style="text-align:left;"> </p>
<p style="text-align:left;"> </p>
<p style="text-align:left;"> </p>
<p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}131191272,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}131191272,RESIZE_710x{{/staticFileLink}}" width="697" alt="131191272?profile=RESIZE_710x" /></a></span></p>
<p style="text-align:left;"><span style="font-size:12pt;">Here are some recommended mods (mostly for PC users) to help with the RP experience:<br /></span></p>
<ul><li style="text-align:left;"><span style="font-size:12pt;"><span style="font-weight:400;"><a href="https://www.nexusmods.com/skyrim/mods/19447/" target="_blank">Execution Hood Reskin</a></span></span><span style="font-size:12pt;"><span style="font-weight:400;">, </span></span><span style="font-size:12pt;"><span style="font-weight:400;"><a href="https://www.nexusmods.com/skyrim/mods/74186" target="_blank">Profane Hood</a> or </span></span><span style="font-size:12pt;"><span style="font-weight:400;"><a href="https://www.nexusmods.com/skyrim/mods/37132" target="_blank">Bloody Smile Execution Hood</a></span></span></li>
<li style="text-align:left;"><span style="font-size:12pt;"><span style="font-weight:400;"><a href="https://www.nexusmods.com/skyrim/mods/19447/" target="_blank">Sneak Tools</a> -</span></span><span style="font-size:12pt;"><span style="font-weight:400;"> Enchant your chosen headwear so that your identity is hidden while you hunt.</span></span></li>
<li style="text-align:left;"><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/12375" target="_blank">Boogeymans Lair - LFPHS</a> - A very nice home for a very brutal killer.</span></li>
<li style="text-align:left;"><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/78266" target="_blank">Clean Up Your Corpses</a> - Decorate your home with the bodies of the fallen.</span></li>
</ul><p> </p>
<p><span style="font-size:12pt;"> And that's the build ladies and gents!</span><span style="font-size:12pt;"> So glad to finally have posted another build. </span><span style="font-size:12pt;">Playing this myself, it was pretty fun to throw Fear spells at people and have them run away in terror, and should you decide to play this build yourself I hope you have as much fun letting out your inner psychopath!</span></p>
<p> </p>
<p> </p>
<p> </p>
<p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}131191243,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}131191243,RESIZE_710x{{/staticFileLink}}" width="710" alt="131191243?profile=RESIZE_710x" /></a></span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><em>"So there you have it. He sounds like quite the monster, doesn't he? Truth is, I've been hunting this man for </em></span><span style="font-size:12pt;"><em>years now, and I've tracked him down here in Skyrim. I've even found the location of his hideout. I plan on hitting him, but I'll need some backup. If you're interested, you should come by my base so we can discuss </em></span><span style="font-size:12pt;"><em>a plan of action. It's in the swamp in Morthal, hidden in an old well surrounded by tall rocks.</em></span></p>
<p style="text-align:center;"><span style="font-size:12pt;"><em>Oh, and don't mind the blood and bones at the entrance... *smirk*"</em></span></p></div>Character Build: The Prodigyhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-prodigy2018-08-15T01:06:13.000Z2018-08-15T01:06:13.000ZPontyhttps://TheSkyForge.ning.com/members/Ponty<div><p>This build is something of a mashup between the Paladin, Arcane Bladesman and Nightingale Swordsman - 3 of my favorite builds. The result is a fun, fast paced character with plenty of options in and out of combat. I hope you enjoy reading (and even playing) this guy as much as I did writing and playing him! Dragonborn DLC spoilers will follow; read at your own risk.</p>
<p style="text-align:center;"><a href="{{#staticFileLink}}71609788,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}71609788,original{{/staticFileLink}}" width="500" alt="71609788?profile=original" /></a><span style="font-size:14pt;"><strong>The Prodigy</strong></span></p>
<p style="text-align:center;"><em>I am yours to command, Lord Miraak.</em><br /><em>You have grown only stronger since I called you to serve.</em><br /><em>You honor me with your gifts, Lord Miraak.</em><br /><em>I have a task for you. You shall go to Skyrim, and recover the Dragonstone of Bleak Falls Barrow. I hear whispers on the tides of fate of the return of the dragons; when I too return, their souls shall be mine!</em></p>
<p style="text-align:left;">A former cultist in service of Miraak, the Prodigy has broken free of Miraak's control and now seeks revenge on his former master. He is a quick and deadly warrior, skilled in the arts of magic, stealth and the Thu'um. The Prodigy wears clothing over armor to move swiftly and silently, and wields Restoration as well as Alteration magic and a shield to defend himself. As a skilled smith, he can craft and improve his sword and shield, and can also enchant his equipment. The Prodigy's true strength lies in his Thu'um, able to silenty propel himself and enemies around the battlefield, strike terror in his foes or bend them to his will. He also uses the Black Book, Waking Dreams to tap into the infinite library of Apocrypha and distribute knowledge as he wishes.</p>
<p style="text-align:left;"><strong>Race:</strong> With such a broad array of skills, the Prodigy can be of <strong>any race</strong>. I chose <strong>Nord</strong> for roleplay reasons.</p>
<p style="text-align:left;"><strong>Stats:</strong> I recommend leveling <span style="color:#0000ff;"><strong>2</strong></span>/<span style="color:#ff0000;"><strong>4</strong></span>/<span style="color:#339966;"><strong>3</strong></span>. The Prodigy is primarily a melee combatant but a large magicka and stamina pool means he can survive almost any foe.</p>
<p style="text-align:left;"><strong>Stone:</strong> I suggest the <strong>Lord Stone</strong>, granting a solid resistance boost to an otherwise unarmored character. The <strong>Atronach Stone</strong> also makes a good choice.</p>
<p style="text-align:left;"><strong>Perks:</strong> <a href="http://skyrimcalculator.com/#294316" target="_blank">Level 20</a> | <a href="http://skyrimcalculator.com/#294317" target="_blank">Level 40</a> | <a href="http://skyrimcalculator.com/#294319" target="_blank">Level 60</a> </p>
<p style="text-align:center;"><em>Ambushed by soldiers of the Empire.</em><br /><em>A dragon destroys the village.</em><br /><em>Did Lord Miraak send it? I think not.</em><br /><em>My mind was once clouded, but Miraak holds no power over me here.</em><br /><em>If dragons truly are returning, then these people will surely perish.</em><br /><em>The wizard shall have his stone.</em></p>
<p> </p>
<p><strong>Major Skills</strong></p>
<p><strong>One-Handed:</strong> The Prodigy is skilled in the piercing and slashing attacks of the blade, by which many of his foes meet their end. Swords are the weapon of choice here due to their quick speed allowing for better blocking - Bladesman perks aren't taken until higher levels. Key perks are really just Armsman and Fighting Stance.</p>
<p><strong>Alteration:</strong> The Prodigy uses the Alteration school of magic to protect himself during combat. Ebonyflesh with 3/3 mage armor protects you roughly the same amount as an unsmithed set of Daedric with 5/5 Juggernaut and 100 Heavy Armor - without any of the weight! Key perks are up to Expert Alteration and Mage Armor.</p>
<p><strong>Minor Skills</strong></p>
<p><strong>Block:</strong> The Prodigy wields a shield to protect himself against melee and projectile attacks. The armor rating of a shield is, in fact, not based on either of your armor skills, nor does it interfere with Mage Armor. Some fighters use their shields to guard them from spells as well, but the Prodigy uses Wards and Shouts for this. Key perks are just Shield Wall and Quick Reflexes at higher levels.</p>
<p><strong>Sneak:</strong> The Prodigy can move silently when he so wishes, and can deliver devastating sneak attacks when undetected. Key perks here are just Stealth and Backstab - as the Prodigy wears only clothing he makes very little noise from movement.</p>
<p><strong>Illusion:</strong> While the Prodigy rarely practices the arts of Illusion magic, the technique of casting spells silently also applies to Shouts. This allows the Prodigy to move around very quickly, displace, scare and even dominate enemies without being seen. I perked up to Apprentice Illusion (for leveling) and Quiet Casting, and then retrained the Apprentice Illusion perk elsewhere using Waking Dreams.</p>
<p><strong>Restoration:</strong> The Prodigy studies Restoration magic to stay alive and rejuvenated during combat. Key perks are Apprentice Restoration, Respite and Regeneration.</p>
<p><strong>Smithing & Enchanting:</strong> The Prodigy can create, maintain, improve and enchant his equipment. Key perks in Smithing are up to Advanced Armors - I leave my weapon and shield unenchanted and clothes can't be smithed - and for Enchanting just ranks in Enchanter (I suggest 1 rank every 10 levels to keep yourself from becoming overpowered).</p>
<p><a href="{{#staticFileLink}}71614824,original{{/staticFileLink}}" target="_blank"><img class="align-full" src="{{#staticFileLink}}71614824,RESIZE_710x{{/staticFileLink}}" width="710" alt="71614824?profile=RESIZE_710x" /></a><em>The Prodigy overpowers this Reaver Lord on Solstheim</em></p>
<p><strong>Demonstration Video<br /></strong></p>
<p><iframe src="https://www.youtube.com/embed/5kpZMX86Poo?wmode=opaque" width="560" height="315" frameborder="0"></iframe></p>
<p><strong>Equipment</strong></p>
<p>For the Prodigy I developed a stylish, effective and roleplay-friendly equipment set.</p>
<p>The Prodigy's apparel includes a pieces both pre-enchanted and self-enchanted. They grant a good all-round boost to combat effectiveness<br /><strong>Cultist Robes:</strong> pre-enchanted with Fortify Magicka Regeneration 75%<br /><strong>Adept Hood:</strong> pre-enchanted with Fortify Magicka 50pts<br /><strong>Amulet of Talos:</strong> pre-enchanted with Fortify Shouts 20%<br /><strong>Ring:</strong> Enchanted with Fortify Health<br /><strong>Gloves:</strong> Enchanted with Fortify One-Handed<br /><strong>Cultist Boots:</strong> Enchanted with Fortify Stamina</p>
<p>I left my <strong>Nordic Sword and Shield</strong> unenchanted to save a perk in Smithing and to use Elemental Fury. At higher levels you could enchant the shield with Resist Magic or Fortify Block. Remember to keep improving the weapon and shield - the shield grants a pretty big chunk of AR (38 at Epic quality). With that on top of Ironflesh (3/3 Mage Armor) and the Lord Stone you're sitting on a tidy 328 AR - and you can use Dragon Aspect to boost that by another 100.</p>
<p>The Prodigy has little need for other items like scrolls, staves and potions, although he does make use of purchased Fortify Restoration potions in conjunction with the <strong>Amulet and Blessing of Talos</strong> to drastically decrease his shout cooldowns (by up to 60%).</p>
<p style="text-align:center;"><em>I command the souls of dragons as Miraak does.</em><br /><em>The Greybeards tell me my Thu'um is strong.</em><br /><em>Could I bend the minds of men and dragons to my will?</em><br /><em>Could I take on the aspect of the dragon to destroy my foes?</em><br /><em>Could I rid myself of Miraak forever?</em></p>
<p><strong>Playing the Prodigy</strong></p>
<p>From the Thu'um to his skill at arms and silent step, the Prodigy has a lot of options for any given situation.</p>
<p><strong>Shouts</strong></p>
<p>The Prodigy's shouts are mainly based around support and control than dealing damage.</p>
<p>The first shout the Prodigy learns is <strong>Unrelenting Force</strong>. As you all know, this Shout can be used to stagger or knockdown groups of enemies. I prefer to use only the first word in open combat - it staggers most enemies and has a very short cooldown (particularly with 60% shout cooldown reduction). With Quiet Casting, Unrelenting Force can be used to assist your side in a Bend Will fight without getting directly involved, or blast a foe to an untimely death without anyone noticing.</p>
<p><a href="{{#staticFileLink}}71614142,original{{/staticFileLink}}" target="_blank"><img class="align-full" src="{{#staticFileLink}}71614142,RESIZE_710x{{/staticFileLink}}" width="710" alt="71614142?profile=RESIZE_710x" /></a><em>Whirlwind Sprint allows the Prodigy to quickly close the gap on this Bandit</em></p>
<p>The second shout the Prodigy learns is <strong>Whirlwind Sprint</strong>. Whirlwind Sprint can be used to close large distances on archers, or get out of a sticky situation. Using the first word only has a rather short cooldown. With Quiet Casting, Whirlwind Sprint can be used to move around very quickly without making a sound. If you Whirlwind Sprint while sneaking at an enemy you'd be able to kill with a single backstab (and he is on terrain where you could killmove him), you can hold down the attack button and you'll enter a throat-slit killmove the instant you're close enough.</p>
<p><strong>Become Ethereal</strong> is a hugely useful Shout for a light armored character, allowing him to quickly negate powerful attacks. The Prodigy primarily uses this to avoid powerful ranged attacks, such as mages with area spells and a dragon's breath attack. With 60% shout cooldown, the duration is roughly the same as the cooldown rate! Another use of the Shout is in general combat, as power attacks made from an Ethereal state don't use any stamina.</p>
<p>The <strong>Dismay</strong> shout can be used to strike terror into the minds of the Prodigy's foes. When using all 3 words it only affects up to level 24 enemies, though this can be used to scatter lower leveled humanoids and animals. Using this shout on a mixed group of foes will cause the weakest among them to flee, leaving you to battle the strongest among them alone. Using Dismay with Quiet Casting will send targets fleeing in the opposite direction, while other enemies will come searching for you.</p>
<p>The <strong>Dragon Aspect</strong> shout is only usable once per day, so make sure you use all the words you know! This shout gives the Prodigy a huge boost to damage and protection, can summon a powerful ally, reduces his Shout cooldowns by another 20%. With 80% shout cooldown reduction, Bend Will (2nd word) has a cooldown of just 18 seconds - shorter than the duration of the effect!</p>
<p><strong>Aura Whisper</strong> can be used while sneaking with Quiet Casting to reveal enemies in a large area around the Prodigy, if only briefly. It has a very short cooldown though.</p>
<p>Finally, the Prodigy learns to master Miraak's shout, <strong>Bend Will</strong>, to command men, beasts and even dragons. A seriously overlooked part of this Shout is the second word. With a much shorter cooldown than the third word, it can be used to dominate almost any humanoid/animal enemy for 30 seconds. The best part about this, however, is that the shout is designed for hitting <em>dragons</em>. This means it has a massive range and a very wide projectile, allowing you to enslave large groups simultaneously. This can quickly turn the tide in a difficult battle, and dominated enemies regard you as friendly, meaning easy assassinations. With Quiet Casting you can cause chaos amongst foes while remaining hidden, or turn enemies into friends, letting you bypass or easily sneak attack them. When you attack a bent enemy, other bent enemies will assist you in killing your target. The best part is than enemies that attack each other while bent will continue to attack after the effect ends, or until the Prodigy makes himself a larger threat.<a href="{{#staticFileLink}}71614136,original{{/staticFileLink}}" target="_blank"><img class="align-full" src="{{#staticFileLink}}71614136,RESIZE_710x{{/staticFileLink}}" width="710" alt="71614136?profile=RESIZE_710x" /></a><em>Bend Will can turn overwhelming odds into an easy victory for the Prodigy</em></p>
<p>While the Prodigy does have a powerful selection of shouts, he still needs to use his blade to kill enemies - and that means getting in close. He prefers getting in unseen and then landing a first devastating strike. Whirlwind Sprint is by far the best tool for doing this once you have Quiet Casting. After landing a sneak attack, throw on a Flesh spell and get out your shield - assuming you've been spotted of course! When fighting up close, try and either avoid or block every attack, using your speed to your advantage. While you can still take a few hits, you should keep in mind you're no juggernaut in heavy armor. A very important part of the Prodigy is to know when to be on the offensive and defensive. Make sure to press the attack when you have the advantage, and be careful when fighting large groups or tough foes. Remember that a quick shield bash, Unrelenting Force or Bend Will can quickly turn the tables in your favor!</p>
<p>I made use of two <strong>Black Books</strong>, Waking Dreams and Epistolary Acumen. Waking Dreams lets you shift perk points around as you wish (paying with Dragon Souls, of course), which is particularly useful for leveling. As I mentioned I used Apprentice Illusion for leveling up to 50 and then shifted it elsewhere. If you choose to do so (I recommend this on Master/Legendary if you're having trouble) you can shift all your points out of crafting skills after crafting your equipment of choice - that's upwards of 6 perks saved. From Epistolary Acumen I took Dragonborn Force, which makes Unrelenting Force deal 10/20/50 more damage, and disintegrates enemies it kills - particlarly useful when fighting Necromancers.</p>
<p>Don't be afraid to just dive straight in - you don't need be sneaking around everywhere.</p>
<p><strong>Roleplay and Adaptation</strong></p>
<p>As you would know by this point, I played the Prodigy as a former cultist of Miraak, released from control and out for revenge. I spent my time in Skyrim accruing power and knowledge, using locations of specific word walls to guide me around the world. This approach leaves any and all of the factions open to be joined.</p>
<p>Of course you could adapt the skillset and race to have your Prodigy allied with say the Thalmor (Thalmor Robes, Ebony or Elven sword and shield) or House Telvanni (Telvanni Robes, Chitin or Bonemold Shield, Elven sword).</p>
<p style="text-align:center;"><em>So my servants have failed to kill you, prodigy.</em><br /><em>You know why I'm here, Miraak.</em><br /><em>Mora has forseen this - it was your destiny. Join me, and we can rule Tamriel together as master and student!</em><br /><em>No. There's only one way this can end!</em></p>
<p><a href="{{#staticFileLink}}71614180,original{{/staticFileLink}}" target="_blank"><img class="align-full" src="{{#staticFileLink}}71614180,RESIZE_710x{{/staticFileLink}}" width="710" alt="71614180?profile=RESIZE_710x" /></a><em>Miraak and the Prodigy battle to determine the fate of Tamriel</em></p>
<p>All in all this build was very fun to play, a good mix between support magic, exploring some Shouts that don't deal direct damage and my favourite sword and board gameplay. Don't forget to leave feedback below, and if you choose to play the Prodigy don't forget to let me know how that goes!</p></div>Character Build: Lolth, Queen of Spidershttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-lolth-queen-of-spiders2018-05-13T11:08:45.000Z2018-05-13T11:08:45.000ZTurds Montgumryhttps://TheSkyForge.ning.com/members/TurdsMontgumry<div><p style="text-align: left;"><span style="font-size: 10pt;">Hello everyone, this is my first build.  I have been creeping character builds on here and TamrielVault for a while, tried a bunch of builds, had a great time, etc.  I thoroughy enjoy thick roleplay, unique playstyle, cool abilities, and especially a build that makes you think about how you want to approach different types of enemies and situations.  After thousands of hours of gameplay, I thought it's time I finally give back to the community and present this spicy little nugget that's made my pants tighter than they're supposed to be for an extended period of time.</span></p>
<p style="text-align: center;"> </p>
<p style="text-align: center;"><span style="font-size: 24pt;">Lolth, Queen of Spiders</span></p>
<p style="text-align: center;"><span style="font-size: 24pt;"><a href="https://storage.ning.com/topology/rest/1.0/file/get/14714949?profile=original" target="_blank" rel="noopener"><img class="align-center" src="https://storage.ning.com/topology/rest/1.0/file/get/14714949?profile=original" width="400" /></a></span></p>
<p style="text-align: center;"><span style="font-size: 14pt;"><strong><em>Queen of the Demonweb Pits,</em></strong></span><br />
<span style="font-size: 14pt;"><strong><em>The Weaver of Destiny,</em></strong></span><br />
<span style="font-size: 14pt;"><strong><em>Demigoddess of Spiders, Assassins, and Drow</em></strong></span></p>
<p style="text-align: center;"> </p>
<p style="text-align: center;"><span style="font-size: 12pt;"><em>Lolth is a demon lord and a goddess worshipped by the Drow (some myths propose that she was originally a goddess who was transformed into a demon). She displays formidable power and great cruelty with an affection for arachnids. Goddess of Darkness, Drow, Evil, and Spiders (and assassins and chaos in the Forgotten Realms), Lolth has, through deceit and domination, garnered the ears of the dark elves and eventually established herself as their foremost deity, keeping them under her thumb by creating a society in which only the strong survive and her priestesses are strongest.</em></span></p>
<p style="text-align: center;"> </p>
<p style="text-align: center;"><span style="font-size: 12pt;"><em>Cruel and capricious, Lolth embodies the absolute evil of all Drow.</em></span></p>
<p style="text-align: center;"><span style="font-size: 12pt;"><em>She is malicious in all her dealings with others and coldly vicious in a fight,</em></span></p>
<p style="text-align: center;"><span style="font-size: 12pt;"><em>coveting the power of the greater gods worshiped by the surface races.</em></span></p>
<p style="text-align: center;"><span style="font-size: 12pt;"><em>She can be kind and aids those she fancies, but she thrives on death, destruction, and torture –</em></span></p>
<p style="text-align: center;"><span style="font-size: 12pt;"><em>including those of her own worshipers who have displeased her.</em></span></p>
<p style="text-align: center;"><span style="font-size: 12pt;"><em>Although she can appear as a giant black widow spider with crimson eyes,</em></span></p>
<p style="text-align: center;"><span style="font-size: 12pt;"><em>Lolth’s true form is rumored to be that of a human-sized, exquisitely beautiful female drow.</em></span></p>
<p style="text-align: center;"> </p>
<p style="text-align: center;"><span style="font-size: 12pt;"><em>~~~</em><strong>Commandments of Lolth</strong><em>~~~</em></span></p>
<p style="text-align: center;"><span style="font-size: 12pt;">Do whatever it takes to gain and hold power.</span></p>
<p style="text-align: center;"><span style="font-size: 12pt;">Rely on stealth and slander in preference to outright confrontation.</span></p>
<p style="text-align: center;"><span style="font-size: 12pt;">Seek the death of elves at every opportunity.</span></p>
<p style="text-align: center;"> </p>
<p style="text-align: left;"><span style="font-size: 10pt;">****Those if you who are not familiar with the Drow, they are dark elves from Dungeons and Dragons which is what all of the skills and abilities of the build are inspired from</span></p>
<p style="text-align: left;"><span style="font-size: 10pt;"><strong><span style="font-size: 12pt;">ALSO</span> - </strong>This build is still great and super fun without mods by I highly recommend the following mods to supercharge the build:</span></p>
<p><span style="font-size: 12pt;"><em><strong>Ordinator</strong></em></span> - Perks of Skyrim</p>
<p><span style="font-size: 12pt;"><em><strong>Path of Sorcery</strong></em></span> - Magic Perk Overhaul</p>
<p><span style="font-size: 12pt;"><em><strong>Apocalypse</strong></em></span> - Magic of Skyrim </p>
<p><span style="font-size: 10pt;"><strong>Bonus Mods that I highly recommend</strong> </span> <strong><span style="font-size: 10pt;">for the build</span> </strong>- <em><strong>Human Enemies Drop Hearts and Flesh + Circlets or Masks with all Robes and Hoods</strong></em></p>
<p>*The last two mods make human hearts and flesh more available and lets you wear a hood with a circlet.  Highly recommended, but not necessary.</p>
<p><span style="font-size: 10pt;"><strong><span style="font-size: 12pt;">Disclaimer</span> - </strong>This is an <strong>INTERPRETATION</strong> of Lolth.  Not trying to have a bunch of D&D nerds fact checking my precious work.  If you want a better interpretation of Lolth, make your own character build.  With all that out of the way....</span></p>
<p> </p>
<p style="text-align: center;"><span style="font-size: 18pt;">~~~<em><strong>The Build</strong></em>~~~</span></p>
<p style="text-align: center;"> </p>
<p style="text-align: left;"><span style="font-size: 12pt;"><strong><span style="text-decoration: underline; font-size: 14pt;">Race:</span> <a href="https://storage.ning.com/topology/rest/1.0/file/get/14715015?profile=original" target="_blank" rel="noopener"><img class="align-right" src="https://storage.ning.com/topology/rest/1.0/file/get/14715015?profile=original" width="374" height="803" /></a></strong><span style="font-size: 10pt;">Dark Elf, Vampire</span> <span style="font-size: 10pt;">Lord</span></span></p>
<p style="text-align: left;"><span style="font-size: 10pt;">(It's important to keep in mind, Lolth is not a vampire but the vampire mechanics are what's important.  Let your vampirism get to the highest stage and ride it for the whole playthrough.  NO FEEDING)</span></p>
<p style="text-align: left;"><span style="font-size: 10pt;">**I debated whether or not I would use the Vampire Lord form as a pretend Black Widow form, but ultimately decided against it.</span></p>
<p style="text-align: left;"><span style="font-size: 12pt;"><strong><span style="text-decoration: underline; font-size: 12pt;">Appearance:</span> </strong><span style="font-size: 10pt;">White hair, lightest skin, red eyes, super hot</span></span></p>
<p style="text-align: left;"><span style="font-size: 14pt;"><strong><span style="text-decoration: underline; font-size: 12pt;">Class:</span> </strong></span><span style="font-size: 10pt;">Cleric of the Trickery Domain</span></p>
<p style="text-align: left;"><span style="font-size: 12pt;"><span style="text-decoration: underline;"><strong>Alignment:</strong></span> <span style="font-size: 10pt;">Chaotic Evil</span></span></p>
<p style="text-align: left;"><span style="text-decoration: underline; font-size: 12pt;"><strong>Stat</strong> <strong>Spread:</strong></span><span style="font-size: 12pt;"> <span style="font-size: 10pt;">3 : 1 : 0, <em>after 200 health, all into magicka</em></span></span></p>
<p style="text-align: left;"><span style="font-size: 12pt;"><span style="text-decoration: underline;"><strong>Standing Stone:</strong></span> </span></p>
<p><span style="font-size: 16px;"><span style="font-size: 10pt;">Mage</span> - <span style="font-size: 10pt;"><em>Beginning</em></span></span></p>
<p><span style="font-size: 13.3333px;"><span style="font-size: 10pt;">Mage + Lover</span> - <em>For leveling after Athereal Crown</em></span></p>
<p><span style="font-size: 13.3333px;"><span style="font-size: 10pt;">Lord + Ritual </span> - <em>End</em></span></p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Skills:</strong></span></p>
<p><span style="font-size: 10pt;"><strong>Restoration</strong>  (<span style="text-decoration: underline;">key perks</span> - Magicka Regen, Dual Casting, Respite)</span></p>
<p><span style="font-size: 10pt;"><strong>Illusion</strong>  (<span style="text-decoration: underline;">key perks</span> <strong>- </strong>Quiet Casting, emphasis on the Calm spell)</span></p>
<p><span style="font-size: 10pt;"><strong>Alteration</strong>  (<span style="text-decoration: underline;">key perks</span> <strong>-</strong> Magic Resistance)</span></p>
<p><span style="font-size: 10pt;"><strong>Alchemy</strong>  (<span style="text-decoration: underline;">key perks</span> - Emphasis on poisons, and Concentrated Poison)</span></p>
<p><span style="font-size: 10pt;"><strong>Pickpocket</strong>  (<span style="text-decoration: underline;">key perks</span> - Poisoned)</span></p>
<p><span style="font-size: 10pt;"><strong>Speech</strong>  (<span style="text-decoration: underline;">key perks</span> - Allure, Persuasion if no mods, shout buffs if using mods)</span></p>
<p><span style="font-size: 10pt;"><strong>Sneak</strong>  (minimal perk investment due to <strong>Nightstalker's Footsteps</strong> and gear)</span></p>
<p><span style="font-size: 10pt;">**I chose not to post my exact perks due to people having different perk mod preferences, but to give a rough outline, here is an unmodded perk list for reference:</span></p>
<p><span style="font-size: 10pt;"><strong>Restoration</strong> - Novice - Master, Regeneration, Necromage, Respite, Dual Casting, Recovery x2<br />
<strong>Illusion</strong> - Novice - Expert, Dual Casting, Animage, Kindred Mage, Quiet Casting, Hypnotic Gaze, Aspect of Terror<br />
<strong>Alteration</strong> - Novice - Expert, Magic Resistance x 3, Stability, Mage Armor x1<br />
<strong>Alchemy</strong> - Alchemist x 5, Physician, Benefactor, Poisoner, Concentrated Poison<br />
<strong>Pickpocket</strong> - Light Fingers x 2, Night Theif, Poisoned <br />
<strong>Speech</strong> - Haggling x 1, Allure, Bribery, Persuasion<br />
<strong>Sneak</strong> - Stealth x 1 (can be fleshed out after initial completion of build, but more of an icing on the cake)</span></p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Shouts:</strong></span></p>
<p><span style="font-size: 16px;"><span style="font-size: 10pt;"><strong>Become Ethereal</strong> <em>(1 word), </em></span></span><span style="font-size: 16px;"><span style="font-size: 10pt;"><strong>Bend Will</strong> <em>(3 words), </em></span></span><span style="font-size: 16px;"><span style="font-size: 10pt;"><strong>Marked for Death</strong> <em>(3 words), </em></span></span><span style="font-size: 16px;"><span style="font-size: 10pt;"><strong>Slow Time</strong> <em>(3 words), </em></span></span><span style="font-size: 16px;"><span style="font-size: 10pt;"><strong>Whirlwind Sprint</strong> <em>(3 words)</em></span></span></p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Equipment:</strong></span></p>
<p><strong>Weapons - </strong>Mehrunes' Razor, Sanguine Rose, Wabbajack, Miraak's Staff, Spider Scrolls (Fire Only to emulate darkfire spiders)</p>
<p><strong>Apparel - </strong>Shrouded hood + Athereal Crown, Necklace of Resist Magic or Necklace of Fortify Magic, Vampire Robes, Mystic Tuning gloves, Ring of Erudite, Shrouded shoes</p>
<p>**Feel free to use any dagger up until you get <strong>Mehrunes' Razor</strong>, and any ring of magicka regeneration or fortify magicka up until <strong>Ring of Erudite. </strong> I preferred using <strong>Bloodthorn</strong> and a ring of magicka regeneration.</p>
<p>**Mourner's clothes or black robes can be used before you can find some vampire robes or if you think of something else that looks good, go with that.</p>
<p>**I got <strong>Krosis</strong> and <strong>Muiri's Ring</strong> for mixing potions.</p>
<p>**Pickpocket the <strong>Mystic Tuning Gloves</strong> from <strong>Drevis Neloren</strong> at the <strong>College of Winterhold</strong>, but do not complete the <strong>Out of Balance</strong> quest, in fact don't even start it, you will lose the gloves upon completion.  Also, they are a quest item so if you get caught from the guards with a huge bounty and choose to pay it off, you will not lose the gloves.  Tested on <strong>Skyrim Special Edition</strong>, not sure about original version. </p>
<p>**The <em><strong>Circlets or Masks with all Robes and Hoods </strong></em>mod lets you wear the <strong>Shrouded hood</strong> and the <strong>Athereal Crown</strong> at the same time.  If you decide to use this mod feel free to use a circlet of fortify magicka up until you get the <strong>Athereal Crown.</strong></p>
<p> </p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Spellbook:</strong></span></p>
<p><span style="font-size: 10pt;"><strong>Restoration - </strong>Close Wounds, Poison Rune, **Horrid Wilting, Repel Undead, Turn Greater Undead, Bane of the Undead</span></p>
<p><span style="font-size: 10pt;"><strong>Alteration -</strong> Magelight, Detect Life, Ash Shell, Ebonyflesh</span></p>
<p><span style="font-size: 10pt;"><strong>Illusion -</strong> **Dispel Magic, **Silence, Pacify, Rout</span></p>
<p><span style="font-size: 13.3333px;"><em>**Bonus spells from the <strong>Apocalypse - Magic of Skyrim </strong>mod:</em></span></p>
<p><span style="font-size: 13.3333px;"><em><strong>Horrid Wilting</strong></em> - Similar to the fireball spell except slower moving and deals disease damage over time, works on living and undead creatures (except for vampires which makes an alliance with them more profitable) along with dragons, but does not affect dwarven automations.</span></p>
<p><span style="font-size: 13.3333px;"><em><strong>Dispel Magic</strong></em><strong> </strong>- Normal spell cast time that has a huge area of effect that radiates from the caster like the <strong>Nord's Battle Cry</strong> power that dispels magic. Very useful against mages when they cast elemental cloaks, and flesh spells, although I don't remember this dispelling conjured weapons, I could be wrong.  This also dispels your flesh spells so watch out for that.</span></p>
<p><span style="font-size: 13.3333px;"><em><strong>Silence - </strong></em> A bolt of magic that prevents spell casters from casting spells for 10 seconds.  Excellent when used right after <strong>Dispel Magic</strong>.</span></p>
<p><span style="font-size: 13.3333px;">**<strong>Muffle</strong> will be used until you get Shrouded shoes, but if you need to power level to get <strong>Quiet Casting</strong>, feel free to spam the spell</span></p>
<p><span style="font-size: 13.3333px;">**There are a wide array of spells from the <span style="font-size: 10pt;"><em><strong>Apocalypse</strong></em> - <em>Magic of Skyrim</em></span><em> </em>mod you can try, shadow spells that involve creating illusions of your enemies are ok and the spell <strong>Backlash</strong> had some use, but I settled on using the above list.</span></p>
<p> </p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Potions and Poisons</strong></span></p>
<p><strong>Darkoil - </strong>Fortify Restoration + Regenerate Magicka <em>(Salt pile + Garlic + (Abecean Longfin or Cyrodilic Spadetail or Small Antlers))</em></p>
<p><strong>Venom - </strong>Lingering Damage Health <em>(Imp Stool, Mora Tapinella, Orange Dartwing, Scathecraw, Slaughterfish Egg, Slaughterfish Scales)</em></p>
<p><strong>Digestive Fluid - </strong>Damage Health + Weakness to Poison <em>(Deathbell + Bleeding Crown + Nightshade)</em></p>
<p><strong>Black Widow Poison - </strong>Paralysis + Damage Health + Lingering Damage Health <em>(Imp Stool + Human Flesh + Scathecraw)</em></p>
<p><strong>Toxic Psychosis - </strong>Weakness to Fire (Bleeding Crown, Burnt Spriggan Wood, Frost Salts, Ice Wraith Teeth, Juniper Berries, Moon Sugar, Powdered Mammoth Tusk)</p>
<p>**If you don't have the mod, <em><strong>Human Enemies Drop Hearts and Flesh, </strong></em>it is OK to substitute <strong>Black Widow Poison</strong> with a Paralysis + Damage Health poison instead.</p>
<p> </p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Essential Quests</strong></span></p>
<p><span style="font-size: 13.3333px;"> **Lolth wishes to quietly sink her corrupted claws deep into the hear of Skyrim.  Gaining power and influence, making important allys and setting up strategic footholds are of the upmost importance.</span></p>
<p><strong>Diplomatic Immunity ~~ </strong><strong>Pieces of the Past ~~ </strong><strong>The Whispering Door ~~ </strong><strong>The Mind of Madness ~~ </strong><strong>A Night to Remember ~~ </strong><strong>The Book of Love ~~ </strong><strong>The Heart of Dibella ~~ </strong><strong>Lost to the Ages ~~ </strong><strong>Civil War ~~ Imperial Legion ~~ </strong><strong>Theives Guild ~~ </strong><strong>Dark Brotherhood ~~ </strong><strong>College of Winterhold ~~ </strong><strong>Dawnguard</strong> - <strong>Volkihar side ~~ </strong><strong>Dragonborn ~~ </strong><strong>Black Book: The Shallow Regent ~~ </strong><strong>Black Book: The Winds of Change ~~ </strong><span style="font-size: 10pt;"><strong>Black Book: Untold Legends</strong></span></p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Special Abilities<a href="https://storage.ning.com/topology/rest/1.0/file/get/14726665?profile=original" target="_blank" rel="noopener"><img class="align-right" src="https://storage.ning.com/topology/rest/1.0/file/get/14726665?profile=RESIZE_710x" width="406" height="614" /></a></strong></span></p>
<p><strong>Bite</strong> - Silently inject <strong>Venom</strong> into a foe - <em><strong>Poisoned</strong> + <strong>Venom</strong></em></p>
<p><strong><span style="font-size: 10pt;">Wicked Strikes</span></strong> <em><strong><span style="font-size: 10pt;">-</span></strong></em> <span style="font-size: 10pt;">Lolth infuses her weapon with</span> <span style="font-size: 10pt;">Black Widow Poison</span> <span style="font-size: 10pt;">and strikes with incredible speed</span> <em><strong><span style="font-size: 10pt;">- Black Widow Poison + Slow Time + Mehrunes' Razor</span></strong></em></p>
<p><strong><span style="font-size: 10pt;">Kiss of the Black Widow</span></strong> <em><strong><span style="font-size: 10pt;">-</span></strong></em> <span style="font-size: 10pt;">Slowly decay a humanoid from the inside out</span> <em><strong><span style="font-size: 10pt;">- Darkoil + Poisoned + Digestive Fluid + Dual cast Poison Rune + Calm/Pacify</span></strong></em></p>
<p><strong><span style="font-size: 10pt;">Arachnophobia</span></strong> <em><strong><span style="font-size: 10pt;">-</span></strong></em> <span style="font-size: 10pt;">Lolth amplifies a humanoid's fear of spiders</span> <em><strong><span style="font-size: 10pt;">- Poisoned + Toxic Psychosis + Summon Spider (jumping) + Fear/Rout</span></strong></em></p>
<p><span style="font-size: 10pt;"><strong>Faerie Fire</strong> - Frighten a creature and outline them in light. Attacks against this creature do increased damage - <em><strong>Fear</strong><strong><em>/Turn Undead</em> + Magelight + Marked for Death</strong></em></span></p>
<p><span style="font-size: 10pt;"><strong>Controlled Chaos</strong> - Captivate nearby humanoids only to pit them off against eachother - <em><strong>Magelight</strong></em> <em><strong> + Nightingale Subterfuge</strong></em></span></p>
<p><span style="font-size: 10pt;"><strong>Destroy Undead</strong> - Lure the undead with light then drown them with darkfire - <em><strong>Magelight + Ancestor's Wrath + Become Ethereal + Bane of the Undead</strong></em></span></p>
<p> </p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Spells, Abilities and Items that are OFF LIMITS!!</strong></span></p>
<p><strong>Wards</strong> (Restoration)</p>
<p><strong>Sun Spells</strong> (Restoration)</p>
<p><strong>Guardian Circle</strong> (Restoration)</p>
<p><strong>Circle of Protection</strong> (Restoration)</p>
<p><strong>Frenzy Spells</strong> (Illusion) <em>- Personal preference due to being overpowered, plus it is more fun only having <span style="font-size: 13.3333px;"><span style="font-size: 12pt;"><strong><span style="font-size: 10pt;">Nightingale Subterfuge</span></strong> <span style="font-size: 10pt;">to cast once a day</span></span></span></em></p>
<p><span style="font-size: 13.3333px;"><span style="font-size: 12pt;"><span style="font-size: 10pt;"><strong>Invisibility</strong> (Illusion) - P</span></span></span><em><span style="font-size: 13.3333px;"><span style="font-size: 12pt;"><span style="font-size: 10pt;">ersonal choice due to being overpowered, plus it is more fun only having <strong>Embrace of Shadows </strong>to cast once a day</span></span></span></em></p>
<p><strong>Detect Dead</strong> (Alteration) - <em>Lolth can only read the thoughts of living creatures</em></p>
<p><strong>Equillibrium</strong> (Alteration) - <em>Lolth would never sacrifice herself</em></p>
<p><strong>Paralysis</strong> (Alteration) - <em>Personal preference due to being overpowered </em></p>
<p>Restricted to use <strong>ONLY</strong> potions and poisons from the <strong>Potions and Poisons</strong> list - you can craft and sell any potion</p>
<p><strong>No use of scrolls, </strong><strong> followers or </strong><strong>found potions</strong></p>
<p><strong>No staffs or weapons other than the ones mentioned in the Equipment section, but can use any dagger until Mehrunes' Razor</strong></p>
<p><strong>No using Calm/Pacify on animals, except for spiders.  I recommend USING Calm/Pacify on spiders often and avoid killing them if you can.</strong></p>
<p><strong>**</strong>Follow these rules for a rich roleplay experience.  I found that sometimes putting restrictions on your gameplay can actually make the playthrough more fun.</p>
<p>**One of the essential quests is <strong>The Whispering Door</strong> and powering the <strong>Ebony Blade</strong> up to its full power.  This is the only exeption to the above weapon rule, but after the blade is at it's full power, you will store it as a trophy.</p>
<p>**During the very early levels, it is OK to use whatever poisons you can get your hands on like <strong>Frostbite Venom</strong> and whatever crafted poisons you have ingredients for, but as soon as you are able, stick to the <strong>Potions and Poisons</strong> list religiously.</p>
<p><a href="https://storage.ning.com/topology/rest/1.0/file/get/14726634?profile=original" target="_blank" rel="noopener"><img class="align-full" src="https://storage.ning.com/topology/rest/1.0/file/get/14726634?profile=RESIZE_710x" width="710" /></a></p>
<p> </p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Early Game Tips</strong></span></p>
<ul>
<li>Get <strong>Vampirism</strong>, <strong>Sanguine Rose, Wabbajack, Spider Scrolls, Poison Rune,</strong> atleast one word of the <strong>Marked for Death, Become Ethereal, </strong> and <strong>Whirlwind Sprint</strong> shouts<strong>,</strong> <strong>Agent of Mara, Quiet Casting,</strong> and <strong>Poisoned</strong> (Pickpocket perk) as soon as possible.  This will give you a solid foudation to start with.  From there, feel free to piece together the rest of the essential pieces of the build.  </li>
<li>As far as leveling, <strong>Restoration</strong>, <strong>Illusion, </strong>and <strong>Alteration</strong> should level quickly with the use of <strong>Turn Undead</strong>, <strong>Flesh spells</strong>, and <strong>Muffle</strong>, but you may need to use a trainer to get your Restoration up high enough for casting <strong>Poison Rune</strong> and *<strong>Horrid Wilting</strong>.<strong> </strong> Also, don't let your Alchemy fall behind.  You will definately fly through the lower levels, But I recommend against using trainers during the mid game.  I found it more enjoyable to level naturally during major quest lines.</li>
<li><strong>White River Watch </strong>just east of <strong>Whiterun</strong> has a massive collection of alchemical supplies, especially <strong>Imp Stool.  </strong>Highly recommend heading there in the beginning.</li>
<li>You may struggle with combat early on but it will force you to think about what tools you have at your disposal and how to get past the current situation.  More on that in the <strong>Combat</strong> section.</li>
</ul>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Combat - General</strong></span></p>
<ul>
<li><span style="font-size: 13.3333px;"><span style="font-size: 10pt;">You approach combat as a stealthy agent looking for opportunities to manipulate the battle field. </span></span></li>
<li><span style="font-size: 13.3333px;"><span style="font-size: 10pt;">Lolth prefers to travel at night, so make use of <strong>Vampire Sight</strong><strong>.</strong></span></span></li>
<li><span style="font-size: 13.3333px;"><span style="font-size: 10pt;">You can use <strong>Magelight </strong>to distract your foes if you feel like just slipping by.  This works best in a more open environment, but also can be used to lead your enemies into traps.</span></span></li>
<li><span style="font-size: 13.3333px;"><span style="font-size: 10pt;">Make sure an cast <strong>Flesh Spells </strong>as a pre battle ritual.</span></span></li>
<li><strong>Become Ethereal </strong>is great for dodging dragon breath and mage spells.</li>
<li>When you are up against living creatures, use <strong>Detect Life </strong>as a scouting tool.</li>
<li>When you need to reposition, use <span style="font-size: 10pt;"><strong>Whirlwind Sprint</strong></span> but if that won't work, use <span style="font-size: 13.3333px;"><span style="font-size: 12pt;"><strong><span style="font-size: 10pt;">Embrace of Shadows</span></strong></span></span><span style="font-size: 10pt;"><strong>.</strong></span></li>
<li><span style="font-size: 10pt;"><strong>Slow Time </strong>can be extremely valuable when you have a lot of enemies to micromanage.</span></li>
<li><span style="font-size: 10pt;"><strong>Faerie Fire </strong>is great for softening up your foes for <strong>Sanguine Rose, Spider Scrolls</strong> and <strong>Vampire Servant/The Ritual Stone</strong><strong> </strong>but also fun if you want to let the whole dungeon know they have an unexpected visitor.</span></li>
<li><span style="font-size: 10pt;">I found <strong>Ash Shell </strong>to be valuable when you are up against a lot of enemies and want to remove the strongest one from combat while you clean up the weaker foes, then as an added bonus, you could also plant a <strong>Poison Rune </strong>right next the disabled foe so they start taking damage immediately after the <strong>Ash Shell </strong>expires.  As a grand finale, use <strong>The Ritual Stone</strong> to raise all of their fallen comrades.</span></li>
<li><span style="font-size: 10pt;">Another use for <strong>Ash Shell </strong>is sniping Trolls on a steep hill to watch them roll all the way down, or a Falmer right next to a ledge to watch them fall off the side.  I did this a few times in <strong>Arkngthamz </strong>during <strong>Lost to the Ages</strong> and was pretty satisfied with the results.</span></li>
<li><span style="font-size: 10pt;"><strong>Vampire's Servant</strong> is useful to add variety to your allies.</span></li>
<li><span style="font-size: 10pt;"><strong>Miraak's Staff</strong> is excellent for creating space and blocking choke points.</span></li>
<li><span style="font-size: 10pt;"><strong>Wabbajack</strong> is an interesting tool to spice things up.  Usually you turn your opponent into a <strong>Chicken</strong>, <strong>Mudcrab</strong> or <strong>Dremora,</strong> but you can also deal heavy elemental damage too.  <strong>Wabbajack</strong> used on massive creatures always does elemental damage so this is excellent for taking on <strong>Dragons</strong> and huge <strong>Dwarven Automations. </strong></span></li>
</ul>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Combat - Humanoids</strong></span></p>
<ul>
<li><span style="font-size: 13.3333px;">Look for lone enemies to either <strong>Bite</strong> if you don't have a lot of space, or <span style="font-size: 10pt;"><strong>Kiss of the Black Widow, </strong>or you can simply dual-cast <strong>Poison Rune</strong> around an enemy and then <strong>Calm/Pacify</strong> and walk away or continue looting a room only to hear them perish shortly after. (In case you didn't know, you can cast <strong>Poison rune, Marked for Death, and/or *Horrid Wilting</strong> then <strong>Calm </strong>and the enemy will just stand there taking damage.)  </span></span></li>
<li><span style="font-size: 13.3333px;"><span style="font-size: 10pt;">In addition to the scouting and picking off enemies tactic from above, another ability to add variety is <strong>Arachnophobia</strong><strong>. </strong> Feel free to<strong> </strong>experiment and keep switching it up depending on the situation.</span></span></li>
<li><strong>Fear/Rout</strong> and <strong>Calm/Pacify </strong>are helpful when things get out of hand and want to take care of it defensively, but if you are feeling bold, go in for <strong>Wicked Strikes. </strong>(I remember being chased by 5 high level falmer, I popped <strong>Wicked Strikes </strong>and watched all of them hit the deck as <strong>Slow Time</strong> expired.  So satisfying.)</li>
<li>If you want to cause a bit of a ruckus, you can cast <span style="font-size: 10pt;"><strong>Faerie Fire </strong>to send a Bandit running away to alarm other bandits in the dungeon, then set up a dual-cast <strong>Poison Rune</strong> for the reinforcements to step into, then either <strong>Fear/Rout</strong><strong>, Calm/Pacify, <span style="font-size: 13.3333px;">Horrid Wilting</span>, Sanguine Rose, Spider Scrolls, Miraak's Staff, </strong>I mean there is just so much variety.</span></li>
<li><span style="font-size: 10pt;">When going up against spell casters, I like to use <strong>Sanguine Rose</strong> and <strong>Spider Scrolls</strong><strong>,</strong> then cast <strong>Dispel Magic</strong> and <strong>Silence</strong> as an additional tactic.</span></li>
<li><span style="font-size: 10pt;"><strong>Bend Will</strong> is good for turning the tide in a fight, although I didn't use this very often.</span></li>
<li><span style="font-size: 10pt;">A grand finale type move is <strong>Controlled Chaos.  </strong>Extremely satisfying when you can only cast it once per day.  Feel free to dump in some <span style="font-size: 13.3333px;"><strong>Poison Runes, Horrid Wilting,</strong> or even use <strong>Sanguine Rose</strong> and/or <strong>Spider Scrolls</strong><strong>.  </strong>If you are feeling like overkill, finish it up with <strong>Wicked Strikes.</strong></span></span></li>
</ul>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Combat - Undead</strong></span></p>
<ul>
<li>A tactic I found enjoyable throughout the playthrough is casting <span style="font-size: 10pt;"><strong>Faerie Fire</strong> or simply<strong> Turn Undead </strong>on a <strong>Drauger</strong> to send them running into a trap.  <strong>Nordic Tombs </strong>are full of traps, as we all know.  <strong>Bleak Falls Barrow</strong> is a great example of this, sending <strong>Drauger</strong> into the swinging blades or the swinging door.</span></li>
<li><span style="font-size: 10pt;">A suppliment to the above tactic, is luring them into traps with <strong>Magelight.</strong></span></li>
<li><span style="font-size: 10pt;"><strong><span style="font-size: 13.3333px;">Horrid Wilting</span></strong> can be used for some offensive damage when you have to fight (except on vampires), along with <strong>Miraak's Staff, Sanguine Rose</strong> and <strong>Spider Scrolls.</strong></span></li>
<li><span style="font-size: 10pt;">A technique I like to refer to as <em><strong>Fanning </strong></em>is where you continually cast <strong>Faerie Fire</strong> on the undead to have them running around slowly taking damage while looting the dungeon.  (Depending on difficulty, the first word of <strong>Marked for Death</strong> can kill <strong>Skeletons</strong> and low level <strong>Drauger)</strong></span></li>
<li><span style="font-size: 10pt;">A grand finale tactic against a wave of <strong>Drauger</strong> can be to <strong>Ash Shell</strong> the strongest foe, cast<strong> Destroy Undead</strong> to begin picking off the rest, then when <strong>Ash Shell </strong>wears off, use <strong>The Ritual Stone</strong> to raise up all of the fallen<strong> </strong>and then <strong>Embrace of Shadows</strong> to dissapear without a trace<strong>.</strong></span></li>
</ul>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Combat - Automations</strong></span></p>
<ul>
<li><span style="font-size: 10pt;">The most threatening enemies since you can't use <strong>Detect Life </strong>on them and they seem to just appear without warning (unless you have all the dungeons memorized), but even then these things tend to sneak up on you.</span></li>
<li><span style="font-size: 10pt;"><strong>Sanguine Rose, Wabbajack</strong> and <strong>Spider Scrolls</strong> will help you immensly if you chose to fight. </span></li>
<li><span style="font-size: 10pt;"><strong>Slow Time </strong>and <strong>Become Ethereal </strong>will help you manuver around the battle field and <strong>Faerie Fire </strong>can help soften these things up for your <strong>Dremora </strong>even though <strong>Automations</strong> resist <strong>Fear/Rout.  </strong>I always cast <strong>Faerie Fire</strong> as a package for role playing purposes.</span></li>
<li><span style="font-size: 10pt;">If you chose to be more evasive and avoid fights, <strong>Whirlwind Sprint</strong> and <strong>Embrace of Shadows</strong><strong> </strong>come in handy.</span></li>
</ul>
<p><span style="font-size: 10pt;"><span style="text-decoration: underline; font-size: 12pt;"><strong>Combat - Dragons</strong></span></span></p>
<ul>
<li><span style="font-size: 10pt;"><strong>Become Ethereal </strong>is great for dodging their breath attacks while <strong>Sanguine Rose</strong><strong> </strong>and <strong>Spider Scrolls</strong><strong> </strong>is great for taking the heat off you, literally.</span></li>
<li><span style="font-size: 10pt;"><strong>Horrid Wilting</strong> and <strong>Wabbajack</strong> do solid ranged damage. </span></li>
<li><span style="font-size: 10pt;">I like to try and hit the <strong>Dragon</strong> with <strong>Faerie Fire </strong>if it's night time, but getting the <strong>Magelight</strong> to stick on a <strong>Dragon</strong> is not easy.</span></li>
<li><span style="font-size: 10pt;">You can also try and go in for <strong>Wicked Strikes, </strong>but watch out for that dreaded kill cam.</span></li>
</ul>
<p><span style="font-size: 10pt;">**I am sure there are tactics and techniques that I may have missed, so feel free to experiment, and let me know if you find something juicy.</span></p>
<p><span style="font-size: 10pt;"><a href="https://storage.ning.com/topology/rest/1.0/file/get/14726628?profile=original" target="_blank" rel="noopener"><img class="align-full" src="https://storage.ning.com/topology/rest/1.0/file/get/14726628?profile=RESIZE_710x" width="710" /></a></span></p>
<p><span style="text-decoration: underline; font-size: 12pt;"><strong>Closing Notes</strong></span></p>
<p><span style="font-size: 10pt;">I had a really fun time with this character, even after I completed the build I wanted to keep playing which is rare for me, I usually get bored with a playthrough somewhere in the mid 30's then quit.  I felt so strongly about this build and had to share it so I hope it brings as much joy to you as it did for me.</span></p>
<p> </p>
</div>Character Build: The Way-Makerhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-way-maker2018-02-18T03:50:56.000Z2018-02-18T03:50:56.000ZMatt Feeneyhttps://TheSkyForge.ning.com/members/MattFeeney<div><p>At the request of Curse, I'm posting this over from the Vault. I reworded bits and pieces (mainly the High Priest and HoonDing sections), so if you read the original, you might notice some small differences.</p><p style="text-align:center;"><span style="font-size:18pt;"><strong><span style="font-family:'book antiqua', palatino;">The Way-Maker</span></strong></span></p><p><img style="max-height:835px;display:block;margin-left:auto;margin-right:auto;" src="http://tamrielvault.com/public/album_photo/7e/8f/02/28af1_da45.jpg?c=3bce" alt="" /></p><p style="text-align:center;"><span style="font-family:'book antiqua', palatino;"><strong><em>Have you heard the Story of the Way-Maker? I thought not, few have. They say that when the End Times begins, the great and all-powerful HoonDing shall arise once again. Arise to carry the star children into the next Cycle. The HoonDing has always lead us forward; crown, rebel, or sword, he has always been there. But the next avatar, he shall truly accept his role. He will not stand as Crown, Sword, or Rebel, he shall stand as all. He will be the Thrice-Bled Guide. A Crown, for his faith will be unshakable. A Sword, for he will pierce through all that stand in the way of Morwha's children. And a Rebel, for in his quest he will shake the pillars that bind this world and defy the heathen gods. Now break the shackles, my child, lest your hand be severed when you are freed...</em></strong></span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;"><span style="text-decoration:underline;"><strong>Race:</strong></span> Redguard</span></p><p><span style="font-family:'book antiqua', palatino;"><span style="text-decoration:underline;"><strong>Standing Stone:</strong></span> Mage->Atronach->Ritual</span></p><p><span style="font-family:'book antiqua', palatino;"><span style="text-decoration:underline;"><strong>Wanderer Skills:</strong></span> Alteration, Alchemy, Illusion, and Restoration. (One-Handed)</span></p><p><span style="font-family:'book antiqua', palatino;"><span style="text-decoration:underline;"><strong>High Priest Skills:</strong></span> Alteration, Alchemy, Restoration, and Two-Handed.</span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">This build comes in two parts: The Wanderer and the High Priest. Despite the rather similar skillsets, they are quite different</span><span style="font-family:'book antiqua', palatino;">. So without further adieu...</span></p><p style="text-align:center;"><span style="font-size:14pt;"><em><strong><span style="font-family:'book antiqua', palatino;">The Wanderer (Levels 1-20)<br /></span></strong></em></span></p><p style="text-align:center;"><img style="max-height:835px;" src="http://tamrielvault.com/public/album_photo/82/8f/02/28af5_21af.jpg?c=7c01" alt="" /></p><p style="text-align:center;">Lacking major offensive and defensive abilities, the Wanderer is still a powerful figure in his own right. He is able to strengthen his allies and debilitate his enemies. Playing the Wanderer requires a clever approach to combat and heavy reliance on a follower.</p><p style="text-align:left;"><span style="text-decoration:underline;font-size:12pt;"><span style="font-family:'book antiqua', palatino;"><strong>Skills<br /></strong></span></span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;"><strong>Alteration:</strong> The Wanderer is well-versed in defensive and utility magic after his studies in Hammerfell. Lacking armor, he relies entirely on his magic and followers for defense.</span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;"><strong>Restoration:</strong> The healing arts are a necessity to the Wanderer for keeping himself and his followers alive. The purifying power of turning and sun spells are also found in the Wanderer's arsenal.</span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;"><strong>Alchemy:</strong> The lifeblood of the Wanderer. Alchemy allows him to bolster all of his skills and gives the Wanderer some sorely needed variety and power in combat. Main usage is applying various poisons with the Wanderer's simple Iron Sword and fortify his magical abilities, especially his Restoration and Illusion spells.</span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;"><strong>Illusion:</strong> Used to bolster his allies, the Wanderer solely uses the humble Courage spell. However, this Novice spell is pushed further with dual-casting and Alchemy.</span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;"><strong>One-Handed:</strong> The Wanderer uses a simple Iron Sword to apply his variety of poisons. This skill remains unperked.</span></p><p style="text-align:left;"><span style="text-decoration:underline;font-size:12pt;"><span style="font-family:'book antiqua', palatino;"><strong>Gameplay</strong></span></span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">The Wanderer is a very follower-oriented style. Your follower will be a large part of your defense and damage. The good part about this is that you can put a ton of points into magicka; not to mention all the Fortify Magicka items you get doing the College questline. Illusion is taken mostly for Courage spells, but I did throw the occasional Fury spell, which is quite potent when dual-casted. Alteration and Restoration should be fairly obvious. Flesh spells are always good for mobility, as you definitely shouldn't be taking hits. Restoration heals you and your ally. </span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">Alchemy is a great money-maker and resource. Don't underestimate poisons either. Delivering some Damage Health poisons with your rustic Iron Sword is a lot of fun. Or even better, stack on a Weakness to Magic poison and then blast them away with the Staff of Jyrik Gauldrson, which is picked up early on in the playthrough. One very noticeable perk to Jyrik's Staff is its absolutely crazy rate of fire, it's essentially an instant cast.</span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">For this part of the build, you want to build up your skills, especially Alchemy and Alteration; doing the Shalidor's Insight quests, I'd recommend stocking up on Alteration ones; and, most dangerously, taking on a few Dragon Priests. To help with this task, pick up the Atronach Stone, a well-known mage-killer and an absolute must for taking on the powerful Dragon Priests at such a low level. The best Priest to go after first is Vokun, not only do you get a really good temporary follower to help you out, but his mask decreases the cost of Alteration and Illusion spells by 20%. A fine enchantment that can carry you far.<br /></span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">As you can see, this part is very tactical. You've got low health and comparatively low armor rating. You've just got your companion, your trusty iron sword, and your staff, not to mention a load of potions and poisons. Don't forget about shouts either, there's a reason Unrelenting Force is so popular. What shouts you use are up to you right now. However save some souls for Slow Time, Bend Will, Dragon Aspect, Storm Call, Soul Tear and Cyclone.</span></p><p style="text-align:center;"><span style="font-family:'book antiqua', palatino;font-size:12pt;"><em><strong>Level 20 Perk Spread<br /></strong></em></span></p><p style="text-align:center;"><img style="max-height:835px;" src="http://tamrielvault.com/public/album_photo/8a/8f/02/28afd_8f4d.jpg?c=1197" alt="" /></p><p style="text-align:left;"><span style="text-decoration:underline;font-size:12pt;"><strong><span style="font-family:'book antiqua', palatino;">Roleplay</span></strong></span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">The Wanderer has accepted his role as a leader, but has not fully embraced the meaning. He retains his cheerful and humble personality. The Wanderer, always eager to lend a helping hand, is open to take on a variety of quests. Though the Imperials worship mere reflections of the your Gods, the many priests and priestesses found in Skyrim still follow the will of the Gods, however misguided. Consider also the chaotic politicals of a land in turmoil and the opportunities they present.</span><span style="font-family:'book antiqua', palatino;"><br /> </span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">The Wanderer is a man of knowledge and knowledge seldom comes to those that merely wait for it. Seek out this land's center of magical learning, the College of Winterhold; though you shall quickly surpass your peers, their knowledge will aid you for a time. Make use of their resources and access to magical secrets. It is said that ancient Archmage Shalidor possessed potent insight, his legend reaching even the sands of the Alik'r. Locating his lost knowledge is a fine investment.</span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">The most harrowing task set out before you is the slaying of Skyrim's ancient undead order, the mighty Dragon Priests. Their blasphemy and profane worship has carried on beyond their deaths. Show them that the Way-Maker's righteous authority goes beyond the veil of death.</span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">Morally-ambiguous quests should be alright as well, but try to avoid the outright evil ones. The Wanderer is not an evil man, but he is still very ambitious and driven.<br /> </span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">It is this very drive and ambition that forces him to become...</span></p><p style="text-align:center;"><span style="font-size:12pt;"><strong><em><span style="font-family:'book antiqua', palatino;"><span style="font-size:14pt;">The High Priest (Levels 20<)</span><br /></span></em></strong></span></p><p style="text-align:center;"><a href="https://tamrielvault.com/public/album_photo/86/8f/02/28af9_697e.jpg?c=29f0" target="_blank"><img class="align-center" src="https://tamrielvault.com/public/album_photo/86/8f/02/28af9_697e.jpg?c=29f0" alt="28af9_697e.jpg?c=29f0" width="820" height="615" /></a> </p><p style="text-align:center;">The High Priest is a wizard from legend. Whereas most mages are reliant on their limited magicka pool, forcing them to focus on reduction enchantments, the High Priest instead relies upon his Voice and his collection of powerful staves to battle his many oppoents. His magicka is instead used for exlcusively defensive purposes, all but insuring survival.</p><p style="text-align:center;">The High Priest has also removed his reliance on a single follower. But he still does not fight alone. His Voice has the power to turn enemies to his side.</p><p><span style="text-decoration:underline;font-size:12pt;"><span style="font-family:'book antiqua', palatino;"><strong>Skills</strong></span></span></p><p><span style="font-family:'book antiqua', palatino;"><strong>Alteration:</strong> No longer benefiting from the Mage Armor perks, the High Priest is still a master of Alteration. The school has gifted him with a variety of spells such as Paralyze and Ash spells, which can easily make up for his lack of defense and can be used frequently since the High Priest is not reliant on his magicka, preferring to focus on his staff and Voice.</span></p><p><span style="font-family:'book antiqua', palatino;"><strong>Restoration:</strong> Since he longer uses personal followers, Restoration is used greedily. Healing spells are very magicka efficient so they can be used frequently if need be. His expertise in Restoration has extended to his Turning and Sun spells, allowing him to easily dominate the undead. His knowledge of battling the rotting legions also allows his fire staff to utterly destroy the strongest of undead.</span></p><p><span style="font-family:'book antiqua', palatino;"><strong>Alchemy:</strong> Bringing the full weight of the Alchemical Arts, this skill is used to bolster his own spells. Paralyze and Ash spells that last for entire fights. Sun spells that instantly purge lesser undead. A variety of highly effective poisons delivered with his Silver Sword. But perhaps most potently: Alchemy is used to increase the damage of his already powerful slaves.</span></p><p><span style="font-family:'book antiqua', palatino;"><strong>Two-Handed:</strong> The High Priest seeks training in the Two-Handed style. However, this skill only sees actual usage when the Way-Maker is under a more divine persuasion (See Below).</span></p><p><span style="text-decoration:underline;font-size:12pt;"><span style="font-family:'book antiqua', palatino;"><strong>Gameplay</strong></span></span></p><p><span style="font-family:'book antiqua', palatino;">You now assume the role of High Priest. Drop your follower and your raggedy clothes. Pick your Temple Priest Robes and don the mask of Konahrik, which you've been working towards by slaying the heretical Nord priests of old.<br /> </span></p><p><span style="font-family:'book antiqua', palatino;">Bend Will is your most powerful tool here. As you will no longer restrict yourself to a single follower, your Voice shall turn the enemies into your converts. Allow groups of enemies to battle themselves while you either support your new converts or simply rain destruction upon the crowd with your assortment of staves. You will focus on three staves in particular: Staff of Fireball, Hevnoraak's Staff (Staff of Lightning Wall), and the Staff of Magnus. The Staff of Fireball and Hevnoraak's Staff will serve the Way-Maker as well as instruments of his destructive will. Both can be augmented by his extensive alchemical knowledge as well. The Staff of Magnus has a more specialized purpose: it absolutely destroys dragons. Once a dragon runs out of magicka, it can no longer use its power Breath attacks, forcing it to land and snap at you. As it lumbers after you, drop down a trail of Lightning Wall from Hevnoraak's Staff. Comebine this tactic with your skill in Wards (which block all damage from dragon breath attacks) and you won't have any reason to fear the wyrms.<br /> </span></p><p><span style="font-family:'book antiqua', palatino;">But the High Priest's voice is a versatile power, but always be aware of how reliant on it you are. Beyond Bend Will, Slow Time is also an extremely helpful shout, being constantly augmented by the Stability perk. It can allow you time to set up a lightning wall with Hevnoraak's Staff, avoid damage, and apply your sickening poisons. You won't find much use for your Silver Sword beyond the application of poisons and without the benefit of perks or tempering, you'll see limit physical damage. You could theoretically use any one-handed sword; I simply feel the Silver Sword matches the rise to regality (and who could complain about some extra damage to the undead?).<br /> </span></p><p><span style="font-family:'book antiqua', palatino;">There is a lot of soul gem management in this build with its constant staff usage (and very greedy ones, at that). This where Soul Tear comes in handy. Combine it with the Black Star (Azura is a trespasser from between the planes, corrupting her artifact is just one of the many ways you will cross the heathen gods), and it'll keep your staves fully charged. Just killing a simple bandit will net you a Grand Soul.</span></p><p><span style="font-family:'book antiqua', palatino;">The Ritual Stone might be an odd choice, especially given the Redguards' views on necromancy. But I saw it as the High Priest's voice reaching through death and commanding them. You are not manipulating the souls of the dead; you are calling upon the honored dead to fight for you through the vessels you've created. A more gameplay-oriented reason, Bend Will doesn't affect the undead and your army is an important part of your tactics. So I decide an alternative would be to create your army from slain foes since the Ritual Stone works on everything except for dragons and automatons.</span></p><p><span style="font-family:'book antiqua', palatino;">Alchemy becomes extremely powerful now. It can boost up your staves and a few of your shouts, Alteration will extend the duration of Slow Time, Fortify Destruction will increase of Storm Call and Cyclone, etc. Don't forget about poisons, weakness to magic/fire/shock poisons are also great ways to boost your damage against living enemies. Your healing spells should cover your health just fine. Magicka goes relatively unused this level between your use of staves and shouts, so feel free to throw all of your points into health from now on.<br /> </span></p><p><span style="font-family:'book antiqua', palatino;">Obviously this build is very good against living enemies with Bend Will, but let's not forget the horde of undead inside the many ancient tombs that are immune to your divine words. Enter the Necromage perk. Necromage will massively increase the damage done by the Staff of Fireball, thanks to the Taper mechanic, which builds fire damage enormously</span><span style="font-family:'book antiqua', palatino;">. If for some reason, you're not in the mood for explosions, the undead's simple nature is easy to abuse with<br /> </span></p><p style="text-align:center;"><span style="font-size:12pt;"><span style="font-family:'book antiqua', palatino;"><em><strong>Level 34 Perk Spread<br /></strong></em></span></span></p><p style="text-align:center;"><img style="max-height:835px;" src="http://tamrielvault.com/public/album_photo/8e/8f/02/28b01_0505.jpg?c=a3e1" alt="" /></p><p><span style="font-family:'book antiqua', palatino;"><strong>*Note- </strong>Use the Perk Respec at the end of the Dragonborn DLC to remove some of your now useless perks, like Illusion perks and Mage Armor.</span></p><p style="text-align:center;"><span style="text-decoration:underline;"><span style="font-family:'book antiqua', palatino;"><span style="font-size:8pt;"> </span> <span style="font-size:8pt;"> </span></span></span></p><p style="text-align:center;"><span style="font-family:'book antiqua', palatino;"><span style="font-family:'book antiqua', palatino;font-size:14pt;"><em><strong>Greater Power: The HoonDing</strong></em></span></span></p><p><span style="font-family:'book antiqua', palatino;">Here we are. The reason this build was made. This isn't a permanent change in character as the High Priest was. If any of you are fans of spectacle fighters, just think of this as the Way-Maker's <a href="https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=9&cad=rja&uact=8&ved=2ahUKEwjyqtLWy_zjAhWNzlkKHbg7Df8QFjAIegQIAxAB&url=https%3A%2F%2Fdevilmaycry.fandom.com%2Fwiki%2FDevil_Trigger&usg=AOvVaw0w7rgWvuy1eVblDbJImarU" target="_blank">Devil Trigger</a>.<br /> </span></p><p style="text-align:center;"><a href="https://tamrielvault.com/public/album_photo/7a/8f/02/28aed_86c2.jpg?c=feb8" target="_blank"><img class="align-center" src="https://tamrielvault.com/public/album_photo/7a/8f/02/28aed_86c2.jpg?c=feb8" alt="28aed_86c2.jpg?c=feb8" width="727" height="559" /></a></p><p><span style="font-family:'book antiqua', palatino;"><strong>Requirements: </strong></span><span style="font-family:'book antiqua', palatino;">Dragonhide, Shalidor's Insight: Alteration, Dragon Aspect, Adrenaline Rush, and Dwarven Greatsword of Flames. </span></p><p><span style="font-family:'book antiqua', palatino;">(<strong>Optional:</strong> Fortify Two-Handed/Alteration/Destruction potions.)</span></p><p><span style="text-decoration:underline;font-size:12pt;"><strong><span style="font-family:'book antiqua', palatino;">Gameplay</span></strong></span></p><p><span style="font-family:'book antiqua', palatino;">The Way-Maker's true power comes when he channels the power of the HoonDing. Rather than shifting into a new stage, as we did with the High Priest, this is more akin to Beast Form or Vampire Lord Form. A greater power, of sorts, that you can call upon when you require divine intervention to best a challenge too great for a mortal. This isn't going to be something you'll do every 5 minutes, that would quickly spoil the fun. But when you do call upon, it becomes something worthy of God Mode.<br /></span></p><p><span style="font-family:'book antiqua', palatino;">Where the Wanderer and High Priest were about outsmarting and outmaneuvering the enemy, the HoonDing requires no such tactics. This build has always lacked actual physical defense, but the HoonDing has no such weakness thanks to the powerful Dragonhide spell, which effectively grants a maximum armor rating. The Master-level Alteration spell is notorous for its short base duration of only 30 seconds, but we can easily extend that beyond reason. Shalidor's Insight: Alteration (remember I said to stock these) will increase the duration of Dragonhide by 50%, plus 50% from the Stability perk, and then throw in some Fortify Alteration potions and you'll have no trouble wiping any enemy off the face of Nirn before your defenses finally drop.</span></p><p><span style="font-family:'book antiqua', palatino;">Adrenaline Rush also deserves a small mention. This build puts no points in Stamina, so Adrenaline Rush can be used make up for a lack of Stamina investment.<br /> </span></p><p><span style="font-family:'book antiqua', palatino;">Dragon Aspect is the next game-changer, even beyond being the perfect visual to differentiate it aesthetically from the High Priest. It takes the High Priest's already commendable skill with the Voice and pushes it beyond mortal limitation, thanks to Dragon Aspect's 20% shout cooldown reduction. I didn't use Bend Will at all as the HoonDing. Instead I had fun with the shouts I would ordinarily deem as too risky. This is because the HoonDing doesn't rely upon the Voice for survival, despite his unrivaled potency. Storm Call, for instance, carries far too heavy a price to use for the vulnerable High Priest to make much use of, but for the HoonDing, the hefty cooldown and lack of Shouts is hardly an obstacle thanks to his enormous defense and unbridled offensive powers.<br /></span></p><p><span style="font-family:'book antiqua', palatino;">Dragon Aspect can also save your skin if things get bad enough that your Health drops below 50%. Dropping that low will call fourth the Ancient Dragonborn, who is great for turning attention away from you. The Ancient Dragonborn, being utterly invincible, is the perfect representation of the unstoppable HoonDing.<br /> </span></p><p><span style="font-family:'book antiqua', palatino;">Konahrik, while not being a huge game-changer, has its moments. Especially since if your health is low enough to summon the Dragon Priest (unlikely though the chance is), it'll be low enough to summon the Ancient Dragonborn, which often quickly evens the odds. The Dragon Priest's absolutely monstrous damage works amazingly well with the literally invincible Ancient Dragonborn. If you're lucky enough to get these two summons out at the same time, just watch the show. However, it goes without saying that your health will rarely dip low enough to even summon the Ancient Dragonborn, let alone the Spectral Dragon Priest.<br /> </span></p><p><span style="font-family:'book antiqua', palatino;">Despite the massive tactical differences between the HoonDing and High Priest, they actually benefit from roughly the same potions: namely Destruction and Alteration potions. Alteration was explained above, it'll help Dragonhide and Slow Time. But Fortify Destruction will not only increase the damage of your staves as the High Priest, but it will increase the damage of your Dwarven Greatsword, which looks absolutely phenomenal with the armor combo. You might struggle to find a Dwarven Greatsword of Flames, but don't worry too much if you can't find one, the enchantment damage isn't integral to the build.<br /> </span></p><p style="text-align:center;"><span style="font-family:'book antiqua', palatino;">~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</span></p><p style="text-align:left;"><span style="font-family:'book antiqua', palatino;">Thanks for reading. This will probably my last build, so I wanted it to be my best build. But I feel like I can never properly articulate how fun this build was to play. Going from some humble wanderer who would get one-shotted by Draugr Deathlords if he didn't hide behind his tank to a High Priest capable of turning into groups of enemies against each other to channeling the powers of a god, it's such a weird little evolution that goes pretty smoothly.<br /> </span></p></div>Character Build: The Lodestone Legionnairehttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-lodestone-legionnaire2018-01-10T19:46:12.000Z2018-01-10T19:46:12.000ZChris Dioknohttps://TheSkyForge.ning.com/members/ChrisDiokno<div><p>Hello everypony, and welcome to my latest build. Now, let me ask you a question. What do you get when you grab the Grecian hero Achilles, X-Men´s Magneto, and a smidgen of Red Vs. Blue´s Carolina and toss ´em into a blender? Well, aside from dead people soup, my first Crossworlds 3 build, a hoplite inspired spellsword with a magnetic personality. Welcome to....</p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/rw9SaCUrXgGgtf__znqPIBwrl3y_xhcm613vMCkfsStHPdcJMTF-eLFwiwWJ0s7jAN3dm9WOve95yBQc7zSEbYIrQb7xDAwTvYdyLSzKVE2EBkrJOEN2qNtyovDhNHq31nXZBpm1" alt="cooltext217006179610115.png" width="624" height="65" /></p>
<p style="text-align: center;"><a href="https://www.youtube.com/watch?v=sbkukqgbmLo">Magnetizing Theme Music</a></p>
<p><a href="https://lh4.googleusercontent.com/O31o8MnZ3vDsF737aaKhixwHrEzVWM3AYywxWrNKJNIbWCZgOszYI6R50dpUpz2OIruCwRoFHXa-Abenh9fiHhBvDOZFnPIUsI96LXxwlK6vsaQsHnZwIMRfcbpcmpZia6iMluv4" target="_blank" rel="noopener"><img class="align-center" src="https://lh4.googleusercontent.com/O31o8MnZ3vDsF737aaKhixwHrEzVWM3AYywxWrNKJNIbWCZgOszYI6R50dpUpz2OIruCwRoFHXa-Abenh9fiHhBvDOZFnPIUsI96LXxwlK6vsaQsHnZwIMRfcbpcmpZia6iMluv4?width=700" width="700" /></a></p>
<p style="text-align: center;"><em>Magnemancy, a subset of metallurgical magic, is the art of using magnetism in order to defeat a foe. One can use it to rip away an opponent's weapon from their grasp, cause blades and arrows to miss their mark, or even enhance or degrade the armor and arms of oneself or one´s foes.</em></p>
<p dir="ltr" style="text-align: center;"><em>Once you reached adulthood you left your home to follow a life of adventure, and to help those in need. You joined up with a small band of adventurers, a young Nord-Breton knight, a quiet Nibenese man, and a boisterous Nord who had a strange obsession with hitting things with her</em> warhammer<em>, and lightning. You felt like they were</em> a second <em>family, and you fell in love with the young Breton. Not long after you joined, the four of you made a bet. Each would go to a different province and try to gain as much gold as possible. Bidding your fellows goodbye, you headed off to your chosen province of Skyrim with your loyal knight</em>....</p>
<p> </p>
<p><a href="https://lh5.googleusercontent.com/veDifqrRWkSlAcOons3SNMZEPZ12t8Lr2G1ux6YUWprPHUYzmA_5I7Yhw854j8zhI0QHLstND7XA2YwjwF8hFtaV9w70ejLKC4D0W1dWL2eOGCjuCnf25C5R07VOYimKiDr7F589?width=225" target="_blank" rel="noopener"><img class="align-left" src="https://lh5.googleusercontent.com/veDifqrRWkSlAcOons3SNMZEPZ12t8Lr2G1ux6YUWprPHUYzmA_5I7Yhw854j8zhI0QHLstND7XA2YwjwF8hFtaV9w70ejLKC4D0W1dWL2eOGCjuCnf25C5R07VOYimKiDr7F589?width=250" width="250" /></a></p>
<p dir="ltr"><strong>Race</strong>: Imperial. Not only does it fit with the backstory, but Imperials get that neat little Imperial Luck racial passive (A few extra Septims? Yes please!), and boosts to One-Handed, Enchanting, and Block. Give her the ponytail hairstyle.</p>
<p><strong>Standing Stone</strong>: Warrior or Mage, then Ultimate Atronach.</p>
<p><strong>Stat Spread</strong>: 0/2/2 in Magicka, Health, and Stamina. Stop perking health at around 250. We’ll need Magicka at its base 100 for the Ultimate Atronach Stone glitch to work.</p>
<p dir="ltr"><strong>Major Skills</strong>: One-Handed, Block, Archery</p>
<p dir="ltr"><strong>Minor Skills</strong>: Alteration, Speech, Enchanting</p>
<p> </p>
<p> </p>
<p style="text-align: center;"><strong>GAMEPLAY</strong></p>
<p dir="ltr">At its core, the character is a Sword-and-Board fighter with some magic. Your main form of attack, outside of your sword, will be a hybrid of <em>Telekinesis</em> and the <em>Marked for Death</em> Shout.</p>
<p dir="ltr">Now, my dear reader(s), you may be asking, ¨Chris, you insane bastard, how in the name of God will <em>telekinesis</em> work as a form of combat? It would basically be like the equivalent of me chucking a bottle cap at a Deathclaw´s head.¨ Well, in response, <em>Marked for Death</em>, which I roleplayed as using <em>Magnemancy</em> to degrade the metals within the armor, making it rather poor protection wise. What would basically be several inches of steel plate become as useful to keep your guts from spilling out as a few sheets of crappy construction paper. With this, feel free to fling whatever metallic objects you find, whether it be plates, goblets, forks, loose weapons, or even your own shield and sword, at your foes. This will pretty much be your main form of ranged attack.</p>
<p dir="ltr">Speaking of spells like <em>Telekinesis</em>, while I don’t really have too many mods to recommend, having never played this back when I had a Skyrimmable laptop, and being on PS4 for the time being, one mod I would recommend available for PC and console is <em><a href="https://www.youtube.com/watch?v=pFvZC-YFnck">Phendrix Magic World</a></em>. Aside from adding new locations, this not so little mod adds in tons of new spells, including an Illusion spell allowing you to disarm your opponents, and one allowing you to launch infinite Septims at your foes, which fits well within <em>Magnemancy</em>.</p>
<p dir="ltr">Warriors are the easiest to fight. Simply <em>Marked for Death</em> them, bash them a bit to stagger, then hack them apart. Or, if you want, rip the weapon from their hands with <em>Charm - Disarm</em>, from <em>Phendrix</em>, a <em>Disarm</em> Shout, or <em>Disarming Bash</em>, <em>Marked for Death</em> them, wait a bit for the effect to wear down their armor rating, then slam their weapon back into them. It’s quite fun.</p>
<p dir="ltr">Archers will be of little trouble, as keeping your shield up will help out, especially when crouching, as you’ll be a smaller target.</p>
<p dir="ltr">Mages, and dragons, due to the <em>Ultimate Atronach</em>, will be rendered more or less useless, and usage of a <em>Dwarven Crossbow</em> and accompanying bolts will make short work of them at a range.</p>
<p dir="ltr">Normally, I don't really use the food items, but <em>Vegetable Soup</em> and <em>Beef Stew</em>, with their constant regen of Stamina and Health respectively, were useful in combat, especially when it came to <em>Power Bashes</em>.</p>
<p dir="ltr">Aside from the <em>Main Quest</em>, <em>Dawnguard</em>, and <em>Dragonborn</em>, I joined the <em>Imperials</em>, <em>Destroyed the Dark Brotherhood</em>, did the <em>Companions</em>, stopping after joining The Circle, did the <em>College</em> until I saved Orthorn, and then did misc.</p>
<p dir="ltr">While I started this character out alone, I soon had a little party I either swapped out who traveled with me or, thanks to mods like <a href="https://www.youtube.com/watch?v=SmnVThIekkU">Multiple Followers System</a>, I was able to have all three of them tag along. They helped out well in dungeon clearing and whatnot.</p>
<p dir="ltr">Now, you may be wondering, what is the <em>Ultimate Atronach</em>? Well, as CB god Mason demonstrated in his <a href="https://www.tamrielvault.com/groups/topic/view/page/9/group_id/3/topic_id/3902">Seraphim</a>, if you take a <em>Philter</em>, then <em>Draught</em>, then <em>Philter of the Healer</em>, then select the <em>Atronach Stone</em>, you’ll be able to cast any “concentration” type (spells such as <em>Telekinesis</em> and <em>Wards</em>), will be able to be cast indefinitely, even if your Magicka bar is empty, so long as you don’t put a single point into Magicka.</p>
<p dir="ltr">Now, onto...</p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>THE TEAM</strong></p>
<p dir="ltr" style="text-align: center;">Alongside the Lodestone Legionnaire, you’ll want to gather up a small crew of followers. Here we go!</p>
<p dir="ltr" style="text-align: center;"> </p>
<p><a href="https://docs.google.com/document/d/1AHa_nnheYnINIGaTr8rYfJnM-CBvPScaTBNPsxysF38/edit?usp=drivesdk" target="_blank" rel="noopener"><img class="align-left" src="https://lh3.googleusercontent.com/A1qk9jZx9Z91x67bAbIgteB60IfvbIX6PATrfNEnGTSk5odXcOWDYO2IQVJUUDjlxwmh6xtBXZGRBRXpQv6aRwbwi0F7AvKhA8tHmhWH2JEQshClEEfC2AswtZrxEl8FpyY4k1wU?width=200" width="200" /></a></p>
<p dir="ltr"> </p>
<p dir="ltr"> </p>
<p dir="ltr"><strong>Golldir</strong> - While this young warrior is fairly underwhelming, and is quite cowardly, helping him clear out his ancestral’s tomb of a necromancer does give the guy some confidence, plus he isn’t the worse follower (That dishonor would be Sven). I RPed this guy as my character’s lover and married him.</p>
<p> </p>
<p> </p>
<p> </p>
<p><a href="https://docs.google.com/document/d/1AHa_nnheYnINIGaTr8rYfJnM-CBvPScaTBNPsxysF38/edit?usp=drivesdk" target="_blank" rel="noopener"><img class="align-left" src="https://lh6.googleusercontent.com/AT7t-PlWN4x7EGftE52o6HSfVqKJMN3E0TNYnH6vtdJ1t0caxiND4uqlbi7dGGUfKSdI4xRUAoSDnmnC0f-BaR_SwFpf5InGH3Fe4ZeMC8BMxHV7fzpuEM6_gU8fYMITgNiXn3Sm?width=200" width="200" /></a></p>
<p dir="ltr"> </p>
<p dir="ltr"> </p>
<p dir="ltr"><strong>Mjoll the Lioness</strong> - What can I say about this essential, hard-hitting, skull crunching badass of a Nordic woman that ShinJin already hasn’t? Well, while she can’t use shock magic, unless you get her a Shock based staff or two, which I suggest you do, giving this woman a decent Warhammer with shock damage will see you through most encounters.</p>
<p> </p>
<p> </p>
<p><a href="https://lh4.googleusercontent.com/fZCGe2sLUJfppJNiKtvodfHpVfJfzwEQxRqHRitMo1lN6K6yfS2WvyIUyh8JmBKueM2wKCbfKuarw2MJ0VR6gcgw1cQjRzpTBoyfo_Sv0Ph7fWjsb9JgvzIjUKDV_AylyKiJtxvf?width=203" target="_blank" rel="noopener"><img class="align-left" src="https://lh4.googleusercontent.com/fZCGe2sLUJfppJNiKtvodfHpVfJfzwEQxRqHRitMo1lN6K6yfS2WvyIUyh8JmBKueM2wKCbfKuarw2MJ0VR6gcgw1cQjRzpTBoyfo_Sv0Ph7fWjsb9JgvzIjUKDV_AylyKiJtxvf?width=200" width="200" /></a></p>
<p dir="ltr"> </p>
<p dir="ltr"> </p>
<p dir="ltr"><strong>Mercurio</strong> - While not the strongest magi in all of Skyrim, and he can be a bit of a prick, Mercurio is one of the few, if memory serves, Imperial followers you can grab. Equip him with some Orcish War Axes, having the highest bleed damage of any war axes, and with his standard spells, he'll be good to go.</p>
<p> </p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>EQUIPMENT</strong></p>
<p dir="ltr"><a href="https://lh6.googleusercontent.com/OIBlgDasgwlzTr42iPiGRtrrvsfsBYmqPAX_9nXndkSY_9HLK_Xo5nfmKuh3Hw2F539TF1MqdhyyMSSPilCoUnzMlyxAKAs3N_7WrDroabnTeQudjYnlrT8XpGEQcOG_Ag0344sd" target="_blank" rel="noopener"><img class="align-center" src="https://lh6.googleusercontent.com/OIBlgDasgwlzTr42iPiGRtrrvsfsBYmqPAX_9nXndkSY_9HLK_Xo5nfmKuh3Hw2F539TF1MqdhyyMSSPilCoUnzMlyxAKAs3N_7WrDroabnTeQudjYnlrT8XpGEQcOG_Ag0344sd?width=700" width="700" /></a></p>
<p> </p>
<p dir="ltr" style="text-align: center;">Diadem of The Savant</p>
<p style="text-align: center;">Magnamancer’s Mail - Penitus Oculatus Armor w/ Fortify Healing Rate</p>
<p style="text-align: center;">Gilded Vambraces - Elven Light Bracers w/ Fortify One-Handed</p>
<p style="text-align: center;">Reinforced Caligae - Elven Light Boots wl Fortify Stamina Regen.</p>
<p style="text-align: center;">Bond of Love - Gold Diamond Ring w/ Fortify Healing Rate</p>
<p style="text-align: center;">Locket of Saint Jiub</p>
<p dir="ltr" style="text-align: center;">Milo - Dwarven Sword w/ Absorb Health</p>
<p dir="ltr" style="text-align: center;">Akouo - Elven Shield w/ Fortify Block and Resist Magic (From the Shield of Solitude)</p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>PERKS</strong></p>
<p dir="ltr" style="text-align: center;"><a href="https://skyrimcalculator.com/469471">Level 50 Perks</a></p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>Tactics of the Lodestone Legionnaire</strong></p>
<p dir="ltr"><a href="https://lh5.googleusercontent.com/NlrRLq-x9WR7at9sT1hQH0hVkuhLQ24wFIDNPCh0n-GHG3RCdZQtNFjXmVq2G1GRCa2pAeC4Se40xuzhXoQxqwF8SSneXBkh7ttz0ueE0ntYlQZ89JlsnYj9VEWX2tMCIYgmMPAi" target="_blank" rel="noopener"><img class="align-left" src="https://lh5.googleusercontent.com/NlrRLq-x9WR7at9sT1hQH0hVkuhLQ24wFIDNPCh0n-GHG3RCdZQtNFjXmVq2G1GRCa2pAeC4Se40xuzhXoQxqwF8SSneXBkh7ttz0ueE0ntYlQZ89JlsnYj9VEWX2tMCIYgmMPAi?width=150" width="150" /></a></p>
<p> </p>
<p dir="ltr"><strong>Richoshield</strong> - (Marked for Death+Dropped Shield+Telekinesis)</p>
<p dir="ltr">After using Magnemancy to weaken the structural integrity of her opponent´s armor, the Lodestone Legionairre grasps her shield in her magnetic grip and hurls it with the force of a ballista.</p>
<p> </p>
<p> </p>
<p> </p>
<p><a href="https://docs.google.com/document/d/1AHa_nnheYnINIGaTr8rYfJnM-CBvPScaTBNPsxysF38/edit?usp=drivesdk" target="_blank" rel="noopener"><img class="align-left" src="https://lh4.googleusercontent.com/yPxKTPQ7a5HIMecnFubDYuZvLFDRrUtQdH6FRhngYF8QqCeeIklp0UhIwzI2_yxPYo5860VGR7rUtotdKB73i2-2FVITp8Dk3k7clVXTk4gcs-yKSUWvUJSRIYc0YpzxyaKRNlZA?width=150" width="150" /></a></p>
<p dir="ltr"><strong>Armor Busting</strong> - (Marked for Death+Vegetable Soup+Power Bashes)</p>
<p dir="ltr">Huddling down beneath her shield, the Lodestone Legionnaire utilizes her magnemancy to weaken her enemys armor, then repeatedly smashes her shield into them. A perfect offense, and a perfect defense.</p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>ROLEPLAY</strong></p>
<ul>
<li dir="ltr">
<p dir="ltr">At your core, you're a good person, so always try to help out those in need.</p>
</li>
<li dir="ltr">
<p dir="ltr">While a skilled warrior, you're also humble. Choose dialogue options that reflect this.</p>
</li>
<li dir="ltr">
<p dir="ltr">As a practitioner of Magnomancy, you enjoy studying minerals and ores. Ergo, keep gems, ore pieces, Dwemer items included, and ingots around your house.</p>
</li>
<li dir="ltr">
<p dir="ltr">Always keep a copy of both the Lusty Argonian Maids and the Sultry Argonian Bard, or Mjoll, on hand for those lonely nights without Goldir.</p>
</li>
</ul>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>THANKS</strong></p>
<p dir="ltr">Thanks to the late great Monty Oum and Rooster Teeth for RWBY, Jen Brown for voicing the wonderful Pyrrha Niko's, Postman for the screenshot, 21jws10 for the name, and you guys for reading.</p>
</div>Character Build: The Poisonerhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-poisoner2018-01-01T22:01:33.000Z2018-01-01T22:01:33.000ZAlbinohttps://TheSkyForge.ning.com/members/Albino<div><p style="text-align:center;" align="center"><a href="{{#staticFileLink}}12347798294,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12347798294,RESIZE_584x{{/staticFileLink}}" width="500" alt="12347798294?profile=RESIZE_584x" /></a></p>
<p style="text-align:center;" align="center"><span style="font-size:24pt;"><strong>The Poisoner</strong></span></p>
<p>When someone brings up the subject of poison in Skyrim, they’re usually talking about the harmful concoctions that you can make via Alchemy. The reality is, however, that there is a wide variety of options for poison damage in Skyrim. The Poisoner is a build that utilizes poison damage (and to a lesser extent, Paralysis) in almost all its forms. For those of you that don't have it, please note that this build does use the Dragonborn DLC.</p>
<p><strong>Race:</strong> The Poisoner's skillset can mesh reasonably well with most races; I recommend Altmer for a boost to the build's magical abilities.</p>
<p><strong>Stone:</strong> Due to the fact that its power deals poison damage (25 points of it, to be exact), the Serpent Stone is the obvious choice for this build. More usefully, it also paralyzes the target for 5 seconds.</p>
<p><strong>Stats: <span style="color:#3366ff;">1</span>/<span style="color:#ff0000;">2</span>/<span style="color:#008000;">1</span></strong>. The Poisoner works best with a well-rounded spread. Lategame, due to the effects of Miraak’s Sword and Bardic Knowledge, you can stop with stamina and focus exclusively on health/magicka if you’d like.</p>
<p><strong>Shouts:</strong> No poisoned-based shouts unfortunately, but the DoT aspect of Marked For Death and Drain Vitality thematically fits with the Poisoner. In addition, Aura Whisper is a nice alternative to Detect Life/Dead, Throw Voice is great for stealth, and Become Ethereal is useful for casting Mass Paralysis uninterrupted.</p>
<p><strong>Black Book Abilities:</strong> The only absolutely key one here is Mora’s Agony (from The Hidden Twilight), since it has a poisoning effect. I also recommend picking up Secret of Arcana, Seeker of Sorcery, and Bardic Knowledge.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347798855,RESIZE_584x{{/staticFileLink}}" width="500" alt="12347798855?profile=RESIZE_584x" /></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>Equipment</strong></span></p>
<p>For weapons, the Poisoner uses <strong>Miraak’s Sword and Staff</strong>. The staff produces the same effect as Mora’s Agony, only on a smaller scale, while Miraak’s Sword absorbs fifteen stamina per hit. While the sword’s base damage is leveled, I wouldn’t worry about picking up the higher level versions; just pick it up as soon as you can. For recharging the weapons, I enchanted an Orcish Dagger with Soul Trap to capture souls in the Black Star. Until you acquire Miraak’s equipment, just use a simple Orcish Sword.</p>
<p>With regards to apparel, the choice is yours, though keep in mind that since the Poisoner perks Mage Armor, you’ll have to stick with stuff that isn't armor. The only essential piece is <strong>Miraak’s Robes</strong> since the tentacle explosion it triggers deals poison damage. Personally, I took a page from Ponty’s Arcane Bladesman in the looks department, and went with <strong>Miraak’s Boots</strong>, <strong>Apprentice Hood</strong>, <strong>Necklace of Restoration</strong>, <strong>Ring of Alteration</strong>, and some <strong>Thalmor Gloves</strong> self-enchanted with fortify one-handed. Until I got my hands on Miraak's stuff, I stuck with using generic leveled robes. With regards to the enchanted gloves, the Poisoner does not perk enchanting, but should have a decent amount of skill in it from recharging Miraak’s weapons. Combine that with Seeker of Sorcery, Ahzidal’s Genius, and a homemade enchanting potion, and the resulting enchantment should be somewhat decent.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347798886,RESIZE_400x{{/staticFileLink}}" width="400" alt="12347798886?profile=RESIZE_400x" /></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>Skills</strong></span></p>
<p><strong>One-Handed:</strong> Relying strictly on poison damage won’t get you far in Skyrim (especially with all of the poison-immune undead). Thus, the Poisoner keeps a sword handy for such occasions. Also, both Miraak’s Sword and the Orcish Sword have a really cool look for a poisoned-based build. Key perks are Armsman and the power attack perks. Later on, you can grab Bladesman as well.</p>
<p><strong>Alteration:</strong> While Paralyze spells aren’t poisoned-based, they fit in well with the Poisoner’s nature, particularly with the green hue they give off, and thematically speaking, they tie in with the Serpent Stone’s paralyze effect. Aside from that, the Magic Resistance/Atronach perks are great for supplementing magical defense and Mage Armor enhanced flesh spells are the source of the Poisoner’s physical defense. Grab all of the perks in this tree except for Alteration Dual Casting.</p>
<p><strong>Restoration:</strong> Using healing spells alleviates the need to make healing potions, but more importantly, Poison Rune is a great source of offense. Its effect deals damage over time and stacks, so go crazy tossing them out. Early on, the perks you’ll want to aim for are Adept Restoration, Respite, and Regeneration. Later on you can grab both ranks of Recovery and Avoid Death.</p>
<p><strong>Alchemy:</strong> Wouldn’t be much of a poisoner build without poisons, now would it? That being said, the Poisoner uses potions as well. Perkwise, you’ll want to work your way up to Benefactor and Green Thumb.</p>
<p><strong>Pickpocket:</strong> Just to go balls-out with the Poisoner theme, I went ahead and grabbed the Poisoned perk as well, using that as my primary means of delivering poisons, though I did poison my sword in situations where I was already detected. I also got Extra Pockets as well, simply because I love that perk. You should only need, at the most, three ranks in Light Fingers to reliably deliver your poisons.</p>
<p><strong>Sneak:</strong> For staying hidden when dropping poisons into pockets. Avoid perking Backstab; you’re utilizing the Poisoned perk, not sneak attacks. Instead, just grab all five ranks of Stealth.</p>
<p align="center">You should be at <a href="http://skyrimcalculator.com/build/395286">level 55</a> once the build is completed.</p>
<p align="center"><img class="align-center" src="{{#staticFileLink}}12347798896,RESIZE_400x{{/staticFileLink}}" width="400" alt="12347798896?profile=RESIZE_400x" /></p>
<p align="center"><span style="font-size:24pt;"><strong>Alchemical Concoctions</strong></span></p>
<p><strong><span style="color:#993300;">Rune Enhancer:</span></strong> Combining any two <a href="http://www.uesp.net/wiki/Skyrim:Fortify_Restoration#Alchemy">fortify restoration ingredients</a> will make this, a potion of fortify restoration. As the name implies, it’s essential for boosting the damage output of Poison Rune.</p>
<p><span style="color:#993300;"><strong>Assassin’s Elixir:</strong></span> For this potion, you’ll want to combine two <a href="http://www.uesp.net/wiki/Skyrim:Invisibility_(effect)#Alchemy" target="_blank">invisibility ingredients</a>. It helps in situations where you might risk being detected before you can plant your poisons.</p>
<p><span style="color:#993300;"><strong>Swordsman’s Elixir:</strong></span> <strong>(</strong><strong>Canis Root, One-Handed Ingredient, Marksman Ingredient)</strong>. This creates a potion of Fortify One-Handed and Marksman. Due to a glitch, fortify marksman potions boost <em>all</em> forms of physical damage, not just archery damage. With the edition of fortify one-handed, your sword damage will be boosted twice as much.</p>
<p><strong><span style="color:#993300;">Philter of Magicka Enhancement:</span> (Jazbay Grapes, Moon Sugar, Red Mountain Flower)</strong>. Fortifying, Regenerating, and Restoring Magicka, this concoction is great for powering up your spells.</p>
<p><strong><span style="color:#993300;">Philter of Elemental Resistance:</span> (Snowberries, Hawk Beak, Fly Amanita)</strong>. This potion will further your resistance to all three elements (especially when paired with a potion of magic resistance), though Hawk Beaks are unfortunately hard to find.</p>
<p><strong><span style="color:#008000;">Immobilizer:</span></strong> Simply combine any two <a href="http://www.uesp.net/wiki/Skyrim:Paralysis#Alchemy" target="_blank">paralysis ingredients</a> to make this poison. It’s your only source of paralysis in the early going (outside of the once a day Serpent Stone), though it should be largely supplanted by the more convenient Paralyze spell once you perk Expert Alteration.</p>
<p><strong><span style="color:#008000;">Ravager:</span> (Deathbell, Giant Lichen, Skeever Tail)</strong>. This creates a poison of Damage Health, Ravage Health, and Weakness to Poison, making it a nice go-to poison for boosting damage output.</p>
<p><strong><span style="color:#008000;">Debilitator:</span> (Imp Stool, Scathecraw, Skeever Tail)</strong>. With Damage Health, Ravage Health, and Lingering Damage Health as its effects, this is a truly deadly poison. Note that Scathecraw is a Dragonborn-only ingredient.</p>
<p><strong><span style="color:#008000;">Magebane:</span> (Glowdust, Hanging Moss)</strong>. This creates a poison of Damage Magicka and Damage Magicka Regen. As the name implies, it’s for use against mages.</p>
<p><strong><span style="color:#008000;">Warriorbane:</span> (Deathbell, Skeever Tail, Large Antlers)</strong>. This creates a poison of Damage Health, Damage Stamina Regen, and Slow, for use against physical fighters.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347799071,RESIZE_584x{{/staticFileLink}}" width="500" alt="12347799071?profile=RESIZE_584x" /></p>
<p style="text-align:center;"><strong><span style="font-size:24pt;">Gameplay</span></strong></p>
<p>Combat with the Poisoner isn’t terribly complex. Start off battles by sneaking towards your opponents and planting poisons. When detected, cast a flesh spell, pull out your sword and start hacking away in melee range. As other enemies move in to attack you, throw down a Poison Rune between them and you to start stacking on some DoT. Since the Poisoner’s AR caps out at 300 with Ebonyflesh (the small boost from Miraak’s Boots aside), Miraak’s Staff and Paralyze will be particularly important lategame for limiting the number of enemies you have to face, and therefore the damage you can potentially take, at a given moment. Use potions and healing spells as necessary, and should you feel the need to use another poison, coat your sword with it. If you get really overwhelmed, use Mass Paralysis.</p>
<p>With regards to roleplay, I didn’t do anything particularly specific with the Poisoner, and just played him as a Chaotic Evil sort of guy. I did roleplay him as a worshipper of Peryite due to their similar interests though, and completed The Only Cure, though I didn’t use Spellbreaker in combat. It could be easily incorporated into the build though, particularly with the inclusion of the Block skill and/or the Ward Absorb perk.</p>
<p>Some alternative gameplay options are available with the Poisoner. First of these is the Ebony Mail. Its poison cloak is perfect for the build, but I decided against using it in favor of Miraak’s Robes. That being said, if you’d rather use it, or simply lack the Dragonborn DLC, then you can drop the Mage Armor perks in favor of Heavy Armor ones and make the swap. You can even use the <a href="http://www.youtube.com/watch?v=GqnVT_PD4TA" target="_blank">equipment stacking glitch</a> to equip both if you’d like.</p>
<p>The other option to consider is the Vampire Lord form. One of the perks in its tree, Poison Talons, makes your melee attacks do 20 points worth of poison damage while transformed, making it another potential tool in the Poisoner’s arsenal. While I did try to incorporate Vampire Lord for the sake of Poison Talons for a little while, it felt rather tacked on, so I decided to drop it for the final product. That being said, feel free to use the Vampire Lord form if it tickles your fancy.</p>
<p>Finally, there’s the Poison Spiders that can be created in the Dragonborn DLC. I’m not a fan of spider scrolls, but they’d certainly be fitting for the Poisoner.</p>
<p>I’m a big fan of builds that tie together aesthetically or thematically, and the Poisoner definitely fits the bill with its focus on poison and paralysis. If you liked this, then be sure to <a href="https://theskyforge.ning.com/groups/tes-character-building/forum/list/tag/albino+skyrim+build" target="_blank">check out my other builds</a> to see more!</p></div>Character Build: The Dervishhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-dervish2017-12-09T22:25:11.000Z2017-12-09T22:25:11.000ZHensonhttps://TheSkyForge.ning.com/members/Henson919<div><p>After demolishing everything with my Old Orc and loving two handed, I wanted to expand on the skill in a different way and open my new build up to using magic as well. This character is inspired from a class from Guild Wars Nightfall, a game I have played a bit and enjoyed. After reading Mason's Alik'r and No snakes aLive's Manticore, I got some insight on certain skill combinations and I believe I came up with something somewhat original. For those of you not familiar with the character class of a Dervish, you can go <a rel="nofollow" href="http://wiki.guildwars.com/wiki/Dervish" target="_blank">here</a> and read up on what the class is all about. So without further long winded paragraphs, here is</p>
<p style="text-align: center;"><strong>The Dervish</strong></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906474?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906474?profile=original" width="337" class="align-center"></a>To quickly describe the Dervish, I would suggest anyone to read the website I have provided in the beginning paragraph (<a rel="nofollow" href="http://wiki.guildwars.com/wiki/Dervish" target="_blank">also here</a>). They are scythe-wielding holy warriors who can attack multiple enemies at once while being shielded by healing and protection skills, all the while having the ability to transform themselves into the forms of their gods. With regards to Skyrim, I chose to adapt this character class to wield battleaxes (closest to scythes) and clothe myself with robes to appear as a desert wanderer. Healing spells come straight from Restoration as well as protection spells and spell absorption from Alteration, as well as powerful enchantments on apparel. These healing and protection buffs aid the Dervish in battle when whirling and spinning his or her powerful axe.</p>
<p>There are a few important characteristics of this character build:</p>
<ul>
<li>The first would be using the shout Elemental Fury. Enchanting is a key skill, but only for apparel as we must leave our weapons clear from magic enhancements for the Elemental Fury shout to work. The wind surrounding your weapon is the Dervish's ability to call upon Wind Prayers to help him in battle.</li>
</ul>
<ul>
<li>Second, the build must take advantage of the perk Sweep. With sweep, the true power of the Dervish is unleashed: the ability to strike multiple enemies at once with a spinning power attack and whirling axe. Combined with Elemental Fury, enemies will be dropping extremely fast.</li>
</ul>
<ul>
<li>Lastly, the skill Alteration is the build's form of armor. Wearing robes and a hood (a Dervish's testament to being both a priest and a warrior) cannot provide protection. The flesh spells combined with Mage Armor perks and Stability create a "protection enchantment" to help the Dervish when fighting.</li>
</ul>
<p> </p>
<p><strong>Build</strong></p>
<p><strong>Race: </strong></p>
<ul>
<li><em>Redguard</em> is what I chose, mainly for the stamina regeneration racial power which is great for continuing power attacks.</li>
<li><em>Khajiit </em>is also a great choice for roleplaying. Both Redguard and Khajiit are from desert lands, and the Dervish (from whirling dervish dancers) are culturally from Persia.</li>
</ul>
<p><strong>Guardian Stones: </strong>Lady, Lord, or Atronach (start with Mage/Warrior)</p>
<p></p>
<p><strong><a href="http://storage.ning.com/topology/rest/1.0/file/get/906495?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906495?profile=RESIZE_320x320" width="250" class="align-left"></a>Dragon Shouts</strong></p>
<p><strong>Elemental Fury: </strong>The most important shout and a key role with the build. Turns you into a whirling dervish of death.</p>
<p><strong>Whirlwind Sprint: </strong>Speed is an important factor of the build. Use this to either charge into battle or get away to quickly heal.</p>
<p><strong>Slow Time: </strong>The illusion to make you extremely fast. Use this to get in strikes while everyone is slowed.</p>
<p><strong>Abilities</strong></p>
<p><strong><img src="/public/album_photo/5a/57/02/25305_367c.png?c=bedc" alt="">Werewolf: </strong>A Dervish's special power is to take on the form of a god, and in this case we can mimic this with Werewolf. The transformation plays nicely with the build now with Dawnguard perks added on and fits with the character class. For roleplayers out there, you do not necessarily have to "worship" hircine, but this aspect really adds a refreshing gameplay mechanic that is a ton of fun to change up battles. Nothing says "whirling dervish" like a ravenous werewolf in a frenzy!</p>
<p> </p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>Skills</strong></p>
<p><strong>Two Handed:</strong> The offensive skill. Specialize in the axe bleeding perk and sweep for max damage.<strong><br></strong></p>
<p><strong>Alteration</strong><strong>: </strong>For armor. Invest in all perks, especially mage armor for higher armor.</p>
<p><strong>Restoration:</strong> To quickly heal and regenerate both health and magicka faster.</p>
<p><strong>Enchanting:</strong> To provide protective and combat enchantments to help in battle.</p>
<p><strong>Smithing: </strong>For forging powerful weapons, important because we need raw damage. Elemental Fury does not work on magic weapons.</p>
<p style="text-align: center;"><em><strong>Level 20 Perks:</strong></em><strong> <a rel="nofollow" href="http://skyrimcalculator.com/#165424" target="_blank">Here</a></strong></p>
<p style="text-align: center;">for "optimal" perk placement: <a rel="nofollow" href="http://skyrimcalculator.com/#165425" target="_blank">Here</a></p>
<p><img src="/public/album_photo/5c/57/02/25307_3671.jpg?c=2cad" alt=""></p>
<p><img src="http://storage.ning.com/topology/rest/1.0/file/get/906518?profile=original" width="350" class="align-center"></p>
<p><strong>Equipment</strong> </p>
<p><strong>Head:</strong> Alik'r Hood<strong><br></strong></p>
<p><strong>Chest: </strong>Apprentice Robes</p>
<p><strong>Hands: </strong>Gloves</p>
<p><strong>Boots: </strong>Redguard Boots</p>
<p><strong>Ring: </strong>Enchanted Ring (Fortify Health + Healing Rate) <em>OR </em>Hircine's Ring</p>
<p><strong>Amulet: </strong>Enchanted Amulet (Fortify Health + Healing Rate)</p>
<p><strong>Weapons: </strong>2 Handed Battleaxes. I currently have come across the Headsman's Axe which looks AWESOME, after attaining Ahtar as a follower. Later on, I will be smithing more powerful axes including Ebony and Dragonbone.</p>
<p style="text-align: center;"><strong>Gameplay Notes</strong></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906544?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906544?profile=original" width="250" class="align-left"></a><a href="http://storage.ning.com/topology/rest/1.0/file/get/906518?profile=original" target="_self"></a>This build comprises of two handed combat backed up by healing and protection buffs. To battle, make sure you activate your flesh spell to gain an armor rating before fighting and heal when needed. Elemental Fury is where the true power of the build comes out combined with Sweep, so those two elements are crucial to maximize the effectiveness of this build. Redguards are a perfect choice for a race because power attacks take up a lot of stamina. You could "work around" this by just eating veggie soup, but it is sort of an easy button. </p>
<p>The werewolf gameplay is not a priority (at least for me). I only use it in special battles and difficult areas that warrant a transformation. </p>
<p>As far as factions and questlines, Companions are great for the melee aspect as well as the Werewolf possibility early on. Mages College also fits with the build, as spells and enchantments are a big part of the character class being a holy warrior. Thieves Guild and Dark Brotherhood do not work, as Dervish's do not believe in stealing or murdering.</p>
<p>Anything else I come up with to add, I will. I hope you enjoy this build as much as I have. This is actually the lowest level character I have ever provided a build discussion on this site, but I was loving it so much I had to share quick so I could get back to whirling around with my axe! Have fun!</p>
<p>Another thing to note: You could adapt this build to use dual swords, most likely scimitars for the aesthetic, but I sometimes feel two handed gets a bad rap in some cases.</p>
<p> </p>
<p> </p></div>Character Build: The Desert Spellswordhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-desert-spellsword2017-11-22T02:27:48.000Z2017-11-22T02:27:48.000ZAlbinohttps://TheSkyForge.ning.com/members/Albino<div><p align="center"><em>Let the wind blow. Let the sand scour. Let the magic of air and sand be free to roam the Alik'r. From the mystic membranes that stand between the two, absorb and convey unto me and all who may understand the deep essential powers of the desert.</em></p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347844653,RESIZE_710x{{/staticFileLink}}" alt="12347844653?profile=RESIZE_710x" /></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>The Desert Spellsword</strong></span></p>
<p>My inspiration for this build came from two different books in The Elder Scrolls games: <a href="http://www.uesp.net/wiki/Lore:The_Alik%27r" target="_blank">The Alik’r</a> and <a href="http://www.uesp.net/wiki/Lore:Wind_and_Sand" target="_blank">Wind and Sand</a>. Basically, this build focuses around what is known as “desert magic.” The former book speaks about the heat and light that the stones of the Alik’r give off, while the latter talks about the sand and air of the desert. It is these four elements that I have combined to recreate desert magic and make this build, a fighter skilled with both scimitars and magic who has come to Skyrim seeking opportunity in this war torn land. As <em>Wind and Sand</em> says, for those who live in the desert, “a driving hardiness develops that serves them well in all environs should they ever choose to live,” and the Desert Spellsword is hardy indeed. This build uses a decent amount of content from Dawnguard and Dragonborn, but is still perfectly playable without either DLC.</p>
<p><strong>Heat</strong> is easily represented via the flame magic of the Destruction school. Aside from that, the Desert Spellsword can use his Thu’um to project it via the Fire Breath shout and can also imbue his weapons with flames (more on that later).</p>
<p>On the other hand, the element of <strong>Light</strong> is manipulated via the Restoration and Alteration schools. For the former, it is used offensively against the undead (Turn Undead and Sun Spells) as well as for shielding (Wards) and regeneration (Healing Spells). For the latter, it is used for illumination (Candle/Magelight) and defense (Flesh Spells).</p>
<p><strong>Air</strong> is utilized via a variety of shouts. The Desert Spellsword can throw his opponent into a whirlwind (Cyclone), imbue his or his allies’ weapons with the power of wind (Elemental/Battle Fury), blow away inclement weather and stagger enemies (Clear Skies), create a shockwave to send enemies flying (Unrelenting Force), send himself rushing forward (Whirlwind Sprint), or even become one with the very air itself (Become Ethereal). In addition to these, the Desert Spellsword can use Destruction magic to manipulate the air around him (Whirlwind Cloak).</p>
<p>Of all the elements at his disposal, the Desert Spellsword uses <strong>Sand</strong> the least, only to encase and immobilize his enemies (Ash Shell/Rune). Refrain from Ash Spawn/Guardian; such Conjuration spells are aberrations of desert magic. Also, the Atronach perk interferes with summoning them.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347844671,RESIZE_710x{{/staticFileLink}}" alt="12347844671?profile=RESIZE_710x" /></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>Equipment</strong></span></p>
<p>The Desert Spellsword alternates between mage, dual-wielding, and spellsword combat styles. As such, he uses two scimitars, one of which is unenchanted while the other is enchanted with Fire Damage as well as Fiery Soul Trap for trapping souls in the Black Star. When dual-wielding, make sure the unenchanted scimitar is in the left hand so you can use Elemental Fury. For apparel you can go with Ulfric’s Bracers (I renamed them into the Dueling Bracers) and either the standard Alik’r clothing set or Nazir’s version. Though the bracers are light armor, they do not interfere with Mage Armor. Obtain the Shield of Solitude to disenchant it for its more powerful variant of magic resistance.</p>
<p><strong>Alik’r Hood</strong> (Restoration/Alteration)</p>
<p style="text-align:left;"><strong>Necklace of Sands</strong> (Destruction/Magic Resistance)</p>
<p style="text-align:left;"><strong>Hammerfell Garb</strong> (Destruction/Alteration)</p>
<p style="text-align:left;"><strong>Dueling Bracers</strong> (One-Handed/Magicka)</p>
<p style="text-align:left;"><strong>Ring of the Desert</strong> (Alteration/Destruction)</p>
<p style="text-align:left;"><strong>Redguard Boots</strong> (One-Handed/Stamina)</p>
<p><em>Wind and Sand</em> describes the casting of an Alik’r wizard as having “a certain economy” to it. To reflect that in gameplay, I focused enchantments on magicka cost reduction, which, combined with the Respite perk, allowed me to invest in Health more than Magicka/Stamina. A <strong><span style="color:#0000ff;">1</span>/<span style="color:#ff0000;">3<span style="color:#000000;">/</span></span><span style="color:#008000;">1</span></strong> ratio is adequate.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347844465,RESIZE_710x{{/staticFileLink}}" alt="12347844465?profile=RESIZE_710x" /></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>Roleplay</strong></span></p>
<p>This is pretty open-ended with the Desert Spellsword; I played mine as a bounty hunter from Hammerfell who came to Skyrim to collect on Kematu and Nazir’s heads. While in Skyrim, he’s hired as a mercenary by General Tullius to quell the Stormcloak Rebellion, and discovers his destiny as Dragonborn, which he pursues in order to learn how to use his Thu’um with desert magic. This eventually leads him to Solstheim, where he confronts Miraak and learns more about magic from Master Neloth. He also joined up with the Dawnguard to learn more about sun spells, and the College of Winterhold to research magic in general.</p>
<p>As an alternative to destroying the Dark Brotherhood, you can join them instead. This means giving up Nazir’s clothes, but instead you can get the almighty Windshear. Completing Bound Until Death also removes Bryling’s essential status, which means you can kill her and use her Fine Armguards as an alternative to Ulfric’s Bracers, which in turn means that you can complete the Civil War questline for the Stormcloaks or ignore it altogether.</p>
<p>With regards to Black Book options, I recommend the following: Dragonborn Force, Secret of Strength, Mora’s Boon, Seeker of Sorcery, Scholar’s Insight, and Bardic Knowledge</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347844885,RESIZE_710x{{/staticFileLink}}" alt="12347844885?profile=RESIZE_710x" /></p>
<p style="text-align:center;"><strong><span style="font-size:24pt;">Gameplay</span></strong></p>
<p>First of all, a couple of notes on things I haven’t mentioned elsewhere. While any race could theoretically learn desert magic, Redguards are the best for both gameplay and roleplay reasons. They get the most appropriate skill boosts for the build (+10 to One-Handed and +5 to Destruction, Alteration, and Smithing), and their passive ability and racial power are both useful. As far as Standing Stones go, I recommend the Lord. Mage Armor builds tend to be a little light in the armor rating department, and the extra magic resistance is always useful.</p>
<p>Combat with the Desert Spellsword is very fast-paced. At a distance, he can throw out plenty of fire spells and can also paralyze enemies come lategame. In close-quarters, he’s very deadly with his pair of scimitars (honed to a razor’s edge via Smithing), and can augment himself with flesh spells and flame cloaks, while Restoration is always useful for healing and warding. Defense is a little low, however, so it’s important to be able to dodge attacks and kill your enemies before they kill you.</p>
<p>Overall, I thoroughly enjoyed this character. Redguard is my favorite race in the game and it was great to finally play a build appropriate for them. And yes, I’m aware that the Desert Battlemage would be a more accurate name due to greater reliance on magic rather than combat skills, but I like how "Desert Spellsword" sounds, and it’s fitting since he wields, well, swords. If you liked this, then <a href="https://theskyforge.ning.com/groups/tes-character-building/forum/list/tag/albino+skyrim+build" target="_blank">check out my other builds</a> to see more!</p></div>Character Build: The Imperatorhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-imperator2017-11-20T07:07:55.000Z2017-11-20T07:07:55.000ZAlbinohttps://TheSkyForge.ning.com/members/Albino<div><p style="text-align:center;"><em>Most of what is known about the Legion’s dark soldier is merely rumors and hearsay, for no official records exist. Though the hows and whys are a matter for debate, sometime during the Great War, the Imperial Legion acquired the services of a powerful Redguard vampire. Known simply as the Imperator, he was allegedly a former member of the Crimson Scars, and was frequently sent deep into enemy territory for clandestine missions, performing admirably in each and every one. As a result of the significant disruptions he made to Thalmor operations the Aldmeri Dominion demanded his execution as a part of the White-Gold Concordat.</em></p>
<p style="text-align:center;"><em>However, he managed to escape and return to his homeland of Hammerfell to continue the fight against the Thalmor. Following the signing of the Second Treaty of Stros M’Kai, he spent the next 21 years roaming across the Empire, evading capture by both the Imperials and Thalmor while simultaneously causing trouble for both parties as they tried to implement the terms of the White-Gold Concordat. When the Stormcloak Rebellion broke out, the Imperator travelled to Skyrim in order to offer his services. Unfortunately, he was caught near the border by the Imperials and hauled off to Helgen for execution.</em></p>
<p style="text-align:center;" align="center"><em>Their mistake.</em></p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347850057,RESIZE_400x{{/staticFileLink}}" alt="12347850057?profile=RESIZE_400x" width="400" /></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>The Imperator</strong></span></p>
<p>Simply put, this is a build based on the unique properties of General Tullius’ Armor. It’s an interesting piece of equipment that, despite being Heavy Armor, doesn’t interfere with the Mage Armor perk. Combined with some other tricks, it can be used to create builds with impressive AR by Mage Armor standards, such as this one.</p>
<p><strong>Race:</strong> Redguard gives a +10 boost to One-Handed and +5 boosts to Smithing and Alteration, not to mention that Adrenaline Rush is a great racial power for dual-wielders. Sadly the poison resistance goes to waste though, since vampires have poison immunity.</p>
<p><strong>Stone:</strong> The Lord Stone’s defensive boost is pretty ideal, especially since Necromage Vampirism boosts its effects to 62 AR and 31% Magic Resistance.</p>
<p><strong>Stats:</strong> <span style="font-family:arial, helvetica, sans-serif;"><strong><span style="color:#000000;"><span style="color:#333399;"><span style="color:#3366ff;">2</span></span>/<span style="color:#ff0000;">2</span>/<span style="color:#008000;">1</span></span></strong>.</span> Health and Magicka are the big things here. Stamina is important as well, but it can be easily restored via Respite.</p>
<p><strong>Shouts:</strong> Aura Whisper provides a nice alternative to Detect Life/Dead, while Throw Voice is great for stealth. Elemental Fury is an absolute must for open combat, as well as Unrelenting Force for crowd control. Finally, I like using Become Ethereal for safely moving into melee range and casting Mass Paralysis without any interruptions.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347850067,RESIZE_930x{{/staticFileLink}}" alt="12347850067?profile=RESIZE_930x" /></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>Skills</strong></span></p>
<p><strong>One-Handed:</strong> The Imperator wields a pair of Imperial Swords with deadly skill. Get every perk in this tree except for the axe and mace ones, focusing on Armsman and the dual-wielding perks.</p>
<p><strong>Heavy Armor:</strong> As a result of using General Tullius’ Armor, this skill will level up, but there’s no point in putting perks into it. Juggernaut would be theoretically useful but for some reason it has no effect with the armor (though increases in the Heavy Armor skill do), and Conditioning simply isn’t worth the four perk investment for this build.</p>
<p><strong>Sneak:</strong> As a creature of the night, the Imperator can blend in with the shadows. Focus on getting Backstab, Muffled Movement, and the first rank of Stealth. After that, max out the tree save Deadly Aim and Assassin’s Blade.</p>
<p><strong>Alteration:</strong> Flesh spells are going to be the primary form of defense, while Paralysis is used as a lategame tool in the Imperator’s arsenal. Grab every perk in the tree except for Atronach (since Spell Absorption absorbs Shadow Warrior's effect), focusing on Novice – Expert Alteration, Mage Armor, and Stability.</p>
<p><strong>Restoration:</strong> For healing, as always, as well as wards and Necromage, which, combined with vampirism, is the source of the Imperator’s power. Get every perk in this tree except Expert/Master Restoration and Restoration Dual Casting, focusing on Novice-Adept Restoration, Respite, and Necromage.</p>
<p><strong>Smithing:</strong> Many long years on the road required the Imperator to know how to maintain his equipment. You’ll want Steel Smithing for improving the Imperial Swords and Arcane Blacksmith for improving General Tullius’ Armor once it's enchanted.</p>
<p><strong>Enchanting:</strong> The Imperator can imbue his equipment with a variety of magical effects. Max out the center tree, grabbing Fire Enchanter later on.</p>
<p style="text-align:center;" align="center">In total, you should have <a href="http://skyrimcalculator.com/#337856" target="_blank">60 perks</a> once the build is completed.</p>
<p style="text-align:center;"><strong><span style="font-size:24pt;">Equipment</span></strong></p>
<p style="text-align:center;"><a href="{{#staticFileLink}}12347856456,RESIZE_400x{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}12347856456,RESIZE_400x{{/staticFileLink}}" width="200" alt="12347856456?profile=RESIZE_400x" /></a></p>
<p>Side with Ralof during Unbound and you’ll be able to get a pair of Imperial Swords off the corpses of fallen Legionnaires before you leave Helgen. From there, you’ll want to do Destroy the Dark Brotherhood. Equip the Shrouded Hand Wraps (found on Gabriella’s and Festus Krex’s corpses) as well as the Redguard Clothes and Hood from Nazir along with his boots. That will give you your basic character appearance. From there, do the Main Quest up to learning the last word of Unrelenting Force, then go on to do the Stormcloak questline, and swap the Redguard Clothes for General Tullius’ Armor once you get it. The screenshot on the left is what the final armor combo should look like. Here are the enchantments you should put on everything:</p>
<p style="text-align:left;" align="center"><strong>Dual Imperial Swords</strong> (unenchanted)</p>
<p style="text-align:left;" align="center"><strong>Tagelmust</strong> (Redguard Hood with Alteration/Restoration)</p>
<p style="text-align:left;" align="center"><strong>Necklace of Swords</strong> (Necklace with One-Handed/Fire Resistance)</p>
<p style="text-align:left;" align="center"><strong>Garb/Armor of the Imperator</strong> (Redguard Clothes/General Tullius’ Armor with Alteration/Restoration)</p>
<p style="text-align:left;" align="center"><strong>Shrouded Hand Wraps</strong> (already enchanted)</p>
<p style="text-align:left;" align="center"><strong>Ring of Infiltration</strong> (Ring with One-Handed/Sneak)</p>
<p style="text-align:left;"><strong>Nightwalker Boots</strong> (Nazir’s Boots with One-Handed/Sneak)</p>
<p style="text-align:center;"><strong><span style="font-size:24pt;">Gameplay</span></strong></p>
<p>First off, some combat pointers. In general, you’ll want to approach enemies from stealth, so you can pull off a sneak attack, emerging only once you’ve been detected. From there, cast a Flesh spell and then tear into enemies with your dual blades, healing as needed. Elemental Fury is the primary shout you’ll want to use, but be sure to utilize your full repertoire, as they provide plenty of utility and variety in combat. Finally, come lategame, Paralyze and Mass Paralysis can be used as additional crowd control, for stunning enemies you are too busy to deal with. Now then, let’s take a look at some numbers showing just how great Necromage is on a vampire. It’s been discussed to death, so I’m just going to keep it to some highlights.</p>
<p style="text-align:center;"><a href="{{#staticFileLink}}12347850452,RESIZE_400x{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}12347850452,RESIZE_400x{{/staticFileLink}}" width="260" alt="12347850452?profile=RESIZE_400x" /></a></p>
<p><strong>-</strong> Necromage makes flesh spells 25% more effective, last for 30 more seconds, and the bonus is even multiplicative with Mage Armor. To put that in perspective, Ebonyflesh with three ranks of Mage Armor now provides 375 Armor Rating. Throw in the Lord Stone and General Tullius’ Armor (with a good Heavy Armor skill and some Smithing you can get this to 50+ AR) and you’ll be looking at nearly 500 total Armor Rating. That's pretty impressive for a Mage Armor build; you won't even need to bother with Dragonhide.</p>
<p><strong>-</strong> Magical defense is no slouch either. All three ranks of Magic Resistance gives 37% Magic Resistance if taken after Necromage. Combine that with wards and the Lord Stone and you’ll be well protected against magic indeed.</p>
<p><strong>-</strong> Next, let’s take a look at offense, in particular, weapon speed. Taking both ranks of Dual Flurry already boosts dual-wielding speed by 69% (the math is a little weird on this one) but using all three words of Elemental Fury with Necromage will further increase weapon speed by <strong>112.5</strong>%, turning your character into an absolute whirlwind of steel for 22.5 seconds.</p>
<p><strong>-</strong> Some other highlights include Recovery (62% with both ranks taken after Necromage) and your own armor enchantments (25% more effective). Not as exciting as the other stuff but a nice boost nonetheless.</p>
<p>Finally, let's talk about roleplay. Despite being a former member of the Crimson Scars, the Imperator isn’t quite as senselessly murderous as you might expect. Centuries of existence have sated his desire to murder for the glory of Sithis and the Night Mother. What consumes him now, is revenge. Revenge against the Dark Brotherhood that destroyed his order, revenge against the Thalmor who tried to have him executed, and revenge against the Empire that betrayed him. Nevertheless, he will not hesitate to use violence as a means to accomplish his goals. As far as his vampiric nature goes, he avoids feeding, or people in general. While he’ll talk and do business with them if he needs to, he won’t help them unless he has to. That being said, he spends much more time on the road than he does in settlements anyway. While he will kill any Thalmor in his way, he’s also on the run from them, and as such will do whatever he can to avoid them. As a part of that, whenever you're at the College of Winterhold, either avoid Ancano as much as you can or complete the questline to kill him.</p>
<p style="text-align:center;"><a href="https://theskyforge.ning.com/groups/tes-character-building/forum/list/tag/albino+skyrim+build" target="_blank"><span style="font-size:36pt;"><strong>Click Here For More Builds!</strong></span></a></p></div>Character Build: The Arcane Assassinhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-arcane-assassin2017-11-17T22:54:03.000Z2017-11-17T22:54:03.000ZPontyhttps://TheSkyForge.ning.com/members/Ponty<div><div class="font-size-2"><p>The third in my set of Arcane builds originated from the idea of having a stealthy mage build, able to pull off instant kill assassinations while still holding her own as a pure mage of sorts in open combat. <strong>This build contains some DLC content; read at your own risk</strong>. Now, on with the show...</p><p style="text-align:center;"><img src="http://i.imgur.com/MVz55Uo.jpg" alt="MVz55Uo.jpg" /></p><p style="text-align:center;"><strong>The Arcane Assassin</strong></p><p>After the Oblivion Crisis, many mages throughout Tamriel sought out ways to better harness the powers of Oblivion for good. They re-created an ancient Snow Elf combat style, seamlessly blending use of spells, Bound weapons, and protective spells which is still seen in the Falmer today. This overarching combat style was applied to create 3 new classes of fighter - the Arcane Bladesman, wielding a bound sword and specializing in destructive spells, the Arcane Assassin, using a bound dagger and specializing in Illusion magic, and the Arcane Marksman, using a bound bow with unrivaled skill.</p><p>The Arcane Assassin is as unpredictable as she is deadly. Wielding a Bound Dagger and a wide arsenal of spells, she can fight effectively both in and out of the shadows. Preferring to strike unseen and unheard, the Assassin can take down almost any foe with a well placed attack from a dagger, after which she can use Illusion magic to fade back into the shadows or cause havoc among the remaining foes. Alteration affords the Assassin the necessary protection in combat, and provides a variety of other useful effects. Finally, Destruction offers impressive stopping power in the form of projectile spells in open combat, as well as deadly exploding runes. A skilled Arcane Assassin can cast these spells in complete silence, and is seldom seen by her enemies for more than a couple of seconds.</p><p>Most Arcane Assassins forgo any sort of healing, preferring to rely on a strong offense and stealth skills to avoid harm, using purchased or found potions when necessary. Some choose to study Alchemy and use potions and poisons (I'd recommend against it - means you have no crafting skills!). Many choose to become vampires to enhance their stealth abilities and Illusion magic.</p><p><strong>Race:</strong> I recommend <strong>Dunmer</strong>, with boosts to 4 of the Assassin's skills (5 if you choose to take Alchemy). <strong>Khajiit</strong>, <strong>Argonians</strong> and <strong>Bosmer</strong> also make good Assassins.</p><p><strong>Stats:</strong> I recommend going <span style="color:#0000ff;"><strong>3</strong></span>/<span style="color:#ff0000;"><strong>1</strong></span>/<span style="color:#008000;"><strong>0</strong></span>. Since the Assassin uses only clothing and prefers to avoid getting hit, high health and stamina aren't necessary.</p><p><strong>Stone:</strong> I recommend the <strong>Lady</strong> stone. The 25% Health and Stamina regeneration lets a vampire Assassin regenerate health and stamina while outside at daytime, but at a reduced rate.</p><p><strong>Perks:</strong> <a href="http://skyrimcalculator.com/#275669" target="_blank">Level 20</a> | <a href="http://skyrimcalculator.com/#275670" target="_blank">Level 40</a> | <a href="http://skyrimcalculator.com/#275671" target="_blank">Level 60</a></p><p><strong>Major Skills:<br /></strong></p><p><strong>Illusion:</strong> Illusion forms the backbone of many of the Arcane Assassin's methods. Used for remaining unseen and unheard using Muffle and Invisibility, causing havoc with Fury, scaring enemies off with Fear, or charming foes with a well-placed Calm spell. Skilled Arcane Assassins can even cast spells without making a soumd. Just the perks up the right side combined with Dual Casting will let your spells affect almost all enemies in complete silence, and up to Expert Illusion for Invisibility.</p><p><strong>Destruction:</strong> High-powered blasting magic offers the Arcane Assassin a deadly option for open combat. Specializing in Fire spells, a few well-placed firebolts will wear down an enemy, and at higher levels with the Impact perk, will prevent them from attacking. Rune spells allow for a more stealthy approach, with the ability to place them along patrol paths and the like, mortally wounding most enemies that walk over them. Key perks are just up to Apprentice Destruction, Dual Casting and Augmented Flames, as well as Impact and Rune Master at higher levels.</p><p><strong>Alteration:</strong> The nuances of the Alteration school let the Arcane Assassin use its power for more than just protection. Detect Life and Detect Dead when combined with Quiet Casting is incredibly useful for locating enemies through walls and in dark areas, and Ash spells can offer the Assassin an easy chance to escape. Obviously the Flesh spells are used for protection as well, since the Arcane Assassin wears only clothes. Key perks are up to Adept Alteration and Mage Armor, and up to Stability at higher levels.</p><p><strong>Minor Skills:</strong></p><p><strong>One-Handed:</strong> Arcane Assassins wield daggers to strike unsuspecting targets swiftly and without mercy. These weapons are not used for open combat - they simply don't hold up against stronger weapons and armor of more experienced foes. Key perks are just ranks in Armsman - while taking Savage Strike might seem like a good idea to improve backstab damage by 25% while the Assassin is still, it requires taking a largely useless perk for the Assassin - Fighting Stance - first.</p><p><strong>Sneak:</strong> The Arcane Assassin is skilled at moving unseen and unheard, augmented by Illusion magic. If an Arcane Assassin sneaks up behind an opponent with her dagger it's almost certain death for them. Key perks are just up to Assassin's Blade and a couple of ranks in Stealth.</p><p><strong>Conjuration:</strong> The signature of the Arcane Assassin, the bound dagger, is conjured using Conjuration magic. They don't use this school of magic for anything else however. Key perks are just Novice Conjuration and Mystic Binding.</p><p><img src="http://i.imgur.com/9uaxeVE.jpg" alt="9uaxeVE.jpg" /></p><p><em>A bandit walks right into the Arcane Assassin's fire rune</em></p><p><strong>Demonstration Video:</strong></p><p style="text-align:center;"><iframe src="https://www.youtube.com/embed/wzzqgmKTCro?wmode=opaque" width="560" height="315" frameborder="0"></iframe></p><p><strong>Equipment:</strong></p><p>The Arcane Assassin prefers to seek out and utilize powerful magic items rather than create them herself.</p><p>First off, the weapon of choice. The <strong>Bound Dagger</strong> (purchased from Tel Mithryn on Solstheim) with the Mystic Binding perk deals the same damage as an unsmithed Daedric Dagger, but is weightless. Unlike other one-handed weapons, the Bound Dagger, like all daggers, are not affected by Fortify One-Handed damage potions and enchantments. This combined with the fact that daggers can't stagger opponents gives it very limited use in open combat past about level 10, especially on higher difficulties. It is, however, still useful for sneak attacks, dealing the same damage as 30 power attacks with the right perks and equipment.</p><p><img src="http://i.imgur.com/xcweR2p.jpg" alt="xcweR2p.jpg" /></p><p><em>The Arcane Assassin emerges from Invisibility to slit the throat of this unwary Dawnguard</em></p><p>For the head slot, I used a <strong>Circlet of Illusion</strong> to lower the magicka cost of high-level spells like Invisibility. Really any circlet would do, but remember not to wear any armor. The <strong>Mage's Circlet</strong> is also a good choice, as you pick it up during the College questline you'll need to get your body piece, the <strong>Archmage Robes</strong>. Besides looking totally awesome, you'll also be rocking huge Magicka, Magicka Regen and spell cost reduction enchantments, giving you all the magicka you need in the shadows and open combat, even while outdoors as a vampire. Picking up <strong>Savos Aren's Amulet</strong> in the College as a good choice for your neck slot, with a pretty big 50 point magicka boost.</p><p>Another 3 pieces of the Assassin's equipment can be acquired through the Dark Brotherhood questline. The <strong>Shrouded Handwraps</strong> and Shoes can be picked up right away, boosting your sneak attack damage with Assassin's Blade to a whopping 30x, and reducing armor noise by half. The reward from Recipe for Disaster, the <strong>Nightweaver's Band</strong>, boosts Destruction and Sneak by 10% each, a valuable asset to the Assassin.</p><p><strong>Gameplay:</strong></p><p>Always approach combat situations stealthily, sizing up your opposition before determining a course of action. Conjure a dagger and armor, far away from your enemies if you don't have Quiet Casting, and take note of enemy positions and what they're doing (Detect Life and Detect Dead are a huge help with this. If enemies are far away from each other, simply sneak attack them in such a sequence that you won't be seen - or at higher levels you can cast Invisibility between each assassination. If they're on patrol routes, throw down a dual-cast rune so that they'll walk over it. If you're spotted, either try to re-hide (either walk around a corner and sneak, freeze them with an Ash Shell and leave, or cast invisibility), or bring out your more offensive spells. Use Fury on enemies to get them to start attacking each other, and shoot a volley of firebolts for heavy damage. Don't underestimate your open combat abilities; you don't always have to lurk around. For me that gets a bit boring!</p><p><img src="http://i.imgur.com/zY61Bfa.jpg" alt="zY61Bfa.jpg" /></p><p><em>The Arcane Assassin uses Fury before blasting her foes with Firebolt spells</em></p><p>As for roleplay, I evidently did the College and Dark Brotherhood questlines, as well as part of the Volkihar and Tel Mithryn questlines. Both are roleplay friendly for the Arcane Assassin, honing your magical and stealthy talents. I played as a Vampire who wanted money and power. I rarely did a dungeon if there wasn't a quest involved (the Volkihar sidequests are good for this). An entirely different outlook you could go for is that of a kind of justicar, where you execute the Dark Brotherhood (you can still get the Shrouded Handwraps and Shoes this way) and fight vampires from the shadows.</p><p>Well thanks for reading the third build in my Arcane series, I know I haven't made use of the Battleaxe (and I probably never will), but you can look forward to another fun Mage Armor oriented build in the future!</p></div></div>Character Build: The Arcane Marksmanhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-arcane-marksman2017-11-17T22:53:30.000Z2017-11-17T22:53:30.000ZPontyhttps://TheSkyForge.ning.com/members/Ponty<div><p>This build idea popped into my head from two things - thinking about what I could do with the Bound Dagger in Dragonborn - maybe some sort of Arcane Assassin - and the look of Ulfric's clothes on women - it looks like something a mage or a ranger would wear, so why not both? Plus I hadn't tried the bound bow much before, so I present Why Bound Weapons Are Still Viable on Master, otherwise known as:</p><p><img class="align-center" src="http://i.imgur.com/4VBxOMg.jpg" alt="4VBxOMg.jpg" /></p><p style="text-align:center;"><span class="font-size-4"><strong>The Arcane Marksman</strong></span></p><p style="text-align:left;">After the Oblivion Crisis, many mages throughout Tamriel sought out ways to better harness the powers of Oblivion for good. They re-created an ancient Snow Elf combat style, seamlessly blending use of spells, Bound weapons, and protective spells which is still seen in the Falmer today. This overarching combat style was applied to create 3 new classes of fighter - the Arcane Bladesman, wielding a bound sword and specializing in destructive spells, the Arcane Assassin, using a bound dagger and specializing in Illusion magic, and the Arcane Marksman, using a bound bow and focusing mostly on the weapon itself.</p><p style="text-align:left;">The Arcane Marksman is a skilled fighter, with a wide array of options in combat. The Marksman wields her bow of choice, the Bound Bow, with unmatched skill, able to bury foes under a hail of conjured arrows with deadly force and precision. Like all arcane fighters, the Marksman is skilled in using Alteration magic to protect herself. Aside from conjuring the Bound Bow, Conjuration magic is also used to call allies from Oblivion to assist the Marksman. Enchanting is used to further hone the Marksman's talent, and Frost magic is used to hinder enemies to prevent them from getting too close to the Marksman.</p><p style="text-align:left;">The Marksman believes the best way to heal is not to get hit in the first place. In the case she does require healing, the Marksman relies on potions.</p><p style="text-align:left;"><strong>Race:</strong> I picked <strong>Breton</strong> for their impressive +10 Conjuration boost at first level, important for a character who wants the Adept Conjuration perk ASAP. <strong>Altmer</strong> also make good Marksmen, with their +50 Magicka boost as well as all-round skill boosts. <strong>Bosmer</strong> and <strong>Redguard</strong> can also make servicable Marksmen with their skill boosts.</p><p style="text-align:left;"><strong>Stats:</strong> I recommend leveling <strong><span style="color:#0000ff;">2</span>/<span style="color:#ff0000;">1</span>/<span style="color:#339966;">0</span></strong><span style="color:#339966;">. <span style="color:#000000;">The Marksman's</span></span> main offense is the bow; no need for a high Magicka pool for costly Destruction spells. Ranged combatants are deadly on high difficulties, and a reasonable health pool will let you survive 2 or 3 hits.</p><p style="text-align:left;"><strong>Stone:</strong> I strongly recommend the <strong>Atronach Stone</strong>. Since in most combats you cast all your spells at the beginning and then stick with your bow, the bonus magicka is well worth the regeneration penalty. The Spell Absorption component also gives you great protection against magic users.</p><p style="text-align:left;"><strong>Perks:</strong> <a href="http://skyrimcalculator.com/#255103" target="_blank">Level 20</a> | <a href="http://skyrimcalculator.com/#255104" target="_blank">Level 40</a> | <a href="http://skyrimcalculator.com/#255105" target="_blank">Level 50</a></p><p style="text-align:left;"><span class="font-size-2"><span style="color:#339966;"><span style="color:#000000;"><span style="color:#339966;"><span style="color:#000000;"><span class="font-size-4"><strong>Major Skills</strong></span></span></span></span></span></span></p><p style="text-align:left;"><strong>Archery:</strong> The Arcane Marksman's core focus. The Marksman is quite skilled with the bound bow, specializing in speed and suppressing tactics - the Marksman's objective is to overwhelm foes in a storm of arrows. Key perks are all the way up the left side to Bullseye. As this was my primary damage-dealing skill, it leveled remarkably quickly, hitting 100 at just level 31.</p><p style="text-align:left;"><strong>Conjuration:</strong> The use of Conjuration by the Arcane Marksman is twofold - firstly it is used to bind magic bows from Oblivion, and secondly to conjure allies in battle. The best summon for the job is the Frost Atronach - but I'll get in to that later. Key perks are Mystic Binding, Summoner, and up to Adept Conjuration.</p><p style="text-align:left;"><strong>Alteration:</strong> The Marksman, like all arcane warriors, uses Alteration magic for protection. Later on, it can be used for other purposes, such as paralysis. Key perks are up to Stability and Mage Armor.</p><p style="text-align:left;"><span style="color:#339966;"><span style="color:#000000;"><span style="color:#339966;"><span style="color:#000000;"><span class="font-size-4"><strong>Minor Skills</strong></span></span></span></span></span></p><p style="text-align:left;"><span style="color:#339966;"><span style="color:#000000;"><span style="color:#339966;"><span style="color:#000000;"><strong>Enchanting:</strong> The Arcane Marksman enchants her equipment to improve her combat prowess. Enchanting is very important at higher levels (depending on your difficulty) to improve bow damage, playing on Master I started to need it around level 25. Key perks are just ranks in Enchanter and Insightful Enchanter.<br /> </span></span></span></span></p><p style="text-align:left;"><strong><span style="color:#339966;"><span style="color:#000000;"><span style="color:#339966;"><span style="color:#000000;">Destruction:</span></span></span></span></strong> <span style="color:#339966;"><span style="color:#000000;"><span style="color:#339966;"><span style="color:#000000;">A bit of skill in frost magic can go a long way for the Marksman. At lower levels it can be used when spending the majority of your magicka pool on summoning a bow isn't necessary, and later on it becomes more of a utility skill, used to slow and place runes. Key perks are just up to Apprentice Destruction.</span></span></span></span></p><p style="text-align:left;"><span style="color:#339966;"><span style="color:#000000;"><span style="color:#339966;"><span style="color:#000000;"><img src="http://i.imgur.com/HHE1HrF.jpg" alt="HHE1HrF.jpg" /></span></span></span></span></p><p style="text-align:left;"><span style="color:#339966;"><span style="color:#000000;"><span style="color:#339966;"><span style="color:#000000;"><span class="font-size-4"><span class="font-size-2"><em>A well-placed rune can help the Marksman get out of a dangerous situation</em></span></span></span></span></span></span></p><p style="text-align:left;"><span style="color:#000000;"><span class="font-size-4"><strong>Demonstration Video</strong><br /> </span></span></p><p style="text-align:left;"><span style="color:#000000;"><span class="font-size-4"><strong>Equipment</strong></span></span></p><p style="text-align:left;"><strong>Weapon:</strong> The Arcane Marksman's weapon of choice is the <strong>Bound Bow</strong>, a truly deadly weapon in the right hands. While it cannot be improved by Smithing, once the Marksman acquires the Mystic Binding perk, it effectively counts as a weightless Daedric Bow with a significantly increased draw speed. Another big advantage of the Bound Bow is you get a quiver of 100 Daedric arrows every time you cast the spell, greatly improving damage output over a character using a standard bow and lower-tier arrows.</p><p style="text-align:left;">At lower levels feel free to use any bow until you have enough magicka to bind your own. A <strong>Spell Tome</strong> for the Bound Bow can be found at any level in Fort Amol prison, under a lantern in a bucket opposite the entrance. The base magicka cost is 207 but you should be able to cast it at a fairly low level, especially with the Atronach Stone and/or as an Altmer.</p><p style="text-align:left;"><strong>Apparel:</strong> The Arcane Marksman prefers to wear ordinary clothes rather than armor to get the full effect from Alteration spells. Early on stick with some standard mage robes (preferably with Conjuration or Alteration bonuses) and Archery/Magicka jewelry. A few good looks you can go for:</p><ul><li>Ulfric's set with Gold Emerald Circlet (female) or Silver Sapphire Circlet (male)</li><li>Full Alik'r Set</li><li>College Robes (can be purchased from Radiant Raiment unenchanted) and circlet</li><li>Vampire Robes set</li></ul><p>As for Enchantments:</p><ul><li>Head: Fortify Archery</li><li>Body: Fortify Conjuration</li><li>Gloves: Fortify Magicka</li><li>Boots: Resist Fire</li><li>Amulet: Fortify Archery</li><li>Ring: Fortify Archery</li></ul><p>The Fortify Archery enchantments are critical to remaining viable with a Bound Bow late game, since it can't be improved with smithing. Remember if you're enchanting a unique item like Ulfric's clothes to have all your Enchanting perks (enchanter 5/5 and Insightful Enchanter) first!</p><p><img src="http://i.imgur.com/unpy4pD.jpg" alt="unpy4pD.jpg" /></p><p><em>The Arcane Marksman possesses unmatched skill with the Bound Bow</em></p><p><strong><span class="font-size-4">Gameplay</span></strong></p><p>Spell selection is very important, especially at earlier levels when you don't have as much magicka to throw around. You need enough magicka to summon an ally, use a flesh spell, bind a bow, and a bit left over. I typically had enough for a Frost Atronach, whatever level of flesh spell I was at, bound bow, and a Frost Rune to slow down enemies that got to my position. While on the topic of spells, let's talk about the <strong>Frost Atronach.</strong> In my opinion he's the best 'general use' summon for the Marksman. He has several pros: a large profile (a skilled Marksman can use him as mobile cover, making sure projectiles hit the atronach instead of her), reasonable damage output, high health, frost immunity, an aura of slowing frost damage, and last but no least the <strong>'shatter attack'.</strong> When the Frost Atronach performs a power attack (which it does quite frequently, every 2-5 attacks) it creates a shatter effect, and the target is hit by a powerful stagger. This stagger is what makes the Frost Atronach such a great ally - it works on every enemy I've tried it on - Dragons, Dragon Priests, Giants, Mammoths, and everything in between. With rank(s) in Summoner the Arcane Marksman can conjure a Frost Atronach right into the middle of enemies, drawing attention away from the Marksman as well as lining up some easy shots from the staggering enemies.</p><p>The Frost Atronach is by no means the best summon for every situation, I preferred to use the <strong>Flame Atronach</strong> in dragon battles due to its ranged attack, and the <strong>Dremora Lord</strong> in battles against fewer but significantly tougher opponents (his increased magicka cost can cause issues if you use it every fight).</p><p>Now onto tactics with the <strong>Bound Bow</strong>. By far the biggest advantage of the Bound Bow to the Marksman is it's devastating attack speed. Once the Power Shot perk is unlocked, the Marksman excels at taking out single targets, able to fill them full of arrows while they can't move due to the stagger. This becomes even more powerful once the Quick Shot perk is acquired, pushing the attack speed through the roof. With the 100 Archery perk, Bullseye, your ability to keep targets at bay borders in the realms of ridiculous, with a 50% stagger chance and 15% paralysis chance along with the Bound Bow's high fire rate. Something else to note, I'm not completely sure why but with the Mystic Binding perk Bound Bows do damage to wards as well as health, possibly shattering the ward and giving you a free stagger.</p><p>In summary, summon a Frost Atronach into a group of enemies, cast a flesh spell, place a rune to protect yourself if necessary, and summon a bow. Let your Frost Atronach take the hits for you - it's damn good at it - and focus targets down one at a time.</p><p><img src="http://i.imgur.com/UUsttfI.jpg" alt="UUsttfI.jpg" /></p><p><span class="font-size-2"><em>The Arcane Marksman and her Frost Atronach work in tandem to take down some Bandits</em></span></p><p>As for roleplay, I played my Marksman as a scholar and mercenary. She'd be happy to take well-paying jobs, but would always search through dungeons and the like for forgotten artifacts, treasures and writings. I joined the College of Winterhold (for obvious reasons) and the Imperials since that's what any intelligent non-Nord would logically do (hehe) and to get Ulfric's clothes to complete the look of the build.</p><p>Well, thanks for reading, and if you do choose to play this build I hope you enjoy the (relatively) simple but challenging playstyle! If you've got any questions, feel free to ask in this thread!</p></div>Character Build: The Arcane Bladesmanhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-arcane-bladesman2017-11-17T22:53:04.000Z2017-11-17T22:53:04.000ZPontyhttps://TheSkyForge.ning.com/members/Ponty<div><p>After realising that with my Paladin that much of my stamina was spent shield-bashing and left not much for power attacks I was wondering how I could still make a build able to defend itself but still deal more damage. This idea came to me after seeing the loading screen with the Thalmor wielding the Daedric sword and grew from there. With plenty of new content from DLC I decided to revisit one of my favourite builds. Thus I present:</p><p style="text-align:center;"><img src="http://i.imgur.com/83mHxBe.jpg" alt="83mHxBe.jpg" /></p><p style="text-align:center;"><span class="font-size-4"><strong>The Arcane Bladesman</strong></span></p><p>After the Oblivion Crisis, many mages throughout Tamriel sought out ways to better harness the powers of Oblivion for good. They re-created an ancient Snow Elf combat style, seamlessly blending use of spells, Bound weapons, and protective spells which is still seen in the Falmer today. This overarching combat style was applied to create 3 new classes of fighter - the Arcane Bladesman, wielding a bound sword and specializing in destructive spells, the Arcane Assassin, using a bound dagger and specializing in Illusion magic, and the Arcane Marksman, using a bound bow with unrivaled skill.</p><p>The Bladesman is a very versatile combatant, with high mobility, impressive skill with a sword, offensive spells, necromancy, and a variety of support spells. The Bladesman fights with a Bound Sword in his right hand and something else in his left - healing, flesh spells, lightning, or even another Bound Sword just to name a few. This arsenal allows a skilled Bladesman to take on any challenge with ease, from a single tough enemy to a larger group. In battle, the Bladesman relies on Flesh Spells, enhanced by his study of Mage Armor, along with high mobility to avoid damage. Since he wears only cloth and wields a weightless weapon, he tires much slower than other warriors.</p><p><strong>Race:</strong> I recommend the <strong>Altmer</strong> for their sizable Magicka boost, allowing levelups to focus more on Health and Stamina. Their height also increases their speed, making them more mobile in combat. <strong>Bretons</strong> and <strong>Redguards</strong> also make good Bladesman with their skill boosts and special abilities.</p><p><strong>Stats:</strong> I recommend leveling <span style="color:#0000ff;"><strong>2</strong></span>/<span style="color:#ff0000;"><strong>2</strong></span>/<span style="color:#339966;"><strong>1<span style="color:#000000;">.</span></strong> <span style="color:#000000;">Magicka and Health are both important for the Bladesman, while Stamina isn't as important since power attacks only cost 30 stamina with the Fighting Stance perk.</span></span></p><p><strong>Stone:</strong> I recommend the <strong>Lord Stone,</strong> as it gives the Bladesman an impressive boost to his durability. You can't go wrong with the <strong>Mage Stone</strong> either, with 5 of the Bladesman's 6 skills being magic skills.</p><p><strong>Perks:</strong> <a href="http://www.skyrimcalculator.com/#263676" target="_blank">Level 20</a> | <a href="http://www.skyrimcalculator.com/#263679" target="_blank">Level 40</a> | <a href="http://www.skyrimcalculator.com/#263680" target="_blank">Level 50</a></p><p style="text-align:left;"><strong><span class="font-size-4">Major Skills</span></strong></p><p><strong>Conjuration:</strong> The Arcane Bladesman uses Conjuration magic for two purposes - first and foremost to conjure Bound Swords - the Bladesman's primary offense in combat - and secondly to raise the dead. Raising fallen foes ties up enemies allowing you to take on individuals or strike from their flanks while they're concentrating on your zombie. Key perks are Expert Conjuration, all the way up the Necromancy side to Twin Souls and up to Mystic Binding.</p><p><strong>Alteration:</strong> Alteration is the Bladesman's primary defense, and it serves a number of other uses. Flesh Spells with the Mage Armor perk can grant up to 300 armor, and other spells like Ash Shell and Paralysis can grant an edge in combat. Key perk are up to Expert Alteration, Stability, and Mage Armor.</p><p><strong>Destruction:</strong> The Bladesman utilizes Destruction magic to blast enemies with lightning from range. Since you'll be dodging around a lot, shock spells are the best choice since they just hit where you're pointing. The Disintegrate perk is very effective along with Lightning Cloak, basically instakilling any enemy in range below 15% health. Key perks are up to Adept Destruction and Disintegrate.</p><p><strong>One-Handed:</strong> The Arcane Bladesman wields a Bound Sword with impressive skill. The weightless weapon is deadly in the right hands, with the wielder able to press the attack, giving his foe to room to retaliate. The Bladesman excels in 1v1 combat, and should use other spells to immobilize or distract enemies! At times, the Bladesman will summon a second blade for the off-hand. Key perks are up to Savage Strike and a rank or two in Dual Flurry.</p><p style="text-align:left;"><strong><span class="font-size-4">Minor Skills</span></strong></p><p><strong>Restoration:</strong> As a melee combatant, the Bladesman needs some way to heal his own wounds. Restoration magic is good for a quick heal, and can also restore Stamina. Wards are also a big help, blocking difficult to dodge magical attacks such as dragon breath. Key perks are Regeneration, Respite, and Apprentice Restoration.</p><p><strong>Enchanting:</strong> Enchanted apparel are key to the Bladesman's viability at later levels - since the Bound Sword doesn't scale with you, you need a way to improve its damage. Key perks are the 5 ranks in Enchanter and Insightful Enchanter.</p><p><img src="http://i.imgur.com/zIu0BRz.jpg" alt="zIu0BRz.jpg" /></p><p><em>A swift stroke from the Bound Sword removes this Bandit Leader's head</em></p><p><span class="font-size-41"><strong><span style="color:#000000;font-family:Helvetica, 'sans-serif';font-size:14pt;">Demonstration Video</span></strong></span></p><p style="text-align:center;"><span class="font-size-41"><strong><span style="color:#000000;font-family:Helvetica, 'sans-serif';font-size:14pt;"><span class="font-size-41"><strong><span style="color:#000000;font-family:Helvetica, 'sans-serif';font-size:14pt;"><iframe src="https://www.youtube.com/embed/KN5vmJMaOJ8?wmode=opaque" width="420" height="315" frameborder="0"></iframe></span></strong></span></span></strong></span></p><p style="text-align:left;"><span class="font-size-41"><strong><span style="color:#000000;font-family:Helvetica, 'sans-serif';font-size:14pt;">Equipment<br /></span></strong></span></p><p><strong>Weapon:</strong> Obviously the Arcane Bladesman's weapon of choice is the <strong>Bound Sword.</strong> Only a Novice level spell, it can be cast as soon as you pick up a spell tome - either from random loot or from a merchant (Lucan in Riverwood usually has one). Once the Mystic Binding perk is acquired it does the same damage as a Daedric Sword. It's one advantage over the Daedric sword is that it's completely weightless, costing just 30 stamina to do a power attack with the Fighting Stance perk, compared to a normal Daedric sword's 54 - almost half the normal cost. It's one flaw however, is that it can't be improved, relying on enchantments and perks to increase its damage.</p><p><strong>Apparel:</strong> I think I developed a pretty badass look combining Miraak's Robes, Thalmor Gauntlets and Boots, and an Apprentice Hood. The Miraak's Robes explosion effect is very effective against groups of enemies, and triggers quite frequently. Here's the enchantments I used:</p><ul><li>Thalmor Gauntlets - Fortify One-Handed</li><li>Thalmor Boots - Fortify One-Handed</li><li>Amulet - Fortify One-Handed</li><li>Ring - Resist Magic</li><li>Apprentice Hood - Fortify Magicka</li><li>Miraak's Robes</li></ul><p>Before you can enchant your own equipment, just use some robes of choice (Thalmor/Apprentice look good). If you don't want Miraak's gear you can always enchant a different clothing item (unenchanted College Robes from Radiant Raiment come to mind) with Fortify Health or Resist Magic. Remember you don't want any armor items otherwise the Mage Armor perk won't work!</p><p><img src="http://i.imgur.com/aMlQpHe.jpg" alt="aMlQpHe.jpg" /></p><p><em>An Arcane Bladesman with two swords is not to be underestimated</em></p><p><span class="font-size-41"><strong><span style="color:#000000;font-family:Helvetica, 'sans-serif';font-size:14pt;">Gameplay</span></strong></span></p><p>People who have played spellswords before should be relatively familiar with how this guy works. Start out combat with your strongest Flesh spell, and if you think it's necessary, use a Soul Cairn summon - they use the Necromancy perks. Cast Lightning Cloak if you're up against lots of baddies, then conjure your blade and switch to ranged spells, blasting away at enemies while you close the gap. Remember to use any shouts that might benefit when closing on ranged opponents - Become Ethereal and Whirlwind Sprint will bring you right to the baddies without you having to dodge. Press the attack by keeping them staggered - easily done with the meager power attack cost - but remember to dodge. Dodging is key to staying alive, as you don't have as much health or defense as a 'proper' warrior. While evading a power attack for example, use the opportunity to blast your enemy with some lightning or give yourself a quick heal.</p><p>You're quite vulnerable against groups of opponents - you can only dodge so much - so use spells like Ash Shell to thin the ranks down to one or two enemies. Alternatively, use shouts like Unrelenting Force, Cyclone, and Ice Form to give yourself some room, or just Slow Time to make it easier to dodge.</p><p>After felling an enemy - assuming you haven't disintegrated them - bring them back as your zombie. This is especially key at higher levels when enemies hit harder. Your minion can keep them distracted and take the hits for you while you blast from a distance, heal up, or hit them from the flanks.</p><p>Against something like a dragon, use wards to block the dragon breath, and simply move out of the way of their bite attack. With your unhindered movement you should easily be able to evade the attack - the animation is extremely predictable.</p><p><img src="http://i.imgur.com/OHIYCmS.jpg" alt="OHIYCmS.jpg" /></p><p><em>A blast of lightning means the end for this bandit</em></p><p>The roleplay for the Bladesman is pretty open-ended. I played mine as a power-hungry Thalmor, taking control of the College from that weakling Ancano, slaying Imperials and Stormcloaks wherever I found them, and advancing the Thalmor's interests wherever possible, such as through gaining the trust of the people of Skyrim through various town sidequests.</p><p>Overall I hope you enjoyed reading - this has long been one of my favorite characters. If you've got questions don't be afraid to ask in the comments!</p></div>Character Build: The Arcane Barbarianhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-arcane-barbarian2017-10-23T21:37:20.000Z2017-10-23T21:37:20.000ZAlbinohttps://TheSkyForge.ning.com/members/Albino<div><p align="center"><em>After the Oblivion Crisis, many mages throughout Tamriel sought ways to better harness the powers of Oblivion for good. They recreated an ancient Snow Elf combat style, seamlessly blending use of magic, bound weapons, and protective spells which is still seen in the Falmer today. This combat style was applied to create four new classes of fighter: the Arcane Bladesman, wielding the bound sword, the Arcane Assassin, wielding the bound dagger, the Arcane Marksman, wielding the bound bow, and the Arcane Barbarian, wielding the bound battleaxe…</em></p>
<p><img class="align-center" src="{{#staticFileLink}}12347867483,RESIZE_930x{{/staticFileLink}}" alt="12347867483?profile=RESIZE_930x" /></p>
<p style="text-align:center;"><strong><span style="font-size:24pt;">The Arcane Barbarian</span></strong></p>
<p style="text-align:left;" align="center">Before I go on, I'd like to give a big thank you to Teccam for these awesome screenshots; they really help make the build! You can check out the whole album <a href="http://imgur.com/a/vDt7O#0" target="_blank">here</a>. Anyway, this build is one done in the style of Ponty's old Arcane series, which were builds based on using bound weapons and flesh spells to create fighters that wielded no physical weapons or armor. He never made one based on the Bound Battleaxe, so I decided to give it a shot.</p>
<p><strong>Race:</strong> I recommend Orc. Berserker Rage is too good a power to pass up on for this build, and they also get +5 boosts to Two-Handed and Block.</p>
<p><strong>Stone:</strong> The Lord Stone is the ideal choice, primarily for the extra 50 Armor Rating, but the 25% Magic Resistance is quite nice as well.</p>
<p><strong>Stats:</strong> In the early going, go with a <strong><span style="color:#3366ff;">1</span>/<span style="color:#ff0000;">1</span>/<span style="color:#008000;">0</span></strong> ratio. Once you have a decent Magicka pool that will let you cast a flesh spell, summon an atronach, and conjure the Bound Battleaxe, go with <strong><span style="color:#3366ff;">1</span>/<span style="color:#ff0000;">3</span>/<span style="color:#008000;">1</span></strong>. The Arcane Barbarian, despite being a fighter build, isn’t too stamina intensive since the Bound Battleaxe is weightless, making power attacks use less stamina, and there’s no armor to weigh him down.</p>
<p><strong>Apparel:</strong> The Alik’r Hood with Ulfric’s Clothes/Bracers/Boots provides a nice, stylish look. This obviously necessitates the completion of the Imperial side of the Civil War questline. The bracers, despite being light armor, do not interfere with Mage Armor. With self-made enchanting potions, you can also make somewhat decent enchantments. I put alteration on the hood, conjuration on the clothes, and two-handed on everything else.</p>
<p><strong>Shouts:</strong> I used Unrelenting Force for crowd control, Become Ethereal for safely closing in on distant enemies and casting Master level Alteration Spells, and Marked For Death against particularly tough foes. As such, you’ll want to do the Main Quest up to completing the Horn of Jurgen Windcaller for Unrelenting Force and the first word of Become Ethereal, and Destroy the Dark Brotherhood for the first word of Marked For Death.</p>
<p><img class="align-center" src="{{#staticFileLink}}12347867491,RESIZE_930x{{/staticFileLink}}" alt="12347867491?profile=RESIZE_930x" /></p>
<p style="text-align:center;"><strong><span style="font-size:24pt;">Skills</span></strong></p>
<p><strong>Two-Handed</strong>: The Arcane Barbarian is trained in the use of the Bound Battleaxe. Focus on getting Barbarian and the power attack perks. Note that due to a glitch, the Bound Battleaxe is unaffected by Limbsplitter.</p>
<p><strong>Block:</strong> While relying on Mage Armor for defense leaves something to be desired, complimenting it with Block helps to further soak up incoming damage. Grab Quick Reflexes, all ranks of Shield Wall, and the bash perks on the right side of the tree.</p>
<p><strong>Alteration:</strong> Extensive knowledge of Alteration grants the Arcane Barbarian the power to shield himself from physical damage, better resist magic, and eventually paralyze enemies. Try to get all the perks in this tree except for Alteration Dual Casting and, for those without the Unofficial Skyrim Patch, Atronach, due to the spell absorption glitch.</p>
<p><strong>Conjuration:</strong> In combat, the Arcane Barbarian summons both Flame Atronachs and the Bound Battleaxe. Perkwise, you should get Apprentice Conjuration and all of the Atronach and Bound Weapon perks.</p>
<p><strong>Alchemy:</strong> The Arcane Barbarian uses potions to heal himself and fortify his skills and poisons to coat his Bound Battleaxe. The primary perks you should aim for are Alchemist, Concentrated Poison, and Benefactor.</p>
<p align="center">In total, you should have <a href="http://skyrimcalculator.com/#345825" target="_blank">50 perks</a> once the build is completed.</p>
<p><img class="align-center" src="{{#staticFileLink}}12347867692,RESIZE_930x{{/staticFileLink}}" alt="12347867692?profile=RESIZE_930x" /></p>
<p style="text-align:center;"><strong><span style="font-size:24pt;">Alchemical Concoctions</span></strong></p>
<p><strong><a href="http://www.uesp.net/wiki/Skyrim:Restore_Health#Alchemy" target="_blank">Restore Health:</a></strong> As your primary means of healing, you'll want to have a bunch of potions with this effect on you at all times.</p>
<p><strong><a href="http://www.uesp.net/wiki/Skyrim:Restore_Stamina#Alchemy" target="_blank">Restore Stamina:</a></strong> You shouldn’t be running out of stamina that often, but it's still nice to have a backup option.</p>
<p><strong><a href="http://www.uesp.net/wiki/Skyrim:Fortify_Two-Handed#Alchemy" target="_blank">Fortify Two-Handed/</a><a href="http://www.uesp.net/wiki/Skyrim:Fortify_Archery#Alchemy" target="_blank">Fortify Marksman:</a></strong> Your damage booster, naturally. Unfortunately, there are only a few ingredients with fortify two-handed as an effect, so you can use fortify marksman as an alternative, since it actually boosts <em>all</em> forms of physical damage due to a glitch.</p>
<p><strong><a href="http://www.uesp.net/wiki/Skyrim:Resist_Magic#Alchemy" target="_blank">Resist Magic:</a></strong> While your inherent magic resistance from your Alteration perks and the Lord Stone should be enough by endgame, you may want a little extra for tougher battles (e.g. dragons) fought earlier on in the game.</p>
<p><strong><a href="http://www.uesp.net/wiki/Skyrim:Paralyze_(effect)#Alchemy" target="_blank">Paralysis:</a></strong> This will be your only source of paralysis in the early going, though you can use the Paralyze spell as an alternative once you perk Expert Alteration.</p>
<p style="text-align:left;" align="center"><img class="align-center" src="{{#staticFileLink}}12347868057,RESIZE_930x{{/staticFileLink}}" alt="12347868057?profile=RESIZE_930x" /></p>
<p style="text-align:center;" align="center"><span style="font-size:24pt;"><strong>Backstory</strong></span></p>
<p style="text-align:left;" align="center">You might find it odd to play an Orc that uses neither physical weapons nor armor, so I came up with a backstory for that reason. Born in an Orc Stronghold, the Arcane Barbarian was trained from a young age in the art of fighting with large, two-handed weapons. However, he wanted to see more of the world, and thus joined the Imperial Legion. It was there that his ultra-aggressive fighting style earned him the nickname of “The Barbarian.” Despite Orcish stereotypes, however, he began to read books in his spare time, particularly anything to do with the arcane. He was honorably discharged from the legion a month before the Stormcloak Rebellion began. Following that, he spent some time in the Imperial City, reading and studying more, and eventually setting out for the College of Winterhold for the opportunity to formally study magic. However, he was captured with some Stormcloaks when he crossed into Skyrim, and with no way of proving his status as an ex-Legionnaire, he was sent to Helgen to be executed.</p>
<p style="text-align:left;" align="center"><img class="align-center" src="{{#staticFileLink}}12347868076,RESIZE_930x{{/staticFileLink}}" alt="12347868076?profile=RESIZE_930x" /></p>
<p style="text-align:center;" align="center"><strong><span style="font-size:24pt;">Gameplay</span></strong></p>
<p>In the early going, your magicka reserves aren’t going to be enough to let you cast a flesh spell, summon an atronach, and conjure the Bound Battleaxe all in one battle, so simply stick to casting just the flesh spell and use a standard battleaxe. Eventually, you’ll be able to conjure a Bound Battleaxe, and after that be able to summon an atronach as well. The flame atronach is our summon of choice for two reasons. First, it is an apprentice level spell, just like the Bound Battleaxe. Secondly, its attacks are ranged, which nicely complements our melee range barbarian. Something to note is that since the Bound Battleaxe is weightless and thus uses little stamina for power attacks, it's comparatively easy to stagger-lock an enemy into submission compared to other battleaxes.</p>
<p>The main problem with using the Bound Battleaxe with this build is that due to its status as a two-handed weapon, it swings slowly, and you yourself move slowly midswing, hindering your ability to dodge incoming attacks. This wouldn’t be an issue if you could tank in heavy armor, but unless you use Dragonhide, Alteration’s flesh spells won’t be providing a ton of defense. Thus, the Arcane Barbarian’s strategy is to overwhelm the enemy with powerful offense before they can kill him, with only momentary pauses to block. However, the Bound Battleaxe’s damage can be lacking at higher levels, so this build does just about everything possible to keep the damage up. Aside from getting all ranks of Barbarian and Mystic Binding, this build also uses fortify Two-Handed enchantments and potions as well as debilitating poisons to keep the damage up. Using Marked For Death liberally also helps; with all three words, it decreases an opponent’s armor rating by 75 points <em>per second.</em> If all else fails, you can use Berserker Rage to double damage output.</p>
<p>The combat itself is pretty simple. Cast your flesh spell, summon a Flame Atronach, conjure the Bound Battleaxe, use any potions, poisons, or shouts relevant to the situation, and charge in. Use power attacks liberally - the Bound Battleaxe’s weightlessness means that they cost very little stamina - and block blows as necessary. Finally, be sure to drink potions to regain Health and Stamina, since switching to a Restoration spell will cancel the Bound Battleaxe spell.</p>
<p style="text-align:center;"><a href="https://theskyforge.ning.com/groups/tes-character-building/forum/list/tag/albino+skyrim+build" target="_blank"><span style="font-size:36pt;"><strong>Click Here For More Builds!</strong></span></a></p></div>Character Build: The Shaperhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-shaper2017-10-01T22:38:01.000Z2017-10-01T22:38:01.000ZPontyhttps://TheSkyForge.ning.com/members/Ponty<div><p>Something I've always thought with the vast majority of the werewolf builds is how the beast Form seriously limits the character's power, such as reducing defensive capability through armor/the lack of a shield, limiting damage dealing with powerful weapons, or quite a few other limitations. With the new werewolf perks in Dawnguard, I wanted to make my kind of 'alternate form' build, where the alternate form perfectly complements the original form. With that, I present:</p><p style="text-align:center;"><img src="http://i.imgur.com/MlJc46u.jpg" alt="MlJc46u.jpg" /></p><p style="text-align:center;"><strong><span class="font-size-4">The Shaper</span></strong></p><p>The Shaper is a powerful magicka user, able to cast a wide variety of spells, as well as take on a fearsome beast form. In humanoid form, he is able to shape the energies of fire, frost and lightning to destroy his foes in all manner of grisly deaths, and summon a full variety of daedra from Oblivion to assist him. He can also mould the minds of others to his will to take control of any situation, and even heal the wounds of himself and others. A powerful mage for sure - but that's not all. When the situation calls for it, the Shaper can transition into a terrifying werewolf form, making him tougher and stronger, wreaking havoc across an already-chaotic battlefield. The power of the Voice further enhances his abilities allowing him to control time itself.</p><p><strong>Recommended Race:</strong> Altmer. Altmer recieve a whopping 50 extra points of magicka at first level, as well as the powerful Highborn ability.Dunmer, Bretons and Imperials can also make solid choices due to their skill boosts.</p><p><strong>Stats:</strong> 2/1/0 in Magicka/Health/Stamina. Much of the Shaper's magicka reserves come from his specialised equipment, and a decent health pool is needed to stay alive on higher difficulties.</p><p><strong>Stone:</strong> The Apprentice. Makes for a very challenging but rewarding playthrough with 100% extra magicka regeneration but double magicka damage to yourself. If you feel you aren't up to the 100% magicka weakness or you just really love the Atronach stone for some reason (ie half the damn site) that also makes a solid choice.</p><p><strong>30 Perk Spread:</strong> <a href="http://skyrimcalculator.com/#198847">http://skyrimcalculator.com/#198847</a></p><p><span class="font-size-4"><strong>Major Skills:</strong></span></p><p><strong>Destruction:</strong> The Shaper's offensive skill. The Shaper uses all 3 elements, giving him access to a wide array of spells for every situation. Obviously he's able to match the enemies' weaknesses (like using Ice Spike on a Flame Atronach), but other area spells can be very useful as well. Key perks are up at least Adept Destruction, Augmented Flames 2, Disintegrate and Impact.</p><p><strong>Conjuration:</strong> A sort of both defensive and offensive school of magic, the Shaper can conjure a Daedra from Oblivion to suit the current situation. The 4 different summonable Daedra all have distinctly different purposes, and a good Shaper will use them as such. Key perks are up to Expert Conjuration and all the way up the Atronach line.</p><p><span class="font-size-4"><strong>Minor Skills:</strong></span></p><p><strong>Illusion:</strong> Shaping the minds of others is another important talent. It's key to turning battles in the Shaper's favor - with low health/armor/magic resistance he's a very flimsy character. This skill along with Conjuration helps to keep enemies off the Shaper's back. Key perks are up to Kindred Mage, Apprentice Illusion, Rage, and Dual Casting. Dual casting ensures you can affect almost any enemy in the game - it multiplies the base magnitude by over 2x, and stacks with the effect-specific perks as well as Animage/Kindred Mage. Aspect of Terror boost your fire damage.</p><p><strong>Restoration:</strong> Being a flimsy character, the Shaper needs some way to heal himself. Simply Novice Restoration and Regeneration should suffice for healing - a few seconds with it in both hands and you're back to full health. Another useful perk is Recovery to further speed Magicka regeneration.</p><p><span class="font-size-4"><strong>Demonstration Video:</strong></span></p><p style="text-align:center;"><span class="font-size-4"><strong><iframe src="https://www.youtube.com/embed/kwaZwxiD7B4?wmode=opaque" width="480" height="360" frameborder="0"></iframe></strong></span></p><p> </p><p><span class="font-size-4"><strong>The Two Forms</strong></span></p><p>As mentioned earlier, the Shaper has two forms - the humanoid form and the werewolf form. As you can see from the skillset, the Werewolf form - high Health and Stamina, granting a powerful melee attack, a pretty decent armor rating, massive speed, and the ability to knockdown enemies with impunity - everything the humanoid form doesn't have.</p><p>The humanoid form is capable of taking on anything, but it does have some issues with: Archers, and close quarters. His weaknesses are being surprised in melee, multiple archers, and powerful magical attacks (high level mages, dragons).</p><p>The werewolf form excels at taking on all of these things. Once you've gotten the appropriate werewolf perks, you gain an extra 200 Health and Stamina when you transform, and a melee attack to rival the strongest warrior. With the Ring of Hircine, you have unlimited transformations each day (see Equipment below), and can simply change back at the end of combat. However, if you're using the Apprentice Stone magic users are still deadly.</p><p>When leveling your werewolf perks, I strongly recommend you go straight for the right side of the tree. Once you get Savage Feeding, you can get hearts (which you need for getting new perks) from any 'living' creature rather than just the player races - this means anything from Giants to Rabbits.The first werewolf shout, 'Howl of Terror' works very well at lower levels, and has virtually no cooldown. If you find yourself getting overrun simply activate it and go feed on some corpses to regain health. Ideally you want to be heading for fully upgrading your Brotherhood shout, where you call two werewolves to your side - even on Master you utterly destroy everything in your path.</p><p><img src="http://i.imgur.com/qZWSspn.jpg" alt="qZWSspn.jpg" /></p><p><em>The Shaper gives a Bandit a rather unwelcome surprise</em></p><p><span class="font-size-4"><strong>Who is the Shaper?</strong></span></p><p>Now you might be wondering why a pure mage became Harbinger of the Companions to get the Totem of Brotherhood. Here's a sample story to get you started. After studying the manipulation of the mind, fire, frost, lightning, flesh, and Oblivion, the Shaper went in search of a new challenge. While helping out cursed werewolf in Falkreath, he discovered the truly awesome power of the beast, and set out to acquire that form for himself. The Crisis at the College of Winterhold offered the Shaper a unique opportunity to hone his skills, as well as the title of Arch-Mage of Winterhold for his efficiency in dealing with the Eye. Only then did he gain full access to the College's Arcaneum, where he searched for some way to become a werewolf himself. Eventually he discovered in an obscure text that the Companions were in fact werewolves themselves. Devising a plan to enter the group of warriors as a magic user, he set off to join them. Their leader, Kodlak, saw something in the Shaper, and Vilkas was shows how the mind is just as mighty a weapon as the sword - a ghostly Bound blade struck him just as hard as any steel would. But his journey through the Companions, and Skyrim itself, was nowhere near its end...</p><p><span class="font-size-4"><strong>Equipment</strong></span></p><p>The Shaper's equipment is designed to maximize his magicka and magicka sustainability over a long fight. The <strong>Archmage Robes</strong>, <strong>Morokei</strong>, and the <strong>Apprentice Stone</strong> give the Shaper a <strong>350% Magicka Regeneration</strong> boost, and at level 31 with <strong>Savos Aren's Amulet</strong> the Shaper's <strong>base magicka is 450</strong>. This means in combat you get back roughly <strong>20 magicka per second</strong>. As for boots and gloves, just go with whatever you like really. There's no really suitable enchanted gauntlets to go with, but for boots elemental resistance is a strong choices. The <strong>Ring of Hircine</strong> is key to this build - if you re-equip the ring after each transformation, you have <strong>unlimited transformations</strong> each day (note to use the Ring of Hircine power rather than the Beast Form power!).</p><p><img src="http://i.imgur.com/3uxeHiu.jpg" alt="3uxeHiu.jpg" /></p><p><em>Even in humanoid form, the Shaper is not to be trifled with</em></p><p><span class="font-size-4"><strong>Spellcasting</strong></span></p><p>With the use of so many different spells I thought this build deserved a spellcasting section. The first thing you should do is assess the kind of enemy you're fighting and then environment.</p><p>Against <strong>fast</strong> enemies, such as bears, other werewolves, or any enemy that prefers to close on you quickly and use melee attacks, frost should be your go-to element. A Frost Atronach provides a big obstacle between you and your enemy, and his staggering attacks and slowing aura seriously hinder your enemy. A Wall of Frost between you and them can slow them to a crawl if done properly, and otherwise staggering them with dual-casting will help you take them down before they reach you.</p><p>Against <strong>defensive</strong> enemies, such as humanoids with shields, are mages spamming wards, use something to nullify their defense. Magic ignores armor and shields, so bring out a Flame Atronach and spam Firebolt. Melee more or less ignores wards, so bring out a Frost Atronach or Dremora Lord to stagger them and break their ward.</p><p>Against <strong>offensive</strong> enemies, you want to try and avoid getting hit. Spam dual-cast attacks to keep them staggered, and summon a Frost Atronach to hide behind. Depending on the type of enemy, you could also use a Dremora Lord to keep them company while you attack from range. Basically the objective is to avoid getting hit, and kill them as fast as possible - the first one having priority! If you're in a group situation, try casting Fury on them so that they attack enemies instead.</p><p>Against <strong>airborne</strong> enemies like Dragons, conjure a Flame or Storm Atronach to hit them while they're flying. The Storm Atronach always hits, but the Flame Atronach might be a better choice against Frost dragons due to their 50% weakness to Fire. When they land/hover, line it up and hit them with your stongest single target spell - dual cast Incinerate is incredibly powerful vs frost dragons. You've only got a short time before they take off so make sure to make it count. While they're flying around you could try hit them with lightning spells if you're confident.</p><p>Against <strong>groups</strong>, just try and get them into 1 place and hit them with the most powerful AoE spells you have. Fury works well, or send in a summon before you so they all converge on it!</p><p> </p><p><strong><span class="font-size-4">Special Moves:</span></strong></p><p><strong>Novice - Extreme Focus</strong></p><p><strong>Requires: Become Ethereal or Slow Time, Altmer</strong></p><p>The Shaper alters the fabric of time and space itself, granting some room to regain his magicka. Your magicka regenerates at normal speed while in slow time - depending on the situation one shout might be more beneficial.</p><p><strong>Apprentice - Deadly Barrage</strong></p><p><strong>Requires: Slow Time, Apprentice Destruction or higher</strong></p><p>There's an enemy at long range, unaware of your presence. He's a tough one too. Shouting all words of Slow Time, the Shaper is able to unleash a devastating volley of spells, slaying him in seconds. This works well with Firebolt, and at later levels Ice Storm can be absolutely devastating.</p><p><img src="http://i.imgur.com/UH1ho1t.jpg" alt="UH1ho1t.jpg" /></p><p><em>This barrage of Firebolts is sure to seriously wound this Mammoth</em></p><p><strong>Apprentice - Rapid Transformation</strong></p><p><strong>Requires: Slow Time, Beast Form</strong></p><p>Activating level 3 Slow Time and then Beast Form allows you to transform almost instantly in real time. This is very useful when thrust into a situation you weren't expecting or you're simply stuck in a tight spot.</p><p><strong>Adept - Terror Pin</strong></p><p><strong>Requires: Conjure Frost Atronach, Fear</strong></p><p>You've found an enemy boss sleeping, and he's just starting to wake up. He's a fearsome fighting, but you've got a plan. Cast fear on the enemy, then summon a giant Frost Atronach to pin him between the Atronach, the bed, and the wall. He can't fight back - you can slay him easily. If you've got wall spells, throw them down - it increases the damage significantly.</p><p><strong>Adept - Arcane Wolfpack</strong></p><p><strong>Requires: Beast Form, Disintegrate, Lightning Cloak, Totem of the Moon</strong></p><p>This powerful ability allows the Shaper in werewolf form great power. Dual-Cast Lightning Cloak (this doubles the range), bring out a summon of choice, and activate Beast Form. As soon as the transformation is complete, use your werewolf shout, calling 2 more werewolves to your aid. You've now got a posse of yourself and up to 6 allies. In addition, your Lightning Cloak will disintegrate everything within 5m of you below 15% health - a truly devastating combination.</p><p><strong>Expert - Elemental Field</strong></p><p><strong>Requires: All wall spells</strong></p><p>Got a corridor enemies are going to come through? Got an enemy sitting still? Got a big group fight? Then throw down each of 3 walls onto the ground. While wall spells do little damage individually, over extended periods all 3 at once are a force to be reckoned with. If you like, dual cast to increase the duration.</p><p> </p><p>Overall this has been a very fun playthrough for me, playing both a pure mage and a serious werewolf - both things I've never done before (shock horror!). The final result is incredibly powerful, as each form has a very narrow focus. I recommend you play this one on Master! Thanks for reading everyone!</p><p><img src="http://i.imgur.com/IUl7Dxa.jpg" alt="IUl7Dxa.jpg" /></p><p><em>The Shaper and his Flame Atronach work together to take down a Dwarven Centurion</em></p></div>