villain - THE SKY FORGE2024-03-29T14:38:28Zhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/feed/tag/villainCharacter Build: The Great Dreamerhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-great-dreamer2023-11-03T00:27:27.000Z2023-11-03T00:27:27.000ZParagon8134https://TheSkyForge.ning.com/members/Paragon8134<div><p><span style="font-size:14pt;"><a href="{{#staticFileLink}}12282285856,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282285856,RESIZE_710x{{/staticFileLink}}" alt="12282285856?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:center;"><span style="font-size:14pt;"><a href="https://youtu.be/T3X5ea9veI4" target="_blank">Click here for music</a></span></p><p><span style="font-size:14pt;">Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn.</span></p><p><span style="font-size:14pt;">In his house at R'lyeh, dread Cthulhu waits dreaming. For him, the sleep of eons is as but a momentary stillness, and in his dreams, he speaks to those who would listen. He erodes the minds of the weak and emboldens the mad. The wind gibbers with his voice, and the earth rumbles with his thoughts. He once ruled where the feeble gods of Earth rule now, and where they now rule he will rule again. For his hand is at their throats, and they see him not. After summer is winter, and after winter, summer. He waits patient and potent, for the stars to be right. Nor is he alone in his waiting, for there are those who would worship him, hidden in distant wastes and dark places. There they make ready for the time when they will liberate their master from his long sleep with their prayers. Great Cthulhu will awaken to bring the whole of the earth under his sway once more and to teach man new ways to shout and kill. Now, as the stars move into their foretold conjunctions and the great tree withers, R'lyeh rises from the sea and great Cthulhu frenzies forth to reassert his ancient dominion. He plants seeds of madness in the minds of the dreamers and calls to those who would serve him. The old gods will fall before him as he shatters the chains of reason, and commands lunacy to rush forth upon the world. Kings will be made mad, the mad will become kings and not even the dead will be spared his wrath. The stars are right. Cthulhu rises.</span></p><p><span style="font-size:14pt;">Iä! Iä! Cthulhu fhtagn!</span></p><p><span style="font-size:14pt;"><a href="{{#staticFileLink}}12282286092,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282286092,RESIZE_584x{{/staticFileLink}}" alt="12282286092?profile=RESIZE_584x" width="512" /></a></span></p><p><span style="font-size:14pt;"><a href="{{#staticFileLink}}12282287063,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282287063,RESIZE_400x{{/staticFileLink}}" alt="12282287063?profile=RESIZE_400x" width="328" /></a></span></p><p><span style="font-size:14pt;"><strong>Required</strong></span></p><ul><li><span style="font-size:18.6667px;">Abyssal Tides Magic</span></li><li><span style="font-size:18.6667px;">Abyssal Wind Magic</span></li><li><span style="font-size:18.6667px;">Artifacts of Skyrim</span></li><li><span style="font-size:18.6667px;">Eldritch Knight</span></li><li><span style="font-size:18.6667px;">50% More Perk Points</span></li></ul><p><span style="font-size:18.6667px;">Other Mods Used</span></p><ul><li><span style="font-size:18.6667px;">USSEP</span></li><li><span style="font-size:18.6667px;">Eldritch - Hermaeus Mora Main Menu Replacer</span></li></ul><p><span style="font-size:18.6667px;"><a href="{{#staticFileLink}}12282292672,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282292672,RESIZE_584x{{/staticFileLink}}" alt="12282292672?profile=RESIZE_584x" width="563" /></a></span></p><p><span style="font-size:14pt;"><strong>Race/Racial Bonuses:</strong> I used High Elf for the Magicka boost, but any race should work. Highborn works wonders at low levels when you don't have much Magicka, so if you choose another race, make sure to augment the build for those losses.</span></p><p><span style="font-size:14pt;"><strong>Standing Stone:</strong> Atronach</span></p><p><span style="font-size:14pt;">Shout: Bend Will</span></p><p><span style="font-size:14pt;"><strong>Name:</strong> Cthulhu</span></p><p><span style="font-size:14pt;"><strong>Gender:</strong> Male (I think. Cthulhu is usually referred to as a male, but who knows if his race even has genders.)</span></p><p><span style="font-size:14pt;"><strong>Age:</strong> 175,000,000+ (According to the Mountains of Madness, Cthulhu and his spawn came to Earth</span><span style="font-size:14pt;"> when the continents began to split. He is likely older, but aging fictional ancient alien entities is not worth the effort.)</span></p><p><span style="font-size:14pt;"><strong>Religious Views:</strong> Cthulhu is oftentimes called the "priest of the Great Old Ones". That could mean different things depending on your interpretation, so do with that information what you will.</span></p><p><span style="font-size:14pt;"><strong>Morality:</strong> Cthulhu transcends morality, but he definitely is not a nice entity to be dealing with.</span></p><p><span style="font-size:14pt;"><strong>Level: </strong>55</span></p><p><span style="font-size:14pt;"><strong>Health:</strong> 380</span></p><p><span style="font-size:14pt;"><strong>Magicka:</strong> 280</span></p><p><strong style="font-size:14pt;">Stamina:</strong><span style="font-size:14pt;"> 230</span></p><p><span style="font-size:14pt;"><a href="{{#staticFileLink}}12282460054,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282460054,RESIZE_710x{{/staticFileLink}}" alt="12282460054?profile=RESIZE_710x" width="710" /></a></span></p><p><span style="font-size:14pt;"><a href="{{#staticFileLink}}12282313865,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282313865,RESIZE_584x{{/staticFileLink}}" alt="12282313865?profile=RESIZE_584x" width="469" /></a></span></p><p><span style="font-size:14pt;"><strong>Early Game Gear:</strong></span></p><ul><li><span style="font-size:14pt;">Novice Robes of Destruction</span></li><li><span style="font-size:14pt;">Bound Sword</span></li><li><span style="font-size:14pt;">Staff of Fire</span></li></ul><p><span style="font-size:14pt;"><strong>Late Game Gear:</strong></span></p><ul><li><span style="font-size:14pt;">Eldritch Knight Armor (Fortify Healing Rate + Fortify Stamina Regen)</span></li><li><span style="font-size:14pt;">Eldritch Knight Boots (Fortify Heavy Armor + Fortify One-Handed)</span></li><li><span style="font-size:14pt;">Eldritch Knight Gloves (Fortify Magicka Regen + Resist Magic)</span></li><li><span style="font-size:14pt;">Eldritch Knight Sword (Absorb Health + Soul Trap)</span></li><li><span style="font-size:14pt;">Eldritch Knight Hood (Fortify Destruction + Fortify Illusion)</span></li><li><span style="font-size:14pt;">Jagged Crown</span></li><li><span style="font-size:14pt;">Miraak (Dragon Priest Mask)(Heavy)</span></li><li><span style="font-size:14pt;">Miraak's Sword</span></li><li><span style="font-size:14pt;">Miraak's Staff</span></li></ul><p><strong style="font-size:14pt;">Ring:</strong><span style="font-size:14pt;"> Ring of R'yleh (Silver Ring enchanted with Fortify Health + Fortify Stamina)</span></p><p><span style="font-size:14pt;"><strong>Amulet:</strong> Amulet of the Great Old Ones (Silver Necklace enchanted with Fortify Health + Fortify Destruction)</span></p><p><span style="font-size:14pt;"><a href="{{#staticFileLink}}12282341489,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282341489,RESIZE_710x{{/staticFileLink}}" alt="12282341489?profile=RESIZE_710x" width="710" /></a></span></p><p><a href="{{#staticFileLink}}12282313892,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282313892,RESIZE_584x{{/staticFileLink}}" alt="12282313892?profile=RESIZE_584x" width="414" /></a></p><ul><li><span style="font-size:14pt;"><strong>Main Quest:</strong> If Alduin ends the world, he also ends you. Stop him.</span></li><li><span style="font-size:18.6667px;"><strong>The Companions: </strong>A guild of honorable warriors exists in Whiterun. Though you do not share their ideals, perhaps they can help you refine your skills.</span></li><li><span style="font-size:18.6667px;"><strong>The College of Winterhold:</strong> A college of power-hungry mages. Learn from them, particularly those inclined to Illusion and Destruction, though you owe them no loyalty.</span></li><li><span style="font-size:18.6667px;"><strong>The Black Star:</strong> Gain an infinite soul gem. This will greatly help in strengthening yourself.</span></li><li><span style="font-size:18.6667px;"><strong>Civil War:</strong> There are rumors of a crown containing the power of everyone to wear it. Such abilities are highly desirable.</span></li><li><span style="font-size:18.6667px;"><strong>Dragonborn:</strong> Reunite with your Tamrielic counterpart to kill Miraak.</span></li></ul><p><span style="font-size:18.6667px;"><a href="{{#staticFileLink}}12282465256,RESIZE_180x180{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282465256,RESIZE_180x180{{/staticFileLink}}" alt="12282465256?profile=RESIZE_180x180" /></a></span></p><p><span style="font-size:18.6667px;"><a href="{{#staticFileLink}}12282324701,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282324701,RESIZE_400x{{/staticFileLink}}" alt="12282324701?profile=RESIZE_400x" width="307" /></a></span></p><p><span style="font-size:18.6667px;"><strong>Smithing (100):</strong> Arcane Blacksmith, Steel Smithing, Dwarven Smithing, Orcish Smithing, Ebony Smithing</span></p><p><span style="font-size:18.6667px;"><strong>Heavy Armor (100):</strong> Juggernaut 5/5, Well Fitted</span></p><p><span style="font-size:18.6667px;"><strong>One-Handed (100):</strong> Armsman 5/5, Bladesman 3/3, Fighting Stance, Savage Strike, Paralyzing Strike</span></p><p><span style="font-size:18.6667px;"><strong>Speech (100):</strong> Haggling 5/5, Allure, Bribery, Persuasion, Intimidation</span></p><p><span style="font-size:18.6667px;"><strong>Illusion (100):</strong> [Whole tree]</span></p><p><span style="font-size:18.6667px;"><strong>Conjuration (100):</strong> Novice Conjuration, Apprentice Conjuration, Adept Conjuration, Expert Conjuration, Summoner 2/2, Atromancy, Necromancy, Elemental Potency, Dark Souls, Twin Souls</span></p><p><span style="font-size:18.6667px;"><strong>Destruction (100):</strong> Novice Destruction, Apprentice Destruction, Adept Destruction, Expert Destruction, Master Destruction, Destruction Dual Casting, Impact</span></p><p><span style="font-size:18.6667px;"><strong>Alteration (100):</strong> Novice Alteration, Apprentice Alteration, Adept Alteration, Expert Alteration, Magic Resistance 3/3, Atronach</span></p><p><span style="font-size:18.6667px;"><strong>Enchanting (100):</strong> Insightful Enchanter, Corpus Enchanter, Soul Squeezer, Soul Siphon, Extra Effect</span></p><p><span style="font-size:18.6667px;"><a href="{{#staticFileLink}}12282500465,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282500465,RESIZE_584x{{/staticFileLink}}" alt="12282500465?profile=RESIZE_584x" width="531" /></a></span></p><p><span style="font-size:18.6667px;">For the most part, you should play the Great Dreamer like a spellsword. When you fight a mage, get in close. When you face a warrior, use the magic to fight from a distance. You could even switch things up and dual-wield the Eldritch Knight Sword with Miraak's Sword or use his staff with the abyssal magic. It all depends on the situation and you need to be willing to adapt.</span></p><p><span style="font-size:18.6667px;"><a href="{{#staticFileLink}}12282570275,RESIZE_584x{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}12282570275,RESIZE_584x{{/staticFileLink}}" alt="12282570275?profile=RESIZE_584x" width="512" /></a></span></p></div>Event Build: The Nuckelaveehttps://TheSkyForge.ning.com/groups/tes-character-building/forum/event-build-the-nuckelavee2023-11-02T16:11:10.000Z2023-11-02T16:11:10.000ZHalkaunhttps://TheSkyForge.ning.com/members/Halkaun<div><p style="text-align:left;"><span style="font-size:14pt;"><strong>The nuckelavee is the most malevolent of demons...</strong></span></p><p style="text-align:right;"><span style="font-size:14pt;"><strong>...without any redeeming characteristics.</strong></span></p><p style="text-align:right;"> </p><p style="text-align:center;"><a href="{{#staticFileLink}}12234327079,RESIZE_930x{{/staticFileLink}}"><img src="{{#staticFileLink}}12234327079,RESIZE_710x{{/staticFileLink}}" alt="12234327079?profile=RESIZE_710x" width="970" height="358" /></a></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;">This is my submission for the Ghouls & Ghosts character building event. The Nuckelavee.</span></p><p style="text-align:left;"><span style="font-size:12pt;">"The nuckelavee is the most malevolent of the demons in and around the Scottish islands, without any redeeming characteristics. In summer months, it was restrained in the depths of the ocean by the deity known as The Mither O'the Sea. A unique and solitary creature possessing extensive evil powers, it can influence events throughout the islands. The nuckelavee's breath was toxic, and could wither crops, cause a drought, and cause disease and plague in livestock and humans."</span></p><p style="text-align:left;"><span style="font-size:12pt;">This build is heavily focused on mounted combat and all attempts should be made to be mounted on Arvak when out in the world.</span></p><p style="text-align:left;"> </p><p style="text-align:center;"><a href="{{#staticFileLink}}12234329068,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12234329068,RESIZE_710x{{/staticFileLink}}" alt="12234329068?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"> </p><p style="text-align:center;"><span style="font-size:12pt;"><strong>Essential:</strong></span></p><p style="text-align:center;"><span style="font-size:12pt;">There are no essential mods for this build.</span><br /> <span style="font-size:12pt;">It can be played on vanilla Skyrim if desired.</span></p><p style="text-align:center;"><span style="font-size:12pt;"><strong>Recommended:</strong></span></p><p style="text-align:center;"><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrimspecialedition/mods/64339" target="_blank">Better Third Person Selection</a> </span><br /> <span style="font-size:12pt;">This mod greatly improves interactions/looting while in third person, including while mounted.</span><br /> <span style="font-size:12pt;">This allows you to easily interact with NPCs, loot corpses, and gather herbs while mounted.</span></p><p style="text-align:center;"> </p><p style="text-align:center;"><a href="{{#staticFileLink}}12234330487,RESIZE_710x{{/staticFileLink}}"><img src="{{#staticFileLink}}12234330487,RESIZE_710x{{/staticFileLink}}" alt="12234330487?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"> </p><p style="text-align:center;"><a href="{{#staticFileLink}}12234330677,original{{/staticFileLink}}"><img src="{{#staticFileLink}}12234330677,RESIZE_710x{{/staticFileLink}}" alt="12234330677?profile=RESIZE_710x" width="976" height="356" /></a></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Name:</strong> Nucke'Lavee</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Age:</strong> Unknown</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Race:</strong> Argonian Vampire - as pale and skinny as possible</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Standing Stone:</strong> The Lord Stone</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Stat Distribution:</strong> 1/3/1</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}12234331269,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12234331269,RESIZE_710x{{/staticFileLink}}" alt="12234331269?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;">There are no questlines that specifially fit for this character, since he is a malevolent demon of drought and terror. That said, below are the questlines that I completed and utilized to complete the build and gain power.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Main Quest:</strong> Although he does not care about saving the world, the unlocking of dragon shouts and gathering of dragon souls allows him to hoard power and sew terror throughout Skyrim.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Dawnguard:</strong> Siding with the Volkihar Vampire Clan, Nucke'Lavee has enhanced his blood with vampirism as well as gained access to powerful shouts that can rend his victims' soul.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>The Dark Brotherhood:</strong> This was only started to gain access to the Marked For Death shout. He has no desire to become an assassin.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>The Forsworn Conspiracy/No One Escapes Cidhna Mine:</strong> These Forsworn savages have shown a brutality that appeals to the malevolent demon. Gaining the Helmet of the Old Gods is a happy bonus.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Ill Met By Moonlight: </strong>A rogue werewolf makes a worthy oppenent. His hide will make an excellent garment to protect his scales from the cold Skyrim air.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>The Taste of Death:</strong> These Daedric Princes are quite retched, the Nuckelavee feels drawn to them. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Through a Glass, Darkly:</strong> Nucke'Lavee discovered a dark pool, within it an ancient cursed blade. His flames have never been stronger.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Tilted Scales:</strong> Tales of dragon's scales? Excellent. </span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}12234335657,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12234335657,RESIZE_710x{{/staticFileLink}}" alt="12234335657?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}12282145667,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282145667,RESIZE_710x{{/staticFileLink}}" alt="12282145667?profile=RESIZE_710x" width="968" height="645" /></a></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}12247091701,RESIZE_180x180{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12247091701,RESIZE_180x180{{/staticFileLink}}" alt="12247091701?profile=RESIZE_180x180" /></a></strong></span></p><p style="text-align:left;"><span style="font-size:14pt;"><strong>Two-Handed</strong></span></p><p style="text-align:left;"><span style="font-size:12pt;">This is your bread and butter, your primary source of damage. You'll be swinging that blade from horseback, so make sure you throw points in this tree at every possible opportunity.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}12247093496,RESIZE_180x180{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12247093496,RESIZE_180x180{{/staticFileLink}}" alt="12247093496?profile=RESIZE_180x180" /></a></span></p><p style="text-align:left;"><span style="font-size:14pt;"><strong>Destruction</strong></span></p><p style="text-align:left;"><span style="font-size:12pt;">As a malevolent demon of drought and famine, what better way to terrorize the people of Skyrim than by setting them and their crops ablaze.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}12247093857,RESIZE_180x180{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12247093857,RESIZE_180x180{{/staticFileLink}}" alt="12247093857?profile=RESIZE_180x180" /></a></span></p><p style="text-align:left;"><span style="font-size:14pt;"><strong>Alchemy</strong></span></p><p style="text-align:left;"><span style="font-size:12pt;">Toxic blood and toxic weapons. Not only will your blade rend their flesh, the toxins it's seeped in will taint their blood.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}12247094058,RESIZE_180x180{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12247094058,RESIZE_180x180{{/staticFileLink}}" alt="12247094058?profile=RESIZE_180x180" /></a><span style="font-size:14pt;"><strong>Restoration</strong></span></span></p><p style="text-align:left;"><span style="font-size:12pt;">The Nuckelavee is a survivor, able to withstand the most brutal of onslaughts. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}12247094265,RESIZE_180x180{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12247094265,RESIZE_180x180{{/staticFileLink}}" alt="12247094265?profile=RESIZE_180x180" /></a><span style="font-size:14pt;"><strong>Light Armor</strong></span></span></p><p style="text-align:left;"><span style="font-size:12pt;">The hides of the Nuckelavee's victims serve as a protection for his aquatic hide as well as a warning to those in the rider's path.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}12247094683,RESIZE_180x180{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12247094683,RESIZE_180x180{{/staticFileLink}}" alt="12247094683?profile=RESIZE_180x180" /></a><span style="font-size:14pt;"><strong>Enchanting</strong></span></span></p><p style="text-align:left;"><span style="font-size:12pt;">An ancient being with a connection to the darkest of realms, able to draw forth that power and imbue it into his weapons and armor.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}12282149893,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282149893,RESIZE_710x{{/staticFileLink}}" alt="12282149893?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}12282157887,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282157887,RESIZE_710x{{/staticFileLink}}" alt="12282157887?profile=RESIZE_710x" width="971" height="458" /></a></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Helmet of the Old Gods<br /> </strong></span><span style="font-size:12pt;">These brutal savages gifted you with a helmet adorned with horn and furs, the perfect aesthetic to sew fear throughout Skyrim.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong>Savior's Hide<br /> </strong></span><span style="font-size:16px;">What better cuirass to chase down your prey than furs blessed by the Lord of the Hunt?</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Studded Dragonscale Gauntlets<br /> </strong></span><span style="font-size:16px;">Strong, rugged, daunting. Just what a malevolent scourge on the land requires.<br /> </span><span style="font-size:16px;">Enchanted with Fortify Two-Handed & Fortify Magicka</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Studded Dragonscale Boots<br /> </strong></span><span style="font-size:16px;">Enchanted with Fortify Two-Handed & Fortify Stamina</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Bone Hawk Amulet<br /> </strong></span><span style="font-size:16px;">The skulls of these risen raptors take to magical imbuement quite well.<br /> </span><span style="font-size:16px;">Enchanted with Fortify Destruction & Fortify Magicka</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Ring of Namira<br /> </strong></span><span style="font-size:16px;">Those who fall in your wake will make an excellent source of sustinance.</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Honed Ancient Nord Greatsword</strong><br /> This ancient blade has felled many men and beasts, it is imbued with their will to resist.<br /> Enchanted with Firey Soul Trap & Absorb Stamina</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Shadowrend (Sword)</strong><br /> Flame and blade, none are safe.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:16px;"><a href="{{#staticFileLink}}12282158495,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282158495,RESIZE_710x{{/staticFileLink}}" alt="12282158495?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:14pt;"><strong>Shouts</strong></span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Drain Vitality</strong><br /> Sapping your victims of their ability to resist.</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Marked for Death</strong><br /> No one can escape the swing of your blade.</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Soul Tear</strong><br /> Your voice rends your victim's soul, binding it to you and forcing your will upon them.</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Summon Durnehviir</strong><br /> Nucke'Lavee can draw the visage of another cursed being from the depths of the Soul Cairn.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:14pt;"><strong>Spells</strong></span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Fireball</strong><br /> Char your foes from a distance, if they're willing to advance, strike them down with your blade.<br /> </span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Flame Cloak</strong><br /> For those foolish enough to get close, they will find the very air they breath hot enough to scorch their lungs.</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Fast Healing</strong><br /> Additional to the Nuckelavee's passive health regeneration, the being can draw magic into itself to heal wounds.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:14pt;"><strong>Greater/Lesser Powers</strong></span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Histskin</strong><br /> Reptilian blood can close wounds quickly, ensuring the Nuckelavee need not rest between felling victims.</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Vampire Lord</strong><br /> Draw out your newly aquired vampiric powers to become the ultimate being of death.<br /> </span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Vampire's Sight</strong><br /> Nucke'Lavee can see all, even in the darkest night.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:16px;"><a href="{{#staticFileLink}}12282170262,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282170262,RESIZE_710x{{/staticFileLink}}" alt="12282170262?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:left;"><span style="font-size:16px;"><a href="{{#staticFileLink}}12282170090,original{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}12282181879,RESIZE_710x{{/staticFileLink}}" alt="12282181879?profile=RESIZE_710x" width="319" height="479" /></a></span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:14pt;"><strong>Potions</strong></span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Life's Breath</strong><br /> Fortify Health & Restore Health<br /> Blue Mountain Flower, Wheat</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Mage's Tonic</strong><br /> Fortify Magicka & Restore Magicka<br /> Creep Cluster, Red Mountain Flower, Tundra Cotton</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Unending Drought</strong><br /> Fortify Destruction<br /> Nightshade, Glowing Mushroom</span></p><p style="text-align:left;"><span style="font-size:14pt;"><strong>Poisons</strong></span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>The Chase</strong><br /> Damage Health & Slow<br /> Deathbell, River Betty</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong>Blood's Corruption</strong><br /> Damage Health, Ravage Health & Weakness to Poison<br /> Deathbell, Giant Lichen, Skeever Tail</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:14pt;"><strong>Tactics</strong></span></p><p style="text-align:left;"><span style="font-size:16px;">As mentioned before, mounted combat is the primary focus of this build while in the open world. Nucke'Lavee thunders through the wold on his flaming steed, swinging his great blade at those who are unable to flee.</span></p><p style="text-align:left;"><span style="font-size:16px;">Indoors, Nucke'Lavee bombards those who stand in his way with a rain of flames, a swirling vortex of fire greeting those who come to close. If they do not secumb to the flames, his blades will finish the job.</span></p><p style="text-align:left;"><span style="font-size:16px;">While traversing between locations, ensure you sew fear throughout the land. Any passers by on the roads will fall to your blade, leaving very few survivors to tell others of the horror they encountered.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:16px;"><a href="{{#staticFileLink}}12282174501,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12282174501,RESIZE_710x{{/staticFileLink}}" alt="12282174501?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:left;"> </p><p style="text-align:left;"><span style="font-size:16px;">Thank you for reading, I hope you enjoy the slaughter. I want to give a shoutout to <a href="https://theskyforge.ning.com/members/ChrisDiokno" target="_blank">Chris Diokno</a> for all of the assistance and encouragement. Also, I want to thank <a href="https://youtu.be/wD_TURElGBk?si=Z76HgENEp5hh6liq" target="_blank">Skypothesis</a> for the inspiration and ideas and lastly, <a href="https://theskyforge.ning.com/members/Saronis" target="_blank">Saronis</a> for the header images (that I shamelessly stole) and all of the other formatting and character building ideas.</span></p><p style="text-align:left;"><span style="font-size:16px;">If you wish to take this character past level 40, I recommend expanding on the Light Armor tree and investing some time into Smithing to improve your armor. <a href="https://nukesdragons.com/skyrim/character?v=2&t=0t0a0a&s=1C00f00f01C00f00f01C00k00O00k01801C00f00f01C00Y00k01C0&r=9&p=th1tf1t51t05tg1l51l03ab1a61a51a05a71dc1d32d01db1d21d11q31q01q21q41ec1eb1e91e05m41m31m21m01m91m11l71l61&n=Nucke%27Lavee" target="_blank">See Here</a></span></p><p style="text-align:left;"><span style="font-size:16px;">Happy hunting!</span></p></div>Character Build: The World Eaterhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-world-eater2023-10-21T10:18:05.000Z2023-10-21T10:18:05.000ZParagon8134https://TheSkyForge.ning.com/members/Paragon8134<div><p><span style="font-size:14pt;">Something I've been working on for a while. I know some people might have already done this, but I wanted to put my spin on it. I will add images later, but for right now, my computer is about to power down.</span></p><p style="text-align:center;"><span style="font-size:14pt;"><span style="font-size:36pt;"><strong>Introduction</strong></span></span></p><p style="text-align:center;"><span style="font-size:14pt;">It started when Alduin, upon the throat of the world, was banished through time by the ancient Nord heroes. He sent a shard of his soul into the youngest son of the House of Balistan. This allowed the young man to rise from his grave when Alduin returned. Now, in service to Alduin, he will bring the world to its knees.</span></p><p style="text-align:center;"><span style="font-size:14pt;"><span style="font-size:36pt;"><strong>Race & Stats</strong></span><br /></span></p><p><span style="font-weight:400;"> <span style="font-size:14pt;">Race: Breton</span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Stone: Atronach</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Major Skills: Two-Handed, Heavy Armor, Block, Destruction</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Minor Skills: Enchanting, Restoration, Alteration</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Key Shouts: Call Dragon, Fire Breath, Frost Breath, Unrelenting Force, Marked For Death, Dismay, Dragonrend, Storm Call</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> (These are the key shouts, if you have the expansions I recommend Bend Will, Cyclone, Dragon Aspect, and Summon Durnehviir)</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Blessing: Blessing of Talos (Shout reduction ftw!)</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Perk Spread:</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Heavy Armor: Juggernaut 5/5, Conditioning</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Block: Shield Wall 1/5, Power Bash, Deadly Bash, Disarming Bash, Quick Reflexes, Block Runner, Shield Charge</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Two-Handed: Barbarian 3/5, Skullcrusher 3/3, Champion's Stance, Sweep, Great Critical Charge, Devastating Blow</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Destruction: Novice-Expert, Augment Flame 2/2, Frost 2/2, Shock 2/2, Disintegrate</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Restoration: Novice, Respite, Regeneration</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Alteration: Novice-Expert, Atronach</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Enchanting: Enchanter 5/5, Fire, Insightful, Corpus, Extra Effect</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Perk Spread</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> </span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> Stat Distribution: 1/2/2 (Stop Magicka at 200)</span></p><p><span style="font-size:14pt;"> </span></p><p style="text-align:center;"><span style="font-weight:400;"> <span style="font-size:36pt;"><strong>Essential Equipment</strong></span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-size:14pt;"><span style="font-weight:400;">Head: Symbiotic Helmet </span><span style="font-weight:400;">(Daedric Helm: enchanted with Fortify Restoration + Fortify Destruction)</span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-size:14pt;"><span style="font-weight:400;">Torso: Symbiotic Chest </span><span style="font-weight:400;">(Daedric Armor or Falmer Hardened Armor: enchanted with Fortify Healing Rate + Fortify Stamina Regeneration</span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-size:14pt;"><span style="font-weight:400;">Gloves: Symbiotic Gloves </span><span style="font-weight:400;">(Daedric Gauntlets enchanted with Fortify Magicka + Fortify Block)</span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-size:14pt;"><span style="font-weight:400;">Boots: Symbiotic Greaves </span><span style="font-weight:400;">(Deadric Boots enchanted with Fortify Stamina + Fortify Stamina Regeneration)</span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-size:14pt;"><span style="font-weight:400;">Amulet: Alduin's Eye </span><span style="font-weight:400;">(Fortify Destruction + Fortify Healing Rate)</span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-size:14pt;"><span style="font-weight:400;">Ring: Alduin's Soul </span><span style="font-weight:400;">( Resist Magic + Fortify Alteration)</span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">Weapon: </span></p><p><span style="font-size:14pt;"><span style="font-weight:400;">Dovahkiin Destroyer </span><span style="font-weight:400;">(Daedric Warhammer enchanted with Absorb Stamina + Fiery Soul Trap)</span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">Volendrung</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">World Eater (Daedric Warhammer enchanted with Fire Damage + Fiery Soul Trap) </span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"><strong>Other Equipment:</strong> The Black Star</span></p><p><span style="font-size:14pt;"> </span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong>Playing Alduin's Dovahkiin</strong></span></p><p><span style="font-weight:400;font-size:14pt;">When roleplaying you have no morality or conscience. All you desire is to destroy, but you have been dead a long time and can't go into the world killing everything in sight. You recognize that to fulfill your destiny in Alduin's name you have to be smart and cunning. Do a good deed to gain your target's trust, then destroy them when their guard is down. Play a game of politics with the various Jarls of Skyrim. If there are caves or holds inhabited by Bandits, they will suffice in satiating your bloodlust. Your main goal is to gain the trust of the Jarls and to be one step ahead of the Dragonborn. However, eventually, the inhabitants of Skyrim will rub off on him, causing him to develop a conscience.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">When you begin your adventure grab the Warrior Stone and travel by foot towards the Atronach Stone. I recommend leveling up your skills in various caves, dungeons, and holds. From there it's a game of politics and destruction.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">Combat is where this build shines.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">1)Heavy armor perks and Daedric, you'll be getting close to the armor cap. By adding the Alteration spell you will hit it. Also, this is where the block comes in.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">2) Fortify Block enchant does work on two-handed weapons and has been tested. So you save 4 perks by having 100 enchanting and a grand soul gem.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">3) I took Deflect Arrows and Elemental protection to reach Block Runner. With Shield Bash, Deadly Bash, Block Runner, and Shield Charge you become a rampaging beast. Two-handed weapons can be used with Block Runner which is awesome getting up to tough enemies and you can proceed to shield bash them to death. I found out recently that two-handed weapons do more damage in bashing than shields, and their enchantment does have a chance to proc. So you can just bash away and protect yourself and stagger lock all enemies.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">4) Shield charge works with two-handed weapons: sprint up at enemies and as you run into them tap block and they'll go flying.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">5) Destruction magic augments in fire and fire enchanter both stack for damage with burning. Fire enchanter works with Fiery Soul Trap but not augment.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">6) Use Fire Cloaks for groups of enemies and Frost Cloaks for bosses.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-size:14pt;"><span style="font-weight:400;">7) Mages are nothing. Breton resist 25%, 15% Agent of Mara perk, and enchant on ring brings you close to the maximum in Magic Resist. In addition with Atronach stone, you have a chance to absorb their spells to add to your magicka pool and unleash hell into their face. </span><span style="font-weight:400;">This character absolutely destroys and maximizes defense and offense in perfect harmony. It is after all worthy to be called a "world-eater."</span></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">8) Thanks to the DLC, you can make your spell cost easier by just taking Secret of Arcana</span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong>Essential Quests</strong></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"><strong>Innocence Lost:</strong> You want to trample through the landscape on Shadowmere</span></p><p><span style="font-weight:400;font-size:14pt;"><strong>Heart of Dibella:</strong> 10% bonus to melee damage vs opposite sex</span></p><p><span style="font-weight:400;font-size:14pt;"><strong>The Book of Love:</strong> 15% resistance to magic</span></p><p><span style="font-weight:400;font-size:14pt;"><strong>Dragon Research:</strong> 25% less melee damage from dragons</span></p><p><span style="font-weight:400;font-size:14pt;"><strong>What Lies Beneath:</strong> 10% better healing</span></p><p><span style="font-weight:400;font-size:14pt;"><strong>Meditations on the Words of Power:</strong> "The Fire Within": Fire Breath Shout does 25% more damage.</span></p><p><span style="font-weight:400;font-size:14pt;"><strong>Filament and Filigree:</strong> No spell cost for 30 seconds</span></p><p style="text-align:center;"><span style="font-size:36pt;"><strong>Special Moves</strong></span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">The World Eater: Using the Frost Cloak, Storm Call, Firestorm</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">Alduin's Dovahkiin conjures a frost cloak around himself as he summons violent storms to strike all of his foes. Anyone who dares to come near you will take continuous damage, slow, and stamina drain from the frost cloak while bolts of lightning strike them. While your enemies close in, you are already conjuring up a firestorm to eliminate everything in your area. </span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> </span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">Dragon's Bane: Dragonrend +Thunderstorm</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">No other dragon is stupid enough to stand up to Alduin, why would they dare take on his Dovahkiin? Dragon's Rend them out of the sky and proceed to charge Thunderstorm spell (empowered by Augment Shock). When they land, let loose and destroy them outright.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> </span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">Dragon Rage Trample: Unrelenting Shout, Skullcrusher + Great Critical Charge</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">When an enemy stands in your way and you want them taken down. Unleash a mighty roar and charge at them. Use your two-handed weapon in a Great Critical charge to just trample over them or use a Shield Charge with your warhammer to add insult to injury.</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;"> </span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">Wing Buffet: Unrelenting Shout + Ice Storm</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">Dragons have been known to use the mighty winds caused by flapping their wings to send their opponents off balance. By combining Unrelenting Shout and the spell Ice Storm, you can accomplish that exact feat.</span></p><p><span style="font-size:14pt;"> </span></p><p> </p><p><span style="font-weight:400;font-size:14pt;">Alduin's Soul: Atronach Stone + Breton's Dragonskin + Book of Love perk</span></p><p><span style="font-size:14pt;"> </span></p><p><span style="font-weight:400;font-size:14pt;">You are eternal, just like Alduin.</span></p></div>Event Build : Y'Golonachttps://TheSkyForge.ning.com/groups/tes-character-building/forum/event-build-y-golonac2023-10-17T14:20:53.000Z2023-10-17T14:20:53.000ZChuthArthttps://TheSkyForge.ning.com/members/ChuthArt<div><p><em><strong><a href="{{#staticFileLink}}12258751453,RESIZE_180x180{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12258755088,RESIZE_710x{{/staticFileLink}}" width="600" alt="12258755088?profile=RESIZE_710x" /></a></strong></em></p><p><a href="{{#staticFileLink}}12258755669,RESIZE_180x180{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12258755669,RESIZE_710x{{/staticFileLink}}" width="600" alt="12258755669?profile=RESIZE_710x" /></a></p><p> </p><p><em><strong>Her mother died, they killed her yesterday…. This place had never been welcoming, but this night, it was worse. Above the usual bodily odors, the putrid smell of rotten flesh was floating around the girl. Instead of the disturbing yet familiar voices of the beggars, she could hear the buzzing of the flies, the scattering of the spiders and even the slithering of the snakes as they were closing around her.</strong></em></p><p><em><strong>That’s when the Voice found her. Crawling out of the pages, It asked her a simple question: would she be Its priestess. With a whispered “Yes”, Her tale began. That night, the girl died and She was born.</strong></em></p><h2>Introduction</h2><p>Hello everyone. This is my first (and, hopefully, not last) build on The Forge. As a huge fan of the Cthulhu Mythos, I chose to adapt one of the most disturbing creatures of the lore for the Ghouls & Ghosts event: Y’Golonac (along with a few Easter eggs here and there). Enjoy!</p><h2>Disclaimer </h2><p>The inspiration for this build means it contains reference to very dark materials. I tried to make this published version a lot more public friendly than how it was when I played the game so everyone can enjoy the read, and maybe, give the build a try. Also, English isn't my first language, so might have made some mistakes here and there.</p><h2>Concept</h2><p>As I was thinking about the event, I happened to listen to an audiobook version of Cold Print by Ramsey Campbell. This is when it occurred to me that Y’Golonac and Namira had a lot in common, especially because of their affiliation with depravities and their taste for human flesh. A few interpretations later and this creature was born, borrowing elements from Namira to simulate an incarnation of the elder god in Skyrim.</p><p>The build is mostly a tanky mage one, but, it’s fighting style evolves along the chapters of her journey. As her magic and connection to Namira increase, Ymira gains new moves and improves her existing ones.</p><p>Necrophages from the Wintersun mod is the heart of this build. It's unlocked upon becoming a Namira Devotee and is trigerred by poisoning a target or putting a human flesh/heart in their inventory. While reverse pickpocketing is the obvious intent, it actually works from other means as well. Here, I made use of the barter perk in illusion, but a command spell to tell them to pick up the heart works too.</p><p> </p><h2>Objectives for this build:</h2><ul><li>Be an unkillable, unarmored horror</li><li>Make use of Namira Devotee’s Necrophages ability</li><li>The moves and RP must fit those ideas of evil and disgust</li></ul><h2>Essential mods:</h2><ul><li>Andromeda</li><li>CACO</li><li>Dealing with Daedra suite</li><li>Live Another Life</li><li>Live anywhere + Interact + Home Construction and Decoration + Jaxonz Positioner</li><li>Racemenu and CBBE</li><li>Reliquary of Myth</li><li>Triumvirate + Lost Grimoire + Arcanum</li><li>Vokriinator</li><li>Wintersun</li></ul><h2>Character Creation</h2><p>In the Mythos, Y’Golonac’s avatar is described as a grotesque obese, naked headless man, with a mouth in the palm of each hand. For this build, I went more with the feel than the fidelity: thin arms and legs, an abnormally blotted stomach under a pair of saggy breasts, a sad face and pale hair hiding a black eye. </p><p><strong>Race</strong>: Breton</p><p>For RP purposes, the fact that Breton and Forsworn might be the same race works well. Other than that, there is no real reason. Imperious Bretons have nice racials though.</p><p><strong>Standing Stone</strong>: The Steed</p><p>Both the boost to the carry weight and the Bag of Holding power are perfect for carrying food and a bunch of other material around.</p><p><strong>Deity</strong>: Namira </p><p>The bread and butter of the build! Creeping Decay gives a way to fight undeads among other things and Necrophages is both powerful and flavorful, more on that later.</p><p><strong>Stats</strong>: 0 Magicka / 1 Health / 0 Stamina, this build only needs to be tanky. Despite using magic, Magicka is not needed and neither is Stamina.</p><p><strong>Major Skills: </strong></p><ul><li>Alteration has some key usages for making the build viable. Mage armor spells and Intuitive Magic are the most important ones, but alter self can be good too to boost health even further.</li><li>Alchemy boosts the power of foods and poisons.</li><li>Illusion is the second most important school for the playstyle and slightly perked for a special move.</li></ul><p><strong>Minor Skills</strong>: Restoration and conjuration are both used for a spell each. Despite their importance, they don’t need to be perked. Sneak can be handy too early on.</p><h2>Roleplay & Quests</h2><h3>Background</h3><p>Ymira was a Breton girl born in the city of Markarth. Her mother didn’t have much and she never knew anything about her father, words are that he was a member of the Forsworns. Despite the lack of any proof of the possibility, that suspected tie with the natives of the Reach really played against the little orphan and her only family.</p><p>As a child, she was often bullied by the others because of it. Some children went as far as throwing stones at her or calling her a savage. But she put up with it, her imagination and her mother were her refuge, thus she spent her days playing pretend and playing house in the Warrens.</p><p>Years went by, and the child grew up. To help her mother, she started taking odd jobs by cleaning, doing laundry and cooking for the people of Markarth. Among them, Bothela the alchemist and Gunnar the general good merchant in particular took the most pity on the young girl. Slowly, they taught her to read and to improve her cooking. From time to time, until he suddenly died, Gunnar also showed her the fine clothes he received in his shipment. Those were the little rays of joy in her otherwise dark days.</p><p>Not long after Ymira’s coming of age however, disaster stroke. The food her mother had prepared made a few guards sick; she was accused of treason and of working for the Forsworns. Despite her pleas, she was executed. Left alone, the young Breton fell into despair and isolation like never before. She tried to find solace in her favorite book, The Beggar Prince, unknowingly catching the eyes of the Daedric Lord Namira who made her the proposition to become the new champion. This is where her journey began.</p><p><a href="{{#staticFileLink}}12258751492,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12258751492,RESIZE_710x{{/staticFileLink}}" width="600" height="312" alt="12258751492?profile=RESIZE_710x" /></a></p><h3>Chapter 1: The first taste of flesh </h3><p>Waking up in the Warrens, Ymira felt the call of Namira inside her. However, before leaving the city, she decided to take a last look at her mother’s body. It’s here that she met Eola, the envoy of the Daedra, and that she reminded her of a truth she had forgotten. Ymira had eaten her weaker twin sister when they were only small childs. It was not her doings of course; her mother had prepared the food.</p><p>Asking Bothela for help, the old alchemist sold her two spells to protect herself, Infestation and Call Rattlesnakes. Thanks to those powers, Ymira and Eola defeated the draugrs and the coven of cannibals could retake their headquarters.</p><p>Now officially crowned the Champion of Namira, she was ready for the next step. According to Eola, there should be another coven near Winterhold and f the Lady of Decay had left something for her champion, maybe it was there. The next day, the two companions set out on the road.</p><p><strong>Equipment:</strong> a shiv, ragged robes, a tattered cloak of Namira, Ring of Namira, a necklace of hunger, the heart of brother Verulus </p><h4>Special moves:</h4><p><strong>Lady of vermin (Call Rattlesnakes + Infestation + Creeping Decay)</strong>: by casting Infestation on the snakes, Ymira creates an unending wave of minions to overwhelm her opponents. Namira’s powers weaken any enemy against the snakes and spiders’ poison. This move is especially effective in tight corridors.</p><p><strong>Merely a host (Geomancer + Flesh spell + Namira’s Ring + Cannibal foods)</strong>: Despite her lack of armor, her enemies’ attacks barely hurt Ymira. She sometimes take the time to eat from her food reserve in defiance of their assault. </p><p><strong>Tip:</strong> Her low Magicka means that she can’t spam the spells so keep the timing in mind before dropping the focus on the conjuration spell. Thankfully, doing so counts as killing the snakes and trigger Infestation, spawning the spiders.</p><h3>Chapter 2: The roads to Winterhold</h3><p>Ymira and Eola walk all the way from Markarth to Winterhold, following the roads and the coast along the North of the region. These travels were the first occasions for her to develop her skills thanks to the many beasts and bandits thinking about robbing two travelling ladies. Needless to say, most of them ended in their stomachs.</p><p>As time went on, between the meals and the occasional Septim to a beggar, Ymira’s connection to Namira was growing stronger, same for her friendship with Eola. She even took a few pages from her books and tried herself at illusion magic. A calmed isolated bandit made for an easy meal. The ingredient she found at the cave also came in handy to make a special brew with which to coat her trusty shiv. After a few weeks, they had made it to their destination.</p><p>While fending off against a group of bandits, the ladies stepped into a ruin where they were jumped by two other assailants. But those ones were different, almost feral. Once every opposition was dealt with, they discovered that those two were part of the rumored Winterhold coven and that they went beyond cannibalizing the flesh to devour the marrow from the bones.</p><p>After one bite, Ymira felt a change inside of her and realized what the Daedra was waiting for her. Like the Beggar Prince, she was to accept what seemed to be a curse, but was in fact a blessing in disguise. Fearing the possibility of going feral, however, she chose to go alone from now on. Promising Eola to meet her again at Namira’s temple, Ymira went the opposite way.</p><p><strong>Poison:</strong> <strong>Perverse Revelation (Namira’s rot + Gravetar)</strong> a powerful poison which shows vision of the worst depravities to the victim.</p><p><strong>Equipment: </strong> bottles of Perverse Revelation </p><h4>Special moves:</h4><ul><li><strong>Queen of vermin (Call Rattlesnakes + Infestation + Creeping Decay + Intuitive Magic 2/2)</strong>: The upgraded form of Lady of Vermin. At this point in time, Ymira’s gotten used to the move and can cast it effortlessly.</li><li><strong>Fly, fools (Perverse Revelation/Grisly Spectacle + Black Swarm)</strong>: After sending the enemies in a state of panic, Ymira sends swarms of flies to devour some of the fleeing victims.</li><li><strong>Feast for the flies (Black Swarm + Calm + Ring of Namira)</strong>: the lesson she took from Eola. After releasing the flies on her enemy, Ymira soothes them as they are slowly eaten by the insects. She then proceeds to eat them.</li></ul><h3>Chapter 3: The gifted curse</h3><p>This period was more of a pilgrimage for Ymira. With no objectives other than gaining the true power of the Daedric Lord, she starts wandering the land in search of odd jobs. Bounty hunting in particular was very profitable for her and from time to time; she would try her luck on unsuspecting innocents thanks to Feast for the flies. After a close call near some farms in the Rift however, she decided to stop, at least, for now.</p><p>As she was savoring the marrow of the bones of a recently slain imperial soldier, she realized that her magic prowess had severely diminished while her body had become stronger than ever. This was the nature of Namira’s gift to her in the fom of a test. She had to make the best of this boon and one day, she’d get an even better one.</p><p>It came around the time that she made it back to the city of Markarth. Having been an exceptional bounty hunter, she got a new target: the infamous Forsworn camps located all around the hold. To her, they were responsible for the death of her mother and every single one of them would pay for it. </p><h4>Special moves:</h4><ul><li><strong>Lord of the Flies (Agility + Perverse Revelation + Necrophages):</strong> Ymira calls upon the daedric powers of her patron to summon darkness and distort time. Moving swiftly, she touches her enemies to show them the most depraved visions; the flies she summons devour their flesh as they are fleeing helplessly. </li><li><strong>The Defiler (Rapturous Trance + Entice Barter + the Heart of brother Verulus + Necrophages)</strong>: Having gone beyond Eola’s lessons, Ymira asks the victim if they are willing to become her servant. At which point, she offers them the Heart leading to their inevitable demise. She eats the corpse afterward.</li></ul><h3>Final chapter: the rattle of bones</h3><p>At last, Ymira returns to Eola. Having ditched her ragged outfits, she was now wearing a more respectable outfit, similar to those Gunnar showed her when she was a kid. She brought her to their new home, a small stone cottage near a bridge, on the road between Ivarstead and Riften.</p><p>This was to be their coven and a trap laid for the unwary travelers. Calling them to come in at night, they would gracefully feed the victims the best soup they’d ever eat before asking the decisive question. Those who refused would not have the time to react after hearing these last words: “Do you want to see what is left of my food?”</p><p> </p><p><a href="{{#staticFileLink}}12258751673,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}12258751673,RESIZE_710x{{/staticFileLink}}" width="600" alt="12258751673?profile=RESIZE_710x" /></a></p><p><strong>Note</strong>: this last chapter is all about using the combined functionality of Live anywhere, Interact, Home Construction and Decoration and Jaxonz Positioner to create this evil place. This almost Sims-like step has become one of my favorite ways to end a playthrough. The location is not random by the way, while walking around Skyrim, I noticed that that bridge was near a spawn point of random encounters, thus giving a real feeling of luring random travelers.</p><h3>Epilogue</h3><p><em><strong>“WHAT?!” Galmar thought that Ulfric was about to shout the Palace of Kings to rubbles. The Jarl was more shocked than furious by the story the woman was telling him. Her name was Muiri, as far as he knew, she had run to Windhelm where she used to be welcomed by the Shatter-Shields before a dispute about the Clan’s heirloom disappearing. She could no longer stay in Markarth after an event than would only be known as The Devouring.</strong></em></p><p><em><strong>A week prior, death came to Markarth under the traits of grotesque caricature of a human being. That Thing, as the survivors told, stepped into the city and started killing people almost indiscriminately. The inhabitants of the Warren along with Lisbet, Banning, Rogni and Bothela did not seem to be targets. Muiri was inside the shop with the latter when it happened.</strong></em></p><p><em><strong>Wherever the Thing went, a swarm of flies, a brood of spiders and a pit of snakes appeared. The victims were first killed, and then devoured. After hours of struggle, silence came back and the lucky ones stepped outside before all running away as far as they could from the grisly spectacle.</strong></em></p><p><em><strong>To this day, nobody ever dared to return to the previous Capital of the Reach. The rotten flesh and broken bones are still dispersed along the bloody streets. </strong></em></p><h2>Closing words</h2><p>And that’s it! It was a really fun journey, especially since it allowed me to take interest in the random events spawning point. What’s next, I’m not sure, I have a lot of these builds on papers and hopefully I‘ll always have one for the next event. </p><p> </p></div>Event Build: The Wolf of Sithishttps://TheSkyForge.ning.com/groups/tes-character-building/forum/event-build-the-grim-wolf2023-07-30T07:07:30.000Z2023-07-30T07:07:30.000ZThe Rusty Argonian Bladehttps://TheSkyForge.ning.com/members/TheRustyArgonianBlade<div><p style="text-align:left;"><span style="font-size:18pt;"><span style="font-size:14pt;"><strong>The Five Tenets of the Dark Brotherhood</strong></span></span></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>1. Never Disrespect the Night Mother. To do so is to invoke the Wrath of Sithis</strong></span></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>2. Never betray the Dark Brotherhood or its secrets. To do so is to invoke the Wrath of Sithis</strong></span></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>3. Never disobey or refuse an order from a Dark Brotherhood Superior. To do so is to invoke the Wrath of Sithis</strong></span></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>4. Never steal the possessions of a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis</strong></span></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>5. Never kill a fellow Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.</strong></span></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>While these five tenets are known far and wide as the official doctrine of the Brotherhood, there are a few other unofficial tenets, which if broken, would invoke the wrath of somebody else.</strong></span></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>Never take your life for granted. Never disrespect or defile the deceased and Never laugh in the face of death.</strong></span></p><p style="text-align:left;"><span style="font-size:10pt;"><strong>To do so is to provoke an encounter with....</strong></span></p><p><a href="{{#staticFileLink}}12164396092,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}12164396092,RESIZE_710x{{/staticFileLink}}" alt="12164396092?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><span style="font-size:24pt;"><strong>The Wolf of Sithis</strong></span></p><p style="text-align:center;"> </p><p><span style="font-size:18pt;"><strong>Backstory:<a href="{{#staticFileLink}}12164396894,RESIZE_930x{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}12164396894,RESIZE_710x{{/staticFileLink}}" alt="12164396894?profile=RESIZE_710x" width="480" height="598" /></a></strong></span></p><p><span style="font-size:12pt;">Those who know of this mysterious Dunmer can only speculate as to where he came from.</span></p><p><span style="font-size:12pt;">Rumors in Morrowind suggest he was a member of the Morag Tong, but struck a deal with Hircine in hopes Lycanthropy would make him a better assassin, and after being expelled from the guild, he betrayed the Tong for their sworn enemies, The Dark Brotherhood.</span></p><p><span style="font-size:12pt;">Some of the Nords of Skyrim say he was a mad greyskin who attempted to learn the ways of Ysgramor by joining the companions, but was driven mad by the beast blood and developed a taste for taking lives so great, even the hardiest warriors of the companions grew uncomfortable in his presence, and they encouraged him to leave.</span></p><p><span style="font-size:12pt;">Other rumors suggest he was born and raised into a pack of werewolves who worshipped Sithis and would give their best hunters to the Dark Brotherhood the same way the Shadowscales of Blackmarsh do for their best assassins.</span></p><p><span style="font-size:16px;">However, there are whispers among those who study the Ancient Lore of the Dark Brotherhood. Those who still remember the Ancient Tenets know that to break them is to invoke the Wrath of Sithis. Some say the Wrath of Sithis is merely a ghost, but some stories suggest the Wrath of Sithis takes the form of a large grey wolf, stalking the land and taking souls independently of the brotherhood like a wandering reaper, only joining the brotherhood when they are in need of guidance once again.</span></p><p><span style="font-size:16px;">And if the rumors are true, then that time is now! The Wrath of Sithis has returned to the Dark Brotherhood.</span></p><p><span style="font-size:12pt;">If one were to strike a conversation with the Wolf, ask him how he ended up in Skyrim, he may be inclined to tell a story of a particular Khajiit who invoked the wrath of sithis by mocking him eight times in the past, and eight times he would run away from him in fear. However, on his ninth encounter with the Khajiit, the wolf could see he had changed. No longer did he fear a journey into the void, and on the slopes of the Jerall Mountains, they fought each other with every fiber of their being.</span></p><p><span style="font-size:12pt;">The Khajiit fought valiantly, and even bested the wolf, and so the Wolf did something he had never done before. He decided to let the Khajiit go, telling him he had earned the right to live his life, but warning him they would one day meet again.</span></p><p><span style="font-size:12pt;">Weakened from his battle with the Khajiit, the Wolf stumbled through the mountains until he was caught in a skirmish between the Imperial Legion and the Stormcloak Rebellion and taken to Helgen. At first he believed Sithis was now calling him to the void after his failure to claim the soul of the Khajiit, but then he would ironically be spared from the void by a different Avatar of Death, the World Eater himself.</span></p><p><span style="font-size:18pt;"><strong>Race:<a href="{{#staticFileLink}}12164411895,original{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}12164411895,RESIZE_710x{{/staticFileLink}}" alt="12164411895?profile=RESIZE_710x" width="358" height="201" /></a></strong></span></p><p><span style="font-size:12pt;"><strong>Dunmer:</strong> <span style="font-size:10pt;">Race does not matter too much. This build could in theory be played with any race, but Dunmer works the best for roleplaying.</span></span></p><p><span style="font-size:12pt;"><span style="font-size:10pt;"> Dunmer was chosen for aesthetic purposes as the character the Wolf is based on has Grey Skin and Red Eyes and picking a Dunmer allows him to keep the aesthetic outside of his werewolf form.</span></span></p><p><span style="font-size:18pt;"><strong>Standing Stones:</strong></span></p><ul><li><span style="font-size:10pt;">Starting after Helgen, the Wolf can either pick the Mage Stone or the Thief Stone. The Thief Stone will level up sneaking faster, while the mage stone will level up Illusion and Alteration faster, especially when combined with Muffle Spamming</span></li><li><span style="font-size:10pt;">End Game Standing Stone should be either the Shadow Stone or the Lord Stone</span></li><li><span style="font-size:13.3333px;">If you feel the sneak attack damage is more than enough without the shadow stone, then pick the Lord Stone</span></li><li><span style="font-size:10pt;"><strong>NOTE:</strong> The above recommendations apply for a Vanilla Playthrough or with <strong>Evenstar: Minimalistic Standing Stones</strong></span></li></ul><p><span style="font-size:18pt;"><strong>Stats and Perk Spread:</strong></span></p><ul><li><span style="font-size:10pt;">The Wolf will level up with a Ratio of 1 Magicka, 2 Health, 1 Stamina.</span></li><li><span style="font-size:10pt;">While this build can be played with vanilla, the following perk spread is created with Vokrii - Minimalistic Perks of Skyrim</span></li><li><span style="font-size:10pt;">One-Handed, Sneak, Illusion, and Alteration are the four main skills needed to make this build work</span></li><li><span style="font-size:10pt;">Enchanting and Speech are fantastic, but not mandatory, compliments to the build, especially using Vokrii's Speech Perks to buff dragon shouts</span></li><li><span style="font-size:10pt;">For the Werewolf Skill Perk Tree, take everything you can get, especially if you are using Growl.</span></li></ul><p><span style="font-size:10pt;"><a href="{{#staticFileLink}}12164392478,RESIZE_930x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}12164392478,RESIZE_710x{{/staticFileLink}}" alt="12164392478?profile=RESIZE_710x" width="710" /></a></span></p><p><span style="font-size:18pt;"><strong>Weapons and Armor:</strong></span></p><ul><li>As the Destruction Enchantment has no value for the Wolf, and the Red Colors with the Black Hand tattoo stick out like a sore thumb, the Wolf will instead wear a set of regular <strong>Black Mage Robes or Mourner's Clothes</strong> to create a more Grim Reaper like appearance. After all, an assassin must hide in the shadows, and the wolf must walk among the sheep sometimes. Best not to spook the flock, especially those he has no quarrel with.</li><li><strong>Shrouded Hand Wraps, Shrouded Hood and Shrouded Shoes</strong> make up the arms and legs of his attire. He will especially benefit from the double backstab damage.</li><li>For his necklace and ring he will wear the <strong>Gauldur Amulet</strong> for the boost to all three stats and the <strong>Ring of the Hunt</strong> for increased health regeneration as a werewolf.</li><li>His main weapon of choice is ideally a modded dagger called the <strong>Pristine Moon Crescent</strong> which comes from the mod <strong>Azura Moonlight Blade.</strong> The dagger can be found in Evergreen Grove north of Falkreath. However, as the dagger is not a game breaking weapon and the build requires two of them, you can simply item code them into your inventory at the start of the game. For vanilla playthroughs, the <strong>Blade of Woe </strong>makes for the best subtsitute. Any two daggers will work before you can get it.</li></ul><p><span style="font-size:18pt;"><strong>Spells and Shouts:</strong></span></p><ul><li><span style="font-size:12pt;">Illusion Spells </span><ul><li><span style="font-size:10pt;">Rout and Pacify are the two main crowd control spells, but mostly Rout as Fear spells fit this character better from a roleplaying perspective. </span></li><li><span style="font-size:10pt;">He will not use Frenzy Spells as he prefers to always kill his targets himself rather than force them to kill each other.</span></li><li><span style="font-size:10pt;">Invisibility in combination with sneaking perks is imperative for stealthy approaches.</span></li><li><span style="font-size:13.3333px;">Learn muffle as soon as possible for the muffle spam exploit in order to level up illusion as quickly as possible.</span></li><li><span style="font-size:13.3333px;">Clairvoyance can be used to roleplay the Wolf tracking his prey.</span></li></ul></li><li><span style="font-size:12pt;">Alteration Spells</span><ul><li><span style="font-size:13.3333px;">As this build wears no armor, flesh spells are paramount for defense, which transfer over to his Beast Form when he transforms.</span></li><li><span style="font-size:13.3333px;">Paralysis is one of the best spells in the game. If you can learn it, then use it. It's expensive, but it's worth it.</span></li><li><span style="font-size:13.3333px;">Telekinesis, while not mandatory, can be used in combination with either the terror perk or the disarm shout to steal dropped weapons.</span></li></ul></li><li><span style="font-size:12pt;">Dragon Shouts</span><ul><li><span style="font-size:13.3333px;">Marked for Death: Signature Shout and works the best for roleplaying</span></li><li><span style="font-size:13.3333px;">Become Ethereal: This is your lifeline against the toughest of bosses </span></li><li><span style="font-size:13.3333px;">Aura Whisper, Whirlwind Sprint and Throw Voice: All three are meant to compliment stealth.</span></li><li><span style="font-size:13.3333px;">Dragonrend: As this character does not have many ranged options, this is often your only option against flying dragons.</span></li></ul></li></ul><p><span style="font-size:18pt;"><strong>Followers:</strong></span></p><p>In most cases, the wolf is more than capable of catching his prey without assistance, but his time in the Dark Brotherhood reminded him of a werewolf's natural instinct to be part of a pack. Once the Dark Brotherhood Questline is complete, and he has taken his rightful place as Listener, he may become more inclined to the idea of having a follower at his side.</p><ul><li><span style="font-size:10pt;"><strong>Jenassa: </strong>A fellow dunmer with an attitude similar to his own, someone who views the taking of lives as a beautiful work of art.</span><ul><li>Meant to assist against dragons by giving her the strongest bow and arrow you can find.</li><li><span style="font-size:10pt;">Who knows? If he enjoys her company enough, she would make a fine mate for the wolf.</span></li></ul></li><li><span style="font-size:10pt;"><strong>Cicero: </strong>The jester may be annoying, but he can be useful and his skill with a dagger is only outmatched by his loyalty to his listener.</span></li><li><span style="font-size:10pt;"><strong>Spectral Assassin:</strong> Honored to be speaking with the Ghost of Lucien Lachance, the wolf is more than happy to summon him when he requires assistance.</span></li><li><span style="font-size:10pt;"><strong>Dark Brotherhood Initiates: </strong>If these two rookies are going to call themselves true children of Sithis, then the wolf needs to see how they function out in the field. </span><ul><li><span style="font-size:10pt;">He should use each of them at least once during a contract before trusting they can be left to their own devices.</span></li></ul></li></ul><p><span style="font-size:18pt;"><strong>Factions:</strong></span></p><ul><li><strong>Dark Brotherhood: </strong>Without Question, the most important faction of this build. He has always felt a close bond with the Night Mother and the Dread Father and will always be on the lookout to strengthen his connection to them, getting his opportunity when he visits Windhelm and encounters Aventus Aretino. <ul><li><strong>Mandatory! Top Priority!</strong></li></ul></li><li><strong>Companions: </strong>Upon reaching Whiterun to inform the Jarl of the Dragon Attack, he will observe the Companions killing a Giant. Annoyed at their reckless bravado, he does not think highly of them, until his lycan nose picks up the scent of a female werewolf among them. Still weakened from his encounter with the Khajiit, he sees the companions as an opportunity to regain his full strength, and upon hearing of their skirmishes with a group of werewolf hunters, he relishes the chance to show the Silver Hand the true meaning of fear. However, he will abandon them and reject any idea that he should be harbinger. He is an assassin, not some mead drinking mercenary. <ul><li><strong>Optional: If you have Growl installed, you can skip this questline and instead become a werewolf immediately via werebeast blood.</strong></li></ul></li><li><strong>College of Winterhold:</strong> They say you cannot teach an old dog new tricks, but the Wolf is always open minded enough to learn new forms of magic, though like with the companions, he will not accept the title of arch-mage. Instead, he will leave the moment Ancano is dead now that he got what he needed from them.<ul><li><strong>Optional: Join for the purpose of learning high level spells and high level illusion and alteration training</strong></li></ul></li><li><strong>Thieves Guild:</strong> The wolf harbors no interest in gold or getting rich. Sneaking around in the shadows for the purpose of petty thievery is beneath him. The very most he would ever interract with the thieves guild is to ask for their help in restoring the Dawnstar Sanctuary.<ul><li><strong>Do not join!</strong></li></ul></li><li><strong>Civil War: </strong>Despite his passion for taking lives, the Wolf does not hold the concept of war in a positive light. The selfish politics of monarchs and governments drag thousands of young souls to their doom long before their time has come. On principle, he has no interest in joining either side.<ul><li><strong>Do not Join!</strong></li></ul></li><li><strong>Dawnguard: </strong>He finds the idea of a race of undead immortals, ABSURD! Harkon is the type who gets on his nerves, an arrogant little legend who thinks he is immortal, a fraud who thinks he can laugh in the face of death. Regardless of whether his time has come or not, the moment he hears of Harkon and his plan, he makes it his mission to take Harkon's soul now!<ul><li><strong>Recommended to start his questline after completing the Dark Brotherhood Questline and becoming the listener</strong></li></ul></li><li><strong>Main Quest:</strong> The Wolf of Sithis and the World Eater, two forces of death, one Anuic and one Padomaic. A fight between them would be the stuff of legends. The Wolf initially does not pay too much mind to the dragon attacks, but as time passes and the repeated incidents begin to grate on his nerves, he soon decides that if nobody else is stepping into the role of dragon slayer, he may as well demonstrate that even dragons cannot escape the jaws of death.<ul><li><strong>Recommended to do this questline last in your quest order and finish the whole playthrough with the death of Alduin</strong></li></ul></li><li><strong>Dragonborn:</strong> If these cultists actually have the nerve to provoke the wolf, then he will show them and their master, Miraak just what kind of assassin they have provoked. Everybody thinks they will be the one to defeat him, but nobody has escaped him yet. Serving Hermaeus Mora is not his priority, but he will do what needs to be done to get the opportunity to kill Miraak in the name of the Dread Father.<br /><ul><li><strong>Recommended to do this questline immediately after completing after "The Way of the Voice"</strong></li><li><strong>However, first try to unlock the build's most important dragon shouts through world wall hunting before going to Solstheim</strong></li></ul></li></ul><p><span style="font-size:18pt;"><strong>Personality and Roleplaying: </strong></span></p><ul><li>Above all, the Wolf views himself as an instrument of Sithis will. He uses his own judgement as to whether somebody's time has come or when somebody deserves to be sent to the void and once he has found his prey, he will sadistically enjoy the hunt.</li><li>Using this logic, one can justify carrying out particular quests, joining certain factions or killing certain NPCs by roleplaying that they do indeed have contracts out on their life, that they have been marked for death by the Night Mother and the Dread Father. </li><li>While not a paladin or a servant of the divines, the Wolf harbors a respect for those who have passed onto whatever afterlife they have earned. As such, he despises vampires, liches, and necromancers. Any who believe they can laugh in the face of death must be taught a lesson, and therefore, any quest that involves killing the above should be taken. Babette and Serana are the only vampires he gets along with, as Babette has dedicated her immortal life to serve Sithis, while Serana was forced into her vampiric condition by her parents.</li><li>The Wolf enjoys relishing the look on his target's face before he takes their lives. He prefers to scare his prey before chasing them down and sending their souls to the void. He wants his prey to know they were killed by him. As a result, he only assassinates his prey from the shadows if the situation absolutely calls for it or if there are too many witnesses nearby. The wolf knows better than to scare the sheep.</li><li>The Wolf is not really a cat person. He will not be doing any business with the Khajiit Caravans or recruiting any Khajiit followers.</li></ul><p><span style="font-size:18pt;"><strong>Recommended Quests:</strong></span></p><ul><li><strong>Ill Met by Moonlight</strong> - His true loyalty is to Sithis, but he is still a werewolf, and nobody gets away with stealing from the Father of Manbeasts. Sinding has marked himself for death in his foolish desperation to control his curse, so by the will of Hircine and Sithis, he must die.</li><li><strong>The Black Star</strong> - While he no longer associates himself with the Dunmer of Morrowind, he holds great respect for the Goddess of Dusk and Dawn and he would never betray Azura and corrupt her star. Even if he wasn't awarded with the star, he despises necromancers on principle so slaughtering an entire nest of them to recover the star is a good day for him.</li><li><strong>Boethiah's Calling - </strong>An opportunity to send another unsuspecting soul to the void while also earning the favor of the Warrior of Darkness, and on top of that, getting another opportunity to send an entire clan of worthless bandit vermin to the void as well? Now that is simply a treat for this old dog.</li><li><strong>The Break of Dawn</strong> - His intention is to kill Malkoran and send his rotten soul to the void, nothing more and nothing less. Should he touch the beacon and agree to do this quest, he would do so due to a hatred for Necromancers rather than any desire to serve the unworthy Meridia.</li><li><strong>The Taste of Death - </strong>These cannibals have no respect for the dead or those who tend to them. By feasting on the bones of those who rest in the void, they have marked themselves for death. The Wolf relishes seeing the look on Eola's face when she realizes he only helped her clear out the draugr for a chance to introduce himself to every member of the coven, and then kill them all.</li><li><strong>Laid to Rest:</strong> It was sadly the child's time, but her spirit is restless due to the machinations of a group of vampires. The child calls out to the wolf from the void to make a contract. Movarth and Alva have marked themselves for death, and so these hunters of the night will soon become the hunted.</li><li><strong>Dark Ancestor: </strong>All Dengeir needed to say was the word "vampire" to receive aid from the Wolf. The contract is made. Vighar the vampire is marked for death, and the wolf will take great pleasure in reminding these bloodsuckers that nobody is truly immortal.</li><li><strong>Ancestor Worship -</strong> All Golldir needed to say was the word "necromancer" to receive aid from the Wolf. The contract is made. Vals Veran is marked for death, and for his attempts at defiling those who rest in the void, he shall join the very corpses he tried to resurrect.</li><li><strong>Served Cold -</strong> Ah, the Morag Tong, or rather a splinter faction of what little is left of them, now trying to find work wherever they can get it. The Wolf is more than happy to assist Councilor Morvayn on Solstheim if it means getting a chance to put these failures out of their misery.</li><li><strong>Dragon Priest Masks - </strong>Over a dozen undead liches who thought they could escape the clutches of Sithis. Killing them and claiming each of their masks as trophies would make for an excellent hunting game for the Wolf.</li><li><strong>The Gauldurson Brothers -</strong> Three evil Nords guilty of heinous crimes who thought they could escape death by taking the form of powerful draugr. Slaying them in their undead forms and taking the three fragments of the Gauldur Amulet would not only please the Dread Father but allow the Wolf to take the amulet for himself.</li></ul><p><span style="font-size:18pt;"><strong>Gameplay and Combat:</strong></span></p><ul><li>While this character's skill set is tailor made for a Nightblade Playstyle, the Wolf actually will not be sneaking around that much. Sneak is only mandatory for populated areas where killing somebody out in the open or transforming with a witness would incur a bounty. Most of the time, this build is more than capable of surviving in open combat and does not need to rely on stealth to avoid combat altogether like traditional Nightblades.</li><li>Nightblades often struggle against dragons and other bosses. The werewolf gameplay is meant to be this character's main lifeline for open combat, while Flesh spells are meant to compensate for the lack of armor both in beast form and outside of beast form.</li><li>Rout is the most important spell for the build, both in open combat against massive groups of enemies and for roleplaying a character who has high noteriety. As Skyrim does not have a repuation system, the nature of fear spells allow you to roleplay that enemy NPCs know who your character is.</li><li>Ebony Flesh combined with dual wielding daggers and fear spells for crowd control and paralysis as an emergency allow for open combat without Beast Form.</li><li>As this character is lacking in ranged attacks, Become Ethereal allows the Wolf to ignore the damage from dragon breath while he waits for the dragon to land. Once he has unlocked the dragonrend shout, he can take a more aggressive approach and force the dragon to land.</li></ul><p><span style="font-size:18pt;"><strong>Special Moves:</strong></span></p><ul><li><span style="font-size:10pt;"><strong><span style="font-size:12pt;">The Smell of Fear:</span> (Rout + Ebonyflesh + Beast Form) </strong>Relishing the look on the faces of his victims when they realize just who they are dealing with, the Wolf gives his prey a ten second head start to run away while his inner beast comes to the surface.</span></li><li><span style="font-size:10pt;"><strong><span style="font-size:12pt;">Whistle of Death:</span> (Aura Whisper + Throw Voice + Rout)</strong> The second they hear that whistling tune, they know their time has come. They know the Dread Father has sent the wolf to take their soul to the void. As they investigate the strange whistle, praying to their Gods it comes from mortal lips, the Wolf approaches closer, waiting for them to figure out who is hunting them.</span></li><li><span style="font-size:12pt;"><strong>Last Chance </strong><span style="font-size:10pt;"><strong>(Spectral Assassin + Become Ethereal + Invisibility)</strong> Useful for emergencies. If the Wolf finds himself overwhelmed, then he can call on Lucien LaChance to serve as a distraction while he retreats in his invulnerable Ethereal state and then finds cover to enter stealth and recover his health.</span></span></li><li><span style="font-size:12pt;"><strong>Predator's Challenge: </strong></span><strong>(Dragonrend + Ebonyflesh + Beast Form)</strong> The wolf issues a challenge to the minions of Alduin, goading them into coming down from the sky while he prepares to tear them limb from limb with his claws and teeth. Hircine would be proud.</li><li><span style="font-size:10pt;"><strong><span style="font-size:12pt;">Pick It Up!</span> </strong><strong>(Rout + Terror + Telekinesis)</strong> It is quite easy for the wolf to disarm his prey in a duel, but more often then not he enjoys seeing his prey drop their weapons once they lose their will to fight back. Afterwards, he can steal those weapons and claim them as additional trophies.</span></li></ul><p><span style="font-size:18pt;"><strong>Recommended Mods: </strong></span></p><ul><li><strong>Growl - Werebeasts of Skyrim - </strong>Enhances what it means to be a Werewolf while also giving you the chance to become a werewolf without joining the companions and the chance to turn your followers into werewolves as well. As this character roleplays being a werewolf at the beginning, this is the most important mod.</li><li><strong>Vokrii - Minimalistic Perks of Skyrim - </strong>My personal perk overhaul of choice. While this character can function just fine with a vanilla playthrough. However, the perk spread was created with Vokrii perks in mind.</li><li><strong>Wintersun - Faiths of Skyrim - </strong>Very fun for roleplaying purposes. Obviously your Deity of choice should be Sithis.</li><li><strong>Opusglass Werewolf Mods - </strong>Allows you to retexture the skin of your characters werewolf form to change the fur and eye colors. In order for this build to more closely resemble the character he is based on, you can play with this mod and select a grey or white fur color with red eyes.</li><li><strong>Azure Moonlight Blade - </strong>Adds a sickle dagger called the Pristine Moon Crescent into the game, which allows the use of a weapon that far more closely resembles the weapon of choice of the character this build is based on. There are other mods out there which add Shotels and Khopesh blades into the game, but this one is my personal favorite and matches the look the best.</li><li><strong>The Dark Brotherhood Initiates - </strong>Changes the two new recruits for the Dark Brotherhood you receive at the end of the Dark Brotherhood Questline from Nameless NPCs to true characters with proper names and unique personalities.</li><li><strong>Restoring the Aretino Residence - </strong>Every wolf needs a den to call home, and this mod will allow the wolf to live in Windhelm without needing to complete the Civil War Questline and unlock Hjerim. As an added roleplay bonus, through his tutelage, both Aventus Aretino and Sophie will grow into fine assassins one day. </li></ul><p><span style="font-size:18pt;"><strong>Character Reveal and Closing Remarks: </strong></span></p><p><span style="font-size:12pt;">This character is based on the Death Wolf from Puss in Boots: The Last Wish, one of the best villains I've seen in an Animated Movie in a long time and a great source of inspiration for my very first build on this website!<a href="{{#staticFileLink}}12164342486,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}12164342486,RESIZE_710x{{/staticFileLink}}" alt="12164342486?profile=RESIZE_710x" width="710" /></a></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>Event Build: The Dragon of Coldharbourhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/event-build-the-dragon-of-coldharbour2023-01-27T21:35:17.000Z2023-01-27T21:35:17.000ZColdsteel051https://TheSkyForge.ning.com/members/Coldsteel051<div><p><a href="{{#staticFileLink}}10950213262,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10950213262,RESIZE_584x{{/staticFileLink}}" width="504" alt="10950213262?profile=RESIZE_584x" /></a></p><p style="text-align:center;"><span style="font-size:14pt;">Introduction</span></p><p style="text-align:left;"><span style="font-size:12pt;"><em>My first build here on the Skyforge, and not a better time to let the creative juices flow than for the new Lore of the Ancients Event. I spent a good ammount of time playtesting the build, and optimised him for the adept difficukty as a no crafting build. But should you want to play above that, feel free to add crafting skills if you so want. A frost battlemage, this character will freeze his opponents where they stand before cracking open their skulls with his accursed mace.</em></span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong>The Backstory</strong></span></p><p style="text-align:center;"><span style="font-size:14pt;"><a href="{{#staticFileLink}}10950223857,RESIZE_400x{{/staticFileLink}}"><img src="{{#staticFileLink}}10950223857,RESIZE_400x{{/staticFileLink}}" width="385" alt="10950223857?profile=RESIZE_400x" /></a></span></p><p style="text-align:left;"><span style="font-size:12pt;">The Dragon of Coldharbour was born the son of a warrior and a low ranking priest serving the Dragon Cult. Following in his Father's footsteps, he served as a warrior within the ranks of the cult, and proved a vital aset due to his strength, speed, and magical prowess. But he felt he was being held back by the Dragons , who favored their Priests, and sought higher power so that one day he may topple the tyrannical rule of the Dragons. </span></p><p style="text-align:left;"><span style="font-size:12pt;">He spent months scouring the vast library of Labyrinthian, but found not what he sought through reading. But his thirst for power attracted the attention of the Dragons, who warned his parents to keep an eye on the young warrior, but he also drew the attention of another, more benevolent entity than the dragons. One night, as the young warrior slept, he was visited in his dreams by an aspect of Molag Bal, who promised him powers beyond those of the dragons. He would be able to topple them and free his people from the rule of the Dragons, and most importantly, rule the lands as his own. Bal ingrained a location of a shrine into the mory of the young man, and the man awoke that morning with a mission. </span></p><p style="text-align:left;"><span style="font-size:12pt;">Sneaking from his room before the sun had risen, he fled into the countryside of Skyrim, the location of Bal's shrine he now knew, but along his trek he was found by a group of Cultists, sent by his parents to find him. After refusing to peacefully go with them, they attempted to forcefully take him. But he fought back, slaying most of the group before chased towards the White River by reinforcements. There he attempted a daring last stand, not wanting to die by the hands of pathetic cultists. But there is strength in numbers, as he swiftly learned being pcuehd further back into the river until the current swept him away. He watched from the river, streggling to hold his ground as the cultists walked away, leaving him to flow away. What felt like hours later, he was caught upon some rocks near the border of what would eventually become Bruma and Eastmarch, before getting encased in ice.</span></p><p style="text-align:left;"><span style="font-size:12pt;">Centuries later, he thawed out, and, dazed and confused, wandered right into an Imperial ambush, being thrown into a prison cart and sent to Helgen, where a twist of fate and irony would take place.</span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong>Stats, Race, Standing Stone</strong></span></p><p style="text-align:left;"><span style="font-size:12pt;">The DoC is an Atmoran, but of the ingame races, he is a Nord. As such he will receive the Battle Cry ability and 50% resistance to frost. </span></p><p style="text-align:left;"><span style="font-size:12pt;">He will use the Lover Stone early on, but switch to the Lady Stone late game for Health and Stamina regen boosts.</span></p><p style="text-align:left;"><span style="font-size:12pt;">His stats will be a spread of 2 Magicka, 3 Health, 2 Stamina, allowing for spell casting, power attacks and general tankiness.</span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong>Roleplay</strong></span></p><p style="text-align:center;"><span style="font-size:14pt;"><a href="{{#staticFileLink}}10950223286,original{{/staticFileLink}}"><img src="{{#staticFileLink}}10950223286,RESIZE_710x{{/staticFileLink}}" width="710" alt="10950223286?profile=RESIZE_710x" /></a></span></p><p style="text-align:left;"><span style="font-size:12pt;">The Dragon of Coldharbout is a neutral evil character, out for nothing but so serve Molag Bal, destroy all traces of the Dragon Cult, and to futher his own power. </span><span style="font-size:12pt;">In terms of quests, he will complete the main quest not to save Skyrim, he couldn't care less, but defeat the leader of his ancient enemy. He will side with Castle Volkihar in Dawnguard to further his allegience to Molag Bal but harnessing the true powers of Vampirism.</span></p><p style="text-align:left;"><span style="font-size:12pt;">Some essential quests for the gear are House of Horrors for his accursed Mace, Bones of a Crow for his sweet armor, Forbidden Legend and Rings of Blood Magic for his jewlery, and to collect all Dragon Priest masks to collect his true prize, the mask Konahrik, which he will adorn as a final sign of power.</span></p><p style="text-align:left;"><span style="font-size:16px;">Other quests to consider are the College of Winterhold which could be explained as him wanting to truly explore all schools of magic for personal gain, as he will use restoration, destruction and alteration. The Dark Brotherhood could be considered as he is an evil character, but wouldn't really tie into the roleplay.</span></p><p style="text-align:left;"><span style="font-size:16px;">Quests of avoid are the Thieves Guild and Companion questlines, as they force down the paths of service of other Deadric Princes, as well as any Daedric Quests not pertaining to Molag Bal. </span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong>Playstyle</strong></span></p><p style="text-align:left;"><span style="font-size:12pt;">The DoC will open combat by casting Frost Cloak (or Blizzard) to coat his enemies in jagged ice before pelting them with paralysis and Ice Spike/Icy Spear as they charge him. The few that remain will fall victim to his mace, sending the souls of those whom oppose him to Coldharbour. Restoration spells are used for healing yourself.</span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong>Equipment</strong></span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong><a href="{{#staticFileLink}}10950228693,original{{/staticFileLink}}"><img src="{{#staticFileLink}}10950228693,RESIZE_710x{{/staticFileLink}}" width="710" alt="10950228693?profile=RESIZE_710x" /></a></strong></span></p><p style="text-align:left;"><span style="font-size:12pt;">Headgear: For headgear, the DoC will wear the Dragon priest mask Konahrik, obtainable by collecting all Dragon Priest masks and using the Wooden Mask to place them in the pedestals. The Enchantments are decent, but what we really want is the aestehtic it provides to the character as well as the achievement it provides to the roleplay.</span></p><p style="text-align:left;"><span style="font-size:12pt;">Armor: We will wear the Dragonplate Mail, obtainable from the dead body of Bjormund Wind-Strider at the end of the Anniversary Edition quest "Bones for a Crow". It provides a great aesthetic and the enchantment of 100% fire resistance is great for a vampire character.</span></p><p style="text-align:left;"><span style="font-size:12pt;">Hands and Feet: We will wear the Insulated Dragonplate Boots and Gauntlets available from Bjormund's body at the end of the previously mentioned quest.</span></p><p style="text-align:left;"><span style="font-size:12pt;">Jewellery: We will wear the Gauldur Amulet and Ring of the Erudite for their useful enchantments to the character, and a roleplay element from the ring. They are obtainable at the end of the quests "Forbidden Legend" and "Rings of Blood Magic" respectively.</span></p><p style="text-align:left;"><span style="font-size:12pt;">Weapon: To tie in with his allegience to Molag Bal, the DoC will use the artifact of his Lord, the Mace of Molag Bal. The drain stamina enchantment will allow for more power attacks and the soul trap will allow for refuelling the weapon as needed.</span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong>Spells and Shouts</strong></span></p><p style="text-align:left;"><span style="font-size:12pt;">In terms of destruction spells, any frosts for your off hand work well, but some essentials are Frost Cloak, Ice Spike/Icy Spear, Ice Storm, Unbounded Freezing, and Frostbite. For restoration the best Frost Spells available, and for alteration the only necessary spells are paralysis and paralysis rune.</span></p><p style="text-align:left;"><span style="font-size:12pt;">Shouts are important as the character will view his Dragon blood as a sign that he was meant to be the one to overpower the dragons. He will make use of Bend Will, Cyclone, Disarm, Dragonrend, Frost Breath, Ice Form, Unrelenting Force, and any other you might find useful.</span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong>Perks</strong></span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong><a href="{{#staticFileLink}}10950242254,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10950242254,RESIZE_710x{{/staticFileLink}}" width="710" alt="10950242254?profile=RESIZE_710x" /></a></strong></span></p><p style="text-align:center;"><span style="font-size:14pt;"><strong>Closing Statements</strong></span></p><p style="text-align:left;"><span style="font-size:12pt;">As stated in the beginning, this is my first build and I thank you for reading through my build. I am open to any suggestions on how to improve. This is a character I had an idea for a while and I think it came out well.</span></p></div>Character Build: The Hallowed Crusader & The Bloodborne Avengerhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-lux-and-the-shadow2022-03-28T19:24:20.000Z2022-03-28T19:24:20.000ZJeelerei The Potion Crafteehttps://TheSkyForge.ning.com/members/BoilAndTrouble<div><p><span style="font-size:14pt;">Hullo! This will be my first post here on the Skyforge, and the first build I've come up with. Please let me know down in the comments if something is awry. Now, without further ado, let me introduce you to... </span></p><p style="text-align:center;"><span style="font-size:24pt;"><img src="https://see.fontimg.com/api/renderfont4/ZVGJz/eyJyIjoiZnMiLCJoIjo2NSwidyI6MTAwMCwiZnMiOjY1LCJmZ2MiOiIjMDAwMDAwIiwiYmdjIjoiI0ZGRkZGRiIsInQiOjF9/VGhlIEhhbGxvd2VkIENydXNhZGVy/angel-rhapsody-regular.png" alt="angel-rhapsody-regular.png" /></span></p><p style="text-align:center;"><span style="font-size:36pt;"><a href="{{#staticFileLink}}10243628670,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10243628670,RESIZE_710x{{/staticFileLink}}" alt="10243628670?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em>"I remember playing in the fields outside our farmhouse as a child, at the young age of 8, dancing between the thistle and dragonflowers, looking out over the mountianside. Those days were the last of my innocence. I remember skipping back inside to the section of where I slept, as I watched the sunrise go down. I said goodnight to my parents, excited to sleep and play all over again in the morning. My sleep was woken up with a start to the smell of burning spruce. I sprung out of my bed, running down the hall, and there they were. I watched, horrified, and hidden behind a fallen piece of singed wood, as the vampires and their foul hounds ripped through my family and burned down the only home I had known for ten years. It was on that day that I vowed to destroy them and any other creatures of darkness that dared to walk upon Tamriel."</em></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em>Years Later...</em></span></p><p style="text-align:left;"><span style="font-size:12pt;"> </span></p><p style="text-align:center;"><span style="font-size:12pt;"><em>"Ever since that fateful night, after multiple years of hunting and taking down minor vampires across Skyrim in hopes of finding the clan that ruined my childhood forever. As I bashed a neck-biter with the hilt of my greatsword, he screamed out a location before he died. About somewhere called Castle Volkhair, near the capital of Solitude, shrouded by ice and mist. My plans for revenge were halted when I came across the poor souls of Darkwater Crossing and tried to help out the prisoners that the men in red cloaks with the symbol of the dragon were attacking, however, some nameless soldier struck me from behind, and it seems that I got knocked out, and now I'm here, in this blasted cart with a horse thief, and a forsaken king"</em></span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Name: </em></strong>Dravyn Brightsworn</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Gender:</em> </strong>Male</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Stats: </em></strong>Go evening between Stamina and Health, until you reach 500 Stamina. Then put all your points into Health.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Appearance: </em></strong>Young Nord, of slender frame with long dirty blonde hair and slight stubble. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Race: </em></strong>Nord</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Standing Stone: </em></strong> The Warrior, (For early-game leveling) and The Atronach, for late-game spell absorption. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Major Skills: </em></strong>Twohanded, Onehanded, Heavy armor, Archery, and Alteration</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Minor Skills: </em></strong> Restoration, Smithing, and Speech</span></p><p style="text-align:left;"><span style="font-size:12pt;">For his skills, I recommend leveling up smithing until you can improve magical weapons. You should also level up Restoration until around 70, and Speech until around the point where you can bribe guards to look the other way. So around 70 for all 3 minor skills. The major skills you should get to between 80-90. Alteration is different, simply because I only used it to stack with Atronach Stone. So for me, I leveled that up to 100, but you can change it if you wish. For the early game, put all of your perk points into heavy armor, because you'll need it desperately until about level 20. While Archery isn't usually part of the 'typical' Paladin skillset, I have it on Dravyn because for certain encounters, you'll want the heavy stopping power of the crossbow. It also means you won't be useless against dragons without Dragonrend.</span></p><p style="text-align:left;"><span style="font-size:12pt;">For equipment, he uses a quite diverse array of weapons, <a href="{{#staticFileLink}}10243767081,original{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}10243767081,RESIZE_584x{{/staticFileLink}}" alt="10243767081?profile=RESIZE_584x" width="428" /></a>the main of which is The Ice Blade of the Monarch, as his primary greatsword. His secondary weapons are Light of Day, (a sun damage-dealing silver mace that is great against the undead) and your average silver crossbow with silver bolts. The two melee weapons in his arsenal require quests to get, but you should be able to buy the crossbow from the Fletcher in Solitude, for around 300-ish GPS depending on how much you've leveled speech.</span></p><p style="text-align:left;"><span style="font-size:12pt;">For his armor, he will use a set of Steel Spell Knight armor, and the Fists of Ranagulf, which are a unique pair of gauntlets that increase his overall melee damage, and fit the Paladin look we're going for. </span></p><p style="text-align:left;"><span style="font-size:12pt;">While Dravyn is Dragonborn, he uses his gifts sparingly. He prefers not to show off his abilities but does use shouts such as Dragonrend, Slow Time, Ethereal Form, Whirlwind Sprint, and Cyclone. One of my favorite combos for low-level vampires is to use WS as a dash action and slam into enemies with a decapitating blow.</span></p><p style="text-align:left;"><span style="font-size:12pt;">As he is an enemy of Vampires, you may choose to make him a werewolf. While this would fit his style, I personally chose not to, as I feel that since he serves Akatosh, he would not choose to accept the powers of a Daedric Prince, unless he felt it was truly necessary. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><em><strong>SPECIAL MOVES:</strong></em></span></p><p style="text-align:left;"><span style="font-size:12pt;"><em><strong>Hallowed Crater:</strong></em></span><em style="font-size:12pt;"><strong> </strong> "You dodge your opponent's attack, and swiftly unhook your mace, and slam it into the Vampires skull with a flash of bright light" </em><span style="font-size:12pt;">For this move, I recommend you wait for an enemy to attack you, move out of the way, (preferably behind them), and do a power attack on their torso. Depending on how you upgrade Light of Day, it could be super effective.</span></p><p style="text-align:left;"><em style="font-size:12pt;"> </em><span style="font-size:16px;"><em><strong>Speed of Akatosh</strong></em>: </span><em style="font-size:16px;">"You breathe in deeply, and exhale the wind, using it to dash towards an enemy, and with a powerful strike, you swiftly decapitate them in an explosion of frost crystals and a slight hum" </em><span style="font-size:12pt;">As I had stated above, in the section about shouts, this is by far one my favorite combos. It feels elegant, yet powerful when you execute it properly.</span></p><p style="text-align:left;"><span style="font-size:16px;"><strong><em>Skyfall:</em></strong> "<em>As the dragon roars and glides down towards you, you shout to the heavens, and with a bright blue light, as the power of your Thu'um slams the winged beast to the ground, you unleash another shout, summoning a violent whirlwind towards the Wyrm" </em>While it is effectively just a shout combo, it is really fun to do, especially when the dragons have humanoids around them. </span></p><p style="text-align:left;"><span style="font-size:12pt;">The quests I recommend completing to get his equipment and to flesh him out as a character will be (Not necessarily in this order) 'Destroy the Dark Brotherhood', 'The Contest', 'The Order of the Crypt', 'Dawnguard', 'Dragonborn', and last but not least, 'Ghosts of Tribunal'. His moral alignment and justice system heavily leans towards Lawful Good, but even this holy paladin can have his darker moments. Obviously, it will depend on how you think his overall personality would be, but that's just how I played him.</span></p><p style="text-align:left;"><span style="font-size:12pt;"> </span></p><p style="text-align:left;"><span style="font-size:12pt;">Now, what if, in another t</span><span style="font-size:12pt;">imeline, instead of pledging to destroy the very vampires that destroyed his family and Homestead, he instead wanted to become as powerful as them, if not more powerful? I now present to you the alternate of Dravyn Brightsworn.....</span></p><p style="text-align:center;"><span style="font-size:24pt;"><img style="font-size:16px;text-align:left;" src="https://see.fontimg.com/api/renderfont4/x3J88/eyJyIjoiZnMiLCJoIjo2NSwidyI6MTAwMCwiZnMiOjY1LCJmZ2MiOiIjMDAwMDAwIiwiYmdjIjoiI0ZGRkZGRiIsInQiOjF9/VGhlIEJsb29kYm9ybmUgQXZlbmdlcg/magnific-chaos-personal-use-regular.png" alt="magnific-chaos-personal-use-regular.png" /><a href="{{#staticFileLink}}10243961101,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}10243961101,RESIZE_584x{{/staticFileLink}}" alt="10243961101?profile=RESIZE_584x" width="585" height="438" /></a></span></p><p style="text-align:center;"><span style="font-size:14pt;"><em>"<span style="font-size:12pt;">I remember dreaming of the fields outside our farmhouse as a child, dancing between the thistle and dragonflowers, looking out over the mountainside. Sleep was my only escape back then, as every waking moment was a nightmare of rusty iron chains and harsh, hate-filled words. I dreamed of a different life, and what could've been, had my birth not killed my mother. But this night was different. This was when it all changed. I w</span></em></span><span style="font-size:14pt;"><em><span style="font-size:12pt;">oke up with a start to the sound of my chains being broken with a wayward icicle spell. I ran down the hall to escape, and there they were. I watched, mesmerized, hidden, as the vampires and their death hounds ripped apart the man that had kept me captive my entire life. It was on that day that I became infatuated with their abilities and vowed that I would never feel powerless again. No matter what it took."</span></em></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em>Years later...</em></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em>"Ever since that beautiful, blood-filled night, I had searched endlessly for those who had saved me, and for a way to become just like them. While searching throughout an old tomb, I find something. A map. It detailed the location ofsomewhere called Castle Volkhair, an ancient keep near the capital of Solitude, built on the skulls of mortals who dare antagonize its master. My plans for godhood were halted when I came across the scum of Darkwater Crossing. I tried to kill the men in the red cloaks. They wore the same symbol as my father did. However I let my guard down, some nameless soldier struck me from behind, and it seems that I got knocked out, and now I'm here, in this blasted cart with a horse thief, and a forsaken king."</em></span></p><p style="text-align:left;"><span style="font-size:12pt;"> </span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Name: Dravyn Bloodborne</em></strong></span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Gender: </em></strong>Male</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Stats: </em></strong>Go evenly between Stamina and Health, until you reach 500 Stamina. Then put all your points into Health.</span></p><p style="text-align:left;"> <span style="font-size:12pt;"><strong><em>Appearance: </em></strong>Young Nord, of slender frame with long black hair and slight stubble. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Race: </em></strong>Nord Vampire Lord</span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Standing Stone: </em></strong>Warrior at the start, then Atronach. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Major Skills: </em></strong>Twohanded, Onehanded, Heavy armor, Archery, and Alteration. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Minor Skills:</em></strong> Smithing, and Speechcraft.</span></p><p style="text-align:left;"><span style="font-size:12pt;">This variant of Dravyn will have very similar skills. You should still level up smithing until you can improve magical weapons. You should also still level Speech until around the point where you can bribe guards to look the other way. Same for the major skills, you should still get to between 80 and 90. However, while I could've kept in Restoration for Necromage, I decided against it, because for one, as Nystee kindly pointed out, (again, thank you so much), he's a vampire, and the only thing that skill tree would be used for is one perk. And secondly, while playtesting it, I found it made Dravyn a little too OP.</span></p><p style="text-align:left;"><span style="font-size:12pt;">For his equipment, he uses a similar set to his holy counterpart, <a href="{{#staticFileLink}}10244159677,RESIZE_930x{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}10244159677,RESIZE_584x{{/staticFileLink}}" alt="10244159677?profile=RESIZE_584x" width="428" /></a>but his collection of weapons is dark and twisted. His main weapon is Umbra, the two-handed sword forged from shadow. His secondary weapons are Scourge, the mace of Malacath, and a Reinforced Ebony Crossbow with silver bolts. Unlike the Silver crossbow that Brightsworn used, the RE Crossbow requires you to complete the "Night Hunter" quest that you can start by reading the letter at Ironback Hideout.</span></p><p style="text-align:left;"><span style="font-size:18.6667px;"><span style="font-size:14pt;"><span style="font-size:12pt;">His armor is a set of 'corrupted' Ebony Spell Knight armor that is already pre-enchanted. You can get this set of armor by completing the Order of the Crypt quest and returning the heart to the tomb without cleansing it first. As for his powers, he is a Vampire Lord, (preferably maxed out) and serves the Daedric Lord, Molag Bal. </span></span></span></p><p style="text-align:left;"><span style="font-size:12pt;">While this variant of Dravyn is also Dragonborn, he takes a different approach toward his gifts. He does not use them sparingly, and prefers to show off his abilities, instead of hiding them. </span></p><p style="text-align:left;"><span style="font-size:12pt;">He also uses Dragonrend and Cyclone, but the rest of his shouts are a little different. This Dravyn uses Marked for Death as I found it fitting that he would rip the soul of a creature out to make them his slave, or to just wipe out a crowd, and he also uses Fire Breath, Storm Call, and Disarm.</span></p><p style="text-align:left;"><span style="font-size:12pt;"><em><strong>SPECIAL MOVES:</strong></em></span></p><p style="text-align:left;"><span style="font-size:12pt;"><em><strong>Soulripper: </strong></em>"<em>You yell in rage towards your target, unleashing the cries of hundreds of tormented souls, weakening their lifeforce before ripping out their soul from their body in one swift strike" </em>As the name suggests, you are quite literally ripping out the soul from someones body. This combo both looked, and felt super badass. To pull it off, you use all three words of the MfD shout, and while your opponent is still stunned, you slam Scourge into their body, in what should be a final blow. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><em><strong>Necrotic Smite: </strong>"You shout with such ferocity that your enemy drops thier sword, and as they do, you rush forward and impale them through the chest with a flash of purple energy and red smoke" </em>While mechanically just as easy as SR, the timing, (for me at least) was harder to pull off. You have to disarm the opponent with all three words, and before they can react, THAT is when you attack. </span></p><p style="text-align:left;"><span style="font-size:12pt;"><strong><em>Wyrmkiller: </em></strong><em>"As the dragon roars at you from far in the sky, you answer back with a roar of your own, filling the sky with lighting, striking both friend and foe. As the storm rages on, and the dragon glides down towards you, you scream again, ripping them to the ground with a thud as lighting slams into their hide" </em>Thankfully this one isn't about timing, it is more of an endgame shout combo. As the description states, you use the Stormcall Shout, and while it's still going on, you use the Dragonrend shout. Sometimes it was a little overkill, but it really depended on the enemy level.</span></p><p style="text-align:left;"><span style="font-size:12pt;">The quests I recommend completing to get his equipment and to flesh him out as a character will be (Not necessarily in this order) 'Destroy the Dark Brotherhood', as he would prefer to not let them get in his way, 'Vile Whispers', so he can get Umbra, and show he is stronger than the ancient evil of the sword, 'The Order of the Crypt', so he can get his main set of armor, 'The Cause', so you can grab Scourge, 'Dawnguard', to become a vampire lord, and 'Dragonborn', so he can destroy the servant of a rival daedric prince. This version of Dravyn's moral compass and judgment system is a complete 180 from his paladin counterpart. Once he has his mission he will do whatever it takes to get it done, including killing innocent civilians. </span></p><p style="text-align:left;"> </p><p style="text-align:center;"><span style="font-size:12pt;"><em>Thank you so much for reading this build, I hope you enjoyed it, and thanks you all of you who have commented on this post. It has helped me a lot, and I greatly appreciate it. Special thanks to Nystee and Saronis especially. </em></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em>-<strong>Sadri Redoran</strong></em></span></p><p style="text-align:center;"> </p><p><img class="align-center" src="{{#staticFileLink}}10750839483,RESIZE_400x{{/staticFileLink}}" alt="10750839483?profile=RESIZE_400x" width="473" height="296" /></p><p style="text-align:left;"><span style="font-size:12pt;"> </span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:center;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p> </p></div>Contest Build - The Doorman (Modded)https://TheSkyForge.ning.com/groups/tes-character-building/forum/contest-build-the-doorman2020-10-29T22:26:44.000Z2020-10-29T22:26:44.000ZNomadDashhttps://TheSkyForge.ning.com/members/NomadDash<div><p style="text-align:center;"><em>With all the advances that have been made, the atmoran people believe that</em> <em>they are entitled to live beyond their usefulness. </em></p><p style="text-align:center;"><em>They believe that those who do not contribute to the pack deserve to get dragged along as they leech resources to fuel their failing bodies.</em></p><p style="text-align:center;"><em>They believe that they have the right to deny their own mortality, to turn a blind eye to the inevitable end that lurks right around the corner.</em></p><p style="text-align:center;"><em>They believe that if they ignore this truth, that it will cease to be, that he will stop stalking them.</em></p><p style="text-align:center;"><em>They are wrong.</em></p><p style="text-align:center;"><em>He is here.</em></p><p style="text-align:center;"><em>He is knocking.</em></p><p style="text-align:center;"><em>We will let him in.</em></p><p style="text-align:center;"><a href="{{#staticFileLink}}8084421087,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8084421087,RESIZE_710x{{/staticFileLink}}" alt="8084421087?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><a href="{{#staticFileLink}}8084421100,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8084421100,RESIZE_710x{{/staticFileLink}}" alt="8084421100?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><a href="{{#staticFileLink}}8084424063,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8084424063,RESIZE_710x{{/staticFileLink}}" alt="8084424063?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><em>Leeches do not leave unattended. They must be removed before they gorge too much resources from the body.</em> </p><p style="text-align:left;">Hello, back again with another contest build. It's a character concept I've been playing with for a while, it's easy to play, level and learn, focusing on a small number of spells and best of all, it requires <strong>no equipment whatsoever.</strong> The concept has been molded to fit with one specific deity for the purposes of this contest. When thinking of a god to build around, I could't really think of anything to go with the mainstream gods/daedra, so I decided to challenge myself to build around a pretty obscure one. Orkey, for those that don't know, is the Atmoran god of Mortality, and an enemy of the nordic people. Thus I have created a priest of Orkey, a spiteful and deluded battlemage who drains the energies of his foes with ancient atmoran runes. Many believe Orkey is some wierd amalgamation of Arkay and Malacath, as his chosen people are the Orcs. he is famous for summoning Alduin to eat the nords lifespan, a dubious plot that was undone at the cost of King Wulfharth. He is reviled by the Nords for this, or most of them....</p><p style="text-align:center;"><em><a href="{{#staticFileLink}}8084543671,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8084543671,RESIZE_710x{{/staticFileLink}}" alt="8084543671?profile=RESIZE_710x" width="710" /></a></em></p><p style="text-align:center;"> </p><p style="text-align:left;">I tried to make this build as lightly modded as possible, and have narrowed down the selection to two essential mods and one highly recommended mod, which greatly enhances the roleplay of the build but is ultimately not necessary for its core gameplay.</p><p style="text-align:center;"><span style="text-decoration:underline;">Essential Mods</span></p><p style="text-align:center;"><strong>Ordinator - Perks of Skyrim</strong> - Necessary to promote the DOT/debuff focused playstyle of the build</p><p style="text-align:center;"><strong>Apocalypse - Magic of Skyrim</strong> - Needed for the death based restoration spells and Wither.</p><p style="text-align:center;"><span style="text-decoration:underline;">Highly Recommended Mod</span></p><p style="text-align:center;"><strong>Imperious - Races of Skyrim - </strong>Nice for the nords racail ability to do more damage to certain races, in your case choose bretons, redguards and imperials.</p><p style="text-align:center;"><span style="text-decoration:underline;">Aesthetic Mod</span></p><p style="text-align:center;"><strong>Immersive Armors </strong></p><p style="text-align:left;"><a href="{{#staticFileLink}}8087903461,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8087903461,RESIZE_710x{{/staticFileLink}}" alt="8087903461?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:left;"><strong><em><span style="text-decoration:underline;">Race</span>: </em></strong><em><strong>Nord</strong></em></p><p style="text-align:left;">A son of the north, The Doorman gains his religion from the ancient enemy of his people, viewing him as a necessary force to ensure the world still functions. He does not share the same national pride many nords have, viewing his race and other races of man as insects who do not appreciate how little time they have on this world, and takes great pleasure in reminding them of their frailty whenever possible.</p><p style="text-align:left;">He gains 50% resistance to frost damage, and can use <em>Battle Cry </em>to show his zealous worship of death, terrifying weaker foes and sending them running for their lives.</p><p style="text-align:left;"><em><strong><span style="text-decoration:underline;">Standing Stone</span>: The Atronach Stone</strong></em></p><p style="text-align:left;">Using the power of this stone, The Doorman gains 50 extra magicka and the ability to absorb 50% of incoming spells, further making you a drainer of all energy and life.</p><p style="text-align:left;"><em><strong><span style="text-decoration:underline;">Stats</span>: 2/2/1, 2/2/0, 0/1/0</strong></em></p><p style="text-align:left;">A good mix of magicka and health is needed, but due to this buidls constant absorbtion and boost from the atronach stone, it is not as necessary as most mages. Cap stamina at 150, moving to the second split until you reach 250 magicka, then put all remaining stats into health.</p><p style="text-align:left;"><em><strong><span style="text-decoration:underline;">Faith</span>: Orkey</strong></em></p><p style="text-align:left;">The god of mortality and a mostly forgotten god of the ancient atmorans, Orkey is portrayed as cunning, spiteful and deceitful. He is resolute in his hatred of the nords and frequently plotted to destroy them during early history. His power has likely waned since then, as his worship has dropped off and he has mostly been forgotten.</p><p style="text-align:left;"><span style="text-decoration:underline;"><em><strong>Alignment</strong></em></span>: <em><strong>Chaotic Evil</strong></em></p><p style="text-align:left;">Violent and unhinged, The Doorman is a spiteful lunatic who will kill any who he percieves as cheating the sacred ending of their mortality.</p><p style="text-align:left;"><em><strong><span style="text-decoration:underline;">Shouts</span></strong></em><em><strong>: Drain Vitality, Mark for Death, Become Ethereal, Soul Tear</strong></em></p><p style="text-align:left;">Only Sheogorath knows why The Doorman of all people is deserving of dragon blood, but he will not argue with fate. Shouts are not necessary for the build at all, but the ones listed fit with the theme of death and frailty.</p><p style="text-align:left;"><em><strong><span style="text-decoration:underline;">Skills</span>: Destruction, Alteration, Conjuration, One Handed and Restoration</strong></em></p><p style="text-align:left;">The Doorman plays like a unorthadox battlemage, focused on passively damaging and draining enemies around him, making them more susceptible to his DOT inflicting runes. The build can be very tanky, but only at close range and is very dependant on close range fighting to succeed. Destruction is used to enchance the effects of your lightning cloak and runes, alteration to increase your tankyness and to dish out passive debuffs, conjuration and one handed to use your bound sword and to cause it to inflict even more debuffs and restoration to improve your long distance fighting and your healing spells.</p><p style="text-align:left;"><em><strong><span style="text-decoration:underline;">Spells</span>: </strong></em></p><p style="text-align:left;"><em><strong>Alteration:</strong></em> Ebony flesh, Wither, Paralyze</p><p style="text-align:left;"><em><strong>Destruction: </strong></em>Lightning Rune, Lightning Cloak</p><p style="text-align:left;"><em><strong>Conjuration: </strong></em>Bound Sword</p><p style="text-align:left;"><em><strong>Restoration: </strong></em>Close Wounds, Welling Blood, Slay Living, Finger of Death, Tree Rings, Circle of Death </p><p style="text-align:left;"><em><strong><span style="text-decoration:underline;">Recommended Difficulty</span>: </strong></em><em><strong>Master/Legendary</strong></em> </p><p style="text-align:left;">This build can be busted, with basically unlimited magicka and stacking debuffs and DOT (Damage Over Time) damage, can really tear through most enemies. It does have a huge weakness however, being that it's only effective at close ranges, and I purposefully ommited any spells to help with this to encourage the build to play to it's strengths. If you find yourself dominating at later levels, I reccomend installing some difficulty mods like Revenge of the Enemies or some mod that increases the number of enemies in dungeons, or Wildcat - Combat of Skyrim.</p><p style="text-align:left;"> <br /> <a href="{{#staticFileLink}}8084422084,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8084422084,RESIZE_710x{{/staticFileLink}}" alt="8084422084?profile=RESIZE_710x" width="710" /></a> </p><p style="text-align:center;"><em>Born as a rich noble in the city of Bruma, you grew up witnessing the lap of luxury. Your mother and father were practically royalty, and acted as if they were gods, throwing parties to rival that of Sanguine himself, and possessed an army of servants whic they commanded to do any concievable task in existence. You however, experienced none of these comforts. As the youngest child, you were expected to make your own way or die, and you had a sneaking suspicion your father was hoping for the latter. No, their affection was saved for your three sisters, who were divines in their eyes and each destined to inherit their fortune, with you as the eldest, being left the petty scraps.</em></p><p style="text-align:center;"><em>That however, did not happen. As you grew older any hope of an inheritance was lost, your youngest sister shed their mortal coil, her body ravaged by some . A tragic affair, one that almost broke your family apart, but such a tragedy could never be repeated. Oh but it was, as slowly your other two sisters were struck down prematurely, one by dark brotherhood assasin and the other by a very fortunate bear. Faced with nowhere else to turn, your parents named you as the sole heir, and wounded by their loss, seemed to warm to you as their son. A few decades later, your mother passed from natural causes and your fathers love for you only grew. You were so close to what was rightfully yours, all you had to do was wait a few more years for the old man to pass on. And so you did. You waited. And waited. And waited.</em></p><p style="text-align:center;"><em>But still your father remained. Furiosity overtook you, your father was still breathing and soon to be the oldest man in tamriel at this point. When would he die? You threw this question around your brain for many sleepless weeks until you found the answer. He will die when you do what must be done. And so, as your father was reclined in his fireside chair, you took your mothers lettercutter and ushered him into the great beyond. This victory was bittersweet, however, as in your fathers senile last years, he himself reduced all he had built to rubble. Ruined, you tried for many months to piece it back together to no avail. If only he had passed on when he should, his legacy would still remain, his son would be safe. His selfishness, you concluded in clinging to his feeble, rasping breaths instead of letting himself go, <strong>ruined</strong> you and for what? For a few years of useless, rasping breaths spent sprawled out in a rickety chair? Some mortals, you gleaned, were too sentimental over their own bodies, attempting to drag the civilised world with them into obscurity. You also learned that someone was trying to prevent this. Someone was hunting the condemned, stubborn souls. Someone saw fit to spare you when all your kin were slain.</em></p><p style="text-align:center;"><em>Someone was watching out for you.</em></p><p style="text-align:center;"><em><a href="{{#staticFileLink}}8084630661,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8084630661,RESIZE_710x{{/staticFileLink}}" alt="8084630661?profile=RESIZE_710x" width="722" height="481" /></a></em></p><p style="text-align:center;"><em>A mural of the ancienct atmoran enemy god, Orkey.</em></p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"><a href="{{#staticFileLink}}8084633091,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8084633091,RESIZE_710x{{/staticFileLink}}" alt="8084633091?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><a href="{{#staticFileLink}}8084636099,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8084636099,RESIZE_710x{{/staticFileLink}}" alt="8084636099?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><em>An insincere prayer to those whose lives were cut short by this brutal conflict.</em></p><p style="text-align:left;">When playing this build, mortality is a given, a constant shadow. Your own mortality is fleeting and everyone else's even more so, and as such, danger of death or the death of others will be of no consequence to The Doorman. Those who try to cheat death (In The Doorman's mind at least) either through medicine, resilience or foul undeath must be stopped at all costs, and those who are in good health must be reminded that their fortunes can change at any moment of <em>his</em> choosing, of <em>your</em> <em>choosing. </em>Since your revelation, you have realised that all material possesions, political and economic power are pointless and unneccesary fabrications of those who fear the inevitable visit your god provides. There is only one power you respect now, the power to take life, and you will gain that in troves. In your eyes, the honored dead earn their place by living dangerous lives, and going out in their legendary prime, instead of disgracing their vessels with the frailty of old age. Any mortal who wishes to die in their sleep after a long life <em>does not deserve to live</em>.</p><p style="text-align:left;">The Doorman is first and foremost, a deluded murderer. Firm in his belief that natural causes can take too long, he will seek to thin some of the herd to remind the rest of their mortality. He is also in some senses, a serial killer and will go out of his way to murder <em>any </em>elderly person he can. Good examples of targets include <em>Olava the Feeble</em>, <em>Nepos the Nose</em> and <em>Olfrid Battleborn. </em>Generally when deciding on quests to do, he will do any quest with an oppurtunity for bloodshed, ruining the lives of others or to advance his own power. A bit more nuanced however, is the Doorman's respect for the finality of death, making him fiercely anti-undead and anti-tomb looting. With that being said, here are some recomendations:</p><p style="text-align:left;"><em><strong>Main Questline - </strong></em>Alduin is no longer in the thrall of your master, and seeks to rule the world instead of end it. <em>End him. </em>Your dragonborn also grants you the ability to destroy the immortality of dragons, which The Doorman will relish.</p><p style="text-align:left;"><em><strong>Dark Brotherhood - </strong></em>A perfect oppurtunity to release the weak from their failing flesh, money is of no concern to him however.</p><p style="text-align:left;"><em><strong>Dawnguard - </strong></em>Harkon and his court think themselves above the laws of mortality placed upon them. <em>They are wrong.</em> Side with the Dawnguard to destroy these walking corpses and kill Serana afterwards if possible.</p><p style="text-align:left;"><em><strong>Dragonborn - </strong></em>Similar to Harkon, Miraak believes he is beyond the reach of mortality. Extend the hand of Orkey to greet him. Also exploit the ample oppurtunities for power in Apocrypha.</p><p style="text-align:left;"><em><strong>Civil War - </strong></em>The Doorman will side with the Stormcloacks, as they are the side most likely to lead to a greater conflict with the Aldmeri Dominion, and thus more deaths.</p><p style="text-align:left;"><em><strong>The Cursed Tribe - </strong></em>Orkey favors the Orcs, and is possibly an aspect of Malacath himself. Also try to befriend each of the various strongholds throughout Skyrim.</p><p style="text-align:left;"><em><strong>The Taste of Death - </strong></em>Tombs are sacred places for the dead, not a pantry. End the disgusting degenerates who would feast on the dead. I recommend not killing Eola on sight but rather wairing until the cannibal gathering to strike.</p><p style="text-align:left;"><em><strong>The Wolf Queen Awakens - </strong></em>Potema must be banished back into the dirt.</p><p style="text-align:left;"><em><strong>Remove the Weak - </strong></em>Not an actual quest, just a goal you should try to follow. Any sick or elderly must be removed from existence, lest they drag us further into the abyss as they flail around in their death throes. Try to avoid getting caught when possible, but it being an upstanding citizen in the eyes of the law is no concern.</p><p style="text-align:left;"><a href="{{#staticFileLink}}8084693057,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8084693057,RESIZE_710x{{/staticFileLink}}" alt="8084693057?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><em>Another stubborn fool being sent six feet under</em></p><p style="text-align:center;"><a href="{{#staticFileLink}}8088205083,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8088205083,RESIZE_710x{{/staticFileLink}}" alt="8088205083?profile=RESIZE_710x" width="710" /></a><a href="{{#staticFileLink}}8088206072,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8088206072,RESIZE_710x{{/staticFileLink}}" alt="8088206072?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><em><strong>PERKS OF NOTE: </strong></em></p><p style="text-align:left;"><em><strong><span style="text-decoration:underline;">Destruction:</span></strong></em></p><ul><li style="text-align:left;"><em><strong>Runecaster</strong></em>: Enchances our runes range and lets us place more</li><li style="text-align:left;"><em><strong>Ancient Seals</strong></em>: Turns your runes into stacking DOT dealing killing machines</li><li style="text-align:left;"><em><strong>Ionized Path 2/2: </strong></em>makes our magic more deadly asa you drain your victims energies, which we do a <em>lot</em> of. Will end up being a huge damage buff</li><li style="text-align:left;"><em><strong>Static Field</strong></em>: In conjucntion with lightning cloak, will ensure no enmies are above 75% health, making them more vulnerable to our instant kill spells.</li><li style="text-align:left;"><em><strong>Arc Burn</strong></em>: Makes sure our DOT spells do <strong>bonus DOT. <em>DOT!!</em></strong></li><li style="text-align:left;"><em><strong>Magnetize and Electroconvultions</strong></em>: Helps us crowd control a bit, and<em> Electroconvulsions</em> makes low health enemies easier to target with <em>Slay Living.</em></li><li style="text-align:left;"><em><strong>Show them All: </strong></em>Even more magicka drain cus why not.</li></ul><p><span style="text-decoration:underline;"><em><strong>Alteration:</strong></em></span></p><ul><li><em><strong>Mage Armor: </strong></em>Makes us not fall over like a wet noodle when things hit us.</li><li><strong><em>Energy Shield: </em></strong>Works in conjuction with The Monarch to allow us to basically have constant damage reduction, as it allows you to sacrifice your magicka for damage reduction and we have an infinite supply of that when people are up close. Means you will feel <em>especially</em> squishy when far away.</li><li><em><strong>Welloc's Dormant Arcana: </strong></em>Allows you to give yourself passive buffs when under a certain spell. Choose <em>flesh spells</em> as the trigger, and <em>stamina regen</em>, <em>bonus armor rating</em> and <em>magic resistance</em> as the buffs.</li><li><em><strong>Intuitive Magic 2/2: </strong></em>Allows for novice and apprentice spells to be cast for free. Very useful for spamming shock runes.</li><li><em><strong>The Monarch: </strong></em>The main perk here. You lose magicka constantly, but absorb it from others at a rapid rate. Basically in conjuction with all our other perks, this will mean bonus damage against affected tagets with your bound sword and lightning runes, and will reduce all damage you take with energy shield. The cornerstone of the playstyle and the main priority in alteration.</li><li><em><strong>Nullifier: </strong></em>Works in conjustion with <em>The Monarch</em> to ensure that noone gets any magicka back, also very useful against warrior types as they can't do many power attacks against you. Also fits very well with the theme of being a bottomless pit for lifeforces.</li></ul><p><span style="text-decoration:underline;"><em><strong>Conjuration:</strong></em></span></p><ul><li><em><strong>Void Burn: </strong></em>Makes a stacking debuff that drains magicka and stamina, then health whenever you hit someone with your sword. Very useful in conjuntion with other perks allowing you to deny power attacks and drain magicka even faster, allowing you to start draining health as soon as possible.</li><li><em><strong>Dark Whispers: </strong></em>Gives you bonus armor and damage when you hit a target with your bound sword. Very useful because you lack a lot of armor and cannnot smith your weapon, and have no skill in enchanting.</li></ul><p><span style="text-decoration:underline;"><em><strong>One Handed</strong></em></span></p><ul><li><em><strong>Clash of Champions 3/3: </strong></em>Reduces the damage of enemies you strike, combining nicely with <em>Energy Shield</em> to reduce damage further.</li><li><em><strong>Crosscut 2/2: </strong></em>Allowqs us to quickly deal chunks of damage to enemies, making them more likely to die from <em>Welling Blood.</em></li></ul><p><span style="text-decoration:underline;"><strong><em>Restoration:</em></strong></span></p><ul><li><em><strong>Descending Light: </strong></em>Ensures we have enough magicka to cast our fleshspells and fuel our <em>Energy Shield </em> until we can close the gap on any enemies.</li><li><em><strong>Edgewalker: </strong></em>Improves the effectiveness of <em>Slay Living</em> and <em>Circle of Death</em> on low health targets, making thme more likely to just drop dead.</li></ul><p> </p><p style="text-align:center;"><a href="{{#staticFileLink}}8088457870,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8088457870,RESIZE_710x{{/staticFileLink}}" alt="8088457870?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><a href="{{#staticFileLink}}8088503701,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8088503701,RESIZE_710x{{/staticFileLink}}" alt="8088503701?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><em>Death Cultist Chic</em></p><p style="text-align:left;">There is none. Wear what you want, pick up any useful enchanted items if you want, but even they aren't necessary and I did fine on legendary with only the rags on my back. It was pretty refreshing not having to worry about gear <strong>at all</strong>.</p><p style="text-align:center;"><strong><span style="text-decoration:underline;"><em>My Look</em></span></strong></p><p style="text-align:center;"><strong><em>Shrouded Hood</em></strong></p><p style="text-align:center;"><strong><em>White Skull Face paint</em></strong></p><p style="text-align:center;"><strong><em>Shaman Robes</em></strong></p><p style="text-align:center;"><strong><em>Shaman Gloves</em></strong></p><p style="text-align:center;"><strong><em>Shaman Boots</em></strong></p><p style="text-align:center;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}8092238456,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8092238456,RESIZE_710x{{/staticFileLink}}" alt="8092238456?profile=RESIZE_710x" width="710" /></a>Although the build is very simple to play, there are tons of fun combos that can be made. Some of these abilities are not strictly necessary for the build to function, but do make for fun combat.</p><p style="text-align:left;"><span style="text-decoration:underline;font-size:14pt;"><em><strong><a href="{{#staticFileLink}}8092324679,RESIZE_180x180{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}8092324679,RESIZE_180x180{{/staticFileLink}}" alt="8092324679?profile=RESIZE_180x180" width="154" /></a>Aging Aura</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;"><em><strong>Requirements: The Monarch, Nullifier, Ionized Path 2/2, Show Them All, Lightning Cloak Spell</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;">Those who stand against the god of mortality's will soon find themselves drained and feeble, powerless against his chosen champion. Through a combination of these perks and spell, your victims stamina will be draining and unable to regenerate, and their magicka supply will be obliterated. This all happens passively as well, truly giving a harbinger of death type vibe and making targets weaker against your damage over time abilities.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}8092383661,RESIZE_400x{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}8092383661,RESIZE_180x180{{/staticFileLink}}" alt="8092383661?profile=RESIZE_180x180" width="154" /></a></p><p style="text-align:left;"><span style="text-decoration:underline;font-size:14pt;"><em><strong>Withering Muscles</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;"><em><strong>Requirements: The Monarch, Energy Shield, Clash of Champions 3/3</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;">Any who take up arms against you soon find themselves lacking their former strength, making their melee attacks far less effective. Basically a combination of the magicka fueled <em>Energy Shield</em>, the magicka siphoning <em>The Monarch</em> perk and the damage reduction on hit from<em> Clash of Champions </em>to give a total of 55% damage reduction <strong>on top</strong> of any armor bonuses. Makes for a very tanky character.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}8092325072,RESIZE_180x180{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}8092325072,RESIZE_180x180{{/staticFileLink}}" alt="8092325072?profile=RESIZE_180x180" width="154" /></a></p><p style="text-align:left;"><span style="text-decoration:underline;font-size:14pt;"><em><strong>Ancient Curses</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;"><em><strong>Requirements: Bound Sword Spell, Void Burn, Lightning Rune Spell, Ionized Path 2/2, Ancient Seals, Arc Burn, Intuitive Magic 2/2, Lightning Cloak Spell</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;">The Doorman unleashes malignant magic on his enemies, draining their already weakened essence even further. Basically, with your sword and runes <em><strong>(which are free)</strong> </em>you can stack up a ton of Damage Over Time effects on your enemies, eating through their health. These effects are all enchanced by low stamina and magicka, showcasing Orkey's tendancy to pray on the feeble and infirm, and pairning well with <em><strong>Aging Aura </strong></em>to rack up damage.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}8092460890,RESIZE_400x{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}8092460890,RESIZE_180x180{{/staticFileLink}}" alt="8092460890?profile=RESIZE_180x180" width="154" /></a></p><p style="text-align:left;"><span style="text-decoration:underline;font-size:14pt;"><em><strong>Tragic Demise</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;"><em><strong>Requirements: Lightning Cloak Spell, Electro Convulsions, Slay Living Spell, Edgewalker</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;">As a harbinger of mortality, the Doorman has the ability to snuff out the fading lives of those on deaths door. Good for finishing off high health enemies. Basically whenever a target within melee range falls below 25% health, it will fall to the floor, spasming uncontrollably. This makes them easy prey for your instant killing, free to cast <strong><em>Slay Living, </em></strong>which thanks to<strong> Restoration Mastery</strong> and <em><strong>Edgewalker</strong></em>, works on targets with more health than usual.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}8092325653,RESIZE_400x{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}8092325653,RESIZE_180x180{{/staticFileLink}}" alt="8092325653?profile=RESIZE_180x180" width="154" /></a></p><p style="text-align:left;"><span style="text-decoration:underline;font-size:14pt;"><em><strong>Bloody Accident</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;"><em><strong>Requirements: Welling Blood Spell, Static Field, Lightning Cloak Spell Crosscut 2/2</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;">The Doorman can mark a target and predict their demise, ending their existence with an unfortunately striking blow. Cast <em><strong>Welling Blood </strong></em>on a target, causing them to instantly die if they take a certain amount of damage, then enter melee with them. Because of your lightning cloak, their max HP will instantly go down to 75%, then make a few standard melee attacks and a power attack. If the enemy is weak enough, they sould just plain die.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}8092474696,RESIZE_192X{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}8092474696,RESIZE_180x180{{/staticFileLink}}" alt="8092474696?profile=RESIZE_180x180" width="154" /></a></p><p style="text-align:left;"><span style="text-decoration:underline;font-size:14pt;"><em><strong>Open the Door</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;"><em><strong>Requirements: Tree Rings Spell, Finger of Death Spell</strong></em></span></p><p style="text-align:left;"><span style="font-size:8pt;">The Doorman uses his favor with Orkey to protect himself, then destroys another targets lifeforce using his own. Basically, just cast <em><strong>Tree Rings</strong></em>, which gives you a huge bump in health for a short time, then cast <em><strong>Finger of Death, </strong></em>which kills a target, but makes you take damage equal to 125% of the damage result. Make sure you are high health when using this ability and preferably close to your target, as it is quite magicka heavy.</span></p><p style="text-align:left;"> </p><p style="text-align:left;"> </p><p style="text-align:left;"><a href="{{#staticFileLink}}8092325491,RESIZE_400x{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}8092325491,RESIZE_180x180{{/staticFileLink}}" alt="8092325491?profile=RESIZE_180x180" width="154" /></a></p><p style="text-align:left;"><span style="text-decoration:underline;font-size:14pt;"><em><strong>Spontaneous Tragedy</strong></em></span></p><p style="text-align:left;"><span style="font-size:14pt;"><strong><span style="font-size:8pt;"><em>Requirements: Dual Cast Shock Rune Spell, Destruction Dual Casting, Ancienct Seals, Intuitive Magic 2/2, Circle of Death Spell, Edgewalker</em></span></strong></span></p><p style="text-align:left;"><span style="font-size:8pt;">The Doorman calls on his patron to drain and snuff out the fragile souls of his enemies, rapidly draining them and dragging them into the afterlife. WHen surrounded by a group of enemies, cast <em><strong>Circle of Death </strong></em>then rapidly dual cast <em><strong>Lightning Rune</strong></em> at your feet. Enemies will rapidly be drained of health, dying instantly should they fall below 40% health.. (Higher due to <em><strong>Restoration Mastery</strong></em> and <em><strong>Edgewalker</strong></em>, but I don't know the specifics :p)</span></p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"><a href="{{#staticFileLink}}8092502478,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8092502478,RESIZE_710x{{/staticFileLink}}" alt="8092502478?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"> </p><p style="text-align:center;"><a href="{{#staticFileLink}}8088513096,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8088513096,RESIZE_710x{{/staticFileLink}}" alt="8088513096?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><em>There is a reason the honored dead never die of age.</em></p><p style="text-align:left;">Gameplay with The Doorman is pretty straightforward, the main idea is to drain health with damage over time effects then finish low health enemies with instant kills. When combat starts, simply stroll on in, summon your bound sword, and cast Ebonyflesh on yourself using the Magicka from your <strong><em>Descending Light</em></strong> perk and then make a B line for the nearest group of enemies, absorb there magicka and use it to cast lightning cloak. Once that's done, start runeslinging and slashing. make sure to get this done as quiuckly as possible as you are VERY vulnerable until you get up close and personal. With a combination of <em><strong>Aging Aura </strong></em>and <em><strong>Ancient Curses </strong></em>your enemies will drop like flies as you stack up damage over time effects on them, which increase in power the longer you stay closer to them. Any mages are neutered as they cannot regain magicka and warriors are unable to regenerate stamina and rapidly lose it thanks to your <em><strong>Void Burn </strong></em>perk<em><strong>. </strong></em>You should be fairly resistant thanks to <em> <strong>Withering Muscles </strong></em>and a few healing spells, so you can survive in close range for longer than most mage armor users. If you want to target a specific, mid health creature use <em><strong>Bloody Accident </strong></em>to kill them in one, precise blow. ALternatively, you could use the far more risky <em><strong>Open the Door </strong></em>if you're confident you won't take much damage afterwards. If you find yourslef surrounded, send them all to The Old Knocker with <em><strong>Spontaneous Tragedy.</strong></em></p><p style="text-align:left;"><a href="{{#staticFileLink}}8092510861,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8092510861,RESIZE_710x{{/staticFileLink}}" alt="8092510861?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:left;"><a href="{{#staticFileLink}}8092511273,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8092511273,RESIZE_710x{{/staticFileLink}}" alt="8092511273?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><em>At peace among the dead.</em></p><p style="text-align:left;">Well, thats it! This build took WAY too long to make, due to Covid Scares, Technical Issues and a fractured wrist (typing is hard lol) but I'm glad I finally got it done. Felt great to play Skyrim again and I had a good time finally putting this playstyle idea into practice :)</p><p style="text-align:left;"> </p></div>Character Build: The Bonsamuhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-bonsamu2020-03-29T18:02:39.000Z2020-03-29T18:02:39.000ZOnenesshttps://TheSkyForge.ning.com/members/Oneness<div><p><em>I would first like to apologize for the original build. I know that many of you liked it, but it was in no way the build I intended it to be. I just got caught up in the idea and rushed through it; I started to throw things together that worked without any real explanation. Most things were simply tacked on as some people noticed. It only took me 6 months and another reading of The Immortal Blood to realize it, but I hope this version of the build does itself, and the vampires of Valenwood, justice.</em></p><p style="text-align:center;"><span style="font-family:georgia, palatino;"><strong style="font-size:12pt;font-family:'times new roman', times;"><span style="text-decoration:underline;">The Bonsamu</span></strong></span></p><p><img style="max-height:890px;display:block;margin-left:auto;margin-right:auto;" src="http://tamrielvault.com/public/album_photo/dd/0a/02/206d5_5cd8.jpg?c=0e9f" alt="" /></p><p align="center"><span style="font-family:georgia, palatino;"><strong><span style="text-decoration:underline;">Introduction</span></strong></span></p><p align="center"><span style="font-family:georgia, palatino;"><em>In the deep forests of Valenwood, there dwell four distinct bloodlines of vampire. The first, and some would say one of the most dangerous, bloodlines is the Bonsamu. Although these vampires are native to Valenwood, it is not uncommon to see them around Tamriel although you would never know the difference. This line of vampires has gained its respect not for their overwhelming force, but through their manipulative powers, pure magical prowess and their own signature spell: a calming spell so strong that it makes them unidentifiable as vampires and requires the light of a candle to break it.</em></span></p><p><span style="font-family:georgia, palatino;"><strong>Race:</strong> Bosmer Vampire</span></p><p><span style="font-family:georgia, palatino;"><strong>Stone:</strong> Serpent</span></p><p><span style="font-family:georgia, palatino;"><strong>Major Skills:</strong> Destruction, Enchanting, Illusion</span></p><p><span style="font-family:georgia, palatino;"><strong>Minor Skills:</strong> Alchemy, Archery, Conjuration, Restoration</span></p><p><span style="font-family:georgia, palatino;"><strong>Equipment:</strong> Clothing, Assorted Long Bows with Iron or Practice Arrows</span></p><p><span style="font-family:georgia, palatino;"><strong>Shouts:</strong> Animal Allegiance, Kyne’s Peace, Bend Will, Call Dragon</span></p><p align="center"><span style="font-family:georgia, palatino;"><strong><span style="text-decoration:underline;">The Build</span></strong></span></p><p><span style="font-family:georgia, palatino;">The Bonsamu are the charismatic villains that everyone loves to hate. They are master manipulators that wiggle their way in and out of every situation. They are the friendly faces that stab you in the back when you least expect it, well shoot in this case. They go a step further than just lying and deceiving, they force people to trust them with magic when their personal charm is not enough. </span></p><p><span style="font-family:georgia, palatino;">Though they must manipulate intelligent beings like humans and elves, the animals of Tamriel are naturally drawn to them. Animals like bats, wolves, spiders and death hounds are particular favorites of the clan, but they will not hesitate to enlist the likes of any other animal they find necessary.</span></p><p><span style="font-family:georgia, palatino;">As I mentioned before, the Bonsamu are not the most skilled in pure combat. The only thing that matches their cunning and wit is their magic. Their natural affinity for the bow as a Bosmer makes it the perfect conduit to channel this pure magic power. With the help of their bows they can expend less magic energy while being more effective and faster combining to make a most efficient “spell caster.”</span></p><p align="center"><span style="font-family:georgia, palatino;"><strong><span style="text-decoration:underline;">Skills</span></strong> </span></p><p align="center"><img style="max-height:890px;display:block;margin-left:auto;margin-right:auto;" src="http://tamrielvault.com/public/album_photo/cd/0a/02/206c5_1398.jpg?c=2d1a" alt="" /></p><p><span style="font-family:georgia, palatino;">For a Bosmer it is odd to see Archery as a minor skill and so many magic skills as major. In the case of the Bonsamu, Archery is more of a conductor for magic. When combined with Enchanting and the school of Destruction, the strength of each enchantment is vastly superior to casually spell casting. But what makes bows special is the Quick Shot perk. This increases draw speed by 30% and 62.5% with the Necromage perk. With the Long Bow having the fastest draw speed of all enchantable bows already, this boost is certainly empowering. The power of these enchanted bows in tandem with their firing rate will grant much higher damage per second than conventional spells or normal Archery.</span></p><p><span style="font-family:georgia, palatino;">To help abuse this obscene firing speed, the Bonsamu specializes in the making of poisons. These poisons are used to raise the effectiveness of their spells as well as that of their allies. Effects may range from healing companions to dismantling the resistance of enemies.</span></p><p><span style="font-family:georgia, palatino;">Illusion magic is the one effect the Bonsamu cannot truly channel through their bows. There are two types of Illusion magic that they specialize in. The first being in Rally spells. These spells help show the charisma of this bloodline. They are able to rally a crowd with ease even if they are all animals. The other type of Illusion magic they use is Pacifying. They use this magic to conceal their identities and talk their way out danger. Once this power has been fully realized, they can avoid any conflict they wish.</span></p><p align="center"><span style="font-family:georgia, palatino;"><strong><span style="text-decoration:underline;">Apparel and Bows</span></strong></span></p><p align="center"><img style="max-height:890px;display:block;margin-left:auto;margin-right:auto;" src="http://tamrielvault.com/public/album_photo/d5/0a/02/206cd_4374.jpg?c=3002" alt="" /></p><p><span style="font-family:georgia, palatino;">The Bonsamu choose to wear clothing that will not make them look too unusual as it helps keeping their Illusion up if no one is really trying to figure them out. For males, simple clothes or fine clothes work well. This gives the appearance of a friendly and trustworthy face. The women are typically the same. They wear casual or fine clothes to blend in, but some who are little more adventurous may choose something along the lines of tavern clothes. This adds a bit of a seductive side to their personality, but also an increased risk of being sought out. As for enchantments, their clothing is usually tailored for what they favor. Common enchantments include Fortify Destruction, Fortify Illusion and Resist Fire. The goal of these enchantments is to raise their efficiency with little fatigue while maintaining the illusion they are not vampires.</span></p><p><span style="font-family:georgia, palatino;">The assortment of bows are typically enchanted to recreate the effects of spells to give the appearance of casting without putting down the bow. There are infinite combinations of enchantments with the Extra Effect perk. There a couple bows that are necessities though. The first is a vampiric bow. Absorb Health with Absorb Magicka seems to do the trick. This combination really helps in ranged battles or when out in the sun with no regeneration. The other necessary bow is more of a series. It is a series of three bows, each enchanted with only one element (Fire, Frost and Shock) and possible a secondary effect that is not damaging. The reason for these bows will be explained more shortly. Aside from those, anything is fair game and the bows chosen should really reflect your take on the Bonsamu and what effects you find helpful.</span></p><p align="center"><span style="font-family:georgia, palatino;"><strong><span style="text-decoration:underline;">The Green Pact</span></strong></span></p><p><span style="font-family:georgia, palatino;">Being a Bosmer Alchemist is always a struggle because of the ever strict Green Pact. The basis of the Green Pact is that Bosmer cannot use plants or vegetation in the creation of anything, fungi is an exception. This ranges from buildings, to weapons, to potions and poisons. Thankfully the Long Bows used cannot be crafted and are found, but poisons are not as simple. The Bonsamu use poisons to increase their own damage capabilities along with their allies, but it also allows them to effortlessly heal their companions.</span></p><p><span style="font-family:georgia, palatino;">I am no Alchemy expert so the Green Pact really limited me to simple poisons. Here are some examples of what I used:</span></p><p><img style="max-height:890px;display:block;margin-left:auto;margin-right:auto;" src="http://tamrielvault.com/public/album_photo/c3/0a/02/206bb_d5f1.jpg?c=c8b6" alt="" /></p><p><span style="font-family:georgia, palatino;">In essence there are up to seven permanent companions, six spiders and one death hound. Other pets can be conjured such as Familiars and some recruited out of the wild with Animal Allegiance or Command Animal. Since they are only temporary, it is not essential to keep them healthy. But cloaked spiders and death hounds are a different story. They have no time restraints and will stay as long as they are alive. It is a good idea to grab the Companion’s Insight power from the Black Book: Winds of Change, but for some reason spider scrolls are not affected and they can be damaged. (To be safe, I suggest using the following method on death hounds as well in case the power becomes bugged.) To heal spiders with poisons, choose a bow that matches their element because they resist it (for death hounds they resist frost) and then you can fire off a couple healing poisons. If you mess up, the spiders are very sensitive and will turn hostile if more damage is done than what is healed. On Master difficulty, a Long Bow with Practice Arrows will net a glorious 5 points of physical damage. As you can see, all damage comes from enchantments and speed. As long as you choose the correct elements to shoot your spiders with then they will remain on your side. </span></p><p align="center"><span style="font-family:georgia, palatino;"><strong><span style="text-decoration:underline;">The Wildlife</span></strong></span></p><p><span style="font-family:georgia, palatino;">There are numerous species of animals that call Skyrim home and though the Bonsamu will have a connection with all of them, there are a few in particular that will always find their home at the side of these vampire archers.</span></p><p><span style="font-family:georgia, palatino;"><img style="max-height:890px;float:left;" src="http://tamrielvault.com/public/album_photo/d1/0a/02/206c9_85e0.jpg?c=580a" alt="" /><strong>Spiders</strong></span></p><p><span style="font-family:georgia, palatino;">The spider scrolls are the number one ally of the Bonsamu. They are living and breathing spiders with a bit of a kick to them. To create these spiders you need to head to White Ridge Barrow on the island of Solstheim and craft them in the imbuing chamber. Each spider has an individual recipe. To start off fire spiders require rubies, frost requires sapphires, shock requires amethysts and poison spiders need emeralds. Using a a flawless gem will grant six scrolls, this is important because there is a limited number of spider pods with only one that respawns, without using duplication glitches.</span></p><p><span style="font-family:georgia, palatino;">Spider pods will also determine the type of spider. A Damaged Albino Spider Pod will create Exploding Spiders; when casted will just lay on the ground until someone goes near them and then explode. Regular Albino Spider Pods will create Jumping and Cloaked Spiders (To make a cloaked one simply add a Salt Pile). Jumping Spiders do exactly what their name says, they will charge head first into battle, jump at enemies and explode. While Cloaked Spiders are a little more subtle, they charge into battle and sit at the enemies’ feet while their cloaks unload the majority of the damage.</span></p><p><span style="font-family:georgia, palatino;">The last type of spider utilized by the Bonsamu is the Mind Control Spider, it is only fitting. These spiders are created by using any soul gem and Albino Spider Pods. The problem is that they can only be created one at a time, so use them sparingly. The way they work is the spider is thrown and then latches on to the nearest enemy. It has the power of controlling nearly any humanoid in the game for 30 seconds! The best part is that after the time is up the enemy will die.</span></p><p><span style="font-family:georgia, palatino;"><strong>Familiars</strong></span></p><p><span style="font-family:georgia, palatino;">While not a living or breathing animal, it does play a large role. The casual Familiar is honestly nothing reputably, even in the beginning of the game. They are subpar at best with low health and low damage output. Eventually they become a force. When fully buffed by Illusion magic while being accompanied by seven other animals, it becomes a 60 second tank. Its job, with the rest of your animals is to keep the enemy off of you which it does exceedingly well given the right support. Since it only last for 60 seconds, it is not worth attempting to heal and it will not be too bulky until later levels when Master of the Mind is unlocked anyway because it is classified as a daedra.</span></p><p><span style="font-family:georgia, palatino;">The Flaming Familiar on the other hand is helpful from its acquisition. It is a running, ticking time bomb much like Jumping Spiders. The difference is this does not force you to waste spider scrolls, but it only comes in a fire variant sadly. Much like the spiders, it has a very generous casting range that comes with some unique angles. When using the Flaming Familiar, as well as Jumping Spiders, avoid having other followers or animals near the target because there is a chance they will get hurt in the explosion.</span></p><p><span style="font-family:georgia, palatino;"><strong>Death Hounds</strong></span></p><p><span style="font-family:georgia, palatino;">There are two death hounds in Volkihar Keep that can be taken as followers: CuSith and Garmr. Both have identical stats and are level 5. Something that greatly surprised me is that they are classified as animals rather than undead. This means Illusion spells will affect them right from the start. Anyone that fights these things knows how annoying they can be. They have a mean bite and a small Frost Cloak that does about 1 point of damage per second.</span></p><p align="center"><span style="font-family:georgia, palatino;"><strong><span style="text-decoration:underline;">Gameplay</span></strong></span></p><p><span style="font-family:georgia, palatino;">Actually playing as the Bonsamu is not as complicated as it may seem. At any given time you can have out six spiders, your death hound and a familiar. I like to keep a mix of Frost, Fire and Shock Cloaked spiders depending on the situation. Then in the last few slots leave it open for Posion, Jumping, Exploding and Mind Control Spiders.</span></p><p><span style="font-family:georgia, palatino;">Going into battle requires some preparation. You can begin behind the scenes by buffing your pets or if you get caught off guard, Calm or Paralyze any enemies then prepare the army. Early on, the Courage spell is relatively consistent but as the party grows it becomes less efficient. Eventually only Rally and Call to Arms will be used religiously. Both Courage and Rally are affected by Animage and Kindred Mage. For our purposes, we will look at Animage. This grants an 8 point boost to the health and stamina increases. Then the vampire power Champion of the Night will increase all Illusion spells by 25%. Finally dual-casting the spell will make it 2.2 times stronger. Courage and Rally will increase the Health and Stamina of your animals by about 90 points while Call to Arms will be about another 30 with everything taken into account. When all added together your pets can net close to 210 points of health. This is about three times more than what they normally have. If you couple an amazing health pool with the healing factor of your poisons, they become near indestructible. Word of warning, make sure they are healed before the Illusion effects wear off because you run the chance of them dying once their health returns to normal. Rather than wasting poisons, once outside of battle switch to Healing Hands and help recover your animals.</span></p><p><span style="font-family:georgia, palatino;">With scores of health and some nasty cloaking effects, they will rip apart enemies on their own. But once you tie in poisons that make enemies weak to magic, your own attacks and the Serpent Stone to potentially leave the enemy for dead as they lay their helpless, it becomes down right overpowering. At first it may seem tedious, but once you realize you will at most have three elements out at a time that you would actually heal and not every spider or hound will sustain the same amount of damage, it is not too bad to switch between bows once in a while and with Concentrated Poison you will be able to heal a couple at a time.</span></p><p><span style="font-family:georgia, palatino;"><img style="max-height:890px;float:right;" src="http://tamrielvault.com/public/album_photo/d9/0a/02/206d1_8d6f.jpg?c=3a8f" alt="" />The Bosmer power Command Animal with the shouts Animal Allegiance, Kyne's Peace, Call Dragon and Bend Will, help extend your army. Command Animal will typically only work on one animal at a time and can only be used once a day, but it is very helpful early on. Next would be Kyne's Peace which is a good way to calm the wilds early on as well. Animal Allegiance has sustained use because of its area of effect and magnitude. Even at one word it can command just about any animal aside from a mammoth, this makes it invaluable once you factor it in that it works on multiple animals at a time within a given radius. Finally, Bend Will and Call Dragon were used solely to tame Dragons. It just did not seem right for a master manipulator that has such a close bond with the wild, not be able to command dragons. </span></p><p><span style="font-family:georgia, palatino;">If by the grace of heavens anyone makes it past the onslaught and reaches you, they will see your true form: Vampire Lord Form. There is not much to say about Vampire Lord Form because there are only so many options with it. But it is the ultimate fail safe. If enemies have already be poisoned with Weakness to Poison and/or Weakness to Magic then you will truly shine as a Vampire Lord. Melee mode is the best option because you won't run the risk of harming any summons, if they are still out, and you do not need to escape. The two keys are going to be Poison Talons and Night Cloak. Both of which are augmented by the poisons that were set earlier. I have also found that Blood Healing or using Corpse Curse are good transitions back to revert back. With Corpse Curse laying the same foundation as the Serpent Stone.</span></p><p align="center"><span style="font-family:georgia, palatino;"><strong><span style="text-decoration:underline;">Specialties</span></strong></span></p><p><span style="font-family:georgia, palatino;"><strong>Chain Reaction</strong></span></p><p align="center"><span style="font-family:georgia, palatino;"><em>“When he looked at me I felt a sense of relief, like everything would be okay… Now here I am… Laying in a pool of my blood waiting to die.”</em></span></p><p><span style="font-family:georgia, palatino;">Calm Spell/Serpent Stone + Exploding Spiders + Rune Spell + Flaming Familiar</span></p><p><span style="font-family:georgia, palatino;">This was found out of just experimenting. The idea is, if you can Calm them, then you can kill them. It is hard for any other build I've played to generate the potential damage of this technique. You simply calm the enemy then proceed to set up a death trap. You can lay out a total of six exploding spiders plus one rune. Which is pretty much laying down seven runes. Next you can unleash a Flaming Familiar and shoot one your spiders. Shooting an Exploding Spider will propel it forward a little before it explodes. If done correctly, you can clear a whole room by just setting off one spider because it will either force the others to explode or it will make the enemies turn aggressive and force them through an impossible minefield.</span></p><p><span style="font-family:georgia, palatino;"><strong>The Change</strong></span></p><p align="center"><span style="font-family:georgia, palatino;"><em>“I brought the light up to my face and smiled. He was surprised, even stunned by the pallor of my flesh, the dark hunger in my ageless eyes, and the teeth. Oh, yes, I think the teeth definitely surprised the man who could not afford to be surprised.”</em></span></p><p><span style="font-family:georgia, palatino;">Candlelight + Vampire Lord Form</span></p><p><span style="font-family:georgia, palatino;">Though it is nothing special, it is fun and a good roleplay experience. Once in a while I would dismiss all my followers to experience the thrill of being on my own, with a bow and no armor. First activate Candlelight. This will attract every enemy in sight. You can try to mow them down with your bow alone, but typically it will not be enough if there are a few enemies. With your back against the wall, they will edge close enough to see the real you. By willingly breaking the Illusion you change into Vampire Lord Form and slaughter them.</span></p><p align="center"> </p></div>Contest Build: The Cursebearer (A.K.A. Chaceito)https://TheSkyForge.ning.com/groups/tes-character-building/forum/contest-build-the-cursebearer-a-k-a-chaceito2019-10-27T01:14:13.000Z2019-10-27T01:14:13.000ZJohnnyawe14https://TheSkyForge.ning.com/members/Johnnyawe14<div><p><span style="font-weight:400;"><a href="{{#staticFileLink}}3681889980,RESIZE_930x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681889980,RESIZE_710x{{/staticFileLink}}" alt="3681889980?profile=RESIZE_710x" width="572" height="631" /></a></span></p><p><span style="font-weight:400;">The argonian walked into the bandit encampment, their swords and axes out as he suspected. He was being lead in through the wooden gates; his hands bound by rope. In front of them all he saw a man covered shoulder to toe in steel armor, the argonian, Chaceito, assumed he was their leader. “Well, well, well, look what my boys caught today” the bandit leader said smugly to Chaceito. He hated that smug look, but he knew that if he gave up his act soon, it wouldn’t be as fun, so he tolerated it for now. “This small idiot thought he could sneak by us, well we made sure he paid for that mistake.” said another bandit, almost as arrogantly as his leader. Chaceito continued to maintain his act as he responded with “Please sir… d… don’t hurt me… I would’ve n… never imagined attacking such f… fine gentle… men.” “Ha! A coward like the rest of them! This will be easy, just hand over whatever you got on your scrawny body and we’ll let you go, simple as that.” Chaceito could easily tell that the leader was lying, but he still found this amusing, so acted in response to the bandit’s plea by throwing a bag full of jingling metals at him yelling “Here! Just take it!” The bandit’s face lit up as he held the large bag exclaiming “We’re rich!” at the top of his lungs. The entire camp cheered as the leader retreated to his shack to count the coins he thought he had won. By now, Chaceito was already out of his binds, something the bandits did not notice as one of them came up with a dagger in hand. “I… I thought your boss said you were g… going to spare me.” Chaceito voiced his false concern. “Well the boss ain’t here now is he?” The bandit was ready to do a quick number to Chaceito’s throat before he asked “Can I just ask you one question before I die?” “Fine, but make it quick” the bandit impatiently replied. “Did you idiots forget argonians have claws?” This question was followed by a quick “Feim!” as the now free Chaceito sprinted behind the bandit with the dagger during his daze of confusion. Chaceito began to ready a spell behind the bandit as him and his friends now desperately swung at Chaceito to no avail as he cast the spell. Instantly all of the bandits were now nothing but fleshy statues, as they all fell to the ground, becoming motionless. </span><em><span style="font-weight:400;">Time to have some fun </span></em><span style="font-weight:400;">Chaceito thought to himself as he prepared a new set of spells.</span></p><p><span style="font-weight:400;">…</span></p><p><span style="font-weight:400;">“Ok! What in the name of Oblivion is this foolery!?” The bandit leader yelled while storming out of his shack. He threw a bag onto the grass as it spilled copper and iron coins across the ground, an old trick of Chaceito’s. However, the leader’s anger soon turned into shock as he absorbed the scene around him. Structurally, the camp was still perfectly fine, but the blood and bodies of those who once served the bandit leader were strewn across the plains, there were even some bones laid about. The leader’s attention was turned to a shriek he heard, as he found the man responsible for these actions. Chaceito had just finished chopping off the head of one of the bandits as he turns his attention to their former leader. “Oh no. You caught me. I surrender.” Chaceito retorts sarcastically. He put his hands up into the air, revealing his luminescent purple blade and teasing his prey. The leader just stood there paralyzed by fear. “Go ahead, try and put those bonds back on me.” Chaceito gabbed on, increasing the horror of the situation. The leader finally found himself able to move again as he rushed over to the secret exit in his shack, but it was already too late. He soon felt painful spikes piercing through his skin made of his own blood. As the leader began to ponder what was causing this, he soon felt another pain, an ethereal blade which had punctured a hole in his body. “When you see Molag Bal, tell him Chaceito said hi.” Chaceito teased once more before the leader succumbed to his curses and wounds, </span><span style="font-weight:400;">closing his eyes for the final time.</span></p><p><span style="font-size:14pt;"><strong>Mods(required):</strong></span></p><p><span style="font-weight:400;">Ordinator, </span><span style="font-weight:400;">Apocalypse, </span><span style="font-weight:400;">Wintersun, </span><span style="font-weight:400;">Sacrosanct, </span><span style="font-weight:400;">Imperious, </span><span style="font-weight:400;">Summermyst, </span><span style="font-weight:400;">Andromeda, </span><span style="font-weight:400;">Alternate Start</span></p><p><span style="font-size:14pt;"><strong>Mods(recommended):</strong></span></p><p><span style="font-weight:400;">Wildcat, </span><span style="font-weight:400;">Immersive Leveling, </span><span style="font-weight:400;">Black Mage Armor, </span><span style="font-weight:400;">Rings of Old</span></p><p><span style="font-weight:400;">I play on the Xbox one, so all mods can be found there and, hopefully by extension, PC. Not too sure about PS4 though.</span></p><p><span style="font-size:14pt;"><strong>Summary:</strong></span></p><p><span style="font-weight:400;">If you couldn’t tell from the name, the whole schtick of Chaceito is that he is a master of curses. Not only has he been cursed since his childhood, he also has studied all manner of curses from the simple disease to the more complex magical curses. His whole thing is getting as much consecutive damage and debuffs done as possible. He is a Mage/Spellsword who can be played in a variety of ways. When I was creating this build, I wanted it to incentivise the creativity and ingenuity of the player by allowing the player to use a crap ton of spells, powers and perks that stack well with each other.</span></p><p><span style="font-size:14pt;"><strong>Backstory:</strong></span></p><p><span style="font-weight:400;">Chaceito was born in the Blackmarsh town of Gideon to a wealthy and influential family with ties to the Blackmarsh king. At first his life was like any normal hatchling of noble blood. However things took a turn when the young Chaceito grew curious and wandered outside his home town to explore. He soon found a hut and started to mess around and break things inside. Eventually, the hut’s resident, a powerful witch, came home and Chaceito went running, but not with impunity. He was cursed by the witch, doomed to be weak, scrawny, pale and sickly throughout his mortal life which was so severe, he was bedridden for the first few years.</span></p><p><span style="font-weight:400;">His parents shunned him and prevented him from meeting other hatchlings as they were afraid that having a cursed child would make them look weak. Also his siblings bullied him because they knew he couldn’t do anything about it. The last few years of Chaceito’s childhood was filled with neglect, bullying and sickness. He would never feel familial love or care for the rest of his life, his family having maids and servants take care of him instead. Chaceito eventually decided to make the most of a bad situation. He not only forced his body to work around the curse, but also began studying all manner of curses and diseases, it was easy as Chaceito’s parents would do anything for him just to make him shut up and stick to his secluded lifestyle. He soon became a powerful mage, and an agile swordsman, but the curse was still lingering (albeit weaker now that Chaceito is an adult and the curse has aged some) and his family was still being a nuisance. So he killed them, and he genuinely enjoyed it. So he decided to get rid of any potential witnesses (emphasis on "potential") and then used the rest of his parents’ money to move to Skyrim.</span></p><p><span style="font-weight:400;"><a href="{{#staticFileLink}}3681893402,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681893402,RESIZE_710x{{/staticFileLink}}" alt="3681893402?profile=RESIZE_710x" width="473" height="266" /></a></span></p><p><span style="font-size:18pt;"><strong>Race: Argonian (Vampire Lord)</strong></span></p><p><span style="font-weight:400;">Argonians confer the following benefits with Imperious:</span></p><p><span style="font-weight:400;">Amphibious: Become better at sneaking for 60 seconds and move faster for 180 seconds after swimming.</span><span style="font-weight:400;"><br /> </span><span style="font-weight:400;">Histborn: Rapidly regenerate Health, Magicka or Stamina when any are below 20%.</span><span style="font-weight:400;"><br /> </span><span style="font-weight:400;">Marsh Dweller: Swim twice as fast and breathe underwater.</span><span style="font-weight:400;"><br /> </span><span style="font-weight:400;">Unlockable: Loot 4 underwater chests to unlock...</span><span style="font-weight:400;"><br /> </span><span style="font-weight:400;">Caustic Spit: once a day, spit a corrosive jet that reduces armor and magic resistance.</span></p><p><span style="font-weight:400;">Being an Argonian fits the idea of this build because of the aesthetic alone. However, it gets better with Imperious, as not only do you become even more of a water creature, the daily power fits this build perfectly, and Histborn is a great emergency power, allowing you to go for a more risky playstyle.</span></p><p><span style="font-size:18pt;"><strong>Standing Stone: Atronach</strong></span></p><p><span style="font-weight:400;">Corrupted Arcana: Magicka does not regenerate. Each death within 50 feet restores Magicka equal to 25 times their level.</span></p><p><span style="font-weight:400;">Oblivion Bound: If you have Magicka remaining, spells are 25% more effective and cost 50% less Magicka.</span></p><p><span style="font-weight:400;">Finding all of the standing stones gives you...</span></p><p><span style="font-weight:400;">Devour from Within: 1/day - Paralyzes a living target, absorbing 50 Magicka for 10 seconds. When depleted, absorbs Health instead</span></p><p><span style="font-weight:400;">You may want to start off with the Lover’s Stone (Which is what I did) to unenchant some gear for later and to avoid losing Chaceito early in the game when he’s at his weakest. After gaining some levels however, you should go to claim the atronach stone, and for good reason. This makes the already powerful blood and disease spells absolutely terrifying with the extra spell effectiveness and the reduced spell cost will pair extremely well with our enchantments. It also heavily fits the role-play, it emphasizes how not only is Chaceito cursed, but he is also like a leech as he lashes it out against others.</span></p><p><span style="font-size:14pt;"><strong>Stat Distribution: 3M/2H/1S every </strong><strong>six levels</strong></span></p><p><span style="font-weight:400;">Magicka is extremely important due to the fact you can’t naturally regen any or gain any via potions. Not to mention you’ll be able to replenish health and (later) stamina with restoration. Health is important because you sometimes have to get up close and personal if you either run out of magicka or want to activate perks like Spellblade. Stamina isn’t that important, but it is still needed for basically the same reason as health.</span></p><p><span style="font-weight:400;"><a href="{{#staticFileLink}}3681898897,RESIZE_1200x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681898897,RESIZE_710x{{/staticFileLink}}" alt="3681898897?profile=RESIZE_710x" width="479" height="401" /></a></span></p><p><span style="font-size:18pt;"><strong>Powers:</strong></span></p><p><span style="font-size:14pt;"><strong>Shouts:</strong></span></p><p><span style="font-weight:400;">Chaceito is the dragonborn, and not only does this give him a massive ego boost, it also allows him to weaken his enemies further. Once chaceito is through with this world, it’ll wish he didn’t kill Alduin.</span></p><p><span style="font-weight:400;">Marked for Death: A curse to defenses, need I say more?</span></p><p><span style="font-weight:400;">Drain Vitality: A curse to vital energies, need I say more?</span></p><p><span style="font-weight:400;">Soul Tear: A great tool for crowd control, soul trapping and overwhelming reinforcements.</span></p><p><span style="font-weight:400;">Become Ethereal: Allows you to set up spells and lets eye of the storm do its thing.</span></p><p><span style="font-size:14pt;"><strong>Vampirism:</strong></span></p><p><span style="font-weight:400;">Chaceito was already a deadly opponent before succumbing to undeath. Now, embracing the curse of unlife as a nightwalker, he became drastically more powerful, studying and learning about his vampiric state. Due to this, he has gained a monumental boost in both power and pride. With his powers and abilities, he will become a much deadlier mage and become the force of torment and misery he had dreamed of. Vampirism is an essential part of this build is not only going to be using Blood Magic, Chalice of Tears, and Blood Revel it also increases our deity’s favor (get to that in a minute) it also greatly fits the roleplaying as not only does it emphasize the cursing and leeching aspects of Chaceito, it also fits in with his constant quest for power and domination.</span></p><p><span style="font-size:12pt;"><strong>Active Powers:</strong></span></p><p><span style="font-weight:400;">Blood Revel: Increase attack and spell effectiveness at the cost of activating Wassail.</span></p><p><span style="font-weight:400;">Vampire’s Seduction: Hypnotize someone for a time allowing you to feed or later drain from them.</span></p><p><span style="font-weight:400;">Flaywind: Direct bats to drain someone’s health for a time, making the victim flee out of fear and counting as a feed if the victim dies during the ability's lifespan.</span></p><p><span style="font-weight:400;">Lamae’s Pyre: A blood fire hurricane that devastates anyone inside besides you that must be reactivated through feeding.</span></p><p><span style="font-weight:400;">Vampire Lord: We all know what this is… </span></p><p><span style="font-size:12pt;"><strong>Passive Powers:</strong></span></p><p><span style="font-weight:400;">Fortitude: As long as you are sated, when your health reaches zero, you get back up after a few seconds with full health.</span></p><p><span style="font-weight:400;">Jeweled Scales: While and shortly after swimming, you are protected from the sunlight.</span></p><p><span style="font-weight:400;">Harvest Moon: Draining victims gives you a free blood potion.</span></p><p><span style="font-weight:400;">Vicissitude: Hemomancy spells other than Blood Seed do more damage to a target with Blood Seed.</span></p><p><span style="font-weight:400;">Dance with the Beast: Every time Wassail or Blood Revel activate your damage output is doubled while damage input is halved.</span></p><p><span style="font-weight:400;">King Among Kine: Permanently gain all the active powers you get when you starve yourself</span></p><p><span style="font-weight:400;">Potence: Direct attack damage boost that doubles when sated.</span></p><p><span style="font-weight:400;">Tooth and Claw: More attack damage against someone affected by any hemomancy spell. </span></p><p><span style="font-weight:400;">Daywalker: Basically Chaceito finally decided to put on sunscreen. Your mortal form gains immunity to all sunlight damage that doesn’t outright hurt or kill you.</span></p><p><span style="font-size:18pt;"><strong>Deity: Molag Bal</strong></span></p><p><strong><a href="{{#staticFileLink}}3681897800,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681897800,RESIZE_710x{{/staticFileLink}}" alt="3681897800?profile=RESIZE_710x" width="320" height="180" /></a></strong></p><p><em><span style="font-weight:400;">“Slay people who stand in your way. Trap souls in my name. Live as a vampire and never seek a cure. Those skilled in Destruction are most deserving of my favor.”</span></em></p><p><span style="font-weight:400;">Shrine blessing: Fortify Destruction: Destruction spells cost 10% less to cast.</span></p><p><span style="font-weight:400;">Follower: Eye of the Storm: Absorbs X Magicka and Stamina per second (based on favor with Molag Bal) from nearby enemies in combat.</span></p><p><span style="font-weight:400;">Devotee: Dragged to Oblivion: Activate a person in combat to banish them to Coldharbour. Pray to request the items. Costs 15% favor</span></p><p><span style="font-weight:400;">Eye of the Storm is the main reason we are taking this, as it allows for you to risk yourself in the front lines to get you to recharge your magicka. Can’t cast your bound sword, well just stand next to a guy as you dodge his attacks and wait. It helps with both the magic and spellblade aspects of Chaceito while also keeping up with the cursebearer aspect. Fortify Destruction is also nice as a shrine blessing and Dragged to Oblivion is crazy powerful as long as you have the favor to attempt it.</span></p><p><span style="font-size:14pt;"><strong>Major Skills: Restoration, Conjuration, Alteration</strong></span></p><p><span style="font-size:14pt;"><strong>Minor Skills: One-Handed, Enchanting, Destruction</strong></span></p><p><span style="font-size:18pt;"><strong>Equipment:</strong></span></p><p><span style="font-weight:400;">The ring of Erudite (because of course) and enchanted robes will do just fine. Although there is the Mentor’s Ring in the Rings of Old that offers extra magicka at the cost of magicka regen, and since we won't be regenerating magicka it's basically a direct upgrade. However if you don't want to or can't get the mod, there's still the ring of Erudite so it's not required. For the robes, I went with the bloody Ragged Trousers and Footwraps which can be found at Volkihar Castle close to the “cattle”. Combined with a copper onyx circlet and Black mage Handwraps (From Black Mage Armor respectively) and a bone hawk amulet for that outcast look and feel. However, this is just my preference, since he just wears self-enchanted robes. Get creative, I’m some guy on a computer, not your mom.</span></p><p><span style="font-weight:400;"><a href="{{#staticFileLink}}3681903431,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681903431,RESIZE_710x{{/staticFileLink}}" alt="3681903431?profile=RESIZE_710x" width="529" height="331" /></a></span></p><p><span style="font-size:18pt;"><strong>Spells:</strong></span></p><p><span style="font-size:14pt;"><strong>Conjuration: </strong></span><span style="font-weight:400;">Raise Zombie spells, Bound Sword, Soul Trap, Atronach Mark, Consuming Power</span></p><p><span style="font-size:14pt;"><strong>Destruction: </strong></span><span style="font-weight:400;">Blood Seed, Blood Brand, Blood Garden, Blood Scourge, Blood Ankh, Profaned Sun, Borrowed Time, Curtain Call</span></p><p><span style="font-size:14pt;"><strong>Restoration: </strong></span><span style="font-weight:400;">Self Healing Spells, Ward Spells, Lamb of Mara, Leech Seed, Necroplague, Mystic Winds, Finger of Death, Horrid Wilting, Blood Boil, Decompose, Nature’s Balance, Circle of Death, </span>God Form, King’s Heart, Life’s Finale, Putrefy, Death Cloud, Carrion Wind</p><p><span style="font-size:14pt;"><strong>Alteration: </strong></span><span style="font-weight:400;">Flesh Spells, Ocato’s Recital (Optional), Wither, Undermine, Battletide, Malviser's Gauntlet, Sotha's Maelstrom, Thrumming Stone</span></p><p><span style="font-weight:400;">You can also use other spells not on this list like Thundering Hooves or Milestones if you want, these are just the essential spells and the ones you should focus on getting.</span></p><p><span style="font-size:18pt;"><strong>Enchanting:</strong></span></p><p><span style="font-weight:400;">Figuring out what to enchant Chaceito with was hard, as this was the first time I was using Summermyst throughout a whole playthrough. I did this because I was intrigued by the armor enchantments that debuff or “curse” the enemies around you. Unfortunately, during my playthrough, I found many of the enchantments I wanted Chaceito to have were too rare for me to obtain. I was forced to rethink my enchanting strategy, so this is what I came up with. Note this is just my own preference, and if you were lucky enough to find a better enchantment or you just flat out don’t like this, feel free to change up what you want, this is just an optional guide.</span></p><p><span style="font-weight:400;">Head Slot: Fortify Destruction and Restoration/ Necklace Slot: Amplify Destruction and Restoration/ Chest Slot: Area Magic Resist Drain and Siphon Health/ Hand Slot: Fortify One-Handed and Magic Find/ Feet Slot: Resist Fire and Increase Experience</span></p><p><span style="font-size:18pt;"><strong>Perks:</strong></span></p><p><strong><a href="{{#staticFileLink}}3681843221,RESIZE_1200x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681843221,RESIZE_710x{{/staticFileLink}}" alt="3681843221?profile=RESIZE_710x" width="519" height="346" /></a></strong></p><p><span style="font-size:14pt;"><strong>Alteration: Weaken Their Souls</strong></span></p><p><span style="font-weight:400;">The alteration skill trees provides a surprisingly ample amount of perks that debuff your enemies, so take a wild guess what the cursebearer is going to do with that. Mage armor is also imperative as Chaceito is going to go close range for his bound sword and he needs some form of armor for that. It also starts up the spellblade aspect of Chaceito, as this skill tree has a branch meant specifically for spellblades.</span></p><p><span style="font-size:14pt;"><strong>Destruction: Bleed Them Dry</strong></span></p><p><span style="font-weight:400;">We don't need a lot of perks in this tree, as we will be using blood spells which are mainly upgraded through the Vampire Lord tree. Although it is worth mentioning that blood spells are versatile as crap. They drain health, can be used on any enemy type, do devastating damage, can tear apart humanoids, let you gain vampire lord progression, and enhance your attack damage and blood spell damage when stacked on top of each other. Of course, you’ll need to get all of this by gaining the relevant perks and abilities but it’s still powerful and fits the role-play.</span></p><p><span style="font-size:14pt;"><strong>Enchanting: Power in Rags</strong></span></p><p><span style="font-weight:400;">This skill tree combined with Summermyst drastically helps the build with the curse aspect as Summermyst adds a whole host of enchantments that debuff or “curse” your enemies. Also it helps substantially with magic.</span></p><p><span style="font-size:14pt;"><strong>One-Handed: Merciless Killer</strong></span></p><p><span style="font-weight:400;">Most of our weapon skills are going to be handled by Alteration and Conjuration, but that doesn’t mean you should abandon One-Handed entirely. This is not only a good way to deal with close range targets, but it opens up a second playstyle as a deadly spellblade. Clash of Champions also debuffs your enemy’s attack damage, so just grab that while your at it.</span></p><p><span style="font-size:14pt;"><strong>Restoration: Immortal Corrupter</strong></span></p><p><span style="font-weight:400;">Easily the most important skill on this list, restoration makes sustaining a healthy amount of… well, health a breeze. That’s not all it does though, it also restores your stamina, preventing spell damage, some extra curses. The two most important things from this besides restoring health is disease spells and restoring magicka (even with the Atronach Stone). Necromanticon along with Apocalypse and its plague spells help out with your blood spells to create absolutely devastating combos. Restoration can restore magicka in ways you don’t really realize until you can’t regen magicka normally anymore. From the simple Descending Light, to Warrior’s Flame, Mystic Wind to God Form.</span></p><p><span style="font-size:14pt;"><strong>Conjuration: Dark Spellblade</strong></span></p><p><span style="font-weight:400;">The second most important skill tree and the final piece to Chaceito’s spellblade puzzle. Bound Sword and the bound weapons perk is the first half, it’s actually insane how much awesome perks Ordinator gives bound weapons, and most of them are debuffs so it’s perfect for Chaceito. The other half is necromancy, which is enhanced by destruction and restoration, but we’ll get to that later. Rat King will also help your conjuration drastically with A Plague Upon Thee. I’ll admit, I got this idea from JustJam’s rotting beast build, but I decided to expand on that idea. How did I expand on that idea? Well…</span></p><p><span style="font-size:18pt;"><strong>Special Abilities/Combos:</strong></span></p><p><span style="font-size:14pt;"><strong>Children of the Curse:</strong></span></p><p><strong><a href="{{#staticFileLink}}3681847990,RESIZE_710x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681847990,RESIZE_710x{{/staticFileLink}}" alt="3681847990?profile=RESIZE_710x" width="206" /></a></strong></p><p><span style="font-size:12pt;"><strong>Abilities: Rat King, A Plague Upon Thee, Ravenous Dead, Atronach Mark, Consuming Power, Necroplague, Blood Ankh, Blood Scourge, Blood Brand, Profaned Sun</strong></span></p><p><span style="font-weight:400;">Awww… Chaceito has some pets, oh wait.. they’re undead skeevers… oh wait, he also uses them to spread curses… somehow these pets got a lot less charming. Seriously though, the utility on these skeevers is crazy. You can use exploding blood spells like blood scourge to easily control your blood spell position or you could use consuming power and atronach mark when you reanimate them to make them do some decent damage for a time. Or you can just cast necro plague on them before you reanimate and just leave them to their own devices. It says something when Chaceito’s magic is so powerful that it can turn something seemingly harmless like a skeever into something truly devastating.</span></p><p><span style="font-size:14pt;"><strong>Make Your Own Aetherius:</strong></span></p><p><span style="font-size:12pt;"><strong>Abilities: Corrupted Arcana, Histborn, Descending Light, Warrior’s Flame, Eternal Flame, Eye of the Storm, Mystic Winds, god form</strong></span></p><p><span style="font-weight:400;">When a person becomes a vampire, they are undead and thus, cut off from Aetherius. Chaceito, as usual, adapted to this and found his own way to mimic Aetherius’ magic, spitting in the faces of the divines and thriving. While you can’t regenerate magicka because of the atronach stone, there are still many ways you can regain your magicka besides killing people. Entering combat, standing next to your enemies, sprinting, casting a certain spell, feeding, running low on magicka or even just plain luck can all net you the magicka you need to keep Chaceito’s enemies beneath him. Basically, if you run out of magicka in this build, you're doing something wrong.</span></p><p><span style="font-size:14pt;"><strong>Blade of Coldharbour:</strong></span></p><p><strong><a href="{{#staticFileLink}}3681848397,RESIZE_930x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681848397,RESIZE_710x{{/staticFileLink}}" alt="3681848397?profile=RESIZE_710x" width="325" height="260" /></a></strong></p><p><span style="font-size:12pt;"><strong>Abilities: Bound Sword, Mystic Binding, Soul Raider, Rend from this World, Void Burn, Hollow Binding, Dark Whispers, Spellblade, Energy Roil, Rend Resistances, Tooth and Claw, Potence</strong></span></p><p><span style="font-weight:400;">So… your bound sword rapes people now… appropriate since Chaceito worships Molag Bal. Not to mention all of the vanilla and Summermyst enchantments that would enhance this combo drastically. Both casting a spell with one hand and hitting someone with a sword takes away your enemies’ attack damage, magic resistance and armor while also increasing your own attack damage and armor. Chaceito’s enemies will fall before they even get a fighting chance, which is exactly what he wants.</span></p><p><span style="font-size:14pt;"><strong>Clock’s Ticking…</strong></span></p><p><strong><a href="{{#staticFileLink}}3681848839,RESIZE_710x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681848839,RESIZE_710x{{/staticFileLink}}" alt="3681848839?profile=RESIZE_710x" width="252" height="253" /></a></strong></p><p><span style="font-size:12pt;"><strong>Abilities: Wither, Borrowed Time, Blood Brand, Decompose, </strong></span><span style="font-size:12pt;"><strong>Marked for Death (preferably in that order)</strong></span></p><p><span style="font-weight:400;">Weaken one poor sod (preferably a boss) and make them feel time take its toll on him. See the victim’s health tick slowly as the poor sod hopelessly attacks you only to find his muscles are getting too weak to move, let alone do any meaningful damage to you. Finally, it all ends in one grand finale as the victim explodes with gallons of blood and borrowed time ends its cycle to bring him to a sudden end.</span></p><p><span style="font-size:14pt;"><strong>Cursed Blood Rage</strong></span></p><p><span style="font-size:12pt;"><strong>Abilities: Blood Revel, King Among Kine, Dance with the Beast</strong></span></p><p><span style="font-weight:400;">Chaceito, while studying his vampirism, learned how to not only repress the beast of vampirism, but also control it to his own ends. He has learned to unleash it whenever he wishes to become extremely deadly at the cost of his own health. Thanks to King Among Kine, he can activate Blood Revel anytime and with Dance with the Beast basically adding the power of an Orc’s beserk to Blood Revel. However you need to be careful as this will remove 10 Health, Magicka, and Stamina every time you do this and will stack until you feed again. (and no, blood potions don't count this time, trust me, I tried.)</span></p><p><span style="font-size:14pt;"><strong>Hopeless Hurricane:</strong></span></p><p><span style="font-size:12pt;"><strong>Abilities: Become Ethereal, Mass Paralysis, Lamae's Pyre, </strong></span><span style="font-size:12pt;"><strong>Life's Finale</strong></span></p><p><span style="font-weight:400;">Finally, a use for mass paralysis besides just plain trolling. If you really want to get rid of that pesky army, then this is the power for you. If the blood-fire hurricane doesn't finish them, the disease outbreak will, and if the outbreak doesn't work then well, there's a reason you start by paralysing them.</span></p><p><span style="font-size:14pt;"><strong>The Coldharbour Dragon's Breath:</strong></span></p><p><span style="font-size:12pt;"><strong>Abilities: Marked for Death, Carrion Wind</strong></span></p><p><span style="font-weight:400;">A powerful and easy to use combo that can utterly destroy most nonmechanical enemies. Both the shout and the spell have the same size and trajectory so I just decided "screw it" and joined the two together. The results were satisfying and messy.</span></p><p><span style="font-size:14pt;"><strong>To Become A God:</strong></span></p><p><strong><a href="{{#staticFileLink}}3681852938,RESIZE_930x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681852938,RESIZE_710x{{/staticFileLink}}" alt="3681852938?profile=RESIZE_710x" width="246" height="244" /></a></strong></p><p><span style="font-size:12pt;"><strong>Abilities: God Form, King's Heart, Respite, Dragon hide</strong></span></p><p><span style="font-weight:400;">Chaceito becomes the god he's always dreamed of and becomes extremely powerful for it. His health, stamina, and magicka will constantly regenerate in this form and almost nothing can stop him save for a powerful attack or a large horde of enemies. Be careful though, as this combo takes up a lot of set up time.</span></p><p><span style="font-size:14pt;"><strong>Enraged God of Curses:</strong></span></p><p><span style="font-size:12pt;"><strong>Abilities: Cursed Blood Rage, To Become A God</strong></span></p><p><span style="font-weight:400;">Combining the power of blood revel with the sustainability of To Become A God will spell absolute destruction for all unlucky enough to get in your way. You should note this will still remove 10 from all three stats when activated and not only do you have to set up the latter ability, but also have to be in combat for the former.</span></p><p><span style="font-size:14pt;"><strong>The Curse King's Throne Room:</strong></span></p><p><span style="font-size:12pt;"><strong>Abilities: Warrior's Flame, Ashes to Ashes, Battle Cleric Eternal Flame, Energy Roil, Rend Resistances, Eye of the Storm, </strong><strong>Corrupted Arcana</strong></span></p><p><span style="font-weight:400;">Become a walking, talking curse as those who would dare defy you crumble. Take away your enemy's stamina, magicka, magic resistance and armor and put that into yourself to dominate others.</span></p><p><span style="font-size:18pt;"><strong>Gameplay:</strong></span></p><p><span style="font-weight:400;">Like I said earlier, the main concept I was going for with this build is the creativity and ingenuity of the player, allowing the player to make up countless amounts of combos with the easily stackable spells, powers, and perks. Chaceito has basically two different play styles. He can play as either a mage, using his undead skeevers or other reanimated minions to distract enemies as he pelts disease, curse, and blood spells on them. Or he can play as a spellblade, activate an armor spell and bound sword as your skeevers work as a minor crowd control and keeping a blood or restoration spell in your off-hand. Regardless, you should almost always start a fight with blood garden or blood seed to activate several of your perks on enemies. Blood spells are more powerful when you are spellblading or pairing with other spells. Necromanticon’s disease spells are better for when you are keeping your distance and are better at instant damage of groups. Alteration’s combat spells can allow you to either keep up distance as a mage or to stagger and distract as a spellblade. Conjuration should help with either crowd control or actual help in cutting down enemies. His bound sword combined with his one handed and alteration perks will all intertwine with each other to make a single slash of the sword or a single cast of the blood seed spell. Use all of the stacking curses and spells to tick down at even the most powerful enemy’s health. It’s also important to remember to use your healing spells, as that is the main way Chaceito sustains himself in battle.</span></p><p><span style="font-size:18pt;"><strong>Roleplay:</strong></span></p><p><span style="font-size:14pt;"><strong>Alignment: Neutral Evil</strong></span></p><p><span style="font-size:14pt;"><strong>Personality:</strong></span></p><p><span style="font-weight:400;">Chaceito is a sociopathic, sadistic killer who spares almost no one. The only three exceptions to this are people who have proved themselves useful (Ex: Paarthurnax), people who suffered a similar fate as his childhood (Ex: Cicero), and people who are a little in between the first two (Ex: Serana). His one goal in life is to achieve more power to overcome his curse and one day even cure it. He also wishes to use these powers to exact revenge on all of the people who are mocking him behind his back which in his mind means anyone he doesn’t know or like (He’s not exactly mentally stable). He absolutely hates it when others think they are above him or try to overpower him. He gains an unhealthy amount of joy by watching people’s wills and bones crack under his spells or blades. He is also extremely apathetic, when people threaten to rip him apart or when the world is at stake, he just takes it as another regular Morndas. Once he becomes a vampire, he begins to worship and adore Molag Bal, as they both share a desire to dominate and corrupt. Chaceito also has a bit of hubris at the start of his journey in skyrim, but as he gains more power, it will slowly inflate until his hubris becomes massive to the point where he begins to see himself as a truly divine god among vermin. When in combat he is ferocious and brutal, holding back no punches and making his enemies suffer.</span></p><p><span style="font-size:14pt;"><strong>Quests:</strong></span></p><p><span style="font-weight:400;font-size:14pt;">Alternate Start:</span></p><p><em><span style="font-weight:400;">“After I had myself some fun in Blackmarsh, I decided that I needed to advance my magic, so I used the remainder of my parent’s wealth to book a ship to Skyrim for the college of winterhold. Unfortunately, the ship I got on was trading with the East Empire Company, so I had to start my way in Solitude.”</span></em></p><p><span style="font-weight:400;">-Chaceito explaining why and where he first ended up in Skyrim.</span></p><p><span style="font-weight:400;">Chaceito’s malevolent journey begins in Solitude as he treks his way to Winterhold. His journey to the college of Winterhold gives Chaceito a head start by allowing him to gain several levels and several chances to buy spell tomes from court wizards.</span></p><p><span style="font-weight:400;font-size:14pt;">The Black Star:</span></p><p><em><span style="font-weight:400;">“After all, why not? Why shouldn't I keep it?”</span></em></p><p><span style="font-weight:400;">-Chaceito shortly after corrupting Azura’s Star.</span></p><p><span style="font-weight:400;">As Chaceito treks his way to Winterhold for its college, he encounters the Shrine of Azura where he’s told he has been chosen as Azura’s champion. He plays along for the most part, but due to a distrust in Azura and general greediness and pride, he corrupts the star for his own uses.</span></p><p><span style="font-weight:400;"><a href="{{#staticFileLink}}3681906218,original{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681906218,RESIZE_710x{{/staticFileLink}}" alt="3681906218?profile=RESIZE_710x" width="206" height="291" /></a></span></p><p><span style="font-weight:400;font-size:14pt;">College of Winterhold:</span></p><p><em><span style="font-weight:400;">“Chaceito? Ah yes, he’s one of the students here. Such a gifted mind although he is a bit grim at times.”</span></em></p><p><span style="font-weight:400;">-Tolfdir</span></p><p><span style="font-weight:400;">After that whole ordeal with Azura, Chaceito is finally ready to join the College of Winterhold. He'll start with the tour and the lessons and maybe go to Saarthal (optional), but will soon have other things of greater concern on his mind, like this new Dawnguard he keeps hearing about…</span></p><p><span style="font-weight:400;font-size:14pt;">Dawnguard:</span></p><p><em><span style="font-weight:400;">“At first, I was skeptical, what with him covered in rags and his meager frame, but then I saw it. That fire in his eyes, in his soul, showed great power and potential just waiting to be released. That's when I knew he was perfect for my gift.”</span></em></p><p><span style="font-weight:400;">-Lord Harkon explaining to Garan why he embraced Chaceito.</span></p><p><span style="font-weight:400;">Chaceito heard of the Dawnguard and due to the fact he couldn't handle the vampires’ hubris, he joined the Dawnguard and went to Dimhollow Crypt. When he meets Serana, he makes an exception for her as she isn't as prideful as other vampires. This, and seeing Serana fight, shows him the power of the vampire firsthand, and it makes him wonder what would happen if he became one of them. This curiosity turns into action when Lord Harkon shows off his Vampire Lord form to him, and he accepts his gift. He gets the bloodstone chalice for him and then is given a formal greeting into his court.</span></p><p><span style="font-weight:400;font-size:14pt;">A New Curse:</span></p><p><em><span style="font-weight:400;">“This feeling… to be immortal, to prey and stalk others like a predator is… intoxicating.”</span></em></p><p><span style="font-weight:400;">-Chaceito describing what it feels like to be a vampire.</span></p><p><span style="font-weight:400;">Chaceito now has two curses taking hold of his body, and as with the first one, he will study and train with vampirism to become stronger. However, unlike his first curse, he has much more appreciation for vampirism. When he had his first taste of blood, he instantly began to adore the irresistible sweet and savoury taste. Not to mention the surge of power, the rush of ecstasy and adrenaline, and the feeling of domination. He was hopelessly addicted and in a twisted love. He will explore his new curse, advancing its potency by both embracing his new found thirst and doing the labor the other vampires are too cowardly to do themselves.</span></p><p><span style="font-weight:400;">(Complete the Blue Blood and Solimer while also gaining the necessary Vampire Lord perks. This is also a good time to do things like activate the Atronach Stone, find all of the standing stones, etc.)</span></p><p><span style="font-weight:400;font-size:14pt;">The Dark Brotherhood:</span></p><p><span style="font-weight:400;">(Should be done during A New Curse)</span></p><p><em><span style="font-weight:400;">“I don't really care about Sithis or anything, I just REALLY want to kill people.”</span></em></p><p><span style="font-weight:400;">-Chaceito</span></p><p><span style="font-weight:400;">While on his journey of advancing his vampirism, he will hear of a troubled boy calling for the Dark Brotherhood in Windhelm repeatedly. He is intrigued, as the Brotherhood was taking a long time to answer his pleas. He decides to have some fun and take matters into his own hands. After all, if they didn't answer the Black Sacrament, what were they going to do to him? His question was answered soon enough as he woke up in a strange shack. He slaughtered all of the hostages, impressing the Brotherhood leader with his unwavering brutality. He gladly joins the Dark Brotherhood and starts killing for them almost right away, giving him the chance for a few extra snacks.</span></p><p><span style="font-weight:400;">(Starting the Dark Brotherhood quest allows you to find some easy necks to drain, and you can't really finish Blue Blood without feeding on Astrid.)</span></p><p><span style="font-weight:400;font-size:14pt;">Becoming the Listener:</span></p><p><em><span style="font-weight:400;">“So you're telling me that this corpse will keep on leading me to more and more people to kill? *excited screeching”</span></em></p><p><span style="font-weight:400;">-Chaceito</span></p><p><span style="font-weight:400;">After exploring his vampirism Chaceito will continue with the Dark Brotherhood questline until finished. Whether he spares Cicero or not is up to you, maybe he empathizes with the loneliness and disgrace he felt or maybe he's just really thirsty for jester blood. Although there is no doubt in my mind he would kill any optional targets like Nilsine.</span></p><p><span style="font-weight:400;font-size:14pt;">Main Questline:</span></p><p><em><span style="font-weight:400;">“I AM UNSTOPPABLE NOW! NOT EVEN THE MIGHTY DRAGONS CAN DREAM OF OPPOSING ME!”</span></em></p><p><span style="font-weight:400;">-Chaceito’s overreaction shortly after killing Mirmulnir</span></p><p><span style="font-weight:400;">While doing work for either the Volkihar Clan or the Dark Brotherhood, Chaceito notices a large black creature fly off from Helgen. That couldn’t be a dragon of legend… could it? Turns out it is, and on his way to find out what has been going on, he finds Hadvar and rescues him, less out of actual care and more out of desperation for answers. He then goes off to Whiterun to tell them about the dragons in hopes of a reward, and gain the dragon stone for the same reason plus with the potential to learn more about the dragons. He decides to help kill Mirmulnir for Whiterun because he feels like killing a dragon would please Molag Bal. He goes to the greybeards solely to fulfill his lust for power by honing his voice. He stops the main questline when Delphine tries to drag him into killing a dragon, as not only is he impatient, but also because he doesn’t really appreciate Delphine’s superiority complex. The only reason he doesn’t kill her outright is because she proved herself useful by giving him the horn which he promptly returns to the Greybeards to be recognized formerly as dragonborn.</span></p><p><span style="font-weight:400;font-size:14pt;">Back to Volkihar Castle:</span></p><p><em><span style="font-weight:400;">"Ha! How'd ya like that Harkon?! Half breed degenerate my scaly rump!"</span></em></p><p><span style="font-weight:400;">-Chaceito</span></p><p><span style="font-weight:400;"><a href="{{#staticFileLink}}3681869026,RESIZE_1200x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681869026,RESIZE_710x{{/staticFileLink}}" alt="3681869026?profile=RESIZE_710x" width="291" height="349" /></a></span></p><p><span style="font-weight:400;">After that whole dragon ordeal, Chaceito decides to go back to Lord Harkon, who tells him to find a moth priest for the elder scroll. From there he continues to go through the Dawnguard questline until it's conclusion. Also, in case you're wondering, since it does pop up during this questline, yes Chaceito is cool with being Hermaous Mora's Champion despite his devotion to Molag Bal. However he is still loyal to Molag Bal first, Herma second.</span></p><p><span style="font-weight:400;font-size:14pt;">The World Eater:</span></p><p><em><span style="font-weight:400;">“If anyone is going to dominate this world, it’s going to be me.”</span></em></p><p><span style="font-weight:400;">-Chaceito</span></p><p><span style="font-weight:400;">When he becomes Lord of Volkihar Castle, Chaceito will finally get going with the main questline, despite his growing hatred towards Delphine's arrogance (must have a nice view on that glass castle, Chaceito.) So he goes on to defeat Alduin with the sole reason being he's living on the planet Alduin is trying to destroy. And this is your choice, but we all know you're going to spare Paarthurnax so Chaceito spares him to spite Delphine and because Parthy proved himself useful.</span></p><p><span style="font-weight:400;font-size:14pt;">Becoming Arch Mage:</span></p><p><em><span style="font-weight:400;">“Ok. so they just let me be Arch Mage after this, even though they know nothing about me? Cool.”</span></em></p><p><span style="font-weight:400;">-Chaceito</span></p><p><span style="font-weight:400;">You know that moment you just killed the emperor, began to rule some vampires and destroyed the World Eater only to realize that you still have school? Yeah, Chaceito went through exactly that. At this point in his journey, he will finish the College of Winterhold questline, became the Arch Mage and prove once and for all that the College should REALLY do a background check on its students.</span></p><p><span style="font-weight:400;font-size:14pt;">Dragonborn:</span></p><p><em><span style="font-weight:400;">“AAAAAAAAAAAAAHHHHHHHHHHH!”</span></em></p><p><span style="font-weight:400;">-Chaceito’s reaction to Miraak stealing a dragon soul from him.</span></p><p><span style="font-weight:400;">After becoming Arch Mage, a group of cultist have found and tried to kill Chaceito, so he investigates by going to Solsteim. When he goes there, he learns of Miraak and how he was trying to return. Knowing this Miraak was responsible for the assassination attempt, Chaceito wants to get some old school revenge and kill him for his troubles. He is even further agitated by Miraak when Chaceito finds him and Miraak just kicks him out like it's nothing and starts stealing his dragon souls. Needless to say, Chaceito is having none of this, but he also starts to question if he is really as powerful as he thinks he is, hurting his ego. However those questions are soon snubbed out when Chaceito gets the power to ride a dragon and shortly after killing Miraak.</span></p><p><span style="font-weight:400;font-size:14pt;">An Unending Thirst:</span></p><p><em><span style="font-weight:400;">“Life is just so lackluster when you run out of people to use your godly power on, so that’s why I’m still doing this adventuring crap.”</span></em></p><p><span style="font-weight:400;">-Chaceito</span></p><p><span style="font-weight:400;">Chaceito is finally done with all of the crap that was trying to destroy/rule the world (besides himself of course) but finds that he actually likes going on adventures like that and also adores the power he gets afterwards, so he will continue to search for power and remind the people of Skyrim and Solsthiem who they should really fear. He will continue the Dark Brotherhood, Greybeard and Volkihar Castle radiant quests. He will also decide to help Neloth in his endeavors since he is helping him find more black books and other secrets of magic and therefore more power and also finds him quite amusing to have around. So Chaceito gets the power he desires and Neloth gets a mildly reluctant helper, so it's a win-win situation for them both.</span></p><p><span style="font-weight:400;">(Find all of he black books. Also, if you want to play Chaceito in any modded quests or questlines, now's the perfect time.)</span></p><p><span style="font-weight:400;font-size:14pt;">Thirst for blood and power (Ongoing):</span></p><p><em><span style="font-weight:400;">“I need more power so that one day everyone will know the pain that I had to endure to get here.”</span></em></p><p><span style="font-weight:400;">-Chaceito</span></p><p><span style="font-weight:400;">As you progress through Chaceito’s playthrough, be sure to occasionally do a radiant quest whether it be for the Volkihar Court or the Dark Brotherhood or just finding a shout the Greybeards lead you to. Chaceito does these quests so he has an excuse and a reason for causing more torment and pain across skyrim, and the reason he’s looking for shouts is to satisfy his hunger for power. Make sure you find the Marked for Death and Drain Vitality shouts as those are most important to his build.</span></p><p><span style="font-size:14pt;"><strong>Difficulty Modifiers (Optional):</strong></span></p><p><span style="font-weight:400;font-size:12pt;">Curse of Wrath:</span></p><p><span style="font-weight:400;">If you think this build is a bit too overpowered or lackluster, then boy do I have a challenge for you. Your mission, should you choose to accept it is, once you're a vampire, use Blood Revel every (or every other) time you can and every time you enter combat and take King Among Kine as your first progression power. This adds a whole new challenge to the build as it forces you to quickly find a neck to feed on shortly after a dungeon crawl or raid. Hope you like Blood Knight and Vampire's Seduction or else your rage will slowly wither you away, until you are no more.</span></p><p><span style="font-weight:400;font-size:12pt;">Crippling Curse:</span></p><p><span style="font-weight:400;">Right after entering Skyrim, Chaceito’s curse had a relapse and is now as powerful as when he first got it. Thanks to his discipline he can still move and run normally but now he is too weak to wield a sword, let alone take a hit. Your stat distribution changes into 2M/1H/0S every three levels, you cannot take any one-handed perks or spellblade perks from alteration and you can never wield a weapon or wear any armour, as both are too heavy for you. This forces you to become much more of a glass cannon and rely solely on magic to get things done.</span></p><p><span style="font-weight:400;font-size:12pt;">Molag Bal’s Embrace:</span></p><p><span style="font-weight:400;">Chaceito can feel the whispers of Coldharbour and Molag Bal corrupt him more and more as his devotion to him grows stronger. While he does love the corruption’s grasp on him, it forces him to commit heinous crimes. After you become a vampire, you must murder one friendly NPC every in-game week. Dark Brotherhood contracts and city guard do not count towards your weekly quota. You can however "bank" kills by killing multiple friendlies in a week. This forces you to get rid of NPCs that might be useful later on or even merchants. It might also help you with "A New Curse" as it opens you to more opportunities to drain people.</span></p><p><span style="font-weight:400;"><a href="{{#staticFileLink}}3681854459,RESIZE_710x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3681854459,RESIZE_710x{{/staticFileLink}}" alt="3681854459?profile=RESIZE_710x" width="458" height="497" /></a></span></p><p><span style="font-size:18pt;"><strong>Closing Thoughts:</strong></span></p><p><span style="font-weight:400;">This build took an extremely long time to make and perfect, so I’m glad I found a contest to use it on. Seriously though, this build went through the ringer so many times it’s actually crazy; Chaceito was actually supposed to have pickpocketing as a skill once. That is why I hope you enjoy what I came up with here and that I didn’t screw up my first official skyrim build terribly. I hope you found this as entertaining as I did when I started this and hope you have a nice day.</span></p><p><span style="font-weight:400;">Edit: Changed Title/Subtitle Font sizes and fixed a few bugs with the spacing.</span></p></div>Contest Build: The Nightlordhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/contest-build-the-nightlord2019-10-26T17:31:39.000Z2019-10-26T17:31:39.000ZDewalthttps://TheSkyForge.ning.com/members/Dewalt<div><p style="text-align:center;"><span style="text-decoration:underline;font-size:18pt;"><strong>The Nightlord</strong></span></p>
<p><img src="https://static.comicvine.com/uploads/original/10/106762/4726829-7041648718-29137.jpg" alt="Image result for vampire nightlord" /></p>
<p>DESCRIPTION: The Nightlord is a master of deception and blood magic, able to blend into human society with ease. He goes to great lengths to stay amoung the shadows and conceal his identity through powerful illusion magics. But when the mask falls off he assumes his terrifying true form. </p>
<p>So I noticed hardly any build here takes advantage of the vampire lord form. I aim to fill that void while challenging myself to try out a pure mage of sorts. Now, I must preface that this build is a major departure from how I'd typically play Skyrim. As such this build may have difficulty tackling anything above say Expert difficulty. The premise of this build is very simple. In human form you will stay back relying on followers (slaves) to do your bidding, all the while buffing them with illusion magic<br /><br /> Vampire Nightblades tend to prefer non-combat resolutions to better blend in, staying close to their food sources living amongst the many cities and towns of the Imperial Empire. Very unlike your typical vampire who's main goal is terror and imprisonment of humanity while hiding in cold forgotten caves and ruins.<br /><br /> When left with no choice or when out adventuring for personal gain the Vampire Nightblade falls back on sword and spell to quickly despatch their foes. They are masters with destruction magics and extremely talented swordsmen able to fight at any distances. This alongside their vampiric abilities make them a very deadly advisary to face.<br /><br /> RACE: Imperial Vampire. </p>
<p>STATS: 2 M; 2H; 0S</p>
<p>STONE: Lord Stone<br /><br /> SHOUTS: Throw Voice, Aura Whisper, Disarm, Become Ethereal, Mark for Death, Elemental Fury, Bend Will</p>
<p>PERKS: </p>
<ul><li>SMITHING: Right side of skill tree all the way to Dragon Smithing</li>
<li>ENCHANTING: ALL Perks</li>
<li>ALTERATION: Novice - Master Alteration, Stability, Magic Resistance, Atronach</li>
<li>CONJURATION: Novice - Master Alteration, Necromancy, Dark Souls, Twin Souls</li>
<li>ILLUSION: ALL Perks</li>
<li>VAMPIRE LORD: ALL Perks</li>
</ul><p><br /> PLAYSTYLE: Invest in Smithing and Enchanting to get your follower the best gear possible. I recommend a sword and shield follower like Lydia or any of the hired mercs. Typically combat will begin by letting your follower advance first. Support them with Illusion spells like Rally and Courage and also debuff your enemies with Marked for Death, Frenzy, Paralysis and Rout. If things look dicey for your follower or youre running out of magicka, assume the vampire lord form. </p>
<p> </p>
<p> </p></div>Character Build: The Beast of Anequinahttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-beast-of-anequina2019-06-19T14:59:42.000Z2019-06-19T14:59:42.000ZDr. Long-Chapperhttps://TheSkyForge.ning.com/members/TheLongChapper<div><p>Hey A while ago, Dragonborn1921 started this brilliant series of minibuilds that focused on one perked skill. His first build in that series was <a href="http://tamrielvault.com/groups/topic/view/group_id/3/topic_id/8793" target="_blank">The Pure Alchemist</a>, a build that focused on and perked only the skills found in the Alchemy tree. It was a great little build, creative and inventive, but nothing more was done in the series. </p><p>Until Deebs and I had a nice, long PM chat where I expressed interest in continuing the series along with him. He graciously agreed and I decided that for my first venture in the series, I would tackle the rather challening Heavy Armor tree. In the beginning, I only knew I would make a Khajiit, and that he would punch.</p><p>But then he became something more. A chat with Paws revealed that my instincts to work with Namira in this build hinted at the concept of a Dro-m'Athra. Then the name Darloc Brae was mentioned, I did some research, and the build then took shape. There are other Dro-m'Athra builds, but again, if you know me by now, I reduce things to their essence. Minimization. Now imagine... Imagine a khajiit warlord of the first era, popular among his fellow rulers. Hungry for power. Imagine that that hunger for power "bends" him in such a way that he embraces the the third moon, the shadow moon, becomming a shade of his former self. Then imagine that hunger for power turning into a thirst, a thirst for blood, turning the Shade of Darloc Brae into... </p><p><a href="{{#staticFileLink}}3179893120,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3179893120,RESIZE_710x{{/staticFileLink}}" alt="3179893120?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><span style="color:#800000;"><strong><em>"The moons shine brightly at night. But where the bright pale light shines, the darkness is that much deeper. As the people, as the Khajiit live in the light, so things live in the dark. These are the Dro-m'Athra." -Ezreba of the Second Era</em></strong></span></p><p style="text-align:center;"><a href="{{#staticFileLink}}3016124672,RESIZE_930x{{/staticFileLink}}"><img src="{{#staticFileLink}}3016124672,RESIZE_710x{{/staticFileLink}}" alt="3016124672?profile=RESIZE_710x" width="64" height="68" /></a></p><p><em><a href="{{#staticFileLink}}3016119356,RESIZE_710x{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}3016119356,RESIZE_710x{{/staticFileLink}}" alt="3016119356?profile=RESIZE_710x" width="472" height="567" /></a>The land, the land, from the Strid to the Larsius, and all in between was mine. My golden cats laid conquest, with sharpness of tooth, fierceness of claw, taken brazenly from the rivals who were not given form by Azurah. Their bows nothing to us. Their forms torn apart with our bare paws rampaging. But it was not enough for me. </em></p><p><em>I was Anequina. I was its Beast. I was the deserts, the sands, the water, the life. I was Dune, Rimmen and all in between. The golden beast with golden claw and golden mask, respected of Emperors and war chiefs throughout all of Dawn's Beauty. But I wanted more, hungered for more. What the sun and my people could not give me, moon and shadow did, and I embraced the Great Darkness, the shadow of Lorkhaj in a pact for power. My gold became black, my light became dark. </em></p><p><em>And my straight became bent. I waited, sleeping under Namira's great shadow, a shade of myself, under the third moon for eternity, of eternity. I slept until ancient prophesy blew in the desert's northern winds, raped my dreams with the metallic smell of blood and the promise of darkness eternal. Visions of hidden feast, rusty mace, clan of frozen wastes. A new army of darkness from the storm cloak of the winter bear. A new dawn for conquest, a black dawn.</em></p><p><em>All for me. </em></p><p><em>I then emerged from Namira's great shadow to find this promise. Took the body form again, of that of the golden beast. Donned my mask, hid my true nature. The phophesy's promise came from the Northern winds, so North, I, Darloc Brae, the golden cat, go. Desert turned to jungle turned to mountains of ice, but I pressed on, traveling at night, only at night, the Great Darkness guiding me to the promise.</em></p><p><em>All for me...</em></p><p><strong>Mods</strong>: Because of stability reasons, I tend to build using SSE, so I will offer mod suggestions based on that. Morrowloot <a href="https://www.nexusmods.com/skyrimspecialedition/mods/3058/?" target="_blank">Ultimate</a> or <a href="https://www.nexusmods.com/skyrimspecialedition/mods/2295/?" target="_blank">Simplified</a>. These mods alter the leveled lists to make end game items rare and actually plants throughout the world artifacts from Morrowind, Oblivion, and other special weapons and armor. I also did not want a typical Khajiit look for Darloc Brae, so I used several mods to alter his appearance including <a href="https://www.nexusmods.com/skyrimspecialedition/mods/1979/?" target="_blank">Beast Races Reshaper</a> (adds digitigrade feet and alters the Khajiit to have more powerful arms chest as befits a race who utilizes claw attacks), <a href="https://www.nexusmods.com/skyrimspecialedition/mods/1180/?" target="_blank">Warpaints and Skins Plus</a>, and <a href="https://www.nexusmods.com/skyrimspecialedition/mods/1519/?" target="_blank">Khajiit Eyes Extended</a> (I opted for the amber eyes, but with an interesting glow effect to simulate is unnirnly, Dro-m'athra appearence). <a href="https://www.nexusmods.com/skyrimspecialedition/mods/4341/?" target="_blank">Moonpath to Elsweyr</a> was installed for roleplaying as was <a href="https://www.nexusmods.com/skyrimspecialedition/mods/324/?" target="_blank">Castle Volkihar Rebuilt</a>. The Beast of Anequina's home may have originally been Elsweyr, but his new Kingdom is Skyrim. Finally, <a href="https://www.nexusmods.com/skyrimspecialedition/mods/6369/?" target="_blank">Cloaks of Skyrim</a> adds numerous enchanted cloaks to the game, which are rather interesting and what I used will be discussed in his gear choices. </p><p><strong><a href="{{#staticFileLink}}3016154162,RESIZE_710x{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}3016154162,RESIZE_710x{{/staticFileLink}}" alt="3016154162?profile=RESIZE_710x" width="416" height="442" /></a>Difficulty</strong>: Tested on Expert. For me, it is the most balanced of the difficulties. You could push it to Master if you are careful in the early game and have a supply of health potions.</p><p><strong>Race</strong>: Khajiit, then Khajiit vampire once Darloc Brae joins the Volkihar. </p><p><strong>Stats</strong>: All into health until you acquire the Ring of the Beast, then the rest into Stamina. I ended up with roughly 363 health (the temporary after-effects of the Ring of Namira, and the Ring of the Beast), 160 stamina, and 150 magicka by level 18.</p><p><strong>Stone</strong>: The Steed Stone until the Conditioning perk is taken, then Atronach for the extra survivalbility as a starved vampire and the boost to magicka. Though The Ritual is also a fine choice. I found myself going between the two, especially for the largescale battles, literally turning the Civil war battles into Armies of Darkness. Because, the build never really makes use of the Matching set, you can opt for the Aetherial crown, if you wanted both the benefits of the Atronach and Ritual stone. </p><p><strong>Blessings</strong>: Talos. The ties to Lorkhaj, Namira, and that old corpse moon were too much to ignore. Corrupted, this Bent Cat goes to Lorkhaj for blessing. </p><p><strong>Strengths:</strong> Unperked vampire lord, Stage IV Vampirism, Disease Resistance, Poison Resistance, Summon Durnehviir, Embrace the Shadows, Vampire Seduction, Vampire's Servant, Blood of the Ancients, Champion of Namira, 80% Frost Resist.</p><p><strong>Weaknesses</strong>: Stage IV Vampirism: 50% weakness to fire, -100% all stat regeneration when out in the sun, -60 points to all stats when out in the sun. And with magicka not being leveled up and stamina only in later levels, this becomes dangerous when Darloc Brae ventures out the Shadow of the Great Darkness. </p><p><strong>Shouts:</strong> Become Ethereal, Disarm, Whirlwind Sprint, Marked for Death, Drain Vitality, Frost Breath, Soul Tear. I didn't touch the Dragonborn dlc, but Dragon Aspect is certainly an interesting option if you want to continue Darloc Brae's adventures. Because of the low endgame level, only about 1-2 words for each shout were needed, and level-capped shouts like Dismay and Disarm were used with gusto. Usually these shouts become obsolete for a typical endgame scenario. </p><p><strong>Spells</strong>: Vampiric drain, boosted by Blood of the Ancients. </p><p><a href="{{#staticFileLink}}3016177628,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3016177628,RESIZE_710x{{/staticFileLink}}" alt="3016177628?profile=RESIZE_710x" width="475" height="127" /></a></p><p><strong><a href="{{#staticFileLink}}3016183908,RESIZE_710x{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}3016183908,RESIZE_710x{{/staticFileLink}}" alt="3016183908?profile=RESIZE_710x" width="526" /></a>Gear:</strong> Presented itself with several options.</p><p><span style="color:#800000;"><strong>Vanilla Option</strong></span> - Steel plate everything except the Helm of Yngol. You will get the best punching power that you can get (from level 1, if you take on a Nord woman's challenge at the Bannered Mare and embrace Darloc Brae's ruthlessness from the moment you leave Helgen). The drawback is that you will lose the effectiveness of the Matching Set Perk, unless you change to a steelplate helmet. You then both lose the aesthetic that the Helm of Yngol gives and its rare enchantment.</p><p><strong><span style="color:#800000;">DLC Option</span></strong> - Azhidal's Armor. This is a tall, tall order for a Level 18 build as Azhidal is no joke, being a level 60 dragon priest that does primarily fire damage and The Beast of Anequina plays as a Stage IV Vampire. This, however will give you the Matching Set perk as Helm of Yngol does indeed match up with Azhidal's armor. The retribution perk for the cuirass is a great fit for Darloc Brae, though the other enchantments, not so much. I did not opt for this as I had already played through Unearthed for <a href="https://tamrielvault.com/groups/topic/view/group_id/3/topic_id/8514" target="_blank">The Outsider</a>. </p><p><strong><span style="color:#800000;">Modded Option</span></strong> - Morrowloot hand places into the game pieces of Daedric gear in the following locations. Bthardamz, Black Reach, The Chill (Winterhold Prison), and the shrine of Mehrunes Dagon. This will give you a matching set of Daedric gear, fitting for a servant of two Daedric lords, and the highest amount of punching power Darloc Brae can get. </p><p>In the end, I opted for a combination of gear and did not benefit from the Matching Set perk. I used Daedric gauntlets and the Cuirass, Iron boots of Dwindling Flames (40% Fire resistance), and the Helm of Yngol (30% Frost Resistance). Without crafting, the AR will be around 405 for the above gear. Not at the armor cap, but the armor cap is really not needed for this build. </p><p><strong>Ring of Namira</strong>: +50 to Stamina when equipped and when you feed off a corpse you get an additional 50 points of health and faster health regeneration for five minutes. Useful for a Vampire to regenerate health and I used this in conjuction with the next ring.</p><p><strong>Ring of the Beast</strong>: Acquired through the Rings of Blood Magic quest given by the Volkihar Clan, this ring gives a powerful +100 to health and a +20 to claw damage, whether you are in Vampire Lord form or not. As you will read in the gameplay section, this was the turning point in The Beast of Anequina's gameplay.</p><p><strong>Amulet of Talos</strong>: Rather than opt for fire resistance, I opted for a boost to shout cooldown by another 20%.</p><p><strong>Mantle of the Greybeards</strong>: From the mod cloaks of Skyrim, it gives another 20% to shout cooldown, giving me 60% total without glitches. I will say that 40% from the Blessing and the Amulet is plenty, but I rather enjoyed using shouts in this build and it allowed me to opt out of the need to acquire more resistance to fire. </p><p><strong>Weapons</strong>: Auri-El's bow, but not for combat. Explained in further detail later. </p><p><strong>Other equipment:</strong> Staff of the Revenant, which gives Darloc Brae the ability to reanimate a dead body to fight for him. One can be found near the dragon mound on the way to Morthal, along the snowy path to the right, just after you pass Fort Snowhawk. I thought it added a nice touch to call upon the decaying dead to fight for a servant of Namira. </p><p><strong>Skills:</strong> Heavy Armor and only Heavy armor, which will take you to level 18 when it reaches 100. I had some extra skill point increases because of quest requirements. Two skill point increases in speech, one in One-handed due to the nature of House of Horrors, and a few in Enchanting to recharge staves. I had about 5 perk points left over after perking all of Heavy Armor. The only perk that I considered wasted was Matching set, but Reflect Blows is too much fun to leave alone. </p><p><a href="{{#staticFileLink}}3016186879,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3016186879,RESIZE_710x{{/staticFileLink}}" alt="3016186879?profile=RESIZE_710x" width="939" height="634" /></a></p><p style="text-align:center;"><em><span style="color:#800000;"><strong>"Among the night's children, a dread lord will rise. In an age of strife, when dragons return to the realm of men, darkness will mingle with light and the night and day will be as one." </strong></span></em></p><p style="text-align:center;"><span style="color:#800000;"><strong><em>- Dexion Evicus, thrall of Darloc Brae, the Beast of Anequina.</em></strong></span></p><p style="text-align:left;"><span style="color:#800000;"><strong><em><a href="{{#staticFileLink}}3016124672,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3016124672,RESIZE_710x{{/staticFileLink}}" alt="3016124672?profile=RESIZE_710x" width="79" height="84" /></a></em></strong></span><strong>Followers</strong>: Eola in early levels and then Serana once she becomes available. I had <a href="https://www.nexusmods.com/skyrimspecialedition/mods/7096/?" target="_blank">My Home is Your Home</a> installed, so I left Eola in Castle Volkihar, as it is appropriate that Darloc Brae's minion would be near the Champion of Namira. Both are solid mages, both give Darloc Brae flexibility in combat, both are devoted to darkness. Eola uses a bow, which gives Brae the necessary ranged attack he will lack at early levels. Serana's spells are more powerful and she fits better with Darloc Brae's roleplaying. </p><p><strong><a href="{{#staticFileLink}}3016202273,RESIZE_710x{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}3016202273,RESIZE_710x{{/staticFileLink}}" alt="3016202273?profile=RESIZE_710x" width="491" /></a></strong></p><p><strong>Gameplay</strong>: A potent combination of punching, feasting upon the dead, shouts, reanimating, and unperked Vampire Lord when things became tough, which really didn't happen much. Once vampirism is acquired, the toughest enemies are fire-based mages and dragons. The strategy for most encounters is simple; use - Darloc Brae doesn't rely, he uses - your follower to provide ranged attacks, either with archery or spells, while you use a shout (Marked for Death, Drain Vitality, and Soul Tear in endgame) to weaken the opponent so you can then get up close to unleash your claws. Become Ethereal was used effectively to close the distance between Darloc Brae and an enemy. Disarm was another favorite choice when I simply wanted the match up to be unfair. A Dawnguard with a crossbow is a formidable opponent, but without his crossbow? He is no match for the fury of the Beast's claws. </p><p>Speaking of claws... For a typical unarmed build that we find, there is often a heavy investment in Enchanting, to use the Gloves of the Pugilist's special enchantment and the Restoration loop to acquire high levels of damage in addition to Fists of Steel, the Ring of the Beast, and other tools. This, however, involves a substantial measure of grinding, something I wanted to avoid with The Beast of Anequina, since he is purely a one-skill build and I personally don't like spending half my gameplay gathering supplies and bent over an enchanting table. This is not Darloc Brae. He is a conqueror, a dark warrior of Namira and later Molag Bal, bent on subjugating Skyrim under a shroud of Tyranny and Sun's end. Due to the low level cap and moderate difficulty level, this is possible, with some dramatic results. His maximum unarmed damage was the following...</p><p>10 points base claw damage + 12 point Khajiit passive + 18 points for Fists of Steel (wearing Daedric gauntlets) + 20 points from the Ring of the Beast =</p><p>60 points total for each strike. In addition, Potions of True shot also boost unarmed damage for some reason, which is great. The potion boosts it by 20% and the draught boosts it by 30%, giving him 72 and 78 points per strike for a limited amount of time. I roleplayed it as boosts of power, blessings granted by Namira through his Dro-m'Athra status. Blessings granted by Molag Bal for demonstrating his superiority to the Volkihar Clan. With such power and the aid of his minions, there was little that stood in his way. Hardest to overcome were any fire-based enemy due to his weakness to the element, however, with the high AR and damage output relative to his low level, even these enemies could not stand up to his fury. </p><p><strong>Quests and Roleplay:</strong> I saw his time in Skyrim as a progression towards a goal. His <em>is</em> Darloc Brae from the moment he escapes Helgen and kills Uthgerd the Unbroken, uncompromising in his hunger for power and domination and his quest choices and roleplay reflect this, and his binding to both Namira and Molag Bal. Traveling only by night, foregoing mortal food, searching madly for the Promise.</p><p><span style="color:#800000;"><strong><a href="{{#staticFileLink}}3016212419,RESIZE_710x{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}3016212419,RESIZE_710x{{/staticFileLink}}" alt="3016212419?profile=RESIZE_710x" width="268" /></a>Taste of Death:</strong></span> Reconnect with the Prince of Decay and become her champion. This was done with delicious abandon as early as possible.</p><p><strong><span style="color:#800000;">House of Horrors:</span></strong> I used this quest, as a way for Darloc Brae to be first exposed to Molag Bal. This would peek his curiosity, as a creature who also likes domination, to pursue the power further when Dawnguard came knocking. I then gave the mace to Serana. </p><p><span style="color:#800000;"><strong>Mainquest:</strong></span> In his quest for power, he unleashes his inner Dragonborn and the implications of a Dragonborn's association with Lorkhan, which is significant in the idea of serving and becoming part of this "third moon", becoming the Shadow of Darkness, and the Namira/Lorkhaj connection. However, you only need to pursue it as far as the Greybeards. If you feel like playing further, you can, but wait until after you complete the Civil War. Once Darloc Brae has become master of his new snow-covered domain, he will want to oust all of his remaining competition: including Alduin and Miraak. He was bloodthirsty in his quest for dragon souls, often seeking out dragons in their lairs to increase his power. </p><p><span style="color:#800000;"><strong>Dawnguard:</strong></span> This is The Beast of Anequina's most important questline and crucial to him achieving his goal. I've done Dawnguard countless times and usually I side with the Dawnguard. This time, I fully embraced siding with the Volkihar without remorse, as I thought it would extremely interesting for Darloc Brae, known as a golden cat, to fully embrace this darkness, this shadow world, to the point of recreating this "Great Darkness" in Tamriel through the use of the Blood-curse Arrows. Goals are the Ring of the Beast, Auri-El's Bow and ousting out Lord Harkon to take your place as the Lord of the Volkihar. </p><p> </p><p style="text-align:center;"><span style="color:#800000;"><strong><em>"When we see the sun tainted by blood and the shadows of night encroach, we know, we know, he is coming. Ulfric's new weapon. A savage creatue of tooth and claw. A creature of Shadow and blackness, bringing with him the stench of decay, the drive for domination, his Coldharbour woman in tow, a demon whore who bleeds for him. The Beast, The Beast of Anequina, comes, with his army of darkness. And Skyrim trembles in fear, the people falling to their knees. How long will it be before the weapon turns on its master? Ulfric, what have you done in your quest for power? You have failed us..."</em></strong></span></p><p style="text-align:center;"><span style="color:#800000;"><strong><em> - Farengar Secret-Fire</em></strong></span></p><p><span style="color:#800000;"><strong>Civil War:</strong></span> I always enjoy the Civil War questline, despite its lack of detail, I still enjoy it for the sheer body count alone. You just get to kill shit with abandon. This time, it was done with a twist. Now that he had command over the sun, I enacted the prophesy, coating Tamriel in darkness to fuel Darloc Brae's campaign for Ulfric Stormcloak. Because the nature of the predominant enemy (soldiers), I also did away with the Atronach stone crutch and opted for the Ritual Stone, turning fallen Stormcloaks and Imperial soldiers into Darloc Brae's army of darkness. Bent on conquest. Ulfric may think he'll be king, but Darloc Brae is the true ruler of Skyrim now. </p><p><span style="color:#800000;"><strong>Optional Quests:</strong></span> Moonpath to Elsweyr. He, at this point, has conquered Skyrim, why not expand into his former Homeland? Lost to the Ages is also an option if you want to harnass both the Atronach Stone and the Ritual Stone. His AR will take a hit, so the decision is up to you. </p><p><a href="{{#staticFileLink}}3016124672,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3016124672,RESIZE_710x{{/staticFileLink}}" alt="3016124672?profile=RESIZE_710x" width="75" height="80" /></a> Well, there you have it, my first build in the continuation of Dragonborn1921's wonderful Pure Builds Series and my submission for the Halloween 17 Event. Would love to thank Phil, Karver, and Teineeva for being my usual sounding boards and also extend thanks to The Postman who kept me encouraged with his comments and the general enthusiam of people looking forward to this build. A special thanks to Dragonborn1921 for allowing me to carry on with his vision. I hope I did not disappoint. Next on the list for Pure Builds for me is Illusion. Picture it... non sneak Illusion and... The Skull of Corruption. </p><p><a href="{{#staticFileLink}}3016170871,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3016170871,RESIZE_710x{{/staticFileLink}}" alt="3016170871?profile=RESIZE_710x" width="710" /></a></p><p> </p><p> <a href="{{#staticFileLink}}3016216227,RESIZE_930x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3016216227,RESIZE_710x{{/staticFileLink}}" alt="3016216227?profile=RESIZE_710x" width="494" height="119" /></a></p></div>Contest Build: The Anglerhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/contest-build-the-angler2019-06-12T08:18:37.000Z2019-06-12T08:18:37.000ZDocPGBhttps://TheSkyForge.ning.com/members/DocPGB<div><p>The tales of the infamous brigands and buccaneers of Tamriel all follow the same trend: A rise to infamy from the dark underground, a brief reign of theft and terror, followed by an unceremonious death. Be it the <a href="https://theskyforge.ning.com/groups/tes-character-building/forum/event-build-terror-of-the-tides" target="_blank">Red Bramman</a> or Skorvild, the consequences of their atrocities always seems to catch up to them, be it at the hands of lawkeepers, or by the blade of the adventurer who happened to wander into the right place. The true veterans of the cut-throat and cut-purse inclination are those whose names would never be put on paper or parchment. With that, I present the build starring Skyrim’s most successful offshore offender who falls under everyone’s radar. Overlook not…</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}2891674603,RESIZE_710x{{/staticFileLink}}" alt="2891674603?profile=RESIZE_710x" width="700" /></p>
<p><span style="text-decoration:underline;">Race:</span> <strong>Nord.</strong> Apart from being one of the more prevalent seafaring races, their Frost resistance is invaluable in Skyirm and their daily power is a great free get-outta-jail card. Redguards and Argonians are also excellent choices, and Bretons are the go-to race for most Legendary-difficulty builds.</p>
<p><span style="text-decoration:underline;">Archetype:</span> Honest Laborer in civilization, Bloodthirsty Barbarian and Buccaneer in the wilds.</p>
<p><span style="text-decoration:underline;">Skills:</span> Two-Handed, Block, Enchanting, Lockpicking<br /><br /><span style="text-decoration:underline;">Stats:</span> A decent balance between health and stamina, around <strong>2:1</strong>. Do not invest in Magicka.<br /><br /><span style="text-decoration:underline;">Standing Stone:</span> The <strong>Lord</strong> Stone is a great choice for the modest defenses it provides. The <strong>Atronach</strong> is just a stupidly powerful stone that I tend to avoid, since it renders mages harmless with minimal drawbacks, but this might be necessary at higher difficulties. Start with one of the 3 guardian stones outside Helgen and switch over to another stone at higher levels.</p>
<p><span style="text-decoration:underline;">Essential Mods</span>: <strong>Ordinator</strong> w/ perk points and Thief skill rebalance, <strong>Drop That Bear Trap</strong>,<strong> Heavy Armory, No Killmoves-No Killcams-No Killbites </strong></p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}2891690582,RESIZE_710x{{/staticFileLink}}" alt="2891690582?profile=RESIZE_710x" width="700" /></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}3014891267,RESIZE_710x{{/staticFileLink}}" alt="3014891267?profile=RESIZE_710x" width="710" /></p>
<p style="text-align:left;">Born around 4E 160 in Dawnstar, the Angler was born a seaman's son and possessed natural affinity to magic. His passion for learning and talents as an enchanter earned him admission into the College of Winterhold. There, he honed his arcane skills, and made a living offering his enchanting services at rates affordable to the common man.</p>
<p style="text-align:left;">However, like many others of his trade, the events of The Oblivion Crisis, The Great Collapse, and finally the Aldmeri conquest robbed those with arcane talents of their place in Nord society. The Angler was ostracized by his own customer base, and since the wealthy prefered premium enchanting services over his budget alternative, the Angler was left jobless. He tried his hand at the mercenary trade, where he suffered crippling injuries and was left to die.</p>
<p style="text-align:left;">Penniless, hungry and desperate, the Angler turned to a life of crime, robbing traveling nobles alongside other brigands. Though he swore not to kill, it was a mere inevitability in his line of work, and soon his passion for magic was replaced with a craving for coin and slaughter. After he had amassed enough wealth, he swiftly disposed of any other highwayman who knew his face and donned the persona of an honest fisherman, trading his catches in settlements while murdering and plundering in the waters and wilderness. </p>
<p style="text-align:center;">-------</p>
<p>The Angler is an unimposing fisherman in the eye of the public, and a bloodthirsty brigand when out of sight. He is not concerned with infamy and reverence, the downfall of his predecessors, and instead strives to spill as much blood and pilfer as much gold as possible while exerting minimal effort and drawing minimal attention. Thanks to a leg injury from his youth, his abilities in stealth are greatly diminished, but for one who hides in plain sight, the handicap is not a concern.</p>
<p>To look the part, the Angler also uses tools modified to fit both of his trades, such that he draws as little attention as a lumberjack with an axe or a farmer with a sickle. But make no mistake; his oar cuts through flesh rather than waves, his fishing rod reels in unsuspecting deckhands, and his snares neutralize unwary pursuers in the dark, narrow passages of ships. The Angler’s disguise is completed by a set of simple clothes befitting a humble fisherman, enchanted to fit his needs, and a small filleting knife.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}2891706896,RESIZE_710x{{/staticFileLink}}" alt="2891706896?profile=RESIZE_710x" width="700" /></p>
<p>Sorry vanilla players, but this is a build that relies greatly on the content introduced in the Ordinator perk overhaul. That said, some of the tools used by the Angler (read The Fishing Rod) are powerful enough that build is viable at Master or even Legendary difficulty in vanilla Skyrim, even if that would detract from the assortment of deaths the Angler can inflict.</p>
<p><span style="text-decoration:underline;"><strong>Skills</strong></span></p>
<p style="text-align:center;"><span style="text-decoration:underline;"><strong><img class="align-center" src="{{#staticFileLink}}3013079188,RESIZE_710x{{/staticFileLink}}" alt="3013079188?profile=RESIZE_710x" width="550" /></strong></span></p>
<p style="text-align:left;"><span style="font-size:8pt;">*I used the Ordinator mod add-on that grants 1 extra perk point when a skill reaches level 50, 75 and 100. Raising 4 skills to level 100 pulls the character up to level 37 and gives us 36 perks points plus a bonus 12. My perk spread contains 45 points, so 3 will be left over.</span></p>
<p><strong>Block</strong> and <strong>Two-handed</strong> are the skills which enable melee combat. Bleed like a Dog and the long range of two-handed weapons let us play the attrition game, while blocking keeps us alive. Once the foe’s health falls below 30%, Execute lets us swiftly end their misery. The other perks allow us to stagger enemies for prolonged durations, better evade attacks and perform nifty power attacks.</p>
<p><strong>Lockpick</strong> is a fun skill that earns us big bucks, which can be spent on potions and trinkets, or to pay off the guards. Ordinator revamps Bear traps by letting us carry and use them for combat, along with perks which add utility on top of the damage. In combination with The Fishing Rod and Power Bash, we can keep the foe atop the trap for bonus damage. Game of Fate is an odd perk which incentivizes exploring all of Skyrim’s treacherous dungeons, which isn’t the easy bounty the Angler would usually seek.</p>
<p><strong>Enchanting</strong> is the ever-useful support skill that allows us to shore up our defenses and bolster outgoing damage. Charge Tap and Staff Channeler provide sustainable recovery on the field and in battle. Apparel Enchantments are also very useful on a character toting minimal armor rating.</p>
<p><span style="text-decoration:underline;"><strong>Weapons</strong></span></p>
<p><span style="text-decoration:underline;"><img class="align-left" src="{{#staticFileLink}}2885423113,RESIZE_180x180{{/staticFileLink}}" alt="2885423113?profile=RESIZE_180x180" width="33" height="146" /></span></p>
<p> </p>
<p><span style="text-decoration:underline;">The Oar:</span> Dwarven Halberd with Absorb Stamina (1 point) + Enchantment of choice</p>
<p>Although it’s the Angler’s basic weapon, it’s nothing to sneeze at. With a potent enchantment that lets us stagger-lock enemies, one can say that this is a two-handed Windshear of sorts. The true power of The Oar arises from the decent Stagger value (which determines how often foes will stagger when hit with a power attack), long reach and use of Battleaxe perks, letting us play the attrition game. The second enchantment is up to you: Shock Damage is resisted by few foes and cripples mages, Chaos damage can inflict a lot of (or very little) damage and Absorb Health keeps us alive. This enchantment becomes 50% more powerful when delivered with a power attack with Thunderstruck.</p>
<p> </p>
<p><span style="text-decoration:underline;"><img class="align-left" src="{{#staticFileLink}}2885574028,RESIZE_180x180{{/staticFileLink}}" alt="2885574028?profile=RESIZE_180x180" width="50" /></span></p>
<p><span style="text-decoration:underline;">The Fishing Rod:</span> Staff of Sparks/Storm Wall + Vampiric Grip</p>
<p>As the Angler’s signature weapon, the Fishing Rod "reels in" distant enemies and "trips up" nearby threats. This is downright broken in most 1-versus-1 fights. However, enemies are rarely alone, and this is the Angler’s premier method to even the odds. The ability to ragdoll and reposition enemies is invaluable in a land full of unforgiving terrain, and even when used indoors, it can take powerful foes out of the fight long enough that the Angler may finish off the small fry. <a href="https://gamefaqs.gamespot.com/boards/615803-the-elder-scrolls-v-skyrim/65618600" target="_blank">Here's</a> a guide for getting Vampiric Grip in Human Form.</p>
<p> </p>
<p><span style="text-decoration:underline;"><img class="align-left" src="{{#staticFileLink}}2885760260,RESIZE_180x180{{/staticFileLink}}" alt="2885760260?profile=RESIZE_180x180" width="80" height="127" />Hunting Jaws:</span> Bear Traps x 3</p>
<p>Now this is a cool Ordinator concept I fell in love with. The new branch in the Lockpicking tree lets us obtain and use bear traps present in the vanilla game and also upgrades them. At 100 Lockpicking, each of the 3 traps deals 200 damage, decreases armor by 1000 points (that’s not a typo) for 5 seconds, staggers and inflicts a chosen debuff, while automatically re-arming every 2.5 seconds. This is only made more absurdly powerful when combined with the disabling effects of The Oar and The Fishing Rod. The only drawbacks here are the tedium in deploying the traps (Drop That Bear Trap fixes this) and the risk of stepping on your own trap (Bear traps have no friendly-fire, so tread with caution).</p>
<p> </p>
<p><span style="text-decoration:underline;">Fillet blade:</span> Knife with Fiery Soul Trap for 10 seconds. Just a side-arm used for chip damage and soul harvesting.</p>
<p><span style="text-decoration:underline;">Salt-crusted Clothes:</span> Enchanted set of clothing, boots, gloves, ring, necklace and hat (the bandana-looking one, ID 330B3). Useful enchantments include Resist Magic/Fire, Fortify Two-Handed, Fortify Health, Regenerate Magicka, Fortify Lockpicking and Waterbreathing.Simple clothes meant for an honest fisherman, these are part of the Angler’s disguise and bolster his offensive abilities.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}2915034052,RESIZE_710x{{/staticFileLink}}" alt="2915034052?profile=RESIZE_710x" width="700" /></p>
<p style="text-align:left;">When it comes to needless life-taking, the Angler is king. No traveler or vagabond who crosses the Angler in the wilderness would live to tell the tale. When he’s not quenching his bloodthirst, the Angler would occupy himself with the delicate art of breaking into people’s houses and lining his pockets with their valuables. Daytime larceny is the crime of choice, since residents leave their houses for work and allow the Angler to walk in, crack open their vaults and abscond with their valuables without the need for too much hurry or secrecy.</p>
<p>While the Dawnguard questine is started to obtain Vampiric Grip, I decided to abandon the questline entirely and cured Vampirism to avoid the sunlight penalty (it doesn't remove Vampiric Grip if it has already been obtained through the glitch, but if you somehow lose grip again, you won't be able to get it back). As a proud, lone wolf, the Angler probably wouldn't join guilds or submit to becoming someone’s thrall, although he is not entirely above doing so temporarily for personal benfits. You can completely ignore most of the questlines in the game (or indulge in them briefly), and instead simply wander through the land looking for targets, taking in the scenery, discovering unmarked secrets and lopping off heads. </p>
<p><strong><u>Finance</u></strong></p>
<p>While it is impossible to find a fence without affiliating with the Thieves’ guild and leveling Speech, the Angler can clean up stolen goods so that they won’t draw suspicion from the average honest merchant.To do this, simply:</p>
<p>1) Drop all ill-gotten goods into a container you own (e.g. chests in purchased houses)<br /> 2) Instruct a follower to take it out<br /> 3) Take the items from the follower's inventory. Their stolen tag would no longer persist.</p>
<p>The hard part is getting a container under your ownership and the simplest way to do this is to buy a house, preferably near a body of water. Honeyside, Windstad Manor and Riverview Manor all make excellent choices. At a steep price of 5000+ septims, along with the baggage quests preceding the purchase, it’s no walk in the park, but it’s an investment that pays for itself. Once enough coin is amassed, it can be used to buy training, potions, gems and enchanted items. </p>
<p><span style="text-decoration:underline;"><strong>Combat</strong></span></p>
<p>The Angler adapts one of two stances while scattering Bear traps in strategic spots. When used in closed quarters or narrow paths, the environment forces enemies to walk through the traps to get to you, making them extremely effective. In open locations, toss them out and coax foes through the traps. Do note that mages will not pursue you until you are in range for Flames/Frostbite/Sparks, and archers will only chase you once you’ve entered their melee range and do not back away too quickly, so the Bear traps alone are not enough. </p>
<p><img class="align-left" src="{{#staticFileLink}}2885817093,RESIZE_180x180{{/staticFileLink}}" alt="2885817093?profile=RESIZE_180x180" width="115" /></p>
<p> </p>
<p>The Fisher Stance makes use of The Fishing Rod. Depending on the terrain, enemies can be pushed off from a height and killed instantly. In restricted spaces, it can be used to temporarily remove enemies from a fight, or toss them into bear traps. The weakness of this stance is the Angler's small Magicka pool, so focus on removing important targets. Once we’re outta blue juice, it’s time to switch over…</p>
<p> </p>
<p><img class="align-left" src="{{#staticFileLink}}2885799898,RESIZE_180x180{{/staticFileLink}}" alt="2885799898?profile=RESIZE_180x180" width="115" /></p>
<p>The Oarsman Stance makes use of The Oar. Staying at the edge of the enemies’ range, the Angler uses The Oar to rack up damage on enemies, kiting them through the minefield of bear traps. Combinations of Power attacks, Power Bash and Ram’s Head keep single enemies completely still and unable to retaliate. Execute deals tremendous damage against weakened foes, meaning that almost every strong enemy has 30% less health in practice. Decimate and Quick Reflexes work wonders when outnumbered.</p>
<p> </p>
<p>The Angler will frequently use the odd traveller or bandit den to satiate his murderous tendencies, with loot being a peripheral benefit. These foes who lack magical prowess are the Angler’s preferred prey. Melee enemies are the simplest to beat, as they can be blocked and retaliated ad infinitum. Archers are a bit harder to deal with, due to the Angler’s low armor and inability to block arrows, but they are harmless once the distance has been closed. Dwemer constructs are powerful melee opponents, but Quick Reflexes allows their attacks to be easily dodged (constructs like to power attack a lot), and Hotwire is a new Ordinator perk that makes short work of any dwemer constructs if your lockpick game is on point. </p>
<p> Early on, with minimal resistance to magic attacks, the Angler will struggle to take on strong mages and dragons. Later on in the game, a larger health pool and magic resistance (Enchantments, the Lord Stone, Apocalypse-Proof) will make the Angler resilient against magic. Once he’s able to live through the barrage of spells thrown at him, mages are on the menu. Dragons are much more challenging, but they are easy to block and stagger-lock thanks to their slow and telegraphed attacks. As long as the dragon doesn’t have company and isn’t airborne, it is easy prey.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}2891845427,RESIZE_710x{{/staticFileLink}}" alt="2891845427?profile=RESIZE_710x" width="700" /></p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}2914417312,RESIZE_710x{{/staticFileLink}}" alt="2914417312?profile=RESIZE_710x" width="200" /></p>
<p>I wanted to build a pirate who doesn't conform to typical Robert Newton-inspired pirate tropes, and instead took inspiration from real-life seamen who turn to crime in times of hardship. I had wanted to use vampiric grip in a build for the longest time, but it always felt way too overpowered. Restricting the magicka pool and making the main weapon 2-handed not only watered down the absurdity that is Vampiric grip, but also gave rise to two unique stances and a much more interesting playthrough. I also got to play around with the Bear traps in Ordinator, which is probably my favourite new addition after the Cursed Septim.</p>
<p>Many thanks to Curse for hosting the contest, to the other participants for riling each other up, and to you for reading this. Hopefully you'll have as much fun with this build as I did. Cheers!</p></div>Character Build: The Cultist of the Black Worm (Ordinator)https://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-cultist-of-the-black-worm2019-04-21T20:48:34.000Z2019-04-21T20:48:34.000ZSkull-Blackbloodhttps://TheSkyForge.ning.com/members/BlackBlood15532<div><p><span style="font-size:12pt;"> Greetings, sera. Blackblood here, and if you've played Skyrim as much as I have you've likely dabbled in Necromancy at least once or twice in your playthroughs. It's not easy to create a pure necromancer though, but thanks to the perks found in Ordinator I believe I've created one that's at least interesting to play. This build aims to create what I believe to be a tried and true pure necromancer, a mage who dabbles in the dark magic, armed with poison and disease for personal offense. It is my hope that this build will give the player the true feeling of being the master of death and souls, without relying too much on frost spells and the like. And so without further ado, I present...</span></p><p><span style="font-size:12pt;"> </span></p><p><span style="font-size:12pt;"> </span></p><p><span style="font-size:12pt;"> </span></p><p><a href="{{#staticFileLink}}2113682929,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2113682929,RESIZE_710x{{/staticFileLink}}" alt="2113682929?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><span style="font-size:12pt;"><em><a href="https://i.imgur.com/95g1Gd6.jpg" target="_blank"><img class="align-center" src="https://i.imgur.com/95g1Gd6.jpg?profile=RESIZE_710x" alt="95g1Gd6.jpg?profile=RESIZE_710x" width="700" /></a>"The time has come. Our bretheren, the necromancers, vampires, liches and other undead lords, shall rise once again to ply our trade and raise the bodies of the dead in Tamriel. With the Mages Guild all but destroyed, and the world remains reeling from the Great War. Skyrim in particular is ripe with the fresh bodies of fallen soldiers as the Civil War rages. It is there that the Order of the Black Worm will rebuild itself, and once again hold dominion over death.</em></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em>Worry not my acolytes, for Mannimarco still lives as the God of Worms. As the Necromancer's Moon he watches over us, as we profane Arkay's gift and raise legions of undead in his name. He grants us the power to capture the souls of even the most pious of the gods' servants. By his blessing, the world will one day remember the blight that is the Black Worm."</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;"> </p><p style="text-align:center;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}2113851991,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2113851991,RESIZE_710x{{/staticFileLink}}" alt="2113851991?profile=RESIZE_710x" width="710" /></a></em></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em><a href="{{#staticFileLink}}2113855182,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-left" src="{{#staticFileLink}}2113855182,RESIZE_180x180{{/staticFileLink}}" alt="2113855182?profile=RESIZE_180x180" width="100" /></a></em></span></p><p><a href="{{#staticFileLink}}2113855182,RESIZE_710x{{/staticFileLink}}" target="_blank"><img class="align-right" src="{{#staticFileLink}}2113855182,RESIZE_180x180{{/staticFileLink}}" alt="2113855182?profile=RESIZE_180x180" width="100" /></a></p><p style="text-align:center;"><span style="font-size:12pt;"><strong><em>The Order of the Black Worm arose from Mannimarco, the ex-Psijic God of Worms, when he formed his own cult to rival the Mages Guild founded by Vanus Galerion. Thanks to his wisdom and guile, as well as bribery and other influences, they evaded Vanus' attempts to dissolve it, and have been able to thrive up until the Oblivion Crisis. Some of the group's accomplishments include the widespread tolerance of necromancy in certain provinces, as well as the spread of soul trapping.</em></strong></span></p><p style="text-align:center;"><strong><em><span style="font-size:12pt;">The group recruits mages, outcast witches and Reachmen wizards into its ranks, with promices</span><span style="font-size:16px;"> of great power for those who served loyally. Groups of cultists </span><span style="font-size:12pt;">form a series of cells called "Worm Nests", with each being led by a Worm Anchorite who supervised Necromancer Adepts, Worm Warriors, and Worm Thralls, and all are sworn to secrecy on pain of undeath. In the past, Anchorites were able to communicate with Mannimarco directly, though how they did so is not clear. Some cultists may decide to become undead themselves</span><span style="font-size:16px;">, being known as Worm Eremites, and</span><span style="font-size:12pt;"> these liches are always guarded by undead minions.</span></em></strong></p><p style="text-align:center;"><span style="font-size:12pt;"><strong><em>The Order was the eternal foe of the Mages Guild, but with their dissolution following the Oblivion Crisis, the cult is ready to rise once again. Skyrim is the perfect place for a new beginning; the College of Winterhold is tolerant of necromancy, and the rest of Skyrim is too caught up with the Civil War and dragon attacks to focus their attention on our revival.</em></strong></span></p><p> </p><p> </p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}2114260146,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2114260146,RESIZE_710x{{/staticFileLink}}" alt="2114260146?profile=RESIZE_710x" width="710" /></a></span></p><p><span style="font-size:12pt;"><strong><a href="{{#staticFileLink}}2115270274,RESIZE_930x{{/staticFileLink}}" target="_blank"><img class="align-right" src="{{#staticFileLink}}2115270274,RESIZE_710x{{/staticFileLink}}" alt="2115270274?profile=RESIZE_710x" width="400" /></a></strong></span></p><p> <span style="font-size:12pt;"><strong><span style="text-decoration:underline;">:Race:</span><br /> </strong> Bretons are the first natural choice, due to their boost in Conjuration. Imperials have a boost in Restoration, which also makest them a worthy choice. Finally, Dunmer fit aesthetically, giving you a chance to practice that "fithly dark elf necromancy".</span></p><p><span style="font-size:12pt;"><strong><span style="text-decoration:underline;">:Standing Stone:</span><br /> </strong> Start out with The Mage, then once you think your skills are at an acceptable level, exchange it for The Ritual Stone. </span></p><p><span style="font-size:12pt;"><strong><span style="text-decoration:underline;">:Major Skills:</span><br /> </strong> Conjuration, Restoration, Illusion</span></p><p><span style="font-size:12pt;"><span style="text-decoration:underline;"><strong>:Minor Skills:</strong> </span><br /> Enchanting, Alchemy</span></p><p><span style="font-size:12pt;"><span style="text-decoration:underline;"><strong>:Powers and Shouts:</strong></span><br /> Soul Tear, and by extension Summon Durnehviir, are the only shouts you'll need. Other than that and The Ritual Stone, you don't really "need" anything else.</span></p><p><span style="font-size:12pt;"><strong><span style="text-decoration:underline;">:Attribute Spread:</span><br /> </strong> 4 Magicka, 1 Health, and 0 Stamina, until you get to 150 Health, then put the rest into Magicka. </span></p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}2115605666,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2115605666,RESIZE_710x{{/staticFileLink}}" alt="2115605666?profile=RESIZE_710x" width="710" /></a></span></p><p><span style="font-size:12pt;"><span style="font-size:14pt;"><strong>- Conjuration -</strong></span><br /> <em>"A standard skill for any acolyte aiming to raise the dead. The most potent of necromancers are capable of summoning stronger undead, or wielding more potent Skeletons."</em></span></p><p><span style="font-size:12pt;">Necessary to... well to be a necromancer! Includes all the standard buffs to undead minions, as well as perks that boost the number of them you can have at a time. The most important perk in this skill tree is Bone Collector. This perk will let you create skeleton thralls to command in combat.</span></p><p> </p><p><span style="font-size:12pt;"><span style="font-size:14pt;"><strong>- Restoration -</strong></span><br /> <em>"Many use this school of magic to restore, however we have discovered new secrets that allow us to profane that magic, turning it to harm our enemies and heal our thralls."</em></span></p><p><span style="font-size:12pt;">Only two reasons we need Restoration: Heal Undead, and the Necromanticon perk. This perk will give you disease spells, one when you take it, and two more when you hit levels 50 and 75, which are useful to a necromancer since they use a DoT effect, allowing you to cast it on enemies and then sit back as your minions do the rest.</span></p><p> </p><p><span style="font-size:12pt;"><span style="font-size:14pt;"><strong>- Illusion -</strong></span><br /> <em>"Finer mastery of Illusion magic is required to reign control over the dead. With it, our forces will fight with greater fervor and force, protecting us as if we were gods."</em></span></p><p><span style="font-size:12pt;">Master of the Mind lets undead become affected by Commanding Presence, boosting their offensive stats while they surround you. On a somewhat lesser note, the other mind-affecting spells can be quite useful against enemies; the Fury spells can produce bodies for you to raise without having to get your hands dirty, the Courage spell can buff the health of your minions a little, and the Calm and Fear spells can make dealing with multiple enemies less troublesome.</span></p><p> </p><p><span style="font-size:12pt;"><span style="font-size:14pt;"><strong>- Enchanting -</strong></span><br /> <em>"A Worm Cultist must be capable of enchanting their own equipment to improve their magical abilities. They must also be adept at wielding a staff to empower their spells."</em></span></p><p><span style="font-size:12pt;">Staff Channeler lets you gain Enchanting experience while you wield a staff in combat, and Secretkeeper increases the magnitude of your spells by 25% while you've got a staff in your right hand. And then there's enchanted equipment. On top of spell school enchantments we can also boost our health to make up for the lack of focus in that attribute.</span></p><p> </p><p><span style="font-size:12pt;"><span style="font-size:14pt;"><strong>- Alchemy -</strong></span><br /> <em>"Poisons are one of the most efficient methods of killing enemies to raise thralls. These are invaluable to any initiate who has yet to raise his own army."</em></span></p><p><span style="font-size:12pt;">Especially at the start of the game, poisons can help out a great deal with killing enemies. If you can get your hands on some ingredients with the (lingering) damage health or paralysis effects, you'll have a good panic button for tougher enemies, assuming they aren't undead, dragons or automatons. You can either use a dagger for application, or a bow for long range poisoning.</span></p><p> </p><p> </p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}2115653921,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2115653921,RESIZE_710x{{/staticFileLink}}" alt="2115653921?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}903684,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}903684,RESIZE_710x{{/staticFileLink}}" alt="903684?profile=RESIZE_710x" width="700" /></a><em>"</em><em>Stay faithful to the Order of the Black Worm, and in time your loyalty will be rewarded. Soon, He will return to set the world right in due time, and those who would stand in his way will suffer eternally at his hands, just as those who stood opposed before. Until that day, you must believe and be patient. Hide in your caves, in your ruined forts, in your secret lairs. Raise your minions, summon your servants, cast your spells. Answer the call of the Order when you are needed. Watch and listen."</em></span></p><p> </p><p><span style="font-size:12pt;"> You won't be a powerful cultist starting out, and until you start building skeletons and crafting poisons you're going to be a little frail. Before things start to pick up you'll need to rely on a follower or two to get through most situations. Pick up the Healing Hands and Courage spells to not only keep them alive and empowered, but also level your Restoration and Illusion respectively. You should then focus on getting the Bone Collector perk for raising skeletons, enchanting your gear with useful enchantments, and crafting virulent poisons. I recommend paralysis and damage health effects, both of which are found on Human Flesh. You'll also want to find a staff to level Enchanting passively in combat. Start out with an offensive staff, then switch to a Staff of Soul Trapping once you no longer need it, as non-DoT damaging staves just end up hitting your undead minions when you've got too many of them.</span></p><p><span style="font-size:12pt;"> After you've leveled up quite a bit you should be strong enough to continue on without your follower, so feel free to kill him off for materials. When you've got enough skeletons, focus on getting Restoration to 40 for the Necromanticon perk, and training Illusion to 60 for the Master of the Mind perk, which will make your undead minions affected by the Commanding Presence perk. If you're feeling up to becoming a vampire, you can also join the Volkihar Clan to gain access to Heal Undead for your minions. After you've gotten those perks, feel free to shift all your focus to the Conjuration tree to obtain any perks you feel necessary. You can focus on improving your skill in either reanimating undead in battle, or commanding your skeleton army.</span></p><p><span style="font-size:12pt;"> Roleplay-wise, you are a member of the newly resurrected Order of the Black Worm. Though their "master" was killed off at the end of the 3rd Era the group still lives, and is rebuilding itself within Skyrim's blood-soaked province. There is no end to the number of necromancers you will have to compete with, hidden within warlock lairs all across the lands, but these tips will help insure you stand on top:</span></p><p> </p><ul><li><span style="font-size:12pt;">Secure a deserted crypt, ruin or cave that will serve as your "Worm Nest". If you decide to choose a dungeon in the vanilla game, you can prevent it from respawning by returning periodically. Most "cleared" dungeons have a respawn time of 30 in-game days, giving you plenty of time to do so.</span></li><li><span style="font-size:12pt;">Although there may be fresh corpses littering Skyrim's woods and plains, sometimes the best materials can be found on the hapless people who live safely within city walls. Befriending them, then luring them back to your Worm Nest, is a viable method to filling your lair with bodies to be used in either necromantic rituals or making more Skeletons.</span></li><li><span style="font-size:12pt;">Search the holds for other necromancer lairs and attempt to turn them to your side. The dead must all be raised under the banner of the Order, and those that refuse to commit must be purged, for they are a danger to the Worm Cult. Seek to either subjugate or eliminate any undead that similarly resist the conversion as well.</span></li><li><span style="font-size:12pt;">Search the crypts for any artifacts of necromantic value. In particular, the Dragon Priests, ancient liches of the Dragon Cult, held secrets on how to command their Draugr thralls. Perhaps if you find these ancient secrets, you can come that much closer to the God of Worms....</span></li><li><span style="font-size:12pt;">It's not recommended to wander around town with thralls in tow. You need the locals distracted by both the war and dragon attacks, so you'll need to keep a low profile at all times. Wear disguises while in settlements, and don't be afraid to do a few miscellaneous quests to get on the people's good side.</span></li></ul><p> </p><p style="text-align:center;"><span style="font-size:24pt;">Recommended Quests</span></p><p><span style="font-size:12pt;"> If you're still in need of some inspirations, I have a list of recommended quests and dungeons for your dread servant to tackle:</span></p><ul><li><span style="font-size:12pt;"><strong>"Blood on the Ice:<br /> </strong> <em>You've tracked the last known location of the Necromancer's Amulet, an artifact worn by Mannimarco himself, to Windhelm, where a series of brutal murders have taken place. You immediately notice the shoddy necromantic harvesting on the bodies, and surmise that whomever killed this woman may have some connection to the amulet.</em></span></li><li><span style="font-size:12pt;"><strong>"The Man Who Cried Wolf"</strong> and "<strong>The Wolf Queen Awakened"<br /> </strong> <em>The necromancers within Wolfskull Cave are planning to revive Potema Septim the Wolf Queen, a powerful necromancer from the 3rd Era. If she could be subjugated, she would prove a powerful ally. Otherwise, she cannot be allowed to become a potential rival and threat to our operations...</em></span></li><li><span style="font-size:12pt;"><strong>"The College of Winterhold Questline"<br /> </strong> <em>Just as the God of Worms once sought to overthrow the Mages Guild centuries ago, so to can you seek to gain control of one of the most powerful gathering of mages. Having access to potential initiates, as well as the secrets and knowledge held within the college, will most certainly serve the Order well.</em></span></li><li><span style="font-size:12pt;"><strong>"The Black Star"<br /> </strong> <em>Azura's Star, the legendary artifact of a Daedric Prince, is a soul gem that can only hold white souls, and the soul within can be expended without the artifact breaking, but when corrupted through dark magic, the star is capable of trapping black souls, making it a valuable tool for any necromancer to wield.</em></span></li><li><span style="font-size:12pt;"><strong>"Ancestral Worship"<br /> </strong> <em>Yet another necromancer defiles a nordic burial site, Hillgrund's Tomb. As with all unaffiliated necromancers in Skyrim, either recruit them or slay them. Those that raise the dead must be united under the banner of the God of Worms, or face undeath. The nord Golldir and his dead aunt may also serve as materials for rituals.</em></span></li><li><span style="font-size:12pt;"><strong>"The Pale Lady"<br /> </strong> <em>Legends speak of a cursed Wispmother, sealed away within Frostmere Crypt, that guards a powerful weapon known as the Pale Blade. Such a ghostly weapon would do well in the hands of a necromancer's raised thrall.</em></span></li></ul><p> </p><p> </p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}2115658596,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2115658596,RESIZE_710x{{/staticFileLink}}" alt="2115658596?profile=RESIZE_710x" width="710" /></a></span></p><p style="text-align:center;"> </p><p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}2116361114,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2116361114,RESIZE_180x180{{/staticFileLink}}" alt="2116361114?profile=RESIZE_180x180" width="146" /></a><span style="font-size:14pt;"><strong>Ruler of the Dead</strong></span><br /> <span style="text-decoration:underline;">Master of the Mind + Commanding Presence + Crown of the False King+ Undead Crown</span><br /> <em>"Expert necromancers are capable of wielding their undead minions with greater efficiency. All those under their influence are known to be more powerful than the average reanimated minion, hitting harder and being harder to kill."</em></span></p><p style="text-align:left;"><span style="font-size:12pt;">Commanding Presence and Undead Crown are constant effects that make your minions just that much more difficult to kill. Crown of the False King allows Commanding Presence to give your minions 80 points of armor and 20% magic resistance, while Undead Crown restores 10 points of their health and magicka per second while they're within 15 feet. These perks combined insure your undead stick around for far longer than without.</span></p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"><span style="font-size:12pt;"><a href="{{#staticFileLink}}2116366981,RESIZE_180x180{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2116366981,RESIZE_180x180{{/staticFileLink}}" alt="2116366981?profile=RESIZE_180x180" width="146" /></a><span style="font-size:14pt;"><strong>Malignant Command</strong></span><br /> <span style="text-decoration:underline;">Skeleton Mages (2) + Plague Doctor + Amplify Lethality</span><br /> <em>"Worm Cultists with a greater affinity with poison and virulence can empower their Skeleton Mages with poison magic. The most unlucky of foes will find themselves the target of the cultist's power, making them more vulnerable to their toxicity."</em></span></p><p style="text-align:left;"><span style="font-size:12pt;">Taking the 2nd perk of Skeleton Mages lets you make variants with poison magic, which can be made more deadly thanks to Restoration and Alchemy. The Plague Doctor perk weakens the poison resistance of nearby enemies by 50%. You can also use Amplify Lethality to make an enemy even more vulnerable. This perk gives you a Greater Power that reduces the poison resistance of a target by 250% for 10 seconds. Combined with Plague Doctor, your enemy will be four times more vulnerable to poison for a short while, long enough for your mages to purge them.</span></p><p> </p><p> </p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}2115660951,RESIZE_1200x{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2115660951,RESIZE_710x{{/staticFileLink}}" alt="2115660951?profile=RESIZE_710x" width="710" /></a></span></p><p><span style="font-size:12pt;"> Have some Recommended Mods:</span></p><p><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/9645" target="_blank">Black Mage Armor</a> - An excellent armor/robe mod for any dark or evil character, including necromancers.</span></p><p><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/64382/" target="_blank">Undead Servants</a> - Because why do the mining yourself? Why not have your undead slaves do it instead?</span></p><p><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/78266/" target="_blank">Clean up your Corpses</a> - Pick up and relocate bodies. the Fleshsaw also makes getting Human Flesh easier.</span></p><p><span style="font-size:12pt;"><a href="https://www.nexusmods.com/skyrim/mods/40607" target="_blank">Undeath</a> and <a href="https://www.nexusmods.com/skyrim/mods/60783" target="_blank">Immersive Lichdom</a> - Becoming a Lich? What self-respecting Worm Cultist would refuse?</span></p><p> </p><p> </p><p> </p><p><span style="font-size:12pt;"> Thanks for reading up to this point. I had a blast putting this build together, and I do enjoy a good necromancer playthrough as well, even though this was like, my 3rd playthrough. Hope you enjoyed this build to the end, and I'll see you at the next one!</span></p><p> </p><p> </p><p><span style="font-size:12pt;"><a href="{{#staticFileLink}}2115667546,original{{/staticFileLink}}" target="_blank"><img class="align-center" src="{{#staticFileLink}}2115667546,RESIZE_710x{{/staticFileLink}}" alt="2115667546?profile=RESIZE_710x" width="700" /></a></span></p><p style="text-align:center;"><span style="font-size:12pt;"><em>"Behold the power of the Worm Eremite! Vast are the legions of undead I will soon wield. Will you take up this power alongside me?"</em></span></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>
<p style="text-align:center;"> </p>
<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>
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<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>
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<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>
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<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>
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<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>
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<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 Lich King"https://TheSkyForge.ning.com/groups/tes-character-building/forum/wip-build-the-lich-king2018-06-25T01:43:40.000Z2018-06-25T01:43:40.000ZTheGreyCrusaderhttps://TheSkyForge.ning.com/members/TheThirdCrusader<div><p>I took inspiration from, from ESO's old "Best Mage" build.</p>
<p>I proudly present <strong><em>"The Lich King"</em></strong></p>
<p><strong><em><a href="{{#staticFileLink}}3405379249,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3405379249,RESIZE_710x{{/staticFileLink}}" width="710" alt="3405379249?profile=RESIZE_710x" /></a></em></strong></p>
<p>Backstory: Alotheil was an aspiring student who had spent most of his early years trying to learn and trailblaze new ideas concerning Magick and it's properties. Trying to tap into energies that could extend his life so that he may hoard knowledge and gain immense power that rivaled even the greatest spell weavers and warlocks of his time. Much of his study consisted of vampirism and the power that entailed, even if there were drawbacks. He had heard of master wizards in the far east, the Telvanni, the great magick casters of Morrowind. They do not shun vampires, or the study of such creatures, nor did they shun Necromancy and other "dark arts", surely they would allow him to pursue his research and perhaps aid him in furthering his arcane knowldge?</p>
<p>Indeed they would....in time. It took nearly a decade to earn the trust of the House and it's Council, but it finally paid off. He spent the next five years researching ways to give him life without end, along with power unending. In the decade and a half that he had gained the trust of the Telvanni and resumed his research, he had contracted vampirism from an experiment he had conducted. He had enchanted gauntlets and boots with a Magick that would ease the burden of having to deal with the Sun's draining effect on the vampire body. They allowed him to withstand the heat of the scorching sun, while at the same time enervating his magicka reserves as compensation for stunted regeneration while in the sun.</p>
<p><a href="{{#staticFileLink}}3406837104,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3406837104,RESIZE_710x{{/staticFileLink}}" alt="3406837104?profile=RESIZE_710x" width="710" /></a></p>
<p>He had summoned creatures of almost any ilk, he had even reanimated a recently deceased Telvanni wizard for a short time before quickly disintegrating the corpse for fear of anyone noticing the action. He was was an accomplished necromancer. Now however it became harder to summon creatures and lesser deadra and bind them to his will. When this occurred however, it seemed as if his magicka reserves never depleted, in fact it felt as if he had absorbed the summon as direct aetherial energy. It became more and more frequent, so frequent that he was unable to summon anything all together except for some conjured armaments and some raised corpses. He used this to his advantage however. He could absorb an atronachs raw aetherial energy to replenish his own.</p>
<p>He was also a gifted with skill in the Alteration school as well as being Alchemical inclined. He could bolster his already sturdy gauntlets and boots with magical armor that was as hard as iron or even ebony. Alchemy helped to keep this in check, he could brew potions that helped him regain lost health or restore magical energy altogether. He was not avid about outdoors or having to trod along the road to gather ingredients, instead he would purchase ingredients, or simply "borrow" ingredients that nobody would need or miss (Ex: bring frost salts to Arcadia so you can loot most of her stuff or just steal it). He would go out and gather ingredients when they were needed or not in stock</p>
<p>He then scoured the land of Tamreil to further his knowledge of the Aetherial Plane, and the secrets it has to unveil. He was captured on the Morrowind/Skyrim border and carted to Helgen for God's know what. </p>
<p><strong>-------------------------------------------------</strong></p>
<p><strong>STAT SPREAD: 1/1/0 Magicka, Health, Stamina.</strong></p>
<p>Invest evenly in magick and health as both are important. You can stop putting anything into Health around 300 or so and focus on Magicka. If you feel you will need more then by all means keep investing. Stamina won't be needed as not wearing full armor doesn't hinder movement speed as bad and we aren't power attacking or bow zooming.<br /><strong>-------------------------------------------------</strong></p>
<p><a href="{{#staticFileLink}}3405446619,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3405446619,RESIZE_710x{{/staticFileLink}}" alt="3405446619?profile=RESIZE_710x" width="710" /></a></p>
<p><strong>-------------------------------------------------</strong><br /><strong>Aesthetic</strong>: Instead of full robes he will wear the Arch Mage robes along with Daedric gauntlets and boots and with the Dragon Priest Mask Nahkriin (+50 Magicka, 20% reduction to Destruction and Restoration), with this setup you will look like an intimidating overlord as you raze a bandit camp or small town settlement, while also maintaining practicality in combat effectiveness.</p>
<p><a href="{{#staticFileLink}}3406817755,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3406817755,RESIZE_710x{{/staticFileLink}}" alt="3406817755?profile=RESIZE_710x" width="350" /></a><a href="{{#staticFileLink}}3406819651,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3406819651,RESIZE_710x{{/staticFileLink}}" alt="3406819651?profile=RESIZE_710x" width="350" /></a><a href="{{#staticFileLink}}3406820501,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3406820501,RESIZE_710x{{/staticFileLink}}" alt="3406820501?profile=RESIZE_710x" width="350" /></a><a href="{{#staticFileLink}}3406821817,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}3406821817,RESIZE_710x{{/staticFileLink}}" alt="3406821817?profile=RESIZE_710x" width="350" /></a><br /> -------------------------------------------------<br /><strong>Race choices</strong>: It honestly doesn't matter in the end because your spell absorbtion will be 100% endgame, but starting out you may want to go with one of the three magic oriented races such as:</p>
<p><strong>Breton</strong> (Dragonskin = temporary 100% absorbtion coupled with atronach stone early game, conjure familiar at the start, +10 Conjuration, magic res.)</p>
<p><strong>Dark Elf</strong> ( +50% res. to fire to counteract vampire weakness and +10 to Destruction and +5 to Alchemy)</p>
<p><strong>High Elf</strong> ( +50 Magicka and regenerating Magicka 10x faster once a day, and +5 to all the Magick schools needed, illusion won't be used because of preference)</p>
<p>I prefer Bretons because they are a Magick oriented human race (and that 25% Magick resist)</p>
<p><strong>-----------------------------------------------</strong><br /><strong>Standing Stone</strong>: Atronach stone for 50% spell absorbtion (which with atronach perk and Necromage = 100%)</p>
<p><strong>-----------------------------------------------</strong></p>
<p> </p>
<p><strong>SKILLS SECTION</strong></p>
<p><strong>-----------------------------------------------</strong><br /><br /><strong>Main Skills:</strong></p>
<p><a href="http://https//skyrimcalculator.com/build/490733/the-lich-king/perks" target="_blank">Here are the perks if you wanna get to the point</a></p>
<p><br /><strong> 1</strong>. <strong><span style="text-decoration:underline;">Conjuration</span></strong> (Necromancy i.e. dread zombie & dead thrall not the conjure bone men spells) grab the Necromancy perks up to twin souls the Novice-Master perks for dread zombie & dead thrall. You can use this to replenish Magicka instead of equilibrium if you don't like having your health drained, but you need to use a "Summon Minion" type spell i.e. Familiar, any atronach, bonemen spells, etc. This works if you don't have the Unofficial Patch installed. If you do have the Unofficial Patch installed visit the Soul Cairn and get all the conjure bonemen spells (boneman, mistman, and wrathman).</p>
<p> </p>
<p><strong>2. <span style="text-decoration:underline;">Destruction</span></strong> (because pure mage) for Roleplay reasons you can justify any of the three elements...Ice=preservation of corpses...Fire=shows your rage and raw power ...Lightning = advantage over mages i.e. you absorb their spells 100% and deal damage to them and their Magicka, pairs well with Storm Call.</p>
<p><br /> Grab Novice-Expert perks, one branch branch of specialization (fire, frost, shock), and Dual Casting & Impact. For spells get your area damage and expert level spells</p>
<p><br /> -Ice = ice spike, ice storm, icy spear, wall of frost <br /> -Fire = firebolt, fireball, incinerate, wall of flames <br /> -Lightning = lightning bolt, chain lightning, thunderbolt, wall of storms</p>
<p> </p>
<p><strong>3. <span style="text-decoration:underline;">Restoration</span></strong> (healing yourself and undead followers(grand healing) and <em><strong> NECROMAGE </strong></em>which will come into play later). Grab Necromage (duh), Recovery (+62% regen speed with Necromage) and Avoid Death (optional) and Novice-Expert perks</p>
<p> </p>
<p><strong>4. <span style="text-decoration:underline;">Alteration</span></strong> (paralysis, ebony flesh, atronach, and stability)</p>
<p> </p>
<p><strong>*5. <span style="text-decoration:underline;">Smithing</span></strong> (To upgrade our armor). Take the right hand branch to be able to upgrade Nahkriin and the Daedric gauntlets and boots. If you're looking for anot her option instead of crafting you can use The Atronach Forge to summon some Gauntlets and Boots to be enchanted at your leasure or a pre-enchanted pair. You'll need these if that's how you want to go.<a href="{{#staticFileLink}}3406811762,RESIZE_710x{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}3406811762,RESIZE_710x{{/staticFileLink}}" alt="3406811762?profile=RESIZE_710x" width="300" /></a></p>
<p> </p>
<ul><li>Sigil Stone </li>
<li>1 Daedra Heart</li>
<li>1 Unenchanted Ebony Gauntlet set or Boot set</li>
<li>1 Centurion Dynamo Core</li>
<li>1 Black Soul Gem (empty or filled)</li>
</ul><p> </p>
<p> </p>
<p><strong>-----------------------------------------------</strong><br /><strong>Minor skills</strong>:</p>
<p>1. <span style="text-decoration:underline;"><strong>Enchanting</strong></span> to add some oomph to your unenchanted gear, such as casting cost reduction or combating the Daylight Debuffs.</p>
<p>2. <span style="text-decoration:underline;"><strong>Alchemy</strong></span> (right hand side) for buffs to your Destruction spells, resistances and refilling magick when low or as an alternative to absorbing/equilibrium. It also helps to make money should you choose to sell to those you deem fit to live. Why not use the coin to build a house or three.</p>
<p><strong>---------------------------------------------</strong></p>
<p><strong>Tips</strong>:<br /> With Alchemy you won't need to worry about Magicka loss when you can just drink a homemade brew to fill your blue bar back up in about 3 swigs. If you find yourself running low on potions your increased regeneration form Necromage and your rather large Magicka pool should be enough to keep you going for the duration of most fights, not to mention your undead companions and the equilibrium spell that will keep you topped off as well when potions run dry.</p>
<p>Your Necklace & Ring should be enchanted with Reduce Alteration and Conjuration by 25% with Enchanting's middle tree maxed out plus being being a Necromage vampire while drinking a homemade enchanting brew with an Enchanted Alchemy suit ( 3 suits 3 levels of potion without restoration loop you will max at 34% increase in enchantment effectiveness) I believe Alteration and Conjuration will be at 84% reduction.</p>
<p>You could also make your own Enchanted Daedric Helm with Reduction to those two schools as well or reduce Destruction and Restoration costs by 59% plus the 20% from Nahkriin which totals out two 79% not to mention Necromage for Nahkriin (if it affects it , I couldn't find anything on the wiki about it affecting masks).</p>
<p>If you don't feel like enchanting, the Ring of the Erudite is a good option for a ring as it provides +100 magick and increases the natural regeneration rate from 3% to 5%, which doesn't sound like a lot, but this does make a difference. Here is an example from the wiki: With 200 points of Magicka, with the <a title="Morokei (Mask)" href="https://elderscrolls.fandom.com/wiki/Morokei_(Mask)">Morokei</a> mask equipped, the regeneration would be 12 points per second. But with the ring added, it would be 20.</p>
<p>------------------------------------------------</p>
<p><strong>Necromage Benefits:<a href="{{#staticFileLink}}3406806562,RESIZE_710x{{/staticFileLink}}"><img class="align-full" src="{{#staticFileLink}}3406806562,RESIZE_710x{{/staticFileLink}}" alt="3406806562?profile=RESIZE_710x" width="300" /></a></strong><br /> You will ideally want to become a Vampire Lord so you can benefit from the Necromage perk which has insane benefits, especially to a mage. The reason you will want Necromancy instead of summoning dremora is because, not only, of your inability to summon, but also tie into the hole undead litch feel I'm going for. Destruction and restoration a fairly straight forward. I went with Nahkriin because it was Heavy armor and it has benefits that compliment the build. I was originally thinking of going for Morokei(for 100% Magicka regen because you know...vampire + daylight= null regen), but it's light armor and I didn't really feel like glass or dragon scale armor was a good asthetic for this build. You, however might think it is.</p>
<p><strong>------------------------------------------------</strong></p>
<p><strong>Quests:</strong></p>
<p>College of Winterhold Main Quest: While at the college you can pick up some spells and begin relearning old skills as you've been sapped of energy since you crossed the border and carted to Helgen.</p>
<p>Dawnguard Questline: Join the Volkihar vampires and crush the Dawnguard, they care not to hear your story or why it is you use your vampirism they only judge you based on the name your affliction has and would see you dead for it so kill them when convenient. The Volkihar vampires don't really have a thing for enhancing knowledge, but they gear it can provide by the end of the questline is interesting. The rings and necklaces afforded to you through Faran Sadri are a nice alternative for those of you who don't care for grinding crafting.</p>
<p>Main Story: You're not the Hero your the Villain, but who wants competition? Slay Alduin and Absorb any Dragon Soul you can.</p>
<p>Dragonborn: Miraak is competition, so murder him. Also find the Black Books because you seek knowledge, and knowledge is power.</p>
<p>The other Quest lines are up to you.</p>
<p> </p>
<p style="text-align:left;"><strong>Playstyle:</strong><br /><strong>-------------------------------------------------</strong><br /><br /><a href="{{#staticFileLink}}3406823202,original{{/staticFileLink}}"><img class="align-left" src="{{#staticFileLink}}3406823202,RESIZE_710x{{/staticFileLink}}" alt="3406823202?profile=RESIZE_710x" width="300" /></a>Basically you will want to use destruction spells to quicky take out two targets so you can reanimate them if you don't have undead thralls with you already this way you can have your undead tank formyou while you fire off spells at enemies. If you feel like your spells don't hit hard enough enchant a full suit of armor with fortify Alchemy and make make a fortify enchanting potion (do this 3 to times so it maxes out) and make some fortify destruction potions. <a href="{{#staticFileLink}}3406830733,RESIZE_710x{{/staticFileLink}}"><img class="align-right" src="{{#staticFileLink}}3406830733,RESIZE_710x{{/staticFileLink}}" alt="3406830733?profile=RESIZE_710x" width="350" /></a>If you are running low on Magicka you have three options to replenish it . Use potions to refill, Wait for it to regen, or, if you're really in a pinch and have enough health and aren't easily killable or your undead are tanking for you, use equilibrium to bring yourself back up while using grand healing (300 health regain to you and summons close to you)</p>
<p style="text-align:left;">Alteration is used to attempt max out armor rating ( with 5/5 juggernaut and Smithing at 91 for legendary Boots, Guantlets, and Nahkriin, plus ebony flesh's +125 armor with Necromage vampire combo. It will give you a total of 563 armor rating. Alteration is also used to paralyze opponents (with fear/snap of fingers for RP reasons) because your are a powerful sorcerer.</p>
<p style="text-align:left;">Feel free to use the vampire lord for to express your might by flinging people around and such, but don't use it too often. You're a Lich King not a Vampire King, besides your "normal form" is far more powerful</p>
<p>Anyone who feels like responding give me feedback and what you think I can improve on this build. </p></div>Character Build: The Fiendhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-fiend2018-05-24T09:32:55.000Z2018-05-24T09:32:55.000ZRaidhttps://TheSkyForge.ning.com/members/Raid<div><p>As requested, here's another favourite of mine - the Fiend!</p>
<p><strong>An Odd Combination:</strong> The Fiend combines two archetypes, the archer and the shieldmage, into one fluid build. Although unconventional, this combination has some amazing synergy in that it lets you switch to your more defensive stance once enemies are near, and gives you lots of options for both long and close range.</p>
<p><strong>Chaos:</strong> The Fiend is all about creating chaos on the battlefield, and with a mxiture of Illusion, Destruction and Block there are many ways to do so, disrupting enemy positions and turning them against each other.</p>
<p><strong>No Alchemy!:</strong> While it's not a particularly unique trait, non-alchemy builds are in the minority of my collection so I thought this warrants a place here.</p>
<p> <a href="http://tamrielvault.com/public/album_photo/2f/22/02/21e0f_e713.png?c=72fc7202930?profile=original" target="_blank"><img class="align-center" src="http://tamrielvault.com/public/album_photo/2f/22/02/21e0f_e713.png?c=72fc&profile=RESIZE_710x" width="710" alt="21e0f_e713.png?c=72fc&profile=RESIZE_710x" /></a></p>
<p align="center"><em>Where this devious hunter originated from is unknown, though the trail of blood and mutilation left in her wake is not hard to follow…</em></p>
<p align="center"><em>Said to once have been a priest of the divines, the Fiend renounced all worship of her former patrons when they left her to die at the hands of a murderous vampire. Quickly exacting revenge upon her assailant, though unable to find a cure for the disease, the Fiend quickly transformed into a deadly killer with an addiction to blood and chaos. Making her sworn enemies with the gods themselves for forsaking her when she needed them most, the Fiend is desperate for their destruction, dishonouring the Divines at every turn…</em></p>
<p align="center"><em>With the blood of the pure vampires of Skyrim flowing through her veins, nothing will stop this anarchic archer from domination and pandemonium...</em></p>
<p align="center"> </p>
<p><strong>Race:</strong> Breton Vampire</p>
<p><strong>Stone:</strong> Atronach</p>
<p><strong>Shouts:</strong> Become Ethereal, Slow Time</p>
<p><strong>Stats: </strong>4:3:3</p>
<p><strong>Major Skills:</strong> Archery, Block, Illusion</p>
<p><strong>Minor Skills:</strong> Smithing, Restoration, Destruction</p>
<p><strong>Weapons:</strong> Daedric Bow, Targe of the Blooded, Auriel's Bow</p>
<p><strong>Apparel:</strong> Vokun, Archmage's Robes, Daedric Boots and Gauntlets</p>
<p>As you can see, it's a pretty simple skillset, but that allows for much more specialisation. Obviously, Archery and Block are the most important, fulfilling the key talents of archer and shieldmage respectively. Your arrows strike forth with the fury of a god, and your shield almost as much so. A truly devastating arsenal of weaponry will spell nothing but death for your enemies and pure fun for you: from eclipses created by Auriel's Bow, to bleeding from the Targe (how can this monster not be considered a weapon?), and finally to raw power from the signature Daedric Bow.</p>
<p>Despite the lack of any defensive skills besides Block, the Fiend still thrives in the thick of battle, creating absolute chaos amongst her foes. Illusion is chosen primarily for its frenzy effects, and with the Fiend's augmentations the master level spells actually become the most useful. Your opponents become your playthings, ferociously targeting their companions while you create even more chaos with your shield. Through your chosen perks, even Dragon Priests are susceptible to Mayhem, causing extreme havoc and making boss battles a breeze. And the anarchy element is only further augmented when factoring in your shield, which will be charging down opponents like an angry mammoth while their frenzied companions slaughter each other.</p>
<p>Destruction and Restoration become your other two chosen spell schools, and synergise brilliantly with Block and Illusion. Whirlwind Cloak will have enemies flying left right and centre, and works brilliantly in conjunction with Shield Charge, knocking back all foes unlucky enough to be nearby. Restoration provides the incredible Poison Runes, creating passive damage amongst enemies, slowly chipping away at their health while they chip away at each other's. The Targe of the Blooded and Poison Runes let you stack DoT while still being defensive. Due to the Rune Master perk being taken in Destruction, these runes can be cast at far ranges, allowing you to step away from the carnage and play dictator mode while your foes' life quickly diminishes. And with your aptitude in Restoration, you can even heal useful frenzied enemies, as well as yourself when in a fix. <a href="http://tamrielvault.com/public/album_photo/73/22/02/21e53_50ac.png?c=434a" target="_blank"><img class="align-center" src="http://tamrielvault.com/public/album_photo/73/22/02/21e53_50ac.png?c=434a&profile=RESIZE_710x" width="710" alt="21e53_50ac.png?c=434a&profile=RESIZE_710x" /></a></p>
<p>Smithing takes priority at earlier levels, with the key perk to aim for during this time being Daedric Smithing, which not only allows you to craft your armour and bow, but also to increase Vokun to legendary quality. For the Archery tree Quick Shot and Ranger are critical perks, practically doubling your effectiveness by increasing your speed and movement in battle. Master of the Mind is the final significant perk, as it allows your illusion spells to affect all types of enemies. Shield Charge, though not paramount, is certainly useful, but can be put off until later levels. Whirlwind Cloak functions in a similar way, although it won't always activate when needed, so Shield Charge is useful as a precaution when surrounded by tough foes.</p>
<p> </p>
<p style="text-align:center;"><em><span class="font-size-5" style="font-family:'times new roman', times;">Abilities</span></em></p>
<p style="text-align:left;"><strong><a href="http://tamrielvault.com/public/album_photo/6b/22/02/21e4b_fe26.png?c=2f8d" target="_blank"><img class="align-left" src="http://tamrielvault.com/public/album_photo/6b/22/02/21e4b_fe26.png?c=2f8d&profile=RESIZE_710x" width="100" alt="21e4b_fe26.png?c=2f8d&profile=RESIZE_710x" /></a>Manipulation</strong> – The best way to open up combat. While under the effects of Become Ethereal, the Fiend has ample time to run into the centre of the fray and cast a dangerous spell with massive range, which instantly aggros all enemies in the vicinity. After using Manipulation you can go straight into a Charge to cause further chaos, or leave the heat of battle to safely fire arrows at a distance on your frenzied foes.</p>
<p>Requires: Become Ethereal, Mayhem</p>
<p> </p>
<p><strong><a href="http://tamrielvault.com/public/album_photo/63/22/02/21e43_6e77.png?c=012c" target="_blank"><img class="align-left" src="http://tamrielvault.com/public/album_photo/63/22/02/21e43_6e77.png?c=012c&profile=RESIZE_710x" width="100" alt="21e43_6e77.png?c=012c&profile=RESIZE_710x" /></a>Bleed</strong> – The Fiend’s most brutal technique. Utilizing the deadly combination of Targe, Poison Runes and a simple healing spell, the Fiend can stun lock single opponents while rapidly draining their health with a combination of deadly DoTs. Make use of Respite to heal your stamina when it gets low (you only need to heal a fraction to bash), then preserve the rest of your magicka for Poison Runes. Use against lone, tough enemies when you really feel like playing with your food.</p>
<p>Requires: Targe of the Blooded, Deadly Bash, Poison Runes, Respite, Healing</p>
<p> </p>
<p><strong><a href="http://tamrielvault.com/public/album_photo/67/22/02/21e47_facc.png?c=bf2d" target="_blank"><img class="align-left" src="http://tamrielvault.com/public/album_photo/67/22/02/21e47_facc.png?c=bf2d&profile=RESIZE_710x" width="100" alt="21e47_facc.png?c=bf2d&profile=RESIZE_710x" /></a>Charge</strong> – Sometimes the simplest moves are the most effective. If you ever are surrounded by enemies, then Charge is the best way to escape, and create a bit of anarchy in the process. Casting Whirlwind Cloak will throw back any enemies who are in your immediate vicinity, and Shield Charge will bowl over any who stand in your way of escaping. Once you’ve escaped your enemies, following up with a Frenzy Rune will ensure that those who dared to face you will be forced to attack those closest to them; usually their downed friends.</p>
<p>Requires: Shield Charge, Whirlwind Cloak, Frenzy Rune (optional)</p>
<p> </p>
<p><strong><a href="http://tamrielvault.com/public/album_photo/6f/22/02/21e4f_179a.png?c=81cc" target="_blank"><img class="align-left" src="http://tamrielvault.com/public/album_photo/6f/22/02/21e4f_179a.png?c=81cc&profile=RESIZE_710x" width="100" alt="21e4f_179a.png?c=81cc&profile=RESIZE_710x" /></a>Mobility</strong> – As a vampire, the Fiend possesses extreme speed and agility. With a combination of passives the Fiend can achieve a state of mind where her attacks are multiple times faster than her opponents, who are helpless to withstand the rain of arrows about to strike them.</p>
<p style="text-align:left;">Requires: Slow Time, Necromage, Ranger, Quick Shot</p>
<p><img class="align-center" src="{{#staticFileLink}}3651289981,RESIZE_710x{{/staticFileLink}}" width="751" height="423" alt="3651289981?profile=RESIZE_710x" /></p>
<p style="text-align:center;"><span class="font-size-5" style="font-family:'times new roman', times;"><em>Creating Chaos</em></span></p>
<p>The Fiend has several approaches to combat which allow her to create chaos amongst her enemies. At later levels <strong>Manipulatio</strong><strong>n</strong> is a great way to begin combat, but if you haven't got your master spells yet a simple Frenzy spell will do the trick from range. Frenzying the strongest enemy in the group can be a good idea to preserve magicka, and this lets you save your reserves for <strong>Bleed</strong> in case you get swarmed. <strong>Bleed</strong> is also great against single tough opponents - keep them stagger locked with constant bashes and healing with respite to keep your stamina up. Throw in some Poison Runes and they'll be taking lots of consistent damage while you're still protected. Turn Undead spells can be used at earlier levels as a supplement to Illusion spells before you get Master of the Mind, letting you get lots of free hits on fleeing undead.</p>
<p><strong>Charge</strong> can be great as an opener but also as an escape. Using it can give you some room to breath and reposition, letting you shoot the enemies you just knocked down from afar. <strong>Mobility</strong> can also act as a way of closing the gap, and is particularly useful against tough opponents who can't be frenzied like dragons.</p>
<p>At early levels, Illusion and Archery are undoubtedly your greatest assets, with frenzy being the name of the game. Even the simple fury spell can be hitting up to level 20 with Dual Casting and Champion of the Night at earlier levels, letting you dominate all types of living foes. Remember to spread out shots equally on enemies to keep them all weakened rather than having a strong, singe surviving opponent to hassle with by the end of the frenzy. Make sure to target the tough foes first, since they'll pose the most trouble. </p>
<p>Poison Runes ensure that living enemies are constantly taking damage while frenzied and combined with the Targe and Slow Time shout it allows for massive amounts of DoT to be stacked by switching between bashes and runes. Deadly Bash makes the Targe beastly, rapidly damaging enemies' health, and Disarming Bash only further boosts the chaos factor by forcing enemies to either continue fighting with their fists or be at the mercy of their frenzied companions while chasing down their weapon. Respite synergizes brilliantly with bashing, and a simple healing spell will allow for further damage with the shield, or zooming in with the bow. </p>
<p><img class="align-center" src="{{#staticFileLink}}3651298967,RESIZE_710x{{/staticFileLink}}" width="751" height="422" alt="3651298967?profile=RESIZE_710x" /></p>
<p align="center"><span class="font-size-5" style="font-family:'times new roman', times;"><em>Roleplay</em></span></p>
<p>Due to her past, the Fiend is always going to be a torn and demented being. It’s just how far you take that depends on how you view your character. After the attack that turned priest into killer, the Fiend descended into vampirism and madness, intent upon showing her true nature as a god to the people of Skyrim. She sees the divines as the ones to blame for her disease, and that they turned their backs on one of their followers when she needed them most. As a result, anything you do must have a negative impact on the followers of the divines, or those who she deems to hold power they don’t deserve.</p>
<p>Desperate for attention and acknowledgement, the Fiend will go to any extent to see her recognized as a god. With an unquenchable thirst for dominance and power, she brutally kills any who would dare oppose her. This means that the Dawnguard, the Vigil of Stendarr, and any holy men and women are your targets, because they uphold “false” gods in her eyes. This also includes defiling the divine shrines in any way possible, to further insult the gods for the wrongs they did her. Mortals are nothing but the Fiend’s playthings, and their only purpose is to worship her, or die for their insolence.</p>
<p>Because the people of Skyrim cannot actually worship you, and you will probably make more enemies than friends playing this build, you soon come to the conclusion that the mortals do not deserve you as a god, and instead deserve only long and painful deaths for not following you. This is when you really start to show your chaotic side, and ruthlessly slaughter innocents simply to make a point. Act the part of the arrogant vampiric noble at all times, putting even the Thalmor to shame with your supreme haughtiness. The Fiend does what she wants, when she wants, and nobody can stop her doing it. Later on in your playthrough you become more a force of nature than a simple enemy; you cannot fight back against the Fiend no more than you can stop a storm from blowing. </p>
<p><img class="align-center" src="{{#staticFileLink}}3651300030,RESIZE_710x{{/staticFileLink}}" width="710" alt="3651300030?profile=RESIZE_710x" /></p>
<p><strong>Credits:</strong></p>
<p>Morta and CND for the brilliant screenshots.</p></div>Character Build: Terror of the Tideshttps://TheSkyForge.ning.com/groups/tes-character-building/forum/event-build-terror-of-the-tides2018-03-22T09:51:28.000Z2018-03-22T09:51:28.000ZDocPGBhttps://TheSkyForge.ning.com/members/DocPGB<div><p>Pickpocket is quite the oddball skill which might find itself in the arsenal of an average Thief, Assassin or Alchemist-type build. All of these classes would also practice Sneak to facilitate the subterfuge and sabotage, and while there’s nothing wrong with that, it felt oppressive that I had to perk both skills to use one of them against hostiles. But this Argonian breaks the mold; where others nab their opponent’s arms from the shadows, he simply yanks it out of their hands when they’re down in the dirt.</p><p style="text-align:center;">Hide your gold, women and children, and grip your blades tight,</p><p style="text-align:center;">For the Terror of the Tides is upon us tonight!</p><p style="text-align:center;"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/14178878?profile=RESIZE_400x" alt="14178878?profile=RESIZE_400x" width="393" /></p><p style="text-align:center;"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/14178907?profile=RESIZE_930x" alt="14178907?profile=RESIZE_930x" width="750" /></p><p><span style="font-size:8pt;">It was unusual for an Argonian child to be seen outside Black Marsh, and stranger yet, to have been born and raised in an Imperial city. Not too long ago, he had been scraping by with his mother, but an unfortunate horse-carriage accident had robbed him of his only parent. Alone in a cruel world, he relieved fat nobles of their fatter-yet purses for a living.</span></p><p><span style="font-size:8pt;">But the nobles eventually noticed, and the guards took unusually drastic measures to apprehend him. With nagging thoughts about the circumstances of his mother’s death and his birth, the Argonian knew that staying there meant suicide. Stowing away on a merchant ship, he left for unknown lands. But as fate would have it, one thing lead to another, and the young Argonian found himself scrubbing the deck of a Pirate ship to save his neck.</span></p><p><span style="font-size:8pt;">To his surprise, life at sea was almost natural to him. Catching bits of swordsmanship and sailing techniques from the crew, the Argonian became an expert swashbuckler and navigator at an unnatural pace, earning him a reputation as a prodigy of slaughter and pillaging. Eventually succeeding his captain, he led the crew to wealth and infamy.</span></p><p><span style="font-size:8pt;">But once again, the law caught onto him. The pirates veered well off the merchant ship route in pursuit of their quarry when they found themselves surrounded by the Imperial Armada. Some of the crew fought and were felled by Imperial Steel, while the Argonian and some others tried their luck with the unforgiving Ghost Sea. Holding onto an old plank for dear life, the Argonian drifted in the rough seas for several days before washing up on foreign, icy shores.</span></p><p><strong>Race:</strong> Argonian</p><p><strong>Archetype:</strong> Thief, Duelist, Ruthless Cutthroat</p><p><strong>Skills:</strong> One-handed, Block, Light Armor, Speech, Pickpocket</p><p><strong>Shout</strong>s<strong>:</strong> Cyclone, Unrelenting Force</p><p><strong>Stats:</strong> 0/1/1 until health hits 200. Then go full stamina. 200 is a good amount of health for Legendary difficulty, and the Stamina investment gives you more bashes/power attacks. Ordinator introduces perks which improve weapon damage based on max stamina, so the stamina investment isn’t just dead weight.</p><p><strong>Apparel:</strong> Skaal Hat/Diadem of the Savant/Assorted circlets, Dawnguard Armor (Brown), Leather bracers, Thieves guild boots, Amulet of Talos, Assortment of rings and amulets.</p><p style="text-align:center;"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/14178914?profile=RESIZE_400x" alt="14178914?profile=RESIZE_400x" width="250" /></p><p>Here’s a fun mod which I got into a short while ago, but it has been an absolute bomb, more so than any other perk overhaul mod. The perks incentivize stamina investment and synergize well with other perks from different skill trees (which have branches with one theme each). Another great thing about it is that there are reduced perk redundancies (read 5/5 Armsman), letting us drop all those excess points into the cool new perks. Not to say that this build can’t be played on vanilla Skyrim, but I <em>highly</em> recommend this mod to breathe new life into an old game.</p><p><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/14178938?profile=RESIZE_930x" alt="14178938?profile=RESIZE_930x" width="750" /></p><p><span style="font-size:8pt;">One-handed: Armsman 5/5, Fighting Stance, Critical Charge, Savage Strike,</span><br /> <span style="font-size:8pt;">Block: Shield Wall 1/5, Quick Reflexes, Power Bash, Deadly Bash, Disarming Bash, Shield Charge</span><br /> <span style="font-size:8pt;">Speech: Haggling 3/5, Bribery, Allure, Merchant, Investor, Fence</span><br /> <span style="font-size:8pt;">Pickpocket: Light Fingers 3/5, Night Thief, Poisoned, Cutpurse, Misdirection, Perfect Touch</span><br /> <span style="font-size:8pt;">Light Armor: Agile Defender 3/5, Custom Fit</span></p><p>One-handed and Block are your basic combat skills, with a focus on power attacks and bashing with the high stamina investment. Rogue’s Parry works well with Quick Reflexes and rewards the use of sword-and-empty-hand stance, while Furious Strength translates your stamina pool into damage. Timed Block rewards skillful combat and Apocalypse-Proof negates magical damage if you time it right. Light armor provides a modest compromise between defense and mobility.</p><p>Speech is one of the trees changed greatly in Ordinator, with several new branches featuring Instruments, animal-taming, and Shouts. The Red Bramman will make generous use of the latter branch, with perks which give a chance to have no cooldown when Shouting, or weakening enemies and buffing yourself when you Shout.</p><p>Pickpocket has also had an overhaul, with a new branch featuring the Cursed Septim, an item which amplifies the damage taken by the NPC in possession of it. Luckily, this is something the Bramman can easily ensure. The final perk in the pickpocket tree lets you trade 50,000 gold for a perk point, which finally gives us a reason to keep amassing wealth and grants access to more perks, letting you fill up every perk tree.</p><p style="text-align:center;"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/14178946?profile=RESIZE_180x180" alt="14178946?profile=RESIZE_180x180" width="130" /></p><p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}8254321100,RESIZE_710x{{/staticFileLink}}" alt="8254321100?profile=RESIZE_710x" width="710" /></p><p>Now, before I go into the specifics, there’s one nifty trick I need to go over that the Red Bramman employs.</p><p style="text-align:center;"><strong><u>The Ragdoll Pickpocket Exploit</u></strong></p><p>You might have heard of, seen or done this before: pay for the services of a trainer, Ice Form them, and pickpocket the gold when they’re getting back up. This works on the basis that NPCs standing up after a fall can be have their pockets picked with a <u>100% chance of success</u> for the thief.</p><p>I realized during a nightblade playthrough that I could pickpocket enemies recovering from paralysis DURING BATTLE. This adds a whole new dynamic to a one-off gold-saving trick, turning it into a lethal disarming technique for combat use. And it’s all the more deadly when wielded by a cold-blooded pirate who won’t hesitate to hit the enemy when they’re down.</p><p><em>Disclaimer: this doesn’t work 100% of the time. If the target becomes aggressive after witnessing your crime/being assaulted, you won’t be able to pick their pockets. There are some other cases which restrict pickpocket, too, but they are infrequent.</em></p><p style="text-align:center;">---</p><p>Bramman lives by the blade, capable of settling most quarrels by intimidation or with a cutlass. He can evade heavy attacks and block weaker hits with ease, allowing him to come out on top in any one-on-one engagement. When there are too many foes to handle, he unleashes a powerful gust of wind, knocking most foes to the ground and leaving them open to the vices of his greasy fingers. Most of them will return to the fight with only their bare fists, and one lucky customer gets to briefly hold the Cursed Septim.</p><p>Foes that rely on their arms, like most melee foes and bowmen, are Bramman’s most relished prey, for they are helpless without their arms. However, Magic users are quite a headache, since they can negate the gust of wind with their wards, and the armor Bramman wears provides little defense against raging flames and shattering frost. Against these foes, Bramman would cut through the magic with his sword, rendering him Apocalypse-proof, but if he lacks the ability to do so, proactive combat, supported by stolen potions and enchanted jewelry, would suffice. Dragons will be a challenge to take down, but with prudent use of bashing to silence their elemental Shouts and evading their melee strikes with quick reflexes, not to mention using lingering poisons, the fights will be long but in favor of Bramman.</p><p>And you might wonder: for all the hoo-ha about the Red Bramman, he doesn’t have particularly strong offenses or defenses. That is to be expected, from a man who used intimidation and strength in numbers as his main tools to raid weak settlements. The Red Bramman would still pilfer and murder in Skyrim, but with the consideration that he has little or no backup to deal with the backlash. He might, however, invite some kindred souls to join him in his endeavors (usually by enticing them with coin).</p><p>Lone or poorly-guarded travellers, war camps and other (needless to say, vastly inferior) brigandines are plenty in Skyrim, and plenty enough to sate the Red Bramman’s thirst for blood and hunger for coin. The many long-lost barrows and ruins in Skyrim house exotic treasures ripe for plunder. Even the roads hold plenty of encounters worthy of a tale each, and no sailor would pass up such a chance.</p><p style="text-align:center;"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/14178986?profile=RESIZE_180x180" alt="14178986?profile=RESIZE_180x180" width="140" /></p><p style="text-align:center;"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/14178995?profile=RESIZE_400x" alt="14178995?profile=RESIZE_400x" width="200" /></p><p>Though I haven’t played Skyrim in a while, this Character Building event rekindled my long-forgotten love for the game. I had always been very interested in Red Bramman as a figure, especially because there is a lot of mystery and contradiction in the few texts featuring him, and I hope I've done him justice. Big thanks to CND for setting the event up, and thank you for taking the time to read this. </p></div>Character Build: The Imperator Armahttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-imperator-arma2018-01-10T19:55:50.000Z2018-01-10T19:55:50.000ZChris Dioknohttps://TheSkyForge.ning.com/members/ChrisDiokno<div><p><a href="https://vignette.wikia.nocookie.net/rwby/images/4/46/Penny_valentine.jpg/revision/latest?cb=20140214081135">Salutations</a> everypony, to my last build for Crossworlds 3! Combining samurai swordplay, telekinesis weapon spamming, and style, welcome to….</p>
<p dir="ltr"><a href="https://lh3.googleusercontent.com/4v81XHgMBZOMrkDvn0YPIKb2HPfNYUVaON1e4mjo1mQROmJbPzTKvdkbHgFeeKQPc3o9YAkPwavLj3-L4JxbenbkH1f0HODbm3icVs-qCczbQYqqkIC7-h_-MHZ0ZoGsSCCtKCeV" target="_blank"><img src="https://lh3.googleusercontent.com/4v81XHgMBZOMrkDvn0YPIKb2HPfNYUVaON1e4mjo1mQROmJbPzTKvdkbHgFeeKQPc3o9YAkPwavLj3-L4JxbenbkH1f0HODbm3icVs-qCczbQYqqkIC7-h_-MHZ0ZoGsSCCtKCeV?width=400" width="400" class="align-center" /></a></p>
<p dir="ltr" style="text-align: center;"><a href="https://m.youtube.com/watch?v=nGKAEaXQoEQ">The True King's Theme</a><a href="https://lh3.googleusercontent.com/fdaMDm_cnukPGWpH1mA17vrgtDzvsGEM6pZ13yuPdpWL3OLi5UMtXkHD2QRsHxzYIoooVNn4yneTJSYiCxWy7-rf36OlmmNyigt-aDV_7Q2ftEouuwhUC6JdKoImLAlp6xP_WYvM" target="_blank"></a></p>
<p dir="ltr"><a href="https://lh3.googleusercontent.com/fdaMDm_cnukPGWpH1mA17vrgtDzvsGEM6pZ13yuPdpWL3OLi5UMtXkHD2QRsHxzYIoooVNn4yneTJSYiCxWy7-rf36OlmmNyigt-aDV_7Q2ftEouuwhUC6JdKoImLAlp6xP_WYvM" target="_blank"><img src="https://lh3.googleusercontent.com/fdaMDm_cnukPGWpH1mA17vrgtDzvsGEM6pZ13yuPdpWL3OLi5UMtXkHD2QRsHxzYIoooVNn4yneTJSYiCxWy7-rf36OlmmNyigt-aDV_7Q2ftEouuwhUC6JdKoImLAlp6xP_WYvM?width=700" width="700" class="align-center" /></a></p>
<p dir="ltr" style="text-align: center;"><em>“Ah, the Imperator Arma, a man who has aided the Empires of Men since the days of Alessia. Many believe his story to be a myth, or at least greatly exaggerated truth, but he existed. He came to Saint Alessia's camp during the early days of her Rebellion, class in</em> gilded armor <em>of an Eastern fashion. Whereas Pelinal was her Sword, Morihaus her Lover, the Imperator Arma was her Shield. His voice and the faint patches of skin visible through his armor marked him as Yokudan, though rumors abounded of his origins.</em></p>
<p dir="ltr" style="text-align: center;"><em>Seemingly another gift from the then Eight, The Arma was seemingly immortal, for he would later challenge the worthiness to rule of future Emperors and Empresses, and those who would safeguard them, even after the</em> lost <em>of an arm to an Akaviri scout by the name of Shiro Emiyesh during the Battle of Pale Pass. He was so impressed with the young man he kept his blade as a trophy. Though later sightings have been sparse, whispers tell of a masqued man in Akaviri garb making his way to Skyrim….”</em></p>
<p dir="ltr" style="text-align: right;"><em>- The Imperator Arma, Preface by Giraud Gemane</em></p>
<p dir="ltr" style="text-align: center;"></p>
<p> </p>
<p dir="ltr"><a href="https://lh3.googleusercontent.com/b7QDZderM0BSHtq54ccKE3kBZMMVdfl7Tjz2f1ssvyAnONCEetJxNd4dOUAovycHbgpsBc445sPqZ50P5z_xD5r4T9FaWngcLBi-Luqhv8itq1badjQos3MjNxN-CIi8-020lQA2" target="_blank"><img src="https://lh3.googleusercontent.com/b7QDZderM0BSHtq54ccKE3kBZMMVdfl7Tjz2f1ssvyAnONCEetJxNd4dOUAovycHbgpsBc445sPqZ50P5z_xD5r4T9FaWngcLBi-Luqhv8itq1badjQos3MjNxN-CIi8-020lQA2?width=175" width="175" class="align-left" /></a></p>
<p dir="ltr"><strong>Race</strong>: Yokudan (Redguard). Not only does it fit the backstory, but the Stamina Regen granted by Adrenaline Rush is damned useful, as are the bonuses to One-Handed.</p>
<p dir="ltr"><strong>Standing Stone</strong>: The Warrior or Mage to start with, followed by The Lord for increased AR and magic resistance, or The Ultimate Atronach.</p>
<p dir="ltr"><strong>Stat Spread</strong>: 0/1/3 in Magicka, Health, and Stamina. 0 Magicka is all but required for the UA to properly function.</p>
<p dir="ltr"><strong>Major Skills</strong>: One-Handed, Enchanting, Heavy Armor</p>
<p dir="ltr"><strong>Minor Skills</strong>: Smithing, Speech</p>
<p dir="ltr"><strong>Alignmen</strong>t: Chaotic Good</p>
<p dir="ltr"></p>
<p dir="ltr"></p>
<p> </p>
<p dir="ltr" style="text-align: center;"><a href="https://lh5.googleusercontent.com/WIp28GSeVlT0LcxXbqLpMBYngj0gXBBxrNlWS7uplvo6O1yDQ9I_7xXr6DLdEAqWvHlkfu5Sot48iqDGcxzSO9IgBd1astbP6saIWlFcRdHjxi198M_Wj1FuxTJyyj7wuWLWFbH4" target="_blank"><img src="https://lh5.googleusercontent.com/WIp28GSeVlT0LcxXbqLpMBYngj0gXBBxrNlWS7uplvo6O1yDQ9I_7xXr6DLdEAqWvHlkfu5Sot48iqDGcxzSO9IgBd1astbP6saIWlFcRdHjxi198M_Wj1FuxTJyyj7wuWLWFbH4?width=700" width="700" class="align-center" /></a></p>
<p dir="ltr" style="text-align: center;"><em>Did you insolent mongrels actually think you stood a chance?</em></p>
<p dir="ltr"> </p>
<p dir="ltr" style="text-align: center;"><strong>GAMEPLAY</strong></p>
<p dir="ltr">Now playing with the Arma was quite an interesting little challenge. With the limitation of only being able to use one arm, and no followers, I had to rely on not only dodging attacks, but carefully tanking Shouts/spells and arrows as this build really lacks any form of ranged offense, except, akin to my <a href="https://tamrielvault.com/groups/topic/view/group_id/3/topic_id/9472">Lodestone Legionnaire</a>, preparing weapons to be thrown, and using a mixture of Marked for Death and Telekinesis to hurl a swarm of weapons at your foes.</p>
<p dir="ltr">In essence, I more or less took a somewhat slower approach to combat. If I could do so before engaging, I’d first try and scope out what enemies are between me and my objective, like are they all Conjurers, or am I facing simple bandits, for instance. After that, I'd drop any excess weapons I had nicked along the way, then fire off <em>Marked for Death</em> on as many enemies as I could, and begin pelting them with said weapons, focusing on ranged enemies like those damnable archers.</p>
<p dir="ltr">Once I’d run out of weapons, I would then switch to either an unenchanted <em>Blades Sword</em> coupled with <em>Elemental Fury</em>, <em>Muramasa</em>, or <em>Eos</em> if I felt the foe worthy enough.</p>
<p dir="ltr">On the subject of the <em>Ultimate Atronach</em>, first discovered by Mason, upon drinking a <em>Philter</em>, then <em>Draught</em>, then <em>Philter of the Healer</em> upon which you select the <em>Atronach Stone</em>, you'll be able to cast concentration spells (IE <em>telekinesis</em>), indefinitely, regardless of whether or not you have any Magicka left in your pool.</p>
<p dir="ltr">As a side note, <em>Eos</em> may only be utilized on non-mongreloid foes, such as <em>Alduin</em>, <em>Karstaag</em>, and <em>Miraak</em>.</p>
<p> </p>
<p dir="ltr"></p>
<p dir="ltr" style="text-align: center;"><a href="https://lh5.googleusercontent.com/d8tLSnl64dXXAG2Pyro4ZO-qjYEdat8v5SURtLm38srKMWGQkq2rJtC9BsvI7grXxulwgvxT-YMLUGr-Yu2Wwq-ajiSBoSA_TKtIIROeB4OXX_cQueUpX8TuixdWgs-OsWIfanqD" target="_blank"><img src="https://lh5.googleusercontent.com/d8tLSnl64dXXAG2Pyro4ZO-qjYEdat8v5SURtLm38srKMWGQkq2rJtC9BsvI7grXxulwgvxT-YMLUGr-Yu2Wwq-ajiSBoSA_TKtIIROeB4OXX_cQueUpX8TuixdWgs-OsWIfanqD?width=700" width="700" class="align-center" /></a></p>
<p dir="ltr" style="text-align: center;"><em>You were unworthy of guarding the Emperor, mongrel</em></p>
<p dir="ltr" style="text-align: center;"> </p>
<p dir="ltr" style="text-align: center;"><strong>PERKS</strong></p>
<p dir="ltr" style="text-align: center;"><a href="https://skyrimcalculator.com/470055">Level 42 Perks</a></p>
<p dir="ltr"> </p>
<p dir="ltr" style="text-align: center;"><strong>EQUIPMENT</strong></p>
<p dir="ltr"><a href="https://lh3.googleusercontent.com/pwvxdjEV6mfatFpYBDzoxILA_xhtediBwfdBmaSIP-dh5mqN8qM-rTANwQqkGZI1d_t3Rgc-efntZNxsUb4P0nNVQuXGS-w9XUX6yNIqoA4urqCYylNrX6zp5EakyTSHMYMdSuf4" target="_blank"><img src="https://lh3.googleusercontent.com/pwvxdjEV6mfatFpYBDzoxILA_xhtediBwfdBmaSIP-dh5mqN8qM-rTANwQqkGZI1d_t3Rgc-efntZNxsUb4P0nNVQuXGS-w9XUX6yNIqoA4urqCYylNrX6zp5EakyTSHMYMdSuf4?width=700" width="700" class="align-center" /></a></p>
<p dir="ltr"> </p>
<p style="text-align: center;">Eos - Ebony Sword w) Chaos</p>
<p style="text-align: center;">Muramasa - Blades Sword w/ Fiery Soul Trap</p>
<p style="text-align: center;">Nahkriin</p>
<p style="text-align: center;">Yokudan Lord’s Mail - Blades Armor w/ Fortify Healing Rate</p>
<p style="text-align: center;">Hands of the Blademaster - Blades Gauntlet s w/ Fortify One-Handed</p>
<p style="text-align: center;"><span>Yokudan Caligi - Blades Boots w/ Fortify Stamina Regen</span></p>
<p style="text-align: center;">Ancient Yokudan Wyrd - Ancient Nord Amulet w/ Resist Magic</p>
<p style="text-align: center;">Weathered Signet Ring - Gold Emerald Ring w/ Fortify Alteration</p>
<p dir="ltr"> </p>
<p dir="ltr" style="text-align: center;"><strong>RECOMMENDED QUESTS</strong></p>
<ul>
<li dir="ltr">
<p dir="ltr">Main Quest/Volikhar/Dragonborn-Alduin, Harkon, and Miraak are not only threats to the Empire’s Sovereignty, but may also prove worthy adversaries</p>
</li>
<li dir="ltr">
<p dir="ltr">Civil War (Imperials)-While the Empire may have become weakened and enfeebled in the centuries since Alessia, you still care for its success, and you cannot allow this upstart rebellion to prevail.</p>
</li>
<li dir="ltr">
<p dir="ltr">Destroy the Dark Brotherhood-You could never trust assassins, who rather than slaying foes by martial prowess and skill, rely on trickery and deceit, like degenerate spiders.</p>
</li>
<li dir="ltr">
<p dir="ltr">The Ebony Warrior-When all is said and done, a Redguard warrior clad in black challenges you. Perhaps this man may rival Shiro, and prove a worthwhile adversary.</p>
</li>
</ul>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>ROLEPLAY</strong></p>
<ul>
<li dir="ltr">
<p dir="ltr">It galls your noble pride to retreat from battle, so only do so if you must.</p>
</li>
<li dir="ltr">
<p dir="ltr">While the individuals of Tamriel have grown weaker since your days with Alessia, you still give a damn, so help them out, especially if it means they grow stronger.</p>
</li>
<li dir="ltr">
<p dir="ltr">Never use trickery, such as Illusion spells or sneak attacks on a foe, for such things are beneath you.</p>
</li>
<li dir="ltr">
<p dir="ltr">NEVER use Eos on a basic enemy like a generic Wolf or Wisp.</p>
<p> </p>
</li>
</ul>
<p dir="ltr"><a href="https://lh4.googleusercontent.com/Fpvp1k536FQPErBQ1hInfW1RyultBbRbIUHQiF0FalXCiKGbN6F58Qj9jY1eM7onq7nTBZc9Kw9o_jTSIN8FziuCko-dtXh9WgF-TTzwlB4tU6_tYjdw6T36g42a8iWg-4sBVsrp" target="_blank"><img src="https://lh4.googleusercontent.com/Fpvp1k536FQPErBQ1hInfW1RyultBbRbIUHQiF0FalXCiKGbN6F58Qj9jY1eM7onq7nTBZc9Kw9o_jTSIN8FziuCko-dtXh9WgF-TTzwlB4tU6_tYjdw6T36g42a8iWg-4sBVsrp?width=500" width="500" class="align-center" /></a></p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>CLOSING NOTES</strong></p>
<p dir="ltr">Whew, that's it, my last Crossworlds 3 build. If you haven't guessed, this builderoo was based on two characters inspired by/named after the same possibly historical figures, that being the, antiquatedly defined, “hero” of the Epic of Gilgamesh, primarily Final Fantasy 15’s hermetic master swordsman, and the Nasuverse King of Heroes variant. </p>
</div>Character Build: The Accursed Healerhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-accursed-healer2018-01-10T19:49:44.000Z2018-01-10T19:49:44.000ZChris Dioknohttps://TheSkyForge.ning.com/members/ChrisDiokno<div><p>Greetings everypony, and welcome to 2018, as well as to a build that, while originally not one for Crossworlds 3, with the added week, I thought why not! Now, I don't know about you, my dear reader, but I adore the concept of a fallen hero, whether it be a morally good character going WAY too far to achieve a seemingly noble goal or heroic characters who after being, for lack of a better term, shat on by the universe, they go “Fuck it, heroics ain't got me jack!” Plus, I've been meaning to try and make a build that takes health Regen as far as I can take it. Welcome to the tale of a dark healer, a usurper, the story of….</p>
<p style="text-align: center;"> </p>
<p dir="ltr" style="text-align: center;"><a href="https://lh3.googleusercontent.com/Pxz99g1WPIra8QJtUYs1mqRzUNNIeVK546C5hewBzddirDwiOWTpGe2-1aRlEk9UcvSoJ5jqn3gFL4nql2Gk_HF5FBC_AvvR-jJMGnqTYrTgIIc04305nftzj4f8wMEM4JomO4xW" target="_blank" rel="noopener"><img class="align-center" src="https://lh3.googleusercontent.com/Pxz99g1WPIra8QJtUYs1mqRzUNNIeVK546C5hewBzddirDwiOWTpGe2-1aRlEk9UcvSoJ5jqn3gFL4nql2Gk_HF5FBC_AvvR-jJMGnqTYrTgIIc04305nftzj4f8wMEM4JomO4xW?width=300" width="300" /></a></p>
<p dir="ltr" style="text-align: center;"><a href="https://m.youtube.com/watch?v=X8LjyyZu2SA">The Accursed's Leitmotif</a></p>
<p style="text-align: center;"> </p>
<p dir="ltr" style="text-align: center;"><img src="https://lh4.googleusercontent.com/CAhdRUDU6LQiUbbHaghHycdwCecjwCJ7XYYnSNRa4nftonF2TmlUOR3gSNVJaFVwR1PAgVUqD5bFGYaELMhI9uQVlAvbhfERrDvVq1RprS4TbzcNF_u610D-mjfhTPHn3gb00Kec" width="300" height="437" /></p>
<p style="text-align: center;"> </p>
<p dir="ltr" style="text-align: center;"><em>“Long ago, during the Interregnum, there arose a healer, blessed by the Eight, and of kinship, to then Emperor Varen Aquilarios, who sought to heal the Daedrically inflicted wounds and taint of Coldharbour the people suffered, by drawing it into himself.</em></p>
<p style="text-align: center;"><em>However, in doing so, he damned himself. The Daedric essences within him warped his soul. Horrified by visions of what his relative would become, Varen had him exiled, his name stricken from the annals of history. When this healer tried to end his life, the Eight cast him from Aetherius, fearing what the Daedric corruption had done to him.</em></p>
<p style="text-align: center;"><em>With no one left to turn to, and nigh-immortal, the man who would become known in myth as The Accursed Healer planned and waited for the day when he might vindicate himself against the Empire who had dethroned him, and the Divines that had damned him.</em></p>
<p style="text-align: center;"><em>But then again, those are only myths....”</em></p>
<p style="text-align: right;"><em> -The Accursed Healer by Revan</em> Izunia</p>
<p style="text-align: left;"> </p>
<p dir="ltr" style="text-align: center;"><strong>OVERVIEW</strong></p>
<p dir="ltr" style="text-align: left;"> </p>
<p><a href="https://lh6.googleusercontent.com/fLjNKu-K20vc28dz_s1dRj5UGn9jAyWjV1ZsQIPkhK3WCS3VaDwU6MJABcApsd5t_YYjNgaZVJOU82eB-Z8GVolohGwpVrP1Wf_ZkOEjRYYOM63pBjaKZJ2u9ljgwtsK3JvldA0j" target="_blank" rel="noopener"><img class="align-left" src="https://lh6.googleusercontent.com/fLjNKu-K20vc28dz_s1dRj5UGn9jAyWjV1ZsQIPkhK3WCS3VaDwU6MJABcApsd5t_YYjNgaZVJOU82eB-Z8GVolohGwpVrP1Wf_ZkOEjRYYOM63pBjaKZJ2u9ljgwtsK3JvldA0j?width=250" width="250" /></a></p>
<p dir="ltr"><strong>Race</strong>: Imperial Vampire Lord. Not only would it make sense for a relative of an Imperial such as Varen Aquilarios to be an Imperial, but the Imperial Luck can be white useful at early levels, and Voice of the Emperor can help out of a tough spot. Plus the bonuses to Destruction, Enchanting, and One-Handed are nice.</p>
<p dir="ltr"><strong>Stat Spread</strong>: 2/1/2 in Magicka, Health, and Stamina. Stop perking Magicka at about 250, Health at 170, and then dump the rest into Stamina.</p>
<p dir="ltr"><strong>Standing Stone</strong>: The Mage to start off with, followed by the Lady boosted with found, bought, or made Fortify Restoration Potions, slotting the Ritual into the Aetherial Crown.</p>
<p dir="ltr"><strong>Alignment</strong>: Chaotic Neutral at best.</p>
<p dir="ltr"><strong>Major Skills</strong>: Speech, Restoration, Illusion</p>
<p dir="ltr"><strong>Minor Skills</strong>: Enchanting, One-Handed</p>
<p dir="ltr"><strong>Worship</strong>: None, though a tip of the hat to the Daedra every so often.</p>
<p dir="ltr"> </p>
<p dir="ltr"> </p>
<p dir="ltr"> </p>
<p> </p>
<p dir="ltr" style="text-align: center;"><a href="https://lh3.googleusercontent.com/ADFHt44f9BotiTt653GP29JelK3CbD6VcTsutdgwErqsV0szu62FhgSiuzDWHtJJQD9IrW5fe74FTytVF9pflwNQgUNVVdOB8dHeW6VEm4KpZXDfSnabkQ2fZKO-irup4jj1G3I1" target="_blank" rel="noopener"><img class="align-center" src="https://lh3.googleusercontent.com/ADFHt44f9BotiTt653GP29JelK3CbD6VcTsutdgwErqsV0szu62FhgSiuzDWHtJJQD9IrW5fe74FTytVF9pflwNQgUNVVdOB8dHeW6VEm4KpZXDfSnabkQ2fZKO-irup4jj1G3I1?width=700" width="700" /></a></p>
<p dir="ltr" style="text-align: center;"><em>None can withstand the Accursed’s manipulations</em></p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>GAMEPLAY</strong></p>
<p dir="ltr">At early levels, things will be fairly slow, as with little AR, as the only gear you'll have are the <em>Imperial Light Bracers</em> and <em>Boots</em> you picked up in <em>Helgen</em> (Or a Leather pair if you decide to craft them), a <em>Steel Sword</em>, and the <em>Hooded Thalmor Robes</em> you can pick up at that <em>Shrine of Talos</em> near the <em>Guardian Stones</em>.</p>
<p>The main method of fighting for this character is deception. Using a mixture of <em>Calm</em> and <em>Fury</em> Spells, after hiding away will make your foes turn on each other, then allow you to pick off the rest with your blade. While this character is a capable fighter, his main offense will be letting his enemies do most of the work for him, primarily useful against heavy armored Two-Handers.</p>
<p>While not a gifted Conjurer, the Accursed Healer CAN “<em>dispell</em>” one of the Daedra for a limited time via Conjuration Spells, allowing a little extra help in a fight, alongside temporarily placing several into a few cadavers via the <em>Ritual Stone</em>.</p>
<p>As this character lacks any ranged offense save for <em>Fire Atronachs</em>, <em>Shouts</em> and a <em>Crossbow</em>, you'll mainly have to rely on <em>Become Ethereal</em>, like my <a href="https://theskyforge.ning.com/groups/tes-character-building/forum/character-build-the-tempus-king" target="_blank" rel="noopener">Tempus King</a> to emulate <em>“Flash Stepping”</em>, to help close the gap or keep you safe from dragons, archers, or mages. Speaking of the <em>Crossbow</em>, while unperked, the <em>Explosive Bolts</em> from the <em>Dawnguard DLC</em> allows for nice splash damage.</p>
<p>While <em>Dragon Riding</em> via <em>Bend Will</em> was rarely used aside from travel or the necessary bits of At the Summit of Apocrypha, <em>Call Dragon</em>, <em>Summon Durnheviir</em>, <em>Call Ohdaving</em>, and <em>Bend Willing</em> a Dragon can help turn the tide of battles with a fuckton of baddies.</p>
<p>To further warp the concept of a noble healer, I focused on primarily using Necromantic Healing on Serana as well as on any <em>Ritual Stoned</em> zombies, and also because <em>Necromantic Healing</em> is so underused.</p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>EQUIPMENT</strong></p>
<p dir="ltr"><a href="https://lh3.googleusercontent.com/1wLncQ1xMHfk_x07vNvkhM0I4hG80zuGqSj7ZIe13pqIPfQW82VRPdYiLTR7GyvX4sJxVU3ZiRzGp2s8rSOYb7A11oYrNCSwjYGRPvJ34NGLkdwN6V6z7ctmQF79jed7fEQrrrrN" target="_blank" rel="noopener"><img class="align-center" src="https://lh3.googleusercontent.com/1wLncQ1xMHfk_x07vNvkhM0I4hG80zuGqSj7ZIe13pqIPfQW82VRPdYiLTR7GyvX4sJxVU3ZiRzGp2s8rSOYb7A11oYrNCSwjYGRPvJ34NGLkdwN6V6z7ctmQF79jed7fEQrrrrN?width=700" width="700" /></a></p>
<p style="text-align: center;"><strong>Early Game</strong></p>
<p dir="ltr" style="text-align: center;">Iron/Steel Sword</p>
<p dir="ltr" style="text-align: center;">Hooded Thalmor Robes</p>
<p dir="ltr" style="text-align: center;">Imperial Light Bracers</p>
<p dir="ltr" style="text-align: center;">Imperial Light Boots</p>
<p style="text-align: center;"><a href="https://docs.google.com/document/d/1k-wyxCGjq8QT6GJmTpQ9svAVvf6HIJErMYWF-won-50/edit?usp=drivesdk" rel="nofollow"> </a></p>
<p dir="ltr" style="text-align: center;"><strong>End Game</strong></p>
<p style="text-align: center;">Tyrannus-Silver Sword w/ Chaos</p>
<p dir="ltr" style="text-align: center;">Thalmor Robes</p>
<p dir="ltr" style="text-align: center;">Ancient Noble’s Bracers - Penitus Oculatus Bracers w/ Fortify One-Handed</p>
<p dir="ltr" style="text-align: center;">Corrupted Signet - Silver Amethyst Ring w/ Fortify Healing Rate</p>
<p dir="ltr" style="text-align: center;">Daemonic Heart - Gold Ruby Necklace w/ Fortify Healing Rate</p>
<p dir="ltr" style="text-align: center;">Stylish Boots - Vampire Boots w/ Fortify Stamina Regen</p>
<p style="text-align: center;">Regal Hat-Fine Hat w/ Fortify Magic</p>
<p><a href="https://docs.google.com/document/d/1k-wyxCGjq8QT6GJmTpQ9svAVvf6HIJErMYWF-won-50/edit?usp=drivesdk" rel="nofollow"> </a></p>
<p dir="ltr" style="text-align: center;"><strong>PERKS</strong></p>
<p dir="ltr" style="text-align: center;"><a href="https://skyrimcalculator.com/470879">Level 48</a></p>
<p> </p>
<p dir="ltr"><a href="https://lh6.googleusercontent.com/0udi5gcikUnfpQZ8mq-FmQKYDbijCst2S-VF3S8Tide6K6v7ubJSXSDUuJT_7TX6nW08mSuKJvJiXSplH_HyH0S0cMWy-cfW-SDMq4I3qm21dogQ4MiqmhbSZtmbcvGpb0oc5cDc" target="_blank" rel="noopener"><img class="align-center" src="https://lh6.googleusercontent.com/0udi5gcikUnfpQZ8mq-FmQKYDbijCst2S-VF3S8Tide6K6v7ubJSXSDUuJT_7TX6nW08mSuKJvJiXSplH_HyH0S0cMWy-cfW-SDMq4I3qm21dogQ4MiqmhbSZtmbcvGpb0oc5cDc?width=700" width="700" /></a></p>
<p dir="ltr" style="text-align: center;"><em>The Accursed has infiltrated the court of Jarl Baalgruff the Greater</em></p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>RECOMMENDED MOD(S)</strong></p>
<p dir="ltr"><a href="https://www.nexusmods.com/skyrim/mods/81178/?">Fine Hat Fedora Replacer</a>-For those of you, like me, who aren't too fond of the Vanilla Fine Hat in accordance with most characters, then this nifty little replacer is for you.</p>
<p dir="ltr"><a href="https://www.nexusmods.com/skyrim/mods/41087/?">Become High King of Skyrim</a>-This classic little mod, if you choose to subjugate rather than annihilate, then this mod if for you.</p>
<p> </p>
<p dir="ltr"><a href="https://lh4.googleusercontent.com/Lz2e0kTyZfhKqDk7MC7ThYnN4Y8NF0cVKSUsMOZqf9CPk1E7w7h-UdRVO6wX1FXkdipxVj0OVxAZXmkG_4e2buOCCNOOnqa1n3OUVRsQuHPjgUvQFxnkyCClvgMy8HR-KFC_LN0K" target="_blank" rel="noopener"><img class="align-center" src="https://lh4.googleusercontent.com/Lz2e0kTyZfhKqDk7MC7ThYnN4Y8NF0cVKSUsMOZqf9CPk1E7w7h-UdRVO6wX1FXkdipxVj0OVxAZXmkG_4e2buOCCNOOnqa1n3OUVRsQuHPjgUvQFxnkyCClvgMy8HR-KFC_LN0K?width=300" width="300" /></a></p>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>ROLEPLAY</strong></p>
<p> </p>
<ul>
<li dir="ltr">
<p dir="ltr">While you may help people, know it's only to get them to trust you, especially if they hold power.</p>
</li>
<li dir="ltr">
<p dir="ltr">In your centuries of life, you've gained a passion for knowledge. Read any book you can grab, make a library</p>
</li>
<li dir="ltr">
<p dir="ltr">Set fire to (Use Flames) any statues of the Nine Divines, particularly Mara and Stendarr.</p>
</li>
<li dir="ltr">
<p dir="ltr">Always try and persuade and or intimidate your way out of situations before restoring to Violence.</p>
</li>
</ul>
<p> </p>
<p dir="ltr" style="text-align: center;"><strong>CLOSING NOTES</strong></p>
<p> </p>
<p dir="ltr" style="text-align: center;"><a href="https://lh4.googleusercontent.com/BrPpu_pYgm6gQkO6r5wtc8VvVDAkXLVrovBYmddRe6pbQE5sV0MvY5z652VPIpEivMlj5RRoTPJsi0hxKqXcoSp2hMCfLkTcm5VnM7EtDDZdrxB64sJMBF5iQ-F0HMeUuSUXbqLo" target="_blank" rel="noopener"><img class="align-center" src="https://lh4.googleusercontent.com/BrPpu_pYgm6gQkO6r5wtc8VvVDAkXLVrovBYmddRe6pbQE5sV0MvY5z652VPIpEivMlj5RRoTPJsi0hxKqXcoSp2hMCfLkTcm5VnM7EtDDZdrxB64sJMBF5iQ-F0HMeUuSUXbqLo?width=700" width="700" /></a></p>
<p style="text-align: center;"> </p>
<p dir="ltr" style="text-align: left;">Well, a build originally not made for Crossworlds Tres I decided to enter in. If you couldn't gather, this build was based off of the charmingly sinister former healer and Chancellor of Nifelheim, Ardyn Izunia, or by birth Ardyn [spoiler]Lucis Caelum, ergo, an ancestor to main protagonist Noctis Lucis Caelum[/spoiler], who is getting his own Episode DLC in the near future. Also, there's even a mod that allows him as a companion, damn you XBOX One!</p>
<p dir="ltr" style="text-align: center;"><a href="https://bethesda.net/en/mods/skyrim/mod-detail/4026449">Ardyn Izunia Follower</a></p>
</div>Character Build: Vul Vokunhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-vul-vokun2017-12-13T17:35:50.000Z2017-12-13T17:35:50.000ZKaiserhttps://TheSkyForge.ning.com/members/Kaiser<div><p><em>“Rest in peace?” There is no peace for Falkreath’s fallen, for we know! The petty border skirmishes in which we selflessly fought and died throughout the ages were pointless. Nor will Falkreath’s living grant us the peace we crave. We have become a running joke, and everywhere they remind us it has ever been so: Corpselight Farm? Grave Concoctions? The Deadman’s Drink? Such morbid and foolish attempts at cleverness merely mock our futile sacrifices rather than pay us the respect we are due."</em></p>
<p><em>But the people of Falkreath WILL respect their dead! And they will learn the REAL meaning of peace, because truer words were never spoken: “Falkreath’s warriors ALWAYS return... one way or another.”</em></p>
<p><a href="http://tamrielvault.com/public/album_photo/3a/06/02/20236_5711.png?c=494d" target="_blank" rel="nofollow noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/3a/06/02/20236_5711.png?c=494d&width=100" width="100" /></a></p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9458-vulvokun.jpeg" target="_blank" rel="nofollow noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/37/eb/01/1e84d_08b4.jpeg?c=1cc3&width=600" width="600" /></a></p>
<p style="text-align: center;"><em>This warrior is coming home... and bringing a dark and bloody peace with him</em></p>
<p><strong>Background and Lore</strong></p>
<p>Vul Vokun translates roughly into “The Dark Shadow”, which interestingly enough, was the name of the Falkreath arena team that was originally intended to be included in TES Arena. As we looked into and discussed the history of Falkreath amongst ourselves and a particularly helpful member of the Lore group (btw, when <a href="http://tamrielvault.com/profile/Phil105" target="_self" rel="nofollow">Phil</a> starts a sentence with “I’ll have to do some digging around, but off the top of my head…” buckle up—you’re about to hear something cool!) it became immediately clear that this was the place for us: with a werewolf in the hold’s jail, hired assassins entrenched just a stone’s throw away, a mountain stronghold (filled with undead) casting a shadow over the city, a banished daedric prince, and the typical threats you will encounter in the wilderness, there is <em>plenty</em> to fuel a builder’s imagination!</p>
<p>But Falkreath is a fascinating hold if just for its history alone. The border skirmishes between Cyrodiil and Skyrim that have taken place, off and on, for ages have placed it squarely in the middle of conflict. In addition to power struggles between nations, there is even evidence suggesting that Falkreath may have been involved in Pelinal’s ancient and bloody crusade against the Ayleids. With such a turbulent history, then, it’s little wonder that Falkreath is widely known for its large cemetery.</p>
<p>While there are not many accounts describing the wars and battles that have made the cemetery a necessity, Falkreath, nevertheless, has a history of loss that is deeply ingrained in its residents to this day. The people take a rather morbid pride in their expansive cemetery even though they, themselves, do little to learn from the events that have filled it. And now a new conflict between Imperials and Stormcloaks threatens to start the cycle of violence and loss anew—a great backdrop for a character… and the conflict is built in! :D</p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9460-enough.jpeg" target="_blank" rel="noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/0d/eb/01/1e823_30a3.jpeg?c=5fec&width=610" width="610" /></a></p>
<p>“<em>One of the fallen of Falkreath has had enough!”</em></p>
<p> <strong>The Build</strong></p>
<p><strong>Race:</strong> you got options, brah!</p>
<ul>
<li><strong>Argonian: </strong>only a +5 to Alteration, but the real bonus is that glorious Histskin power! It’s a wonderful complement to a build with a regeneration theme, and the perfect component for the Unleash special ability!</li>
<li><strong>Bosmer: </strong>+10 to Archery and +5 to Alchemy? Bring that! And you’d be surprised how useful an animal ally can be when you’re out spreading your dark peace across Falkreath… if the animal survives its encounter with your enemies, you can always kill it later</li>
<li><strong>Nord:</strong> this is what I went with. You get absolutely <em>no</em> bonuses if you go this route, but it felt right for the RP (seeing as a fair amount of Nordic equipment is used), and the Battlecry power makes for a rather amusing twist on the Unleash special ability.</li>
</ul>
<p><strong>Stone</strong></p>
<p>Advanced Lady Stone (+ Ritual Stone in the Aetherial Crown)<br />
Aside from the fact that the Lady Stone happens to be located in Falkreath Hold, we liked the idea of boosting our regenerative abilities for Health and Stamina, so we bammed it up a bam by boosting those effects via Fortify Restoration potions. You’ll also benefit from the additional ability to bring some irate friends along from beyond the grave by keeping the Ritual Stone in the Aetherial Crown.</p>
<p>“Now hold on, Shinjin!” you may be saying. “The <em>Aetherial Crown</em>? I thought this was going to be a vengeful wraith, come back from the grave, to spread a dark and bloody peace throughout Falkreath hold… vengeful wraiths, who come back from the dead to spread dark and bloody peaces <em>do not wear TIARAS</em>.” Fear not, good reader, we feel you—and we’ve got you covered. You’ll be looking like the hardcore harbinger of death that you are! ;D</p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9462-hardcore.jpeg" target="_blank" rel="noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/13/eb/01/1e829_fd4a.jpeg?c=9b2e&width=600" width="600" /></a></p>
<p><em>I love the smell of viscera in the morning!</em></p>
<p> Stats: again with the options!</p>
<ul>
<li>1 magicka/2 health/1 stamina—for a well balanced playthrough</li>
<li>0 magicka/1 health/0 stamina—or just dump it all into Health to maximize the Advanced Lady Stone's regeneration bonuses.</li>
<li>1 magicka/2 health/0 stamina—I, personally, wound up splitting the difference because I’m just that kind of guy.</li>
</ul>
<p>Follower: Barbas<br />
Barbas makes a great companion for this build for so many reasons: (a) he’s located squarely in Falkreath, (b) he’s supernatural/otherworldly, and thus, the perfect companion for a vengeful wraith spreading "peace" from beyond the grave, and (c) he’s <em>invincible!</em></p>
<p>You don’t like taking on companions as an archer or a mage because you just wind up killing them off? Well it’s a non-issue with Barbas. Shoot him full of arrows and let the Deathlords wail on him until the Dragons come home to roost. He doesn’t die, and never takes a knee to hobble lamely around… just fights and bites!</p>
<p>“But he’s soooo annoying!” you say. Well get over it… this mutt is <em>the stuff</em> and too good to pass up!</p>
<p><strong> Skills</strong></p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9464-20150826_00034.jpg" target="_blank" rel="noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/f4/ea/01/1e80b_f437.jpg?c=3685&width=610" width="610" /></a></p>
<p><strong>Archery</strong></p>
<p><em>Nothing says, "Step off!" quite like a well-timed Exploit Bash</em></p>
<p>This is your main form of direct offense. We perked the right side all the way up to Ranger as quickly as possible—that mobility in combat is crucial. For the left side of the tree we went all the way up to Quick Shot. Keep dropping perks into Overdraw when you can, and you’ll start to pack a real wallop as you fling those arrows!</p>
<p>There are two little tricks from the <a href="http://tamrielvault.com/group/glitches/forum/topics/the-advanced-archery-corner" target="_self" rel="nofollow">Advanced Archery Corner</a> that we utilized:</p>
<ul>
<li>The Exploit Bash—ready an arrow to fire, then press the sheathe button and attack button nearly simultaneously. This staggers with the Power shot perk, doesn’t use any ammo (although it does require an arrow) uses no stamina, and does as much damage as a normal shot. It’s a fantastic option when enemies make the mistake of getting up-close and personal, and one that Kael used A LOT xD</li>
<li>The Double-Shot—fire an arrow, then quickly tap attack, sheathe, and then attack gain. The second arrow will do less damage and will not go as far. Two shots in rapid succession can be absolutely devastating when paired with Alchemy’s Concentrated Poison perk! If you've picked up a bow with an added enchantment, that's an extra helping of gravy... delicious, damage dealing gravy!</li>
</ul>
<p>Alchemy<br />
I keep forgetting how cool this skill is! Just about anything you want to be, Alchemy helps you become it. To keep myself from going overboard with all the fun this skill provides, I mainly kept my focus on brewing poisons, and it only takes a moment to realize how well Alchemy blends in with Archery! The bow is perhaps the greatest delivery mechanism for poisons—hit them hard from afar and let your poisons do their thing. It’s beautifully simple… and effective!</p>
<p>Conjuration<br />
What wraith wouldn’t want to hobnob with his fellow fallen? But even more important is the extra support and distraction zombie minions provide. Between Barbas and your zombies, the baddies almost forget you’re there!</p>
<p>AND one of my favorite Skyrim idiosyncrasies comes wrapped up in this school: the very simple Raise Zombie spell levels you up far quicker than any of the other (more powerful) reanimation spells. If you have an itch to up your Conjuration skills, but would rather <em>play</em> the game than spend your time mindlessly blasting dead skeevers over and over with Soul Trap… Raise Zombie is your truest friend.</p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9466-conjuration.jpeg" target="_blank" rel="noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/fd/ea/01/1e814_312a.jpeg?c=8495&width=610" width="610" /></a></p>
<p style="text-align: center;"><em>Arise, fellow fallen of Falkreath... and help me kill stuff!</em></p>
<p><strong>Alteration</strong></p>
<p>This build neither perks nor fully utilizes armor, thus flesh spells are nice to have on hand—I found myself tossing one up even <em>before</em> I entered combat. In a hostile environment and you don’t know what’s around the next corner? Bust out a flesh spell and find out. I just kept upgrading to the next flesh spell that would still allow me to raise a zombie or mess with minds should the need arise</p>
<p>Illusion<br />
I have a nasty habit of abusing this school if left to my own devices, so I was pretty happy when Kael and Kaiser said they wanted to limit Illusion mainly to Fear and Calm spells. Even then, I used this as my Plan C: when arrows and zombies fail to cool a heated situation, Fear sends them packing (while <em>you</em>send arrows into their backs), and Calm works almost as if they’ve gone so tharn with fear that they just sort of wander aimlessly around. Think of Illusion like this: when things get uglier than you’d like them to be, Illusion makes them prettier</p>
<p style="text-align: left;" align="center"><strong>Gear</strong></p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9468-gear.jpeg" target="_blank" rel="nofollow noopener"><img class="align-right" src="http://tamrielvault.com/public/album_photo/10/eb/01/1e826_3a9c.jpeg?c=099a&width=420" width="420" /></a>Head—<em>Jagged Crown + Aetherial Crown</em>. The Jagged Crown looks <em>so</em> grim, and thanks to a wonderful glitch, you can wear circlets (which tend to look a tad prim) under them. Now you can experience all the power of the Advanced Lady Stone AND the Ritual Stone with all the grim and none of the prim... booyah!</p>
<p>For you scrubs without the DLC (ShinJin, I'm looking at you), you can still look grim while enjoying a 20% boost to Archery, Alchemy, and Lockpicking by sporting Krosis... being a scrub never felt so good! xD</p>
<p>Body—<em>Miraak's Robes</em>. Sleek, stylish, and severe, these robes make the perfect statement for wraiths looking for lasting rest and revenge. Oh, and did I mention the explosive tentacles of poisonous death? And the cool thing is you don't have to wait to be pounded on to get them to activate; employing Bardic Knowledge or activating the Ritual Stone will set these robes off on <em>your</em> terms. Grab them as quick as you can!</p>
<p>DLC-less scrubs can wear Scaled Armor while watching all the cool kids play around with their poisonous tenticular robes of death (and make up descriptive words that sound remarkably close to other descriptive (but considerably more embarrassing) words).</p>
<p>Neck—<em>Bone Hawk Amulet</em>. We chose this amulet mainly for the mainly for the aesthetic appeal... kind of cool and grisly all at the same time. Since I didn't have access to the Bonehawk jewelry, I just went with the Talos Amulet. As a Nord it felt right, and you gotta love that Shout Cool-down bonus!</p>
<p>Hands—<em>Gauntlets of the Old Gods</em>. Help some folk who have also suffered from border skirmishes, <em>and</em> get gauntlets that add 20% damage to your bow. Nice! </p>
<p>Finger—<em>Ring of the Erudite</em>. Adds 100 to your magicka, and boosts your magicka regeneration... where do I sign up?</p>
<p>Feet—<em>Boots of the Old Gods.</em> While stealth isn't a huge part of your playstyle, the muffle enchantment on these boots gets you that much closer to getting the drop on the baddies, and they balance out the look of the gauntlets rather nicely. </p>
<p> </p>
<p><strong>Perks</strong></p>
<p align="center"><a href="https://www.tamrielvault.com/discussions/9001-10000/9470-perks.jpg" target="_self" rel="nofollow"><img src="http://tamrielvault.com/public/album_photo/22/eb/01/1e838_1e77.jpg?c=55e3" alt="" width="610" /></a></p>
<p><strong>Combat </strong></p>
<p>While stealth is not a major part of this build, I found it helpful to be sneaky enough to initiate combat on my terms whenever I had the opportunity to do so. This gives you time to buff yourself with potions and flesh spells, raise a minion if there are bodies accessible, and buff those zombie minions before the ensuing hullabaloo begins. Single foes of any strength are really not much of a threat: put an arrow in them and watch Barbas shoot past you and take all the heat. Stick them full of arrows like you're an angry witch-doctor working on a life-sized voodoo doll... problem solved.</p>
<p>Multiple threats will take some strategery. I always looked for the mages first—no matter how strong. If they are easily identified, prepare your bow with the strongest Lingering Damage Health poison you've got, and keep the arrows coming till they're down. If Barbas is keeping the others occupied and you can find a corridor to the mage you've put down—raise him. If, instead, you start feeling some heat—keep moving and shooting long enough until you see a tanky enemy go down, and raise her instead; up-in-your-face zombie minions do a <em>lot</em> to lessen the pressure and let you take your shots safely in the background.</p>
<p>Since we're talking about crowd control, it's worth mentioning that The Wraith Blast move (seen later in the build) is a truly devastating work of art. As most of you know, Miraak’s robes trigger a tentacle explosion on contact. This explosion can be triggered once every 5 seconds. The Clear Skies dragon shout can also be activated every 5 seconds when you only use the first word. Both of these effects stagger and by utilizing Bardic Knowledge to activate the robe’s effect and Force without Effort to power-up your staggering abilities you can essentially perma-stun enemies by rotating between Clear Skies and the tentacle explosion—even though the Clear Skies stagger only works outside, this move is still stupidly overpowered… but man is it fun! xD</p>
<p>Dragons are a bit unpredictable; sometimes they focus on Barbas, but other times it seems they only have eyes for you. Either way, your best bet is to go to your Lingering Damage Health poisons and get those suckers grounded as quickly as possible. After that, things get simple as Barbas gets up in their scaly faces, and you start plucking safely away. Arrows not making it happen fast enough... there's always beast form ;D</p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9472-dragons.jpg" target="_blank" rel="nofollow noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/07/eb/01/1e81d_afa7.jpg?c=c4f1&width=610" width="610" /></a></p>
<p style="text-align: center;"><em>That tears it, dragon... now you're in big, BIG trouble!!!</em></p>
<p style="text-align: left;" align="center"> <strong>Gameplay</strong></p>
<p style="text-align: left;"><strong>Early</strong><br />
In order to jump-start the build, I took my perks as far as they would go in Helgen by leveling Sneak; wail on Hadvar while he’s in sneak mode waiting for you to take care of the bear, then place your perks into your chosen skills until you can’t place any more. Then leave Helgen and start grabbing gear, shouts, and powers that would strengthen the Vul Vokun and prepare him for his terrifying return to Falkreath hold.</p>
<p>For the most part, I kept well away from Falkreath during this phase of the game with some notable exceptions: Barbas. Get that dog (do it early)! The Lady Stone. I would visit the Lady Stone every so often as my Alchemy skills increased in order to re-’advance’ it with stronger and stronger Fortify Restoration potions. Sinding... maybe. At first I wanted to take on the Beast Form at will, so the Ring of Hircine seemed like an important item to pick up. However, after experiencing just how bombastic Beast Form is when used with the Unleash move, I eventually got rid of the ring in order to effectively limit how often I could use that power. Too much of a good thing...</p>
<p><strong>Mid</strong><br />
Somewhere between level 25-30 I felt ready to make my mark on Falkreath hold and systematically started clearing caves, forts, ruins, dungeons, and fauna around the periphery. The way I saw it, Falkreathians would, if anything, start to feel safer and let their guard down a bit knowing that the hold’s baddies were mysteriously being eradicated. For a while they might even view their ultimate doom as a sort of hero.</p>
<p>I patrolled the borders of Falkreath hold, killing everything I could, and slowly spiraled my way into the hold’s capital. Eventually that spiral led to Falkreath's city limits. I had just cleared out the Dark Brotherhood and then took over Shriekwind Bastion so that, like the Grinch looking down upon the Who’s in Whoville, I could gaze upon the city, MY city, and imagine the utter stillness and peace that would soon fall upon it.</p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9474-mrgrinch.jpeg" target="_blank" rel="nofollow noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/1c/eb/01/1e832_704c.jpeg?c=7422&width=610" width="610" /></a></p>
<p style="text-align: center;"><em>You're a mean one... Vul Vokun!</em></p>
<p>First Scenario: I waited till nightfall, took out one or two guards, and when the dust settled I entered the first house I encountered, obliterated its inhabitants, and returned to Shriekwind Bastion. Night after Night I’d settle upon Falkreath like a mist of death… new guards silenced, the next house up the street cleared of inhabitants, then slip back into the safety of night and Shriekwind.</p>
<p>One can only imagine how the owner of the next house felt to awaken and find his neighbors slaughtered in their beds, <em>knowing</em> that his turn was coming… tonight. I was a bit past level 40 by the time I managed to kill everyone that could be killed in Falkreath and finally claim my peace. Not gonna lie; it was a <em>really</em>creepy way to take out that city—and a whole lot of fun!</p>
<p>Second Scenario: because I'm psychotic and had so much fun doing it, I decided to reload a past save and kill the people of Falkreath one more time... but this time a little less subtly. I walked right into the city like it was high noon in the O.K. Corral, went in as far in as I could while still in view of the gate guards, knocked an arrow in my bow and buried it into the closest guard to me. Then I waited while the guards and citizenry came to “teach me a lesson.”</p>
<p>When I was good and surrounded, I busted out Battle Cry and watched folks scatter, then turned on the Beast Form and started hunting the fair folk of Falkreath as they headed for the hills. Tear someone apart, toss the body, feast on it to extend Beast Form’s duration, then chase down my next victim. It was absolutely<em>brutal</em>. By the time Beast Form wore off, there wasn’t any man, woman, or animal left alive outside on the streets—so Barbas and I went inside. House after house, we finished the job. Long before sun-up there were none left who could be killed.</p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9476-theend.jpg" target="_blank" rel="noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/31/eb/01/1e847_8506.jpg?c=1a8d&width=610" width="610" /></a></p>
<p style="text-align: center;"><em>Vul Vokun & Company—Falkreath's finest street sweepers</em></p>
<p><strong>Concoctions</strong></p>
<p>We like to look at Alchemy as falling into 3 categories for this build: (a) stuff that helps you, (b) stuff that helps your minions, and (c) stuff that hurts the bad guys. Now we know that long lists of potions with exotic ingredients is a real turn-off, so we stuck with easy-to-find ingredients, and limited our brews to no more than 2-3 per category</p>
<p><strong>Potions</strong></p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9479-potion.png" target="_blank" rel="nofollow noopener"><img class="align-left" src="http://tamrielvault.com/public/album_photo/28/eb/01/1e83e_3d51.png?c=3f44&width=210" width="210" /></a>Tasty Potion<em>—Blue Mountain Flower + Yellow Mountain Flower + Imp Stool (Restore Health + Fortify Health)</em></p>
<p>If you like to roll on Legendary difficulty and play on PC, it is certainly worth hot-keying this little beauty; It's almost like having the Restoration perk Avoid Death... but in a bottle.</p>
<p>Chicken Soup for the Soul—<em>Juniper Berries + Namira’s Rot + Canis Root (Regenerate Health + Fortify Marksman)</em></p>
<p>Heal quicker and hit harder; kind of like having the Orc special power Berserker Rage... but in a bottle.</p>
<p> </p>
<p><strong>Minion Buffs</strong></p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9481-booster.png" target="_blank" rel="nofollow noopener"><img class="align-right" src="http://tamrielvault.com/public/album_photo/fa/ea/01/1e811_2961.png?c=3237&width=210" width="210" /></a>Phial of Keep-on-Keepin’-on<em>—Namira’s Rot + Juniper Berries + Chaurus Eggs (Regenerate Health + Damage Magicka)</em></p>
<p>This is a great opening buff for your zombie pals just before entering combat.</p>
<p>Philter of Happy Zombie<em>—Flower + Glowing Mushroom + Nightshade (Fortify Destruction + Fortify Health + Damage magicka regen)</em></p>
<p>Zombies looking a little ragged around the edges? Give them this little pick-me-up. Best applied with a dagger (or even better... a fork!)</p>
<p> </p>
<p><strong>Poisons</strong></p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9483-poison1.png" target="_blank" rel="nofollow noopener"><img class="align-left" src="http://tamrielvault.com/public/album_photo/25/eb/01/1e83b_c0d9.png?c=bc62&width=210" width="210" /></a>Dram of Perpetuating Owee (DPO)<em>—Mora Tapinella + Imp stool (Lingering Damage Health)</em></p>
<p>Lingering Damage Health poisons are <em>awesome!</em> (especially for archers). Pop an arrow into a Marauder from a decent distance away, and by the time he gets to you he's been demoted to Bandit Outlaw. I had this little gem hot-keyed.</p>
<p>Vial of Worsening Ouchie (VWO)<em>—Red Mountain Flower + Bleeding Crown + Deathbell (Damage Health + Weakness to Poison)</em></p>
<p>This one gets nasty when combined with the Concentrated Poison perk... first shot hurts, second shot <em>kills!</em></p>
<p>WTF—<em>Canis Root + Imp Stool + Nightshade (Damage Health + Paralysis)</em></p>
<p>Great for mobs, and once again, Concentrated Poison really makes this poison shine! Hurt them <em>and</em> give them a quick time out so that you can take care of their baddie buddies. By the time they drag themselves up, they'll find things are going to be<em>very</em> different!</p>
<p> </p>
<p><strong>Special/Useful Moves</strong></p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9485-unleash.png" target="_blank" rel="nofollow noopener"><img class="align-left" src="http://tamrielvault.com/public/album_photo/34/eb/01/1e84a_6fe3.png?c=5a3f&width=100" width="100" /></a>Unleash: <em>Histskin/Battlecry/Command Animal (+ Animal Allegiance) + Beast Form</em></p>
<p>Regenerate your health to shrug off the wounds taken while transforming, or send your foes running, giving you ample time to transform! Command Animal can even get the Mammoths defending you as you transform, just as Animal Allegiance will do!</p>
<p> </p>
<p> </p>
<p><img class="align-left" src="http://tamrielvault.com/public/album_photo/3a/eb/01/1e850_d0a8.png?c=c64e&width=100" width="100" /></p>
<p>Wraith Blast: <em>Bardic Knowledge + Miraak’s Robes + Clear Skies (One word) + Power Shot</em></p>
<p>Bardic Knowledge can activate Miraak’s Robes’ tentacle effect, which staggers and does damage! So use Bardic Knowledge to keep your foes tentacle-ized. <em>And</em> if you happen to be outside, you can throw in a single shout of Clear Skies which continues to keep them off-balance (and is as close to spammable as a shout gets). Meditate on Force Without Effort, and they stumble even longer. Now combine all this with the frequent staggers your Power Shot perk provides, and your enemies will be reeling like the town drunk… let the good times roll!</p>
<p> </p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9489-20150826_00040.jpg" target="_blank" rel="noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/f7/ea/01/1e80e_9386.jpg?c=5b82&width=610" width="610" /></a></p>
<p style="text-align: center;"><em>It really IS as scary as it looks!</em></p>
<p> </p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9491-doomwave.png" target="_blank" rel="nofollow noopener"><img class="align-left" src="http://tamrielvault.com/public/album_photo/01/eb/01/1e817_64a7.png?c=2d51&width=100" width="100" /></a>Doom Wave: <em>Wraith Blast + Ahzidal’s Ring of Necromancy + Ritual Stone + Fire breath + Dragonborn Flame</em></p>
<p>Now as if all that <em>stag</em>gering isn’t enough, you’ll have loads of corpses after your wraith blast? So naturally, you raise them all to fight for you! Then with Fire breath and Dragonborn Flame, exchange your zombies for Fire Wyrms in an explosion of ice and fire! WARNING: VERY VERY VERY VERY VERY OP</p>
<p> </p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9493-empoweringpulse.png" target="_blank" rel="nofollow noopener"><img class="align-left" src="http://tamrielvault.com/public/album_photo/0a/eb/01/1e820_f779.png?c=6293&width=100" width="100" /></a>Empowering Pulse: <em>Ritual Stone + Barbas + Beneficial Poisons  + Calm + Rally</em></p>
<p>Buff up your allies and Barbas with your poisons, then stack calm and rally on each ally. A great opener for what looks to be a difficult fight.</p>
<p> </p>
<p><span style="color: #999999;">.</span></p>
<p> </p>
<p><strong>Suggested Quests</strong></p>
<p><strong>Companions</strong></p>
<p>For Werewolf form. Even though it utilizes Beast Form, I don’t consider this build a ‘Werewolf Build’. Rather, I viewed the ability as more of a reflection of the pent up rage the Vul Vokun has stored over the ages. I’m ashamed to admit it, but this is actually the first time I have ever seriously used Werewolf Form. I was <em>going</em>to give <a href="http://tamrielvault.com/profile/TaeRai" target="_self" rel="nofollow">Tae’s</a> awesome <a href="http://tamrielvault.com/forum/topics/character-build-hircine-s-child?groupUrl=character-building&groupId=6452022%3AGroup%3A48137&id=6452022%3ATopic%3A1718416&page=2#comments" target="_self" rel="nofollow">Hircine’s Child</a> a try over the summer, but my general dislike for 3rd person combat and having <em>none</em> of my killer gear or magic kept me from it. Now, three years later, I see how foolish I’ve been--Beast Form is… well, <em>beastly!</em></p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9495-thebeast.jpg" target="_blank" rel="noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/2e/eb/01/1e844_9266.jpg?c=f364&width=612" width="612" /></a></p>
<p style="text-align: center;"><em>Check out Lod’s health bar… he’s about to undergo a SERIOUS status update!</em></p>
<p><strong>Civil War (up to Jagged Crown)</strong></p>
<p>Side doesn’t matter. After you have the Jagged Crown, keep the Imperials and Stormcloaks out of Falkreath by <em>killing every last mother-scratching one you run across.</em> Of course it would be sick and wrong if you  hunted down the camps outside of Falkreath hold, but I have heard it said that the very <em>definition</em> of fun is walking into a camp, putting an arrow into the knee of the first soldier you find, then busting out Unleash… again, this is hearsay only ;D</p>
<p><strong>Main Quest</strong></p>
<p>You gots to have your shouts. I left High Hrothgar and never came back, but I can easily see going all the way if you wanted--you want a perfectly still Falkreath, not an obliterated one.</p>
<p>Because Miraak’s robes are needed. Best to do this one ASAP. Again, stopping the end of the world is the best way to make Falkreath the kind of hold <em>you</em> want.</p>
<p>Dawnguard (Volkihar): for the Ring of the Erudite.</p>
<ul>
<li>Rings of Blood Magic - The Ring of the Erudite provides a nice bonus to magicka regen and a nifty boost of +100 to magicka.</li>
</ul>
<p><strong>A Daedra’s Best Friend</strong></p>
<p>Just the first part until you get Barbas, an <em>invulnerable</em> companion who doesn’t blink when the occasional stray arrow finds its way into the back of his head.</p>
<p><strong>Destroy the Dark Brotherhood</strong></p>
<p>They’re in Falkreath. And <em>living</em>… you really need to fix that. Now go claim your reward (then kill the two Penitus Oculatus agents on your way out).</p>
<p><strong>Bringing Peace to Falkreath</strong></p>
<p>Okay, we made this one up, but it means killing every single killable person in Falkreath hold. If you’re slightly demented, you can take it one step further and kill every single living <em>thing</em> in Falkreath hold:</p>
<p><em>“Daddy, why did you just shoot that bunny rabbit?”</em></p>
<p><em>“For peace, honey. I killed that rabbit to establish an everlasting peace in Falkreath.”</em></p>
<p><em>“Oh.”</em></p>
<p><em>“I’m a hero.”</em></p>
<p><em>“You seem like kind of a jerk.”</em></p>
<p><em>“Go to bed.”</em></p>
<p><a href="https://www.tamrielvault.com/discussions/9001-10000/9497-peace.jpg" target="_blank" rel="noopener"><img class="align-center" src="http://tamrielvault.com/public/album_photo/1f/eb/01/1e835_b800.jpg?c=e7fd&width=610" width="610" /></a></p>
<p style="text-align: center;"><em>Having brought peace to Falkreath, the Vul Vokun can finally take a well-earned rest.</em></p>
<p> <strong>Special Thanks</strong></p>
<p>First and foremost, this build is a collaborative effort between <a href="http://tamrielvault.com/profile/Bleghblegh" target="_self" rel="nofollow">Kael</a>, <a href="http://tamrielvault.com/profile/Kaiser" target="_self" rel="nofollow">Kaiser</a>, and myself<em>—</em>and I can say this with no reservations: you'll be hard-pressed to find two finer people (or builders) on the blog. Even though they knew my time was limited, they still let me hop aboard, and it's been a privilege watching them work (and tapping into their abundant enthusiasm) :D</p>
<p>As always, a special shout out to the CB hosts for getting this contest up and running. Also a great big thanks to those who have participated in the contest whether by submitting fantastic builds, or simply participating in the <a href="http://tamrielvault.com/group/character-building/forum/topics/character-building-contest-3-holds" target="_self" rel="nofollow">Character Building Contest #3</a> thread... it's been a lot of fun, and some really cool things have come out of it.</p>
<p>We'd also like to thank <a href="http://tamrielvault.com/profile/Phil105" target="_self" rel="nofollow">Phil</a> for his insights on Falkreath hold... the man knows his stuff, and is always ready to lend a hand. You're good people Phil<em>—</em>always have been, always will be! ;D</p>
<p><em>**This build is a collaborative effort between me, Kael'than, and ShinJin**</em></p>
</div>Character Build: The Necromancerhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-necromancer2017-12-09T22:40:05.000Z2017-12-09T22:40:05.000ZHensonhttps://TheSkyForge.ning.com/members/Henson919<div><p><em>"You have not heard the horrible, sad tale? Of ... of ... well I do not dare speak his names, for he goes by many .....</em></p>
<p><em>No one remembers his real name. Most do not even know where he hails from. What little we do know are stories of a simple family man who lived a simple life. Farmer, trader, and not one for venturing away from his home. But who would venture out when you have everything you need? A warm house, a strong, growing son, and a loving wife.</em></p>
<p><em>The stories tell of his complete devotion to his wife. She was his meaning for living and his meaning to work hard, to provide for his family. But some stories do not end well at all... Both his wife and son were stricken with disease. An unknown ailment that proved to be fatal... One could not imagine the grief of losing his one meaning for living and his own son. So a journey began to search for the secret to life. He began searching for magics he had heard rumors of, magics that could maybe, just maybe bring his wife and son back to him.</em></p>
<p><em>The journey brought the man to Skyrim, a land of ancient knowledge and power that had potential to bring his family back to the land of the living. Anger, grief, and a righteous greed to regain what he had lost. He had made his way to a mysterious stone. It was said that once touched, the stone granted the person with "dark" gifts. A gift that was rumored to raise the dead to once again walk among the living. A darkness was said to fall over the man, which made him forget. Forgetting his family, forgetting his wife, and forgetting his purpose, the man had but been taken by the darkness ... he had been taken by The Ritual Stone ...</em></p>
<p> </p>
<p style="text-align: center;"><strong>The Necromancer</strong></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906570?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/906570?profile=RESIZE_480x480" width="401"></a></p>
<p> Sure, we have all seen masters of the undead. Different character builds that dabble in necromancy and raising corpses to destroy enemies. I even took a crack at trying my own version of an evil, undead monster <a href="https://theskyforge.ning.com/groups/tes-character-building/forum/character-build-the-fearmonger" target="_self">The Fearmonger</a>. This is more of a traditional look at what a necromancer is all about: raising the dead as well as decaying the mind and body. Using a "trick" I have experimented with before, I have created a character concept that can adapt his undead army to his liking, always changing the powerful possibilities of combat using undead minions ... and extremely strong minions, too!</p>
<p>This character class and concept is probably one of my favorites. Raising and controlling the undead is a very satisfying aspect of any game that includes it, and Skyrim is no different. The one limiting aspect of a Skyrim necromancer is that you cannot raise permanent undead minions until you reach 100 in Conjuration. Until then, you can raise humanoids and animals alike for a limited amount of time (60 and 120s). Another downside is that when these minions "time out" they will turn to ash, rendering that corpse useless. That is where a certain item and certain standing stone come into play.</p>
<p><em><strong>The Aetherial Crown</strong></em>. Unmatched in it's power when applied to a necromancer! The Aetherial Crown allows the wearer to have TWO standing stones active at once: one stone that is applied to the player and one stone that is applied to the crown itself. With this in mind, the player is able to store <em><strong>The Ritual Stone</strong></em><strong> </strong>in the crown itself which can be manipulated for immense amounts of power. The crown can be <em>un-</em><em>equipped and re-equipped</em> (nothing new as it is a known trick)<em> </em>in order for the Ritual Stone's power to be usable again and again and again ... a proper way to play a necromancer!</p>
<p> </p>
<p style="text-align: left;"><strong>Build</strong></p>
<p><strong><a href="http://storage.ning.com/topology/rest/1.0/file/get/906595?profile=original" target="_self"><img class="align-left" src="http://storage.ning.com/topology/rest/1.0/file/get/906595?profile=RESIZE_480x480" width="354"></a>Race:</strong> Breton Vampire</p>
<p><strong>Standing Stones: </strong>The Serpent and <em>The Ritual</em></p>
<p><strong>Major Skills:</strong> Conjuration, Illusion, Alchemy</p>
<p><strong>Minor Skills:</strong> Restoration, Enchanting, Sneak</p>
<p><strong>Dragon Shouts: </strong>Drain Vitality, Marked for Death, Soul Tear</p>
<p><strong>Vampirism: </strong>No use of vampire lord form</p>
<p><strong>Gear</strong></p>
<p><strong>Head:</strong> Aetherial Crown/Shrouded Hood</p>
<p><strong>Chest: </strong>Mourner's Clothes*</p>
<p><strong>Feet: </strong>Vampire Boots</p>
<p><strong>Hands: </strong>Vampire Gauntlets</p>
<p><strong>Weapon: </strong>Dagger (Elven-Ebony)</p>
<p><strong>Stats: </strong>M/H/S - 4/0/1</p>
<p>*You are in mourning for the loss of our family and wear the blackened clothes to show your despair. I have always loved this outfit and this build and RP is a perfect fit for it.</p>
<p>Before getting into the choice of perk trees, I want to let you know that is not some destruction-spell slinging, totally evil lord of darkness. Destruction and ice spells have been linked with necromancers for a long time and I just don't understand it. As a necromancer, you instead are the master of the mind and decay, capable of infecting your enemies thoughts as well as dishing out slow acting poisons through spells and powerful potions.</p>
<p>Every necromancer I have seen is this all powerful, unbeatable dark force of death. Necromancy is normally frowned upon, yes, but this is not some invincible devil build. I will admit, once things get going, you will be trucking through just about every fight and it is AWESOME, but I have not added one stat point into health. In gaining dark gifts, you are weak and feeble. You have your magic and your mind to do the muscle work!</p>
<p><strong>Skills and Perks</strong></p>
<p><strong>Conjuration: </strong>The mainstay of any necromancer build, so this choice goes without saying. This skill tree allows for cutting down on conjuration costs, longer undead summon durations, a big +100 health boost to raised undead, and the ability to raise two undead minions at once.</p>
<p><strong>Illusion:</strong> The necromancer is a master of the mind. Along with the obvious choice of conjuration, illusion is quite possibly even more important as you will read in the gameplay section. This skill allows the necromancer to frenzy your enemies to provide corpses for his needs, creating chaos and keeping enemy weapons away from your feeble frame and low health. Illusion also allows for insane amount of health boosts to your minions.</p>
<p><strong>Alchemy:</strong> Necromancer's are agents of decay. You take from the world of the living, plucking living things from the earth and gather ingredients to mix into powerful, debilitating poisons. Strong poisons combined with the concentrated poison perk allows for two, quick dagger strikes as a last resort when in a tough battle. Paralyze and weakness to poison potions are invaluable when a strong-armed bandit is charging you without minions to help in your defense.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906626?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/906626?profile=RESIZE_1024x1024" width="620"></a></p>
<p><strong>Restoration:</strong> The magic school of restoration has many uses: healing oneself, regenerating magicka and stamina, as well as the all power perk Necromage, which allows our undead selves to have boosted spell effects! This magic school also has the new fun Poison Rune spell which enhances the necromancer's power to eat away at living flesh from afar. </p>
<p><strong>Enchanting: </strong>Necromancer's are masters of enchanting. Using the trapped souls of slain enemies, you can imbue your apparel and weapons with powerful enchantments. Some notable enchantments:</p>
<ul>
<li>Dagger - Paralysis + Soul Trap</li>
<li>Apparel - Fortify Illusion, Alchemy, and Conjuration</li>
<li>Others - Magicka Regen, Fortify Restoration, Magicka Resists</li>
</ul>
<p><strong>Sneak: </strong>Having never really needed to sneak passed many enemies, this skill is great with only one perk investment. Since you are wearing clothes for the most part, enemies will have a hard time hearing you, especially with a silent casted muffle spell. Sneaking proves beneficial early on when your illusion spells cannot meddle with the undead yet and you need to be away from danger.</p>
<p><strong>(Destruction:) </strong>This school is only useful for one perk: Rune Master. The Poison Rune spell is extremely helpful from afar, as the poison damage stacks each time, so having the rune master perk allows for casting it 5x further away keeping you at a safe distance. I only used trainers to level destruction enough to attain this perk.</p>
<p>Full perk spread here lvl50: <a href="http://skyrimcalculator.com/#242283" target="_blank" rel="nofollow noopener">Here</a></p>
<p> </p>
<p style="text-align: center;"><strong>Gameplay</strong></p>
<p>This is where the fun begins! This character concept began with a simple concept stacked on upon a very common play style: boosting your undead minions.</p>
<p>Illusion spells: <em><strong>Courage, Rally, and Call to Arms stack.</strong></em><strong> </strong>Yes, their effects stack. I am sure many people knew this, but this opens up extreme potential for an undead army.</p>
<p><strong>Courage: </strong>Boosts target's health and stamina by 25 for 60s.</p>
<p><strong>Rally: </strong>Boosts target's health and stamina by 25 in small AoE radius for 60s.</p>
<p><strong>Call to Arms: </strong>Boosts target's combat skills, health, and stamina by 25 in large AoE radius for <strong><em>10 minutes.</em></strong></p>
<p>What can all of these spells casted together achieve? We have to look at some of the math. Given that each of these spells boosts health and stamina as well as One Handed, Two Handed, and Archery for CTA by 25 points:</p>
<ul>
<li>Animage boost to 33 - animals only</li>
<li>Kindred Mage boost to 35 - humanoids only</li>
<li>Vampirism (Champion of the Night) boost by 25%</li>
</ul>
<p>This would yield 41/43 (animals/humanoids) to health/stamina as well as combat skills for Call to Arms. PLUS:</p>
<ul>
<li>Necromage boost by 25% on undead</li>
<li>Fortify Illusion potions boost by ???% (anywhere from 100%-130% normally)</li>
</ul>
<p>All of this together means, that after taking the Master of the Mind perk, you are able to boost your undead minions by <strong>+300 health and stamina </strong>as well as <strong>+100 to combat skills!! </strong>Stack these effects with the capabilities of raising as many undead minions as you want, and you have some of the most powerful undead fighters capable of pillaging, decimating, and absolutely tanking anything in the game. Of course, you could enchant and abuse alchemy to have insane Fortify Illusion potions to go beyond reasonable amounts of undead boosting. It is an obvious note to know that you need the Master of the Mind perk to boost your minions! 100 illusion is easy to come by through training and just constant use against enemies.</p>
<p>Is this all necessary? Yes. The Necromancer also utilizes Poison Runes from afar and a highly poisoning and paralyzing dagger when enemies get close. It is invaluable to have your disposable minions last as long as possible in a fight. But who to raise? How should a necromancer go about choosing who is fighting for him, given that the Ritual Stone is capable of raising even mammoths, giants, and many, many others? Let's take a look at some of my favorites:</p>
<p> </p>
<p style="text-align: center;"><strong>Army of Darkness</strong></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906661?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/906661?profile=original" width="250"></a></p>
<p><strong>Vampires: </strong>My all-time favorite undead army crew. These spell-slinging, undead masters are insanely powerful. Capable of powerful melee strikes and devastating spells from afar, these are your top choice to your undead army. These blood sucking demons are also capable of draining the enemies health while also raising undead of their own, expanding your armies to large numbers which make for extremely epic battles! With both strong close quarters combat and ranged combat, look no further for a better undead soldier.</p>
<p>Being the vampire leader of 6+ vampires is very satisfying and your ultimate goal for this character.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906686?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/906686?profile=RESIZE_480x480" width="320"></a></p>
<p><strong>Orcs:</strong> After destroying an Orc stronghold, I decided to adapt my army to a crew of orc warriors. I did not look back for a LONG time. After boosting these berserkers with +300 health and over 100 in one handed and two handed, it was never a question of victory. Two handed battle axes were cleaving our way through the land and nothing stood a chance! Absolute power!</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906729?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/906729?profile=RESIZE_320x320" width="300"></a></p>
<p><strong>Alik'r: </strong>These master swordsman prove to be a great wrecking crew. Having been a big of Mason's Alik'r build, it is like having 5-6 of them following you around all the time and having immense amounts of health and one handed skill! These agile warriors lack the armor rating of other minions, but the added health and stamina will keep them alive and power attacking through anything you come across.</p>
<p>It is wise to note that when crossing into a new area and going through a loading screen, you might lose a few of your undead minions when utilizing the Ritual Stone. These Alik'r are in a dungeon cave, so when exiting, I find it easier to move forward immediately to allow everything to load behind you.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906756?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/906756?profile=RESIZE_480x480" width="420"></a></p>
<p><img src="/public/album_photo/35/2a/02/2260d_6fe9.jpg?c=b623" alt=""></p>
<p><strong>Draugr: </strong>If you want to feel like a Grade A badass, Draugr are the way to go. All the way up to Deathlords, you can raise the countless undead already in the dungeons underground to do your bidding. Insane amounts of health and damage, these are a notable choice for a wrecking crew beyond belief. Fight fire with fire when in that tough dungeon you just can't finish because of that really tough end boss. These guys give a true sense to a zombie army ... but they just happen to be armed with ancient weapons that deal massive amounts of damage.</p>
<p> </p>
<p><strong>The Other Combatants...</strong></p>
<p><strong>Diverse Wildlife</strong></p>
<p><strong>Saber cats:</strong> Extremely deadly up close and fast enough to close the gap between enemies.</p>
<p><strong>Giants: </strong>Walking tanks with giant clubs ... 'nuff said!</p>
<p><strong>Wolves:</strong> Effective in large packs, possible rockjoint to enemies.</p>
<p><strong>Mammoths:</strong> Well ... you just NEED to try this one out for yourself!</p>
<p><strong>Chaurus:</strong> Insane amounts of poison damage, a fitting damage for a necromancer.</p>
<p><strong>Deer/Elk: </strong>Ben C thought this was an effective method, and it surprisingly is! A large herd of elk or deer can be quite cumbersome for enemies.</p>
<p><strong>Trolls: </strong>Raise a couple of these manic bad boys and you will give your enemies a fight they will never forget!</p>
<p><strong>Humanoid Minions</strong></p>
<p><strong>Forsworn: </strong>Both melee and ranged capabilities, powerful dual wielding attacks.</p>
<p><strong>Imperials/Stormcloaks: </strong>Pick a side, then raise your army! Strong melee and ranged minions.</p>
<p><strong>Afflicted: </strong>Spitting poison damage? Great choice for a necromancer.</p>
<p><strong>Bandits: </strong>Very common, powerful in great numbers.</p>
<p><strong>Hunters: </strong>Great ranged attackers and marksman!</p>
<p><strong>Falmer: </strong>Strong poison attacks, both ranged and melee.</p>
<p><strong>Necromancers: </strong>More undead summons, frost spells.</p>
<p><strong>Mages: </strong>Fantastic ranged magic attacks, flesh spells boost armor, weak against melee attackers.</p>
<p><strong>Conjurers: </strong>Like vampires, these minions can raise their own minions, creating vast armies at your disposal.</p>
<p>There are of course many, many, other specialized choices for a necromancer to raise or any combination of these listed for maximum effectiveness. A wise tactic is to choose both heavy armored/high HP melee attackers combined with powerful ranged attackers for war-like situations. Some great combinations include saber cats and hunters, giants and mages, and vampires and draugr.</p>
<p>I implore anyone to give the Aetherial Crown power a try when combined with the Ritual Stone. This character class is HIGHLY adaptable to any playstyle given the almost infinite army possibilities. If you want to be a mammoth wrangler (Ben C TM), then you can. If you want to be an absolute disease that wipes out everything in existence, then raise vampires.</p>
<p>Hope you enjoy a somewhat common playstyle and roleplay, just with a few twists! There are a few great necromancer builds on the site, but there are no "pure" necromancers who rely only on raising the dead. This is your choice if you go down the path of darkness. This is my 20th character build, so I thought I would go back to my roots of undead.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906769?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/906769?profile=original" width="400"></a></p>
<p> </p></div>Character Build: The Mythic Dawn Agenthttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-mythic-dawn-agent2017-12-09T22:39:05.000Z2017-12-09T22:39:05.000ZHensonhttps://TheSkyForge.ning.com/members/Henson919<div><p>Having never tried a true sneak character (or true evil character for that matter) I thought I would give it a go and do some roleplaying along with it. I chose to play as a Mythic Dawn Agent, which you could call it an Acolyte as in Skyrim, there is no Conjure Armor or Conjure Daedric Mace. These two spells were the heart of Mythic Dawn assassins and agents in Oblivion, so I did my best with what skills and equipment I had. Here goes my second build.</p>
<p style="text-align: center;"><strong>Mythic Dawn Agent</strong></p>
<p><a href="http://tamrielvault.com/public/album_photo/cc/1c/02/218b2_398a.png?c=e45f" target="_blank"><img src="http://tamrielvault.com/public/album_photo/cc/1c/02/218b2_398a.png?c=e45f" class="align-center" /></a></p>
<p>This character is my interpretation of a Mythic Dawn Agent, taking elements from Oblivion, Skyrim, and also Lore from various Wiki sites and The Imperial Library. <strong><br /></strong></p>
<p>This character build is first and foremost an assassin. A deceptive agent that infiltrates and eliminates targets for the purpose of destruction - following his master, Daedric Prince Mehrunes Dagon. As most of you will know if you have played Oblivion, Mehrunes Dagon was the cause of the Oblivion conflict when the Mythic Dawn began opening Oblivion gates, eventually leading to Dagon physically appearing in Tamriel. With this character, I hope to bring a similar destruction by taking down strong leaders and causing general destruction to all of Skyrim.</p>
<p>The build is based off primarily from the Magic skills. Illusion is one of the main powers of the Mythic Dawn for their ability to become invisible, making them deadly assassins and extremely hard to detect and capture. This character also makes use of almost every other magic skill: Destruction for lightning spells which the Mythic Dawn are fabled for using, Conjuration to have Daedric summons from the Planes of Oblivion to aid you, Alteration to mimic a sort of "conjured" armor, and Restoration to help regenerate magicka and help with battling the undead. The Mythic Dawn Agent is also skilled with a dagger, as One Handed plays a role combined with Sneak and Smithing for stealthy, one-hit kills while not being detected.</p>
<p> </p>
<p><strong>Racial Choices</strong></p>
<p>I chose to be a Breton for a few reasons. I had never been one before. Breton's receive a good boost to magic schools, especially conjuration, and also for the look. A Mythic Dawn agent is well engineered to blend in and not cause suspicion. A Breton has the look of regular men, and can easily blend in with most cities and towns. I would have suggested being an Altmer, but they get a bad rap in this game due to the Thalmor, so I avoided them. Any race would work, depending on your preference for starting skills and looks.<strong><br /></strong></p>
<p> </p>
<p><strong>Skills Used</strong></p>
<p><strong>Magic</strong></p>
<p>Illusion - The major skills of this character build. Our aim for this skill is to maximize the use of invisibility. Mythic Dawn agents have the ability to become invisible for easy assassinations, reconnaissance, and also escapes.<strong><br /></strong></p>
<p><span style="text-decoration: underline;">Notable Perks</span></p>
<p><em>Quiet Casting - Extremely important to be able to remain undetected while casting magics.</em><br />
<em>Expert Illusion - To efficiently become invisible without depleting out magicka.</em></p>
<p><em>Destruction - One of the build's main form of damage output. Getting caught will happen, and when it does, this build is a lightning storm of fury and destruction. Chain Lightning causes massive amounts of destruction when it jumps to multiple targets.</em></p>
<p><span style="text-decoration: underline;">Notable Perks</span></p>
<p><em>Augmented Shock - To progress the power of our lightning spells.</em><br />
<em>Rune Master - A helpful assassination trick if you need to stay far away. Lightning runes do heavy damage</em></p>
<p><em>Conjuration - Mythic Dawn agents can call upon demons from the Plane of Oblivion, conjuring up a multitude of allies to destroy his enemies either from the shadows or while in open combat. Dremora Lords are the ultimate goal for this tree.</em></p>
<p><span style="text-decoration: underline;">Notable Perks</span></p>
<p><em>Summoner - Staying deeper in the shadows is one way of summing your lethal allies.</em><br />
<em>Atromancy - This perk allows longer durations for conjured atronachs and Dremora Lords.</em><br />
<em>Twin Souls - The more help the merrier, especially when dealing with dragons.</em></p>
<p>Alteration - Important for open combat, the Mythic Dawn Agent wears robes for less voice when sneaking and to empower himself and his spells. Mage Armor perks drastically improve armor ratings when in open combat.</p>
<p><span style="text-decoration: underline;">Notable Perks</span></p>
<p style="text-align: left;"><em>Mage Armor 3/3 - For maximum armor potential with flesh spells.</em></p>
<p style="text-align: left;"><em>Restoration - Healing and regenerating ones power is important.</em></p>
<p><span style="text-decoration: underline;">Notable Perks</span></p>
<p><em>Regeneration - To heal faster when needed if caught.</em><br />
<em>Recovery - Replenishing magicka is of the utmost importance when dealing with many schools of magic</em></p>
<p> </p>
<p><strong>Stealth</strong></p>
<p><strong><br /></strong> Sneak - Remaining undetected is the way of the Mythic Dawn Agent.</p>
<p><span style="text-decoration: underline;">Notable Perks</span></p>
<p><em>Stealth - Less chance of being spotted</em><br />
<em>Assassin's Blade - To quickly take down even the strongest of enemies</em></p>
<p>One Handed - To raise the power of dagger attacks.</p>
<p>Smithing - To increase the power of Mehrune's Razor.</p>
<p> </p>
<p><strong>Equipment Advice</strong></p>
<p>Head/Chest - Hooded Mythic Dawn Robes. Attainable after retrieving and assembling Mehrune's Razor.<strong><br /></strong></p>
<p>Hands - Mythic Dawn Gloves. Could use Shrouded Hand Wraps, as they fit the look and are extremely powerful with daggers.</p>
<p>Feet - Mythic Dawn Shoes.</p>
<p>Rings/Amulets - + Magicka / - Casting Costs</p>
<p> </p>
<p><strong>Gameplay</strong></p>
<p>Being a Mythic Dawn Agent is to be a loyal servant to Mehrunes Dagon. You must spread destruction and deceive those around you to assassinate all people in power. Mehrune's Razor is your goal weapon to use (obviously) and I have been having a blast roaming the land, not being detected, and scoping out possible people to take out and get away while being invisible.<strong><br /></strong></p>
<p>Dragons and stronger enemies are no match for Dremora Lords and pumped up atronachs. This is a very powerful build and is geared heavily towards the roleplaying aspect of the game. </p>
<p>I would like to invite you to also take part in my soon-to-be journal in the Story Corner group to detail my latest assassination and also to take "requests" to who should be killed next! </p>
<p> </p>
<p>I hope you enjoy the build as much as I have and I will update with more pictures and other details later on if you would like!</p>
<p>  </p>
</div>Character Build: The Khularihttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-khulari2017-12-09T22:34:33.000Z2017-12-09T22:34:33.000ZHensonhttps://TheSkyForge.ning.com/members/Henson919<div><p>This character build is an exploration into another vampire bloodline and a combination of skills and spells not yet explored by me: a battlemage vampire. The Khulari are Iliac Bay vampires who share the same powers as a normal vampire, but also possess another dark gift. I have tried my version of a pure mage vampire, and wanted to transform a character into a melee oriented spellsword vampire that could handle even the toughest of enemies with agile movements, more powerful spells, and strong sword skills.</p>
<p style="text-align: center;"><strong>The Khulari</strong></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906547?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906547?profile=original" width="500" class="align-center"></a></p>
<p>To understand the Khulari, we must understand where they are first introduced (Daggerfall) and where they come from. The Iliac Bay is the large bay separating the southern coast of High Rock and northern coast of Hammerfell. The Khulari are settled in heavily Redguard populated areas, such as Totambu and the Dragontail Mountains. What sets these vampires apart are their distinct ability to <strong>paralyze</strong> their prey when hunting and feeding. I chose not to focus on conjuration, sneak, or illusion for this build, much like Mason's <a href="http://theskyrimblog.ning.com/group/character-building/forum/topics/character-build-the-volkihar">The Volkihar</a>, so I could create something that strays from the beaten path and implores a more unique set of skills and spell combinations to achieve great power and strength. (For most of my new character concepts, I play the game "who else has done something like this?" as unique character builds are hard to come by. This I thought is a fun standout attempt, but have been privileged enough to gather resources and skill ideas from other builds.) Of course, there are many other vampire bloodlines, and I implore everyone to read up on their special abilities, but the Khulari sounded so freakin' cool and unique that I had to make a build.</p>
<p>The Khulari is a character concept that I tried to mimic the effects of my <a href="http://theskyrimblog.ning.com/group/character-building/forum/topics/character-build-the-fearmonger">Fearmonger</a> but instead of fear, focus on the strong power of <strong>paralysis</strong>. This character build is also more melee based with destruction and alteration magic to back it up in need of ranged abilities. This Khulari vampire was difficult to begin to research, as there is not much lore written about the bloodline, and I began to write my own story, being a stranded, weakened vampire. The rest of my clan wiped out and must seek neighboring clans for help. The Volkihar, provided by Dawnguard DLC, give us more than I bargained for.</p>
<p><strong>Build</strong></p>
<p><strong><a href="http://storage.ning.com/topology/rest/1.0/file/get/906569?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906569?profile=original" width="300" class="align-left"></a>Race: </strong>Redguard. The racial ability fits very well with this character concept as vampires are faster and stronger. With the ability to greatly increase stamina regeneration, we can run longer and power attack more often which makes this build very efficient when in combat situations.</p>
<p><strong>Stone: </strong>The Lady</p>
<p><strong>Major Skills: </strong>Alteration, One Handed, Destruction, Enchanting</p>
<p><strong>Minor Skills: </strong>Restoration, Light Armor, Smithing</p>
<p><strong>Apparel:</strong> Enchanted Blades Sword (Absorb Health+Frost) / Harkon's Sword / Chillrend, Enchanted Alik'r Hood, Enchanted Vampire Armor (grey), Enchanted Vampire Boots, and Enchanted Vampire Gauntlets. If you have not tried this aesthetic, go try it now, it is badass.</p>
<p><strong>Shouts:</strong></p>
<p><strong>Become Ethereal </strong>- Essential to pull off Mass Paralysis without a hitch!</p>
<p><strong>Frost Breath and Ice Form </strong>- Fantastic fit for ice spell augmentation, and ice form paralyzes in its own way!</p>
<p><strong>Marked for Death </strong>- Great for dealing with multiple enemies.</p>
<p><strong>Slow Time </strong>- Great to demonstrate our vampire speed and agility. Combined with the Redguard's adrenaline rush, this build can take down many enemies in quick time using brutal power attacks.</p>
<p><strong>Whirlwind Sprint </strong>- Vampire speed!</p>
<p><strong>Soul Tear </strong>- Great to augment our rare and special necromantic abilities.</p>
<p><strong>Vampire Lord: </strong>The ability to transform into a powerful vampire lord is a great addition to the build. Utilizing your normal vampire form, you are able to use your blade to cut down your foes very quickly and paralyze efficiently while firing off multiple ice spells. Vampire Lord form, however, really lets this vampire character to delve into necromancy and summoning spells a normal necromage vampire would have access to in normal form. Vampire daily powers and vampire lord are thus appreciated a lot more when used as you are not spending perks into the all powerful perks trees such as illusion, conjuration, and sneak.</p>
<p>The fun thing about this build is you are not going to be an all powerful spellblade right away in any sense. No 50+ magicka boost, no magic resistance or Dragonskin power ... playing as my favorite race, Redguard, is refreshing and has been a great twist on a vampire, especially one from this particular bloodline. </p>
<p>The synergy I tried to bring to this build are the multiple opportunities this character has to literally stop enemies in their tracks and fall over, utterly paralyzed and helpless to further magic attacks and quick blade strikes.</p>
<ul>
<li>We have, if you have not guessed it, our main spell in the left hand is the <strong><em>paralysis spell</em>. </strong>Being able to shoot off bolts of stun-you-in-your-tracks magic is a powerful feeling. This ability also comes in two flavors: the normal spell, which can be dual casted to improve chance to paralyze (if needed at all!) and mass paralysis, the master level spell which can take out anyone around you in one fell swoop.</li>
</ul>
<ul>
<li>Next are <strong><em>frost spells</em></strong>. These destruction spells are great once the perk <em><strong>deep freeze</strong> </em>is unlocked, at which point enemies with 20% or lower in health have a chance to be paralyzed. Extremely useful when fighting long range mages, especially those pesky fire mages. They become less of a problem with stronger fire resist enchantments.</li>
</ul>
<ul>
<li>Last, are our <em><strong>weapon enchantments.</strong></em><strong> </strong>Sure, you can enchant your blades sword with paralyze, which I have one, but I prefer to use frost damage and absorb health as it plays into the vampire theme. The coolest sword to use at higher levels is Chillrend, a unique glass sword enchanted with frost damage and paralyze for 2 seconds. It just looks so awesome too...</li>
</ul>
<p>So in short, if you would like to give this build a try, and I highly recommend that you do, you will have enemies falling like stones left and right around you. Blizzard-ing a room while firing off paralyze and swinging a smithed blades sword is something to marvel at.</p>
<p> </p>
<p><strong>Skills and Perks</strong></p>
<p><strong>Alteration:</strong> <em>Novice-Master, Magic Resistance 3/3, Dual Casting, Stability, Atronach</em></p>
<p> Heart of the build. Paralysis makes the Khulari stand out and be exceptionally powerful, and resistances!</p>
<p><strong>Enchanting: </strong><em>Enchanter 5/5, Insightful, Corpus, Extra Effect</em></p>
<p> The only crafting skill I maxed out on the build. Enchanting does many things for this character concept. Adds damage and paralysis to our weapons, gives greater regeneration rates for weakened day time vampires, and much needed resistances, especially fire. This also provides some very welcome one handed damage. Such a generous skill...</p>
<p><strong>One Handed: </strong><em>Armsman 3/5, Fighting Stance, Savage Strike</em></p>
<p> Redguards are exceptional warriors and this build focuses on a heavy melee influence while not investing in a ton of perks.</p>
<p><strong>Destruction: </strong><em>Novice-Master, Augmented Frost 2/2, Deep Freeze</em></p>
<p> Great source of damage, slows targets, and chance to paralyze when foes are weakened. Sweet!</p>
<p><strong>Restoration: </strong><em>Novice-Adept, Regeneration, Respite, Recovery 2/2, Avoid Death, and of course, Necromage!</em></p>
<p><em> </em>Healing, helps with magicka regeneration, as well as the great vampire perks Necromage. This allows for longer paralysis durations and stronger enchantments.</p>
<p><strong>Light Armor: </strong><em>Agile Defender 5/5</em></p>
<p><em> </em>To upgrade out armor for protection during melee combat. I choose to favor aesthetic over the better defense numbers, but with these 5 perks, it will make the build harder to take down in a sword fight. Vampire armor is light armor, getting major boosts here.</p>
<p><strong>Smithing: </strong><em>Steel, Elven, Advanced, Arcane</em></p>
<p><em> </em>Advanced armors is need to upgrade vampire armor and arcane to make sure we can upgrade the magical enhanced variants.</p>
<p style="text-align: center;"><strong><em>Level 50 : <a rel="nofollow" href="http://skyrimcalculator.com/#176602" target="_blank">Here</a></em></strong></p>
<p>This has been one of my more spread out characters skill wise, but given that most are not fully perked out, the abilities combine well with each other and I am more than happy withe the result.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906676?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906676?profile=original" width="415" class="align-center"></a></p>
<p><img src="/public/album_photo/e3/2a/02/226bb_69f6.png?c=a5f9" alt=""></p>
<p><strong>Gameplay</strong></p>
<p>The character concept is all about roleplaying a vampire in a different way. Most are illusion masters who can sneak around without being detected. This build is focused on being a powerhouse that does not have to rely on illusion trickery like my last build, but yet it is extremely powerful being able to paralyze enemies and then take them out with even further paralyzing frost spells and a powerful sword. Combine sword hand and multiple choice spellbook for the left is very efficient.</p>
<p>I leveled very fast as most of my skills are being in use 95% of the game. Enchanting is always fun to level up, gathering the plethora of enchantments needed to customize your character. I have multiple sets of armor depending on situations or my feel for what is to come, but the general idea is to reduce costs for alteration and destruction (not 100%, that is not fun for me), fortify healing rate and magicka regeneration rate, as well as boosting one handed damage. Once extra effect is unlocked, your combinations are endless to create a perfect balance that suits YOU.</p>
<p>The Blades Sword provides a rather powerful choice for melee weapon, with a high base damage and upgrading it makes it slice down enemies quickly. One can be found in Nightgate Inn, carried by Fultheim. Enchanting the sword with absorb health/stamina is a great way to keep strong even during the daytime.</p>
<p>Video was taken down, so hopefully a new one is made soon!</p>
<p> </p></div>Character Build: The Fearmongerhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-fearmonger2017-12-09T22:28:17.000Z2017-12-09T22:28:17.000ZHensonhttps://TheSkyForge.ning.com/members/Henson919<div><p><span>Having never really delved into a truly evil build (Mythic Dawn is pretty evil though) that incorporates raising the dead, I wanted to give it a go. I also wanted to give it a go at a "pure" mage build that only wielded distance spells and did 100% no melee and 100% no sneak. After some really fun experimentation and continuous changing of my build concept from Illusionist, to Magician, to Conjuration Mage, I fell into something really devious.</span></p>
<p style="text-align: center;"><span><strong>The Fearmonger</strong></span></p>
<p style="text-align: center;"><span><strong><a href="http://storage.ning.com/topology/rest/1.0/file/get/906458?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906458?profile=RESIZE_480x480" width="409" class="align-center"></a></strong></span></p>
<p>This build has been a work that has put a smile on my face every time I play it. It combines some of the most powerful schools of magic into a cohesive idea of being an evil, necromantic warlord that strikes fear into all his opponents through the use of illusion and raising the dead.</p>
<p><span>The Fearmonger is a master illusionist and necromancer that allows for constantly fleeing enemies with undead minions in hot pursuit, a la "giving chase". The Fearmonger, especially in the lower levels, also makes heavy use of Restoration to heal himself as well as using "fear" (repel/turn) spells on undead foes. With the addition of Dawnguard, both Conjuration and Restoration get some additional spells that work nicely together. Necromantic Healing is a helpful tool in the field in case your undead minions are having a tough time fighting harder opponents. Conjure Boneman, Mistman, and Wrathman are invaluable if you do not have corpses to raise allies from. The final main component of the character build is Destruction fire magic. Using the Intense Flames perk and Aspect of Terror perk, you will be even stronger in your fire spells and enemies will flee when mortally wounded. So let's get to the details...</span></p>
<p><span><strong>Build</strong></span></p>
<p><span><strong>Race:</strong> Dunmer</span></p>
<p><span><strong>Stones:</strong> Ritual and/or Lord</span></p>
<p><span><strong>Major Skills:</strong> Illusion, Conjuration, Destruction</span></p>
<p><span><strong>Minor Skills:</strong> Restoration, Speech</span></p>
<p><span><strong>Apparel:</strong> Necromancer's Robes, Ebony/Daedric Gaunlets and Boots, Masque of Clavicus Vile or Aetherial Crown</span></p>
<p><span><strong>Vampirism</strong></span></p>
<p><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/906479?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906479?profile=RESIZE_320x320" width="291" class="align-left"></a>This is my first ever vampire build and boy was I missing out on some cool features. I don't know quite as many details as some more seasoned players, but taking the Necromage perk greatly increases many spell durations, effects, and powers. I know someone out there could probably tell me what order to take perks to be most effective or how to fully take advantage of the boosts, but I took perks as they came and it is extremely, extremely powerful. Raising the dead is brought to a whole new level, literally, as the level cap of raising a fallen foe is higher, giving you the ability to Dead Thrall the most powerful of enemies. The other great addition is the ability to turn into a Vampire Lord. WOW. I feel dumb for always being the "good guy" and trying to defeat evil. SO much more fun being on the dark side. Vampire Lord is the epitome of striking fear into your enemy's hearts.</span></p>
<p><span>-> I became a vampire at level 16ish. Earlier, the better. <-</span></p>
<p> </p>
<p><span><strong>Skills and Perks lvl50</strong></span></p>
<p><span><strong>Illusion:</strong> All perks. Most notable perk would be Aspect of Terror as it boosts both the fear spells and fire spells. Fear is the name of the game, and this skill is the heart of the build.</span></p>
<p><span><strong>Conjuration:</strong> Undead minions are your army of dread. After your enemies are running in fear, send the dead to hunt them down. Dread zombies, dead thralls, and the new Bone summon spells are the main focus.</span></p>
<p><span>--> Flaming Familiars are also HILARIOUS as they chase down baddies and then explode. Too cool, but I have yet to notice any boost to damage from Destruction perks or taking Necromage.</span></p>
<p><span><strong>Destruction:</strong> The first layer of attack if you need to raise your army and to use from a distance. Firebolt and Fireball are most useful here, as they do not cost as much but still pack a punch. Incinerate is good for higher levels of play. Impact is not needed, as your enemies will be too busy running away, so why stun them when they run?</span></p>
<p><span><strong>Restoration:</strong> Extremely useful at lower levels. Turn undead spells are your fear spells to use on the undead. Draugr tombs would be very tough without this skill, as Master of the Mind is one of the last Illusion perks you will take. Necromage is the other very important perk. Being a vampire and raising the undead has never been more fun with this perk.</span></p>
<p><span><strong>Speech:</strong> Intimidation. Strictly for roleplaying, but I thought I am doing a lot of firsts here, so I tried the right side of the speech tree.</span></p>
<p><span>-> I like displaying my perks with this calculator <a rel="nofollow" href="http://skyrimcalculator.com/#169443" target="_blank">here</a>. I also want to mention my stat distribution as I get that question a lot. I went for roughly 3:1:1, but only added stamina later on when my magicka pool was big enough for battles. <-</span></p>
<p><span><strong>Gameplay</strong></span></p>
<p><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/906502?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906502?profile=RESIZE_480x480" width="440" class="align-right"></a>A couple of points of roleplay that I tried to hone in on once the character concept came into view for me. No calm spells. This build is not a peacemaker. Frenzy spells are very useful to start chaos right off the bat, as it creates fear for the afflicted all around them, causing them to lash out at anyone. Also, the Aetherial Crown is not an important aspect of the build, but having two stones is just too cool. The Ritual stone is my favorite stone as of right now and I don't see my opinion changing. Having 20+ undead following you around for 3 minutes is almost too strong. Necromantic Healing is also a great new spell, as with Regeneration and Respite perks, you can heal your zombie fighters 15 pts per second. Necromantic Healing is useful early on, but at higher character levels, your minions will be extremely powerful they will seldom need it. As a Vampire Lord, new abilities are available to you and are great for this build. Vampiric Drain and Vampiric Grip make you an unstoppable abomination of pure fear. The last point to mention is do not sneak. Why should you? Hiding is for the scared, and you are the essence of fear. I have had the privilege to play many different characters, but this is my all time favorite.</span></p>
<p><span>Intense Flames, Aspect of Terror, Hysteria/Rout/Fear, Turn Undead will all make your enemies run in absolute fear. Zombies both from spells and Ritual Stone (and the occasional Flaming Familiar) plus the new undead summons will hunt foes down. Flames, Firebolt, Fireball, Incinerate, and sometimes Fire Storm are another primary source of damage. Combine all three, and you have one formidable character build.</span></p>
<p><span>I hope you give this character a shot. It has been a blast and has opened my eyes to being a vampire/evil character. I might include my run ins with the Daedra, as I did not intend on that being a part of the character. Both the intentions of the build and the Dunmer race would have big connections with them. I wish I wish I wish I had this game on PC so I could provide quality screenshots, as my camera against a TV looks absolutely horrible. Will try to produce in game photos soon. Have fun!</span></p>
<p> <iframe width="560" height="315" src="https://www.youtube.com/embed/Nf27nK_kbeo" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen=""></iframe></p>
<p><span>TZ has done it <em><strong>again!</strong></em> A fantastic video representation of my Fearmonger. Big thanks to him for all that he does to give us a visual look at what these builds can do!</span></p>
<p></p></div>Character Build: The Camonna Tonghttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-camonna-tong2017-12-09T22:22:06.000Z2017-12-09T22:22:06.000ZHensonhttps://TheSkyForge.ning.com/members/Henson919<div><p>Tired of being the "good" guy? Tired of the same old dutiful work of the honorable quester in Skyrim? Well you have come to the right place. This build, inspired by heavy Dunmer lore, is in no way a good character. To further break my seemingly unwilling nature to take on alchemy more often than I do, I thought to use it as a replacement for magic altogether which was surprisingly fun having a big "playbook" so to speak and dabble in all magic schools using potions and poisons. I also wanted to embrace crime rather than to nervously keep reloading my game by accidentally stealing or hitting someone. Get ready for Breaking Bad Skyrim style. <em><strong>Big thanks to Vazgen yet again with the sweet screenshots! He helped me finally finish this project after my little distraction with a window. </strong></em>Without further adiueieuidueeudiueiuuueuu....</p>
<p style="text-align: center;"><strong>The Camonna Tong</strong></p>
<p style="text-align: center;"><strong><a href="http://storage.ning.com/topology/rest/1.0/file/get/906447?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906447?profile=RESIZE_480x480" width="445" class="align-center"></a></strong></p>
<p style="text-align: center;"><em style="text-align: center;">Negotiating...</em></p>
<p><a rel="nofollow" href="http://www.uesp.net/wiki/Lore:Camonna_Tong" target="_blank">The Camonna Tong</a> are the local crime syndicate of Vvardenfall. They are THE bottom line when, all things said and done, you are dealing with criminals in the Morrowind area. As the Morag Tong are a more respectable and honorable assassins guild in relation to the Dark Brotherhood due to their need of official writs for certain "hits", the Camonna Tong are in NO WAY a more respectable thief organization in relation to the Imperial Thieves Guild. Murder, assault, drugs, slavery, prostitution, mugging, intimidation: all words associated with the Camonna Tong and they enjoy doing all of these to gain ... more.</p>
<p>The Camonna Tong are the definition of a xenophobic society. If there is something outsider/strange to them, they will totally ignore it to the point of even losing out on profits at times. Traditionally, the Camonna Tong would not even think to travel outside of Morrowind's borders, but I wanted to approach this character as a "last of his kind" type that was on his own to set up his own drug empire in Skyrim, making a name for himself and to regain the infamy that the Camonna Tong had in their prime.</p>
<p>While most thieves are hindered by their true thief nature (only stealing, no killing, leaving no trace behind) the Camonna Tong are not bound by any sense of code or honor. At times, it would be more appropriate to leave behind traces of their presence to strike fear into their enemies. They would also not be against murdering in the slightest, even enjoying it as a "perk" of their job. Camonna Tong thieves are masterful at their craft and are able to pickpocket, pick locks, and stay unseen when they want and need to, but they are more likely to bash their targets right in the fucking face with their weapon just for the fun of it with a smile on their faces.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906471?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906471?profile=RESIZE_1024x1024" width="600" class="align-center"></a></p>
<p style="text-align: center;"><em style="text-align: center;">Always poised to strike without mercy</em></p>
<p><strong>Build</strong></p>
<p><strong><a href="http://storage.ning.com/topology/rest/1.0/file/get/906493?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906493?profile=original" width="182" class="align-left"></a>Race: </strong>Dunmer (No other choice is possible with lore)</p>
<p><strong>Stone: </strong>Thief -> Steed</p>
<p><strong>Dragon Shouts: </strong>None. You are not the dragonborn, but if you see one, you would rob him blind and leave him for dead.</p>
<p><strong>Major Skills: </strong>Alchemy, Pickpocket, Sneak, Speech</p>
<p><strong>Minor Skills: </strong>One Handed, Block, Smithing</p>
<p><strong>Equipment:</strong> Chitin Light Cuirass,<em><strong> <a rel="nofollow" href="http://elderscrolls.wikia.com/wiki/Predator's_Grace" target="_blank">Predator's Grace</a></strong><strong>,</strong></em><strong> </strong>Shrouded Hand Wraps, No helmet (occasional Chitin Light Helmet)</p>
<p><strong>Weapons: </strong>Smithed Ebony Mace, Chitin Shield</p>
<p><strong>Ring/Amulet: </strong>Fortify Pickpocket, Fortify One Handed</p>
<p>The Camonna Tong not being dragonborn is something relatively new to me. It brings a very unique RP experience and allows the player to think outside the box when confronted with a situation usually solved with a simple dragon shout.</p>
<p>Predator's Grace, unique Hide Boots found at Hag's End, are extremely useful. Being a master thief and sneak thug, the Predator's Grace boots allow the wearer to be completely muffled. The boot's enchantment is different from all natural found muffle enchantments. The DB boots and self-enchanted muffle only applies a .5 magnitude of muffle, but Predator's Grace provides a <strong>full 1.0</strong>, meaning it is as strong as the muffle spell, giving you a tremendous advantage given you do not dabble in any magic skills.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906522?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906522?profile=RESIZE_1024x1024" width="600" class="align-center"></a></p>
<p style="text-align: center;"><em style="text-align: center;">Maces are brutal weapons</em></p>
<p><strong>Skills and Perks</strong></p>
<p>The Camonna Tong are cunning in many ways. Their favored skills from Morrowind are: Marksman, Light Armor, Acrobatics, Sneak, Long Blade, Blunt Weapon. I decided to interpret these skills in my own fashion, but stayed true to what they were about. </p>
<p><strong>Light Armor </strong>is not perked with this build and it may come at a disadvantage, but not to the Camonna Tong. Using specially brewed potions, your <strong>Smithing </strong>skill can be boosted to expert levels for strong armor ratings and very powerful weapons. Smithing is taken to Elven for the cultured Chitin armor favored by the xenophobic Dunmer as well as up to Ebony for progressively stronger weapons until the very effective Ebony Mace, appropriate weapon for a sadistic thug.</p>
<p><strong>Pickpocket </strong>is a no brainer, but is also a unique skill in this character build. In broad daylight, with many possible foes around, the Camonna Tong may be better off silently and sneakily lifting gold and valuables off of citizens without being seen. This is to represent their masterful skill in sleight of hand. However, pickpocket serves as a combat skill as well. Using strong brewed poisons, the Camonna Tong enjoy dropping debilitating paralysis and damage health poisons into enemy's pockets or even random passerby's pockets for a distraction. It is noted that the perks to pickpocket weapons and armor are <em>not </em>taken, as the Camonna Tong would just murder anyone for equipment they want.</p>
<p style="text-align: center;"><a href="http://storage.ning.com/topology/rest/1.0/file/get/906554?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906554?profile=original" width="720" class="align-center"></a><em style="text-align: center;">Mugging and murdering from the shadows</em><em><img src="/public/album_photo/31/44/02/23fef_6562.jpg?c=0488" alt="" class="align-center"></em></p>
<p><strong><a rel="nofollow" href="http://skyrimcalculator.com/#313823" target="_blank">Click Here for lvl60 Perks</a></strong></p>
<p><strong>Sneak </strong>and <strong>One Handed </strong>go hand in hand to create the ultimate thug. Needing to stay unseen at times, sneak allows for expert light-on-foot tactics to hide and pounce on enemies when needed as well as staying hidden to steal all that can be carried. One handed is essential to keep your mace hand strong, charging enemies from the shadows as well as decapitating foes, leaving their lifeless, headless bodies to send a message. <strong>Block </strong>is also an essential skill for survival, creating another blunt weapon in your left hand as well as master level protection from oncoming damage, allowing for deflecting arrows and spells as well as disarming enemies and bashing them off their feet.</p>
<p><strong>Speech: </strong>Your anti-thieves guild solution! <em>RP talk time!!</em></p>
<p><strong>Roleplaying -</strong><em> </em>The Camonna Tong are EXTREMELY hateful of the Thieves Guild. They would go to the Daedric Realms and back just to smack a member in the face and that is putting things lightly. The Thieves Guild are their sworn enemy and will stop at nothing to overcome their efforts and to essentially murder every single one of them. In Skyrim, most TG members are essential, meaning murder is out of the question. We handle this by raising our own speech skill to acquire our own fences to sell our stolen goods. Speech training and alchemy help to boost our skill leveling, so storing of stolen goods in multiple "safe houses" is required until the Fence perk is taken.</p>
<p><strong>Alchemy. </strong>You knew this was coming... Camonna Tong members are notorious for their involvement with the skooma trade. Unfortunately, players cannot create their own skooma, but they can create some of the strongest and potent potions and poisons. In combat, since no magic is taken with this build, healing potions are essential for survival. Poisons are the other "combat skill" taken here. Paralysis, lingering health damage, slow: all proper plays in the Camonna Tong's handbook.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906579?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906579?profile=original" width="600" class="align-center"></a></p>
<p style="text-align: center;"><img src="/public/album_photo/33/44/02/23ff1_c060.jpg?c=3972" alt=""><em style="text-align: center;">Cookin' up some trouble</em></p>
<p style="text-align: left;">Alchemy (<a href="http://theskyrimblog.ning.com/group/glitches/forum/topics/dragon-s-alchemy-guide" target="_self">Link to Dragon's expansive alchemy guide</a>!!) is one of the most versatile skills in the game. Harnessing ingredients from the world, the player can practically mimic any magic effect in the game. The Camonna Tong take from the world and NEVER give back, so picking, stealing, and buying with stolen gold the ingredients to create powerful potions and poisons is awesome to create:</p>
<ul>
<li>Invisibility potions to escape</li>
<li>Paralysis poisons to take down powerful enemies</li>
<li>Frenzy poisons to drop in an enemy's pocket, distracting them from your motives, or just being evil</li>
<li>Boosting damage of your mace, cracking skulls at an even faster rate</li>
<li>Boosting smithing to increase armor rating, lasting longer in battle</li>
<li>Many, many others...</li>
</ul>
<p></p>
<p><strong>Roleplaying as a Murderer</strong></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906603?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906603?profile=original" width="178" class="align-left"></a>A Camonna Tong has many situations he would find himself in that would take some thinking. A Camonna Tong would 100% never join the ranks of the Thieves Guild. I thought in the beginning I could act as an "infiltrator" to become the guild master to take over, but to stay true to lore, I never joined them and occasionally attacked them without warrant and ran.</p>
<p>The Mages College is not something a Camonna Tong would find himself involved with. Magic is not his practice and would find it a waste of his time building his drug empire and taking over the crime world.</p>
<p>The Companions and Dark Brotherhood however would be worthwhile. Being an outstanding fighter, proving his strength would be beneficial to the surrounding areas gaining a name for himself. The DB would also provide what most Camonna Tong consider a therapeutic hobby: murder. Assassinating enemies is not something a Camonna Tong would be masters at, as they do not consider silently cutting enemy's throats to be fun. Instead, the Camonna Tong find the mace to be the best tool for their work, demolishing enemies with brute force from the shadows to start brawls in which they taunt their foes and ultimately stare down at their scared faces to smash them in. Violence is their game.</p>
<p>The other reason for joining the Dark Brotherhood is for the financial reasons. Lore states they were not exactly "friends" but the Camonna Tong did utilize their services for some business partners that ... well ... did not "agree" with their terms. Being a lone agent of the Tong in Skyrim will benefit from learning and earning from the skilled assassins hailing death.</p>
<p><strong>Gameplay</strong></p>
<p>I wanted to mix some gameplay elements I was familiar with: attacking from a shadowy position and with a non-conventional sneak weapon, but also wanted to enhance that gameplay with alchemy, which was my least favorite crafting skill ... until now. Tackling the Camonna Tong was really fun, as it has a unique style of approaching enemies.</p>
<p>A regular thief will steal and run. Not the Camonna Tong... They take pleasure in their killings that would result in a heist. They allow themselves to not be bound by rules. Stealing is all well and good, taking their stolen goods to fences and making a huge profit. But maybe on some jobs, you come across a wealthy noble or a warrior with an enchanted weapon that would bring a good price. Their answer is to not steal their items when secluded, but to TAKE it through force. Fail a pickpocket chance? More fun for you! Take them down for even noticing your handiwork!</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/906635?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906635?profile=original" width="720" class="align-center"></a></p>
<p><img src="/public/album_photo/37/44/02/23ff5_766f.jpg?c=396c" alt=""></p>
<p>Camonna Tong are also not afraid to stand and fight. Bounties will be crazy high when you decided to play this character, upwards to 10's of thousands! Wealthy citizens are the chum to your shark-like instincts and city guards are the feeding frenzy for your bloodlust of murder when either caught or purposefully starting brawls.</p>
<p><img src="/public/album_photo/39/44/02/23ff7_5ced.jpg?c=5848" alt=""><a href="http://storage.ning.com/topology/rest/1.0/file/get/906658?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906658?profile=RESIZE_480x480" width="350" class="align-left"></a>You take no prisoners. They are either on the floor from a savage beating or left blind with nothing left to their name.</p>
<p>You do not run from a fight like normal, weak thieves. You turn and enjoy the violence.</p>
<p>The Camonna Tong takes on foes from the shadows, utilizing my found <strong>Shadow Pounce </strong>tactical move, taking your <strong>Silent Roll </strong>combined with <strong>Critical Charge </strong>to come from a steathy position to one of dominance in battle, usually taking enemies down in one mace hit.</p>
<p>With the shrouded hand wraps from the DB, your mace attacks will deal a whopping <strong>12x </strong>the amount of damage from a sneak position. This attack, since maces are not silent, will alert enemies to your position, but can easily be hidden again with using an invisibility potion early on or shadow warrior straight into another shadow pounce.</p>
<p>Taking everything into consideration, anyone who wants a change of pace if in for a treat with this character. I have <em>always </em>felt weird having bounties or murdering or getting caught. With this character, <strong>you welcome the notoriety, </strong>and bounties are racked up into a thousands and thousands. Freeing myself from worry of the crime system and dominating it is extremely satisfying. Become your own skooma drug lord!</p>
<p style="text-align: center;"><a href="http://storage.ning.com/topology/rest/1.0/file/get/906679?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/906679?profile=original" width="600" class="align-center"></a><img src="/public/album_photo/3b/44/02/23ff9_3ada.jpg?c=1ae7" alt=""><em style="text-align: center;">So much skooma...</em></p></div>Character Build: The Apostatehttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-apostate2017-12-09T22:17:13.000Z2017-12-09T22:17:13.000ZHensonhttps://TheSkyForge.ning.com/members/Henson919<div><p>Been awhile, but it feels good to get back to creating. I want to first thank Zimbu yet again for the awesome screenshots to capture the character concept. This character was inspired awhile ago when trying to create a traditional Redguard type, but instead it turned out to be the complete opposite ... literally. Mixing some skills and items I love, I think the overall experience of this character is one of a challenge. If you know me by now, you know I love Redguards, so here is:</p>
<p><span><strong>The Apostate</strong></span></p>
<p><a href="http://tamrielvault.com/public/album_photo/97/1e/02/21a7b_36ef.jpg?c=343e" target="_blank"><img class="align-center" src="http://tamrielvault.com/public/album_photo/97/1e/02/21a7b_36ef.jpg?c=343e" alt="21a7b_36ef.jpg?c=343e" /></a></p>
<p>Apostasy is the official disaffiliation from, abandonment, or renunciation of a religion by a person. The Apostate is a character built on strife, anger, and deception. To get into the role, we must look at the geographical and societal origins of the Apostate...</p>
<p>The Redguards of Hammerfell are divided into two main classes: the Crowns and Forebears. The Crowns are the higher classes of noblemen and women that are devoted to the old ways of Yokudan society. They despise the Empire and the Imperial mindset that came with the new rule that once was overbearing on Hammerfell as a province. The Forebears, made up of the Ra Gada or warrior class, are a little more open to worldly views and accept more Imperialistic lifestyle, including some magics. But both are in agreement: eastern magic is seen as evil, dark, and unbecoming of any Redguard.</p>
<p>The Apostate was once a Crown, a high class nobleman who held the steadfast views of the world with unending passion. With the coming of the new war, he decided that in order to ensure the safety of his homeland, new powers must be explored to completely understand and enhance powerful magical areas. He was instead cast out as an exile of his own homeland. On the road, homeless and angry, the Apostate travels to Skyrim, a land in the midst of war, to prove his brethren wrong and display his new found powers of illusion, necromancy, and other shunned magics...</p>
<p><a href="http://tamrielvault.com/public/album_photo/8b/1e/02/21a6f_5cc8.jpg?c=9060" target="_blank"><img class="align-center" src="http://tamrielvault.com/public/album_photo/8b/1e/02/21a6f_5cc8.jpg?c=9060" alt="21a6f_5cc8.jpg?c=9060" /></a></p>
<p>Messing with minds, raising the dead, and capturing and using souls (sometimes referred loosely as "nudri-hi") is all magic that is shunned completely by Hammerfell society so I thought that it would be the most suitable magics to explore given the character is giving up his old beliefs. He is a "blank slate" willing to try new magics, even if he was raised and cultured that they were off limits.</p>
<p><span><strong>Build</strong></span></p>
<p><strong>Race: </strong>Redguard</p>
<p><strong>Stone:</strong> The Serpent</p>
<p><strong>Dragon Shouts:</strong> Aura Whisper, Dismay, Drain Vitality, Marked For Death, Soul Tear</p>
<p><strong>Major Skills: </strong>Illusion, Conjuration, Enchanting, Light Armor</p>
<p><strong>Minor Skills:</strong> Two Handed, Restoration, Sneak, Smithing</p>
<p><strong>Equipment:</strong></p>
<p><strong>Head - </strong>Forsworn Headdress (Fortify Illusion + Magicka Regen)<br /><strong>Chest - </strong>Morag Tong Cuirass (Fortify Conjuration + Magicka Regen)<br /><strong>Hands - </strong>Stormcloak Officer Gauntlets (Fortify Two Handed + Magicka)<br /><strong>Feet - </strong>Stormcloak Officer Boots (Fortify Two Handed + Muffle)<br /><strong>Ring - </strong>(Fortify Illusion + Magicka Regen)<br /><strong>Amulet - </strong>(Fortify Conjuration + Magicka)</p>
<p><a href="http://tamrielvault.com/public/album_photo/7f/1e/02/21a63_b0b6.jpg?c=2640" target="_blank"><img class="align-center" src="http://tamrielvault.com/public/album_photo/7f/1e/02/21a63_b0b6.jpg?c=2640" alt="21a63_b0b6.jpg?c=2640" /></a></p>
<p><span><strong>A Weakened Soul</strong></span></p>
<p>The Apostate is without worship. He seeks no approval of gods or goddesses and does not bow down to any of the Yokudan religions anymore. This has caused his inner spirit to be weakened. The shunning from Hammerfell has put his willpower at odds with the world and he is forever weakened to roam the lands of Tamriel alone.</p>
<p>The way of apostasy is that of diminished power and the character concept achieves this by <strong>never taking any cost reduction perks to enhance his own abilities</strong>. He is therefore forced to absorb, trap, and use the souls of others to become powerful and expand his essence, feeding off of the other living creatures to stay both alive and to survive at the same time. Not only does he not have the power to lower the cost of spells within a school of magic perk wise, he cannot dual cast spells meaning illusion spells are not overpowered. Single cast expert illusion spells will affect enemies anywhere from level 36-38. This honestly more than enough to mess with most enemies in Skyrim. The Apostate is also, once available to do so, forced to contact the Daedric Prince Mephala to obtain the life absorbing <strong>Ebony Blade. </strong>Not in worship, not in desperation, but in a mutual respect for turning one's back on their own brothers. Now governed solely by two handed perks, the Ebony Blade is a force to be reckoned with and enables the Apostate to fight with ferocity and gruesome violence to prove his homeland wrong.</p>
<p><span><strong>Skills and Perks</strong></span></p>
<p><a href="http://skyrimcalculator.com/#334255" target="_blank">Level 50 Perks</a></p>
<p><a href="http://tamrielvault.com/public/album_photo/87/1e/02/21a6b_9844.jpg?c=6ee1" target="_blank"><img class="align-left" src="http://tamrielvault.com/public/album_photo/87/1e/02/21a6b_9844.jpg?c=6ee1" alt="21a6b_9844.jpg?c=6ee1" /></a>The Apostate has many tricks up his sleeve, but is only as effective in combat as the amount of souls he collects to enchant his own gear to reduce the cost of his spells. This makes using spells, especially higher cost spells, much more invaluable when knowing the right time to cast them. With a healthy magicka pool, the Apostate can pull off just enough magic to back up with powerful swings of his enchanted swords.</p>
<p><strong>Illusion </strong>is the front line of combat and the entrance into what the Apostate does best: confuse his enemies. With only being able to single cast spells, illusion spells will (once up to expert spells) affect enemies around 36-38, which does cover most in the game: more than enough and it saves perks! <strong>Conjuration </strong>operates the same way but delves into the dark art of necromancy, raising the dead and giving lost souls a purpose again. The Apostate not only is able to raise his slain foes, but also conjure the undead from the Soul Cairn in the form of undead bone warriors, archers, and mages. This extends his power when corpses are not available.</p>
<p><strong>Light Armor </strong>and <strong>Sneak </strong>are great back up skills allowing the Apostate to be agile and undetected when needed. Quiet casting from illusion lets illusion and conjuration spells fly without being noticed and sneak makes it all the more fun to attack from the shadows, even more unbecoming of what should be an "honorable" warrior.</p>
<p><strong><a href="http://tamrielvault.com/public/album_photo/8f/1e/02/21a73_3e33.jpg?c=6945" target="_blank"><img class="align-right" src="http://tamrielvault.com/public/album_photo/8f/1e/02/21a73_3e33.jpg?c=6945" alt="21a73_3e33.jpg?c=6945" /></a>Enchanting.</strong> Oh lovely, lovely enchanting. I just can't seem to quit you! Taking the souls of his enemies, the Apostate can harness their power into soul gems to enchant his own gear and early weapons. Before level 20 and the Ebony Blade, the Apostate can enchant his two handed swords with powerful damaging properties: stealing health, absorbing stamina, gaining back magicka, and much more. The real power comes from the ability to enchant powerful armor to reduce the cost of his own spells. Therefore, it is only through stealing more and more souls to grow in enchanting ability that the Apostate can truly show his powers of Nudri-hi!</p>
<p><strong>Two Handed</strong> boosts the power of all melee attacks with capabilities of the mighty sweep attack (attacking multiple enemies at once), great critical charge (gaining large amounts of distance quickly), devastating blows (decapitations), and being a warmaster (paralyzing backwards power attack.) <strong>Smithing </strong>is only used for Arcane Smithing enabling the enhancement of enchanted gear. <strong>Restoration </strong>is also only used for Healing as well as boosted magicka regeneration and avoid death.</p>
<p><a href="http://tamrielvault.com/public/album_photo/93/1e/02/21a77_9a93.jpg?c=b06d" target="_blank"><img class="align-center" src="http://tamrielvault.com/public/album_photo/93/1e/02/21a77_9a93.jpg?c=b06d" alt="21a77_9a93.jpg?c=b06d" /></a></p>
<p>Where does this leave us? Being an exile is not always the most pleasant feeling, but to take up arms in his own willpower to overcome his enemies is exhilarating. Delving even deeper into Redguard lore is always a joy and makes me connect more to their society and place in the world of Nirn. I hope you enjoy this build as much as I have and try it out if you are looking for something a bit more untraditional. Oh, and because I hate the question being asked, the stat ratio was around a 2/2/1 M/H/S for about 20 levels and then moved to around a 2/3/0...</p>
<p>The only thing I regret is not being able to use all of the absolutely wonderful pictures that people provide me when I am in need of screenshots. Vazgen, Zimbu, and Ponty have been so awesome in making pics for me with my PCless self and I believe screenshots really set a personal tone to what a character build is all about.</p>
<p><a href="http://tamrielvault.com/public/album_photo/83/1e/02/21a67_5a60.jpg?c=c7cd" target="_blank"><img class="align-center" src="http://tamrielvault.com/public/album_photo/83/1e/02/21a67_5a60.jpg?c=c7cd" alt="21a67_5a60.jpg?c=c7cd" /></a></p>
<p> </p></div>Character Build: The Raiderhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-raider2017-11-22T01:42:56.000Z2017-11-22T01:42:56.000ZAlbinohttps://TheSkyForge.ning.com/members/Albino<div><p align="center"><em>Damn those Stormcloaks! It’s all their fault that we’ve been captured. Lokir and I stole a pair of horses so we could flee back to my homeland of Hammerfell. We made a killing off of raiding small settlements in Cyrodiil and all we had to do was escape the law to be set up for life. We crossed the border into Skyrim, expecting only a few guards to deal with. Imagine our surprise when we saw the Imperial Legion waiting for us. Turns out we ran into a trap set for Ulfric and his men. Now the Imperials have imprisoned us and took everything we had. If I ever get out of here, I’m gonna make a new start in Skyrim. With the civil war going on, all these small little hamlets will be easy pickings…</em></p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347846080,RESIZE_930x{{/staticFileLink}}" alt="12347846080?profile=RESIZE_930x" /></p>
<p align="center"><span style="font-size:24pt;"><strong>The Raider</strong></span></p>
<p>It’s no secret that mounted combat turned out to be a pretty underwhelming addition to Skyrim. Even so, it’s disappointing to see how there are almost no builds that seriously incorporate it. To be fair, a lot of this has to do with how limiting it is, but even so, I think there’s some untapped potential to be had here. So, loosely inspired by Mongolian light cavalry, I set out to create a build with some interesting roleplay that centered on mounted combat.</p>
<p><strong>Race:</strong> Redguard is my personal choice. They get +10 to One-Handed and +5 to Smithing and Archery, and their poison resistance stacks with the Snakeblood perk for poison immunity. Furthermore, Adrenaline Rush is a great racial power, especially when paired with dual scimitars and Elemental Fury.</p>
<p><strong>Stone:</strong> This build is pretty light when it comes to defenses, making the Lord Stone the ideal choice.</p>
<p><strong>Stats: <span style="color:#3366ff;">0</span>/<span style="color:#ff0000;">2</span>/<span style="color:#008000;">1</span></strong>. With no magic being used, all you need to focus on is Health and Stamina.</p>
<p style="text-align:left;" align="center"><strong>Shouts:</strong> Elemental Fury is the bread and butter of this build, enabling you to tear your enemies apart with ease. Whirlwind Sprint is great for either advancing upon or fleeing enemies. Finally, the first word of Unrelenting Force is useful for staggering opponents (since bashing is impossible while dual-wielding) and all three words can be used to scatter whole groups of enemies. None of the words for Elemental Fury are quest-locked, but for Unrelenting Force/Whirlwind Sprint, you’ll need to complete the Main Quest up through The Horn of Jurgen Windcaller before you rack up a huge bounty.</p>
<p style="text-align:center;" align="center"><img class="align-center" src="{{#staticFileLink}}12347845881,RESIZE_930x{{/staticFileLink}}" alt="12347845881?profile=RESIZE_930x" /></p>
<p style="text-align:center;" align="center"><strong><span style="font-size:24pt;">Skills</span></strong></p>
<p style="text-align:left;" align="center"><strong>One-Handed:</strong> Your melee offense comes from a pair of Scimitars (though you’re limited to only one of them while on horseback). To get the Scimitars, either kill the pair of Alik’r that give you the In My Time Of Need quest, or pick them off the corpses of the corsairs on The Dainty Sload. Key perks are Armsman, Fighting Stance, and the dual-wielding perks. At higher levels you can also grab Bladesman and the remaining power attack perks.</p>
<p><strong>Archery:</strong> Your ranged offense comes from a simple Hunting Bow. Perk your way up the left side to Bullseye, and grab both ranks of Steady Aim as well; it makes aiming on horseback a lot easier.</p>
<p><strong>Light Armor:</strong> For protection, the Raider wears a full set of Scaled Armor. If you’re on the PC and have the Unofficial Skyrim Patch installed, use the Scaled Horn Armor (since the patch enables you to temper it). Perkwise, you should aim to pick up pretty much everything. As a side note, for jewelry, simply use anything you find with a useful enchantment.</p>
<p><strong>Smithing:</strong> Since the Raider isn’t very welcome inside city walls, he needs to know how to improve and maintain his own equipment. Key perks are Steel Smithing for the Scimitars/Hunting Bow and Advanced Armors for the Scaled Armor.</p>
<p><strong>Alchemy:</strong> Potions are the Raider’s only means of healing, and creating concoctions to aid with combat adds a little more depth to gameplay. Gathering ingredients as you travel place to place also gives you something more to do with the Raider. Perk your way up to Benefactor and Concentrated Poison; at higher levels you can also take Green Thumb and Snakeblood.</p>
<p align="center">In total, you should have <a href="http://skyrimcalculator.com/#333591" target="_blank">50 perks</a> when the build is completed.</p>
<p style="text-align:center;" align="center"><img class="align-center" src="{{#staticFileLink}}12347846100,RESIZE_930x{{/staticFileLink}}" alt="12347846100?profile=RESIZE_930x" /></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>Horse and DLC Options</strong></span></p>
<p>As soon as you can, you’ll want to do Promises to Keep. Speak with Louis Letrush and then do whatever you have to in order to get into Riften Jail. Speak with Sibbi Black-Briar, ideally persuading him to give up his stash key, then complete the hidden optional task of talking to Maven about the situation (doing so may trigger a glitch where it completes the task of stealing the lineage papers, but you’ll need the lineage papers regardless in order to advance the quest). Go to Black-Briar Lodge (entering through the northern door, as it has the weakest lock), slaughter the mercenaries, and steal anything of value, including the lineage papers (if the quest marker isn’t showing up for you, just know that they’re found on an end table in the basement) and Frost himself. Return to Louis and talk to him, but instead of giving him the horse, choose the option to kill him. Boom, instant horse.</p>
<p>Frost is better than a generic horse, as he has more Health and Stamina, but he is not invincible. Should he die, you’ll need to replace him with a generic horse. One can be bought at any of the stables outside the walls of the major hold capitals. Alternatively, winning a brawl with Hofgrir and gathering wheat for Katla will let you use horses from Riften Stables and Katla’s Farm (where Solitude Stables is located) respectively for free. If the owner of a horse dies to someone other than you, then their horse is free for the taking (as seen in the military forts during the Civil War questline). Sometimes unowned horses can be found wandering the wild as well. You could also steal a horse, but even ignoring the fact that the 50 gold bounty stacks each time you mount the horse, every time you dismount, they will run home (with the exception of Frost, who is no longer considered stolen following the completion of the related quest anyway), making it an impractical long term solution.</p>
<p>There are a couple of other horse options to consider. If you’re up for doing the Dark Brotherhood questline, Shadowmere’s a great choice. Compared to Frost, he has a little more Stamina, a lot more Health, and absurdly fast Health Regeneration. Alternatively, for those with the Dawnguard DLC, you can get Arvak. He has the same stats as any other horse, but he can be summoned in places where other horses can’t go such as Blackreach, the Soul Cairn, and Solstheim. The Raider will spend little, if any, time in the first two places, but Arvak is your only means of having the true Raider experience with the Dragonborn DLC. That being said, I personally eschewed both Shadowmere and Arvak in favor of Frost for aesthetic purposes.</p>
<p style="text-align:left;" align="center">Speaking of DLC, joining the Dawnguard gives you access to crossbows, which, from a gameplay standpoint, are the best ranged weapons for the Raider, particularly if you decide to pick up the Dwarven Smithing perk and make yourself an Enhanced Dwarven Crossbow. Mounted Combat really doesn’t let you bring the standard bow’s superior rate of fire to bear, favoring instead the superior damage per shot of the crossbow, not to mention its staggering and potential armor piercing effects. I also think its animation works better for mounted combat (fire, then reload rather than draw, then fire). Again, as with the horse options, I chose to stick with the Hunting Bow for aesthetic reasons.</p>
<p align="center"><img class="align-center" src="{{#staticFileLink}}12347846461,RESIZE_930x{{/staticFileLink}}" alt="12347846461?profile=RESIZE_930x" /></p>
<p style="text-align:center;" align="center"><span style="font-size:24pt;"><strong>Roleplay</strong></span></p>
<p style="text-align:left;" align="center">Rule One: As a Raider, there is no fast traveling, as you will go everywhere on your horse as much as possible. I know that a lot of builds do this already for enhanced realism, but in the Raider’s case, a good portion of the action comes from all of the looting and pillaging you do going from one place to another. Secondly, in general, you’ll want to avoid doing quests, though there are obviously exceptions. You are much more likely to lop a person’s head off than help them, so only take the quest if its reward greatly exceeds the value of killing and looting them. Even when you do end up on a quest, act in the most self-interested and cruelest way possible (you can already see how to do that with Promises to Keep).</p>
<p>Now then, onto the actual raiding business. Your primary targets are small settlements that you can easily get in and out of (e.g. Shor’s Stone) as well as bandit camps and travelers on the road, though if you’re feeling particularly brave, you can also target Orc Strongholds and minor hold capitals. Make your way in there, kill anyone who opposes you (beware anyone marked as essential, however), take anything that isn’t nailed down, and get out. If the situation is too hot, don’t hesitate to make a hasty retreat via your horse. Needless to say, this will rack up a large bounty pretty quickly, which is fine, since you can kill any guards that come after you, but it’ll make your life difficult should you try to visit any of the major hold capitals. As such, I would avoid them much as possible, and complete any quests or other pieces of business in there before your bounty gets too high.</p>
<p style="text-align:left;" align="center">So, after raiding several settlements, you should have plenty of stolen goods. Unfortunately, without the Fence perk, selling them is limited to the fences unlocked by the Thieves Guild questline. Tonila is located within a major hold capital and thus should be avoided, but completing Dampened Spirits will let you use Mallus Maccius at Honningbrew Meadery, which is located just far enough outside of Whiterun that you only need to worry about a couple of guards and not the main garrison. As an added bonus, Honningbrew Boilery (the adjacent building with the giant vats) as well as the basement area never respawn, making them ideal for storing any items you don’t want to sell, and there’s an Alchemy Lab available in the tunnel section of Honningbrew Basement. As with the Main Quest, you’ll want to work your way through the Thieves Guild questline before you get too large a bounty; I did it while I was in the Riften area doing Promises To Keep.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347846481,RESIZE_584x{{/staticFileLink}}" alt="12347846481?profile=RESIZE_584x" /></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:Canis_Root" target="_blank">Potion of Canis Root,</a> <a href="http://www.uesp.net/wiki/Skyrim:Fortify_One-handed#Alchemy" target="_blank">One-Handed Ingredient,</a> <a href="http://www.uesp.net/wiki/Skyrim:Fortify_Archery#Alchemy" target="_blank">and Marksman Ingredient:</a></strong> With the Raider, I mostly stuck to simple, single-effect concoctions, but this was the exception. Aside from the fact that both your sword and bow damage will be boosted, due to a glitch, fortify marksman potions boost <em>all</em> forms of physical damage, not just archery damage. Thus, with the addition of fortify one-handed, your sword damage will be boosted twice as much.</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> Given the importance of Stamina to a dual-wielding build, the usefulness of this effect should be obvious.</p>
<p><strong><a href="http://www.uesp.net/wiki/Skyrim:Resist_Magic#Alchemy" target="_blank">Resist Magic:</a></strong> The Raider is somewhat light when it comes to magical defenses, so this is a nice effect to have.</p>
<p><strong><a href="http://www.uesp.net/wiki/Skyrim:Paralyze_(effect)#Alchemy" target="_blank">Paralysis:</a></strong> A great poison for tight situations; just hit a strong enemy with this to give yourself some breathing room.</p>
<p style="text-align:center;"><img class="align-center" src="{{#staticFileLink}}12347846859,RESIZE_930x{{/staticFileLink}}" alt="12347846859?profile=RESIZE_930x" /></p>
<p style="text-align:center;"><span style="font-size:24pt;"><strong>Combat</strong></span></p>
<p>In general, you’ll want to fight on horseback as much as possible. With the bow, keep your distance and try to stay mobile while placing your shots; NPCs in Skyrim have good aim, but are terrible at leading their targets. With the Scimitar, charge in, take a swipe at them, and then get out before they can react, repeating the process as necessary. The Scimitar has short range, so you’ll want to get as close to your targets as you can when making a pass.</p>
<p>Of course, for dungeons and the like, you’ll have to fight without the benefit of your horse. Dismounting hinders your mobility, but lets you use your second Scimitar as well as your array of shouts and powers. Pretty standard dual-wielding tactics apply here, just let loose with power attacks, Elemental Fury, and (if needed) Adrenaline Rush.</p>
<p>So overall I thoroughly enjoyed this build. Sometimes I would get bored with Skyrim and start killing random people, but this was the first time I seriously made a build out of it. If you liked this, then be sure to <a href="http://tamrielvault.com/group/topic/list/tag/382/group/3" target="_blank">check out my other builds</a> to see more!</p></div>Character Build: The Werelionhttps://TheSkyForge.ning.com/groups/tes-character-building/forum/character-build-the-werelion2017-05-10T05:14:56.000Z2017-05-10T05:14:56.000ZElysiumhttps://TheSkyForge.ning.com/members/Elysium336<div><p><span>It’s been so long since I’ve played a truly evil character. I find it almost therapeutic to become a cackling, torturing fiend of the darkness. Adding in a glass cannon that manages to tank excellently (due to some superior Health Regen) and a rich backstory and roleplay, the Werelion is probably my favourite evil character and the perfect antidote to all that holiday sugarplum nonsense.</span></p>
<p><span>While lions are typically seen in fantasy as holy and noble, almost paladin-like, the in-game book “On Lycanthropy” had a <i>very</i> interesting line that inspired this build (as well as a goofy but hysterically fun playthrough of a werevulture, which was at war with the Bosmer).</span></p>
<p><span><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830845565?profile=original"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/830845565?profile=RESIZE_1024x1024" width="750"></a></span></p>
<p align="center"><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830845732?profile=original"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/830845732?profile=original" height="479" width="373"></a></p>
<p align="center"><span><i>Black Marsh also shares with the Imperial Province and the wetter parts of Elsweyr the vile presence of werelions.</i></span></p>
<p align="center"><span>- “On Lycanthropy” by Varnard Karessen</span></p>
<p align="center"><a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7651881?profile=original" width="75" class="align-center"></a><span><i>“And the Heart of Lorkhaj was filled with the Great Darkness. And when he was born, the Great Darkness knew its name and its name was Namiira.”</i></span></p>
<p><span>Previously some of the finest warriors, werelions made up much of the ancient armies of Elsweyr. They were respected as great creations of Azurah, who made them for the purpose of warfare, in order to face the enemies of the Khajiit in open combat. Their transformation was attributed to the Great Darkness, the foulest and most bestial deity in the Khajiit religion, which allowed them to tap into the most violent and primal forms of themselves. But as Khajiit culture values balance in both the world and individuals, the fact that this primal evil was housed in their great paladins wasn’t something to be concerned about.</span></p>
<p><span>However, during the Second Era, Elsweyr fell into a state of political and economic depression following several vicious wars and plagues. The nation was in chaos, the people were begging for answers and scapegoats. The werelions were held responsible for the unconnected travesties and bad luck of Elsweyr. The transformation was deemed heretical and their great warriors were accused of worshipping the Great Darkness. They were slaughtered in their barracks, but a few made good their escape, transforming and fleeing the cities.</span></p>
<p><span>Years passed, and gradually the few who lived in the wild formed small tribal societies in the lush greenery of the Tenmar Forest, raising youngsters, training warriors and wise women, passing through their blood the secret of the werelion, and living their lives as isolated tribespeople.</span></p>
<p align="center"><span>The worst part is that the distressed Khajiit was correct. The commanders of the werelions were worshippers of the Great Darkness, and battled in Her unholy name, passing on a lot more than their werelion blood to those they trained. The Great Darkness saved a scant few from the slaughter and allowed them to raise shrines and cities for Her. Over the years, these small tribes grew corrupt as they festered on the edges of Khajiiti society and Namiira blessed them with the ability to blend into Her Darkness, transforming them into pale sickening creatures of Her design, even in their Khajiit form.<a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7651921?profile=original" width="75" class="align-center"></a></span></p>
<p align="center"><strong><span class="font-size-5">BUILD</span></strong></p>
<p><span><span><b><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830847203?profile=original"><img class="align-left" src="http://storage.ning.com/topology/rest/1.0/file/get/830847203?profile=original" height="221" width="185"></a>Race</b></span> : Khajiit Vampire, since werelions are part of Khajiit lore (sort of) and vampirism has good frost resistance and a great sneak buff, not to mention really looking the part.<br></span></p>
<p><span><span><b>Stats</b></span> : <b><span>0</span>/<span>3</span>/<span>1</span></b>. A stealthy, magic-free vampire build, the only magic we use is the Voice and the Ritual Stone.<br></span></p>
<p><span><span><b>Standing</b></span> <span><b>Stone</b></span> : Lady / Ritual</span></p>
<p><span><span><b>Skills</b></span> : Two-Handed, Sneak, Block, Archery, Alchemy, (Illusion, trained for the purpose of Quiet Casting and silent shouts)</span></p>
<p><span><span><b>Followers</b></span> : Eola, Cicero</span></p>
<p><span><span><b>Alignment</b>:</span> Lawful Evil</span></p>
<p align="center"></p>
<p align="center"><span><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7651957?profile=original" width="75" class="align-center"></a></span><span class="font-size-5"><strong>EQUIPMENT</strong></span></span></p>
<p><span><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830848138?profile=original"><img class="align-left" src="http://storage.ning.com/topology/rest/1.0/file/get/830848138?profile=original" height="499" width="314"></a>I wanted to look simple and savage. A little delving into Khajiit society showed an interesting taboo: it’s a great shame to show one’s torso fur. So, obviously, I went for the skirt variety of <b>Fur Armor</b>, which is easily looted from bandits early on and can look badass on Khajiit.</span></p>
<p><span>I found <b>Predator’s Grace</b> boots to be very useful, as its Muffle is 1pt, every other Muffle is 0.5pt, but random Scaled Boots of useful enchantments are also viable. <b>Scaled Bracers</b> can be found early during “With Friends Like These…” and make for a nice armor rating, but can look a bit strange. The <b>Helm of Yngol</b> is very nice and savage, buffing our frost resistance another 30%, which will be necessary with our necromancing.</span></p>
<p><span>I swapped between the <b>Ring of Namira, Ahzidal’s Ring of Necromancy</b> and the <b>Ring of the Beast</b> as the situation demanded or when I could get them.</span></p>
<p><span>The <b>Locket of St. Jiub</b> will be our necklace of choice, since 50pts of both Stamina and Carry Weight is very nice indeed. Otherwise, leveled enchanted necklaces can be used.</span></p>
<p><span>The <b>Ebony Blade</b> is really the star of this build though, supplying a formidable healing rate to complement our health regeneration, and we can enhance its Absorb Health effect with Weakness of Magic poisons, temporarily making it much more powerful and giving us more health per swing. Its speed matches well with its enchantment.<br></span></p>
<p><span>There are many lovely bows in Skyrim, but I felt the <b>Bow of the Stag Prince</b> was both statistically nice and fitting, giving a not insubstantial buff and a “free” glass-level bow at early levels. <a rel="nofollow" href="http://web.archive.org/web/20150319232737/http://www.uesp.net/wiki/Dragonborn:Glass_Bow_of_the_Stag_Prince" target="_blank">Check the UESP</a> for how to attain it.</span></p>
<p><span>The <b>Targe of the Blooded</b> in combination with a lethal claw can be used against bosses or those who won’t kneel to the Ebony Blade. The Targe fits both in looks and the bleed effect is wonderfully savage.</span></p>
<p><span>Useful enchantments include: Fortify Healing Rate, Fortify Stamina Rate, Fortify Two-Handed, Fortify Block.</span></p>
<p align="center"><span><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7651974?profile=original" width="75" class="align-center"></a></span></span><span class="font-size-5"><strong><span>THE SUPREME LADY</span></strong></span></p>
<p><span>This is my new favourite Standing Stone.</span></p>
<p><span>A very powerful glitch that can easily get out of hand, it requires almost a monk-like level of discipline to use properly. It’s a resto-loop designed to give us a bonus of anywhere in the range of 150-200% more health and stamina regeneration (using a Potion of Fortify Restoration 600-800%). This makes the extra regeneration worthwhile and gives a beast-like feeling to a very bestial character.</span></p>
<p><span>To counteract this glitch, I deliberately chose mismatched armor with crap statistics and no perks in any armor, not using the Lord Stone or Alteration. Our best defense will be stealth and health regeneration. Combined with the Ebony Blade (Absorb Health 10-30pts) and Namiira’s Ring (50% Health Regen and 50pts Health when cannibalising), the Werelion will still be vulnerable in close combat and one wrong move can and will kill you, but you have a savage defense to go along with your gear and mission.</span></p>
<p align="center"><span><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7651990?profile=original" width="75" class="align-center"></a></span></span><span class="font-size-5"><strong><span>COMBAT</span></strong></span></p>
<p><span><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830849742?profile=original"><img class="align-left" src="http://storage.ning.com/topology/rest/1.0/file/get/830849742?profile=RESIZE_1024x1024" height="263" width="750"></a></span></p>
<p><span>Although living in prides, lions hunt very stealthily, mainly because they aren’t particularly fast or durable. They’re all offense; in gameplay terms, a glass cannon. And so, the werelion pounces on his prey. You will also want to utilize stealth as a scouting mechanic, to check out the area, and the additional 25% vampire stealth is very useful. You never want to be surprised as the King of the Jungle, and the cat-man in a bit of Fur Armor.</span></p>
<p></p>
<p></p>
<p><span><b><i>Against Mages</i></b><b>:</b> Mages are naturally squishy to melee damage, which makes them very susceptible to the Absorb Health enchantment.</span></p>
<p><span><b><i>Against Chargers</i></b> (melee monstrosities): A sensible move would be to stay in the shadows and sow some poisons in their ranks. Slow and Ravage Stamina for the big ’uns and standard Damage Health for the mooks. Then, pounce.</span></p>
<p><span><b><i>Against Archers</i></b><b>:</b> Archer vs. Archer duels are some of my favourite combat moments, but long-range fighters can be a massive pain when you’re in a melee with someone else. Taking these guys out when you survey the battlegrounds should be priority number one.</span></p>
<p><span><b><i>Against Bosses</i></b> (Dragons, Draugr Deathlords, Dwemer Centurions): This is when the “tanking to the point of suicide” comes in. Using a shield gives us more defense than weapon-blocking, and our claws are quite damaging if you want to swap out (make sure to wear the Ring of the Beast for claw attacks). Health Regen is our top priority, as our best defense is a good offense—potions, a Necklace of Revival, and Namiira’s blessing.</span></p>
<p><span> </span></p>
<p align="center"><span><b>TACTICS</b></span></p>
<p><span><b><i>Agility</i></b></span></p>
<p><span><i>Great Critical Charge + Silent Roll</i></span></p>
<p><span>The much-loved assassin move traditionally used with daggers, it also works with two-handed weapons, giving us a 4x sneak damage. It works just as well with two handers, but demands a lot of stamina if you want to chain it. Hotkeying stamina potions allows this to go on for quite some time, if you can get the timing down.</span></p>
<p><span><b><i> </i></b></span></p>
<p><span><b><i>Tripwire</i></b></span></p>
<p><span><i>Silent Roll + Shield Charge</i></span></p>
<p><span>Believe it or not, Shield Charge works with two-handers and since Silent Roll is counted as a sprint we can send people flying. I normally used this when I wanted to “break” a group of bandits by sending their leader into orbit. Because of how quickly Block levels, you can get Shield Charge sooner than you think.</span></p>
<p><span><b><i> </i></b></span></p>
<p><span><b><i>Poison Bloom</i></b></span></p>
<p><span><i>Sweep + Concentrated Poison + Disgrace<br></i></span></p>
<p><span>Probably my favourite find, the Sweep perk allows you to hit multiple enemies with one swing, and Concentrated Poison allows poisons to last for two swings. Well, this is crowd control at its finest, ladies and gentlemen. Two swings and you could have a horde of bandits hit the deck for a good 10 seconds.</span></p>
<p><span> </span></p>
<p align="center"><span>Of course, you could always go all werelion on their asses…</span></p>
<p align="center"><span><span><span><span><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7652014?profile=original" width="75" class="align-center"></a></span></span></span></span></span><span class="font-size-5"><strong><span>THE TRANSFORMATION</span></strong></span></p>
<p align="center"><span class="font-size-4"><b><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830850915?profile=original"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/830850915?profile=RESIZE_1024x1024" height="302" width="750"></a></b></span><span class="font-size-4"><b>m</b>echanics</span></p>
<p><span><span>-</span> Strip off all armor, keep a suitable necklace and the Rings</span></p>
<p><span><span>-</span> Drink the Elixirs of the Werelion, refresh as needed</span></p>
<p><span>- Equip Ragged Trousers (so you aren’t wearing an immersion-breaking loincloth) and the Aetherial Crown (Ritual)</span></p>
<p><span><span>-</span> Use only use your own claws as weapons</span></p>
<p><span><span>-</span> Use the Aetherial Crown and Shouts as defense</span></p>
<p><span>The Werelion makes liberal use of Shouts, but I tried to keep the selection of Shouts to what a werelion would be able to use. If you feel the need for cooldown reductions, there is always Talos Blessings and talismans, since we do rely on Shouting, and Alchemy can give the full reduction cooldown, if you don’t mind another glitch.</span></p>
<p><span><b><span>-</span> Dismay</b>, <b>Disarm, Unrelenting Force</b> and <b>Animal</b> <b>Allegiance</b>, like the werewolf howl of terror. Make sure to keep the animals of Namiira’s realm of disgust and darkness friendly to you (spiders, chaurus, skeevers, ash hoppers) and create a pride of saber cats.<br></span></p>
<p><span><b><span>-</span> Aura</b> <b>Whisper</b> and <b>Throw</b> <b>Voice</b>, for a lion’s supernatural stealth.</span></p>
<p><span><b><span>-</span> Slow</b> <b>Time</b> and <b>Become</b> <b>Ethereal</b>, to mimic a werelion’s agility and finesse. I also used these two in Khajiit form.</span></p>
<p><span><b><span>-</span> Soul</b> <b>Tear</b>, <b>Frost</b> <b>Breath</b>, <b>Ice Form</b> and <b>Marked</b> <b>for</b> <b>Death</b>, for the werelions’ affiliation for Necromancy</span></p>
<p align="center"><span class="font-size-4"><b>g</b>ameplay</span></p>
<p><span>The gameplay and combat writes itself. Everywhere you go enemies will be dropping their weapons, fleeing in terror, having the souls ripped from their bodies, having said bodies ravaged by disease and decay, and being mauled to death in slow motion by your rapid claws, only to be raised in a mass ritual to the Great Darkness. Their bodies can explode in a frosty boom from the Ring of Necromancy (augmented by Fortify Destruction Potions), while their friends stagger and slow and you’re barely touched due to your high Frost Resistance.</span></p>
<p><span>I would also advise you not to use this in civilized areas. Even though we look quite silly, we are meant to be a massive, terrifying beast from legend. Townsfolk should <i>not</i> take kindly to us. If you are in this form, be warned that “the Beast” (the primal energy that can cause werewolves to go feral) is much stronger and random massacre may occur (and is a great roleplaying mechanic, not to mention excellent stress relief).</span></p>
<p></p>
<p align="center"><span><span class="font-size-4"><b>a</b>lchemical <b>c</b>oncoctions</span><br></span></p>
<p><span><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830852047?profile=original"><img class="align-left" src="http://storage.ning.com/topology/rest/1.0/file/get/830852047?profile=original" height="213" width="330"></a>The menagerie of potions we take to emulate a powerful alternate form. One of the big perks of using potions is that your werelion form will continue to grow in power as you make more powerful Elixirs and level up Alchemy. I’d advise you stockpile on ingredients early in game, then make the potions as time goes on. At the endgame, you’ll be making potions of upwards 130% Health Regen, which can be combined with Namiira’s Blessing (50%) and the Powered Lady Stone, doing colossal damage with Fortify Marksman Potions, the Ring of the Beast, and Marked for Death.</span></p>
<p><span>I chose to incorporate poisons (and shivs, since they look like claws) for “conductors” (weakness to elementals and devastating bleed attacks), because Frost Breath is a cool idea but is sadly lacking oomph.</span></p>
<p></p>
<p align="center"><a href="http://storage.ning.com/topology/rest/1.0/file/get/7652058?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7652058?profile=original" width="750" class="align-center"></a></p>
<p align="center"><span class="font-size-4"><b>s</b>pecial <b>m</b>oves</span></p>
<p align="center"></p>
<p><span><b><i><a rel="nofollow" target="_blank" href="http://web.archive.org/web/20150319232737/http://hydra-media.cursecdn.com/dota2.gamepedia.com/d/d6/Frostbite_icon.png"><img class="align-left" src="http://web.archive.org/web/20150319232737im_/http://hydra-media.cursecdn.com/dota2.gamepedia.com/d/d6/Frostbite_icon.png"></a>Whisper of the Dead</i></b></span></p>
<p><span><i>Azidal’s Ring of Necromancy + Ritual Crown + Unrelenting Force</i></span></p>
<p><span>While raising an undead army courtesy of Namiira, the Werelion is aware of the degenerate necromancers who came before him and uses his newfound Voice to push the resurrected minions towards their former friends as they explode in a hail of frost.</span></p>
<p></p>
<p>-</p>
<p><span><b><i><a rel="nofollow" target="_blank" href="http://web.archive.org/web/20150319232737/http://hydra-media.cursecdn.com/dota2.gamepedia.com/6/66/Reality_Rift_icon.png"><img class="align-left" src="http://web.archive.org/web/20150319232737im_/http://hydra-media.cursecdn.com/dota2.gamepedia.com/6/66/Reality_Rift_icon.png"></a>Gale of the Dark</i></b></span></p>
<p><span><i>Quiet Casting + Marked For Death + Slow Time + Unrelenting Force (x3)</i></span></p>
<p><span>Sheltered in the Great Darkness’s slimy hand, the Werelion tears open a portal to his Queen’s realm, unleashing a wretched disease that causes even great warriors to wither as they stand. As he tears the portal wider, time begins to melt in the face of Her greatness and the howling winds of the Void throw the mere mortals against the tomb wall with a sickening thud.</span></p>
<p></p>
<p><span>-</span></p>
<p><span><b><i><a rel="nofollow" target="_blank" href="http://web.archive.org/web/20150319232737/http://hydra-media.cursecdn.com/dota2.gamepedia.com/4/4a/Demonic_Purge_icon.png"><img class="align-left" src="http://web.archive.org/web/20150319232737im_/http://hydra-media.cursecdn.com/dota2.gamepedia.com/4/4a/Demonic_Purge_icon.png"></a>Sentinel</i></b></span></p>
<p><span><i>Marked for Death + Dismay + Aura Whisper</i></span></p>
<p><span>Every cub knows patience is a virtue. The Werelion’s roar can strike terror into all but the strongest of men and mer, sending them fleeing as their soul degrades, slipping into Namiira’s haunted clutches. But the Werelion doesn’t charge. He sits and he waits. Because dinner is coming.</span></p>
<p><span>-</span></p>
<p></p>
<p><span><b><i><a rel="nofollow" target="_blank" href="http://web.archive.org/web/20150319232737/http://hydra-media.cursecdn.com/dota2.gamepedia.com/6/6c/Frost_Blast_icon.png"><img class="align-left" src="http://web.archive.org/web/20150319232737im_/http://hydra-media.cursecdn.com/dota2.gamepedia.com/6/6c/Frost_Blast_icon.png"></a>The Blizzard of Elswe</i></b></span><span><b><i>yr</i></b></span></p>
<p><span><i>Slow Time + Conduit to the Void + Claw of the Werelion + Frost Breath + Dragonborn Frost</i></span></p>
<p><span>The Werelion utilizes his powerful senses and muscles to act quickly, ravaging the bodies of his foes with corrupted claws before unleashing a terrible torrent of frost and mayhem that ices anyone in its path. Able to take down the most ferocious of Skyrim’s inhabitants, their blood freezes in the soulless ice before slipping away to the Great Darkness.</span></p>
<p align="center"><span><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7652073?profile=original" width="75" class="align-center"></a></span></span><span class="font-size-5"><strong><span>THE TENDERFOOT <i>of</i> NAMIIRA</span></strong></span></p>
<p align="center"><span><i>“In all the darkest pages of the malign supernatural there is no more terrible tradition than that of the Werelion, a pariah even among demons.”</i></span></p>
<p align="center"><span class="font-size-3"><b>q</b>uests</span></p>
<p align="center"><span>Lost to the Ages, Companions, Dark Brotherhood, Daedric Quests (Namira)</span></p>
<p align="center"><span class="font-size-3"><b>r</b>oleplay</span></p>
<p><span>Since Khajiit religion is all about balance, Namiira is the “anti”, she keeps things in check by creating evil</span><span><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830852179?profile=original"><img class="align-right" src="http://storage.ning.com/topology/rest/1.0/file/get/830852179?profile=original" height="376" width="168"></a></span><span>for the good</span> <span>Khajiit to fight</span> <span>against. Khajiit see the world as a constant tug-of-war between the forces of good and evil, with both sides fully knowing one serves goodness and the other evil.</span></p>
<p><span>The werelions <i>know</i> they’re evil. They’re born to be evil and respect their lot in life. It’s their duty to balance out the good with their own mayhem, but they do have (I imagine) a strict society of traditions and order, according to their patron Lady.</span></p>
<p><span>This evil is based in chaos and disorder, and the best way to disturb anything is start at the source, and one of the few things keeping Skyrim together in a time of Civil War and dragon attacks is the order of the Companions. So, naturally, we want to destroy them, but first we will stalk our prey, learn how they fight and infiltrate their order.</span></p>
<p><span>However, we’re still devouts of Namiira and her sphere is the ancient darkness of Before. In man/mer terms, the werelions serve the Void. She is the bastard daughter of Padomay (Sithis) and is thought to reign over this darkness ever since her father left to create life on Nirn and form the Khajiit with Azurah. As worshippers of Namiira, we should join the Dark Brotherhood, as its secrecy serves us well. Become a vampire, primarily for the look and sneak buff, but the immunity to disease suits us well.</span></p>
<p align="center" style="text-align: left;"><span>These two factions will give us breathing room to level. These two factions can give you a lot of running around to do, so take the roads and start collecting shouts. While in Markarth, also pick</span> <span>up Namiira’s sacred ring and begin cannibalising anyone and everyone who can’t run fast enough, and put together the Aetherial Crown. By the time the Companions are finished (the questline and the Circle slaughtered, either until they’re on their knees or you’re thigh deep in werewolf corpses) and the Dark Brotherhood being reformed under Namiira, we will no longer be miscreant cubs but fully powered beasts of Darkness. Disregard the werewolf power. Your werelion blood is too strong for the machinations of a petty lord like the Hungry Cat to corrupt. Cure yourself and contract vampirism again.</span></p>
<p align="center"><span><span><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7652088?profile=original" width="75" class="align-center"></a></span></span><strong><span class="font-size-4">THE CHAMPION <i>of t</i></span></strong></span><span><strong><span class="font-size-4"><i>he</i> GREAT DARKNESS</span></strong></span></p>
<p align="center"><span><i>“In all the darkest pages of the malign supernatural there is no more terrible tradition than that of the Werelion, a pariah even among demons.”</i></span></p>
<p align="center"><span class="font-size-3"><b>q</b>uests</span></p>
<p align="center"><span>Dawnguard (Volikhar), Civil War (Stormcloaks), Daedric Quests (Azura, Mephala), Main Quest, Dragonborn<br></span></p>
<p align="center"><span class="font-size-3"><b>r</b>oleplay</span></p>
<p><span>Now that the Werelion has fully transformed for the first time, he can start inflicting terror and chaos on a grander scale. Empowering and instigating a hostile takeover of the reigning vampire cult gives the werelions a foothold in Skyrim’s underworld, while corrupting Azura’s prized artifact and claiming Mephala’s own allows us to influence the Daedric realms of power and control. Finishing the Civil War for the Stormcloaks lets us tear the Empire apart and weaken all the provinces of man, mer, and beast.</span></p>
<p><span>Eola, despite being a Breton, is the leader of Namiira’s Coven and Namiira does approve of her, so Eola makes a good underling for an evil, greatsword-toting werelion. She also can sneak and summon atronachs to distract in battle. Cicero makes a fine alternate, but I can’t stand him personally. There’s a difference between charming madness and irritating insanity and Cicero walks that line very uneasily. Especially around a man-eating werelion. I slaughtered and ate him.</span></p>
<p><span>As Namiira’s ultimate champion, She manages to pull some inter-dim</span><span>ensional strings and provide this young Werelion with the Nordic Voice of old. This allows him to hoodwink the Greybeards and all of Tamriel, but instead of slaying Alduin the Werelion goes off and kills the real Dragonborn, letting the dragons rule over the crumbling ruin of Tamriel.</span></p>
<p><span><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830853372?profile=original"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/830853372?profile=RESIZE_1024x1024" width="750"></a><span><span><span><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7652103?profile=original" width="75" class="align-center"></a></span></span></span></span></span><span><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830853572?profile=original"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/830853572?profile=RESIZE_1024x1024" height="56" width="750"></a><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830855576?profile=original"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/830855576?profile=RESIZE_1024x1024" height="307" width="750"></a></span></p>
<p><span><em>Soon, Ulfric, soon...</em></span></p>
<p><span>E</span><span>veryone’s gone into a “destroy all the guards” mode in a TES gam</span><span>e before, but I wanted to take it to the next level. By making war on all of Skyrim, the Werelion survives by the will of the Great Darkness, not by save-reload. I played it in “iron man mode”, where dead is dead, no save reloading unless my system crashed, which it did a fair few times due to the incredible amount of NPCs and combat AI this forces the game to load. It nears LOTR levels of battle. This war is also not intended to be played in one day, as it can get dull after a while. I played it over the course of about two weeks, during finals.</span></p>
<p><span>As a final act of roleplay, the Werelion raises a great army and marches across Skyrim like a foul plague, destroying everything in sight. Burning the farms, slaughtering the guards, recruiting local bandit gangs, and, eventually, dying at the hands of a great warrior. Then, the Werelion can fulfill his truest destiny of providing destruction and mayhem to the goodness of Tamriel while also providing an opportunity for a hero to do a great act of courage and glory.</span></p>
<p><span>The process is simple, if fun. Kill everything in sight (for bandit lairs just kill the guards out front and take them because it’s not worth the hassle of going inside; for essential characters, just get them on their knees once, then consider them dead and run out of town), then replace weapons with high-level things you’ve looted over time and raise them with the Ritual Stone, before marching on to the next location. You can stay in the back and ping off arrows or charge ahead with your Ebony Blade, but making heavy use of Bend Will, Storm Call, and Durneviir will create maximum chaos and further show Namiira’s/the Darkness’s approval of the destruction. Don’t worry if you leave bits of your army around Skyrim; decay causes great things to break down and it’s what your Lady would want.</span></p>
<p><span><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/830858407?profile=original"><img class="align-left" src="http://storage.ning.com/topology/rest/1.0/file/get/830858407?profile=RESIZE_1024x1024" height="151" width="750"></a>I outlined my run-through on this map and will explain my individual experience in the attached document. Blue-red circles are places I destroyed and picked up new corpses, red circles are places I just razed, the green lines show my travel, black circles show my infrequent saves, and the yellow circles show where I borrowed some dragons and used Bend Will to ally them.</span></p>
<p><span>I found this to be the most enjoyable way to end a playthrough, of any character.</span></p>
<p><span><span><span><span><span><span><a href="http://storage.ning.com/topology/rest/1.0/file/get/830859872?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/7652121?profile=original" width="75" class="align-center"></a></span></span></span></span></span></span><a href="http://theskyforge.ning.com/groups/tes-character-building/forum/list/tag/elysium" target="_blank"><img src="http://storage.ning.com/topology/rest/1.0/file/get/830851573?profile=RESIZE_1024x1024" width="706" class="align-center"></a></p></div>