Character Build: The Four Horsemen

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The Four Horsemen

Credit to this guy for images: https://www.deviantart.com/thedurrrrian

Disclaimer: not to be taken too seriously

Mods required:

Ordinator

Apocalypse - Magic of Skyrim

Imperious - Races Of Skyrim

Andromeda - Unique Standing Stones

Summermyst - Enchantments Of Skyrim

Thunderchild - Epic Shouts

Artificer (Improves most Artifacts, including dragon priest masks)

 

Optional, but HIGHLY recommended mods:

Word Walls Relocated (Recommended)

Convenient Horses

Mod that allows at least three followers (Conquest)

Sacrosanct (Famine)

Moonlight tales (War)

Blaze of Eventide (War)

Undeath (Death)

 

Optional Optional mods:

Perks at levels 50, 75, and 100 (For the impatient)

50 pct more perks (For the very impatient(including myself))

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“That which is used to control, manipulate and incite; is Conquest.

That which brings separation, brings strife; is War.

That which is the absence of what is required to live; is Famine.

That which is destined for life; is Death.”

-Lord Zonar, trying to write something that sounds cool

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The White Horseman, Conquest

Agent of the apocalypse, white rider, the first horseman: Conquest. Rule over mortals with bow and crown, stand stalwart in the face of adversity, rally allies to victory and bring swift doom down on opponents. Go out conquering and to conquer, for you shall take skyrim by storm.

 

Recommended Races

Imperial: Discipline grants armor to Allies, Human Spirit grants choice of attributes at level 10,  choice of resistances at level 20, and choice of skills at level 30

Nord: Warrior’s Heart increases damage at low health, The Purge increases damage toward choice of target races at levels 10, 20 and 30

 

Stats

M2 H5 S3

 

Standing stones

Warrior: Good for levelling the abundance of warrior skills, also increases power attack and ranged damage

Atronach: Corrupted Arcana halts magicka regeneration, but grants magicka for each death within 50 feet, Oblivion Bound increases all spells effectiveness and decreases cost

 

Major Skills

Archery - This setup will be used for closer ranged combat with bows

Master 1 and 2 - 0/20

Wingstrike 1 and 2 - 20/40

Steady hand (2 and 3 optional) - 30/50/70

Hunter’s discipline - 40

Clean Kill - 20

Ranger - 50

Focus on the prey - 60

Quick shot - 60

Hailstorm - 80

Crippling shot - 40

Pinning shot - 50

Beak and Talon - 70

 

Heavy Armor - Perks focus on keeping you alive no matter how hard you're getting beat up

Mastery 1 and 2 - 0/20

Cushioned 1 and 2(optional) 20/40

Heavy armor fit - 30

Rallying standard - 40

Defiance - 40

Never kneel - 60

Warbringer - 80

Immortal - 90

Face of death(optional) - 40

Battle Weary - 30

Born to fight - 50

Break upon me - 60

 

Block - In tandem with heavy armor, a high block skill will basically make you unkillable

Master 1 and 2 - 0/20

Timed Block 1 and 2 - 20/50

Poke the Dragon - 30

Apocalypse proof 1 and 2 - 40/70

Dragon Tail - 60

Dragon Scales - 100

Block Runner - 70

Deflect arrows - 30

Dominion - 50

Power bash - 40

Skull rattler - 50

 

Minor Skills

Illusion - Perks give buffs to allies when in combat

Mastery 1 and 2 - 0/20

Commanding presence - 30

Crown of the false king - 40

Imperious Splendor - 60

 

One-handed - To use maces alongside shields

Mastery 1 and 2 - 20

Furious strength - 40

Disciplined fighter - 20

Denting blows 1 - 30

Smite 1 - 40

Rise Kinsmen - 50

 

Smithing -To craft armor and weapons

Mastery 1 and 2 - 20

Meric(Dwarven) - 30

Expert(Hard steel) - 50

Exotic(Ebony or Stalhrim) - 70

Planar(Dragonbone) - 90

 

Ending Level

56

61 with Optionals

 

Equipment

Overall you want Bows, Heavy Armors, Maces and shields, some good early bows are Angi’s bow with artificer or Zephyr from Arkngthamz. Late game, Dragonbone armor for max armor, Aetherial crown for both warrior and atronach stone, Auriel’s bow and Artificer creates what is essentially a super weapon that blocks magic while you draw, spellbreaker blocks magic up close and a Dragonbone mace for smacking folks.

 

Enchantments

Weapons: *Command Daedra

Armor: *Area Restore Health, *Defender, *Fortify Bashing, *Fortify Power Attacks, *Fortify Total Armor, *Imminent Victory, *Quake, *Unbreakable

*Summermyst Enchantments

 

Spells

Illusion

Courage - Novice

Rally - Adept

*Compelling Whispers - Adept

*Enslave the Weak - Expert

*Spectral Warband - Master

*Spells from Apocalypse mod

 

Shouts

Battle Fury -

Vahlok’s tomb(*Horker Island)

*Splinter Twins -

(Marked for Death first, Animal Allegiance second and third)

Marked for Death -

Autumnwatch Tower, Dark Brotherhood Sanctuary(Lost Knife Hideout), Forsaken Cave

Animal allegiance -

Ancient's Ascent, Angarvunde, Ysgramor’s tomb(*Serpent Stone)

Call of Valor -

Sovngarde

*Warcry

(Disarm first, Call of Valor second and third)

Disarm -

Eldersblood Peak, Silverdrift Lair, Snow Veil Sanctum(*Ansilvund)

*Shouts from Thunderchild

*locations from Word Walls Relocated

 

Followers

Any and multiple!

Frost (Glory)

 

Playstyle

Archery will be your main weapon, it kills at all ranges, but in case you get swarmed your shield and mace will do the job, and your armor will keep you alive. In the Other case you face like a whole army, evil twins will spawn copies of them that they’ll fight with, and you should also maintain your own entourage of companions for assistance.

 

Noteworthy Quests

The Horn of Jurgen Windcaller: Shouts

Promises to keep: MUH BOI FROST!

The Only Cure: Peryite Quest, gifts you with spellbreaker

Touching the Sky: Well basically the whole dawnguard line, but specifically for Auriel’s bow

Lost to the Ages: Make sure to craft the Aetherial Crown, it’s pretty stronk

Factions

Imperials: makes the most sense I can think of

Dawnguard: for gettin’ Auriel’s slinger
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The Red Horseman, War

Agent of the apocalypse, red rider, the second horseman: War. Granted to take peace from the world, and that mortal men would slay one another; was given a great sword. May your foes be cut down by your blade, for it is the instrument of destruction; may nothing stop you, for you are unyielding annihilation; and may only the strongest rise to challenge you, as you destroy all others.

 

Recommended Races

Redguard: Dust Storm briefly improves weapons and spells after killing a humanoid, Tenacity Increases stamina and magicka regen at low health

Orc: Bloodlust briefly increases damage and regeneration when combat starts, Shockwave causes a tremor after a jump once per battle, Strength of Steel improves weapons and armor, but weakens enchantments, Berserk improves weapons and spells for a short time, may activate in combat randomly

 

Stats

M4 H4 S2

 

Standing stones

Warrior: good for levelling the abundance of warrior skills, also increases power attack damage

Atronach: Corrupted Arcana halts magicka regeneration, but grants magicka for each death within 50 feet, Oblivion Bound increases all spells effectiveness and decreases cost

Lord: Stamina doesn't regenerate, but power attacks do more damage and can be done while out of stamina

 

Major Skills

Two-Handed - Focus on greatswords for melee combat

Mastery 1 and 2 - 0/20

Clash of heroes 1 - 30

Maul 1 and 2 - 40/70

Breach the wall - 50

Subjugate - 60

Humiliate - 70

Overthrow - 80

Ferocious strength - 40

Ramming Speed - 50

Bear hide - 90

Massacre - 70

Enter the Arena - 90

Trained fighter - 20

Death or Glory - 60

 

Heavy Armor - Perks give both survivability and extra damage when struck

Mastery 1 and 2 - 0/20

Cushioned 1 and 2(optional) 20/40

Heavy armor fit - 30

Defiance - 40

Revel In Battle - 50

Bedrock - 60

Face of death(optional) - 40

Battle Weary - 30

Born to fight - 50

Break upon me - 60

Reap the Whirlwind - 70

Rise above - 80

Primal Fear - 90

Sovereign - 90

 

Illusion - Used to cast illusion spells, who’da thunk?
Mastery 1 and 2 - 0/20
Imposing Presence - 30
Wilting - 40
Terror - 50
Pandemonium - 60
Dream thief - 20 (needed to get better perks)
Kindred mage - 40
Fickle fate - 50
Master of the mind - 60

 

Destruction - Lots and lots of fire

Mastery 1 and 2 - 0/20

Dual casting - 20

Combustion 1 and 2 - 20/50

Scarring burns - 30

Conflagration - 40

Pyromancer Ascension - 60

Scorched earth - 70

World in Flames - 80

 

Minor Skills

Smithing - to craft your gear

Mastery 1 and 2 - 0/20

Meric(Dwarven) - 30

Expert(either) - 50

Exotic(Ebony) - 70

Planar(Daedric) - 90

 

Enchanting - to enchant gear

Mastery 1 and 2 - 0/20

Gem Dust - 40

Regalia - 60

Twin Enchantment - 80

 

Ending Level

60

63 with optionals

 

Equipment

Overall you want heavy armors and greatswords, be sure to pick up any cool ones you find. Late game Daedric armor makes the look and does its job, while the Bloodskal blade with the Artificer mod will actually pull up a ward when you block with it, allowing you to block magic.

 

Enchantments

Weapons - Fire Damage, *Berserking, *Fire damage lingering, *Fire Hazard, *Shifting Earth, *Skyhook

Armor - *Force, *Fortify Power Attacks, *Grit, *Nova

*Summermyst Enchantments

 

Spells

Illusion

Fury - Novice

Frenzy - Adept

Mayhem - Master

*Evil Twin - Adept

 

Destruction

Flames - Novice

Firebolt - Apprentice

Fireball - Adept

Incinerate - Expert

Flame Wall - Adept

Flame Cloak - Expert

*Bombardment - Expert

*Scorching Hands - Expert

*Flamestrike - Master

*Forbidden Sun - Master

*Volcano - Master

*Spells from Apocalypse mod

 

Shouts

Fire Breath -

Dustman's Cairn(*Yngvild), Sunderstone Gorge, Throat of the World

*Armageddon

(Whirlwind Sprint first, Fire Breath sencond and third)

Whirlwind Sprint -

Dead Men's Respite, High Hrothgar, Volskygge

*The Conqueror

(Battle fury first, Dragon Aspect second and third)

Battle Fury -

Vahlok’s Tomb(*Horker Island)

Dragon Aspect -

Raven Rock Mine, Temple of Miraak, Apocrypha (Waking Dreams)

*Warcry

(Disarm, Call of Valor)

Disarm -

Eldersblood Peak, Silverdrift Lair, Snow Veil Sanctum(*Ansilvund)

Call of Valor -

Sovngarde

*Shouts from Thunderchild

*locations from Word Walls Reclocated

 

Main Power

Beast Form

 

Mount

Blaze (Ruin)

 

Playstyle

Just go at it, really. The bloodskal blade with artificer is so good, it can sweep with projectile, it can sweep up close, it can block magick, just go killin’ stuff. In the case that you are far away from your opponents, fire spells do nicely to cook ‘em alive, and frenzy spells are the fastest way to crash a party.

 

Noteworthy Quests:

The Horn of Jurgen Windcaller: Shouts

The Silver Hand: the quest that gives you lycanthropy

The Final Descent: difficult quest that gifts you with the Bloodskal blade

Factions:

Stormcloaks or Imperials: just pick one, the questline stinks

College of Winterhold: MAGICK

Companions: Furry conventions, obviously

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The Black Horseman, Famine

Agent of the apocalypse, black rider, the third horseman: Famine. Appearing with naught a sound yet deadlier than any blade, the great hunger sets its sights on skyrim.

 

Recommended Races

Bosmer: Green Pact allows one to eat the corpses of the dead, gaining a percentage of their attributes

Breton: Spell Mantle increases magic resistance and absorbs incoming spells at low magicka, Shared Ancestry temporarily grants the racial power of a target man or mer

 

Stats

M6 H4 S0

 

Standing stones

Mage: learn mage skills faster and increase spell effectiveness

Atronach: Corrupted Arcana halts magicka regeneration, but grants magicka for each death within 50 feet, Oblivion Bound increases all spells effectiveness and decreases cost

 

Major Skills

Sneak - Will be combined with illusion for stealth-mage stuff

Mastery 1 and 2 - 0/20

Demolition job - 30

Fog of war - 30

Silent roll - 30

Infiltrator - 40

Right behind you - 50

Sneak attack - 20

 

Destruction - The only perks needed here are the mastery perks as you’ll only need Vampdrain

Mastery 1 and 2 - 0/20

 

Restoration - Needed for spells, but won’t need much perks

Mastery 1 and 2 - 0/20

 

Illusion - Mixes with sneak and is used for spells

Mastery 1 and 2 - 0/20

Quiet before the storm 1 and 2 - 40/70

Dream thief - 20

Kindred mage - 40

Fickle fate - 50

Master of the mind - 60

Imposing presence - 30

Shadow refuge - 70

Wilting - 40

Neverworld - 70

Terror - 50

Soulcrusher - 80

Pandemonium - 60

Nightfall - 90

 

Minor Skills

Conjuration - Bound dagger

Mastery 1 and 2 - 0/20

 

One-handed - For daggers

Mastery 1 and 2 - 0/20

 

Alteration - Perks and Flesh spells

Mastery 1 and 2 - 0/20

Mage armor 1 to 3 - 20/50/80

Wild shrines - 30

Intuitive magic 1 and 2 - 50/80

Geomancer - 30

Alter Self: Resistances(Fire and Shock) - 40

Alter Self: Attributes(Magicka) - 60

Nullifier - 90

 

Enchanting - Enchant your gear

Mastery 1 and 2 - 0/20

Gem dust - 40

Regalia - 60

Twin Enchantment - 80

 

Ending level

47

 

Equipment

Overall you wanna avoid armor rating, stick with robes as with mage armor you’ll have way more from flesh spells and Ocato’s recital will auto-cast spells of your choice when entering combat. Bound dagger will hold you over for a while but artificer will allow the blade Keening to actually be useful and absorb HM&S from its victims and archmage robes are about the best robes there are.

 

Enchantments

Armor and Jewelry - *Area Drain Magic Resist, *Influence: Fear, *Reclaim Magicka, *Siphon Health, *Siphon Magicka, *Siphon Stamina

*Summermyst Enchantments

 

Spells

Conjuration

Bound dagger - Novice

Illusion

Invisibility - Expert

*Shroudwalk - Master

Calm - Apprentice

Pacify - Expert

Fear - Apprentice

Rout - Expert

Restoration

Circle of strength - Novice

Leech seed - Apprentice

Lamb of Mara - Apprentice

Circle of the moons - Adept

Ruin - Adept

Destruction

Vampire drain - Destruction, novice

Alteration

*Wither - Alteration, Apprentice

Flesh spells - Alteration, Novice to expert

*Ocato’s recital(for flesh spells) - Alteration, apprentice

*Spells from Apocalypse mod

 

Shouts

Drain Vitality -

Dimhollow Crypt(*Shadowgreen Cavern), Forgotten Vale(*Gjukar’s Monument), Arcwind Point

Disarm -

Eldersblood Peak, Silverdrift Lair, Snow Veil Sanctum(*Ansilvund)

*Wail of the banshee

(dismay first word, dragonrend second and third words)

Dismay -

 Dead Crone Rock, Lost Tongue Overlook, Shalidor's Maze

Dragonrend -

Throat of the World

Marked for Death -

Autumnwatch Tower, Darkbrotherhood Sanctuary(*Lost Knife Hideout), Forsaken cave

*Shouts from Thunderchild

*Locations from Word Walls Relocated

 

Main Power

Vampire Lord

 

Followers

Shadowmere (Fear)

 

Playstyle

Famine is a stealth mage, so you wanna stay hidden, strike when unseen, if there’s an area you can’t sneak into, fear or calm spells will help you. It’s unlikely that you’ll ever be seen with the right perks, but if you are, the bloodstone chalice buff makes your vampdrain absorb health, magick, and stamina for up to 9 days, and when blood-starved, it can absorb as much as 20 of each per second, no-one’ll stand a chance.

 

Noteworthy Quests:

The Horn of Jurgen Windcaller: Shouts

Arniel’s Endeavor: Gives you Keening, a real good dagger with artificer

The Dark Brotherhood: just the whole thing, also shadowmere

The Bloodstone Chalice: Volkihar quest that gives you the chalice buff

Factions:

College of Winterhold: MAGICK

Dark Brotherhood: the robe uniform is actually really good

Volkihar Vampires: Immortality sounds cool, but you have to hang with these guys

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The Pale Horseman, Death

Agent of the apocalypse, pale rider, the fourth horseman: Death is their name. Wielding a great scythe with the void following behind, you shall take life from the world with blade and magic.

 

Recommended Race

Dunmer: 110, 95, 95, Ancestral Guardian grants protection in combat in exchange for spirit favor, Whispers marks targets to kill and gain spirit favor

 

Stats

M4 H4 S2

 

Standing stones

Warrior: learn warrior skills faster and increase power attack damage

Lover: Undying Love returns you to life when taking a fatal blow, periodically grants enchanted equipment

 

Major Skills

Two-handed - Big focus on the axe tree and massacre, lots of bleeding and super fast swinging

Mastery 1 and 2 - 0/20

Trained fighter - 20

Ferocious strength - 40

Ramming speed - 50

Massacre - 70

Enter the arena - 90

Bear hide - 90

Bleed like a dog 1 - 30

Rive 1 and 2 - 40/70

Execute - 50

Decimate - 60

Bisect - 70

 

Destruction - Using frost msotly to even the odds with mages or archers

Mastery 1 and 2 - 0/20

Merciless Cold 1 - 20

Frostfall - 30

Crystalize - 40

Shatter - 50

Hypothermia - 70

Exhaust - 80

Winter’s Majesty - 90

 

Conjuration - Create allies from your enemies? I don’t see why not!

Mastery 1 and 2 - 0/20

Dual Casting - 20

Ravenous dead - 30

Preservation - 40

Undead crown - 50

A plague upon thee - 60

Corpse gas - 70

Necromaster - 80

 

Light armor - Focus on movement speed perks, lets you dance around as you fight

Mastery 1 and 2 - 0/20

Light armor fit - 30

Unhindered - 50

Initiative 1 and 2 - 40/70

Windrunner - 50

Wardancer - 70

Glancing blows - 90

Tempting fate - 100

Fight or flight - 70

Survival instinct - 80

 

Minor Skills

Smithing - to craft your gear

Mastery 1 and 2 - 0/20

Meric(Contemporary) - 30

Expert(hard steel) - 50

Exotic(glass) - 70

Planar(Daedric) - 90

Arcane blacksmith - 40

 

Enchanting - to enchant your gear

Mastery 1 and 2 - 0/20

Gem dust - 40

Regalia - 60

Attunement - 70

Twin enchantment - 80

Soul siphon - 20

Thunderstruck - 30

 

Ending Level

60

 

Equipment

Overall you want battleaxes and light armor, that’s about it. Get the artificer Vokun from the High gate ruins and you will be able to swing axes about as fast as One handed axe. Nightingale armor is a biggie, resists frost, extra stamina, best looking light armor.

Battleaxes

 

Enchantments

Weapons - Soul Trap, *Death’s Door, *Threshold Death

Jewelry - *Area Fortify Minions, *Death Shroud, *Reclaim Magicka, *Siphon Health, *Siphon Magicka, *Siphon Stamina, *Soul Harvest

*Summermyst Enchantments

 

Spells

Conjuration

Soul trap - Apprentice

Raise Zombie - Novice

Reanimate Corpse - Apprentice

Revenant - Adept

Dread Zombie - Expert

Dead Thrall - Master

*Corpse Explosion - Adept

*Spells from Apocalypse mod

 

Shouts

Marked for death -

Autumnwatch Tower, Dark Brotherhood Sanctuary(*Lost Knife Hideout), Forsaken Cave

Summon durnehviir -

Soul Cairn

Soul tear -

(From Durnehviir each time you summon him)

*Arcane Helix

(Fire breath first, Whirlwind sprint second and third)

Fire Breath -

Dustman's Cairn(*Yngvild), Sunderstone Gorge, Throat of the World

Whirlwind Sprint -

Dead Men's Respite, High Hrothgar, Volskygge

*Shouts from Thunderchild

*locations from Word Walls Relocated

 

Main Power

Lich transformation

 

Mount

Arvak (Despair)

 

Playstyle

Death is quite straightforward, as a Dunmer with Nightingale armor, you only need to worry about lightning, use the axe with Vokun to maim and slaughter everything, light armor will keep you moving fast, reanimation creates allies in the middle of battle, and frost spells kill faraway things. The lover stone lets you screw up only once every 15 minutes so make good use of it, while the lich’s undead status lets you reanimate once a day if you can kill enough enemies to feed it.

 

Noteworthy Quests:

The Horn of Jurgen Windcaller: Shouts

Trinity restored: Gives ya Nightingale Armor

Find Arvak’s Skull: Exactly what it says on the tin

The Path of Transcendence: Undeath has its own goddamn fandom page, that’s amazing

Factions:

Dark Brotherhood: for killin’

Dawnguard: for killin’ Vamps

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Again all credit to this dude for images: https://www.deviantart.com/thedurrrrian/

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Replies

  • Hey Zonar, not bad for your first build. I see a lot of different mods, spells and perks listed. It’s inportant to explain the purpose these things serve in your build,  ornin this case builds. How do your chosen spells perks and mods synergize with each other. That’s the most important question to answer. 

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