The Path of the Vigilant
You've sworn to pursue evil and put an end to corruption, but those who chase darkness too relentlessly carry it with them at every step.
⚠️ Attention ⚠️
This is a build with strong role-playing components. If you're not willing to let some aspects of your adventure be decided by luck, this isn't the build for you. Once you've been warned, you can continue.
Recommended Mods
Although this build can be played on vanilla Skyrim (with some adjustments) I recommend installing the following mods:
Alternate Start - Live another life: Well, self explanatory.
Gods and Worship: Basically devoting to a divine (or daedra) gives you actual rewards like powers, quest an many other things. No spoiler.
Stendarr Rising - The Hall of the Vigilant Rebuild: Rebuild the Hall of the Vigilants and defend it from vampire and werewolves attacks! So cool.
At your own pace: It provides breaks between stages on main quests, enhance roleplaying opportunities, and slow the game down so you can play it at your own pace.
Timing is Everything: I use this to trigger the Dawnguard quest early and also to adjust some encounters and misc quests.
Immersive spell learning: makes studying spell tomes take time. It is light-weight, clean and fully compatible with any spell-adding mods.
Introduction
Today I was finally welcomed as a guest into the Vigilants of Stendarr. After several weeks of arduous travel through Cyrodiil and Skyrim, I arrived at the Hall of the Vigilants, near the city of Dawnstar. While it was certainly not an easy or pleasant journey, seeing the majesty of the Hall against the snowy mountains warmed my heart. My faith has led me to this secluded place to fulfill my mission, to which I am now bound for life: to lend my aid wherever needed and free men from daedric corruption.
As followers of Stendarr, our mission is to fight corruption and darkness in Skyrim. Although the path is difficult and may lead us to stray into darkness, we will have a special mechanic: the more we expose ourselves to daedric artifacts or powerful enemies, the harder it will be to resist their influence, which could corrupt us. To determine this, we will use ability checks and dice rolls.
Test system
In some situations, especially in daedric quests, we will have to pass a test with a Difficulty Class (DC from now on), a number that indicates how difficult the action to overcome is. This is based on Baldurs Gate 3 and D&D system so maybe you are familiar with it, if not let me explain it real quick:
- We will roll a 20-sided die (d20), then add the modifiers we have and compare the result with the DC. If the final number is equal or higher to the DC, we will succed. (I use a mobile app to roll a dice).
Example:
At some ponint in a daedric quest, we can choose to use an artifact or reject its influence. We'll do the follow:
1. Determine the DC of the quest, in this case 10, so we need to roll 10 or more to succed the test.
2. We roll a d20 and get an 8.
3. Stendarr's Protection passive ability gives us +2 to the roll.
4. Final result: 8 + 2 = 10 → Succes!
Tests can influence our path, allowing us to change classes, gain new skills, equipment and objectives in the game. A test can be easy (DC 10), requiring a minimum skill level or a bit of luck to complete; Moderate (DC 15), requiring a slightly higher skill level (a character with natural talent and specialized training can often complete it); and Difficult (DC 20+), this being beyond the reach of most people without exceptional help or skill. Even with talent and training, it takes some luck or a lot of preparation to accomplish them.
Progressive increase in difficulty
- The difficulty of the first daedric quests we face is 10.
- Each subsequent daedric quests increases the difficulty by 1 (Example: the second will have DC 11, the third DC 12...).
- The Mehrunes Dagon quest has an extra difficulty of 1 on the corresponding difficulty.
- We'll encounter 15 daedric quests, so the difficulty of the last mission will be 25 (If the last one is Mehrunes, it would be 26).
Taking this into account, destroying all the daedric artifacts will be an exceptionally difficult task, so we will have to consider very well how far we are willing to go...
Having clarified the difficulty and the test system, let's move on to the classes and skills of our character.
This section is divided in two: Stendarr's Path, our starter calss and the Oathbreaker's Path. Anytime you fail a test (not meet the requiered DC), you should skip to this last one, no tunring back (apparently)... You will encounter a tests on every daedric quests you face and in other specific situations that are listed below.
Stendarr's Path
All are welcome within Stendarr's gracious embrace. His temple doors are never closed, for all in Tamriel deserve comfort and shelter. He welcomes the afflicted, the hopeless, the forgotten, and yes, even the heretical. Through his priests, he offers them counsel and assistance.
His hallowed radiance heals those who open their hearts and seek his benevolence. His mercy is boundless, and by the clarion call of his horn, he can mend any wound, stay any disease, and soothe any broken soul.
Stendarr's faithful are blessed by great revelations in the healing arts. If you seek his wisdom, wield the gift of restoration magic in his name.
Follow his precepts, and make yourself vulnerable to his will:
Never refuse aid you are capable of providing.
Go among the infirm and the wounded wherever you find them.
Offer prayer to Stendarr every day.
Do not hoard wealth or indulge physically.
Above all, never forget Stendarr's command: Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy.
Character and Gameplay
- Any race will fit this build, but a Breton or Imperial are good options for it's racial powers and skill boosts.
- Stats spread: Magicka 1 - Health 2 - Stamina 1 (until specialization).
- Survival mode ON. If it bothers you, then just roleplay taking short rests to sleep and eat and do not fast travel.
- Game difficulty: Adept (adjustable at any point).
- Our gameplay in the early stages of the build will be focused on one-handed melee combat (Mace) and restoration and alteration spells.
- We will wear mage robes combined with pieces of heavy armor (the Vigilant way).
- For the perks, go for the one-handed, alteration and restoration only. Once you achieve certain point, you can unlock new perks.
- We must wear the equipment and use only the spells that are bound to each class. (After promotion, you got acces to previous spells and unique abilities).
- Always wear an Amulet of Stendarr.
Promotion system
At the beginning of the adventure, our character has several restrictions regarding equipment and abilities. As we meet certain requirements, we'll gain access to new weapons and spells. We will progress as follows, being the last promotion a specialization, so we must choose between two variants:
Initiate → Acolyte → Vigilant → Vigil Veteran // Keeper
The Initiate
We are a simple believer who follows the faith of Stendarr and walks the path of mercy in search of our role in this world.
Equipment:
- Novice hood and mage robes
- Iron Mace, Gauntlets and Boots
Spells and powers:
- Standing Stone: The Mage
- Alteration: Oakflesh
- Restoration: Healing
History:
At the beggining of our quest, we are a simple follower of Stendarr, and we should find the Hall and join the Vigilants.
Promotion:
In order to advance to the next class and continue the adventure, we'll need to meet the following requirements:
- [ ] Find the Hall of the Vigilants.
- [ ] Make an offering at a Stendarr's chapel (survival mode)
- [ ] Help someone (side or misc quests).
The Vigilants welcome us, but we must demonstrate our worth and our faith to be recognized as one of them.
Equipment:
- Apprentice hood and robes of Restoration
- Steel Mace, Gauntlets and Boots
- Amulet of Stendarr
Spells and powers:
- Standing Stone: The Apprentice
- Illusion: Clairvoyance
- Restoration: Healing Hands, Lesser Ward
History:
We've reached the hall and met the Vigilants, but we must prove ourselves for them to accept us into their ranks. Keeper Carcette asks us to demonstrate our worth by completing various tasks such as investigating the disappearance of various Vigilants in the Pale.
Unique abilities:
Stendarr's guidance: Stendarr's light guides our path in difficult times.
- We can use the Clairvoyance spell to see the objective of the active quest.
Stendarr's Mercy: The Divine will extend it's hand to us at crucial moments.
- +3 to dice rolls results (Travelling with Erandur will give you an extra +1).
Oathbreaker: If you break your pact with Stendarr and fall under the daedric influence, terrible things will happen...
- Upon failing a test, skip to the Oathbreaker's Path section.
Promotion:
To promote, we'll need to accomplish the following:
- [ ] Collect the note from the Hall and complete the Unholy Vigil quest.
- [ ] Successfully complete the daedric quest Waking Nightmare*(see below, spoilers!!!). We can choose to have Erandur join us.
*We'll face our first major quest. Depending on the outcome, we'll follow one path or another (see below, spoilers!!!). The test should be made at the final stage of the quest, when the daedric prince try to seduce us.
⚠️ Spoiler ⚠️
Success ✅
Together with the help of Erandur, Vaermina's former acolyte, we have ended the Daedra's corruption of the people of Dawnstar, destroying their twisted artifact and resisting their evil influence. The Vigilants welcome us with open arms, and we officially become part of them, with all the benefits and obligations that entails. From now on, our lives are dedicated entirely to the Vigil, patrolling every corner of Skyrim in search of corrupted beings and forces.
- Progress to the Vigilant class.
Failure ❌
The whispers of the Daedra are stronger than us, and we stop the ritual, killing Erandur and leaving Morningstar under the corruption of Vaermina. Our bond with Stendarr is broken forever, and the Watchers will hunt us down until their last breath upon learning of the betrayal. You find yourself confused and disappointed, but at the same time, the power of the artifact courses through you, and you feel the need for more power…
- Skip to the Oathbreaker's Path section.
We set out on a life dedicated to eradicating corruption and destroying abominations. But a twist of fate destroys our new home, and we must deliver justice.
Equipment:
- Adept hood and robes of Restoration
- Steel Mace of Repulsion (Turn undead)
- Steel plate Gauntlets and Boots
- Amulet of Stendarr
- Ring of the Vigilant (% Magic resistance)
Spells and powers:
- Standing Stone: The Lord
- Alteration: Stoneflesh
- Restoration: Fast healing, Turn lesser undead
- Illusion: Courage
History:
We succeeded, we are a Vigilant of Stendarr, but not without enduring difficult trials and risking our lives. This path we have chosen, the path of justice, the path of tireless struggle against the Daedra will we hard. But we didn't expect it would all last so short: a vampire attack destroys the Hall, and now we are among the few survivors. We must bring vengeance to our fallen brothers and end this vampire threat.
Unique abilities:
Intervention*: As a reward for our devotion, Stendarr intervenes at crucial moments to protect us from corruption.
- If you fail a test for the first time, it becomes a succes automatically.
- *1 charge: disappears after use.
Arcane Knowledge: The knowledge of the Vigilants allows us to enchant weapons and armor to make us more lethal in our mission.
- We can enchant weapons and armor and put perks on Ecnhantment.
Charge: A vigilant never flees from combat.
- We can use the Courage spell.
Stendarr's Blessing: Stendarr is with me, I cannot fail.
- +4 to dice rolls results (Travelling with Erandur will give you an extra +1).
Oathbreaker: If you break your pact with Stendarr and fall under the daedric influence, terrible things will happen...
- Its effect resolves as long as Intervention* is NOT active. When it triggers, skip to the Oathbreaker's Path section.
Promotion:
To advance to the final classes and choose a specialization, we'll need to complete several quests and requirements:
- [ ] Enchant a Steel mace with Turn Undead.
- [ ] Start the Dawnguard quests up to Bloodline.
- [ ] Destroy/Repel 2 daedric artifacts.
- [ ] Successfully reject Harkon's offer DC 15 (see below, spoilers!!!).
- [ ] Help the Dawnguard to kill Harkon.
⚠️ Spoiler ⚠️
Success ✅
After escorting Serana, you arrive at Lord Harkon's impressive castle. Inside, a group of vampires awaits your return, all of them looking at you, licking their lips and displaying macabre smiles that reveal sharp fangs. Harkon wants to reward you with the gift of immortality for bringing him his daughter, and more importantly, the ancient scroll he was guarding, but it's clear he wants more: his intentions are clearly evil, and you would become his puppet.
Thanks to your temperance and Stendarr's blessings, you decline the offer. You can never return to the castle, but your duty is to your fallen brothers. You go back to the Hall of the Vigilants and give your companions a proper burial.
- We can choose one of the two specializations: Vigilant or Keeper (when all the promotion requirements are met).
Failure ❌
As you contemplate the power Lord Harkon, you think of all you could achieve with it. Your brothers have been annihilated, and in front of you lies a gift that could turn the tide and tip the scales in your favor. But the price to pay is very high... You succumb to the gift offered to you and leave your mortal days behind to become a superior being with powers you'd never dreamed of.
Now we have a new mission: more power, more artifacts, kill those conceited vampires and prove that you're no one's puppet, but it's still too early.
- Skip to the Oathbreaker's Path section.
The Vigil Veteran
Nothing remains of the Vigilants. The Hall is reduced to ashes, and our brothers are either dead or scattered across Skryim. We join the Dawnguard and put the armor of the fallen Veterans as a reminder of what we were and everything we've done. Only we can deliver the justice of Stendarr with a fist of steel.
Equipment:
- Full Veteran Armor set enchanted (Unholy Vigil (fortify one-handed, archery, restoration, alteration, health...))
- any Mace of Repulsion (Turn undead)
- Amulet of Stendarr
- Ring of the Veteran (Resist disease/Fortify Health)
- Vigil Crossbow (Fire enchantment)
Spells and powers:
- Standing Stone: The Lord
- Alteration: Ironflesh
- Restoration: Close wounds
- Illusion: Rally
Combat-style:
This final specialization focuses on both ranged and melee combat, leaving magic in the background. As expert vampire hunters, we are versatile warriors, making us infallible in any situation. We have potions and poisons at our disposal to make us even more infallible. We will use Restoration magic in emergencies. For attributes, stop at 250 Magicka, then spread Health 1 - Stamina 1.
Unique abilities:
Miracle*: Stendarr watches us and gives us its favour when we most need it.
- If we fail a test for the first time, it becomes a succes automatically. *1 charge, disappears after use.
- **We have adventage in our rolls (it means you roll 2 d20 dices, and choose the better result).
Stendarr's favor: We are the personification of justice and mercy, and Stendarr knows it.
- +5 to dice roll results. (Travelling with Erandur will give you an extra +1).
Rush: As a veteran, you inspire all your allies in combat.
- We can use Rally.
Vampire hunter: Training with the Dawnguard was tough, but it had its rewards thanks to Sorine.
- We can use crossbows and poisons and put perks on Archery and Alchemy trees.
Oathbreaker: If you break your pact with Stendarr and fall under the daedric influence, terrible things will happen...
- Its effect resolves as long as Miracle* is NOT active. When it triggers, skip to the Oathbreaker's Path section.
The Keeper
As the new leader of the Vigilants and the chosen by Stendarr, we must ensure that its faith reaches far and wide and its justice reaches every corner of Skyrim. Reorganizing the Vigilants will be our priority, along with improving our restoration skills for communing with the Divine. Walk always in the light, or we will drag you to it.
Equipment:
- Keeper's Circlet (Fortify Magicka/Fortify Alteration) or Aetherial Crown
- Master Robes of Restoration
- Steel plate gauntlets and boots (fortify two-handed, restoration, alteration, magicka...).
- Amulet of Stendarr
- Ring of the Keeper (Resist disease/Fortify Magicka)
- Dawnguard Rune-hammer
Spells and powers:
- Standing Stone: The Attronach/The Lord
- Alteration: Ebonyflesh
- Restoration: Close wounds, Greater ward, Heal other, Repel undead, Stendarr's Aura, Sun Fire, Circle of Protection, Bane of the undead, Guardian Circle.
- Illusion: Rally
Combat-style:
The specialization of the Keeper focus on restoration magic and also to two-handed weapons, becoming deadly against any form of undead creatures. Our is to recover the Dawnguard's Rune hammer. We'll begin combat with our full arsenal of protective and offensive spells against the undead, then move into a defensive stance with the hammer. For attributes, stop at 200 Stamina, then spread Health 1 - Magicka 1. As the new Keeper of the order we'll have even more favour from the divine, making easy the destruction of daedric artifacts.
Unique abilities:
Miracle*: As a reward for our devotion, Stendarr intervenes at crucial moments to protect us from corruption.
- If we fail a test for the first time, it becomes a succes automatically. *2 charges, disappears after use.
- **We have adventage in our rolls (it means you roll 2 d20 dices, and choose the better result).
Stendarr's powers: The teachings of Florentius in the Dawnguard keep would help us in our divine mission.
- We can use all Dawnguard new spells (Stendarr's Aura, Sun Fire...) and restoration Master spells.
Stendarr's aid: We are the personification of justice and mercy, and Stendarr knows it.
- +6 to dice roll results (Travelling with Erandur will give you an extra +1).
Hammer of justice: None escape the Vigil. All come into the light.
- We can use Dawnguard's Rune hammer and put perks on the two-handed tree.
Oathbreaker: If you break your pact with Stendarr and fall under the daedric influence, terrible things will happen....
- Its effect resolves as long as Miracle* is NOT active. When it triggers, skip to the Oathbreaker's Path section.
Stendarr's Path final objectives
After putting to an end Harkon's threat we must rebuild the Hall of the Vigilants and continue our mission to destroy corruption in all forms its forms, among with other threats that are looming in Skyrim...
- [ ] Rebuild the Hall of Vigilants*.
- [ ] Recruit new Vigilants**.
- [ ] Complete the remaining daedric quests and destroy the artifacts that you acquire in the lava of the Aetherium Forge (explained below).
- [ ] End Alduin's threat.
- [ ] Defeat Miraak.
*If you don't have Stendarr Rising mod installed, you can do this by purchasing Heljarchen Hall from the Jarl of Dawnstar. You’ll be able to recruit up to 4 members, including yourself, your follower, your spouse and steward. This will do the trick.
Other quests:
- [ ] The Cause (Level 40).
- [ ] The Man with the False Alarm and Queen Potema's Awakening (Solitude).
- [ ] Buried (Morthal).
- [ ] Reach level 100 in Restoration and learn the Master-level spells.
- [ ] Destroy the Dark Brotherhood.
Permanent modifiers:
As the quests for destroying the Daedric artifacts increase, you will need great favor to accomplish them. To gain this favor, slaying powerful enemies and completing special quests will grant you permanent modifiers to your rolls. Be sure to take note of them as you acquire them, as it can be easy to overlook them when you have multiple:
Agent of Mara: Completing "The Book of Love" will grunt us a permanent buff and a permament +1 in our rolls.
Sailor's Repose: Completing "Frostflow Abyss" will grunt us a permanent buff and a permament +1 in our rolls.
Dragon Slayer: Defeating Alduin will grant us permament +1 in our rolls.
Vampire hunter: Defeating Harkon will grant us permament +1 in our rolls.
Dragonborn: Defeating Miraak will grant us permament +1 in our rolls.
On how to destroy daedric artifacts
This is my favorite part of the build because getting rid of all the daedric artifacts requires some creativity. We will “destroy” artifacts or avoid daedric influence in 3 different ways:
- The quest gives us the choice to keep the artifact or destroy it in some way (i.e at the end of Vaermina quest). This is the most uncommon way.
- We can fail the quest on purpose and lose the opportunity of getting the artifact and by so, resisitng the daedric influence. (i.e in Peryite quest, killing Kesh after talking to him and discovering he is a Daedric acolyte will prevent us from starting the quest).
- There is no way we can avoid the quest, or doing it could be considered as neutral (i.e Sanguine or Meridia quest). So afterwards we acknowledge that the Daedric prince trick us, so we will destroy the artifact.
To destroy the artifact we will need to find the Aetherium Forge, the only fire capable of destroying those powerful objects. We will throw them to the lava and lose them forever. I will now explain every quest and how to resist the influence of the daedric prince. Of course before you make all of this, you must have been successful in the corresponding test. I will mark in which stage of the quest the test should be done (generally, when the daedra talks directly to you and tries to seduce you).
- Vaermina: When asked to kill Erandur → Test ✅ Let him finishes the ritual.
- Molag-bal: When asked to kill Tyranus → Test ✅ Let him attack first, kill him and go to the altar. Ask for freedom. Find Logrolf and kill him in the act.
- Peryite: Inhale the fumes and talk to Peryite → Test ✅ Kill Orchendor but not become Peryite's champion by destroying the Spellbreaker.
- Azura: Talk to the priestess of Azura and find Nelcar; retrieve the Star and → Test ✅ Give the Star to Nelacar, clen the inside and corrput it; then destroy it.
- Hiricine: Speak to Mathies; go to Falkreath jail and talk to Sinding; accept Hircine challenge and → Test ✅ Choose to help Sinding and later destroy the Ring.
- Sanguine: Sam tricks us and we have to clean up the mess; when Sanguine speaks to us → Test ✅ Come back to Skyrim and destroy the rose.
- Sheogorath: Dervenin tricks us into the mind of Pelagius; help Pelagius and → Test ✅ Come back to Skyrim and destroy the Wabbajack.
- Namira: Talk to Eola; bring Brother Verulus to the table and at that moment → Test ✅ Kill Eola and the rest of the guests and destroy the Cult.
- Meridia: Take the becon and clean the temple; talk to the statue and → Test ✅ refuse to use the Dawnbreaker in its name and destroy it.
- Mephala: Retrieve the key from Farengar; open the door and → Test ✅ don't restore the Blade and destroy it.
- Hermaeus Mora: Visit Septimus and help him to open the cage; after that → Test ✅ don't read the Oghma Infinium and destroy it.
- Boethiah: Investigate the Cult; kill them all and → Test ✅ ignore Boethiah's request (sorry it will be on your quest list forever).
- Clavicus Vile: Take Barbas to the Shrine; take the Rueful Axe and → Test ✅ don't kill Barbas and destroy the Mask later.
- Malacath: Help the Orcs in Largashbur; after doing the ritual → Test ✅ Help Yamarz and after that retrieve and destroy the Hammer.
- Mehrunes Dagon: Visit the museum; retrieve the pieces and → Test ✅ Don't kill Silus and never restore the blade.
I tested this myself, and that’s the way I did it in my playthrough. Your experience may vary—you might choose to ignore the quest completely or collect all the artifacts to destroy them later. As always, stay true to your character and consider how they would act. There is no “correct” way to do it—that’s the fun of roleplaying.
Oathbreaker's Path
Those who hunt evil often carry it within them long before they realize it. The fight against darkness wears down the soul, and through its cracks, the shadow seeps in.
The Vigil of Stendarr shows no mercy—vampires, Daedra worshippers, necromancers, all must be purged. For years, we fought in Stendarr’s name, our mace and faith striking down the horrors of the night. But the longer we fought, the heavier the burden grew. Was it justice, or had we become the very monsters we swore to destroy?
When hesitation took root—when we spared a defeated foe or listened too closely to forbidden whispers—our fate was sealed. We failed Stendarr, and in disgrace, we fell. The light abandoned us, but we embraced a new path. The Daedra, once our enemies, became our patrons. We sought their artifacts, their forbidden knowledge.
Now there is no light, no darkness.
There is only power and those too weak to claim it.
Character and Gameplay
- Our playstyle and abilities will change completely, shifting to wielding two-handed weapons and usingDestruction magic and Conjuration magic, raising the corpses of fallen enemies in battle.
- We will seek power at all costs and always make the choices that benefit us the most, such as becoming powerful Vampires and accumulating daedric artifacts.
- Additionally, we must choose a daedric prince to worship (Gods and Worship or just roleplay-it), depending on the quest we failed and become its champion. (So if we weren't able to resit Hircine's influence, we will worship it and become a werewolf).
- We are not able to use restoration spells anymore, so we depend on potions, life-draining spells or Equilibrium (alteration).
- Stats spread: Magicka 2 - Health 2 - Stamina 1 (until 250 Magicka, then Health 1 - Stamina 1).
Equipment:
- Full Vigil Corrupted set (Unholy Vigil (enchant with two-handed, conjuration, alteration, health... )) or Daedric Armor set.
- Warhammer (Volendrung; Champion's Cudgel; Daedric Warhammer; Ebony hammer(life-drain))
- Necromancer Amulet
- Rings of Blood Magic (if vampire) or Corrupted Ring (Fortify Health/Conjuration).
Spells and powers:
- Standing Stone: The riutal
- Alteration: Ebonyflesh
- Conjuration: Rise undead spells and Soul trap.
- Illusion: Fear spells.
History:
By betraying our promise to aid those in need and failing Stendarr’s will, we shall fall into disgrace and become what we once swore to destroy: a paladin now without an oath, corrupted, amassing great dark powers and artifacts to subjugate all who dare oppose his judgment.
Unique abilities:
- If we failed at Harkon's test or under Molag-Bal influence, we'll turn into a Vampire Lord. We can also choose to become a vampire if we are not a werewolf.
- If we are under Hircine's influence, we will become a werewolf.
Undead army: Our fallen enemies will fight at our side.
- We can use Conjuration spells and put perks on the Conjuration tree (Only necromancy branch).
Inquisitor: You are your own justice, and your hammer delivers the sentence in blood.
- We can use warhammers and alternate with destruction spells.
Daedric Champion: The daedric princes will give me its favor and its power to eliminate my foes.
- We can use any daedric artifact and must retrieve all the remaining ones.
Aspect of Terror:Your enemies flee and tremble in fear at the sight of you.
- We can use Illusion Fear spells and put perks on the Illusion tree.
Oathbreaker's Path final objectives
This class has no promotion, but it does have various objectives that allow us to become more powerful:
The Lair of Evil
To begin, we will need a lair where we can store our possessions and forge our corrupted weapons and armor. There are several options for this:
- If we seek something with a darker tone, perfect for hide and play as a vampire: Bloodchill Manor.
- Something more ostentatious might be Castle Volkihar, where we can have our own court after stealing it from Harkon.
- Gallows Hall: The perfect den for necromancers.
- Myrwatch is a cool storage and display for deadric artifacts.
Minions
Although going alone is best for this class, we can always find a follower willing to submit to our will and obey every command without question. This could even be a creature. Some ideas include:
Cusith/Garmr: Death hounds, perfect hunting beasts at our service as a vampire.
Cicero: A lunatic devoted to Sithis who will handle our dirty work if we choose to join the Dark Brotherhood.
- Jenassa: A mercenary for hire who will do whatever we ask for some gold. Has no morality at all.
Eola: From Namira's quest. Pretty evil and unscrupulous.
- Gogh: a goblin hunter, former champion of Hircine trapped into a pit fighting for its life. The best part: It uses the pet slot, so you can have another follower with you.
Quests
Our missions to amass ultimate power and face corruption with even greater corruption are:
- [ ] Obtain all remaining daedric artifacts.
- [ ] Destroy Lord Harkon and the Dawnguard.
- [ ] Defeat Alduin and Miraak to claim their thum' and souls.
- [ ] Acquire the powers of the Black Books.
After completing these objectives, we can continue our adventure however we wish, keeping in mind that our character is now a corrupted being, free to act as we please accordingly.
Atonement Path
I once stood as a devout Vigilant of Stendarr until the dark allure of Daedric influence led me astray. Now, I embrace the chance to redeem myself. Each step forward is a step toward reclaiming the honor I lost and proving that even in darkness, redemption is possible. The divines will judge me...
Walkthrough
We once were devout Vigilants of Stendarr, but have fallen under the influence of the daedric princes. Now, on the Path of Atonement, we have the opportunity to reclaim our honor. The divines give us the chance of redemption by sending us the vision of a "Gleaming Immaculate Armor" and ourselves facing a great trial...
- First things first: If we are a Vampire or Werewolf, cure the disaese by talking to Falion in Morthal or to Farkas/Vilkas in the Companions Hall.
Visit Four Skull Lookout
Find there the Crusader Relics. Equip any piece of armor and, if we walked the Oathbraker's Path, our infamy will make the next message show up "Your crimes have made you unfit to wield the Crusader's Relics. Make the pilgrimage to repent your sins and once again seek the favor of the gods." That is the sign to commence the quest for forgivness.
Start the Pilgrimage
We must do it in common robes, with no armor or weapons in our inventory. Just a backpack, food and a camping kit. As we traverse the lands, stop at each shrine along the path. Leave offerings at every one, symbolizing our humility and the gradual healing of our soul.
Obtain the forgivness of the Divines
After proving our devotion by completing the pilgrimage, we can equip now the the sacred Armor of the Divines. This vital reward represents our purification and readiness for the final challenge...
Confront Karstaag
Clad in divine armor, face Karstaag in battle. This ultimate test will confirm our redemption and validate our commitment to the Divines. Also it will grant us with a permanent +1 to your rolls. (The steps to summon Karstaag are: Travel to the Glacial Cave, retrieve Karstaag's skull from the back wall of the cave, travel to Castle Karstaag, make your way through the Castle Karstaag Caverns or pick the lock on the front door, place Karstaag's skull on his throne, kill Karstaag.)
After following this path, our honor is restored and we can come back to the Stendarr's Path to continue our journey were we left it... But be aware that if you fall back into the path of evil again, there will be no more redemption possible. May the Divines guide you on your journey.
Final thoughts
This is not my first build, but I’ve put a lot of effort into it, so I hope you like it. I’m open to any feedback or criticism to improve in the future, so please let me know in the comments.
I hope you give it a chance, as it has been a really fun experience for me, and it’s a build that made me fall in love with Skyrim all over again. Skyrim has always been a part of my life and always will be, and seeing this forum filled with so many ideas from all the users always makes me want to try something new. So, I wanted to contribute my little grain of sand, hoping that someone else enjoys this as much as I have—or even more!
Regarding the build, it includes a lot of roleplay elements, which I understand might not appeal to everyone—especially the randomness and dice mechanics. But if you give it a chance, you’ll see that the narrative will take you to places you might have never explored before, leading to a completely different adventure than what you're used to.
English is not my first language, so I apologize in advance for any spelling or grammatical mistakes. I relied on translators for some parts of this. Also, I have to say that the hardest part for me wasn’t creating this build—the idea has always been in my head—but rather formatting it nicely for the forum! That was quite a challenge.
I’d also like to share a Character Sheet for Google Spreadsheet, where you can track your character’s progress—especially to record the results of Daedric trials, the difficulty of future ones, the skills you have, and other objectives you achieve. This also helps make the playthrough more engaging by adding a greater sense of commitment. Please make a copy of the spreadsheet and edit it as you like.
Personally, I keep a journal after each game session, where I write a bit about what my character has experienced and how they feel. Of course, this is completely optional—just some roleplay tips I’ve picked up over the years that make my Skyrim experience much more satisfying.
Instead of playing for 7-hour sessions like I used to, I now play in shorter sessions of 1-2 hours and make sure to write down what I did. This helps me connect more with my character and their journey.
Either way, I had a great time, and I hope to create another build like this one soon. Thank you all, and see you next time!😊
Replies
Good Sir, you have my like. I really appreciate the amount of work and thought you've put into creating this, taking classic vigilant build and transforming it into completely fresh experience. As someone not familiar with D&D dice roll mechanics I feel confused: every daedric quest the chance of failing increases by 1, and yes you get some skills to increase the chance, but doesn't this mean that sooner or later all end up on Oathbreakers path? And there's really no way back to the light after a fail? Maybe some redemption radiant quest where you have to get high enough roll to rejoin vigilants. And if you fail that roll you'll have to do radiant quests till you get the high enough roll?
I really appreciate your comment! I really like your idea here! And btw i forgot to add permanent modifieres to the rolls! For example if you kill Alduin you will get a permanent +1 and so. Will add it. Yeah i will add a radiant quest. For example the peregrination of the 9 divines to seek redemption and maybe a very difficult quest like kill karstaag. What do you think!?🤔
I like the +1 on alduin kill, but maybe not kaarstag. That's too late in the game. Anyway, Armor & clothing extension mod makes vigilant robes and hood light armor, so I was thinking to give this build a go dressed in scaled boots and bracers, vigilant hood, robes, some circlet and a fastened crusader shield for extra light armor. I want to wield silver greatsword empowered by 3 wards of elemental fury. Leviathan animations II mod made me really excited to do a 2h sword build.
wow that sound really badass! hope you enjoy the build with silver greatsword and feel free to comment anytime :)
hey! i edited the build with your suggestion. Take a look and let me know what do you think. Hope you like it!
Ok, I guess. I rolled 6 on my first Vaermina quest, but had Stendarr's Mercy and Erandur with me so 6+3+1 10=10. Was a close call. I'm rocking my Stormcloak/Vigilant hybrid. Talos/Stendarr guide me.
Wow, that was really close. This just goes to show how truly powerful the Daedric Lords are even the strongest wills can waver. But this time, the divines were on your side, and they will reward you for it. May Stendarr and Talos guide you.