Character Build: Middle-Earth Istari

Foreword

 

I've always loved to check Skyrim builds around the internet and seeing how awesome they become with the details and lore! Always wanted to write some, but never thought to be able to do a good job.

But since finding the excellent The Phoenix Flavour guide, my Skyrim fever went up again, and with the launch of its newest version (4.x), I've decided to tackle the challenge of writing a build for it, since there are so few builds using Adamant and it would be a nice and fun thing to do :)

Essential Mods

 

Although the build was tailored for The Phoenix Flavour, the only needed mods to try it out are:

Backstory

 

After finally ending Sauron's reign in Middle-Earth, the Istari went back to their immaterial forms, leaving the mortal plane, but knowing that everything in universe is cyclical, other planes could meet a similar fate, so their souls convened and waited patiently, until some Valar from other planes needed their help, and call to send them back to mortal realms once again.

First one to call was the Daedric lord Molag Bal, getting the soul that once was Saruman, that offered himself as penance for failing the Istari on Middle-Earth, but was fooled by Molag Bal, the god of schemes, and ended up as a servant of the dark.

As the time passed, the other Istari had been called, one at a time... getting calls from Magnus, Azura and the All-Maker. Each one going to the mortal plane with a mission of its own.

The last one left waiting for its call, was the soul that once was Gandalf, knowing that as the most powerful of the Istari, his time was bound to arrive soon... and indeed, not much longer after, he got its call from Akatosh, speaking for a group of Valar, that included also Mara, Dibella and Arkay. The mission given was clear as water, chaotic as the wind and ardent as the sacred fire.

The mission was to end the terror beign caused by one of Akatosh's sons, Alduin! But knowing that sending a powerful soul like his with full power available would get unintended attention and jeopardize the mission, so the 4 gods decided to sent him in a dormant state that would be lifted gradually when the right time came, thus protecting him and the mission itself.

The next thing he knows, is waking up in a carriage with other three men in a cold land, and from now, you're on your own. Good luck, Mithrandir!

Build

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  • Name: Mithrandir

  • Age: Immortal, but start out seeming a 50 year-old man.

  • Appearance: Create him with long brunette hair and beard, with complexion of an mid-aged man, to resemble humility and to don't draw attention. When we progress through the game, the haircolor and complexion will change.

  • Race: Breton With Aetherius, all non-racial skills start at lv. 5, our racial bonuses for Breton are:

  • Major Skill (+15, starting at 20): Conjuration
  • Minor Skills (+10, starting at 15): Alchemy, Alteration, Illusion, Restoration, Speech
  • Spell Warding: You have 25% Magic Resistance and a 15% chance to absorb the Magicka from incoming spells.

  • Ancient Stone: Mage > Atronach With Mundus, those are the bonuses:

  • Mage: Path of Wisdom: You have 50 extra Magicka, and your spells and enchantments cost 10% less.
  • Atronach: Sorcerer’s Oath: You have 100 extra Magicka and a 25% chance to absorb Magicka from incoming spells. However, you cannot regenerate Magicka in combat.

  • Deity Mithrandir serves the 4 "Valar" who sent him into the world, i.e., Akatosh, Mara, Dibella and Arkay, it'll accept just those 4 blessings/amulets.

Perks

The core idea is to be a complete wizard, nothing less than a Ainur deserves! With the use of Adamant Arena uncapper profile, we'll have more perk points until reaching Lv. 50 (64 perk points @ Lv. 50), and we'll be using them as follow:

  

Restoration - 10 perks

Will provide healing and damage via the Sun spells.

Perks:

  • Novice Healer (10/50): Restoration spells cost 25/50% less Magicka.
  • Power of the Light (30/80): Hostile undead take 50/100% extra damage from Sun spells.
  • Divine Glory (60): Sun spells work against the living, daedra, and automatons.
  • Recovery (20): Healing spells are 25% stronger.
  • Resolve (70): Healing spells are up to 50% stronger, based on the target's missing Health.
  • Renewal (100): Once a day, you fully heal yourself when your Health drops below 25%.
  • Pilgrim (30/60): Divine blessings are stronger and last longer, / and the Divines grant you additional blessings when you pray at their shrines.
 

Alteration - 11 perks

Will provide the bulk of defenses and means to open locks.

Perks:

  • Philosopher (10/50): Alteration spells cost 25/50% less Magicka.
  • Meditation (30/60): You gain 50/100% Magicka Regeneration while unarmored.
  • Mage Armor (40/80): Armor spells such as Stoneflesh and Dragonhide are 50/100% stronger while unarmored.
  • Fortification (60): You gain 100 Armor Rating while unarmored.
  • Mage Robes (70): Spells and enchantments cost 10% less while unarmored.
  • Resistance (70): You gain 25% Magic Resistance while unarmored.
  • Spell Shield (90): You gain 25% Spell Absorption while unarmored.
  • Magicka Well (100): Your Magicka regenerates up to twice as fast, based on your missing Magicka, while unarmored.
 

Conjuration - 4 perks

Will provide us the Banish Daedra spells, so you'll be able to scream "YOU SHALL NOT PASS!" to any Daedra!

Perks:

  • Summoner (10/50): Conjuration spells cost 25/50% less Magicka.
  • Dark Devotee (20/40): Conjuration spells last 50/100% longer.
 

Destruction - 4 perks

Gives us a tactical option with runes, don't use any other destruction spells besides the 3 basics (and their upgrades) and runes. More powerful destruction spells only via staves.

Perks:

  • Elementalist (10/50): Destruction spells cost 25/50% less Magicka.
  • Rune Mage (30/70): You can maintain two/three runes at once.
 

Illusion - 12 perks

Will provide us the means to be invisible when needed, as well as silencing our spells and appeasing minds when needed

Perks:

  • Illusionist (10/50): Illusion spells cost 25/50% less Magicka.
  • Silent Casting (20): Your spells are silent to others.
  • Indomitable Will (40/70): Illusion spells last 50% longer / twice as long.
  • Strange Minds (100): Illusion spells now work on undead, daedra, and automatons.
  • Serenity (30): Calm spells are 25% stronger and reduce Magic Resistance by 25%.
  • Tranquility (60): Silence spells are 25% stronger and dispel magical effects.
  • Stasis (80): Paralysis spells are 25% stronger and last three times as long.
  • Howl of Rage (40): Frenzy spells are 25% stronger and increase attack damage by 25%.
  • Aspect of Terror (70): Fears spells are 25% stronger and reduce armor by 150.
  • Voice of Authority (90): Command spells are 25% stronger and increase armor by 150.
 

Enchanting - 12 perks

The cream on the top, giving us the ability to buff our equipment and use the staff buff

Perks:

  • Artificer (10/50): New enchantments are 25/50% stronger.
  • Preservation (20): Weapon enchantments consume 50% less charge.
  • Spell Strike (40): Weapon enchantments are twice as strong when delivered by a power attack.
  • Resonance (50): Spells and enchantments cost 25% less while wielding a staff.
  • Jewelry Enchanter (30): New enchantments on jewelry are 25% stronger.
  • Armor Enchanter (60): New enchantments on armor, robes, and clothing are 25% stronger.
  • Weapon Enchanter (80): New enchantments on weapons are 25% stronger.
  • Corpus Enchanter (40): Health, Magicka, and Stamina enchantments are 25% stronger.
  • Elemental Enchanter (70): Fire, Frost, and Shock enchantments are 25% stronger.
  • Insightful Enchanter (90): Skill enchantments are 25% stronger.
  • Twin Secrets (100): You can place two enchantments on a single item.
 

One-handed - 6 perks

Sometimes, magic is not the best answer

Perks:

  • Skirmisher (10/50): One-handed weapons do 25/50% more damage.
  • Quick Slash (30/80): Swords and daggers have a 10/20% chance of dealing critical damage.
  • Precise Cuts (60/90): Critical attacks with swords and daggers deal 50/100% more damage.
 

Speech - 5 perks

Provides us with the signature Mithrandir speech

Perks:

  • Merchant (10/50): You receive 25/50% better prices.
  • Persuasion (30): You can persuade others to do your bidding.
  • Supply and Demand (20/40): Merchants have up to 750/1500 extra gold for bartering.

 

Spells

  • Restoration

    • Healing > Fast Healing > Close Wounds > Grand Healing > Heart of Dibella
    • Sunbeam > Radiant Sunbeam > Daybreak
    • Sunfire > Sunburst > Reflective Light
    • Vampire's Bane > Solar Flare
    • Cure
    • Wall of Sunlight
    • Stendarr's Aura
  • Alteration

    • Oakflesh > Stoneflesh > Ironflesh > Ebonyflesh > Dragonhide
    • Open (Novice > Apprentice > Adept > Expert > Master) Lock
    • Feather > Pack Mule
    • Waterbreathing, Sea Stride
    • Slowfall
    • Candlelight, Magelight
  • Conjuration

    • Banish Daedra > Banish Greater Daedra > Expel Daedra > Anullment
  • Illusion

    • Calm > Hypnotize > Pacify > Serenity > Harmony
    • Hush > Quiet > Mute > Silence
    • Disable > Immobilize > Paralysis
    • Invisibility > Shadowmask
    • Clairvoyance
  • Destruction

    • Flames/Frostbite/Sparks > Greater Flames/Frostbite/Sparks
    • Fire/Frost/Lightning Runes > Greater Fire/Frost/Lightning Runes

Shouts

As soon as Mithrandir visit the Greybeards, he'll learn that he was given the gift of shout direct from Akatosh, sou you don't need to follow the Way of the Voice. Regardless, he'll just have some support and roleplay shouts and use them sparsely.

Shouts:

  • Aura Whisper
  • Battle Fury
  • Become Ethereal
  • Call Dragon
  • Clear Skies
  • Kyne's Peace
  • Slow Time
  • Throw Voice

College Master Rituals

A true Istari should be able to master every kind of spell, so complete all the rituals... sources say that it's possible to find a Palantir this way...

Gameplay

You'll have 3 stages of life, roleplaying the transformation from the dormant state "the Black", to "the Gray" and finally to "the White", marked by well defined events. The stages are:

 
  • The Black When he's still in a dormant state, i.e. doesn't know abount its real beign and mission. It's a person trying to make a living after seeing himself in a cart with no memories, but having a will to become someone great! Discovering he's dragonborn is a shock, why of all people it should be him, but he'll make the best to follow its dreams to be someone great!

    Suggested questlines: Companions, Main Quest Act I, beginning of Mages Guild Stats: Limit yourself to 150 base HP, and dump the rest into Magicka
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  • The Grey At the end of the quest Revealing the Unseen, it'll release him from the dormant state, and he'll become "The Grey", now aware of his true self and mission, but still without all his powers. He starts to understand why he's dragonborn at all.

    Go to the face sculptor (or via console showracemenu, I won't judge you) and change your haircolor to grey

     

    Suggested questlines: Thieves Guild, Finish Mages Guild, Dark Brotherhood, Main Quest Act II, begin Dawnguard Stats: Limit yourself to 200 base HP, and dump the rest into Magicka

 
  • The White Once he gets the perk Renewal in restoration tree, he'll have the abilty to come "back from the dead", hence becoming "The White", and now having unleashed all his innate power, but always able to be even more powerful with all the magic present in this realm.

    Go to the face sculptor (or via console showracemenu, I won't judge you) and change your haircolor to white

    Suggested questlines: Main Quest Act III, finish Dawnguard, College Master Rituals, Dragonborn Stats: Limit yourself to 300 base HP, and dump the rest into Magicka
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Equipment

Our equipment will be very simple, in the black and gray stages, Mithrandir will wear robes, boots, a sword and a staff.

  • Main hand: Spell or Silver sword (it's the best fit for him)
  • Off-hand: Staff (probably a strong destruction spell, but's your choice)

When you get to the white stage, I suggest:

  • Glamdring Silver sword w/ Fear + Chaos Damage
  • Arch-mage Robes (without the hood)
  • Diadem of the Savant

But of course, you're free to wear what you want, since it is not armors.

Questlines

One of the few things Mithrandir will bring with him since the black stage, it's a strong will to gather allies and become part of something bigger, so he'll be following these paths on questlines:

  • "War of the Ring" (Main Quest + Civil War): The forces of Alduin must be stopped, and knowing that'll be a hard task, you'll need all the help available, so, try to keep the civil war at a halt, until those more important matters are resolved. Once the dragon crisis can be averted, it's up to him to decide if someone deserves help in the civil war.
  • "The Fellowship of the Ring" (Companions): Having some companions is a good way to gather help for the war, so, join them and make sure to keep them united as a true fellowship. And of course, regarding the lycantropy, cure yourself and anyone else that wants it, but meanwhile, just use it while in black stage, once you get to the gray, Mithrandir will refuse to become a beast and will wanto to cure itself as soon as possible.
  • "There and Back Again" (Thieves Guild): Word in the streets is the once strong Thives Guild is having serious troubles, maybe you can offer some help with their gold problems, hoping that they'll prove a strong asset to the great war... but beware, gold makes people go off their minds and succumb to selfishness, be prepared to take on this.
  • Dark Brtoherhood: An unknown contractor is trying to desperately kill you, maybe he discovered your identity ahead of time, and is using the services of the legendary Dark Brotherhood, since you don't know who is contacting them, the only way to end this nuisance is to destroy the providers of this dirty service.
  • "Rivendell" (College of Winterhold): Even the strongest ones must have a proper place to call a base of operations and home. Well, nothing better than the remote and secluded College of Winterhold. As a bonus, you'll hone your wizard skills to the ultimate level there.
  • "The Grey Wanderer" (Bard's College): Well, a good speechcraft is golden to gather assets (and even some more septims), so knowing your way with the words is a tremendous skill to have.
  • "Battle of Hornburg" (Dawnguard): Lord Harkon's army is trying to seize the weak state of Skyrim to gather power, but the Dawnguard is reforming itself, so it'll be another great battle that, once won, can gather useful allies.
  • "Mount Doom" (Dragonborn): The war itself will only end when you bring Miraak to an end. You'll need to find him, at the summit of Apocrypha and destroy him once and for all!
  • Thaneship: Don't forget that politics is also a strong way to gather assets, so, be at the good side with the local Jarls, so that you can have some influence in their courts.
  • Daedric Artifacts: This world is full of dangerous artifacts that, once in wrong hands, can be very harmful, so you'll need to gather them and make sure that they remain far from the world. Since you're in a divine mission, you don't need to be afraid of any dark proposal that may appear in the way.

Roleplay Quests

Lord of the Rings One thing that the divines couldn't hide inside of his mind, was an ancient verse, that he remembers from older times, that states:

Three rings for the Fellow-mages under the dome,
Seven for the Warriors in their mead hall,
Nine for Mortals doomed to burdens,
One for the White on his magic throne
In the Land of Aetherius where the Souls lie
One to heal them all, one to find them,
One to keep them all and in the light bind them
In the Land of Aetherius where the Souls lie.

So, you'll need to find the dormant rings scattered through Skyrim, but beware, don't buy them as there's a lot of fake jewellery in the stores, but the ones you find scattered throug Skyrim are probably real! And once you have them, restore their powers with black souls and give them to the people mentioned in the verse.

Restraints: Use only BLACK SOULS to enchant the rings, to represent the power which is contained within them.

Three rings for the Fellow-mages under the dome Those are for the 3 fellow students at the College of Winterhold, let's protect them of an element!

Lore disclaimer:
Narya is originally a Gold Ruby ring and Nenya a Silver Diamont one, but since Skyrim doesn't have those combinations, I had to swap the material of the ring and keep the gem to make them more closer than the original counterparts.

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  • Vilya Gold Sapphire Ring w/ Resist Shock + Resist Magic

    Brelyna uses mostly fire spells, and seldom uses weapons, so let's protect her from shock spells that drain her magicka.
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  • Narya Silver Ruby Ring w/ Resist Fire + Resist Magic

    I think it's clear why we should give this one to J'Zargo.
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  • Nenya Gold Diamond Ring w/ Resist Frost + Resist Magic

    Onmund uses shock spells, but also fights with weapons if needed, so, let's protect him from frost spells, helping him keep his stamina.

 

  • Seven for the Warriors in their mead hall - Gold Emerald Rings with 2 enchantments of your choice (you don't want to give SILVER rings for the companions)

    Give each one to a Companion follower, to symbolize the fellowship Athis, Njada, Torvar, Ria, Farkas, Vilkas and Aela
    Name the Rings: Companion Ring of <Name>

  • Nine for Mortals doomed to burdens - Silver Amethyst Rings with 2 enchantments of your choice

    Give one for each Housecarl and one for Serana
    Name the Rings: Mortal ring of <Name>

  • One for the White on his magic throne - Gold Ring with Fortify Health + Fortify Healing Rate

    Yeah, this one is for YOU, but you only have the right to use it after becoming "The White"

Ancient Verse

As much as you remeber the ancient verse, the locals have a much similar one, that regards some unknown objects.

The locals always says that is just a poem and the objects mentioned are just fantasy... but if real, they must be connected to the events happening, so try to find them!

Three for the Wizard-kings under the sky,
Nine for the Dragon-lords in their walls of stone,
Eleven for Mortal Men doomed to don't die,
One for the Dark Lord on his dark throne
In the Land of Oblivion where the Shadows lie
One to rule them all, one to find them,
One to bring them all and in the darkness bind them
In the Land of Oblivion where the Shadows lie.

Istari

When you become "The Grey", you get back the memories of your Istari companions, that were recalled from seclusion before you, maybe it's a good idea to find them and see if they can be of any help...

The four souls are:

  • The soul of Radagast, the Brown, called by Magnus
  • The soul of Alatar, one of the Blue wizards, called by Azura
  • The soul of Pallando, the other Blue wizard, called the All-Maker
  • The soul of Saruman, the White, called by the Daedric lord Molag Bal

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Replies

  • Pretty good so far, especially for a Tolkien fan like me. I would suggest also adding in gameplay on how, say, they deal with combat with various foes. Also, you need to add Character Build to the title. And, just a tip, maybe try and Skyrimize it more. Instead of them being Valar and such from Middle-Earth, maybe make them like, Wandering Elnofhey.

    • Hello Chris!

      Thanks for the feedback, it is my first build here, so any tips will be helpful!

      I've just updated the title and do agree that'd be awesome to have how to deal with enemies.

      As for the "Skyrimize" part, it was intended, but indeed, i can do a little polishing :)

      Thanks again!

      • No prob Supreme Kai. Have fun polishing 

This reply was deleted.