Skyrim Character Building » Discussions


Character Building Based on Combat Mechanics

  • Member
    August 20, 2013

    I am posting the following again here at the recommendation of Batman. The post was initially published as one of my blog entries. I sincerely hope I would be able to update the text below after publishing, since the list is not an exhaustive list (yet).

    I got tired of keeping information such as this here and there... so I'm putting it here.

    The reason why I started this unfinished list is that it would help me with character building. Personally I was never fond of pure melee characters, as I always fancied to have time to decide my next actions in case I would need it. That is, before the baddies get to me. But favouring one archetype over another would eventually be just that, a personal choice, the list below being able to help with the creation of any character. I should probably mention I am playing Skyrim vanilla, on PC, and I'm not using any mods. And I don't enjoy exploits or game breaking (overpowered) mechanics. Meaning for example... if I decide on a character who uses Sneak and Daggers, then I would give the character penalties, for example increasing the Health pool or using Armor would not be allowed. And maybe it doesn't change much but I play on Master.

    So, considering all three major archetypes, Combat, Magic and Stealth, I came up with a sort of list of how a character is helped by skills/ items to 1. do more damage, 2. mitigate damage (take less damage than he/ she should) and 3. avoid damage altogether.

    1. DAMAGE DEALING
    - Weapon/ Shield
        - damage done (One-handed, Two-Handed, Shield, Unarmed, Conjuration, Smithing, Alchemy, Enchanting)
        - weapon range
        - critical strike potential
    - Spell
        - Destruction
        - Alchemy (Fortify Skill - not more damage, but more magicka, hence more damage over a period of time)
        - Enchanting (Fortify Skill)
    - Shouts (Marked for Death or Unrelenting Force to name just a few)
    - Pickpocketing (if opponents don't have armor, you deal more damage)
    - Food - Vegetable Stew, Elsweyr Fondue... - more Magicka/ Stamina means more damage


    2. DAMAGE MITIGATION (decreasing damage taken)
    - Disarming - Pickpocket (no weapon used against you means less damage taken), Block
    - Armor - Light/ Heavy, Smithing, Enchanting, Alchemy
    - Blocking - Block, Alchemy, Enchanting
    - Unique items - Spellbreaker and others
    - Magic Armor - aka. Flesh Spells (Alteration)
    - Magic Resistance (Restoration/ Alchemy/ Enchanting/ Alteration/ Blocking)
    - Spell Absorption (Destruction/ Alteration/ Racial/ Stone)


    3. DAMAGE AVOIDANCE
    - Fleeing (needs a large Stamina pool or Potions/ Alchemy)
    - Evasion (combat grounds exploitation - manipulation of surrounding space)
    - Sneaking (Sneak/ Alchemy/ Enchanting)
    - Muffle (Illusion/ Enchanting)
    - Invisibility (Illusion/ Alchemy/ Shout - Become Ethereal)
    - The Steed (Stone - 0 weight on Armor)
    - Detect Life/ Undead (Alteration)/ Shout
    - Paralyze (Alteration/ Alchemy/ Enchanting/ One-handed)
    - Stagger (One-handed, Two-Handed, Destruction/ Archery/ Block/ Alteration + Enchanting [through Paralyze's stagger] Shout)
    - Summon creatures - Conjure/ Reanimate (Conjuration), staves
    - Slow (Destruction/ Alchemy/ Enchanting)
    - Fear (Illusion/ Alchemy/ Enchanting)
    - Frenzy (Illusion/ Alchemy/ Enchanting)
    - Pacify (Illusion/ Items - staves)
    - Turn Undead (Restoration/ Enchanting)
    - Banish (Conjuration/ Enchanting)
    - Waterbreathing (Alteration/ Alchemy/ Enchanting)

    This usually helps me when building characters, be they minimalist or powerhouses because it allows me to choose between the mechanics the characters would use.

  • Member
    August 20, 2013

    Added this one to the Guides page

  • Member
    August 21, 2013

    Thank you. I was unsure of what would happen to it. It looked very lonely there, surrounded by the character builds.

  • October 2, 2013

    Very nice, man. Very nice. I'll probably use this in my newest character build.

    And btw, Master DOES change it quite a bit! One time, I let my sister play, and she set it to novice, so I got back and was like, "Why am I suddenly such a badass and one-shotting EVERYTHING?"

    And then I realized I wasn't on master...

  • Member
    October 2, 2013

    Aye, glad you find it useful. There are still some things to add to the list, but it's a work in progress. Yup, Master all the way is what it comes down to if you love the game world. An encounter with some wolves will make your blood pump faster, fighting a crab becomes more interesting if you start swimming and meeting a Wispmother will be unthinkable...

  • December 20, 2014

    Hello all,
    I was wondering if anyone has a link to a breakdown of the stagger mechanics for a crossbow?  I am trying to figure out how it stacks with the FUS meditation, and the perk?

  • March 23, 2015

    thanks for this, it's a very handy list.

    I just realized due to your list that the character I'm planning has a lot of avoidance skills, it might be fun to make that the focus of the build!