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  • Member
    March 15, 2019

    “Oh, yes... Dragon blood... Well, you've come to the right place. Skyrim is the home of Dragonborn. You need only unravel their mystery. But, where's an outsider like yourself to begin? Easy, with a bit of Dragonborn blood of your own... But first, you'll need an oath... Good. All signed and sealed. Now let's begin the transfusion. Oh, don't you worry. Whatever happens... You may think it all a mere bad dream...” Those words are all you can remember of the old man... all you can remember before waking up in a small shack at the southern border of Skyrim... the rest, feels like... a dream? Or perhaps... a nightmare...

    Hello, everyone! Welcome to my second build! Yes, this one’s another crossworld-style build, as will be most of my work. This time, for those who haven’t guessed it by now, we’ll be recreating the Hunter from From Software’s hit Dark Souls spin-off: Bloodborne! First thing to mention: unlike my previous build, which was a narrow and linear narrative-focused recreation, this build will be more of a mindset - a particular focus of sensibilities - which more allow you to play Skyrim like our blood-soaked, over-engineered-axe-wielding werewolf-chopper rather than rebuilding the original source itself within the game... to an extent.

    This all sounds rather vague, I know. This build might not, perhaps, appeal to those of you for whom the desire is a strict character arrangement, but will certainly appeal to those who like a framework for their own wandering instead. Thus, expect what follows to be more a list of loose suggestions rather than the exact requirements for the character.

     “Ah-hah, you must be the new Hunter. Welcome to the graveyard of the dragons. This will be your home, for now. I am... the guide, friend to you Hunters. You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few Beasts. It's for your own good. You know, it's just what Hunters do! You'll get used to it..." These words, that old man... he haunts your dreams now. You can scarcely close your eyes to rest without finding him on the other side.

    A guide, he calls himself... but is he a guide to your victory?

    ... or a guide to madness?

     Build Core:

     Race: Any will do, but for those who crave purity to the source, the races of Men are the best choice. (As if you needed another an excuse to play a Breton.) Otherwise, races with melee-focused specialties are the best choice, especially Redguard, Orc, Imperial, and Nord. Orc and Redguard have the most appropriate actives.

    Stone: To start, take your preference of exp stone, though Warrior is utmost advisable. Later on, The Lord is pretty nifty. Avoid the Atronach, The Lady, and The Shadow if you wish to preserve the feel and difficulty that the source is known for (in that patently Skyrim way of unfair difficulties.)

    Stats: The balance of stats in this build is open to your preference and playstyle, although my advised array is 0/0/1, or 1/0/5 if you are going to include the use of more arcane “arts”. I advise leaving health untouched to give later enemies that potency that makes them worthy prey and punishes recklessness, while avoiding the “sponginess” of higher difficulties.

    Major Skills:

    One-Handed - One of your primary damage dealer skills. Choose the weapon class you prefer, and take all of the perks except those for unused weapon types and (primarily) dual-wielding.

    Two-Handed - One- and Two-Handed?! Yes, that’s right. I’ll explain more later, but once again, pick a preferred weapon class (doesn’t have to be the same as for One-Handed) and take all of the perks except the unused types.

    Alchemy - You won’t (shouldn’t) be using any healing magic, so potions will likely be required. Otherwise, adding effects to your weapons can help to soften up your prey to keep the already dire conflicts from dragging out too long. Potions may be less useful if you focus more on...

    Enchanting - This skill can - theoretically - replace Alchemy if you train it up enough. Absorb Health enchants are ideal, with Elemental Damage as a secondary effect should you get to Extra Effect. Enchanting armor can be handy, but is less important. And don’t worry about grinding, this skill should level up fairly reliably with our choice of equipment.

    Minor/Optional Skills:

    Sneak - While you might hunt prey, try not to abuse sneak-attacks. At most, open with one before engaging your enemies directly. Mostly for the nifty rolling move, which can be used (somewhat) as an evasive maneuver, as well as a cool way to initiate charging attacks. Mostly optional.

    Destruction - You won’t typically be casting spells, but it will improve the efficiency of our magical weapons. Entirely optional.

    Light Armor - Depending on your preferences regarding stats and aesthetics, Light Armor is the most fitting choice of armour, should you choose to wear any armour in the first place. Fairly optional, although faster stamina regen is nifty.

    Block - Obviously the defensive option... but we won’t be using shields. Take all of the perks except any that require a shield to work, as we will be using this primarily with our two-handed weapon. Not massively important, but still a great idea to take.

    Smithing - it’s never a bad idea to be able to improve your equipment. Obviously Arcane Blacksmith should be taken, the rest is up to preference. Never a bad place to dump some points.

     A fine piece of hunter attire provides stable defense to anyone facing Skyrim's beastly threats.

    The blade, with its thirsty edge, has become a symbol of the hunt, and only grows in effectiveness the more grotesque the Beast.

    Equipment:

    Armour - If you wish to keep the challenge level a focus then go for a more aesthetic design to your armour, although Thieves Guild armour isn’t a bad choice and Light Armor in general tends to have a lower defensive rating than heavier armour. Some good options for style are: Cultist Robes (my personal favourite), Leather and Fur armour (in some combination). Other sets will be included with some of the expanded options below.

    Weapons - In the main hand, your choice of a one-handed weapon, a two-handed weapon (both with Absorb Health if possible) and in the off-hand, you might be thinking “But Kri, there aren’t guns or one-handed ranged weapons in Skyrim!” To which I say: you’re only partially right. While they aren’t martial, physical weapons per se, destruction staves are going to be our off-handed weapon. These will allow us to accomplish some damage on further away enemies as we close in, or while preserving your melee viability. Firebolt and optionally Ice Shard are the ideal. Further weapon choices and focuses will (like the armour) be explored and expanded below. A torch also isn't a bad idea.

    Shouts, Powers, and Spells:

    Spells will be almost entirely unused (although there are options), but there are many useful shouts.

    Call of the Ancients - What better way to summon the aid of Old dragon Hunters for some Jolly Co-operation?

    Unrelenting Force - The first shout you get. Only use the first word to stagger humanoid enemies to make an opening for your attacks. Alternatively you can use Clear Skies for a shorter cooldown option with less risk of accidentally launching the target because you held the button too long, if you prefer.

    Whirlwind Sprint - Potentially an alternative to the Silent Roll for rapid evasion, it might be a little powerful or difficult to use for your liking.

    Tactics and Tricks:

    Usually we'd save this for later, but this build relies on some clever stunts to really flesh it out. Some of the following will be tactical choices, some will be more like rules. Both kinds are intended to help sell the concept of the build.

    Weapon Trick - In Bloodborne, the Hunters wield Trick Weapons - specially engineered tools that transform or otherwise activate to give on-the-fly versatility. While the same kinds of weapons don't exist in Skyrim, we can accomplish some similar versatility with a handy little feature - hotkeys. While it's typically thought of as a PC feature, there is a Hotkey system on console, and this tactic works with both. To do it on console, favourite your chosen two-handed weapon (you don't need to favourite your other weapons but doing so isn't an awful idea). Next, use the favourites menu and highlight your two-handed weapon. Then, hold either left or right on the d-pad for a few seconds. You'll hear a click and see either a 1. or a 2. next to the weapon. Now, close the favourites menu and equip your chosen one-handed weapon and staff. Then (with no menues open) tap the chosen d-pad direction. This will either equip your chosen two-handed weapon or unequip it, automatically returning you to your one-handed armament. (This should also work on PC, albeit using the PC standard process for assigning hotkeys). Using this, we can make use of the speed and range of the sword-and-staff (or whatever your weapon class is) while having the option to quickly switch to the defensive, higher-damage, and (eventually) larger-area two-handed weapon on the fly. Sadly, we cannot do this in the middle of a string of attacks for special quick strikes, but it's certainly a refreshing and cerebral way of handling combat.

    Visceral Attacks - Using staggering mechanics is a more aggressive - if less protective - defensive option. When an enemy goes for a reckless attack (such as a power attack), they are left open for a quick bash or shout to stagger them, giving you time (potentially) to respond with your own power attack while they're (mostly) helpless.

    Bloodthirsty Hunter - While Stealth is a minor option, do not rely on this as your primary mode of combat. A sneak attack is a potent way to open combat, and can quickly eliminate a dangerous foe from safety, but whenever confronting a group of enemies, after the opening stealth strike, switch to a more direct and aggressive stance. While it (might) get dangerous and difficult later, don't give in to the temptation to make things easy again. Skyrim is not an inherently difficult game; it's very easy to make it unchallenging. Difficulty and equal lethality are a major concept of this build.

    "This was once a safe haven for Hunters. A Workshop where Hunters used Dragon Souls to enhance their skills and flesh. We don't have as many tools as we once did, but... You're welcome to use whatever you find. ...And feel free to bring a companion, should it please you..." he came to you again in your dreams and led you to a place... it was here you found the means to better arm yourself for the Hunt... but what does it all truly mean? Who is this old man? What is his connection to all of this...?

    The Workshop:

    Hunters in Bloodborne (typically) belong to various factions, some known as Workshops, others as Covenants, and some factions which still fall into neither category. Workshops are more than just physical bases for crafting and coordinating. Various Workshops offer different Hunters a variety of armaments and disciplines for handling The Hunt. Below are our Skyrim Workshops and Covenants. Each will include a variety of objectives and prey as well as new equipment and tactical options.

    Hunter's Workshop:

    All Hunters start here, and many remain associated with this Workshop even as they join other groups. The Skyrim Workshop is focused on the general hunting of Dragons, those ancient powerful Beasts now returned from the dead. This will be your own basic core Workshop, and one you will build on your own. To this end, you'll be obtaining one of the Hearthfire manors. It doesn't have to be big, just the entrance and main house are enough, although an enchanting area, an alchemy lab and a basement are very effective additions. As well, you should find yourself a wise Guide to watch over the Workshop for you and a companion to help keep you going. Stewardship and marriage are excellent choices to accomplish this, although the wedding will (likely) have to be retconned... but of course, they do love you. Some "little ones" are also drawn to the glory of Hunters, and can often offer gifts for the great Slayers of Beasts, although they may require rescue from a cruel captor.

    Hunter's Workshop Prey: Alduin, Mirmulnir, Odahviing, Nahagliiv, Nahkriin, Rulindil, Gissur

    Unique Equipment: None

    Workshop Tricks:

    Weapon Trick - See above.

    Visceral Attacks - See above.

     

    League of Blades - Similar to the Vermin-hunting League in Bloodborne, the Blades are an extreme faction who are more dedicated to the erradication of Dragons than even the Hunter's Workshop. Led by a retired Dragon Hunter, Esbern, the League of Blades rewards its members for evidence of slain dragons along with encouraging jolly co-operation with recruited confederates.

    League of Blades Prey: Parthurnaax, Sahloknir, Viinturuth, Vultjotnaak, Vulthuryol, Buried Dragons

    Unique Equipment: Dragonsbane, Blades Armour

    Workshop Tricks:

    League Co-operation - You have the ability to recruit other adventurers to join the Blades, who may then either be sent to assigned Burial Sites, or can be recruited to follow you once more for some jolly hunting.

     

    The Beast-Blooded Companions - While the Blood Beast covenant in Bloodborne is a lonely, solitary faction, it granted you the unique ability to actually become a Beast. So too do the Companions. The Beast-Blooded Companions is an order which encourages its members to prove their worth with deeds of strength.

    Beast Companions Prey: Dustman Draugr, Krev the Skinner, Glenmoril Witches, Wolf Spirits

    Unique Equipment: Wuuthrad

    Workshop Tricks:

    Beasthood - Your pact with this order has granted you the ability of Beast Form, which allows you to assume the form of a great, fearsome Beast to slaughter your prey, at the cost of your defensive options and ability to speak to common folk. Your powerful roar can bring about devastation.

     

    Choir of Winterhold - The Choir is the magic- and science-focused branch of the Healing Church in Bloodborne, one of whose most notorious members experiments on survivors to turn them into Kin. The College of Winterhold is far less amoral, but still certainly dedicated to learning. Byrgenwerth is a far better parallel but I couldn't make a clever name for that...

    Choir of Winterhold Prey: Hevnoraak, Krosis, Morokei, Otar the Mad, Rahgot, Volsung, Vokun, Gauldurson Brothers, The

    Caller, Ancano

    Unique Equipment: College Robes, the Eye of Magnus

    Workshop Tricks:

    Sorcery - You have the ability to equip spells in the place of staves. This removes the cost of soul gems in exchange for tapping into your personal magicka reserves. This also allows you to make use of more potent and varied spells.

     

    The Brotherhood of Crows - Hunters occupy themselves with the hunting of Beasts... but there are some who focus their eye on a far more cunning prey - men, mer... other Hunters. Those who swear themselves to the Dark Brotherhood don the mantle of manhunter, seeking out contracts to slay their fellow Man or Mer, just as the Crows in Bloodborne hunt their fellow Hunters.

    Brotherhood of Crows Prey: Grelod the Kind, Fultheim the Fearless/Alea Quintus/Vasha, Contract Targets, Nilsine Shatter-Shield, Hert, Calixto CorriumUnique Equipment: Shrouded Armour, Blade of Woe

    Workshop Trick:

    Blades of Mercy - Rather than transforming your weapon between one- and two-handed forms, you have the ability to equip a second one-handed weapon in place of your staff. This grants you more aggressive melee capabilities while sacrficing ranged reaction or two-handed defensiveness. You will likely want to hotkey your staff as well as your secondary weapon to swap them more effectively.

     

    Dawnguard Executioners - In Bloodborne, there is a brutal war ongoing between the vampiric Vileblood heretics and the enforcers of the Healing Church - the Executioners. A similar war is brewing in Skyrim between the Volkihar Vampires and the Dawnguard. This war is the singleminded focus of the brutal Dawnguard Executioners: to see their Vile foes erradicated.

    Dawnguard Executioners Prey: Volkihar clan vampires, Hern and Hert, Movarth's clan vampires, Lokil's clan vampires, Sybille Stentor, Vighar

    Unique Equipment: Dawnguard Armour, Dawnguard Rune Axe, Dawnguard Rune Hammer, Crossbow/Dwarven Crossbow

    Workshop Trick:

    Crossbow Trick - Rather than converting into a powerful, defensive two-handed weapon, your weapon has been engineered to become a powerful ranged weapon, sacrificing the speed of a one-handed weapon and the defensive capabilities of a two-handed weapon in favour of potent ranged combat. You can equip a crossbow instead of a melee two-handed weapon.

     

    The Thief Renegades - Splintered from the Workshop, the Renegades are more focused on the hunting of Wealth over Beasts. In Bloodborne, the Powder Kegs were far more focused on tinkering with gadgets and firearms than hunting, seeing them branded as heretics. While the Thieves Guild certainly has a knack for "tinkering" in a manner of speaking, they are more akin to the perspective of the Powder Keg remnant Djura in a way: Djura abhors the hunting of Beasts, and similarly the Thieves Guild abhors cold-blooded murder... although there are some whose fates are left unquestioned.

    Thief Renegade Prey: Mercer Frey, Jaree-Ra's Crew, Haknir Death-Brand, Linwe, Arondil

    Unique Equipment: Nightingale Armour, Thieves Guild Armour, Nightingale Sword

    Workshop Trick:

    Quickening - Using Shadowcloak of Nocturnal (or Shadow Warrior from the Sneak skill) - an ancient technique wielded by the First Nightingales - you have gained the art to escape an enemy's notice even during combat, allowing you to vanish quickly and relocate to assault from a different angle, potentially making tough fights easier. It is advised to avoid abusing sneak attacks with this technique.

     

    Volkihar Vilebloods - A reclusive group of vampiric aristocrats who live in a far-flung frozen mansion, the Volkihar Vampire Clan seeks to increase the power in their own blood. Similar to the Vilebloods of Bloodborne, swearing allegiance to their leader grants the Hunter a great boon. Hunters in their own right, the Volkihar Vilebloods have much to offer.

    Volkihar Vilebloods Prey: Lokil's clan vampires, Dawnguard vampire hunters, Stalona Caelia, Stalf, Harkon, Venarus Vulpin

    Unique Equipment: Harkon's Sword, Vampire Royal Armor

    Workshop Trick:

    Odah Writhe - You may strike your enemies with a powerful blow that refills your magical ammunition. While summoning Durnehviir for help isn't exactly befitting of the build, he does provide access to the Soul Tear shout. Summon him three times in a remote area to learn the shout, then forget about him. The shout is potent but has a long cooldown, so using it to fill a soul gem for your staff or weapon is the ideal use, as well as a potent strike against a potentially powerful foe. Don't overuse it.

     

    Hermaean Kin - Beyond this plane, in the vast Cosmos, dwell ancient beings. Among all, Hermaeus Mora possesses a great and terrible knowledge. Long have the mortals of Nirnsought to harness the power of this eldritch entity, just as did the fools of Yharnam seek the knowledge of Kos. Few save those with the Insight to comprehend these gifts are granted them, but even fewer realize that being chosen for the favour of this great being is as much a curse as it is a blessing.

    Hermaean Kin Prey: Merilar Rendas, Riekling Chieftains, Zahkriisos, Dukaan, Ahzidal, Vahlok the Jailer, Miraak

    Unique Equipment: Bloodskaal Blade, Miraak's Robes, Miraak's Sword, Miraak's Staff

    Workshop Trick:

    Augur of Hermaeus - The Great One grants a terrible boon on the Insightful and devoted, transforming them forever. Weilding all three of Miraak's more powerful items (robe, staff, and sword) as well as the power Mora's Agony grant a unique area-controlling combat style that differs greatly from standard Hunter combat, encouraging patience and control over aggression.

     

     

     

    "The moon is close. It will be a long hunt tonight. If the Beasts loom large, and threaten to crush your spirits, seek the Elder Scroll, as ancient Hunters before you have. An Elder Scroll will reveal the words of the Dragon's Bane..." The old man knows much of the ancient Hunt, but how? Where did he learn these things? And why does he entrust them to you...?

    Quests:

    And now we get to the application of this build philosophy. Primarily, your focus is on pursuing "The Hunt" as you see necessary. Loosely, the focus is on killing the Dragons and other big bad monsters, ideally halting the end of the world, but the path is many and varied, and being the greatest Hunter is as important as completing the objectives. Here is a loose list of content that is relevant to the focus of the build, but none of it is required:

    Main Quest - Putting a stop the cause of the "Plague" of gigantic "Beasts", the Dragons, is the ideal focus of the Hunt, but the Hunt is long, and there is much to do. Seek the source of the Dragon Blood, and destroy a devouring evil.

    Daedric Quests - The Hunt demands the most of every Hunter, and having the most tools at their disposal will go a long way to giving that "all." Particular quests of note are: The Black Star, a good reusable soul gem for refilling your "ammo"; The Whispering Door, a powerful vampiric two-handed katana; The Cursed Tribe, a devastating maul that will destroy any Beast; The Break of Dawn, a potent blade with the power to scour away the corruption of Beasts; House of Horrors, a fearsome mace; Waking Nightmare, a unique Arcane tool to cause widespread devastation.

    Dragonborn - Pursue a Madman into a realm of Nightmares and put an end to an eldritch plot from beyond this plane of reality.

    Every Hunter-themed quest relevant to your desired Workshop(s) - there are many Workshops and Covenants that may aid a cunning Hunter on their Hunt, should the Hunter choose to seek them. Each has their own specialty and tools to offer. Note that a Hunter may join as many Workshops as they wish, excepting those which are mutually exclusive.

    Additional quests that benefit various Workshops: Ill Met By Moonlight, a ring which grants continuous access to Beasthood for the Beast-Blooded Companions; Unearthed, a ring which grants potent and afforable Sorceries which the Choir of Winterhold may find indispensable; With Friends Like These..., access to a pair of gloves which the Thief Renegades may find very useful, even if they must be pried from the cold dead hands of a Hunter of Men and Mer, and all Hunters would benefit from such easy access to a blood-drinking weapon; The Taste of Death, the ability to draw the sustaining Blood out of their slain prey would benefit both Beast-Blooded Companions and Volkihar Vilebloods greatly.

    Ignore the Civil War unless you really wish to participate. The Hunt cares as little for the squabbles of Men and Mer as if they were mindless Beasts - in the end, those who will remain are those who bested the Hunt.

    Note on Workshop Tricks: Yes, most of them simply consist of making use of a specific standard feature available without the aid of that Faction. As a rule, do not make use of any of these features unless you have joined and/or significantly advanced through that Faction, to preserve the spirit of the build and to maintain the difficulty of the run and the identity of the different factions. My general rule is to advance at least half-way into a Faction's quest, if not fully into it, before allowing myself access to their Workshop Tricks, although the Unique Equipment can be used as soon as it becomes available.

     

    "Good Hunter, you've done well, the night is near its end. Now I will show you mercy. You will die, forget the Hunt, and awake under the morning sun. You will be freed from this terrible graveyard of dragons..." the words he speaks... ring both of salvation and sorrow. There is a bittersweetness, an uncomfortable ease... like the sharp edge of the Reaper's scythe...

    I hope you all find something in here to enjoy, if only just a fresh new way to play this classic game. Mods are certainly allowed in this build, especially ones which increase enemy damage without decreasing your own lethality, or add in various approximated features, such as dodging, parry-shots, or other Bloodborne-themed content.

     

    "Fear the Dragon Blood."

    - Adage of an old Hunter.