"Can you conjure me up a sweet roll?"―Guards
The Dark Summoner
In his youth, the Dark Summoner was a fixture in the court of Wayrest. After one of his bids for power failed, he was forced to flee High Rock. On that day he swore to himself that he would never be that powerless again. He became a fair thief in order to make ends meet. The Dark Summoner had also begun to feel the sting of old age, and he began to dabble in Necromancy in a bid to extend his life. When he was caught preforming forbidden magic by Imperial Soliders, he was sentenced to death. He felt that Helgen was as good a place to die as any other... but fate had other plans
Race: Breton
Stone: Steed Stone
Major Skills: One Handed, Destruction, Conjuration, Enchanting.
Minor Skills: Sneak, Pickpocket, Smithing, Alchemy.
Weapons: A crafted war axe (preferably Dragonbone) in one hand, and icy destruction spells in the other.
Armor: All Dragonplate except for the helm, which will be a self enchanted adept or apprentice hood.
Alignment: Chaotic Neutral. He dislikes hurting innocents and will do heroic deeds for the right price or cause, but his fear of death motivates him to do unspeakable things in his quest for immortality.
Shouts: Ice Breath, Ice Form, Soul Tear, Marked for Death, Unrelenting Force
The Build (Level 81)
This character is a dark juggernaut that uses powerful primordial undead straight from the soul cairn, his trusty axe, and clinging chill to control the battlefield.
His years on the run have changed him from the stuffy courtier that he once was, although he still retains his old talents in speaking to others and remaining unseen. During his time traveling the wilds of High Rock and Skyrim he has come to rely on the axe both for self defense and bushcraft. He has also taken to crafting, maintaining, and wearing heavy armors in order to ensure that he always lives to fight another day.
For many years he sought a “elixir of life” that was spoken of in ancient alchemical texts. This proved fruitless, but he maintains a working knowledge of potions and poisons that many envy.
During his days as a wanted fugitive he often found that he could make a living as a thief. He memorized many diagrams concerning lock design and he was never short of money when peoples purses were around him.
His true passion is magic. Always the clever pupil, the Dark Summoner was once renowned for his mastery of Necromancy, Enchanting, and ice based Destruction magic. His skill has only increased with age. And during an exciting visit to the Soul Cairn, he was able to steal knowledge of powerful undead from the Ideal Masters themselves.
One Handed: Armsman 5/5, Fighting Stance, Hack and Slash 3/3, Savage Strike.
Heavy Armor: Juggernaut 1/5, Fists of Steel, Cushioned.
Restoration: Novice, Regeneration, Respite, Recovery 2/2, Avoid Death, Necromage.
Enchanting: Enchanter 5/5, Corpus Enchanter, Insightful Enchanter, Extra Effect.
Pickpocket: Light Fingers 5/5, Night Thief, Cutpurse, Keymaster, Misdirection, Poisoned.
Sneak: Stealth 1/5, Backstab, Muffled Movement, Light Foot.
Smithing: Steel Smithing-Dragon Smithing, left path
Lockpicking: Novice-Expert locks, Locksmith, Unbreakable, Quick Hands.
Speech: Haggling 1/5, Bribery, Persuasion.
Alchemy: Alchemist 5/5, Physician, Benefactor, Poisoner, Concentrated Poison, Green Thumb.
Conjuration: Novice-Expert Conjuration, Summoner 2/2, Necromancy, Dark Souls, Twin Souls.
Destruction: Novice-Expert Destruction, Augmented Frost 2/2, Deep Freeze
Comments on Gameplay
The Dark Summoner is very versatile. Often he will fight weaker enemies in traditional spellsword fashion, but when he really wants to bring the pain he will summon two Wrathmen and attack with them.
If the going gets tough he can use his vampire lord form to greatly enhance his spell casting power
Health, Stamina, Magicka
The optimal spread of stats is (out of every ten levels) 4 in health, 4 in magicka, and 2 in stamina until stamina reaches about 400. No more should be needed to sprint or owed attack as your armor weighs nothing and many of your enemies will die before you can swing an axe at them.
Essential Quests
Dawnguard storyline, vampire side. Achieve immortality and get awesome Necromancy spells!
Comments
This is my first build on a site that has been a part of my life for many years now! I am very happy to have finally joined this wonderful community!
I did use Masons amazing Alik'r Build as a platform in terms of layout. All of the content in this post however, is my own work.
Thanks for reading this! Feedback of any sort is appreciated, as it will help me refine future builds.
"Can you conjure me up a sweet roll?"―Guards
The Dark Summoner
In his youth, the Dark Summoner was a fixture in the court of Wayrest. After one of his bids for power failed, he was forced to flee High Rock. On that day he swore to himself that he would never be that powerless again. He became a fair thief in order to make ends meet. The Dark Summoner had also begun to feel the sting of old age, and he began to dabble in Necromancy in a bid to extend his life. When he was caught preforming forbidden magic by Imperial Soliders, he was sentenced to death. He felt that Helgen was as good a place to die as any other... but fate had other plans
Race: Breton
Stone: Steed Stone
Major Skills: One Handed, Destruction, Conjuration, Enchanting.
Minor Skills: Sneak, Pickpocket, Smithing, Alchemy.
Weapons: A crafted war axe (preferably Dragonbone) in one hand, and icy destruction spells in the other.
Armor: All Dragonplate except for the helm, which will be a self enchanted adept or apprentice hood.
Alignment: Chaotic Neutral. He dislikes hurting innocents and will do heroic deeds for the right price or cause, but his fear of death motivates him to do unspeakable things in his quest for immortality.
Shouts: Ice Breath, Ice Form, Soul Tear, Marked for Death, Unrelenting Force
The Build (Level 81)
This character is a dark juggernaut that uses powerful primordial undead straight from the soul cairn, his trusty axe, and clinging chill to control the battlefield.
His years on the run have changed him from the stuffy courtier that he once was, although he still retains his old talents in speaking to others and remaining unseen. During his time traveling the wilds of High Rock and Skyrim he has come to rely on the axe both for self defense and bushcraft. He has also taken to crafting, maintaining, and wearing heavy armors in order to ensure that he always lives to fight another day.
For many years he sought a “elixir of life” that was spoken of in ancient alchemical texts. This proved fruitless, but he maintains a working knowledge of potions and poisons that many envy.
During his days as a wanted fugitive he often found that he could make a living as a thief. He memorized many diagrams concerning lock design and he was never short of money when peoples purses were around him.
His true passion is magic. Always the clever pupil, the Dark Summoner was once renowned for his mastery of Necromancy, Enchanting, and ice based Destruction magic. His skill has only increased with age. And during an exciting visit to the Soul Cairn, he was able to steal knowledge of powerful undead from the Ideal Masters themselves.
One Handed: Armsman 5/5, Fighting Stance, Hack and Slash 3/3, Savage Strike.
Heavy Armor: Juggernaut 1/5, Fists of Steel, Cushioned.
Restoration: Novice, Regeneration, Respite, Recovery 2/2, Avoid Death, Necromage.
Enchanting: Enchanter 5/5, Corpus Enchanter, Insightful Enchanter, Extra Effect.
Pickpocket: Light Fingers 5/5, Night Thief, Cutpurse, Keymaster, Misdirection, Poisoned.
Sneak: Stealth 1/5, Backstab, Muffled Movement, Light Foot.
Smithing: Steel Smithing-Dragon Smithing, left path
Lockpicking: Novice-Expert locks, Locksmith, Unbreakable, Quick Hands.
Speech: Haggling 1/5, Bribery, Persuasion.
Alchemy: Alchemist 5/5, Physician, Benefactor, Poisoner, Concentrated Poison, Green Thumb.
Conjuration: Novice-Expert Conjuration, Summoner 2/2, Necromancy, Dark Souls, Twin Souls.
Destruction: Novice-Expert Destruction, Augmented Frost 2/2, Deep Freeze
Comments on Gameplay
The Dark Summoner is very versatile. Often he will fight weaker enemies in traditional spellsword fashion, but when he really wants to bring the pain he will summon two Wrathmen and attack with them.
If the going gets tough he can use his vampire lord form to greatly enhance his spell casting power
Health, Stamina, Magicka
The optimal spread of stats is (out of every ten levels) 4 in health, 4 in magicka, and 2 in stamina until stamina reaches about 400. No more should be needed to sprint or owed attack as your armor weighs nothing and many of your enemies will die before you can swing an axe at them.
Essential Quests
Dawnguard storyline, vampire side. Achieve immortality and get awesome Necromancy spells!
Comments
This is my first build on a site that has been a part of my life for many years now! I am very happy to have finally joined this wonderful community!
I did use Masons amazing Alik'r Build as a platform in terms of layout. All of the content in this post however, is my own work.
Thanks for reading this! Feedback of any sort is appreciated, as it will help me refine future builds.
Ahh, I see someone else has been researching the new "atronachs." I have been very interested in the wrathmen ever since I saw the tome; more health and better weapon than a dremora lord, yes please. Interesting build and skills. +1 like from me.
Ahh, I see someone else has been researching the new "atronachs." I have been very interested in the wrathmen ever since I saw the tome; more health and better weapon than a dremora lord, yes please. Interesting build and skills. +1 like from me.
I'm lovin' this build so far, but I've got one question. What ratio of health, magicka and stamina would be ideal? I've been running 1:1:1 so far, and I'm thinking it's the way to go but I want a confirmation on this :)
I'm lovin' this build so far, but I've got one question. What ratio of health, magicka and stamina would be ideal? I've been running 1:1:1 so far, and I'm thinking it's the way to go but I want a confirmation on this :)
Hey! Glad to hear your enjoying it!
1:1:1 would work but at a certain point (when it is about 400) you can stop insetting in stamina and just 1:1 in health and magic :)
Great question, ill add this to the build when i get back from work
Hey! Glad to hear your enjoying it!
1:1:1 would work but at a certain point (when it is about 400) you can stop insetting in stamina and just 1:1 in health and magic :)
Great question, ill add this to the build when i get back from work
I honestly have no idea, it might make the soul tear zombie last longer
HOWEVER Soul Tear is very useful as a "hands free" soul trap spell. It will soul trap targets if they die within 2 seconds, so it is very useful for enchanting (thats how I use it)
I honestly have no idea, it might make the soul tear zombie last longer
HOWEVER Soul Tear is very useful as a "hands free" soul trap spell. It will soul trap targets if they die within 2 seconds, so it is very useful for enchanting (thats how I use it)