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Character Build: The Voodoo Warrior

Tags: #Character Build Necromancer  #Character Build Enchanter  #Character Build Scout  #Race:Orsimer  #Rank:Exemplar 
  • Member
    January 22, 2013

    Background:

    The first Voodoo Warriors known were orsimer. Orcs are fierce warriors that live isolated in their strongholds in small tribes. Orcs are considered barbarians by most of the other races, exceptional warriors used when needed but then scorned and insulted as beasts. That's why they distrust and despises other species.

    Among these fierce warriors some develop an anger and hate for the rest of races more profound, more...dark; something that makes them dig in the darkest arts to get powers that surpass any other. As any orc, Voodoo Warriors follow the path of power. However swords alone are not enough for them. First swords are not powerful enough, but most important is swords can make suffer any human, any mer, any creature, but that's not enough to satisfy their rage. Voodoo Warriors want their enemies suffer even after death, and that’s why they craft and feed cursed weapons with the souls of their enemies and use the dark art of necromancy for granting themselves "meat shields". They don't use shields or heavy armor like their brothers since their objective is to attain an unstoppable strength that can crash anyone in their path, defense is not an option. "Meat shields" are an exception since their purpose is not defend but suffer.

    Their ultimate goal? Make the world bow and suffer, those who doesn't submit will be destroyed. But to reach that end they first must seize power and grow stronger than anyone else. That's why usually Voodoo Warriors leave their tribes to devote themselves to the search for power. They don't believe or trust in anything aside their own power.

    Must note that even they see other mers as enemies, orcs are not the only mistreated race in Skyrim, so it's not strange to see warriors from other races follow the same path than Voodoo warriors.

    Choices

    Race: Orc, because orc's beliefs, background and culture are perfect for the Voodoo Warrior. Falmer would be great too but we can't make a falmer. Anyway, Orc toughness also propitiates this build and its racial bonuses over one hand and "our favorite" skill (enchanting) are useful too.

    Good alternatives: Wood elf, since they are also close to tribal culture and someway scorned and you'll have archery and light armor bonuses.

    Average alternatives: Argonian, Khajiit and Dark elves. All them have at least one bonus appropriate for the build and aesthetically and spiritually they fit the Voodoo Warrior class.

    OK alternatives: Red Guards and Nords have at least two desirable bonus. So in practice they can work when it comes to gameplay, may be even better than the mentioned above, however from a cultural point of view human races doesn't really fit the spirit of Voodoo Warrior.

    Don't even try: Breton, Altmer

    Stone: The Atronach, cause we will need that extra 50 magica points and that 50% spell absorption is really useful with a character with low defensive resources. I really don't recommend other stone and the entire "equipment" section is made under the assumption you got this.

    Alternatives: The Lord stone, as I said, extra toughness is useful with this build. If you pick The Lord stone just make sure you provide magica to your character with your head slot and ring.

    The ritual stone, can suit the character if you are role-playing but isn't really very useful, also with this build you’ll have some good triumph cards, so don't really need the spell. Also, the same I said for the Lord: magica supply

    Major skills:

    One Handed: Voodoo warriors are indeed "brutal" but they doesn't rely on brute force but on mobility and versatility, therefore one handed weapons are their weapon of choice. Usually dual wielding them.

    Right side of the tree isn't really necessary, stick with the main branch, then when all the skills trees from other skills are complete use your points on the right branch (or whenever you want). So 3 expendable points.

    Archery: Voodoo Warriors doesn't even bother with small flies, just eliminate them all with your bow. Only those who manage to reach to you are enemies worth of confront with your enchanted weapons.

    In this case go for the whole tree but don't give the second point of "Steady Hand" and "Critical Shot" until every other skill tree is "complete" (3 more expendable points). Get Ranger as soon as you can since is very useful.

    Conjuration: Voodoo Warriors trap the souls of their enemies to feed their weapons and raise the dead to fight for them.

    Ignore the right branch, with magica supply from items + fortify conjuration should be more than enough don't expend points to reduce conjuration cost. The only case you could find trouble is with Dead Thrall but by the point you get that spell even if you had only 80 on enchanting you could easily get a -70% Conjuration. You could also wear an extra hood and ring with fortify conjuration in your inventory only for the Dead Thrall. But if you follow the enchantment/equipment tips that wont be necessary.

    Careful with Twin Souls, if you use followers too much people could be at the same place at time and that could difficult the battle...or you won't have chance to battle at all. So you can even ignore that perk if you want. 

    Spells: Soul trap, Conjure Familiar, Flame Familiar, Raise Zombie, Reanimate Corpse, Revenant, Dread Zombie, Dead Thrall.

    Enchanting: This is the speciality of Voodoo Warrior, crafting equipment with the souls of your enemies.

    This will be your main not combat skill. Disenchant every item you find to learn the spell and enchant as much as you can. Stack soul stones and enchant rings (any loot works too) with weak spells to train your Enchanting. You can sell the result items, you won't get a lot though. You should aim for the 100 if possible. But just 80 for 5/5 Enchanter and the two next perks on the tree is nice. The way from 80 to 100 can be tedious.

    Remember you can't enchant the same item twice, so think it before enchanting a rare piece of equipment. Use great soul stones or the Black Star only to enchant the armor/weapon you are gonna use. Also, remember to improve the armor before enchanting it since we won't train smithing you wont get the arcane smithing perk, therefore you can't improve your armor later. Main branch is really the only thing we really need.

    Minor skills:

    Alchemy: For the sake of roleplay only. Alchemy is required since is difficult to imagine a Voodoo related character than doesn't have knowledge about poisons and potions. But you don't really need to focus on alchemy or invest in perks. Just go with the flow and make some potions now and then.

    Light Armor: As said, for Voodoo warriors defense does not exist, so they wear light armor.

    Probably you are thinking, "minor? but this guy placed all the tree!" Only Agile defender is required. I don't even have the rest because most part of the time I don't wear head armor. So, get the five levels from Agile defender and after finishing the rest of skills placement either, get the rest of the tree or invest your perks in a skill of your choice. (So 4 expendable points)

    NOTE: As you see this build can be finished around level 40 if you ignore the "expendable" perks I mentioned (3 from archery, 3 from one handed and 4 from light armor). So if you plan to go all the way to level 50 you know you have a margin of 10 points you can invest in any skill you wish. Better if it fits the class, of course. For example, giving an early point to steel smithing will help to improve falmer and ancient Nord weapons. Or getting the elemental branch from the enchanting tree.

    Shouts:

    Marked for death: That doesn't even need a description

    Locations: Autumnwatch Tower, Dark Brotherhood Sanctuary, and Forsaken Cave

    Ice form, frost breath: Let your enemies feel the cold breath of death

    Locations for Frost Breath: Bonestrewn Crest, Folgunthur, and Skyborn Altar

    Locations for Ice form: Frostmere Crypt, Mount Anthor, and Saarthal

    Other skills:

    Werewolf, is recommended but not necessary. Because, raw power and there is nothing a werewolf can't deal.

    Vampire lord, didn't try myself but theoretically should work, remember the objective of the Voodoo Warrior is to gain power and is related with dark arts and necromancy. I love werewolf though since no backdraws.

    Allocation:

    8-24-18 at lv 50.

    So more or less each 10 levels: 1 points goes to magica, 5 to health, 4 to stamina. Taking one point from health or stamina to give it to magica time to time.

    Explanation? No armor, no shield, an no sneak so...you'll need health to survive at first. But at certain point you'll realize you have weapons that are like taking a potion each time you swing it so...when you notice you have more than enough health, give some points to magica then.

    Equipment:

    Please, notice that what I'm going to show you is my personal choice and preference with the Atronach stone as guardian.

    However any combination is valid as long as you make sure your overall equip improves the following:

    1.Magica (specially if you didn't pick the Atronach stone). You should get at least 70 magica from bonuses (Only Atronach gives 50 of those 70 that's why Atronach stone is so good)

    2.Magica regeneraction (only needed if you picked the Atronach stone)

    3.Fortify conjuration

    4.Health

    5.Fortify Archery

    6.Fortify One hand

    Amulet: The Gauldur Amulet, reward for Forbidden Legend Questline, this amulet will fortify your magica, health and stamina by 30 points each. You can get better bonus with enchanted necklaces, but no other amulet will fortify the three stats at the same time. It also looks really badass and fits the character style.

    Alternatives: Custom enchanted necklace providing health. Health AND magica if you manage to have the Extra effect perk from the enchanting tree.

    Models: Silver necklaces are the most simple an plain so visually is the best option for Voodoo Warrior's custom amulet.

    Kyne's Token and Saarthal Amulet looks like The Gauldur Amulet, however the bonuses provided by them are not as useful as the mentioned above. If you pick one of these control your total amount of extra magica. As said, must be at least 70 in total even on first levels.

    Ring: Customized ring with Magica regeneration. Once you have the extra effect perk, Magica + Magica Regeneration OR Magica regeneration + Fortify Conjuration.

    Model: Simple silver rings are those who fit better the outlook for this class. However, any ring will do.

    Alternatives: Hicirne ring. More than alternative is an extra if you are a werewolf. If you want you can get the ring from the quest Ill Met By Moonlight. Take it with you and equip just when you want to use its power.

    Chest armor: Light armor with fortify conjuration. And fortify conjuration + "fortify conjuration & magica regeneration"(This double bonus spell can be learned from Conjuration robes that some necromancers wear) if you have Extra effect.

    Models: Forsworn armor is perfect, as any fur armor is. Skyrim is full of bandits and bandits strongholds so finding a fur armor that suits your tastes won't be difficult. Forsworn are also pretty easy to find in strongholds and camps near Markath, Blind Cliff Cave for example.

    Another option is the Stormcloak Officer outfit, you can get it in advanced quests in the Civil War questline by joining either Imperials or Stormcloaks. Only a couple or so complete sets can be found in the game, so think it twice before enchanting them.

    Hide Armor, Studded Armor, Scaled armor (and scaled armor with horns) can work too. You have lot of choices here since almost any light armor except leather, elven and glass works.

    Alternative: Savior's Hide, from the quest Ill Met By Moonlight. This looks absolutely awesome, but is pre-enchanted with fortify magic and poison resist. If you pick this chest, remember trying to compensate giving fortify conjuration someway.

    Gloves: Light armor with fortify archery. And fortify archery+fortify one handed with Extra Effect Models: Any light armor will do, just pick the one you like more since it wont change much the overall look

    Boots: Light armor with fortify one handed. And fortify archery+fortify one handed with Extra Effect Models: Any light armor will do, just pick the one you like more

    Head: Consider Head as a "free slot", I don't use it at all for example. Use it to compensate magica, magica regen, health or conjuration if you used a pre-enchanted items such as Savior Hide

    Models: Hoods are nice or light armor helmets can suit the group.

    Weapons:

    Bow: Enchanted custom bow. My recommendation is fire, however any other spell of your choice will be good to.

    Models: Ancient Nord, Forsworn, Orc or Falmer bows looks perfect, choose the one you like more. Ancient Nord bows (and arrows) can be found in almost every Nord ruin. Falmers are usually found in dwarven ruins and some caves.

    Main hand: Enchanted custom weapon. Axe is my choice to fit the brutality of the character class. However maces, daggers or even swords can work. For the enchantment I leave it to your tastes. I personally use an axe with absorb life in the right hand.

    Models: Once again ancient nord, Forsworn, orc and falmer are perfect weapon choices. Even ebony or daedric. Shiny weapons like dwarven and elven are a bit out of place though. I personally love Falmer axe since it looks like a scythe.

    Offhand: Staff/Enchanted One handed weapon/Spells

    Offhand is kind of situational but usually it will be equipped with a second enchanted weapon. Then again, pick the enchantment that more suits your tastes. I usually have a fire spell on the offhand (I love to see my enemies burn).

    By "spells" I mean soul trap, since is the only spell you’ll use during battle since you usually will summon your zombies before the battle starts, using both hands to overload the spell if possible.

    Destruction staves are another option for the left hand instead a secondary weapon. Remember you don't need destruction for staves, destruction only reduces the usage cost (and if you have a shitload of soul stones as I suggested it shouldn't be a problem), power output doesn't relate with destruction skill. So...may be instead a second weapon you prefer to impale your enemies with ice spikes before chop them with the axe. Or you want to burn a group of enemies while they are entertained with your minions. Its an additional option if you grow tired of dual wield.

    Models: For staves forsworn staff is once again the perfect choice. As is an unique forsworn staff called "Eye of Melka", you can get both by clearing Blind Cliff Cave. (Help the witch to get back her tower...or just free and kill her). Aside of those most destruction staves looks identical, and it looks "OK" for the Voodoo Warrior. Forsworn staves though looks "absolutely perfect"

    Gameplay tips

    This can be a tough build if played carelessly, specially on first levels, since is a straight character without defensive options. I already said everything I had to say, so I'll just resume a bit. Also, I don't want to say people how they have to play. It's a class, with its strong points and weakness, but how you play it is your decision, may be you find a better way to exploit this class, this is how I play:

    1-Enchant, enchant, enchant. Your attack and magic resources depends on how strong your enchanted equipment is. So spam soul trap and stack small soul stones like if there was no tomorrow to practice. Use only the Black Star and biggest soul stones to enchant proper equipment. Ruins are great to fill your soul stones.

    1.1-Try to fortify your magica since you’ll need it for conjuration and your health since close combat will be tough without blocking.

    1.2-Fortify your warrior skills, the more damage you do, the better. Try to keep Archery and One handed more or less at the same skill level.

    2-Use your minions as bait and defeat as much enemies as you can with the bow. If it goes close combat, use your mobility to avoid damage and hit them with your enchanted weapons to do massive damage and cure (absorb life is awesome).

    3-Don't forget your triumph cards:

    3.1-If your enemies make you mad unleash your berserker rage as any other orc would do.

    3.2-If there are no guests with you then just transform into werewolf and send your enemies flying to Sovngarde.

    3.3-Keep an additional "powerful" absorb life weapon in the inventory (with 20 absorption or so). The charge runs out quickly so put an eye on it and reserve it for hard moments. Keep this in mind specially if you are NOT an orc and/or werewolf

    Role-playing tips:

    Alignment: Not want to tell you which alignment you should follow, but Voodoo Warriors trend to the neutral/chaotic alignments since they crawl for power and are moved by wrath, greed and selfish interests. That's however the starting point, how you develop it...is your call.

    Horses: Shaman Warriors don't use horses, so...unless you play Pc and can mount a warg or you have Dragonborn to get Arvak you'll have to walk.

    Followers: As I said, whatever you wish. Just remember Voodoo Warrior despises other species and see them as weaklings, therefore he would use them as tools/slaves, however the final decision of how interact with your allies and npc is yours. May be you find love and she releases you from your pain and hate.

    Houses: Anise's Cabin has enchantment table, alchemy table and safe containers (everything but barrels are safe), and a bed you can use once you eliminate its owner so its the perfect house, at least for starting point. However if later you marry your wife can't move there and lets deal with it, is horrible and really small. Who would store world threatening items in a dirty basement? Oh...wait!

    You can also get any house and buy an enchantment table (every house except Whiterun can have one) and nothing more...disregard comfy cushions.

    IMO Dark Brotherhood Sanctuary, specially if you join/finish their questline is the best house for roleplay. It's cool, is dark, has lot of storage, expositors for weapons and armor and you’ll own your own torture chamber. If you destroyed the brotherhood, old Sanctuary can also be used as base of operations.

    Loot: As any orc, Voodoo warriors are pragmatic so loot every corpse you cross without regret even if you are playing a positive alignment.

    Stacking soul stones and rings for training Enchanting shouldn't be incompatible with roleplaying since are small gems and rings, you could fill an small bag with lot of them.

    Aside from that...I really can't give more advice, I always try my character "make sense" and keep him "on character" but I don't actually roleplay.

    Related quests:

    "Crawl for power": You should consider this your "main quest". As Voodoo Warrior your only purpose in life is to search/gain power and make the others do either bow to you or die. Please, note that searching for the daedric artefacts and other powerful items doesn't mean you have to use them, just seize their power. Some of the items are useful, some are even (almost) required for this build, others don't suit at all the character. I say just keep them without using it, but of course you are free of doing whatever you want.

    "Crawl for power" includes:

    -Gather Daedric Artefacts from the Daedric Quests

    Azura: The Black Star (Black star, so this is a must)

    Malacath: The Cursed Tribe (A must if you are an orc)

    Hircine: Ill Met by Moonlight (Hicirne ring and/or Savior's Hide)

    Boethiah: Boethiah's Calling

    Clavicus Vile: A Daedra's Best Friend

    Hemaeus Mora: Discerning the Transmundane 

    (For the gathering blood part, Liar's Retreat has all the blood types you need  but one. You'll love that dungeon, I guaranty it) .

    Mehrunes Dagon: Pieces of the Past

    Mephala: The Whispering Door

    Meridia: The Break Of Dawn

    Molag Bal: The House Of Horrors

    Namira: The Taste Of Death

    Peryite: The Only

    Cure Sanguine: A Night To Remember

    Sheogorath: The Mind Of Madness

    Vaermina: Waking Nightmare

    -Forbidden Legend

    Search the ancient amulet.

    -Companions Questline

    At least until you get the gift of lycanthropy. Also leading the companions means being the leader of an army of werewolves (not that you will have the chance to use them). Also probably they wouldn't approve the idea of conquest and destruction anyway, so if you wish just get the werewolf blood and forget them.

    -College of Winterhold questline

    Learn the secrets of arcane arts.

    -Dark Brotherhood

    Either join them and in the end lead them; who wouldn't want his personal assassin squad and a torture chamber? Or if you don't like the way Astrid talks to you in your first encounter just kill her and all her family.

    -The Man Who Cried Wolf - The Wolf Queen Awakened

    If it smells to power you should be there, even if in the end you don't find anything useful.

    -Dawnguard

    Didn't played, but siding with the vampires from what I've read sounds adequate.

    -Misc:

    Clean Blind Cliff Cave for Forsworn equipment and staves

    Explore Nord and dwarven ruins, specially nord ruins in search for shouts.

    Investigate anonymous letters that point you sources of power.

    If there is a vampire, necromancer or bandit stronghold you should go there and make them join to you or die (Your Character don't know he won't even have the chance to ask them to surrender though LOL)

    Final Words:

    I'm not native English, so forgive me if something isn't clear enough or my grammar offends you. Also this is my first build for Skyrim. I tried to use simple phrases, but if something disturbs you or needs an explanation, let me know.

    I realize I trend to say "pick this" and instantly say "but everything else is good too". Like when I said "Race: orc" but then: "almost any race is Ok". That's because I think builds aren't set in stone. There is no point in you playing my character. You must play your character.

    This is a build, a class, a set of skills and stats. That doesn't mean you can't add your personal preferences or do the things slightly different. So even if I picked an orc doesn't mean you can't play this class as a Nord.

    That said, still control your magica, if you don't provide magica and/or fortify conjuration, conjuration won't work properly and therefore the build fails. At the end your equipment will be so awesome you’ll cure yourself, fill your magica, burn your enemies and damage all at the same time with a single swing, but to reach that point youll have to cast lot of soul traps and shield yourself behind an army of zombies.

  • January 22, 2013
    "...or if my grammar offends you." Lol, your grammar isn't that bad! :P Great build, especially for a first build!
  • AJ
    Member
    January 22, 2013

    This is a great first build! The idea is very good, layout excellent, and don't worry about the grammar because it isn't bad. I'm giving you a +1 for sure!

  • Member
    June 22, 2013

    The best in my book. Most of my characters are very into the forest and beastly. Definitely going to try this one out. Haven't tried a necromancy in a build yet. A simple necromancer is boring to me. A voodoo warrior necromancer is better. :) nice job.

  • Member
    June 11, 2014
    This build sounds cool.
  • August 27, 2015
    Cool Build. I'm gonna be wood elf, because orcs are more for heavy armor. Plus, have you seen how creepy you can make Bosmer?