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Character Build: The Inferknight

Tags: #Dunmer  #Character Build Spellsword  #Hero  #Battlemage  #Character Build Warrior  #Rank:Bloodworks  #Enchanter  #Elementalist  #Sorcerer  #Knight  #Breton  #Imperial  #Juggernaut  #Shouts  #Blacksmith  #More…Mage 
  • Member
    December 22, 2014

    To start off my first build, I would like to say that I've been browsing this forum for the past few months, and never before have I seen such a wonderful and inspiring group of people in the entire community of gaming. You have motivated me to get off my usually lazy butt (not literally, of course), and make the first of many of my builds, with my heart and soul put into it.

    That being said, lets get into the build!

    https://www.youtube.com/watch?v=clZDnXeJxY4

    To set the mood; some of my favorite composer, Two Steps From Hell

    At the time of their strength, it was said that only the heat of the knights of flame could forge the land into something that represented more strength and truth than it did at the time, and especially at this time of strife. However, hunted down they were; to extinction by the elves that call themselves high, however required an army to kill this small group of warriors. Who were these men? The Inferknights, masters of bending the very will of embers to their greatswords of legend and to their own will, which was often the inevitable destruction of their foes. Mysterious then, decimated and forgotten they are now, like so many other factions that fell to the Thalmor. No more tales were told of these heroes after the Great War. But the Thalmor made a mistake in leaving one to go into hiding, and with him all the secrets of the order. This man was your father, and passed down this knowledge to you, and with his dying wish, told you to go to Skyrim and carry on the legacy of the Inferknights, and to avenge the order and himself by killing every last Thalmor in a red hot fury

    Race

    Dunmer; recommended for Ancestor’s Wrath, and their strength in destruction.

    Breton; also great for Dragonskin and their resistance to and strength in magic.

    Imperial; good for their skill in melee combat, magic, and crafting.

     

    Stats

    4 Magicka/3 Health/1 Stamina until near the point at which you have 100% spell cost reduction on your gear, then go 0 Magicka/3 Health/1 Stamina

    You will need a lot of magicka, being a fire-spewing badass, and a good amount of health, to be fairly tanky. You don’t need much stamina, as the Inferknight isn’t meant to be very mobile or agile, but if you don’t like being lethargic like myself, your standing stone, your steed, or your perks could remedy this.

    Standing Stone

    As I was getting to, I would recommend the Steed Stone until you get the “Conditioned” perk in the heavy armor tree. After this, or from the start if you’re not bugged by slowness, take the Lord Stone. However, the Atronach Stone is in my opinion a great and underrated alternative.

    Skills

    Destruction, although difficult to level up, needs perks in it early so it is easier to use and quicker to get to 90 (level required to get master level spells). You will want to use destruction a lot early for its effectiveness, and to level up it up so it is viable later. I didn't put perks past novice because your gear will have all the spell cost reduction you need. 

    Two Handed: Your secondary form of offense, but its tie with destruction is crucial nonetheless. I put perks into special abilities rather than pure damage to make this build more fun from the beginning.

    Heavy Armor: You're a knight, knights use heavy armor. Tankiness is very important to this build, but since we are using a hood, the perks on the right side of the heavy armor tree are useless.

    Block: Since this is the main defensive skill for this build, and we aren't using restoration, you'll want to get good at blocking light attacks, and dodging or countering the heavy ones. Quick Reflexes will help you to do this a lot.

    Smithing: You don't really need this early since dwarven greatswords shouldn't be that hard to find, but if you like to have that extra power with being able to improve your greatsword to pack a punch early on, then get Dwarven Smithing.

    Enchanting: The Inferknights imbue their greatswords with the strength of the element of fire. Enchant weapon with as much fire damage as possible early on. Some early spell cost reduction on your gear helps also. 

    No more perks are put into destruction, but the melee combat skills are perked a lot more. Enchanting and smithing are vastly more important now, and should be utilized to create a very powerful greatsword and set of armor. 

    Equipment

    Early Headpiece:                                                  

    Emberhood - An Adept Hood will be used until as the headpiece until 100 enchanting is reached, as the magicka bonus is useful, and it adds an air of mystery to the Inferknight. 

    Final Headpiece:

    Hood of the Inferno - A Mage Hood enchanted with water breathing and fortify destruction. The heat emanating from the armor instantly evaporates the water around it, making it, essentially, waterproof.

    Early Armor:

    Ember Armor - Blades armor, gauntlets,and boots will be used as it is an effective and obtainable relatively early (until then, any knight-like heavy armor will do). The look of it also suits the fire theme well. Enchant the chest piece with fortify destruction and the gauntlets and boots with fortify two handed.

    Final Armor Set:

    Inferknight's Armor - Ebony armor enchanted with fortify destruction and and fortify magic regeneration (two separate enchantments by using extra effect, not the single enchantment). The armor is effective and looks amazing, especially with fire.

    Jewelry:

    Ember Amulet - A gold ruby amulet enchanted with fortify destruction. This becomes the Amulet of the Inferno once 100 enchanting, and is the same visually but with fortify two handed and a stronger fortify destruction enchantment on it.

    Ember Ring - A silver ruby ring enchanted with fortify destruction. This becomes the Ring of the Inferno once 100 enchanting, and the same thing happens as with the Amulet of the Inferno.

    Early Greatsword:

    Blade of Burning - Dwarven Greatsword enchanted with fire damage.

    Final Greatsword:

    Blade of the Inferknight - Daedric Greatsword enchanted with fire damage and paralyze. 

    Gameplay

    Roleplay:

    Despite the Inferknight's intimidating look and brutality in combat, they are still knights, and are still descendents of an order of knights that lived to fight evil. Consider the daedric greatsword not just a badass weapon, but a trophy of all the daedra you've slain at the point of which you forge it. Inferknights aren't exactly outgoing, as they still must uphold an air of darkness, mystery, and "badassness" around themselves. However, in battle and in towns, they are still honorable. Therefore, in your adventure to restore the Inferknights' reputation, help jarls, become thane of multiple holds, and utterly destroy enemies in the name of justice and in the name of your allies. These enemies could include dragons, bandits, any and all undead, Falmer, Forsworn, and yes, especially Thalmor. You get the point. Make friends and help people, but do NOT carry out mindless tasks for the people of Skyrim. You are not a courier or some busybody, you are a warrior. Join the Dawnguard, Companions, and the College of Winterhold. Side with the Blades and the Stormcloaks for your hate of the Thalmor. Everything else is pretty much up to you. Most of all, remember that you are a protector of Skyrim and its people. 

    To restore the reputation of the Inferknights, you must reforge the faction by buying a homestead as the base, and recruiting only the strongest, most trustworthy, and most honorable followers. For this, I recommend buying Heljarchen Hall and becoming thane of Dawnstar so that Gregor can be one of the knights stationed there at the hall. You can also marry someone and have them live at the house as a co-leader of the band of Inferknights. This way, you can have three knights stationed at the hall, and others on guard at nearby holds. Adopt children that have no other means of survival, and raise them to grow up to be knights of the flame. 

    Battle:

    In combat, be tactical, but fearless. Show honor, but don't give mercy. As soon as you get flame cloak, use it whenever going into melee range. The combination of a constant flames spell in an AOE form and a powerfully-forged greatsword combined is alone enough to take down most foes, even on the hardest difficulties. For tougher enemies, use a mix of abilities. To counter powerful attacks, stagger them by using fire breath, power bashing, or throwing a dual cast fireball, taking advantage of the impact perk. If you enchant your armor to or near 100% destruction spell cost reduction, take advantage of it by spewing out fireballs like a mad but badass pyromancer. Always keep a healthy stock of potions bought from your spouse (acting as a sort of vendor for the order of Inferknights), incase things get rough. Master level spells should only be used when seriously surrounded, because of their cost and charge up time. I like to go up close once my enemies are in a fiery daze and finish them off with a kill cam or power attack with my greatsword. Just always remember, in battle, never hesitate.

    Special Moves:

    It is said that when the Inferknights are cornered, surrounded, and with no means of victory, and their foes' song of triumph is ready to be sung, the knights resort to one of their three ancient and god-like abilities. These are known to be laced with fire, just as they themselves are. Nobody knows what they are, or has ever seen them. Probably because nobody has ever lived to tell the tale.

    This is where I feel the Inferknight really shines. These special moves are truly unique and more importantly, truly powerful. 

    This potion right here, is an Inferknight's best friend. You'll want to stock up on these bad boys every time you get back from an adventure. You be thinking "So I can make an enemy take a bit more damage from my fire spells for a minute. Oh goodie!" Sure you can, if you a consider up to 100% damage increase "a bit". Still not convinced? Well what if I told you by using a little trick I know you can instantly apply a Deadly Aversion to Fire to every enemy in an area. Thats right, just one of these can make an entire group of enemies take DOUBLE damage from your already-powerful fire spells and greatsword enchantment.

    This ability is done by using a Deadly Aversion to Fire on your greatsword in combination with the sweep perk. This allows one to execute a sideways power attack that hits all targets in front of them, and applies the weakness to fire to every single one. This, in combination with a few other shouts and spells, makes for some of the strongest and most fun moves one can do.

    1: Fiery Cyclone (Deadly Aversion to Fire+Sweep+Cyclone+Dual Cast Fireball+Fire Rune)

    Use this devastating ability when you want your enemies to soil their pants before they die. Apply the aversion to fire to your greatsword and sweep. Use cyclone on everyone you hit, put a fire rune where they are going to land, and use a dual casted fireball when they are at the highest point. Especially effective against a clumped together group of enemies.                                            

    2: Infernal Barrage (Fire Breath+Deadly Aversion to fire+Great Critical Charge+Whirlwind Cloak+Spam Fireball)

    This ability is for when you want your foe to not have the slightest clue to how they died. Start by casting whirlwind cloak, then applying the aversion to fire to your greatsword, using fire breath to stagger and damage, then charging at them head on. Keep swinging your blade until they get knocked back, at which point you fling fireballs at them like mad. Great at taking out a single but very powerful enemy.                      

                                          

    3: Hell in a Spell (Flame Cloak+Deadly Aversion to Fire+Sweep+Become Ethereal+Fire Storm)

    The Inferknight goes through hell itself to protect the people of Tamriel against the most retched of evil. To get payback, they use this spell is used to give the truly despicable all of the pain and suffering they have inflicted on the knight in his life in one single, white, bright, outburst of that what keeps him and all the good in the world alive - heat. This is pretty much the pinnacle move of the build. And such, a great way to end the build off on. I hope you enjoyed reading, or maybe even playing it, as much as I did making it!                                          

                                                  

                                                                                       

  • Member
    December 22, 2014

    Really nice job on your first build, mate! Only suggestion I have for you right now is to look at the guide/rules for tags so your build can be part of the archive. Right now the tags are a bit everywhere.

  • Member
    December 22, 2014

    Okay thanks, I'll try to fix that as soon as possible.

  • Member
    December 22, 2014
    Another thing I've noticed: your final perk spread is almost impossible to read because of the dark text on a dark background.
  • December 22, 2014

    This reminds me of one of my first builds, which was a dunmer pyromancer. Good build.

  • Member
    December 22, 2014

    I find the Level 25 one harder to read in places because of the white text over the glow from the fire and the lighter colors of the fur on the wall.

  • Member
    December 22, 2014

    Ya, I agree, I'll fix these when I get home. Thanks for the feedback!

  • Member
    December 23, 2014

    I love it. Not too complicated, good amount of information and it has heavy armour and greatswords.