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Character Build: The Wandering Alchemist

Tags: #Character Build Rogue  #Character Build Assassin  #Character Build Alchemist  #Rank:Mythic 
  • Member
    January 20, 2015

    "Vittoria Vici has been killed!"

    The talk spread amongst the city like wildfire, and everyone - citizens and travellers alike - had run to see the body for themselves.

    Guards stood around the body while curious onlookers tried to get a glance. A guard knelt over the body, studying it intently.

    "No blade or arrow wounds..." He muttered. "No blood at all. Not a scratch..."

    "What happened?" Someone asked.

    The kneeling guard stood. "She was poisoned," he declared.

    Muttering broke out amongst those who were gathered.

    "There is only one man who has the knowledge to brew such poisons," the guard continued. He pointed an accusing finger at a short figure hidden amongst the crowd. "You! Elf! Did you do this?"

    The crowd parted, revealing a Bosmer clad in simple clothes.

    "What? No! How dare you make such an accusation!" The wood elf retorted, thoroughly offended. "I am but a travelling merchant who tries to sell his remedies for the betterment of the public. I am a healer. A healer!"

    The guard scowled and turned back to the body.

    The wood elf turned with a huff and stormed off. When he was a fair way away he slowed down to a stroll and, looking back to the crowd of people still gathered around the body, suppressed a grin.

    Of course, the guard was right. He
    had poisoned Vittoria Vici. But the guard had no evidence to support his accusation. And what is a crime when there is no evidence?

    Perfect…

    I had never delved into the Alchemy tree, but with an entire world of alchemical ingredients for me exploit, I decided to give it a shot. In all honesty, I had no idea how much power lay in the brewing of potions... And of poisons...
    It's true, this build may not be entirely original or earth-shattering in any way, shape or form, but nonetheless The Wandering Alchemist is my answer to a character that could pass as any other citizen in Skyrim.
    Roleplaying a travelling merchant is fun in its own right, but when that merchant has a dark hobby... That's when things get interesting...

    Race: For this build, I recommend playing as a Wood Elf. They start with a +5 in Alchemy and they have 50% resistance to disease and poison. Later on, the build will achieve an easy 100% poison resistance when the Wood Elf's racial bonus is stacked with Snakeblood perk from the Alchemy skill tree. 

    Gender: It matters not! As a male, I played a male character. I could've just as easily played a female character. 100% your choice.

    Stat Spread: We wanna put everything into health. This character uses no physical or mage armour of any kind. Health = survivability.

    Standing Stone: Start with the Thief, then make your way to either the Lord or the Serpent (I went with the Serpent, but the armour bonus from the Lord is invaluable for this character).

    The skill set for this character is unorthodox and probably doesn't make sense. The main fault in the skills is that the Wandering Alchemist really has no fighting skills to fall back on when excrement hits the spinning turbine. In a way it's a curse, but in another way it's a blessing. A well-hidden and very, very questionable blessing I grant you, but a blessing nonetheless. It gives you incentive to be efficient and wraith-like in how you handle situations, as in a battle of blades, you will always be outgunned. We’re running on a simple and easy to manage 4 skill trees:

    Alchemy - ever since you were a child in Valenwood the mystical properties of the natural world fascinated you. You devoted decades of your life to studying. memorising and manipulating these properties. Decades of study led you to the creation of a very unique and powerful poison...

     

    Pickpocket - in search of new alchemical ingredients, you left the forests of Valenwood and travelled among the provinces. As an elf, you couldn't rely on the generosity of man, so stealing from him instead became your main source of income for some time. Of course, now you are selling your wares, you can finally give something back. Though it is something unwanted... And deadly...

     

    Speech - as you broke out into the merchants game, you learnt quickly that the financial world was kill or be killed, and you would not be killed. Bartering became instinct as you travelled the provinces, buying and selling as you needed. For your darker hobby, the spoken word became an excellent way to reflect blame.

     

    Sneak - a skill you had to pick up quickly after one sloppy job in Cyrodiil's Bruma. When the Legion is after you, one tends to learn how to disappear. It is the Legion that forced you to flee to Skyrim, after all. In hindsight, it's one of the most useful skills you have in your arsenal.

     

     

    Shouts: This character is not the Dragonborn, but I couldn't pass up the usefulness of some of these shouts. For roleplay purposes, we can just say that these shouts are just more tricks that the Wandering Alchemist has up his sleeve. The "tricks" that will come in handy for this build are:
    Aura Whisper - using an instinct that has been drilled into the subconscious of all Bosmer for millennia, you can detect all living creatures around you. Useful in stealthy situations.
    Throw Voice - in your line of work, it goes without saying that sometimes distractions are required. Using your skill in the spoken word, you can throw your voice to divert attention. Useful in stealthy situations.
    Drain Vitality - your most deadly poison doesn't come in the form of liquid or food. Decades of study has led you to the creation of a sapping poison that can be distributed through the air. This will act as one of your main forms of offence when your cover is blown.
    Acquiring souls for these shouts becomes a problem. It’s not like you can just slip some poison into a dragons pocket. I went with the classic tailing situation (that being I had dragons chase me to towns and cities). If you can come up with something better, please let me know.

     

    Apparel: Clothes, boots, and a hat if you so desire. Maybe some gloves. That'd look good on a resume…

    The key with clothing this character is to not wear fine garments or expensive costumes. Aesthetically, you need to blend in with the commoners of Skyrim. I know it means squat in the actual game, but people expect killers to be wearing some sort of robes or armour. It's a roleplay thing. An Amulet of Talos will shorten the time between shouts. That and it's your key out of getting stabbed by a racist Nord should you find yourself wandering around Windhelm. Once you've achieved 100% poison resistance you can look into acquiring the Ring of Namira. As another layer to your sociopathic nature, cannibalism reaps its rewards and takes you for a trip down memory lane, back to your days of living in Valenwood and abiding by the Green Pact. The reason we don't want the Ring of Namira before this is because your main form of offence will be the use of poisons, and no one wants to chow down on a poisoned corpse if they don't have a resistance to the stuff.

     

    Weapons: I bet you’re all expecting something cliché right now, like “you’re best weapon is your mind,” but alas, I’m not going to. The fact of the matter is things aren’t always going to go to plan, so sometimes you’ll need a little extra something to help you along; something inconspicuous and easy to conceal. My solution: the people of Skyrim normally carry a dagger for protection. So we'll so the same! First choice? Nettlebane. It may not be strong, but aesthetically it looks vicious, unruly and venomous. If you really want you can use the fortify restoration glitch and then make a potion that improves weapons by a bajillion percent, but that just takes the fun out of everything. 

     

     

    Poisons: as an alchemist, you have access to the knowledge and skills to brew some of the most deadly poisons known to man. While you, as the player, have the greatest degree of creative freedom when it comes to making these poisons, I recommend the following:

    Vulnerability Poison – a go-to poison for making the rest of your poisons more effective (created with Pine Thrush Egg + Small Antlers).

    Maneater – this simple poison will paralyse your victim, as well as do instant and lingering damage to their health (created with Human Flesh + Imp Stool + Scathecraw).

    Warrior’s Bane – this poison is suitable against foes that prefer close combat. It ravages health, stamina, and gives a weakness to poison. Best used in two’s, otherwise the weakness to poison is obsolete (created with Deathbell + Giant Lichen + Scathecraw).

    Anti-Magic – this poison is suitable against Mage’s, as it damages magicka and slows the rate of its recovery (created with Hanging Moss + Glow Dust).

    Scarecrow – this poison is suitable for all opponents. Their fear will eat away at them physically and mentally (created with River Betty + Poison Bloom + Cyrodilic Spadetail).

    Kingslayer – this poison is useful for all kinds of opponents. It leaves nothing unharmed (created with Butterfly Wing + Human Heart + Nightshade

     

    Potions: being nigh on incompetent in combat, it goes without saying that you’ll need some help staying alive from time to time. Luckily for you, you have the knowledge and skills to brew the elixirs that will ensure your survival:

    Escapers Draught – when things become too much, or your wounds become too deep, this potion will ensure your disappearance and your healing (created with Vampire Dust + Luna Moth Wing).

    Healers Help – a simple potion that restores and fortifies your health (created with Wheat + Blue Mountain Flower).

    Reviver – another simple potion that restores health, stamina, and cures any ailments that may be plaguing you (Charred Skeever Hide + Eye of Saber Cat + Hawk Feathers).

     

    Gameplay: Normally, I disagree with the inclusion of Gameplay guidelines. I think a joy in a build comes with learning the builds ins and outs, and finding a combat style that works with the skills and that suits you. So, this isn’t really a gameplay section of sorts, but rather a vague exposition of how you can play this character.

    The Wandering Alchemist relies heavily on sneaking about and placing poisons in the pockets of his victims, a feat that can only be achieved after getting the Poisoned perk in the Pickpocket skill tree. Up until that point, you should really focus on building your alchemy skill. When it comes to it, this build will force you to think. “If I take down him, I’ll be spotted. If I take down him, I won’t.” The question becomes: “Can I poison this entire camp without being caught?” And, done right, your answer is yes. Aura Whisper helps you with plotting takedowns, as its maps the field of battle for you, giving you an edge in how you handle your enemies. For this build to work you have to think and you have to be cautious. You’re wearing nothing but clothes, and your combat skills are laughable. On the field of battle, your mind is your best weapon.

    Luckily, you’re not entirely useless when it comes to open combat. You have a dagger, after all, and a plethora of poisons that can be applied to said dagger. They are all just as useful in open combat as they are in stealth. This leads me to…

    Combos: These aren’t exactly “special moves,” so I declined to call them that. These are just useful combos that can deal a great amount of punishment to enemies/victims:

     

    Unseen, Unheard, Unknown – requires Escapers Draught and Maneater. This combo is used to get close to an enemy before rendering them completely and utterly useless. Be prepared to run after the deed is done.

     

     

     

     Knight Break – requires Warrior’s Bane and Scarecrow. Make even the strongest warriors buckle, scream, run and cry with this combo.

     

     

     

    Serpents’ Subjugation – requires Vulnerability Poison, Kingslayer and the Serpent Stone. What has to be one of the most effective tactics ever, this combo makes it so your target cannot hope to resist the combined effects of Kingslayer and the Serpent Stone. The only thing better would be to brew an elixir for death (which, it seems, is possible…).

     

    Roleplay: I’m not really good at writing the whole roleplay thing, just like I’m not really good at a lot of the writing thing. While I won’t give you a detailed overview of how you need to play this character to the letter, I will give you some basic pointers.

    --Walk everywhere – you’re a wandering alchemist, for the Nine’s sake. You won’t do any good being bogged down in one town or city forever. You want to be out in the wild collecting ingredients. You only return to civilization to brew your concoctions and sell your goods.

    --Be alone – no spouse, no house, no kids. You’re a loner, you’re a sadist, you’re a sociopath. Much like the Khajiit cravans, you are outcast and unwanted.

    --Kill people – not like, all the time, but every second or third time you go into a city quietly just poison some innocent soul. It keeps fear up, and people will be driven to buy more potions of resistance to poison. You’re a businessman, and this is definitely good for business.

    --Steal stuff – you’re not going to be able to poison people right off the bat, so pickpocketing will be your best friend. Your stealing is limited to gold, jewellery and alchemical ingredients. You don’t take what you don’t need.

    --Know when to run – you’re not some grand warrior or fighter. When things go to hell, assess your options and run like the wind. An elf equipped with only a dagger and a brilliant mind can’t take down an army (if that army knows you’re there).

    --Blend in – when you’re not doing weird sociopathic stuff, act like any other citizen in Skyrim would. Go about your daily life, do what you gotta do, make a living, make a profit, do whatever you can to divert attention when the killing starts. There is always someone who is more likely to have killed the person than you, so make them feel adequately guilty about the crime you commited.

    --Get a bodyguard – or don’t! It’s up to you, but considering your lack of combat prowess, investing in a bodyguard may be a smart move. Someone without morals is preferable. I went with Jenassa early on. In the mindset of the Wandering Alchemist, I saw the value in Cicero’s life and spared him, recruiting him as a follower. 

    Quests: The Dark Brotherhood questline is a must for this character. On higher difficulties, that's where the true challenge lies. The Thieves Guild offers some fun little side contracts that you can abuse to get some of those thief skills up. The Main Quest (pretty much just for Diplomatic Immunity) and the Taste of Death can be completed for something to do. If you're feeling particularly suicidal than join the Civil War. Should you choose to do this, side with the Stormcloaks. The Legion pretty much wants your head, so steer clear of them. Your alchemical mind will eventually lead you to Solstheim, where there are a whole bunch of unique ingredients that will make your head spin. Too bad you rocked up at a very unfortunate time. Are you the hero this island needs? Probably not…

     

     

     You have done it all. In your palm you hold the power to end the lives of those you deem lower than your own, the power to heal who you deem worthy, and all while making a pretty penny. The final leg of your journey sees you to obtaining the Jarrin Root, and with it the ability to utterly destroy your enemies.
    While not much of a hard goal in itself, brewing a poison with the Jarrin Root in it is what makes a great poisoner a legendary one. It’s one of those rare plants that alchemists only hear about, much less have the skill to obtain and mix to create a poison powerful enough to kill a deity. As the Wandering Alchemist in his/her final stages, you most certainly have that ability, and it comes in the form of:

     

    The Fourth Horseman – Simply, death. The smallest dose of this poison could kill a giant, whereas a whole bottle? Well, let us just say there aren’t enough lives in Tamriel… (created with Jarrin Root, Human Heart and Blisterwart)

     

     

    Damn her! Astrid, it seems, could only retrieve one sample of the Jarrin Root. How can I kill a province with just one? 
    My quest to Blackreach was in vain. The Crimson Nirnroot holds nothing for what I hoped in this concoction. Perhaps I can turn this around for my benefit…
    While in Blackreach I discovered a journal, that of a man by the name of Sinderion. I took the journal and collected the Crimson Nirnroots, totalling in thirty samples. I am headed to the Rift to find Sarethi Farm in the hope of gaining some insight about this plant.

     

    A Return to Your Roots is an essential quest for you to undertake at this point in the game. Start the quest by heading to Blackreach and picking a Crimson Nirnroot or by reading Sinderion’s Field Journal. Collect a grand total of thirty Crimson Nirnroots and take them to this Dunmer chick at Sarethi Farm. Doing this rewards you with a power called Sinderion’s Serendipity, which gives you a chance of making two potions/poisons at an alchemy lab when only using one lot of ingredients. Advice, from me to you, is save the game just before making The Fourth Horseman. That way at least you’ll be able to reload a save if you don’t get two of it.

    The Down Side: getting to Blackreach and surviving there sucks. It’s a good challenge, sure, but with so many enemies (a lot of them unavoidable) it becomes such a chore on higher difficulties to get around and get those Nirnroots. Remember when I said invest in a bodyguard? No time like the present.

     I have done it. Not only have I achieved what so many other alchemists failed, but I have created what must be the most deadly poison Tamriel has ever seen! This poison cannot be used on a whim. It is for a special someone… Someone that can break the continent… the Emperor, perhaps? Oh, meddling me. I do surprise myself with my brilliance, sometimes. 
    What to do with the other sample? Hmmm… I could keep it for myself, as an unwritten memoir to my achievement. But then, on the other hand… I’m sure someone will pay a lot of gold for the chance to own, perhaps even use, a little bit of bottled death…

     

    Well, that was that. I hope you guys all enjoyed the build. Questions, concerns, comments or queries? Leave a reply! It’s all well and good. Big thanks to Dragonborn1421 and to Henson for proofreading this build and helping out. I wish all of you good health and prosperity. Here's to a good start to 2015!

     

     

     

     

     

  • Member
    January 20, 2015

    Sorry about the dodgy presentation of the skills section :/ 

  • Member
    January 20, 2015
    Love it! Awesome, creative and well presented. Also I like the idea of having no combat skills and / or armour. It makes the game interesting and forces you to approach a bandit camp with a plan. Have my upvote, sir!
  • January 20, 2015

    Cool! I wonder how many times did you die trying to poison enemies unseen!

  • Member
    January 20, 2015

    You have no idea hahaha

  • Member
    January 20, 2015

    Interesting build, well explained.

  • January 20, 2015

    Very good build. I was entertained from start to finish and hope this continues to gather many more likes. 

  • January 20, 2015
    This is going to sound bad but when I first saw this I instantly thought "Woah hold on a minute, wait just one minute, ive seen that name, well okay it's a fairly normal name, wait what I've read this bloody hell what, Inknow I've seen this whos build is it, who stole it, wait is it a repost.. with the same text exactly, naw he stole it, asshole, gonna eat him out after reading the bottom bit to make sure it wasn't a repost" Then I read your bottom big and everything makes sense. Now I feel bad ths I forgot about such a cool build and it looks even better. +1 from me Matt for a solidly, well thought out build.
  • January 20, 2015

    You are staring to remind me of Dory from finding nemo. 

  • Member
    January 20, 2015
    Thanks a lot man. And it doesn't sound bad (debatable to others), actually found your rant thing rather entertaining.