Skyrim Character Building » Discussions


Character Build: Thalmor Technomancer

Tags: #Rank:Bloodworks 
  • July 7, 2015

    This is my first build. I've noticed that the Thalmor builds tend to be a little unrepresented, although I just saw a wonderful Thalmor Justiciar build in the hall of fame. I'm not sure if this is allowed but my build relies on several mods on PC.

    Description:

    This is my latest character build, Sylvano the Thalmor Technomancer. A rare type of character, the Technomancers were abundant in Dwemer societies but not unheard of elsewhere. However, due to their reliance on magic, the Altmer are almost completely devoid of Technomancers. Except for Sylvano.

    Technomancers rely almost exclusively on Dwemer technology to achieve their goals. They lead well-equipped expeditions into Dwemer ruins to discover their secrets and use them for their own ends.

    Backstory:

    Sylvano's story starts at the end of the Great War and shortly before the events of the main quest. He convinces his superiors in Alinor that Dwemer technology would give the Aldmeri Dominion the edge in the next coming conflict with the Empire and suggests he be sent to Skyrim to take advantage of the chaos of the civil war to delve into the numerous Dwemer ruins. Secretly, Sylvano wishes to see his old love interest, Elenwen, and to keep an eye on his rival for her affections, Ancano.

    He is posted to the embassy and from there travels between the major cities to hire mercenaries for his expedition. 

    Gameplay:

    Technomancers usually start off as Mages such as Calcelmo, who study Dwemer technology and artifacts. In order to obtain these they need to be well organised and funded to explore dangerous Dwemer ruins. They therefore rely on ranged magical attacks, bodyguards and summoned daedra to protect themselves until they acquire the boost  Dwemertech gives them. They will use calm spells to dissuade their enemies from attacking and also tend to use shock magic as it gives them a natural affinity for animunculi. They also often have some proficiency with a blade to defend themselves at close range. They are skilled in speech as they need to barter with vendors to sell their artifacts and obtain more gold for their expeditions. Eventually, Technomancers will be able to equip themselves with Dwemer armor and crossbows and can therefore engage enemies more directly in the later game.

    Skills, Spells and Perks:

    To begin with the Technomancer starts with Destruction, Conjuration, Illusion, Restoration, One Handed, and Speech. Spells include lightning bolt, calm, fast healing, shock rune and rally to boost their bodyguards in combat. Also summoning spells are useful to bolster numbers. As the Technomancer gains more Dwemer gear, smithing and heavy armor and their associated perks will help to build up their protection in combat.

    Quests:

    This is the clincher as these mostly require mods. The main vanilla quests are Lost to the Ages, Unfathomable depths, Dawnguard up to acquisition of the dwarven crossbow and exploding bolts and finish with the Mages College questline. The modded quests are the main reason for my build. The first of these is the Space Wiking Dwemer Exoskeleton by Space Wiking on the Nexus. The quest grants you a powered exoskeleton with increased speed, load-bearing and jump along with cool mountable weapons on each arm. It looks great with Dwarven armor. Needless to say, this begins to make the build prett OP. Next is The Aetherium Armor and Weapons Compilation by lautasantenni on the Nexus which gives you a full suit of Dwemer power armor crafted at the Aetherium forge. There are several prerequisites needed to craft the armor but this enhances the questing and roleplay of the technomancer.

    The end result is the Dwemer Power Armor with amazing enchantments and several high-tech weapons. It can be worn with the Exoskeleton which looks fantastic. The above screen-shot is of Sylvano wearing both the Power Armor with the exoskeleton and the Aetherial crown. This makes the build EXTREMELY OP but is heaps of fun.

    I road-test the gear on several Stormcloak and Imperial camps to weaken both their positions in Skyrim and then I generally finish the Mage's college questline to kill my rival, Ancano before returning to Elenwen in the embassy where I gain her favor.

    Other Information:

    Race: Altmer only

    Stone: Start with Apprentice and then get Atronach after crafting the Aetherial crown

    Shouts: None. This character is not the Dragonborn. Avoid the main quest.

    Stats: Mostly magic:: 2, Health: 1, Stamina: 1. You will do a bit of running away at the start.

    Gear: Start with Mage gear and end with Dwarven armor, weapons and crossbows. Enchanting helps. Atherial crown. With the mods, the Power armor and Exoskeleton - endgame only on master difficulty.

    Closing notes:

    This is my first  build so all criticisms are welcome. Sorry I don't have more pics, I can add some more screenshots if you would like to see different angles of the character. Credits to https://m.reddit.com/r/skyrim/comments/2nnfrj/unique_character_build_the_technomancer/

    where I first saw the concept of the Technomancer and the associated mods. 

    I hope I have posted this in the right place! 

  • July 7, 2015
    Right, just a few things to point out.

    First of all the title must be Character Build: Thalmor Technomancer. That's just a rule of the group, makes it neater and all that. Secondly you need to include a perk spread, at the moment this build is unplayable because you don't mention what perks you took.

    That's all, without them it would be deleted here, those are two of the main rules for the Character Building Group.

    As for some recommendations on how to improve it. Well adding in a specific section for your mods could help. Rather then mix it all in together try separating mod information (and include links). That'll make it easier for non PC players to grasp the concept and make it seem neater.

  • July 7, 2015

    Hi  Dragonborn1721,

    Thanks for the feedback. Can I edit the build as it is? Feel free to delete it and I can repost it once I have made the necessary changes.

    Cheers

  • July 7, 2015
    You can edit the build, there should be a button on the top right of the build which will have a little menu allowing you to edit the discussion.
  • July 7, 2015

    Great thanks. Next time I will post in the workshop first.

    Cheers

  • Member
    July 7, 2015
    You still need to fix the title.
  • Member
    July 7, 2015

    You also might want to add some pictures

  • Member
    July 19, 2015

    You might want to add the mod tag but that's entirely optional. Looks like a good base build though as long as you add to it.

  • July 19, 2015
    thanks Pabbylink, I'm still intending to fix this and add to it. Just a little time poor presently.
  • July 20, 2015

    Normally we'd have to feature this because it lacks a perk spread. A builder has 24 hours to add the minimum requirements to his build before its deleted. But in this case I think the use of mods make that difficult. 

    My suggestion is to replay this build on vanilla Skyrim and try to make this work without mods. It is highly recommended that you only include mods as a recommendation to take a solid vanilla gameplay experience further, and not as an absolute requirement to enjoying the game.