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Character Build: The Lich King

Tags: #Character Build Spellsword  #Character Build Juggernaut  #Character Build Villain  #Rank:Recognized  #Character Build Bloodmage 
  • September 14, 2015

    "And what do I seek?" I asked the soothsayer. My journey had been eventful to even locate this seer, in this frigid glacier of a province. I would not be sent away empty-handed. 
    "You seek that which all who wield magic seek. Knowledge. You shall find this: Knowledge will corrupt. It will destroy. It will consume." 
    To which I smiled grimly and said "Good."
    ***
    In retrospect that was likely a warning, but it did nothing to quell the fires of my hatred. My future holds nothing but ashes. Malacath has damned me and my kin. My companions, names and faces I once deemed friends, have spurned me and ostracise me from their home, my home. And after I took the old Elf's head, I realized I no longer had a purpose in this realm.

    Perhaps a warrior's death may no longer be out of the question. It would be a welcome experience.

    My life ended long ago, and I shall never walk again with those I have lost.

    From the Abyss known only as The Character Building Recycle Bin, Ladies and Gentlemen, I give to you...

    A Vampire build that does not necessarily require Dawnguard

    Race: Orc Vampire. Although if you want to write your own backstory, High Elf works just as well.
    Stone: Mage, Lord.
    Major Skills: One-handed, Alteration, Restoration, Conjuration
    Minor Skills: Enchanting, Smithing, Heavy Armor
    Final Game GearSelf-enchanted Heavy Falmer Armor of the Lich
    Dragon ShoutsDismay, Summon Duhrneviir, Soul Tear, Drain Vitality, Marked for Death, Dragon Aspect, Battle Fury
    Quest line: College of Winterhold > Major Hold Thane Quests > Companions > Main Quest Until Horn of Jurgen Windcaller's Completion  > Unearthed > Minor Hold Thane Quests > Dragonborn > Dawnguard(Dawnguard side) > Daedric Quests > Thieves Guild > Dark Brotherhood > Civil War(Stormcloaks) > Main Quest After Horn of Jurgen Windcaller > Anything you missed
    Magicka/Health/Stamina: 3 Magicka/6 Health/1 Stamina

    "I am looking for a good death."

    This build has to be the most fun I had combined with some of the best synergy I've ever used in Skyrim, allowing for levels of strength that make killing Dragons, Frost giants and even Karstaag himself laughably easy affairs.

    If you had to guess, what do you think's one of the worst spells in the game, gameplay-wise? If you guessed "Equilibrium", you'd be correct. Not only is it faction-locked to the College of Winterhold late in the questline, but what kind of madman openly harms himself for extra magicka, with all the healthy alternatives, like the Atronach Stone, fortify magicka regen potions, enchantments and Drainspell weapons? Only someone with a constant stream of health can. And that's what this build is focused around.

    The story of this character comes from the idea of Henson's Old Orc, but with a darker, more chaotic-evil twist and a magical arsenal. The Lich King was/is an aging Orc seeking a warrior's death who just can't bloody die. It's almost funny, in a sad sort of way. The Orc uses no potions, no healers and no healing spells(More on that in the Gameplay Section). The Lich takes but does not return. No sir, he most certainly does not return.

    Harnessing the potency of our enemies' health, we can become nearly indestructible. With the continuous stream of health from our Absorb Health sword, not to mention the high health pool we already have(As you can see above) and the additional health enchantments put on your gear, it's impossibly hard to die, to the point where you don't even require healing spells. Which is why this build doesn't use them...

    To pay the bills...Magic bills...Okay, I ruined the joke.

    In general, this build's perks are geared towards a no-nonsense, slay-'em-all build while keeping it simple. This build's a balancing act within itself, you can accidentally be Akatosh personified or Skeever food. But where would the fun be in a build that didn't risk your health continuously?

    One-handed
    That thing's got more in common with a cleaver than a blade.
    One half of our main offensive tactic and the bread and butter of this build. By endgame your sword of choice should have both Absorb Health and Absorb Stamina on it.

    Alteration
    STRIP THE FLESH! SALT THE WOUND!
    The other half of our main offensive tactic. Getting Equilibrium is our primary concern, so be sure to do that ASAP. Alteration also plays a large part in this build's defense rating, so picking up an Alteration spell that takes away most of your Magicka is perfectly fine once you obtain Equilibrium.

    Conjuration
    "Unethical"? More like "FUNethical!"
    While this school plays a minor role early on in the game, Soul Trap is going to be a necessity, as we don't have room for Soul Trap enchantments on our weapons. Post-vampirism, this will play a much larger role in your offense and strengthens your already expansive magical arsenal. If you're going to Dead Thrall someone, I would recommend Malkoran's Spirit Shade, as not only is it a bloody good thrall, but it fits the "Lich King" idea quite well. Atronachs and other summons are for milk-drinkers. Don't use them.

    Restoration
    Get your peksy undead outta my sight.
    While this is by all rights a minor skill, the benefits we obtain from master level spells require experience that places this skill into Major. Silver lining though, you get plenty of fighting ability against your own kind: Draugr, Dragon Priests, Necromancers... The potential is endless. However, with the distinct lack of healing spells, Restoration levelling outside of Draugr lairs can go fairly slowly. So in other words, if you're planning on making it to Expert or even Master, you'd do best to use your Turn Undead Spells frequently in tombs, barrows and such.

    Enchanting
    Neloth ain't got nothing on my skills.
    This will play an important role in this character, seeing as we NEED several enchantments to survive, namely Fortify Health and Fortify One-Handed. Do not enchant up to 100% Fortify Destruction as it makes Conjuration for the most part impossible to level.

    Smithing
    "Nothing like the smell of a white-hot blade, eh?"
    Again, another minor skill but almost essential to this build. With the extra points invested in this tree, our arms and armor go from ordinary to extraordinary. That, and the Alteration/Enchanting/Smithing trifecta is second only to the Enchanting/Alchemy superleveling. Note that unless you want to waste two perk points, you will need to work in tandem with Fortify Smithing Enchantments(I'd use two pieces of Fortify Smithing 25% and a Blacksmith's potion of your choice) to enhance your Falmer Heavy to Legendary, so keep that in mind when you pick up your Falmer Heavy. Should you have Dawnguard, that is.

    Heavy Armor
    "You can WALK in that?"
    This is probably the most insignificant skill out of all. The tiny benefit we get from having Juggernaut 5/5 is a nice bonus, especially at higher levels.



    Restoration without healing, Conjuration without summoning

    The Lich King is hell-bent to destroy himself. It's only fair you act like that, too.
    When this build was surrendered to the recycle bin, this build was originally named the Death-Seeker. With that name in mind, you know there's only one way this build's going to go: Ear-splitting loud.
    Your main gear consists of wielding an Absorb Health sword in your right hand while simultaneously wielding Equilibrium in your left hand, maintaining a semi-constant Health flow/Magicka transfer. So in other words, as long as you have foes, you have an endless reserve of Magicka, and with Noodles' Potent Equilibrium Glitch, Equilibrium becomes more than just a suggested spell to cast outside of combat, it's a matter of casting this for your survival in combat.

    I mentioned the fact that you will not be using any form of healing spells as the Lich King. That's for two important reasons: Healing spells when combined with the Potent Equilibrium Glitch and an Absorb Health enchantment, turn you from a formidable opponent to a tenth Divine;  and ruin the roleplay concept of the Lich King, an honorable Orc seeking a warrior's death. No. Not doing that. Nor are we using the Necromage/Vampirism combo to further strengthen ourselves, for much the same reason: You'd be ridiculously overpowered.
    Oh, and one more thing: Regenerate enchantments and Resist Fire/Frost/Shock/Magic enchantments aren't allowed either. Handicapping ourselves again, I know, but it's necessary.

    Combat, when appropriately conducted, can be one of the most diverse and destructive forces to any given situation. With the unlikely combination of Alteration, Conjuration and Restoration, you're prepared for just about every situation, be it necromancers, dragons, bandits or Falmer. Before combat starts, cast your high-cost alteration spell, then quickly switch to Equilibrium and give yourself enough Magicka so that if you require some form of backup, you can get it fast. Continue this process of slashing, stealing health and turning it into Magicka. From there, the combat follows a specific few tactics depending on the type of enemy.

    For Bandits - This is a pretty simple tactic, for a simple foe: Charge in with your spell of choice and cut them into ribbons. With our points in Heavy Armor, Smithing and Enchanting, you'll be shaking off those pesky Rangers' arrows(The only annoyance in this build) like they were butterflies! Your primary magic spell types should be Paralyze and Necromancy.

    For Mages - Depending on your range, your magically-inclined foes will either be pesky or irritating. From a distance, raise your Ward spell of choice whenever a projectile gets too close while you're closing distance. I find wards and swords don't mix too well, so use them in close-quarters to your own discretion. Your primary spell types should be Wards, Paralyze, Banish Daedra, and Turn Undead.

    For Dragons - These overgrown snakes are a bit of annoyance while in the air. Employ the tried, tested and true "I'll wait" tactic, more commonly used by high school teachers everywhere. While your target's airborne, find a nice open landing zone and keep a ward handy in case of sudden fire/ice breath until they land. Then go to town on 'em, staying towards the sides to prevent accidental chomping. Your primary spell type should be Wards.

    For Draugr - The easiest of our enemies to handle, cast a few Turn Undead spells and some necromancy and bam, they're dead. Stendarr's Aura or Protection Circle is a must for those massive dungeons where you're jumped by eighty bazillion Draugr at once. While you can essentially use anything on these corpses, be sure to do at least a few Turn Undead spells to build up some of your Restoration skill.

    For Dwarven Automatons - One of the most frustrating enemies of any even semi-magic-based build, Dwarven Automatons will be your greatest challenge and one you will need some small amount of backup for at early levels. The Ritual Stone is going to be important for these ruins should you use it, as well as the highest Flesh spell you can pick up. However, chances are after you put enough points into One-handed and Enchanting, it won't matter that much. Thankfully, enchantments don't waste charge if the enemy resisted the attack. Silver lining. Primary spell should be Flesh Spells.

    The Aging Lord

    I wanted appearance to play at least a minor part in this character's development. I started by aging my character every time I ended a major quest line, starting with blond, then going to pale-blond, then light grey, then pure white just before I caught Vampirism. If you are doing this via Galathil, take a care to gain your final level of age BEFORE you become a full-fledged vampire. I learned that the hard way.

    This build's roleplay can be split into three thirds: Overall, Pre- and Post-Vampirism.

    Overall, this Orc has no reason to use puny healing spells, potions or followers. Don't use them. Sleeping and waiting is fine, though, similar to Henson's Old Orc. This also means, however, no Fortify Health/Magicka/Stamina Regen enchantments, and no Resist enchantments. None. Don't use 'em. Even if there was space, we wouldn't use them.

    Pre-Vampirism is a simple, traditional Paladin/Spellsword build: Fight evil, help the needy, never steal, and never kill without provocation. Necromancers are vile beings who deserve no mercy, kill them when you see them. The Dark Brotherhood and the Thieves Guild are out of the picture. The Dawnguard are your friends, and treat them as such. Soul Trap is perfectly fine. Obey the code of Malacath. DO NOT USE NECROMANCY. Until you become a Vampire, of course.

    Post-Vampirism is where things get fun roleplay-wise. You'll want to do this around the time you storm Castle Volkihar, should you have Dawnguard. If not, just storm Movarth's Lair instead. Malacath has obviously cursed you and has left you for dead. Seems only fair you should forsake all that you once were. Steal whatever you want, whenever you want. Everything's property of the Lich King, after all. Necromancers still must die. There can only be one! Be sure not to feed on people. Dishonorable within itself and you end up killing a lot more people should you be seen.
    As for killing, especially with the Dark Brotherhood...I openly challenge you: Kill your targets in broad daylight, in front of everyone. Let all witness the spectacle of the Lich King for themselves. Don't be afraid to kill for Thieves Guild Quests either. This build's Chaotic-Evil for a reason. Necromancy is at your disposal now, as well as Paralyze and Vampiric Drain, should you use the last one. When you're fighting important people, always do it in the day, to handicap yourself even more.

    Bloodstains and bone bits
    Pre-vampire gear is all pretty spiffy and makes one look the perfect mercenary. Everything here's self-enchanted, in case you didn't guess.

    Pre-vampire gear:
    - Armor of the Harbinger(Boots - Fortify One-handed, Hands - Fortify One-handed, Chest - Fortify Health, Silver and Moonstone Circlet - Fortify Restoration)
    - Arch-mage's Band(Silver Amethyst ring, Fortify Conjuration)
    - Skyforge Steel Sword of the Survivor(Absorb Health)




    - Dawnguard Crusader Armor(Boots - Fortify One-handed+Stamina, Hands - Fortify One-handed+Heavy Armor, Chest - Fortify Health+Destruction)
    - Ring of the Sun - Silver Garnet Ring(Fortify Destruction+Restoration)
    - Dawnguard Divine Amulet - Silver Jewelled Necklace(Fortify Destruction-Restoration)
    - Dawnguard Divine Crown - Copper and Ruby Circlet (Fortify Restoration - Conjuration)
    - Silver sword of the Deadslayer(Absorb Health+Stamina)

    Post-vampire gear:
    About as dark, gothic and nasty as you can get. I personally condone the use of Falmer Hardened/Heavy; However, if you don't have Dawnguard, Ebony armor works just as well. And if you're up to slogging through Raldbthar as well to retrieve part of The Aetherial Crown, be sure to bless the Crown with the Ritual Stone. Nothing like a little extra necromancy.

    - Ebony Armor of the Lich(Boots - Fortify One-handed+Stamina, Gauntlets - Fortify One-handed+Heavy Armor, Chestpiece - Fortify Destruction+Health)
    -Armor of the Lich King(Same enchantments as above on Falmer Heavy Armor)
    - Ring of Namira
    - Crown of the Lich King - Gold and Emerald Circlet(Fortify Destruction and Conjuration)
    - Dwarven Sword of the Lich King(Absorb Health+Stamina)
    - The Black Star

    Lich Battery
    Using a dead thrall, repeatedly strike your zombie until your health/Magicka is satisfactory.
    Requires: Necromancy spell, Undead target, Lich Sword

    Suicide call
    Calling forth any challengers, the Lich King boosts the morale of his foes, in hope that it will end his existence.
    Requires: Battle Fury, enemies

    Shout out to Noodles for the original idea, Henson for giving me the go-ahead on the roleplay side of things, Dragonborn1721 and Curse Never Dying for helping me put the finishing touches on this build in the Workshop and on the CB page proper, respectively. Pat yourselves on the back you lot, you guys are class acts. And most importantly, I would like to thank YOU,  The Reader, for taking time out of your busy life to read what I consider to be one of my best works yet. If you feel there's a place my work needs improving, drop a comment, and if you enjoyed, please do drop a like.

    Thanks again, DeGroot.

  • Member
    September 14, 2015

    glad this build came back. I would use a Ancient Nordic Helmet for the horns and look or Aetherial Crown for Royal look. I keep thinking of "The Litch" from Adventure Time, and that guy gives me the creeps and is pretty cool. I had a Dark Elf concept who was like The Litch.

  • Member
    September 15, 2015

    I haven't seen many builds come back from the Recycle Bin, but this one turned out very well! The idea of a madman willing to kill himself above nothing else must give one hell of a rampaging madman :D good job on this and a +1 from me 

  • Member
    September 16, 2015
    Ive always fancied bloodmages but i like the way you pulled this one off, quite impressive
  • Member
    September 18, 2015

    These kinds of builds aren't really my kind of style. They are sort of twisted and extremely self destructive. Not suitable for the Dragonborn IMO. However, how it was presented as well as intriguing storyline to it couldn't stop me from reading till the end. Based on how its put, this build can be considered a guide as well. Less than half the builds I've read in this group don't have this kind of detail in EVERY aspect of the character. Great job on having the perfect amount of elaboration on all the sections a build can have. It hardly seems believable that this build was once in the recycle bin. You've really did a great job bringing it back to life. ( Let's see what those awful critics  say about this! )

  • September 18, 2015

    You've got a pretty nice concept here. I think whats holding you back is presentation, grammar, and some needless fluff. There's also quite a bit here that could be worded differently to better convey what you're trying to sell. 

    Going from top to bottom here. The first thing Id cut is the music. Its not really adding anything to the build. The backstory ought to be spaced out into smaller paragraphs. The title as well as all of your headers dont need to be as large as they are. I will admit you got a good backstory and the intro picture is pretty cool

    You're going to want to space out the builds basic info. Theres no need to go into alternative choices. Thats just extra fluff you dont need. Just tell readers what you picked and leave it at that. They'll take your build and run wirh whatever they want regardless. In your stat distribution you failed to list which stats go with what. All you have are three numbers listed. 

    That entire section where you list undesirable gear -scrap it. Theres no need to go in depth about what not to pick. The gear section could use a bit of formatting since the spacing is pretty messy. 

    The special ability icons look pretty lame to be honest. You can find better icons by looking up Guild Wars or World of Warcraft icons. Infact a google search for 'skill icons' will yield a ton of great results. 

    Your first two combo ideas are pretty cool and fit well with the build. The last two not so much. Frozen in Terror is pointless. Theres no point in paralyzing an enemy thats already running when you could have just paralyzed him to begin with. Mind your Step is too situational to really get much use out of. 

    Well thats all I have. I hope this has been helpful. 

  • September 19, 2015

    Extensively. I'll get to work.