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Character Build: The Green Shaman

Tags: #Character Build Necromancer  #Character Build Alchemist  #Race:Orsimer  #Rank:Recognized  #Mortiferous 
  • Member
    March 28, 2016

    Hello everyone, today I'm bringing in a build that I thought I'd never play. I never use staffs and very rarely play as an Orsimer without getting bored, but this time I made it all the way through this character, maybe because of a promise of sorts I made to Karver. Without further ado I present to you...

    The Green Shaman grew up in an Orc Stronghold in High Rock, from birth it was decided that she would be married to the Chief of their clan. From a young age she despised the idea and instead, she shrugged off her duties to study the plants around the Stronghold, she was often beaten when she did this. During her early teens she discovered her ability to interconnect with the spirits of the dead, completely by fortune she managed to befriend the spirit of a benevolent mage that taught her the ways of magic.The night before she was to be married to the Chief, she fought off the guards and ran away from the Stronghold and fled to Skyrim to join the College of Winterhold, a place that the spirit told her that he was trained. She was captured on the border of Skyrim and sentenced to death in Helgen...

    To The Green Shaman Necromancy is not a form of evil or an abomination, to her it is the art of summoning the dead to aid you in battle, an ability of great honor and utmost sacredness, sadly there are those that abuse the power, these are her ultimate enemies.

    Most of your training will come from the teachers at the College of Winterhold and any other trainers you can find in the world, you may also boost illusion with Muffle, Conjuration with Soul Trap and Restoration with Equilibrium and a healing spell.

    Race: Female Orsimer.

    Stone: The Lord.

    Stats: 2/3/0

    Skills: Illusion, Conjuration, Destruction Alchemy, Enchanting, Light Armor, Restoration.

    Powers: Sinderion's Serendipity, Ethereal Spirit, Sailor's Repose, Companion's Insight.

    Shouts: Become Ethereal, Marked for Death, Soul Tear, Dragon Aspect.                                        

     Armor: Armor of the Old Gods, Stormcloak Officer Boots, Stormcloak Officer Gauntlets, Helmet of the Old Gods, Ring of Peerless Magicka, Amulet of Talos

    Quests: College of Winterhold, The Black Star, Frostflow Lighthouse, No One Escapes Cidhna Mine, Destroy the Dark Brotherhood,Book of Love Dawnguard, Return to your Roots, Civil War, Main Quest, The Final Descent, Black Book: Winds of Change, Dragonborn, Tel Mithryn Quests.

    Spells: Bound Dagger, Close Wounds


    Staff of Chain Lightning: 1 Heart Stone + Unenchanted Destruction Staff

    Used against Mages and Dragons.

    Staff of Fireballs: 3 Heart Stones + Unenchanted Destruction Staff

    Used against Undead and Frost Dragons

    Staff of Ice Storms: 3 Heart Stones + Unenchanted Destruction Staff

    Used against Warriors and Fire Dragons

    Staff of Frenzy: 3 Heart Stones + Unenchanted Illusion Staff


    Staff of Inspiration (Rally): 3 Heart Stones + Unenchanted Illusion Staff


    Staff of Vanquishment (Rout): 4 Heart Stones + Unenchanted Illusion Staff

    Staff of Daedric Command: 4 Heart Stones + Unenchanted Conjuration Staff


    Staff of Expulsion: 4 Heart Stones + Unenchanted Conjuration Staff


    Staff of Dread Zombies: 4 Heart Stones + Unenchanted Conjuration Staff

    Staff of Paralysis: 4 Heart Stones + Unenchanted Alteration Staff


    Miraak's Staff

    Used for Crowd Control

    Illusion: This skill is used to control your enemies minds and also to boost the power of your undead companions. Key Perks are Master of the Mind, Rage, Aspect of Terror and Hypnotic Gaze.

    Destruction: This skill is used to boost the damage of your staves when in combat. Key Perks are Augmented Flames, Frost and Shock. 

    Restoration: This skill is used to heal yourself during combat, with the help of Sailor's Repose, all your Restoration spells cure 10% more. Key Perks are Recovery, Adept Illusion and Regeneration.

    Conjuration:  This skill is used to summon your undead allies to aid you and also used to conjure a Bound Dagger to attack the opponent with deadly poisons. Key Perks are Twin Souls, Necromancy and Dark Souls. 

    Light Armor: The Green Shaman garbs herself in a set of Light Armor to stay mobile whilst defending herself. Key Perks are Agile Defender, Custom Fit and Deft Movement.

    Alchemy: This skill is used to create deadly poisons to make mincemeat out of most opponents with the exception of undead. Key Perks are Poisoner, Alchemist and Concentrated Poison.

    Enchanting: This skill is used purely for the Soul Squeezer perk to enchant your staves more efficiently.

    Level 50 Perk Placement

    Bleeding Death: Imp Stool + Scathecraw + Skeever Tail - Lingering Health Damage, Ravage Health and Damage Health

    Lockjoint: Imp Stool + Canis Root + Mora Tapinella - Paralyze, Lingering Health Damage

    Devastate: Skeever Tail + Giant Lichen + Small Antler - Damage Health, Ravage Health, Weakness to Poison

    Rhabdophobia: Salt Pile + Deathbell + Creep Cluster - Slow, Weakness to Magic

    Ravage: Jazbay Grapes + Scathecraw + Spawn Ash - Ravage Magicka, Ravage Health and Ravage Stamina

    During combat you will rely on your Staves to deal damage, resurrect the dead to fight for you, send your enemies into a blind fury, resurrect and inspire your allies, make your enemies run in fear and keep your enemies at bay. Your staves will use up less and less charge as your skill levels, you can sell your poisons to vendors in order to increase your skills at the College of Winterhold.

    You will rely on found or bought staves until you come gain access to the Staff Enchanter in Tel Mithryn, here you can buy Heart Stones and Unenchanted Staves to create staves with the recipes I have listed above.

    Your Destruction staves will be used to damage your enemies, frost for melee and fire dragons, fire for undead and frost dragons and lightning for mages and large groups (Due to Chain Lightning).

    Your only Alteration Staff will be used to paralyze your enemies at your leisure, this will have a high charge cost meaning it will run out more quickly because this build doesn't use  Alteration, meaning you will rely more on your Paralysis poisons when this staff runs out.

    Your Daedric Command Staff will be used to command enemy Daedra, in addition your Staff of Expulsion will banish Daedra back into Oblivion, these abilities can be used to your liking. On the other hand you will be using your Staff of Dread Zombies to summon your undead allies to fight for you.

    Your Illusion Staves will be used to bend your enemies and allies will, your Staff of Inspiration will be used to make your undead allies stronger, your Staff of Vanquishment will make your enemies flee in terror and your Staff of Frenzy will force your enemies to fight each other.

    Finally, Miraak's Staff will be used to keep your enemies away, dealing poison damage and staggering them.

    You will also be using your Bound Dagger to steal your enemies souls to charge your Staves and also to pass on your poison's deadly effects.

    Due to having the Lord stone and Agent of Mara you should be 40% resistant to all magic, this gives you survivability against enemy mages.

    Marked for Death is used to make your enemies weaker, Become Ethereal is used to hide from damage for a while whilst your allies take care of your opponents for you, Soul Tear is for powerful summons and soul gem filling and Dragon Aspect is for a resistance and AR buff.

    As stated above, to the Green Shaman, Necromancy is the sacred ability to command spirits back into their bodies to aid you, she believes there are those who defile it are known as Necromancers or Liches and she despises these people more than anything, any who use their power for good are Shaman.

    She doesn't have much if any contact with the Orc Strongholds in Skyrim, as she doesn't trust her own kin anymore after being almost forced into marriage, she will not however show this to a city Orc as they have left the Stronghold life just as she has.

    She see's the Reachmen as Shaman's of their own kind, hill folk that have lost their homes, it is for this reason she is reluctant to kill them and will avoid killing them if she can, if not then avoid the camps altogether. She assisted Madanach when investigating the Forsworn Case in Markarth and was granted the Armor of the Old Gods as a reward, she wears it proudly.

    The Green Shaman follows no real Religion, only that spirits are allies and those who abuse their allies to do evil are impure and must be eradicated, she believes her power as Dragonborn is a gift from the spirits that gives her the power to manipulate energy from the aetherial plane and summon it as a shout.


    This was The Green Shaman, I hope you have enjoyed this fun little build and thank you to Karver for giving me a reason to make this build. Please leave your comments and criticisms in the comments below.

    Screenshot: Courtesy of David Okine.

  • Member
    March 28, 2016

    Recently I just have noticed staves are really powered,  I usually dont use staves, nice Build!

  • Member
    March 28, 2016

    Cheers, Medieval! I never use staves either, but I wanted to make a change and stand out for once  They're better than they seem, even if just using spells is more useful.

  • Member
    March 28, 2016

     Some high level staves could be better than spells

  • Member
    March 28, 2016

    That's true, especially when you make them yourself.

  • Member
    March 28, 2016

     I have never create a staff by my own, havent know about it xP... :O, this make it even more interesting, thanks hehe

  • Member
    March 28, 2016

    No problem, man. I didn't know until later in my Skyrim life either 

    Just complete Neloth's quests in Tel Mithryn and he'll let you use his Staff Enchanter.

  • Member
    March 28, 2016

    Great, thanks again, I have played so little Dragonborn dlc, staves are a really profitable asset, I like to play as a merchant using Your Own Market Stall , people always is looking for magical items and usually I dont get too much of them, would be fun to make them by myself and the gain a lot of septims, lol

  • Member
    March 28, 2016

    That looks good, I'll consider downloading it.

  • Member
    March 29, 2016

    Having the right Staff for the job. IMO, Staves are very useful especially the adept level ones and higher. There also extremely useful for characters and races who aren't too good at magic. They are like guides for those types until they come in to their own. I do wish though that there was a more better, more extended way of buffing damage and caps to them as the character levels  without relying on potions. ( Not sure if fortifying potions raises them or not, I'm guessing at this point but, I take it should ) Staff damage as well as spells them selves can have a complete random damage effect as the character levels up making mage or stave playthroughs tricky.

    Here, an example.

    A Staff of Fireball should decimate a Deathlord Archer in about 3 or 4 shots but instead it takes 10.

    A staff of Frenzy has a cap of effecting people up to Lv.20 but yet, this it can effect people as high as 50.

    Working with staves at higher difficulties and levels like 55 and above can be difficult. ( I know most people stop there playthrough at 50 or 60 or so, but I go ALL THE WAY )

    Like so many on this site, this is the kind of build I would love to see in action. Good Presentation, Another splendid display. Kudos!