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Character Build: Heroic Spirit - Caster

Tags: #Character Build Shouts  #Character Build Unarmored  #Character Build Supporter  #Character Build Mods  #Race:Imperial  #Dragonborn1721  #Ordinator  #SE Rank:Apprentice 
  • August 28, 2017


    This build is a completely modded build, everything from the Perks to the character's Race and Standing Stone will be entirely based on the content that can be found in each of these mods. That doesn't mean it's impossible to play a (similar) version of this character in Vanilla, and that's something I can help with but if you want to play the character to it's fullest, here is my mod list.

    Ordinator - Perks of Skyrim

    Aurora - Standing Stones of Skyrim

    Imperious - Races of Skyrim

    Summermyst - Enchantments of Skyrim

    Thunderchild - Epic Shouts and Immersion

    Wildcat - Combat of Skyrim

    Quick Disclaimer:

    Hey there, so before I let you delve into this build, I'll let you know that it is based off a crossover universe that I'm creating which is a blend between TES Lore and the world of Fate (or Type Moon, but you know, specifics aren't important). Because of this, I won't always be sticking to Lore, and there will be content inside that you might not fully understand because it references Fate content. I'll be slowly and carefully adding descriptors for it all to my Channel in the Discussions section for everything that is based off of Fate, but for now it might not entirely make sense. But don't worry, the build doesn't need any of that to function technically, and it can work by itself. 

    The Heroic Spirit of Caster is best descibed as a priest, he is not a complicated man by any means and lived a rather simple life for the most part. He was raised in Kvatch as a Priest, he left Kvatch as a Priest, and I do believe that he died as a Priest. However, to call him simply a Priest is like calling Tiber Septim simply a Conqueror. The fact of the matter is that the former is both Emperor and Priest, Martin Septim summoned under the Caster class is known by the epithat 'Holy Emperor' or 'Emperor of Faith' for his dual nature as leader of the Empire and faithful servant of Akatosh.

    The Empire was left in shambles after the death of Uriel Septim and while at the time Chancellor Ocato managed to keep peace and order within not just the Empire but most of the provinces around it. What you have to realize is that without a Septim Emperor the entire system of the Empire was built around having someone in a position of power. They could be a puppet Empire sure, or a weak leader but there had to be someone in the seat or the entire system would collapse. And simply put, that is what happened. The Mede's didn't gain power immidietly and in the time it took for a new dynasty to begin, there would be disorder in Summerset, Hammerfall and Skyrim would begin building up their own power to later seperate from the Empire. The Legion couldn't be spread as wide and so each province had to build up larger and larger armies until the power of just Summerset (Alinor), Valenwood and Eleswyr could nearly conquer the entire world.

    And Martin Septim...Had to watch it all without being able to do a thing, bound in the Throne of Heroes until he was summoned, watching as the world broke down because he died, because he wasn't fast enough to stop Dagon.

    Race: Imperial 

    o Discipline: In combat, nearby allies gain bonus armor and attack damage. 
    o Imperial Virtues: Randomly regenerate Health, Magicka or Stamina 100% faster when entering combat.
    o The Human Spirit: At levels 10/20/30, you may change your attributes/resistances/skills. 

    Standing Stone: The Mage

    World Under Aetherius - Improves the effectiveness of all spells and scrolls by a small amount.
    Ascension: 1/day - Choose one of three random spell schools, improves its spells for a short time.

    Skills: Alteration, Enchanting, Restoration and Speech (Block and One-Handed are unperked)

    Stats: 3 Magicka, 1 Health and 0 Stamina

    Quests: Main Quest, Dawnguard (Dawnguard), Dragonborn,  Anything to fight Undead and Falskaar

    Note: These stats are based off of the source material that I'm using for this build. They can give you a decent idea of how Martin functions but very rarely offer any impact on the game itself. The Skills are just Roleplaying elements, but show off some of his skills like elemental resistances or the fact that he's Dragonborn.

    Divinity (Akatosh) - At a C rank, this skill simply allows Caster to truthfully claim that he has a connection with the Deity (Akatosh) that is more than what a normal priest would have. It does not designate him as actually born from the Deity or anything of that level, but it has come through because Caster dedicated his life to Akatosh, had a connection as Emperor and then was an Aspect of Akatosh for a brief period of time (before dying).

    Magic Resistance - An odd skill for a Caster of any kind, but Magic Resistance allows Caster to build up the ability to resist elemental effects. He can ignore anything below his rank and higher ranked spells (things like a Dragon's Breath or Centurion's Steam Breath) will still damage him but will be weakened enough that he could survive their attacks.

    Divine Spellcasting - This is simply the skill that allows Caster to use Magecraft from the Restoration and Alteration branches of magic as they're most commonly known, allowing him to focus on magic that is 'holy'. At A rank it allows him to cast any spell upto Master Rank as long as he knows of it, but because he's going to be fighting in Skyrim, he'll need to learn the spells that have taken their root in that province rather than spells that he would've known from life.

    Holy Territory Creation - This skill is Caster's ability to create defensive Bounded Fields around a single location or Territory. His powers are extremely powerful when dealing with anti-undead or anti-daedric Fields rather than the more common, elemental or purely magical that other Caster Class Servants might have access to which does limit their daily use.

    Dragonblood - The Dragonblood is a rather interesting skill that all of the Septim Emperors have to some extent. For Caster, this combined with the fact that he became an Avatar of Akatosh allows him to use Shouts and essentially act as a Dragonborn, including the ability to absorb Dragon Souls, instantly learn Shouts and have a more streamlined power.

    12 Perks

    Alteration Mastery (2/2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.

    Mage Armor (3/3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.

    Alter Self: Resistances - You may choose two resistances to increase by 25%. 

    I went with Fire and Shock as my two resistances here because, well the former is incredibly common and the latter ah. Well to be blunt it was a terrible choice and I should've gone with Frost but I was thinking that the reduced drain to my Magicka when fighting Shock Mages would be useful. It just, hasn't even turned out useful because I haven't fought any.

    Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.

    Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.

    For this perk I recommend either boosting Health or Magicka depending on what you found more crucial. Personally I already had a rather high (400+) Magicka pool at this point and decided that the Health boost would be more useful but really both are equally beneficial depending on your stats at the time of selecting this perk.

    Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.

    Home Mythral -  Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x50 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.

    Dimension Door - Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to the location of your Home Mythal.

    Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.

    10 Perks

    Enchanting Mastery (2/2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.

    Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.

    Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.

    Spellscribe - Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks and power bashes unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets.

    Turn Undead is probably the best spell to use with Spellscribe, but if you wanted to, grabbing Fireball would probably work and be an appropriate way for Martin to get a 'free damaging spell'.

    Power Echoes -  Spellscribe activates twice before going on cooldown.

    Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.

    Twin Enchantment - Can place two enchantments upon the same item.

    Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.

    Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.

    17 Perks

    Restoration Mastery (2/2) -  Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.

    Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.4

    Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.

    Hallowed Burial (2/2) - Your attacks and Restoration spells and effects are 20/30% more powerful against undead enemies.

    Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.

    Exorcist - Study the arts of destroying the undead, learning the "Sunblast" spell. When your Restoration skill reaches 50, you learn "Holy Hands". When your Restoration skill reaches 75, you learn "Stellar Core". These spells deal damage to the undead.

    Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 20 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.

    Sacred Flame -  Your Warrior's Flame carries the essence of life. Living allies blessed by Warrior's Flame are healed 30 points per second.

    Ashes to Ashes - Your Warrior's Flame carries the essence of death. Hostile undead cursed by Warrior's Flame take 30 points of damage per second

    Crusader's Fire -In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to targets affected by Crusader's Fire.

    Battle Cleric -  When Warrior's Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration.

    Eternal Flame - Warrior's Flame lasts twice as long.

    Apotheosis -  Grants the "Apotheosis" power. Once a day, casts Warrior's Flame on all nearby for 20 seconds. Costs 250 Magicka.

    Pilgram - Shrine blessings you receive are 1% stronger per level of Restoration.

    Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.

    7 perks

    Speech Mastery (1/2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.

    And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown

    Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.

    Force Redoubled 2/2 - 25/50% chance to reduce the cooldown of any shout to 3 seconds.

    Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.

    Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.


    So the largest change between this build and a Vanilla build is that Restoration and Alteration are more important for the passive buffs that they give you rather than the actual spells, and that Enchanting takes a lot longer to become good. Speech is the same, just Dragon Shouts really.

    For me the hardest skill to level was by far Restoration, even with the Apocolypse Spells it became rather difficult to keep a decent levelling rate after around 35 Restoration where the build is probably going to be Level 15-20. That first chunk of the game is a fair bit faster than Vanilla Skyrim, with Restoration being offensive straight up the bat so even an unarmoued character (that would usually be based around not getting hit) can get some decent levelling. Unfortunetly we do need to hit 100 Restoration, which well never gets easier. I would heavily recommend using your money on trainers when you can (having so many spells seems good but buying them up by the dozen is not cheap) and essentially trying to get yourself up from 45 or so to 90 by training with either Danica Pure-Spring or Florentius Baenius.

    Enchanting is a fair bit easier than Vanilla actually. Summermyst adds over 100 new enchantments to the level lists and world, making it easier than ever to just rack up tonnes of experience via deconstructing Enchantments without even touching the grind. That got me up to about Level 40 (with regular enchanting added in) but it really just depends on how much you enchant otherwise. Now here is another place where our costs for this build start to rise. Buying Soul Gems is expensive, but the only way that Martin is going to be able to find Full Soul Gems. He doesn't have any Soul Trapping spells and I wouldn't enchant one personally as an RP thing, but it is going to be important to enchant items either for yourself or the grind. At least it does give us Speech EXP at a faster rate.

    Alteration is pretty much the same as Vanilla. I had no issues with it to be honest, it levelled up faster if anything but there was no need to grind, spend immense amounts of money or anything similar. Speech is similar to Alteration, no grinding, levelled up faster because of Shout EXP and was relatively easy to level.

    The Amulet of Kings - This is the easiest Noble Phantasm to recreate because all it really needs is for you to choose Speech Perks and to follow the Champion of Kyne quests from Thunderchil in order to increase the power of your Shouts. Together they should be able to triple the magnitude of all Shouts which is pretty great.

    The Robes of the Emperor - These are a bit harder. I couldn't actually use the in-game item (Emperor's Clothes or Robes) so it's technically a Conceptual Phantasm that really just requires you to wear any Robes. What I did was use Alter Self: Resistances to get 25% Fire and Shock resistance and at Level 20, The Human Spirit lets you increase one by 50% (Fire) and decrease another by 25% (Fire). To reach another 25% for each what I recommend is creating a Miracle. If you recall, the Miracle perk in Enchanting allows you to create a single item with three more powerful enchantments. We're going to use that Miracle to give the Robes a boost to Resist Fire, Resist Shock and Resist Frost, which will more than give us that 50%.

    The Shield of the Blades - Again a rather simple and easy one. It requires saving a Blades Shield and enchanting it with Fortify Health and Fortify Block later on.







    Combat as Caster can be broken into a number of different 'forms', each one has different benefit but all revolves around a fairly simple playstyle. Alteration is present in all of them, and Enchanting and Speech are more passive skills that don't have as much of an effect on combat so we're going to be focusing on the uses of Restoration, Block and One-Handed in a character.

    Anti-Undead (Shieldmage) - Alteration, Restoration and Block

    Ordinator and Apocolypse combine to add a plethora of interesting and unique anti-undead spells and effects that really reward this playstyle. Being able to deliver powerful (and sometimes rather slow) AoE effects and other abilities that trigger when Undead are effected by Turn Undead which can be more passively cast, allows for Caster to function extremely well against the dead as a Shieldmage.

    Bone Spirit is a Novice Level spell that forms the basis of this form. It's an extremely powerful spell that operates as an Area of Effect spell that does base 50 damage to all undead in an area of effect of about 10 metres whenever it activates. However the really cool aspect of the spell is that it 'tracks' a target, constantly following it through any barrier (like walls, not wards) and hitting them no matter where they are. The negative is that if you don't aim properly (directly at the target) to start, it won't take effect and it's incredibly slow. You can walk faster than the spell moves when your encumbered. 

    Block, although unperked, is an incredibly useful skill to pair with Bone Spirit because it allows you to stagger-lock enemies to keep them in one place. It's also the best way to simply stay alive after an enemy comes at you trying to impale your poor squishy body on his gigantic Greatsword, but the bashing is more useful.

    Other spells that benefit this form would be Ocata's Recital which allows you to auto-cast three spells whenever you enter combat.  These spells are free, still give you EXP and apply instanly without requiring you to shuffle between dozens of spells when starting out. I personally equipped it with Circle of Strength (absorb Stamina from enemies within the circle), Circle of the Moons (Absorb Magicka from enemies within the circle) and whatever Flesh spell I was using at the time to get a bit of AR happening. 

    Casual Fighting (Spellsword) - Alteration, One-Handed and Restoration

    The idea for this form is that it's more of your general combat form for use against anything other than Undead but won't just one shot you from close range (so mostly animals, humans and other similarly strong enemies) and it isn't that good for fighting Automatons and Dragons or Undead obviously. Here we make use of basically the same spells as the Anti-Undead form but the difference is that now we're mainly going to be using Fast Healing as our main spell so that we can heal at any point. Really the key to making this form work is your enchantment. There are a tonne of really interesting effects that can be achieved wtih Summermyst even with just one enchantment but for me the best enchantment was the Wild Shock Damage or Lingering Fire Damage. The former will randomly do 5 times the base damage sometimes at the cost of being slightly weaker (I think my comparison was 19 to 17 with a 10% chance to do 5 times the damage) and Shock Damage is useful against a large variety of enemies because it's very rarely resisted. Lingering Fire Damage is perfect for hitting something and then just tanking it out, because it does damage every second until combat ends. 

    Anti Dragon (Shieldmage/Warrior/Spellsword) - Alteration, Block, One-Handed and Restoration

    Dragons are a major threat to any character running through the Main Quest and even moreso when you don't really have a decent ranged option to hit them with. It meant that any damage I wanted to do had to come from Shouts or Close Ranged combat and even with enchantments it's hardly easy to deal much damage at close range. Really, the idea of fighting Dragons was more based on whittling them down with Shouts and using Wards to stop their breath attacks. Fire Breath and Frost Breath were by far the more useful but Stormblast (Thunderchild) allows you to essentially add another enchantment to your weapon in the form of a powerful Shock attack that can help do a lot of damage at a faster rate.

    Really what I recommend for Dragons is to fight them alongside other warriors, hopefully ones that have Bows because they're just incredibly tough for Martin to take out. 

    Martin was honestly a rather difficult character for me to Roleplay. On one hand he is a very 'Lawful Good' sort of character and to be never comes across as the sort to want to hurt anyone. Of course he does have a little bit of a history with Daedric Worship but we never really get a good picture of what he did during that period of his life but we do know that he left for moral reasons and then dedicated himself fully to Akatosh. In this build, I wanted to capture this essential quality of Martin. He's never going to steal, murder someone (though he has absolutely no issue killing someone who would hurt an innocent being) or anything otherwise downright immoral.

    Blessing of Fire  - Crusader's Fire - A Lesson in Burning + Circle of Protection

    The Blessing of Fire allows Martin to burn any Undead he fights with a holy fire that's capable of doing mass amounts of damage as long as he can turn them. Combining this effect with spells like Circle of Protection or Guardian's Circle allows him to mass-turn undead anytime they come near him while also doing a consistant Fire Damage to them as they run away.

    Blessing of Time - Enhancing Warrior's Flame + Slow Time

    The Blessing of Time allows Martin to temporarily speed up or reverse time on a nearby target and either heal himself of mutliple attributes, or drain them from his opponents at a rapid rate. Warrior's Flame randomly touches an opponent or ally nearby, and either heals them or drains them of Health, Magicka and Stamina, and when paired with Slow Time and heavily boosted by various effets, becomes a remarkebly deadly effect that makes Martin incredibly difficult to kill. 

    Bounded Field of the Glorius God Akatosh - Guardian Circle, Circle of Protection, Circle of Moons, Circle of Strength, Blessing of Fire and Apotheosis

    The Bounded Field of the Glorius God Akatosh (BFGGA) is perhaps one of the most powerful defensive spells that Martin can use. The idea is that it turns his current location into a towering fortress that makes him nearly undefeatable by anyone who comes inside, especially if they're undead. Guardian Circle, Circle of Moons and Circle of Strength combine so that he's constantly healing himself and drains the Stamina and Magicka of any opponent that gets too close while Circle of Protection and Guardian Circle repel any undead that get too close. Combine that combination with Blessing of Fire, and you've got an incredibly potent anti-undead field operating while Apotheosis acts like Warrior's Flame but instead of only hitting one enemy or ally, hits every single target nearby. 

    This ability can be boosted by Home Mythral (if your inside the radius of the perk any Alteration Spells can be cast well before combat starts), various Potions and also just having a large number of allies to keep you a little bit safer. Ocato's Recital allows you to insta-cast the three non-master Circle Spells as soon as you enter combat and can really shorten the duration of casting this spell and make it a little more accurate. 

    I'd like to thank Phil, Relycs, Chris Diokno, Sotek and DeltaFox for their help over the course of this project. Across this build and my story that paired with it (not sure if I'm continuing it, thus not linked) their help has been incredilby valuable and much appreciated. Because of who I am as a person (someone who likes to work on many things) I probably wouldn't have finished this so soon without that support. 

    If you've got no idea about what this project is, would you mind if I pushed you off over to Deebs Project Thing which is the main hub and information source for everything about this series. Oh and while your following my links, use the Dragonborn1721 tag to check out more of my content.

  • Member
    August 28, 2017

    Damn fine job Deebs, really well done

  • August 28, 2017

    Thanks Chris. 

  • Member
    August 29, 2017

    This looks really good, DB. I still don't understand 100% of it, but I know enough about the mods you're using to know where the changes to vanilla are. The perks are well chosen and thought out, as are the spells you use. Great stuff!

  • August 29, 2017

    Is all the Ordinator (and other mods) stuff more or less well explained? I've got plans for the Fate stuff that should make it slightly easier, but really as long as the core of the build is understandable I'm fine with that. Thanks for dropping in though Phil and I'm glad that you enjoyed it :D

  • Member
    August 29, 2017

    Just the Fate stuff. Everything else is spot on! And somewhat sad, missing TES IV now :D

  • August 29, 2017

    Ah, well that's fair then :) I'm working on something that should kind of help me explain that stuff without detracting from the build itself. Actually I'll start on it right now while a certain TSC Event is still going on :D

  • Member
    August 30, 2017

    Have I... not commented on this yet? Surprising. I could have sworn... never mind.

    As I'm primarily a vanilla player, there is honestly very little that I can say that is meaningful. Presentation here is absolutely on point, the headers, big images, every image is perfectly done. That opening one of Martin and the gold dragon is particularly poignant and looks badass.

    Explanations of Ordinator perks are generally helpful as you can't assume (unlike vanilla Skyrim) that the reader knows what each perk does, and I like how stuff ties together at the micro level - things like Miracle being used on Resist Elemental robes. The build "theme" is also pushed very well - heroic spirit, placed on Nirn again to do stuff, has some pretty badass stuff (I'm acquainted with the general idea of the Fate universe, but not much more), so I have a fairly decent idea of the "concept" of the build.

    What I'm missing is, somewhat, a sense of how everything (perks and gameplay-wise) ties together at the macro level, but I'm willing to chalk that down to lack of experience with Ordinator and Thunderchild.

    More importantly, there isn't a strong sense of progression in this build - which perks are prioritized, how you level Enchanting to that 100 for Miracle, things like that. That said I get the feeling that the build is primarily a showcase and not entirely meant to be played. On the one hand, that means the progression information isn't that important. On the other hand, I'm not sure what the point of a build that isn't meant to be played is.

    Still, it's a pleasant read.

  • August 30, 2017

    Hmm, fair enough Soly. Let me just, think about how to phrase everything.

    So the main concern you have is that everything works, but that it's difficult to see how it works as a build rather than a way to show off the character? I have all of the information, things like skills, perks, the combat style, etc. But really the core gameplay is missing, or that the build isn't really explaining how things work together but just that they do work.

    I think what I tried for here is to explain how the individual parts worked and just kind of hoped that they'd click together for people that are playing Ordinator (because...well I mean otherwise this really is just meant to be an enjoyable read with some pretty pictures) but there is that bit missing that kind of binds it all together isn't there. It's more like, sections of a build that have just been pasted together in a way that makes sense but is really quite impossible to just do.

    I could be taking that wrong though so correct me if I'm wrong. I'll try and work in a few sections, I think a Skills section going into a bit more detail on the skills (rather than the perks) would be useful, maybe a gameplay section as well to talk about non-combat Gameplay. Hmm, I am still getting used to Modded Builds which I think is the main issue here. It'll take a bit for me to get used to I think, and I really need to start thinking about cutting down the word count.

    Right, thanks for dropping in with the critique Soly, very helpful stuff. 

  • Member
    August 30, 2017

    Damn this is really good, Deebs! Liked how you added Fate's roleplay into (Ordinator) Skyrim's gameplay and even explained them with great detail. Artwork is just amazing too. Might have a go with this build if I feel like playing Skyrim again (minus Imperious).

    Okay, now I need to add Fate/Stay Night into my anime watchlist, right after Attack on Titan.