The Betrayed Elf
This is my first build, please leave pointers where you think are necessary
Born near the time of the empire’s fall to the Thalmor, the Elf grew up experiencing a lot of the propaganda of the Altmer. To him they were heroes, taking action against the weaker imperial army. That was until one day. Shortly after he became an adult by Dunmer standards he enrolled to be a courier for the Thalmer, delivering special packages to and from the provinces. However he was betrayed by the high elves on his journey to Skyrim; they had grown weary of him and untrustworthy and they suspected him a spy. Upon arriving at Skyrim’s boarder a group of imperial soldiers ambushed him and he was sent to Helgen. It was here he was exposed to the true nature of the Altmer; as he found it was not the empire, but the cursed Thalmer who orchestrated the entire thing. Feeling betrayed and finding out that all his beliefs of the high elves were false, rage boiled inside of him as he planned on escape.
Unable to put his plan into action before the block, the Elf directed his hateful expressions not to the imperials but to the Thalmor. Alduin. The Elf is smart enough to know that this incident was not mere luck, but fate; upon leaving Helgen the Elf plots his revenge.
*Sorry about there being no pictures, something went wrong :s
Race: Dunmer, for racial abilities and role-playing
Equipment: Unenchanted (purely because of necromage enchantments being way better) vampire armor (red or grey decals)
Major skills: Destruction, Conjuration, Alteration, Enchanting
Minor skills: Restoration, Sneak, Illusion
Spells: All major magic school spells. I recommend specializing in shock in the destruction tree as it does more damage and weakens mages, then going fire as it is useful against undead. Ice is really useless as many enemies are resistant to it e.g. Nords who inhabit most of Skyrim, vampires (Nord ones are especially resistant), frostbite spiders etc. etc.
Stat placement: 5/5/0
Perks – sorry about the level, hard to work out with all the perks
Destruction Novice to Master
Augmented shock 2/2 (fire is optional)
Dual cast
Impact
Alteration Novice to Master
Magic resistance
Atronach
Stability (optional)
Conjuration Novice to Master
Dual cast
All other perks on LEFT side of tree
Sneak Stealh 1/5
Light foot
Silent roll
Enchanting Enchanter 5/5
Insightful enchanter
Corpus enchanter
Extra effect
Restoration Novice
Regeneration
Necromage
Illusion Novice
Animage
Kindred Mage
Quiet Casting
*Please note* this build is very much a completionist play through and I would recommend leveling up Destruction, Enchanting and conjuration 1st.
Factions
This is my favorite section as I have included all factions, with a cool story!
Dark Brotherhood: Assassins would be useful to take out higher ranking members in the Thalmor ranks, plus it gives you a chance to eliminate that weak leader, who allowed the empire to fall. RIP Titus Mede II
Companions: There are no greater warriors than the fearsome Companions, lycanthropy will be a useful weapon against the Altmer
Theives guild: Money will be important for paying for arms and mercenaries
College of Winterhold: mages will be a powerful ally, and the Atronach Forge can be used to summon powerful armor and weapons to trump that of the elves.
Imperial Army: The Stormcloaks may be known in Skyrim, but they hold little ground in the rest of Tamriel. You will rebuild the great empire (plus Ulfric is a racist brat)
Daedric Quests: There are powerful artifacts; they must be hoarded in order to gain an upper edge in battle.
Volkihar Vampires: they may be less technologically advanced than the Dawnguard, but with a little practice they will grow to unimaginable power.
Special abilities:
Wrath of Morrowind (requires firestorm, wall of flames, ancestors wrath, slow time and fireball) You cast slow time, then switch to Ancestors wrath, firestorm the wall of flames 360 degree style and the cast fireball at any remaining enemies.
Lightning Storm (requires lightning cloak, lightning storm and storm call) the skies open up, granting you the strength of the storm, lightning encloses you and you emit a powerful wave of storms.
Roleplaying Tips
This character has abandoned most of his morals, he won’t kill everyone but will definitely not hesitate to kill anyone with any items that could be useful.
When designing the character don’t make him buff, he is thin and sickly from devoting all his time to revenge.
Thanks for reading guys and have a good one!
The Betrayed Elf
This is my first build, please leave pointers where you think are necessary
Born near the time of the empire’s fall to the Thalmor, the Elf grew up experiencing a lot of the propaganda of the Altmer. To him they were heroes, taking action against the weaker imperial army. That was until one day. Shortly after he became an adult by Dunmer standards he enrolled to be a courier for the Thalmer, delivering special packages to and from the provinces. However he was betrayed by the high elves on his journey to Skyrim; they had grown weary of him and untrustworthy and they suspected him a spy. Upon arriving at Skyrim’s boarder a group of imperial soldiers ambushed him and he was sent to Helgen. It was here he was exposed to the true nature of the Altmer; as he found it was not the empire, but the cursed Thalmer who orchestrated the entire thing. Feeling betrayed and finding out that all his beliefs of the high elves were false, rage boiled inside of him as he planned on escape.
Unable to put his plan into action before the block, the Elf directed his hateful expressions not to the imperials but to the Thalmor. Alduin. The Elf is smart enough to know that this incident was not mere luck, but fate; upon leaving Helgen the Elf plots his revenge.
*Sorry about there being no pictures, something went wrong :s
Race: Dunmer, for racial abilities and role-playing
Equipment: Unenchanted (purely because of necromage enchantments being way better) vampire armor (red or grey decals)
Major skills: Destruction, Conjuration, Alteration, Enchanting
Minor skills: Restoration, Sneak, Illusion
Spells: All major magic school spells. I recommend specializing in shock in the destruction tree as it does more damage and weakens mages, then going fire as it is useful against undead. Ice is really useless as many enemies are resistant to it e.g. Nords who inhabit most of Skyrim, vampires (Nord ones are especially resistant), frostbite spiders etc. etc.
Stat placement: 5/5/0
Perks – sorry about the level, hard to work out with all the perks
Destruction Novice to Master
Augmented shock 2/2 (fire is optional)
Dual cast
Impact
Alteration Novice to Master
Magic resistance
Atronach
Stability (optional)
Conjuration Novice to Master
Dual cast
All other perks on LEFT side of tree
Sneak Stealh 1/5
Light foot
Silent roll
Enchanting Enchanter 5/5
Insightful enchanter
Corpus enchanter
Extra effect
Restoration Novice
Regeneration
Necromage
Illusion Novice
Animage
Kindred Mage
Quiet Casting
*Please note* this build is very much a completionist play through and I would recommend leveling up Destruction, Enchanting and conjuration 1st.
Factions
This is my favorite section as I have included all factions, with a cool story!
Dark Brotherhood: Assassins would be useful to take out higher ranking members in the Thalmor ranks, plus it gives you a chance to eliminate that weak leader, who allowed the empire to fall. RIP Titus Mede II
Companions: There are no greater warriors than the fearsome Companions, lycanthropy will be a useful weapon against the Altmer
Theives guild: Money will be important for paying for arms and mercenaries
College of Winterhold: mages will be a powerful ally, and the Atronach Forge can be used to summon powerful armor and weapons to trump that of the elves.
Imperial Army: The Stormcloaks may be known in Skyrim, but they hold little ground in the rest of Tamriel. You will rebuild the great empire (plus Ulfric is a racist brat)
Daedric Quests: There are powerful artifacts; they must be hoarded in order to gain an upper edge in battle.
Volkihar Vampires: they may be less technologically advanced than the Dawnguard, but with a little practice they will grow to unimaginable power.
Special abilities:
Wrath of Morrowind (requires firestorm, wall of flames, ancestors wrath, slow time and fireball) You cast slow time, then switch to Ancestors wrath, firestorm the wall of flames 360 degree style and the cast fireball at any remaining enemies.
Lightning Storm (requires lightning cloak, lightning storm and storm call) the skies open up, granting you the strength of the storm, lightning encloses you and you emit a powerful wave of storms.
Roleplaying Tips
This character has abandoned most of his morals, he won’t kill everyone but will definitely not hesitate to kill anyone with any items that could be useful.
When designing the character don’t make him buff, he is thin and sickly from devoting all his time to revenge.
Thanks for reading guys and have a good one!