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Wip Build: The Witch Arrow

Tags: #alchemy  #Nature  #Poison Mage  #Bound Bow 
  • Member
    May 9, 2019
    @DB - I personally can't notice the blurry pictures, but will see if sizing a few down helps. Good to know that the theme sticks through out. A lot of it was Dalish Elf art from Dragon Age. I'll be making some more edits this afternoon, planning on getting the Alchemy or Quest section done next.
  • May 10, 2019

    Most of them are fine, and all the ones that look like they're either from, or inspired by, Inquisition look really awesome, love the tarot card style of that game. I'll name the ones that seem blurry to me, but it might be worth getting a few others to jump in and share their thoughts just in case it might be a moniter size problem. Quests, Closing Notes, Gameplay Tips and Alchemical Mixes all seem just a bit blurry to me. 

  • May 10, 2019

    I'm the last person to be able to judge blurriness, but I googled the quest picture of the Dalish elf, because it was a bit less defined than others, and to me there isn't a difference between that and the copy here.

  • Member
    May 30, 2019

    Furrion 17 said:

    Forword: This build was born from my interest in the Dragon Age 2 Merrill specialization "Elven Paraiah" and the Rogue Specialization "Ranger" from Origins. My goal was to use the basis for these classes and meld them into a character that could fluidly embody both at once. I also pulled some inspiration from "The Viridian Witch" build by Oneness. It was one of the first nature builds I played in Skyrim and remains to be one of favorites to this day.

    The resulting outcome of the build is an archer who is capable of controling and supporting multiple animal companions and summons whilst dealing out a devastating amount of poison damage be it from poisoned arrow or spell.

    Moss green eyes locked in a mournful stare. A lingering kiss on the forehead. Gentle hands slowly trailing from a desperate grasp. A Scarlet red cloak fluttering in the wind amidst a wash of silver gold locks. Distant memories of a distant time. Ivriel smothered the last of the smouldering embers in the fire pit and retired for the eve. Tomorrow would yet come and with it more hapless villagers from Ivarstead, wanting her to cure their ailments, bless their crops, mix a them a tonic or breathe new life into an aging and over worked oxen. Each day would bring more of the same linear brevity of everyday life and yet she sensed the winds of change in the air….

    The morning brought with it an amber sunrise and a chilling breeze. The frosted earth crackled under foot like so many pieces of shattered glass, shimmering the colours of liquid gold and topaz. The rift was always beautiful this time of the year with the trees shedding their autumn leaves for the coming winter. As she trekked through the forests foraging for reagents, she found herself wondering how Anise was fairing these days. The elderly Nord woman had found her as a scared little child shivering, freezing and abandoned in the middle of one Falkreaths forests not too far from the witches isolated shack. The witch had taken her in and raised her as her own, something that Ivriel was eternally grateful for. Anise had taught her many things from alchemy and spell craft to the worship of the daedric lord Hircine. Though it was Ivriel who had taught herself how to use a bow at an early age. She could loose her arrows with deadly precision and speed. At first, she had used a haggard old hunting bow but later she had learned summon an ethereal bow from the planes of Oblivion, it was far more deadly, yet she still carried that old hunting bow with her often just in case.

    The stream ahead had a thin layer of ice crusted at it’s edges and a doe was knocking her hoof against it to get to the water beneath. Ivriel approached the animal slowly. So majestic. Ivriel reached out her hand stroked the doe along the neck it’s big brown eyes indolently stared back. A sudden flight of birds broke the quiet. The doe pricked her ears up and a moment later scampered away. It was likely a predator of some sort. A wolf or a sabre cat? Though the recent sighting of a Vigilant of Stendarr in the area had her on edge. Glorified Witch Hunters they care nothing but for their crusade to blot out anything with a sniff of magic, yet the hypocrites use it themselves. So often they would hunt down the innocent well-meaning mage who just wished to hone their craft in isolation. In recent years they had even began to shift their gaze to herbalists and alchemists. The thought that one of the peasants in Ivarstead selling her out for a pouch full of septims had been scratching at the back of her mind, more often than not of late. One of the villagers had always been quite open of his disdain for her, that she was bosmer had only made it worse. If the Vigilant had been boarding at the tavern it was almost inevitable that he would know of her by now, and he likely would not be alone. She stood up bow and unslung her bow. The woods had become eerily quiet, there was trouble afoot. She started back towards her home. The reagents she had gathered would have to suffice today. A rustle in nearby bush caught her attention, then the crack of a twig behind her. She spun around knocking an arrow as she turned. Three hooded figures garbed in robes and mail stood before her.

     

    Race - Bosmer

    Name - Ivriel

    Gender - Female

    Age - 32

    Standing Stone - The Apprentice

    Morality/Personality - True Neutral. Does not follow the Green Pact or Y'ffre's teachings.

     

    Essential

    Ordinator

    Apocalyspe

    Andromeda

    Imperious

    Patron Gods of Skyrim 

    20 pct more Perk Points

    Recommended:

    Alternate Start

    Thunderchild

    Hedge Mage Armor

    Wildcat

    Mortal Enemies

     

     

     

     

    White Phial

     

    A Return To Your Roots

     

    Kynes Sacred Trials

     

    Blessings of Nature

     

    Labrynthian (Diadem of the Savant)

     

    Main Quest (At least to High Hrothgar)

     

    Dragon Born

     

    College of Winterhold Quests

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Early Game Gear:

    • Hunting Bow -  A common yet reliable bow, can be found on bandits or bought from a blacksmith.
    • Iron Dagger - A sturdy dagger good for rubbing with poisons.
    • Worn Travelers Robes - A set of worn out hedge mage robes that can be easily crafted at a tanning rack with common components (leather, leather strips, iron ingots and a piece of linen wrap). 

    Mid to End Game Gear:

    •  Bound Bow - Ivriel is able to conjure an ethereal bow from oblivion to strike down any in her path.
    • Nettlebane - A crudely crafted dagger found on a hagraven. Ivriel only uses this with paralytic poisons.
    • Miraak's Staff - The staff of a defeated dragon priest. Ivriel can use it to lay "vines" in the path of foes. 
    • Miraak's Robes - The boots and gauntlets combined give Ivriel a 10% chance to absorb spells ans the robes cut the cost of all spells by 15% and give 100% increase to magic regeneration.
    • Diadem of the Savant - This elusive circlet can be found in Shalidors Maze and will grant Ivriel a 5% spell cost reduction
    • Kynes Token - An amulet gifted by the godess Kynareth herself. Damage taken from animals is reduced by 10%. Bows now do 5% more damage.
    • Ring of Pure Mixtures -

    Other Items:

    • Black Book - Companions Insight
    • Black Book - Mora's Agony
    • The White Phial - Resist Magic or Restore Health.

     

     

    Spells(Apocalyspe Spells and CC content are marked with *)

    Restoration

    • Horrid Wilting*
    • Leech Seed*
    • Poison Rune
    • Necroplague*
    • Carrion Wind*
    • Decompose*
    • Tree Rings*
    • Healing Blossom*

    Conjuration

    • Conjure Familiar
    • Conjure Cat Totem*
    • Conjure Bear Totem*
    • Pride of Hirrstaag*
    • Bound Bow

    Alteration

    • Ocato's Recital*
    • Flesh Spells (Ironflesh etc)
    • Wither*
    • Paralyze
    • Paralysis Rune*

    Destruction/Illusion

    • It is worth noting here that these schools are trained and perked but no spells are used.

    Shouts

    • Animal Allegiance
    • Kyne's Peace
    • Unrelenting Force
    • Bend Will
    • Whirlwind Sprint
    • Cyclone
    • Earthquake*

     

    • Potions
    • Dragon Spite - Fly Amantia, Snow Berries and Thistle Branch. (Resits Fire and Frost).
    • Healer's Tincture - Blue Mountain Flower, Yellow Mountain Flower and Salt Pile. (Fortifies Health and Restoration).
    • Sorceress’s Draught - Garlic, Salmon Roe and Red Mountain Flower. (Fortify and Regenerate Magicka).
    • Stalwart Medicment - Wheat and Blue Mountain Flower. (Fortify and Restore Health).
    • Ranger's Heart - Canis Root, Juniper Berries and Namira's Rot. (Fortify Marksman, Regenerate Health).
    • Witch's Ward - Bone Meal, Lavender and Tundra Cotton. (Fortify Conjuration and Resist Magic).
    • Poisons 
    • Torpor - Deathbell, Chaurus Eggs and River Betty. (Slow, Weakness to Poison and Damage Health).
    • Serpents Kiss - Mora Tapinella, Imp Stool and Canis Root. (Lingering damgage health and Paralysis).
    • Magebane - Hanging Moss, Namira's Rot and Blue Butterfly Wing. (Damage Magicka Regeneration and Magicka).
    • Warlocks Ire - Torchbug Thorax, Swamp Fungal Pod and Scaly Pholiata. (Lingering damage Magicka and Weakness to Magic).
    • Warrior's End -  Wheat, Creep Cluster and Salt Pile. (Damage Stamina regeneration and Weakness to Magic).
    • Ravager - Spawn Ash, Scathcraw and Skeever Tail. (Ravages Health, Magicka and Stamina). 
    • Special Posion 
    •  Lifestream - Blue Mountain Flower, Blisterwort and Hanging Moss. (Decrease Magacka Regeneration, Restores and Fortifies Health). Note this poison requires companions insight and a weak bow and arrow to deliver it, as it is meant for healing wild companions.

    Attributes: 2:1:2

    Major Skills

    Alchemy  - Taught from a young age to use all that Nirn provided for her. Ivriel has been experimenting with alchemical reagents for years, and has thus become a master alchemist in her own right.

    Perks of Note:

    • Lab Skeever - For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 25% stronger.
    • Maenad - Magicka and Stamina are increased by 50 points when you are under the effect of a beneficial potion or ingredient, but reduced by 25 points when you are not.
    • Witchmaster - When you use a beneficial potion or ingredient, 50% chance to receive a powerful side effect, randomly chosen from a range of 40 side effects.

    Conjuration - Being at one with the creatures of nirn, Ivriel can summon powerful spirit animals to aid her in battle. She also can manifest an arcane bow to strike down those who would mean her harm.

    Perks of Note:

    • Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
    • Summon Resist - Friendly conjured Daedra and other non-undead minions within 75 feet gain 50% magic resistance and 300 points of armor.
    • March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions.

    Archery - Ivriel taught herself to handle a bow from a young age. Her Bosmeri blood and keen eyes giving her a natural edge at marksmanship. Not only that but she also learned to bind her spells to the arrows she would loose

    Perks of Note:

    • Ranger - Can move at full speed with a drawn bow.
    • Lions Arrow -  Grants the "Lion's Arrow" power: use it to store the spell you are dual casting. Shooting a fully drawn bow in combat also releases the stored spell in the direction of the crosshair. Only works with spells that affect other targets.
    • Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.

    Restoration - Taught to harness the essence of nature itself Ivriel can heal just as easily as she can harm. knitting the wounds of those around her or subduing foes with powerful toxins.

    Perks of Note:

    • Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
    • Sacred Guardian -  Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Health are automatically healed 150 points. This effect has a 30 second cooldown per target.
    • Plague Doctor - Radiate a zone of pestilent death that reduces the poison and disease resistance of enemies approaching within 40 feet by 50% for 30 seconds.

    Minor Skills

    Speech - Growing up in the wilds Ivriel has a strong connection to all kinds of wildlife. She also is able to use the Thu'um to restore some vital energies when needed.

     Perks of Note:

    • 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.
    • Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the "Release Companion" power to release your Wild Companion. (The Bosmer Racial power "Beast Tounge" allows you tame a second animal follower).
    • Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.

    IllusionIvriel is able to inspire her animal's tamed or summoned to fight with greater tenacity and never flee.

    Perks of Note:

    • Commanding Presence - In combat you radiate an aura of mystical nobility that touches all allied creatures and people within 40 feet. Those affected gain 20% attack damage and 20% chance of a critcal strike.
    • Crown of the False King - Commanding Presence also increases armor by 80 points and magic resistance by 20%

    Alteration - Through the use of Alteration Ivriel has learned to manipulate nature itself. She can turn her flesh hard as iron, and even use knowledge from the school to empower all other magics.

    Perks of Note:

    • Mage Armor - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
    • Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
    • Wellocs Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, etc). The chosen magic effects will activate when you are affected by the chosen spell type.

    Destruction - Having learned the basics of destruction magic Ivriel is able to inscribe multiple noxious poison runes further away.

    Perk of Note:

    • Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time.

     

     

    Way of the Witch Arrow:

    Light and dark.

    Fire and ice.

    Life and death.

    In all things there is an antithesis.

    To heal, one must understand what ails.

    To take a life, one must first understand what gives it.

    Thus is the way of the Witch Arrow.

    Balance in all things.

    Fore without balance there is imbalance.

    And imbalance, whether for good or ill, serves the few, whereas balnce serves the many.  

    Bitter Mercy - Welling Blood + Lion's Arrow + Torpor (Poison)

    Striking her enemies with blood magic and poisoned arrows, Ivriel will often fell weaker foes with one loose of her bow.

    The Thorn Within - Wingstrike + Alkahest + Bottomless Cup

    Lashing out hard with her bow, Ivriel gains a damage boost against her target and also bypassess much of their armor with her corrosive poison.

    Death Blooms Eternal - Decompose + Wild Companions

    Ivriel infects a target with powerful toxins that transfers the targets life force to herself and her tamed companions.

    Tooth and Claw - Paralysis (Rune,spell or Serpents kiss (poison) + Summons and Wild Companions

    Inducing her foe with paralysis, The victim is helpless to stop Ivriel's creatures tearing into them.

     The Wild Hunt - Fear Poison + Wild companions and Summons

    Ivriel laces her arrows with a concoction which sets foes fleeing. Her beast's then run the target down.

    Tears of the Fallen - Poison Runes +Paralysis (Rune, Spell or Poison) + Necroplague

    Carefully setting the field with well placed runes, Ivriel can whittle the life force away from her enemies, while skirting them with her bow. Any who fall are then infected with a necrotic poison that passes on to other enemies who come near. 

    Nature's Bulwark - Ocato's Recital (Flesh Spell, Tree Rings, Healing Blossom)+Welloc's Dormant Arcana+Mage Armor

    Channeling the earth around her, Ivriel can use the essence of nirn itself to form a powerful protective layer around her body. Increasing vitality, regeneration, and armor rating.

    Nirn's Due -  Healers Tincture (Potion) + Poison Runes + Miraak's Staff + Blood Boil

    Ivriel casts several poison runes in the path of advancing foes, and then calls upon the roots of nirn itself to hold and poison them while she unleashes a devastating display of blood magic.

     

     

     

     

  • Member
    May 30, 2019

    How the flip did i just do that :P Well the alchemy and Abilities sections are complete now anyway