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Character Build: The Daywalker

Tags: #Character Build Spellsword  #Character Build Nightblade  #Character Build Vampire  #Rank:Recognized 
  • January 20, 2013

    The Daywalker

    The Lost Lore

    It all began in the beginning of the first era. The Bosmer had just made their pact with Y'ffre. Unfortunately some of the Bosmer did not accept the Pact, instead feasting on meat of all kinds, including those who were sentient. In anger, Y'ffre cursed all of the Bosmer with a…sentient parasite. She sent upon the beastfolk this bug. The creature would then subconsciously put itself into the paths of all Bosmer, inciting aggression against those mer. When the Bosmer easily killed this Harbinger and feasted, as was a rule of the Bosmer's pact. The parasite entered the body of the victor. From there, it attached to the brain, and leeched the knowledge and skill of it's new form. To sustain itself, it would make the form to partake in what is now thought of as vampiric tendencies. These tendencies, as the parasite discovered, evoked anger and fear in it's surroundings… It quickly adapted. When endangered, the parasite would wall itself up in a durable membrane, and force it’s way out of an opening. It would float until it found a beast or beast-like form to inhabit. Y’ffre did not plan for this, and so Nirn was cursed by this parasite…It knew Aedra had slipped up.
    And so the cycles began. Abilities, knowledge, skills, everything was recorded inside the parasite's mind. Most of these sentient little bugs became overzealous and the carrier would be killed before it could escape. Those that did not actively lust after knowledge were revered by vampires for one reason: the parasite seemed to be a vampire who could survive the sun. Vampires everywhere saw the Daywalker -a name they gave to the parasite- as a transcendence into something greater. When they found they could not transcend, they would call the carrier a heretic out of jelousy, and quickly killed the body before the parasite could flee. Everyone thought the Daywalkers died out...they are wrong....

    The Legacy

    10 mer...50 men....No beastfolk, for they are the harbingers, not the carriers. I am the last of my kind. many times I had to flee my carrier when people began to get suspicious. I am as ancient as the Eras. Unlike my brethren, I knew the consequences of knowledge. I have filled many rolls in my life: A physician and a cook, a bookseller and a soldier, a teacher and a student, an officer of the law and a thief, a murderer and a priest, an alchemist and a farmer. I have always kept one thing in my mind...Knowledge is power. My goals are The Elder Scrolls. Not just one, all of them. The infinite knowledge they possess will finally put my lust at rest. I have turned to Hermaous Mora himself for aid in this quest, and I will be damned if anyone stands in my way...But now…now you have learned my secret, so now you are my dinner...

    Race: Vampire
    Stone: Any of the Guardian stones for leveling, then Advanced Lady
    Major Skills: One Handed, Block, Alteration, Sneak, Speech
    Minor Skills: Archery, Restoration, Destruction, Conjuration, Illusion
    Temporary Skills: Enchanting, Smithing, Alchemy
    Weapons: Blades Sword then either Nordic or Ebony Sword
    Gear: Ulfric’s Clothes/NobleClothes and Fur-lined Boots
    Essential Quests: Book of Love, Heart of Dibella, No Stone Unturned, Frostflow Abyss, all Black Books, Discerning the Transmundane
    Optional Quests: A Return to Your Roots, Unfathomable Depths

    One-handed is the Daywalker's offense, as well as his defense through Block. He uses only a sword; No spell, no shield, nothing is equipped to his other hand when he enters combat. Like a snake, the Daywalker waits for the perfect moment to strike. With Quick Reflexes, you gain a feeling of the Daywalker's innate, vampire-like abilities while the bash skills are a testament to his skill with a blade.

    Alteration is one of the Daywalker's few defenses. Before combat, the Daywalker hardens his skin to nigh impenetrable toughness. With rigorous study into this school of magic, the Daywalker has learned how to enhance it's flesh spells to give more protection when not wearing armor. Though the Daywalker refrains from using anything while fighting, it is known to draw from the Khulari vampire clan and paralyze prey when it is needed.

    Sneak is The Daywalker's main support. Along with Archery and Conjuration, the Daywalker can summon a bow when ever it is needed to deliver the first lethal strike to his enemies from the darkness. When danger is eminent, the Daywalker can slip into the shadows and lose any pursuers. 

    The Daywalker has studied all schools of magic, gaining various benefits from each. It has learned how to harness the death-like state it sets the carrier in to enhance it's power, how to control the elements to force more power into it's blade, and how to cast even the loudest of spells as silent as death.

    Through Hermaeous Mora's guidance, the Daywalker has learned how to re-wire it's own mind. When the parasite has crafted what the shell needs to defend itself, it re-works the brain's circuitry to allow for more focus on it's offensive and defensive abilities.

    The Daywalker has leeched many skills and abilities from it's various hosts: some of them were priests, and the blessing was carried over with the parasite, the life as a sailor has taught it how to heal better, while it's life as a thief gave it luck while acquiring money. Even it's lives as a smith and alchemist has carried over, giving it knowledge from techniques long past.

    How to become a Daywalker

    To represent the Daywalking capabilities, you would of course enchant various pieces of gear with Fortify Magicka, Health, and Stamina. When done at 100 Enchanting, and Necromage, the amount is around 77 points to each, so only one of each of these enchantments are needed. The full list of gear with enchantments will be provided below.


    Another part, and probably the most important, is to use an Advanced Stone. What is an Advanced Stone? The Advanced Stones were found by Mason through his 'quest' for the perfect Sentinel, and they can house great power for those who activate them. To get this power, you must brew a couple of restoration potions. One that is just a restoration potion, while another has an extra effect to it. Like Mason said in his Obsidian Sentinel build, the ingredients can easily be found as you leave Helgen. Abacean Longfin, Cyradilic Spadetail, and White Cap to be specific. My potions ended up at roughly 25%, and then 36% when I drank the second potion, and my regeneration was faster, albeit not much, than normal regen. You can exploit this if you wish, but I chose to keep it low to keep enjoyablity.

    Skills
    Level 30 spread: http://skyrimcalculator.com/#245839
    Level 60 spread: http://skyrimcalculator.com/#245833
    Level 81 (before re-wire) spread: http://skyrimcalculator.com/#243507
    Level 81 (after re-wire) spread: http://skyrimcalculator.com/#243502

    I have given two level 81 perk spreads for one reason: Black Book: Waking Dreams. As most of you know, it can 're-wire' your character's skills with this book. You may plan to re-wire earlier if you wish, but I was nearly to 81 when Dragonborn came out, so I waited until said level 81.

    Thanks to Henson for help with the details, Vix helping with the lore, Ben C for his ever helpful criticism, and Ponty for the screenshots.

  • Member
    January 20, 2013
    Very well put together, and it sounds really fun. I have only 1 question though, is there a specific race he should be? (I think you mentioned Bosmer but I forgot)
  • January 20, 2013

    I do love the concept of a daywalker...

    I was a little disappointed with how this turned out though if I'm honest...

    "To represent the Daywalking capabilities, you would of course enchant various pieces of gear with Fortify Magicka, Health, and Stamina. When done at 100 Enchanting, and Necromage, the amount is around 77 points to each, so only one of each of these enchantments are needed. The full list of gear with enchantments will be provided below."

    This doesn't represent a Daywalker, all you are doing here is improving health, stamina or magicka. What's the point of having more stats if they recover at snails-pace and stop you 'daywalking'.

    I thought the concept of a Daywalker that everyones been talking about was to set-up the character to overcome the suns effects. I see you included the lady stone but how much did that help you during daytime combat?

    I like the lore and the backstory etc, but the concept of creating a strong 'daywalker' seems to have been lost unless I've missed something...

  • January 20, 2013

    Let's add some numbers to this. I'm only gonna work with combat regen, let me know if you want for out of combat as well.

    Say we have a character with 400 health as a stage 4 vampire (460 as a non-vampire).

    The Lady Stone ends up at 45%.

    • 36% potion (your reported number) ends up at 45% with necromage, Lady Stone = 36%, 45% with necromage

    The way I see it you have a couple of ways to go. I'm gonna list 4.

    1. Health enchant (77 health)
    2. Bought health regen enchant (62%)
    3. Health regen enchant (38%)
    4. Health & health regen enchant (77 health and 38%)

    Let's see how they do on health/sec. All of these are with 400 health, unless noted otherwise.

    • Regular health regen (460 health) is: 2.25 hp/s
    • Health regen with adv. Lady Stone is: 0.88 hp/s

    Let's add the enchants, in the same order:

    1. 477 health: 1.05 hp/s
    2. 62% health regen: 2.10 hp/s
    3. 38% health regen: 1.63 hp/s
    4. 477 health & 38% health regen: 1.94 hp/s

    As can be seen, the store bought 50% enchantment (of revival) is the best for health regen. But using your own enchants you overcome the health deficit and keep the regen almost comparable (but not quite). There is one last combination, extra health and a storebought health regen enchant.

    • 477 health & 62% health regen: 2.5 hp/s

    More powerful than a regular enchantless human.

    Use this information if you want to, and feel free to ask me if you need more.

  • Member
    January 20, 2013

    What about 100%? You took extra effect so it would not be too difficult if you used enchanted gear. You could even use Namira's Ring, it would give you +50 health and stamina, and +50% health regen (these could be boosted with necromage?). If you took 100% you would be at standard regeneration during the day and at night you would be pretty powerful. Also if you took light armor wind walker would give you another 50% (62% with necromage) regeneration. Just a few ideas

  • January 20, 2013
    I'm of the same mind as Mason, it's a good build and then some. But I don't see a Daywalker.
  • Member
    January 26, 2013

    Nikolaj, you are awesome. I like the way you break down info.

    This is what makes a vampire walk in the day with heightened regenerations. I am not versed in the whole restoration and advanced stones thing, but this is awesome for a vampire build. +1 man, sorry it took so long!

  • January 31, 2013
    Wait... Why isn't my like here? I'm sure I liked this before...
  • March 15, 2013

    I can't believe I never noticed this before. Good work! 


    ....More people need to make Argonians though....