When I first joined the blog, it was because of all the interesting and unique character builds that everyone had posted and I wanted to be able to add to that list someday. Now, this is my first build on the blog so any criticisms will be greatly appreciated. This build requires a few items from the Dragonborn DLC to be most effective so there might be a few spoilers along the way. Now without further ado, I present to you....
The Dark Shaman
You are a renegade of the Reach. Subterfuge is your tool, confusion your ally. Wielding your poisonous axe and shaman staff, few have ever survived your dance of madness. Those that have only speak in delirium, unsure if what they’ve experience was even real, questioning their very sanity. Man or Myth?
That is the art of the Dark Shaman.
The Dark Shaman is a native of the Reach. Born within the slums of Markarth under the oppressive rule of the Nords, the Dark Shaman left to join the Forsworn at a young age. Trained in the arts of Guerrilla warfare and hedge magic, the Dark Shaman is able to commune with the spirit world and manipulate the minds of his foes. When forced into close combat, the Dark Shaman wields a poisoned war axe and strengthens his body with medicine and magic.
The Build
Race: Breton
Stone: Lord or Steed
Stats Distribution: 2/3/0
Gear: Cultist Robes, Vokun, Forsworn Gloves and Boots, Ahzidal's Ring of Arcana, and Necromancer Amulet.
Weapons: War Axe, Miraak's Staff, Eye of Melka, and Staff of Hag's Wrath.
Shouts: Cyclone, Marked for Death, Drain Vitality and Slow Time
Scrolls: Flame/Poison Cloaked Spiders, Exploding Flame/Poison Spiders, Mind Control Spider.
There is more than 1 way to poison your enemies.
Major Skills
Conjuration: The Dark Shaman is able to call forth the spirits of Oblivion to aid in his ambitions. The Spirits of Fire and Earth are at the Shaman's Beck and Call.
Key Spells: Soul Trap, Conjure Familiar, Flame Atronach, Flaming Familiar, Ash Spawn, and Ash Guardian
Illusion: The Shaman is able to manipulate enemies into paranoia to force them to turn on each other or spread hysteria and mass panic.
Key Spells: Frenzy, Frenzy Rune, Rout, and Mayhem
Alchemy: Entheogens and Toxins are key aspects of the Dark Shaman's Arsenal, used to bolster the power of Hedge Magic and weaken enemies.
Minor Skills
One-Handed: Skilled in the use of war axes, the Dark Shaman uses bleeding damage to further the effectiveness of each strike and spread debilitating poison.
Alteration: The Dark Shaman is able to use the spirits of earth to fortify his defenses and stop enemies in their tracks.
Key Spells: Detect Life/Dead, Paralyze, Ash Shell, Ash Rune, and Dragonhide
Destruction: Utilizing the spirits of fire and wind, the Dark Shaman is able to instill fear and force back enemies.
Key Spells: Ignite, Whirlwind Cloak, Flame Cloak, Fireball
Perk Spread
Game Play
Essential Quests: MQ (Until Season Unending), Dragonborn MQ, College of Winterhold, The Forsworn Conspiracy/No one Escapes Cidna Mine, The Affair of Hagravens, A Return to Your Roots, Unearthed, Blood on the Ice, Repentance, Civil War (Imperial Side), A Scroll for Anska and all Black Book quests.
I’ve noticed that a lot of builds that use the same skill sets as this one revolve around sneaking or ranged combat for the majority of combat. I wanted something a little different than that with this build by creating something that was able to attack from a distance but also be able to run into battle without having to break character or worry about being overwhelmed. This build uses the crowd controlling powers of Illusion, Conjuration and Alteration to their limit with spider scrolls and alchemy to further that goal of complete control in any situation.
Destruction is also taken as a means to dish out some extra DPS as fire is another instrument of the Dark Shaman’s arsenal with most of our conjuration spells having resistance or immunity to it so there is little to no risk of hurting your allies. Another tool that is utilized in this build is the bleeding affects of war axes. The amount of damage this does is often ignored but with the guerrilla tactics of hit and forget, the extra damage is perfect for ensuring that a target stays down after a few good swings.
Finally, there is Alteration. While primarily used for the Shaman’s main defensive skill, there are also the offensive and reconnaissance spells that aid the Shaman in his mission. As the Shaman’s defenses are often times lower than most, the use of detect life/dead are both important tools to prevent any unseen enemies in the distance so as to better prepare your defenses. Paralysis are used primarily on foes that stray to close for comfort and Ash shell/rune on far targets to remove them as a threat until you can confront them at full force.
The number one focus of this build in combat is crowd control. We will utilize every available resource at out disposal in order to control and handle any and all situations. Conjuration is used primarily to draw attention away from ourselves while attacking with a poison while ranged combat is encouraged for enemies immune to poisons and, at low levels, illusion.
The spider scrolls, while not powerful on their own, are dangerous when teamed up with conjuration and illusion spells. Having a total of up to 6 flame/poison cloaked spiders while also having a conjured spell tank for them will put most enemies down in no time. Other spider scrolls that have great synergy with this build are exploding spiders and mind control spiders. Exploding spiders are able to inflict damage to all enemies, regardless of enemy immunities, meaning that enemies such as the undead and dwarven automatics are able to be damaged by exploding poison spiders. Mind control spiders are used to control human and animal enemies should you run out of magic but undead and automatics are, unfortunately, immune to their charm.
Another useful tool from Dragonborn is Ahzidal's Ring of Arcana gotten during the course of the Unearth quest. The ignite spell carried by the ring is both cost effective and highly damaging when coupled with Aspect of Terror. This spell does great DPS and stacks with the constant fire damage this build is capable of dishing out.
Finally, there is Miraak's staff. This staff is capable of creating a powerful wall spell that staggers enemies and poisons them making it a powerful tool. This staff becomes the corner stone of this build by allowing multiple enemies to be stunlocked at once. This provides some great protection for cloaked spiders to charge in and start stacking damage.
Now, the Dark Shaman is, in a sense, a Forsworn so their motive is also yours. The main quests of this build are about removing the Silver-Bloods from Markarth and aiding the natives of the Reach. A quest that is important to do right away is the Forsworn Conspiracy/No one escapes Cidna Mine. The Helmet of the Old Gods offers a small magic boost, which is helpful at low level until it can be replaced with Vokun. Another useful, if only minor, quest to do in the Reach early on is the Affairs of Hagravens from Blind Cliff Cave to get the Eye of Melka staff so you can have a decent form of range combat if you run out of magic. The MQ is taken up to Season Unending, giving Markarth to the Stormcloaks. This allows for Thongvar Silver-Blood to be banished when Markarth is reclaimed by the Imperials, making it clear of all Silver-Bloods.
Entheogens
Spiritual Rebirth: Fortify Illusion + Magic Regeneration
Dragon's Tongue + Dwarven Oil +Garlic
Briarheart Strength: Fortify One-Handed + Fortify Marksman
Canis Root + Hanging Moss + Juniper Berries
Old God's Protection: Fortify Alteration + Restore Magic
Giant Lichen + River Betty + Grass Pod
Hedge Magic: Fortify Destruction
Nightshade + Glowing Mushrooms
Toxins
Old God's Judgement: Paralysis + Lingering Damage Health + Damage Health
Human Flesh + Imp Stool + Orange Dartwing
Hagraven's Fury: Weakness to Poison + Weakness to Fire
Deathbell + Bleeding Crown + Juniper Berries
Spider Bite: Weakness to Poison + Ravage Health
Bleeding Crown + Giant Lichen + Cyrodilic Spadetail
Demoralized Will: Damage Health + Damage Magic + Damage Magic Regeneration
Human Heart + Nightshade + Hanging Moss
Special Moves:
Along Came a Spider
Caught within the spider's web
The poison takes it's toll
As the spiders slowly feast
Upon the captured souls.
Spider Bite + Poisoned Cloaked Spider + Miraak's Staff
Dancing Flames
The dancer of fire does rise
As the fuel is added to flames
Leaving not the body
Of the unlucky lives it claims.
Hedge Magic + Hagraven's Fury + Flame Atronach + Fire Ball/Ignite
Roaring Earth
A Cloud of Sand does rise
As do the earthly bound
As the spirit is given form
From the lofty ground
Cyclone + Ash Spawn + Ash Guardian (w/ Heart Stone)
The Shaman stands at the ready.
Well, that's my first build. If anyone has any advice/criticisms on how I can improve this, please leave a comment.
I'd like to give a special thanks to Lanius and ZuperCreeper for providing me with the screenshots and perk layout you guys are awesome.
When I first joined the blog, it was because of all the interesting and unique character builds that everyone had posted and I wanted to be able to add to that list someday. Now, this is my first build on the blog so any criticisms will be greatly appreciated. This build requires a few items from the Dragonborn DLC to be most effective so there might be a few spoilers along the way. Now without further ado, I present to you....
The Dark Shaman
You are a renegade of the Reach. Subterfuge is your tool, confusion your ally. Wielding your poisonous axe and shaman staff, few have ever survived your dance of madness. Those that have only speak in delirium, unsure if what they’ve experience was even real, questioning their very sanity. Man or Myth?
That is the art of the Dark Shaman.
The Dark Shaman is a native of the Reach. Born within the slums of Markarth under the oppressive rule of the Nords, the Dark Shaman left to join the Forsworn at a young age. Trained in the arts of Guerrilla warfare and hedge magic, the Dark Shaman is able to commune with the spirit world and manipulate the minds of his foes. When forced into close combat, the Dark Shaman wields a poisoned war axe and strengthens his body with medicine and magic.
The Build
Race: Breton
Stone: Lord or Steed
Stats Distribution: 2/3/0
Gear: Cultist Robes, Vokun, Forsworn Gloves and Boots, Ahzidal's Ring of Arcana, and Necromancer Amulet.
Weapons: War Axe, Miraak's Staff, Eye of Melka, and Staff of Hag's Wrath.
Shouts: Cyclone, Marked for Death, Drain Vitality and Slow Time
Scrolls: Flame/Poison Cloaked Spiders, Exploding Flame/Poison Spiders, Mind Control Spider.
There is more than 1 way to poison your enemies.
Major Skills
Conjuration: The Dark Shaman is able to call forth the spirits of Oblivion to aid in his ambitions. The Spirits of Fire and Earth are at the Shaman's Beck and Call.
Key Spells: Soul Trap, Conjure Familiar, Flame Atronach, Flaming Familiar, Ash Spawn, and Ash Guardian
Illusion: The Shaman is able to manipulate enemies into paranoia to force them to turn on each other or spread hysteria and mass panic.
Key Spells: Frenzy, Frenzy Rune, Rout, and Mayhem
Alchemy: Entheogens and Toxins are key aspects of the Dark Shaman's Arsenal, used to bolster the power of Hedge Magic and weaken enemies.
Minor Skills
One-Handed: Skilled in the use of war axes, the Dark Shaman uses bleeding damage to further the effectiveness of each strike and spread debilitating poison.
Alteration: The Dark Shaman is able to use the spirits of earth to fortify his defenses and stop enemies in their tracks.
Key Spells: Detect Life/Dead, Paralyze, Ash Shell, Ash Rune, and Dragonhide
Destruction: Utilizing the spirits of fire and wind, the Dark Shaman is able to instill fear and force back enemies.
Key Spells: Ignite, Whirlwind Cloak, Flame Cloak, Fireball
Perk Spread
Game Play
Essential Quests: MQ (Until Season Unending), Dragonborn MQ, College of Winterhold, The Forsworn Conspiracy/No one Escapes Cidna Mine, The Affair of Hagravens, A Return to Your Roots, Unearthed, Blood on the Ice, Repentance, Civil War (Imperial Side), A Scroll for Anska and all Black Book quests.
I’ve noticed that a lot of builds that use the same skill sets as this one revolve around sneaking or ranged combat for the majority of combat. I wanted something a little different than that with this build by creating something that was able to attack from a distance but also be able to run into battle without having to break character or worry about being overwhelmed. This build uses the crowd controlling powers of Illusion, Conjuration and Alteration to their limit with spider scrolls and alchemy to further that goal of complete control in any situation.
Destruction is also taken as a means to dish out some extra DPS as fire is another instrument of the Dark Shaman’s arsenal with most of our conjuration spells having resistance or immunity to it so there is little to no risk of hurting your allies. Another tool that is utilized in this build is the bleeding affects of war axes. The amount of damage this does is often ignored but with the guerrilla tactics of hit and forget, the extra damage is perfect for ensuring that a target stays down after a few good swings.
Finally, there is Alteration. While primarily used for the Shaman’s main defensive skill, there are also the offensive and reconnaissance spells that aid the Shaman in his mission. As the Shaman’s defenses are often times lower than most, the use of detect life/dead are both important tools to prevent any unseen enemies in the distance so as to better prepare your defenses. Paralysis are used primarily on foes that stray to close for comfort and Ash shell/rune on far targets to remove them as a threat until you can confront them at full force.
The number one focus of this build in combat is crowd control. We will utilize every available resource at out disposal in order to control and handle any and all situations. Conjuration is used primarily to draw attention away from ourselves while attacking with a poison while ranged combat is encouraged for enemies immune to poisons and, at low levels, illusion.
The spider scrolls, while not powerful on their own, are dangerous when teamed up with conjuration and illusion spells. Having a total of up to 6 flame/poison cloaked spiders while also having a conjured spell tank for them will put most enemies down in no time. Other spider scrolls that have great synergy with this build are exploding spiders and mind control spiders. Exploding spiders are able to inflict damage to all enemies, regardless of enemy immunities, meaning that enemies such as the undead and dwarven automatics are able to be damaged by exploding poison spiders. Mind control spiders are used to control human and animal enemies should you run out of magic but undead and automatics are, unfortunately, immune to their charm.
Another useful tool from Dragonborn is Ahzidal's Ring of Arcana gotten during the course of the Unearth quest. The ignite spell carried by the ring is both cost effective and highly damaging when coupled with Aspect of Terror. This spell does great DPS and stacks with the constant fire damage this build is capable of dishing out.
Finally, there is Miraak's staff. This staff is capable of creating a powerful wall spell that staggers enemies and poisons them making it a powerful tool. This staff becomes the corner stone of this build by allowing multiple enemies to be stunlocked at once. This provides some great protection for cloaked spiders to charge in and start stacking damage.
Now, the Dark Shaman is, in a sense, a Forsworn so their motive is also yours. The main quests of this build are about removing the Silver-Bloods from Markarth and aiding the natives of the Reach. A quest that is important to do right away is the Forsworn Conspiracy/No one escapes Cidna Mine. The Helmet of the Old Gods offers a small magic boost, which is helpful at low level until it can be replaced with Vokun. Another useful, if only minor, quest to do in the Reach early on is the Affairs of Hagravens from Blind Cliff Cave to get the Eye of Melka staff so you can have a decent form of range combat if you run out of magic. The MQ is taken up to Season Unending, giving Markarth to the Stormcloaks. This allows for Thongvar Silver-Blood to be banished when Markarth is reclaimed by the Imperials, making it clear of all Silver-Bloods.
Entheogens
Spiritual Rebirth: Fortify Illusion + Magic Regeneration
Dragon's Tongue + Dwarven Oil +Garlic
Briarheart Strength: Fortify One-Handed + Fortify Marksman
Canis Root + Hanging Moss + Juniper Berries
Old God's Protection: Fortify Alteration + Restore Magic
Giant Lichen + River Betty + Grass Pod
Hedge Magic: Fortify Destruction
Nightshade + Glowing Mushrooms
Toxins
Old God's Judgement: Paralysis + Lingering Damage Health + Damage Health
Human Flesh + Imp Stool + Orange Dartwing
Hagraven's Fury: Weakness to Poison + Weakness to Fire
Deathbell + Bleeding Crown + Juniper Berries
Spider Bite: Weakness to Poison + Ravage Health
Bleeding Crown + Giant Lichen + Cyrodilic Spadetail
Demoralized Will: Damage Health + Damage Magic + Damage Magic Regeneration
Human Heart + Nightshade + Hanging Moss
Special Moves:
Along Came a Spider
Caught within the spider's web
The poison takes it's toll
As the spiders slowly feast
Upon the captured souls.
Spider Bite + Poisoned Cloaked Spider + Miraak's Staff
Dancing Flames
The dancer of fire does rise
As the fuel is added to flames
Leaving not the body
Of the unlucky lives it claims.
Hedge Magic + Hagraven's Fury + Flame Atronach + Fire Ball/Ignite
Roaring Earth
A Cloud of Sand does rise
As do the earthly bound
As the spirit is given form
From the lofty ground
Cyclone + Ash Spawn + Ash Guardian (w/ Heart Stone)
The Shaman stands at the ready.
Well, that's my first build. If anyone has any advice/criticisms on how I can improve this, please leave a comment.
I'd like to give a special thanks to Lanius and ZuperCreeper for providing me with the screenshots and perk layout you guys are awesome.
great work on this build! I love all aspects of it, and looks very interesting.
try to go into a bit of detail on your special moves btw.
+1 like!
grubbi
great work on this build! I love all aspects of it, and looks very interesting.
try to go into a bit of detail on your special moves btw.
+1 like!
grubbi