He was once like you. Living. A powerful necromancer, who has transcended the burdens of mortality through use of dark incantations and malignant rites, to attain a state of perpetual existence. As befitting a master of the arcane, he requires no weapons of steel, for his undead legions are his sword and shield. His Destruction spells are his bow and arrow. The reality-warping powers of Alteration serve as his steel-plated armor, and the school of Restoration mends his fragile physical form and repels others like him. He is the embodiment of the death that takes all, and the undeath that consumes those who oppose him.
He is the Arch-Lich, and his soul harvest has begun...
The Arch-Lich is my first try at a character build. It takes a very typical necromancer and adds a few interesting role-play mechanics. To compensate for the lack of Lichdom in-game, you're going to want to be a vampire to enhance your role-playing experience. Constructive criticism is appreciated, but, as I said, this is my first time.
Race
For your race, there really is no race that you must choose, but I can offer these:
Nord: For their 50% resist frost, as befitting an Undead Lord.
Altmer: Renowned throughout Tamriel for their arcane prowess, the first lich was Altmer himself.
Breton: Their boost to Conjuration will give you a great head-start to your more-than-questionable practices.
Stats
For stats, you can follow this magicka/health/stamina ratio: 2/1/0
Until you reach 150 health, at which point follow this magicka/health/stamina ratio: 3/0/0
Major Skills
The Arch-Lich is a pure magic user. It is for this reason that weapon skills are a big NO-NO.
The Arch-Lich was, in life, a powerful necromancer, raising countless dead to serve him. Investing in Conjuration allowed him to reduce the power required to cast the most complex spells, empower his minions and summon a small army to him from afar. Of course, if he wanted to, he could be completely proficient in the summoning of Atronachs, but Daedra are treacherous creatures, a trait which no undead slaves bear.
Destruction
The spells of the Destruction school are the basic tools in the arsenal of every sorcerer. You are simply better. Continual investment in the school of Destruction will result in lessened spell costs, and more powerful spells. Much more powerful spells.
Alteration
To defend yourself when marshaling your sorcery, and to immobilize foes. Useful against archers. I highly recommend that you pour some time into this school. Defense is a high priority, especially for you. However, a frail body merits a superior mind.
Restoration
To heal yourself, block magic and repel the undead. What kind of Undead Master can't send them fleeing without a simple gesture? After much time and effort, you will be able to go so far as to leech the power from the spells that hit your magical wards. And you should always be wanting for more power.
Minor Skills
Enchanting
Use the souls of the fallen to imbue your artefacts with great power. I mean, how is that NOT evil?
Alchemy
Running out of magicka is bad. This is where alchemy becomes very useful. As far as perks go for Alchemy, you get to choose them. It really depends on the types of potions you're making, whether it be poisons to give to your followers, or potions that enhance your magical prowess, or make yourself harder to kill.
Nobody is intimidating when they run around naked. Not even you...
Circlet of Necromancy: Fortify Conjuration+Fortify Magicka. Easy enough.
Necromancer's Robes: The robes of the necromancer are the only fitting raiment left for you. And the power that they imbue you with is great, and easily accessible. Who says that the dead can't be fashionable?
Necromancer's Amulet: Who says that the power of Mannimarco can't be yours? Just sacrifice your physical power for more necrotic mastery! Besides, who needs muscle over magical efficiency and a great mind?
Boots of Resist Frost: Unless you're a Nord, take full advantage of your vampirism! Immunity (Or near immunity) to frost is a good and fitting tool!
Ring of the Erudite: Not a necromancer ring, but better than nothing. Only can get if you have Dawnguard. If not, enchant your own ring.... I would recommend a Fortify Magicka Regen and Fortify Conjuration.
Staff of Magnus: Use against mages. It will help.
Miraak's Staff: Stagger and poison?! Yes, please! Use against big men with giant swords.
As always... include soul gems in your life... unlife... especially The Black Star. It's very useful to be able to trap the souls of the fallen to fuel your own needs.
The gameplay. Who doesn't like playing as a murderous undead wizard that runs around burning people to crisps to impaling them with ice?
When you get to Riverwood, your first priority is the Raise Zombie spell. With that, you can begin your summoning immediately into the next fight. After you accumulate some more gold (I recommend going to Embershard Mine and clearing that out), get a Oakflesh spell and maybe a Frostbite, depending on your wealth. From then on, you decide what spells are in top priority.
At the beginning of combat, depending on where you are in-game, always - and I repeat always - cast a flesh spell AND a cloak spell. The choice of cloak spell would be rather obvious depending on the enemy you're fighting. For example, mages would merit a Shock Cloak. Or big men with giant swords, Frost Cloak easy.
When faced with big men, stick to frost spells, and if you have high enough Alteration skill, paralysis. Keep away from them at all times. Your undead are expendable meat shields-treat them that way!
Archers comes second to shock mages in terms of annoying-ness. Marshal your sorcery from afar. Use numerous flesh spells and maintain good cover while shooting ice spikes and storms. Archers need stamina too!
For mages, always use shock magic (obviously) to drain their magicka. Use the Staff of Magnus. It's very useful when faced with lesser sorcerers for obvious reasons.
And then there are dragons. The main thing to do is just pelt them with spells till they drop. Find the best cover, keep a ward spell in hand at all times, and don't let the dragon get close.
Quests you should do include:
As for roleplaying, stay in places like The Midden when you aren't doing anything. When in cities and settlements, keep your head down, and when in dialogue, always choose the evil/not-very-nice-person option.
In combat, always accompany your unrelenting barrages of fire, frost and lightning with evil laughter. Capture the souls of ALL of your foes, assuming you have enough soul gems, cause you'll need them for yours staffs.
Soulburn: Burn your foes to a crisp, then take their souls as souvenirs. Fireball+Soul Trap. I recommend using this on people with little health left for max efficiency, and a soul.
FREEZE!: Immobilize your foes, and impale them too! Ice Spike/Icy Spear+Paralyze. Very useful against the tougher foes.
Necrotic Supremacy: Raise a corpse, and summon a soul! Dread Zombie+Summon
Wrathman. Now you possess a small undead army at your beck and call. (Note that this combo is only possible if you have Dawnguard.)
I have taught you all you need to know be a successful Arch-Lich. Now, go forth and harvest souls to your heart's content.
He was once like you. Living. A powerful necromancer, who has transcended the burdens of mortality through use of dark incantations and malignant rites, to attain a state of perpetual existence. As befitting a master of the arcane, he requires no weapons of steel, for his undead legions are his sword and shield. His Destruction spells are his bow and arrow. The reality-warping powers of Alteration serve as his steel-plated armor, and the school of Restoration mends his fragile physical form and repels others like him. He is the embodiment of the death that takes all, and the undeath that consumes those who oppose him.
He is the Arch-Lich, and his soul harvest has begun...
The Arch-Lich is my first try at a character build. It takes a very typical necromancer and adds a few interesting role-play mechanics. To compensate for the lack of Lichdom in-game, you're going to want to be a vampire to enhance your role-playing experience. Constructive criticism is appreciated, but, as I said, this is my first time.
Race
For your race, there really is no race that you must choose, but I can offer these:
Nord: For their 50% resist frost, as befitting an Undead Lord.
Altmer: Renowned throughout Tamriel for their arcane prowess, the first lich was Altmer himself.
Breton: Their boost to Conjuration will give you a great head-start to your more-than-questionable practices.
Stats
For stats, you can follow this magicka/health/stamina ratio: 2/1/0
Until you reach 150 health, at which point follow this magicka/health/stamina ratio: 3/0/0
Major Skills
The Arch-Lich is a pure magic user. It is for this reason that weapon skills are a big NO-NO.
The Arch-Lich was, in life, a powerful necromancer, raising countless dead to serve him. Investing in Conjuration allowed him to reduce the power required to cast the most complex spells, empower his minions and summon a small army to him from afar. Of course, if he wanted to, he could be completely proficient in the summoning of Atronachs, but Daedra are treacherous creatures, a trait which no undead slaves bear.
Destruction
The spells of the Destruction school are the basic tools in the arsenal of every sorcerer. You are simply better. Continual investment in the school of Destruction will result in lessened spell costs, and more powerful spells. Much more powerful spells.
Alteration
To defend yourself when marshaling your sorcery, and to immobilize foes. Useful against archers. I highly recommend that you pour some time into this school. Defense is a high priority, especially for you. However, a frail body merits a superior mind.
Restoration
To heal yourself, block magic and repel the undead. What kind of Undead Master can't send them fleeing without a simple gesture? After much time and effort, you will be able to go so far as to leech the power from the spells that hit your magical wards. And you should always be wanting for more power.
Minor Skills
Enchanting
Use the souls of the fallen to imbue your artefacts with great power. I mean, how is that NOT evil?
Alchemy
Running out of magicka is bad. This is where alchemy becomes very useful. As far as perks go for Alchemy, you get to choose them. It really depends on the types of potions you're making, whether it be poisons to give to your followers, or potions that enhance your magical prowess, or make yourself harder to kill.
Nobody is intimidating when they run around naked. Not even you...
Circlet of Necromancy: Fortify Conjuration+Fortify Magicka. Easy enough.
Necromancer's Robes: The robes of the necromancer are the only fitting raiment left for you. And the power that they imbue you with is great, and easily accessible. Who says that the dead can't be fashionable?
Necromancer's Amulet: Who says that the power of Mannimarco can't be yours? Just sacrifice your physical power for more necrotic mastery! Besides, who needs muscle over magical efficiency and a great mind?
Boots of Resist Frost: Unless you're a Nord, take full advantage of your vampirism! Immunity (Or near immunity) to frost is a good and fitting tool!
Ring of the Erudite: Not a necromancer ring, but better than nothing. Only can get if you have Dawnguard. If not, enchant your own ring.... I would recommend a Fortify Magicka Regen and Fortify Conjuration.
Staff of Magnus: Use against mages. It will help.
Miraak's Staff: Stagger and poison?! Yes, please! Use against big men with giant swords.
As always... include soul gems in your life... unlife... especially The Black Star. It's very useful to be able to trap the souls of the fallen to fuel your own needs.
The gameplay. Who doesn't like playing as a murderous undead wizard that runs around burning people to crisps to impaling them with ice?
When you get to Riverwood, your first priority is the Raise Zombie spell. With that, you can begin your summoning immediately into the next fight. After you accumulate some more gold (I recommend going to Embershard Mine and clearing that out), get a Oakflesh spell and maybe a Frostbite, depending on your wealth. From then on, you decide what spells are in top priority.
At the beginning of combat, depending on where you are in-game, always - and I repeat always - cast a flesh spell AND a cloak spell. The choice of cloak spell would be rather obvious depending on the enemy you're fighting. For example, mages would merit a Shock Cloak. Or big men with giant swords, Frost Cloak easy.
When faced with big men, stick to frost spells, and if you have high enough Alteration skill, paralysis. Keep away from them at all times. Your undead are expendable meat shields-treat them that way!
Archers comes second to shock mages in terms of annoying-ness. Marshal your sorcery from afar. Use numerous flesh spells and maintain good cover while shooting ice spikes and storms. Archers need stamina too!
For mages, always use shock magic (obviously) to drain their magicka. Use the Staff of Magnus. It's very useful when faced with lesser sorcerers for obvious reasons.
And then there are dragons. The main thing to do is just pelt them with spells till they drop. Find the best cover, keep a ward spell in hand at all times, and don't let the dragon get close.
Quests you should do include:
As for roleplaying, stay in places like The Midden when you aren't doing anything. When in cities and settlements, keep your head down, and when in dialogue, always choose the evil/not-very-nice-person option.
In combat, always accompany your unrelenting barrages of fire, frost and lightning with evil laughter. Capture the souls of ALL of your foes, assuming you have enough soul gems, cause you'll need them for yours staffs.
Soulburn: Burn your foes to a crisp, then take their souls as souvenirs. Fireball+Soul Trap. I recommend using this on people with little health left for max efficiency, and a soul.
FREEZE!: Immobilize your foes, and impale them too! Ice Spike/Icy Spear+Paralyze. Very useful against the tougher foes.
Necrotic Supremacy: Raise a corpse, and summon a soul! Dread Zombie+Summon
Wrathman. Now you possess a small undead army at your beck and call. (Note that this combo is only possible if you have Dawnguard.)
I have taught you all you need to know be a successful Arch-Lich. Now, go forth and harvest souls to your heart's content.
I like the concept of this but I think you forgot the perks required ..... but anyways I like your character's creativity , this is awesome for a 1st build keep up the good work :D
I like the concept of this but I think you forgot the perks required ..... but anyways I like your character's creativity , this is awesome for a 1st build keep up the good work :D
I didn't even realize you had a build until today, Morty! I'm detecting lots of Melandil in here, too :D Nice work. Like Tae said, try to spice up the presentation some.
I didn't even realize you had a build until today, Morty! I'm detecting lots of Melandil in here, too :D Nice work. Like Tae said, try to spice up the presentation some.
This is a great first build you have made Morthevin, listed a good set of advantages and tips but even then this build kicks ass in the right usage, the weakness is physical damage as I can get 1-hit killed but again if you use it right you wont have to deal with that much. I made some changes to my playthrough with this character which I would like to say.
Armor: Archmages robes with Morokei (use until you get enchanting 100 to replace with better upgrades, off sets the Alterations defence perk) Thalmor boots and gloves (havent upgraded yet but going to upgrade boots with resist frost and fire since my character is High Elf, not sure yet on gloves but probably magicka upgrades) and the Amulet of course, I think this gives the character alot more better looks with some extra and better upgrades.
I picked High Elf because as said that the first Lich was Altmer so I liked the originallity and the increased magicka power along with more or less 5 second full regein makes it infinite regen more or less, adding with Secrets of Arcana will make sure that you are not at a loss at magicka in any stage, just keep your distance, summon your minions and cast like crazy till death.
This is a great first build you have made Morthevin, listed a good set of advantages and tips but even then this build kicks ass in the right usage, the weakness is physical damage as I can get 1-hit killed but again if you use it right you wont have to deal with that much. I made some changes to my playthrough with this character which I would like to say.
Armor: Archmages robes with Morokei (use until you get enchanting 100 to replace with better upgrades, off sets the Alterations defence perk) Thalmor boots and gloves (havent upgraded yet but going to upgrade boots with resist frost and fire since my character is High Elf, not sure yet on gloves but probably magicka upgrades) and the Amulet of course, I think this gives the character alot more better looks with some extra and better upgrades.
I picked High Elf because as said that the first Lich was Altmer so I liked the originallity and the increased magicka power along with more or less 5 second full regein makes it infinite regen more or less, adding with Secrets of Arcana will make sure that you are not at a loss at magicka in any stage, just keep your distance, summon your minions and cast like crazy till death.