Skyrim Character Building » Discussions


Character Build: Veloth Incarnate

Tags: #Character Build Mage  #Character Build No Crafting  #Character Build Unarmored  #Rank:Recognized  #Race:Altmer  #TheLordArchcanon 
  • Member
    May 4, 2014

    This build was created from a number of different concepts. My original plan was to use pure necromancy, but I realized that a build with only one answer to any problem was never going to endure a whole playthrough of Skyrim. It changed to a build which was going to use every centered area-of-effect spell (from Fire Storm to Whirlwind Cloak to Call to Arms), but I realized that half of those spells were completely useless. With this build, I combined the two main ideas of both builds: necromancy and circles. I realized that the Dunmer were the only race that had any special meaning with both of them (you will understand if you know what I mean by “the Wheel”; the Tower was heavily linked to the Psijic Endeavor, which in turn was the core of Veloth’s ideals). If you don’t understand the concept of the Wheel, look at my profile picture for an idea. In very simple terms, the Eight Divines are the “spokes” of the wheel, the Daedric Princes are the spaces between them, and you can gain divine power by knowing that looking at the Wheel sideways makes an “I” (among other prerequisites, such as knowing that nothing exists and still being able to identify yourself, but I won’t bore you with that). When you decide to respond, “But there are NINE Divines,” keep in mind that Talos isn’t a Divine in the same respect as the others. He’s more like a Pseudo-Lorkhan.

    As usual, please post any criticism, praise, ideas, rants, questions, concerns, hate letters, etc. in the comments. The amazing equipment/spell/perk designs were done by NobodyBeast, whom I owe for making the pictures look as good as they do. Without further ado, let’s get started.

    -----

    HERMA-MORA-ALTADOON; AE ALTADOON

    Sun’s Dusk 2, 4E182

    The Prince of Plots has spoken to me. I have been chosen; I am the Hero. The Prince is the messenger, and I will be his Prophet. I have been listening to the call of the Deceiver, and I am to heed his instructions. I am to watch for his signs. I am to wait.

    Sun’s Dusk 2, 4E184

    I have once again heard the whispers of the Devourer of Trinimac. He started with the words, HERMA-MORA-ALTADOON; AE ALTADOON. The secret knowledge is the Tri-Angled Truth, and of it I will learn. Boethia filled me with the mind of the Saint, and showed me his path. I am to walk like Veloth, and then he will walk like me. First, though, I am to understand the Wheel of Aurbis, and the Tower inside. I will harness the power of the Eight in Aurbis. Eight spokes of the Wheel. Eight Orbits of Mundus. Eight known Towers. Eight Divines. Eight angles of a Rune.

    Race: Altmer (the Incarnate is actually a Chimer, but the Altmer are the closest in appearance)

    Standing Stone: Apprentice, with Ritual stored inside the Aetherial Crown

    Stat Allocation: Magicka/Health/Stamina – 1/0/0

    Shouts: Only those required to complete the Incarnate’s Quest. Though he is technically Dragonborn, he does not relish the idea of being blessed by Nordic gods.

    Follower: only those whom Veloth resurrects, and only temporarily.

    Sun’s Dusk 2, 4E187

    I have come further with the Plot of the Prince; I am nearing the point at which Veloth will have walked as I am now, when he and I will become one and the same. I understand the principle of the Wheel. Boethia has shown me the edge of the Aurbis and beyond, and I have turned back to view it sideways. I use its concept with my Magic – I can create wheels within the Wheel, and each wheel has eight spokes and sixteen voids within.

    The Incarnate is able to use novice spells from each magic school in order to practice and learn each school’s runes, but stops using other spells when he can use the runes of that specific school of magic. Due to the division of runes between schools of magic, each skill is about equally important to the Pilgrim. These perks can be acquired in any possible order, yet it is recommended to take the Destruction ones first. The Conjuration ones can be taken last, as they do not affect anything in most circumstances. An important Restoration perk to take eventually is Necromage, which is not mentioned due to its low functionality below level seventy-five.

    The Incarnate’s primary form of offense, Destruction magic is only used to cast elemental runes: Fire, Frost, and Lightning. The Destructive runes are used mainly as coverage; the fire runes provide the most direct form of attack, and are useful against trolls, Ice Wraiths, and other flammable enemies. The frost runes are going to be the Incarnate’s primary form of damage, as they slow enemies to a crawl, and are more effective against many elemental foes. The shock-based runes are used primarily against magic users, for dealing around one-hundred magicka damage (when dual casting) in addition to the health damage is a considerable hindrance to any mage.

     

    Veloth has learned to utilize Alteration magic to coat his runes in ash, for the purpose of making all enemies stop before him. The ash runes are normally used as a final form of defense, and are most useful when Veloth has been cornered by a powerful enemy without any undead distractions. They are very useful when trying to escape, as well, or when trying to avoid combat for a while. Veloth has also been blessed with the ability to see all of the dead around him, which is used with the Ritual Stone’s power.

     

    The awesome power of his worship has allowed the Incarnate to call forth his ancestors, and even the ancestors of those around him. This skill is used purely for its perks, as Dark Souls affects the Ritual Stone’s power in addition to the standard necromantic spells.

     

    The Illusory school of magic is essential to creating the frenzying runes that Veloth is able to trick his enemies with. These runes are essential when facing a large group of enemies, and are also very useful for distracting foes.

    Poison, an aspect of the Restorative school of magic, is able to be changed into a rune on the ground. This allows the Incarnate to defeat even the hardiest of foes over a longer period of time.

     

    Veloth is among the most influential mortal to have ever walked on Nirn, convincing even the Three Good Daedra to support him and his followers.

    Sun’s Dusk 2, 4E193

    The Deceiver has seen my progress, and has thus rewarded me. He has given me the secret to Heroism among the Dunmer. He has spoken the secret syllable of royalty in my ear, and now I understand. I understand the Endeavor, and I have succeeded. I understand the truth of Aurbis, and know the source of All.  I now hold high my hand with the powers of Veloth. I can call out to the Ancestors, and they shall aid me in my Quest.

     

    The Incarnate can summon the ancestors using the Ritual Stone and the Aetherial Crown. To avoid the commonly used, overpowered army of death that the Ritual Stone usually provides when used in tandem with the Aetherial Crown, the Incarnate uses Ahzidal’s Ring of Necromancy as a permanent piece of equipment. This ring turns the Ritual Stone power into a more rational tactic, and lets it sit as a background to the Incarnate’s already powerful runes.

    The Incarnate releases the fury of the Dunmer, as his foe feels the force of Azura’s Curse, and his allies turn on him in vain.

    Ash Rune - Frenzy Rune on surrounding foes - Stacked Poison Rune

    -----

    In order to escape, Veloth brings about an ash storm, encasing the foe in embers, only to let him erupt upon release.

    Ash Rune - Fire Rune underneath foe - Escape

    -----

    The Pilgrim manipulates the snow itself, as he sends the fallen into a blizzard.

    Ritual Stone - Frenzy Rune - Repeated Frost Rune

    Sun’s Dusk 2, 4E199

    I have become the Pilgrim, and he has become me. I now have to hone his spirit, and bring the remainder of my people to salvation. I am to start in Skyrim, as that is where the Velothi have fled after the Red Mountain released its power. I shall save the Dunmer, and the barbarian natives of Skyrim will feel the force of Veloth for the first and last time. Beware, Nords, for I am coming.

     

    The Pilgrim is the creator of Chimeri culture, the holy Prophet of Boethia, and the leader of the Dunmer. He has power over the people of Resdayn, and commands their respect. However, he is a humble man, and respects the power of the Good Daedra. The Incarnate is relatively prejudiced when it comes to race. Dunmer are notably his favorite, as Veloth was the one who led them to Resdayn, and was the most major contributor to Dunmer culture, with a close second being Vehk. The Pilgrim also respects the other races of mer, with an exception being the Orsimer; the Orcs were the ones who disregarded Boethia’s teachings, and continued to worship Trinimac. Veloth looks down upon the Orsimer in much the same way as he does the races of man, although he is willing to help men, as opposed to his complete hatred of Orcs. Veloth sees the bestial races of Elsweyr and Argonia as slave races, for that is what they have been for much of Morrowind’s history. Take note, he does not hate these races; the Incarnate just does not respect them. Veloth is generally morally straight; he does not steal or murder without just reason, and generally chooses the more morally sound path, unless it directly contradicts the will of the Three Good Daedra. In regards to quests, almost any quest that could benefit Dunmer is important to Veloth. This includes the Main Quest of Skyrim and Solstheim and most side quests given by Dunmer, as well as the following important examples.

     

    Daedric Quests of Boethia, Mephala, and Azura: His faith makes these quests essential, though he does not actually use their associated artifacts.

    Master Neloth’s Quests: Assisting a Dunmer with research is very important, but “Experimental Subject (A)” should be left unfinished so that his health can be dropped to seventy-five.

    Raven Rock Quests: Every quest in Raven Rock is beneficial to the Dunmeri population, and should all be completed as they come.

    Lost to the Ages: As well as giving the Pilgrim an essential item for his craft, the book that starts the quest, The Aetherium Wars, is written by a Dunmer scholar.

    Blood on the Ice: This quest is primarily done just for its reward, although a serial killer in a city full of Dunmer is not the most favorable situation for the Incarnate.

    Dawnguard: The Incarnate should join the Dawnguard, in order to defeat the heretical spawn of Molag Bal.

    The ending of the words is ALMSIVI.

  • Member
    May 4, 2014
    Sweet!
  • Member
    May 4, 2014
    Well some my friend, excellent build +1
  • Member
    May 4, 2014
    I've always wanted to see a build based around those concepts, which is why I gave you a +1!
  • Member
    May 5, 2014

    While I probably won't play this build since I'm no fan of pure mage gameplay, I loved the story parts and am very intrigued by the concept of the Wheel.

    It's a well structured, captivating read and you really outdid yourself by making it feel just exactly right lorewise. +1 :)

  • Member
    May 5, 2014
    Very nice! I really like the use of runes for damage, something pretty uncommon which isn't seen much in builds. My one piece of advice would be to change out that bottom picture of the guy waving, the quality isn't very good on that one. Just search Veloth on Deviantart for some really good artwork, several people have made cool images of him.
  • May 5, 2014
    Small thing... you said on the intro the only race with a meaning would be the dunmer, but you chose altmer for race. Is there a reason?
  • Member
    May 5, 2014
    Of course! Though I am technically playing as an Altmer, I chose the most yellow skin available in the editor, and I am calling him a Chimer. Chimer are the precursors to the Dunmer; they looked the same as the rest of the Aldmer, but their skin turned ashen when Azura cursed them. Azura cursed them due to the Tribunal's blasphemy and complete disregard for the Good Daedra.
  • Member
    May 9, 2014

    Part of me thinks this is really good, so it earns a +1 from me, but I also have a couple questions. For one, what difficulty did you play this on? For two,  how did you survive even one handed strikes at higher levels with only 75 health and next to no AR? 

  • Member
    May 9, 2014

    I always play on Master. I played a lot on Legendary, but I have found that a 2x difficulty is good. To tell you the truth, I didn't survive one handed strikes. I just ran and strategically used runes. For instance, at high levels, the elemental runes do 165 damage, the poison rune does 8 damage per second (and it stacks), the ash rune traps people for 99 seconds, and the frenzy rune affects up to level 92. If my runes fail, I just run like hell. For instance, a flying dragon is my character's nightmare. I could also "call to my ancestors" and destroy things slowly with frost damage. Then again, I make every one of my characters this squishy, so I got used to it.