Of arrogance and pride, the Imperials have but one word: hubris. It is a crime against Divines and mortals, but a crime many commit with impunity. But when punishment is due, there is one from whom even the immortals shrink. She is Nemesis, the red-washed blade of Divine Retribution.
Now, behold the war-torn land of Skyrim, beset by the wrath of wanton soldiers and bandits alike. This battlefield is stained with hubris. Unwittingly, these foolish warriors have summoned their greatest adversary. Nemesis has come!
No longer will foul deeds engender success, no hoard of wealth held in undeserving hands, no legends told when falsely earned. Nemesis will unleash a tide of retribution. Punishment for the crime of hubris is death.
Obviously, the goddess Nemesis is not a creation of Elder Scrolls lore. However, she is the inspiration for this build (and the gameplay is heavily influenced by her representation in SMITE). In Greek mythology, Nemesis is the goddess of vengeance and justice. She brought divine retribution to mortals who succumbed to arrogance and pride, most notably in the tale of Narcissus. She is frequently depicted holding scales, and was the distributor of fortune, in due proportion according to what was deserved. She has always cursed those with undeserved good fortune and wealth.
For the build, Nemesis will not be a goddess, but a spirit sent to Tamriel in mortal form, to act on behalf of Stendarr. However, she differs greatly from Vigilants of Stendarr, both in ideals and combat style. While Nemesis does oppose traditional enemies of the Vigilants, such as the undead, Daedra worshipers, etc., she is more concerned with bringing justice to ALL who succumb to hubris and gain undeserved fortune. This includes thieves, bandits, corrupt nobles, and any who would achieve their own desires for power and wealth at the expense of the innocent. To these, Nemesis shows NO MERCY.
RACE: Imperial female
STONE: The Lord
MAJOR SKILLS: Two-Handed, Destruction (Shock spells only), Restoration, Enchanting
MINOR SKILLS: Alteration, Block, Light Armor, (Optional: Smithing)
SHOUTS & POWERS: Whirlwind Sprint, Become Ethereal, Marked for Death, Elemental Fury, Mora's Boon, Blessing of Talos
EQUIPMENT: Ancient Falmer Armor, Boots, and Gauntlets; Enchanted Circlet or Hood, Amulet of Talos, Enchanted Ring, Dragonbone Greatsword with Absorb Health and Absorb Stamina, Dragonbone Greatsword unenchanted, Spellbreaker.
ROLEPLAYING
Roleplaying Nemesis is very simple. You are a mortal, yet also something more. You have a very close connection to Stendarr. You may even be filled with his very spirit. Stendarr may be the god of Mercy, but he is also the god of Justice. It is this side of him that you represent.
Always be willing to help those in need, and punish those who are deserving. Give to beggars, as long as they are not arrogant or ill-spirited. ALWAYS hunt down any bandits, thieves, or murderers you encounter.
You must NEVER succumb to your own hubris. Nemesis must embody what she preaches. Do not commit any crime for your own gain. Do not harm the innocent. Choose dialogue options that are humble.
"You rock, but don't get cocky!"
QUEST LINES
Dawnguard- The Vampires have slaughtered innocents, and destroyed the temple of Stendarr. They must be eradicated.
Dragonborn- Miraak is the epitome of what Nemesis despises. His hubris will be his undoing.
Radiant bounty quests
Radiant "kill bandit" quests from villagers
OPTIONAL: Civil War-Imperials. Stendarr is the patron god of the Imperial Army. Also, the Nordic Pantheon does not include Stendarr. Ulfric Stormcloak is power-hungry and seeks only to become High-King for his own benefit, no matter the number of lives it would cost. However, Nemesis has no love for the Thalmor, and no hatred towards Talos or those who worship him.
Use your own judgement on pretty much every quest that comes available. Wander Skyrim and balance the scales of fate by dishing out justice where it is needed!
Combat with Nemesis is fast-paced, and extremely versatile. There are few enemies that you will not be able to adapt to by end game. It is a hybrid of barbarian style two-handed combat, and a defensive shield-mage. In both stances you can dish out shock damage and heal yourself and allies. For more difficult encounters, make sure you have your flesh spells and cloaks up, throw down a rune, and determine whether to be more aggressive or defensive. Staggering with power attacks or bashes can always buy you time if you get cornered. Nemesis' special moves (below) also offer a variety of ways to escape harm.
Enchanting is the only crafting skill necessary, and the skill tree should be pretty much maxed out. Two effects on weapons and armor will be huge, for absorbing both health and stamina with the greatsword, as well as helping out with the fairly demanding costs of spells used in this build. Armor rating with just 3 pieces of Ancient Falmer is not great, so it can be supplemented by Alteration. I included Smithing as an optional skill if you are having trouble staying alive and need to further increase armor rating, and for ease of acquiring Dragonbone weapons.
There are a few instances where gameplay needs of the build require some quests that do not necessarily fit with the character. Firstly, the College of Winterhold. You do NOT need to do the entire quest line, but gaining access to the vendors is important to acquire expert level spells. You do not need to unlock any master spells for this build; dual casting Expert level spells is good enough. Also, the Main Quest only needs to be done up until unlocking shouts and dragons. The build also makes use of Shouts pretty heavily, so Amulet and Blessing of Talos are both needed, even though it would make more sense RP-wise to represent Stendarr in these ways.
STAT SPREAD:
2 Magicka 1 Health 1 Stamina
SPECIAL MOVES
Scales of Fate- Nemesis holds the scales of balance. Hitting enemies with her greatsword tips the scales in her favor, stealing a portion of her target's health and power.
Requires: Absorb Health and Stamina enchanted greatsword
Swift Vengeance- None can escape justice. Nemesis dashes forward and makes a great strike upon her enemy.
Requires: Whirlwind Sprint, Great Critical Charge
Slice and Dice- Nemesis swings her blade at incredible speeds, dealing damage to all in front of her.
Requires: Elemental Fury, Sweep
Retribution- Sometimes even Nemesis may be over matched in combat. She will never fall to her own hubris, though, and is humble enough to know when defense is necessary. She activates a shield around herself and recovers, while still dealing damage to enemies around her.
Requires: Lightning Cloak, Become Ethereal, Mora's Boon (or any self heal)
Divine Judgement- When justice MUST be handed out, Nemesis tips the scales of fate completely in her favor. Nemesis calls upon the Divines to ensure her victory, weakening her enemies and empowering herself.
Requires: Marked for Death, Ebonyflesh, Lightning Cloak, Scales of Fate
Switch Stances- Nemesis can switch between offensive or defensive stances in normal combat scenarios. Assault stance consists of dual casting destruction spells and two-handed combat. Guardian stance makes use of her shield and single casting spells.
Early on, you will be fairly squishy. Get a greatsword and imperial light armor set ASAP, as well as a hood or circlet to increase your magicka. Combat will consist entirely of dual-cast sparks at range, two-handed greatsword up close, and kiting/healing if you get in trouble. Alternatively, you can equip a shield in one hand, and single cast sparks and shield bash for a more defensive approach. It may be slow and frustrating to start on Master. Just do the main quest, clear out bandits you come across and do radiant bounties around Whiterun. Level up enchanting casually. Soul trap is optional, otherwise soul gems are your primary cash sink. You will not be taking advantage of any of the full set perks in Light Armor, so supplementing your Armor rating via Alteration spells is fairly necessary. A companion may also help immensely if you are having a hard time. Enchantments to increase Magicka and reduce spell costs are what you are looking for here. Absorb Health for your greatsword, and if that is too hard to find, use shock damage. As soon as you have gotten to the point where dragons and shouts are unlocked, you should be close to level 10. Dawnguard is your first major quest line priority at that point
The heavy use of Shock spells and two-handed swords make this character a very viable mage killer. A few power attacks with a great sword, coupled with shock magic will be absolutely devastating to both the health and Magicka of any unarmored spell caster, which, hey, most vampires are. I realize that the restoration tree has tons of undead-killing potential, and those are all totally okay to use if you want. However, I have found that the simplicity of shock destruction, two-handed combat, and self-heals are plenty. Especially once you start to unlock shouts and gain the ability to perform Nemesis' special moves.
IMPORTANT!! Doing the Dawnguard quest line allows you to acquire your set of armor that will be used for the rest of the game. However, there is only ONE set of Ancient Falmer in the entire world, so don't enchant it until you have mastered enchanting! It may be better to just wear enchanted Elven Armor until that point.
Anyway, that's all I have for now. I play on a fairly heavily modded game, with non-vanilla perks, but I tried my best not to include anything from my play through that requires mods. All spells, armor, perks, etc. that would be required to play this build are available in the base game and DLC, with the exception of the Ancient Falmer Crown. Feedback is appreciated! Thanks for taking the time to read my first post and build in the group.
Of arrogance and pride, the Imperials have but one word: hubris. It is a crime against Divines and mortals, but a crime many commit with impunity. But when punishment is due, there is one from whom even the immortals shrink. She is Nemesis, the red-washed blade of Divine Retribution.
Now, behold the war-torn land of Skyrim, beset by the wrath of wanton soldiers and bandits alike. This battlefield is stained with hubris. Unwittingly, these foolish warriors have summoned their greatest adversary. Nemesis has come!
No longer will foul deeds engender success, no hoard of wealth held in undeserving hands, no legends told when falsely earned. Nemesis will unleash a tide of retribution. Punishment for the crime of hubris is death.
Obviously, the goddess Nemesis is not a creation of Elder Scrolls lore. However, she is the inspiration for this build (and the gameplay is heavily influenced by her representation in SMITE). In Greek mythology, Nemesis is the goddess of vengeance and justice. She brought divine retribution to mortals who succumbed to arrogance and pride, most notably in the tale of Narcissus. She is frequently depicted holding scales, and was the distributor of fortune, in due proportion according to what was deserved. She has always cursed those with undeserved good fortune and wealth.
For the build, Nemesis will not be a goddess, but a spirit sent to Tamriel in mortal form, to act on behalf of Stendarr. However, she differs greatly from Vigilants of Stendarr, both in ideals and combat style. While Nemesis does oppose traditional enemies of the Vigilants, such as the undead, Daedra worshipers, etc., she is more concerned with bringing justice to ALL who succumb to hubris and gain undeserved fortune. This includes thieves, bandits, corrupt nobles, and any who would achieve their own desires for power and wealth at the expense of the innocent. To these, Nemesis shows NO MERCY.
RACE: Imperial female
STONE: The Lord
MAJOR SKILLS: Two-Handed, Destruction (Shock spells only), Restoration, Enchanting
MINOR SKILLS: Alteration, Block, Light Armor, (Optional: Smithing)
SHOUTS & POWERS: Whirlwind Sprint, Become Ethereal, Marked for Death, Elemental Fury, Mora's Boon, Blessing of Talos
EQUIPMENT: Ancient Falmer Armor, Boots, and Gauntlets; Enchanted Circlet or Hood, Amulet of Talos, Enchanted Ring, Dragonbone Greatsword with Absorb Health and Absorb Stamina, Dragonbone Greatsword unenchanted, Spellbreaker.
ROLEPLAYING
Roleplaying Nemesis is very simple. You are a mortal, yet also something more. You have a very close connection to Stendarr. You may even be filled with his very spirit. Stendarr may be the god of Mercy, but he is also the god of Justice. It is this side of him that you represent.
Always be willing to help those in need, and punish those who are deserving. Give to beggars, as long as they are not arrogant or ill-spirited. ALWAYS hunt down any bandits, thieves, or murderers you encounter.
You must NEVER succumb to your own hubris. Nemesis must embody what she preaches. Do not commit any crime for your own gain. Do not harm the innocent. Choose dialogue options that are humble.
"You rock, but don't get cocky!"
QUEST LINES
Dawnguard- The Vampires have slaughtered innocents, and destroyed the temple of Stendarr. They must be eradicated.
Dragonborn- Miraak is the epitome of what Nemesis despises. His hubris will be his undoing.
Radiant bounty quests
Radiant "kill bandit" quests from villagers
OPTIONAL: Civil War-Imperials. Stendarr is the patron god of the Imperial Army. Also, the Nordic Pantheon does not include Stendarr. Ulfric Stormcloak is power-hungry and seeks only to become High-King for his own benefit, no matter the number of lives it would cost. However, Nemesis has no love for the Thalmor, and no hatred towards Talos or those who worship him.
Use your own judgement on pretty much every quest that comes available. Wander Skyrim and balance the scales of fate by dishing out justice where it is needed!
Combat with Nemesis is fast-paced, and extremely versatile. There are few enemies that you will not be able to adapt to by end game. It is a hybrid of barbarian style two-handed combat, and a defensive shield-mage. In both stances you can dish out shock damage and heal yourself and allies. For more difficult encounters, make sure you have your flesh spells and cloaks up, throw down a rune, and determine whether to be more aggressive or defensive. Staggering with power attacks or bashes can always buy you time if you get cornered. Nemesis' special moves (below) also offer a variety of ways to escape harm.
Enchanting is the only crafting skill necessary, and the skill tree should be pretty much maxed out. Two effects on weapons and armor will be huge, for absorbing both health and stamina with the greatsword, as well as helping out with the fairly demanding costs of spells used in this build. Armor rating with just 3 pieces of Ancient Falmer is not great, so it can be supplemented by Alteration. I included Smithing as an optional skill if you are having trouble staying alive and need to further increase armor rating, and for ease of acquiring Dragonbone weapons.
There are a few instances where gameplay needs of the build require some quests that do not necessarily fit with the character. Firstly, the College of Winterhold. You do NOT need to do the entire quest line, but gaining access to the vendors is important to acquire expert level spells. You do not need to unlock any master spells for this build; dual casting Expert level spells is good enough. Also, the Main Quest only needs to be done up until unlocking shouts and dragons. The build also makes use of Shouts pretty heavily, so Amulet and Blessing of Talos are both needed, even though it would make more sense RP-wise to represent Stendarr in these ways.
STAT SPREAD:
2 Magicka 1 Health 1 Stamina
SPECIAL MOVES
Scales of Fate- Nemesis holds the scales of balance. Hitting enemies with her greatsword tips the scales in her favor, stealing a portion of her target's health and power.
Requires: Absorb Health and Stamina enchanted greatsword
Swift Vengeance- None can escape justice. Nemesis dashes forward and makes a great strike upon her enemy.
Requires: Whirlwind Sprint, Great Critical Charge
Slice and Dice- Nemesis swings her blade at incredible speeds, dealing damage to all in front of her.
Requires: Elemental Fury, Sweep
Retribution- Sometimes even Nemesis may be over matched in combat. She will never fall to her own hubris, though, and is humble enough to know when defense is necessary. She activates a shield around herself and recovers, while still dealing damage to enemies around her.
Requires: Lightning Cloak, Become Ethereal, Mora's Boon (or any self heal)
Divine Judgement- When justice MUST be handed out, Nemesis tips the scales of fate completely in her favor. Nemesis calls upon the Divines to ensure her victory, weakening her enemies and empowering herself.
Requires: Marked for Death, Ebonyflesh, Lightning Cloak, Scales of Fate
Switch Stances- Nemesis can switch between offensive or defensive stances in normal combat scenarios. Assault stance consists of dual casting destruction spells and two-handed combat. Guardian stance makes use of her shield and single casting spells.
Early on, you will be fairly squishy. Get a greatsword and imperial light armor set ASAP, as well as a hood or circlet to increase your magicka. Combat will consist entirely of dual-cast sparks at range, two-handed greatsword up close, and kiting/healing if you get in trouble. Alternatively, you can equip a shield in one hand, and single cast sparks and shield bash for a more defensive approach. It may be slow and frustrating to start on Master. Just do the main quest, clear out bandits you come across and do radiant bounties around Whiterun. Level up enchanting casually. Soul trap is optional, otherwise soul gems are your primary cash sink. You will not be taking advantage of any of the full set perks in Light Armor, so supplementing your Armor rating via Alteration spells is fairly necessary. A companion may also help immensely if you are having a hard time. Enchantments to increase Magicka and reduce spell costs are what you are looking for here. Absorb Health for your greatsword, and if that is too hard to find, use shock damage. As soon as you have gotten to the point where dragons and shouts are unlocked, you should be close to level 10. Dawnguard is your first major quest line priority at that point
The heavy use of Shock spells and two-handed swords make this character a very viable mage killer. A few power attacks with a great sword, coupled with shock magic will be absolutely devastating to both the health and Magicka of any unarmored spell caster, which, hey, most vampires are. I realize that the restoration tree has tons of undead-killing potential, and those are all totally okay to use if you want. However, I have found that the simplicity of shock destruction, two-handed combat, and self-heals are plenty. Especially once you start to unlock shouts and gain the ability to perform Nemesis' special moves.
IMPORTANT!! Doing the Dawnguard quest line allows you to acquire your set of armor that will be used for the rest of the game. However, there is only ONE set of Ancient Falmer in the entire world, so don't enchant it until you have mastered enchanting! It may be better to just wear enchanted Elven Armor until that point.
Anyway, that's all I have for now. I play on a fairly heavily modded game, with non-vanilla perks, but I tried my best not to include anything from my play through that requires mods. All spells, armor, perks, etc. that would be required to play this build are available in the base game and DLC, with the exception of the Ancient Falmer Crown. Feedback is appreciated! Thanks for taking the time to read my first post and build in the group.
I really like the intro you have for this. In some places it seems a little more like a list than a character build but that can probably be fixed by tweaking the layout a little.
I really like the intro you have for this. In some places it seems a little more like a list than a character build but that can probably be fixed by tweaking the layout a little.
I think that this build is really something. But before I give you +1 I have to suggest you to add perk spread and expand a roleplay section - which I can´t see at all.
You talk a lot about equipment and combat, that is good. But you have created very interesting character and I don´t know why that character should join College of Winterhold for example. You have backstory, but not the actual story.
I think that this build is really something. But before I give you +1 I have to suggest you to add perk spread and expand a roleplay section - which I can´t see at all.
You talk a lot about equipment and combat, that is good. But you have created very interesting character and I don´t know why that character should join College of Winterhold for example. You have backstory, but not the actual story.
Yeah, College of Winterhold questline itself isn't important or necessary at all. In fact, doesn't really fit. But as noted below the listed quests, sometimes gameplay takes precedence over role play. In this scenario, unfortunately, there is no other easy, guaranteed way to acquire Expert level spells than to at least gain entry to the college.
Yeah, College of Winterhold questline itself isn't important or necessary at all. In fact, doesn't really fit. But as noted below the listed quests, sometimes gameplay takes precedence over role play. In this scenario, unfortunately, there is no other easy, guaranteed way to acquire Expert level spells than to at least gain entry to the college.
It's makes a great difference! Only other thing I'd suggest is changing the color of the Perk Spread link. I skipped right over it at first because just looked like ordinary text.
It's makes a great difference! Only other thing I'd suggest is changing the color of the Perk Spread link. I skipped right over it at first because just looked like ordinary text.