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Character Build: Atmoran Totems - The Moth

Tags: #Race:Nord  #Character Build Rogue  #Character Build Pilgrim  #Character Build Alchemist  #Rank:Exemplar 
  • Member
    June 9, 2015

    In Skyrim, the totems of the old Atmoran gods can still be found – the symbols scratched into a stone protruding like a jagged tooth from a grassy field, or carved outside the entrance to a forgotten tomb. The symbols speak, it is said, to those who would listen.

    Some men and women are said to partake of the spirits of the stones. Even if they know nothing of the symbols or their origin, their companions mark how their strength rivals that of the bear, how their cunning is that of the fox, how their restlessness is that of the hawk. Such individuals body forth the totems in their minds and their hearts, their learning and their fighting, their being and their dying.

     

    This is the fourth installment in a series of nine character builds, each keyed to a particular totem. (See here for the first build, The Hawk, as well as an introduction to the project. Other builds so far include The Wolf and The Snake.) The race for each build presented in this series is assumed to be Nord, as those with the blood of the North are the most likely to bear the aspect of a totem. But just as the Dragonborn can be a member of any race, so too the call of the totems can be answered by any race of man, or beast, or even elf.

     

    The Moth

    The Moth is perhaps the most unassuming totem. Its reserves of power are hidden. Those drawn to the Moth often boast striking features, but a quietness keeps them aloof from other individuals. However, when they speak, their subtle power is revealed.

    In the Nordic pantheon, this totem may be associated with Dibella, bed-wife of Shor. For the Imperials, Dibella is a goddess of refined beauty. But to the ancient inhabitants of Atmora, the beauty of the Moth is of a different sort. For a people who gave pride of place to bold deeds and open war, the beauty of cleverly spoken words acquired its own potency, and the mystery of transformation – from the lowly larva to the enigmatic night-flying moth – its own power. Those who follow the ways of the Moth embody a cleverness both in their words and in their craft that reflects this ancient and little-understood totem.

    Rather than a stereotypical sweet-talking seducer (which would seem more Imperial than Atmoran), my Moth-inspired character is patterned somewhat after Rasputin, the famed mystic and charlatan who gained the trust of Russia's royal family. Rasputin, according to the linked bio, became “synonymous with power, debauchery, and lust” - an interesting way to imagine a primitive version of Dibella. It may be easy to think of the “bed-wife of Shor” as little better than a servant, but her position near the chieftain of the gods certainly afforded her some measure of influence. And it is through influence, rather than naked power, that those of the Moth make their way in a dangerous world.

    Primary Skills: Alchemy, Speech 

    Complementary Skills: Illusion, Archery, Sneak, One Handed

    Attributes: 4:1:4 M:H:S

    Stone: Thief, then Steed. Though this character wears little armor, the Steed's carry weight bonus is ideal for toting ingredients, brews, and ill-gotten items to sell.

    Shouts: Become Ethereal, Throw Voice, Disarm. The Shouts used by followers of the Moth involve projecting their power indirectly, or flitting out of a foe's reach. Through their enigmatic presence, those of the Moth may even command foes to drop their weapons. It should also be noted that (according to Ponty's Complete Guide to Shouts), Throw Voice can also interrupt dragon shouts; its miniscule cooldown makes it the ideal debating tool, in addition to its obvious stealthy uses.

    Mask: Hevnoraak (“brutality”). This dragon priest – powerful enough to threaten the very land – is a counterpoint to the Moth's gentle application of strength. Hevnoraak's attempt to gain immortality by draining his lifeblood is also thematically consistent with an alchemist character. Immunity to both poison and disease keeps the Moth aloof from mundane ailments, and is most useful in Falmer dens.

    Gear: Robes of Illusion; Thieves' Guild/Blackguard Hood, Gauntlets, and Boots; spider scrolls; assorted scrolls and potions; longbow; dagger.

    Quests: Thieves' Guild, Bard's College, A Return to Your Roots, The White Phial, The Heart of Dibella, Black Book: The Winds of Change, Black Book: The Sallow Regent, Paid in Full, No Stone Unturned.

    The Moth's goal is influence, not direct power. Such an individual may seek to become the power behind the throne, whispering into the chieftain's ear. Hidden guilds, such as the Thieves' Guild in Riften, allow these characters to work in the shadows, gaining the trust and confidence of important people. The Bard's College also allows early access to master Speech training, and can shore up all your other skills.

    Go through the Thieves' Guild questline quickly – to get the third Disarm word – but leave the Guildmaster stuff for later, if ever. Blackguard gear is better than Guildmaster's armor anyway, and this allows the Moth to remain in the background.

    Other quests shore up weaknesses and build on strengths. A few key quests in Solstheim help establish the follower of the Moth as a magnetic, charismatic figure. The Black Book found in Raven Rock Mine offers Lover's Insight, allowing 10% better damage and prices with people of the opposite sex – an ability which stacks with the Allure perk and the Agent of Dibella ability for a total of 20% better prices and damage. Getting to the mine itself is easily compatible with roleplay, since it's Glover Mallory who sends you there – and the Shadowmark on Mallory's home will naturally encourage a Guild member to investigate, in turn leading to the quest Paid in Full and the excellent Blackguard armor.

    White Ridge Barrow also offers two great benefits for the Moth-inspired: access to spider crafting (which is a great fit thematically for an Alchemy-focused character), and the Black Book The Sallow Regent, which grants the Seeker of Shadows ability, making potions 10% stronger (and similarly boosting Sneak and bartering ability).

    Back in Skyrim, alchemy-focused quests like The White Phial and A Return to Your Roots offer fitting benefits. And No Stone Unturned synergizes wonderfully with the Speech skill and spider creation. (If on PC, use this mod to make the whole ordeal more immersive.)

    Mind Control Spiders are an effective means of crowd control

    Level 35 Perks

    Speech – all perks except Intimidate

    Alchemy – Alchemist (5/5), Physician, Benefactor, Poisoner, Concentrated Poison, Green Thumb

    Illusion – Novice-Apprentice, Hypnotic Gaze, Animage, Kindred Mage, Dualcasting

    Archery – Overdraw (1/5), Eagle Eye, Steady Hand (1/2)

    Sneak – Stealth (1/5), Backstab, Deadly Aim

    One Handed – no perks; will raise passively as poisons are applied.

     

    Those who take after the Moth are crafty speakers. With little in the way of combat skills, such characters must rely on charm and tact, and several Speech perks – Allure, Persuasion – fit that concept. As befits a totem associated with Dibella, those of the Moth are able to influence others and change the world around them with their words.

    For the Moth, like the Snake, is an exemplar of change. It assumes many forms over the course of its life. Similarly, those who follow the Moth take to the art of Alchemy – the art of turning something into something else. In the hands of a clever individual, Alchemy is a means of offense as well as a crafting skill. It can weaken and distract, baffle and drain many foes – and it can augment the imbiber's abilities to fight enemies who are immune to the effects of poison.

    Illusion is a complementary skill suitable for the Moth. The most relevant spell is Calm, which reflects the moth's hypnotic patterns and flight. Muffle will also aid in those situations calling for stealth. Only a few perks are needed here, as Alchemy will bolster the effects of these spells further.

    Archery is the preferred method for delivering crafted poisons. The arrows themselves do little damage, sped by a simple Longbow. The Longbow's quick draw speed means more poisons can be sent flying toward their target, but to prevent a shot missing – especially when trying to avoid hitting a follower – Steady Hand is a good investment.

    Stealth is a natural skill for those who prefer to avoid open combat. While potions of Invisibility and Fortify Sneak (and the Muffle spell) will do much of the work here, a few perks will allow the character to make deadly shots with the bow.

    Sometimes, though, open combat is unavoidable. In those cases, some swift strikes with a poisoned dagger can end combat quickly. (Against targets that are immune to poison, however, the best option is a quick escape.) The One Handed skill will rise as a result, though no perks are needed.

     

    Gameplay notes: A character leaning heavily on Alchemy may struggle when facing poison-immune foes such as draugr and Dwemer automatons. For those dungeons, Alchemy-fueled stealth (along with Throw Voice for distractions) is one option, and when combat cannot be avoided, the Disarm shout helps even the odds. A bit more investment in Illusion unlocks Master of the Mind, allowing the Moth to calm even non-human foes.

    Fortunately, a focus on Alchemy and Speech means such characters will be wealthy enough to afford scrolls, staves and other magical gear, as well as strong followers to guard them during their adventures. After all, individuals who take after the Moth often have an alluring or mysterious personality that draws others to them. They are not strong fighters, but they can make their allies better at what they do, and weaken their foes. A mage follower, like Illia (who favors frost), would be best – poison your enemies with Weakness to Frost/Magic and then your follower does the real damage. Against poison-immune foes, turn to self-fortifying potions instead – especially Fortify Marksman.

    Preparing for a dangerous run through Apocrypha...

    Those following the ways of the Moth absolutely shine against NPC opponents – but they must exert an indirect kind of power. It's a very different playstyle from the more straightforward characters we've all played in Skyrim – the straight-up warrior, the powerful mage, the deadly assassin. A poisoner and potion-brewer of a subtler sort, the Moth-inspired character presents a unique challenge, forcing you to use your wits, plan ahead, and rely on those you have paid or charmed to get you through some deadly situations. Not every player will find this to their taste. But for those who aren't afraid to get out of the spotlight once in awhile, taking after the Moth can be a refreshing and fascinating change of pace.

     

    The Atmoran Totem builds:

    The Hawk

    The Wolf

    The Snake

    ...and more to come.

     

     

     

     

  • Tom
    Member
    June 9, 2015

    First Like. Yuss.

  • Member
    June 9, 2015

    Just edited to add some links that were missing! 

  • Member
    June 9, 2015
    My Favourite Totem So Far. Absolutely Brilliant.
  • Member
    June 9, 2015
    Awesome work again Paul, love how you took some influence from the "Mad Monk" Rasputin to make this.
  • Member
    June 9, 2015

    Yay, Alchemy!  Maybe you can put some recipes you used? Love reading those!

    This is now my favorite of the series! Can't wait to see what you have in store for other totems  I'm interested in how you use the dagger. You mentioned quick strikes but with such stat spread and equipment I don't see this character surviving long in an open combat. And you don't have Quick Reflexes and/or Slow Time to circumvent it. Disarm only takes you so far (up to level 30). How did you deal with enemies like Draugr Death Overlords? Assuming you didn't calm them or sneaked past them, of course 

  • June 9, 2015

    Very nice! I'm a huge fan of the "clever advisor who's the real power behind the throne" archetype. I do have one question about Throw Voice, though: does it interrupt a dragon's shouts, or a dragon's  breath? There's an important difference there, gameplay-wise. I'm always getting breathed on by dragons; it's rare that they hurl an actual thu'um my way.

  • Member
    June 10, 2015

    Oh, my recipes were pretty standard fare.  Let's see, my most-used poisons had the following effects:

    Slow

    Slow + Damage Health

    Lingering Damage Health

    Paralysis

    Weakness to Poison

    Weakness to Frost

    Weakness to Magic

    For potions, it was:

    Invisibility

    Fortify Marksman

    Resist (Frost/Fire/Shock/Magic)

    Fortify Health + Restore Health

    So nothing groundbreaking.  In the early stages, I found myself going for quantity over quality, since I didn't want to use up too many ingredients; I wanted to have *more* poisons (to see me through a dungeon) rather than *better* poisons.  And by the later stages, my poisons were so effective that I didn't feel too pressured to play around for a super combo.  (Playing on Adept no doubt played a role here as well.)

    As for the dagger, that was definitely my least-used piece of gear, but I felt it warranted at least a mention.  I would revert to the dagger when an enemy refused to target my follower/scroll-summon/spider and got all in my face.  Usually I'd apply a paralysis poison (or a damage health if I thought 2 swipes could kill 'im).  So it was really just for that last-ditch scenario in which it's better to swipe with a dagger than try to draw another arrow.

    The draugr were not too bad if I could sneak and take them out one at a time - or just avoid them, like you say.  The biggest challenge in the playthrough was Snow Veil Sanctum, which I tackled around level 30 or 35 (too late - I should have gone in before 20, I think).  Mercer is an absolute liability if you actually want to use stealth, and there were so many high-level draugr in there that he took a knee a couple of times.  

    My solution was to run, hide, and use sneak attacks combined with Fortify Marksman potions (and Fortify Archery gear that I had bought).  I don't think I actually died, but it was admittedly a hassle.

    What I should have done was visit Solstheim first, and get my hands on plenty of Flame Cloaked Spiders.  Those things were surprisingly effective in Raven Rock Mine, which had plenty of high-level draugr when I entered at lvl 35.  Between a few spiders, Illia, a scroll-summon, and my plinking away from stealth or otherwise, those draugr were *much* easier to deal with!  

  • Member
    June 10, 2015

    Honestly I'll have to get back to you on this - I write up my builds while I'm doing the playthrough, so sometimes I write things in there that I haven't done yet, sort of as a reminder.  I'm embarrassed to admit that I completely forgot to try this out in-game, and it slipped past me when I copy-pasted everything in here.  (Plus, constantly having to remind myself to use poisons/potions/scrolls/spiders/etc no doubt distracted me from experimenting with this tactic!)

    I believe Ponty's guide says it interrupts *shouts*, which would, I guess, include those blasts of ice storm/fireball that the dragons shout at you, but maybe not the steady jets of flame/frost.  I'll load up the character and find a dragon to try it out, though.  

  • Member
    June 10, 2015

    Ah, yes, Flame Cloaked Spiders are surprisingly effective. Having three of them at a time makes you wish for more challenge 

    It seems you didn't utilize Hearthfire houses for ingredients, yes? More like, roam the land and collect ingredients in the process.