THE NECROMANCER
Race: Breton Vampire
Standing Stones: The Serpent and The Ritual
Major Skills: Conjuration, Illusion, Alchemy
Minor Skills: Restoration, Enchanting, Sneak
Dragon Shouts: Drain Vitality, Marked for Death, Soul Tear
Vampirism: No use of vampire lord form
Gear
Head: Aetherial Crown because it Retains the last Standing Stone ability you held, granting you its effects in addition to those of your current stone.
Chest: notorious robe of death robes grants the mage with 75% faster regeneration of magicka a fortify of magicka effect of 75 points*
Feet: any footware (ones with the enchantment of a fortify magicka or fortify magicka regeneration
Hands: any handware(ones with the enchantment of a fortify magicka or fortify magicka regeneration
Weapon: any dagger paralasis and soul trap as the enchantment
Stats: M/H/S - 4/0/1
*You are in mourning for the loss of our family and wear the blackened clothes to show your despair. I have always loved this outfit and this build and RP is a perfect fit for it.
Before getting into the choice of perk trees, I want to let you know that is not some destruction-spell slinging, totally evil lord of darkness. Destruction and ice spells have been linked with necromancers for a long time and I just don't understand it. As a necromancer, you instead are the master of the mind and decay, capable of infecting your enemies thoughts as well as dishing out slow acting poisons through spells and powerful potions.
Every necromancer I have seen is this all powerful, unbeatable dark force of death. Necromancy is normally frowned upon, yes, but this is not some invincible devil build. I will admit, once things get going, you will be trucking through just about every fight and it is AWESOME, but I have not added one stat point into health. In gaining dark gifts, you are weak and feeble. You have your magic and your mind to do the muscle work!
Skills and Perks
Conjuration: The mainstay of any necromancer build, so this choice goes without saying. This skill tree allows for cutting down on conjuration costs, longer undead summon durations, a big +100 health boost to raised undead, and the ability to raise two undead minions at once.
Illusion: The necromancer is a master of the mind. Along with the obvious choice of conjuration, illusion is quite possibly even more important as you will read in the gameplay section. This skill allows the necromancer to frenzy your enemies to provide corpses for his needs, creating chaos and keeping enemy weapons away from your feeble frame and low health. Illusion also allows for insane amount of health boosts to your minions.
Alchemy: Necromancer's are agents of decay. You take from the world of the living, plucking living things from the earth and gather ingredients to mix into powerful, debilitating poisons. Strong poisons combined with the concentrated poison perk allows for two, quick dagger strikes as a last resort when in a tough battle. Paralyze and weakness to poison potions are invaluable when a strong-armed bandit is charging you without minions to help in your defense.
Restoration: The magic school of restoration has many uses: healing oneself, regenerating magicka and stamina, as well as the all power perk Necromage, which allows our undead selves to have boosted spell effects! This magic school also has the new fun Poison Rune spell which enhances the necromancer's power to eat away at living flesh from afar.
Enchanting: Necromancer's are masters of enchanting. Using the trapped souls of slain enemies, you can imbue your apparel and weapons with powerful enchantments. Some notable enchantments:
(Destruction:) This school is only useful for one perk: Rune Master. The Poison Rune spell is extremely helpful from afar, as the poison damage stacks each time, so having the rune master perk allows for casting it 5x further away keeping you at a safe distance. I only used trainers to level destruction enough to attain this perk.
Standing Stones: The Serpent and The Ritual
Major Skills: Conjuration, Illusion, Alchemy
Minor Skills: Restoration, Enchanting, Sneak
Dragon Shouts: Drain Vitality, Marked for Death, Soul Tear
Vampirism: No use of vampire lord form
Gear
Head: Aetherial Crown because it Retains the last Standing Stone ability you held, granting you its effects in addition to those of your current stone.
Chest: notorious robe of death robes grants the mage with 75% faster regeneration of magicka a fortify of magicka effect of 75 points*
Feet: any footware (ones with the enchantment of a fortify magicka or fortify magicka regeneration
Hands: any handware(ones with the enchantment of a fortify magicka or fortify magicka regeneration
Weapon: any dagger paralasis and soul trap as the enchantment
Stats: M/H/S - 4/0/1
*You are in mourning for the loss of our family and wear the blackened clothes to show your despair. I have always loved this outfit and this build and RP is a perfect fit for it.
Before getting into the choice of perk trees, I want to let you know that is not some destruction-spell slinging, totally evil lord of darkness. Destruction and ice spells have been linked with necromancers for a long time and I just don't understand it. As a necromancer, you instead are the master of the mind and decay, capable of infecting your enemies thoughts as well as dishing out slow acting poisons through spells and powerful potions.
Every necromancer I have seen is this all powerful, unbeatable dark force of death. Necromancy is normally frowned upon, yes, but this is not some invincible devil build. I will admit, once things get going, you will be trucking through just about every fight and it is AWESOME, but I have not added one stat point into health. In gaining dark gifts, you are weak and feeble. You have your magic and your mind to do the muscle work!
Skills and Perks
Conjuration: The mainstay of any necromancer build, so this choice goes without saying. This skill tree allows for cutting down on conjuration costs, longer undead summon durations, a big +100 health boost to raised undead, and the ability to raise two undead minions at once.
Illusion: The necromancer is a master of the mind. Along with the obvious choice of conjuration, illusion is quite possibly even more important as you will read in the gameplay section. This skill allows the necromancer to frenzy your enemies to provide corpses for his needs, creating chaos and keeping enemy weapons away from your feeble frame and low health. Illusion also allows for insane amount of health boosts to your minions.
Alchemy: Necromancer's are agents of decay. You take from the world of the living, plucking living things from the earth and gather ingredients to mix into powerful, debilitating poisons. Strong poisons combined with the concentrated poison perk allows for two, quick dagger strikes as a last resort when in a tough battle. Paralyze and weakness to poison potions are invaluable when a strong-armed bandit is charging you without minions to help in your defense.
Restoration: The magic school of restoration has many uses: healing oneself, regenerating magicka and stamina, as well as the all power perk Necromage, which allows our undead selves to have boosted spell effects! This magic school also has the new fun Poison Rune spell which enhances the necromancer's power to eat away at living flesh from afar.
Enchanting: Necromancer's are masters of enchanting. Using the trapped souls of slain enemies, you can imbue your apparel and weapons with powerful enchantments. Some notable enchantments:
- Dagger - Paralysis + Soul Trap
- Apparel - Fortify Illusion, Alchemy, and Conjuration
- Others - Magicka Regen, Fortify Restoration, Magicka Resists
(Destruction:) This school is only useful for one perk: Rune Master. The Poison Rune spell is extremely helpful from afar, as the poison damage stacks each time, so having the rune master perk allows for casting it 5x further away keeping you at a safe distance. I only used trainers to level destruction enough to attain this perk.