Perks are up to you, and dual-wield is recommended, fitting in with the original Soul Weaver.ĭestruction: Soul Weavers were specialized mages, only being able to cast one elemental spell. As you're unable to improve Bound Weapons beyond Mystic Binding, Enchantments and skills, you'll want as much of this as possible. One-Handed: You will be using Bound Weaponry*, so you should grab some perks here too. It's best to get Regeneration, Recovery (2/2) and Respite, and Ward Absorb and maybe even Avoid Death would be good too. Necromage and spell levels are up to you depending on what spells you decide are good enough. Soul Weavers can also utilize wards as a part of their "Soul Aegis" ability. Restoration: Weaving life essence into their own bodies, Soul Weavers were just as good at healing as any other mage. I guess that could be RPed as well, in that we sort of "absorb our atronach's power, thus disrespecting it"). This can also augment our magic resistance, again, RPing like we're becoming "one with our atronach." Do not get Atronach, for (natural) spell absorption was taboo amongst the Soul Weavers (And. Recommended perks include but are not limited to Summoner (1/2), Atromancy, Elemental Potency and Mystic Binding.Īlteration: You will need to put up your armor, or "Soul Aegis" in big fights. The stone makes magic twice as deadly while doubling Magicka regen, and thus, makes for a lethal challenge stone against mages.Ĭonjuration: Th e Soul Weavers were master conjurers, and as such, this will be both a powerplay and RP skill. The forces of magic attract to the Soul Weaver Scorned, both in the form of natural Magicka and harmful destruction magic. Path C, the Scorned (Challenge Stone): For the Soul Weaver who fails to successfully tame their atronach initally, this path uses the Apprentice, weakening them against all forms of magic. This stone generally lessens the impact of magic and has a slight effect on physical damage, which is quite valuable considering cloth mages are soft capped at 300 armor with the best Flesh spell and max Mage Armor. The Soul Weaver Aetherial becomes more in tune with magic than their chaotic Siphon counterpart, and also obtains a slight increase in defense against melee from extensive utilization of Alteration. Path B, the Aetherial: This path utilizes the Lord to become more resistant to the forces of Nirn. In RP terms, the Soul Weaver Siphon becomes more like their atronach at the expense of the atronach itself. In terms of effectiveness, it grants an amazing anti-magic effect, but at the same time gives a 50% chance for you to absorb your own summon. Path A, the Siphon: This path utilizes the Atronach to augment the Soul Weaver's own strength, but loosens their connection with their bound atronach. Stone: Mage, but at higher levels, there are two paths a Soul Weaver can choose, though a third marks failures. High and Dark Elves are worthy choices as well, though I prefer the Bretons. Race: I highly recommend the Breton race for reasons of both effectiveness, as well as mystical lore and generally (at least for me), more fun RP. You'd best be on your way, for Skyrim holds more than the key to power. You are still only a novice, but you intend to grow both in strength and spirit, and show what this lost art can do. Your only hope of ever becoming more adept in magic is the Mage's Guild, and the closest thing you can get is the College of Winterhold in Skyrim. All records of them were destroyed, as well as witnesses to their abilities, and you are the only bit of proof that they ever existed. You as the Dragonborn, turn out to be the last of this sect of summoners. How does this aid them, you may ask? Well, this allows the ability to weave with the atronach's element, as well as augment their own spells. More powerful Soul Weavers can even synchronize with their bound atronach, and unleash a powerful destruction spell without being interrupted. The Soul Weavers were summoners who bound themselves to single atronachs, out of both respect and power lust. This binding is much more powerful than that of a normal summoner's, in that they invoke the powers of said daedra, and can only summon that daedra. I intend to transfer some of those concepts into Skyrim in the most lore-friendly way possible. It was a pretty childish game in general, but a few of the classes and armors in it were pretty promising, and came with some nice concepts. so, I used to play this game called DragonFable.
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