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Best Druid Mods For Skyrim (All Free To Download)

Your connection to nature will never be as strong as whenever you play as a Druid in Skyrim.

But seeing as being, a Druid is not really an option. You always have to resort to downloading mods if you truly wish to have a Druid experience in the game.

With that said, Druid mods are actually very easy to come across, seeing as so many people love playing like this.

For this list I’ve focused on mods that strengthen the player’s connection with nature, be it by providing with natural ways to live your life, or by adding new nature-centric spells.

And I have to be honest here: I didn’t think that I would find so many awesome mods for this list. I was pleasantly surprised when I made it, and I’m sure you’ll be more than pleased with these picks as well. Check ‘em out!

 

10. Kyne’s Sacred Trials

Kyne’s Sacred Trials for Skyrim

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This mod truly allows you to partake in Kyne’s Sacred Trials, not just that crap you get to do in the base game where you face a weak trial and receive a dumb amulet in return.

This quest mod completely overhauls Kyne’s Trials, allowing you to truly receive their blessing once the quest is done.

You’ll be able to recite a new shout, plus you’ll get a much better item at the end of the quest (no spoilers here though!)

The original quest is called “The Blessings of Nature”.

I’m sure you know which one I’m talking about.

And yes, it will no longer be useless after installing this mod.

 

9. Reach Magic

Reach Magic Mod Screenshot

Check Out This Mod

Druids are often associated as friends with nature, connecting themselves with the world, and being overall good people.

This mod, however, aims to change that perception for good.

With Reach Magic, you’ll be able to harness and corrupt the forces of Nature itself, allowing you to use them for your own personal gain.

This mod specifically turns you into a powerful spellcaster that’s able to get the worst out of Nature. Then you can exploit it to heal yourself, summon powerful dark creatures, and restore your weakened powers.

Let the darkness consume you.

 

8. Apocalypse – Magic of Skyrim

Apocalypse – Magic of Skyrim

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You may have heard of the Apocalypse mod if you’ve ran a mage playthrough before.

But I’m adding it to my list here because it also adds a whole bunch of cool nature-centric spells to the game.

You can summon whirlwinds, create tempests, invoke fire, and many more types of fantastic spells.

The mod also seems to blend quite perfectly into the base system of Skyrim magic.

I’d even dare say that, if you’re not aware which spells are included in this mod, you won’t notice be able to tell the difference between these new spells & the base game ones.

 

7. Spirit of Kynareth

Spirit of Kynareth Mod

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With the Spirit of Kynareth mod, you’ll be able to summon the powers of Kynareth herself.

This allows you to transform into four different animals. Pretty cool, yeah?

The animations look brilliant, too, which adds a ton of immersion to a Druid playthrough!

 

6. Druid Conjuration

Druid Conjuration Mod for Skyrim

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Spriggans, bunnies, bears… what else are you looking to summon?

With this mod, new druid-themed conjuration spells will get added to the game, which can be mastered thanks to a new spell trainer (who also gets added with this mod).

Conjuration shouldn’t be all about bringing Oblivion creatures into our world, right?

Well now it’s time for you to bring some more furry creatures provided by nature herself!

 

5. Druid’s Den

Druid’s Den Skyrim Mod

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Mother Nature has provided us with a giant world, both in life and in-game.

So we should be making the best of it.

A Druid doesn’t necessarily have to live in a small hut if they don’t want to. And this Druid’s Den mod is ideal for those who share that line of thought.

This Den is really the perfect player home for a Druid. It’s so massive that it comes with a large tree inside!

 

4. Forgotten Magic Redone

Forgotten Magic Redone - Skyrim Mod

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I know this mod doesn’t directly add anything that one would call “druidical”.

But it deserves a spot on my list because of its long list of nature-related spells.

Forgotten Magic is the mod to download if you want to add a lot more variety to your spellcaster repertoire, which is probably something you’re after.

Because really, there’s a big lack of truly nature-friendly spells.

This mod suits the needs of a druid – and it does this to perfection.

It also adds more unique spells for mages to try, which is a nice added plus!

 

3. The Noiral Reborn

The Noiral Reborn Mod

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The Noiral Reborn shows exactly why not every person who’s close to nature, is also meant to have “good” powers.

With the Noiral Reborn mod you’ll be able to cast a variety of spells that take energy from the dark side of nature.

You’ll be able to summon creatures, cast new spells, and look cool thanks to new themed cosmetics that get added to the game. The visuals are a nice added touch.

Oh and this mod also lets you summon a kickass mount.

Do you want to know what it is? Well no spoilers here!

Just give this mod a quick download and check it out.

 

2. House for Witches and Druids

House for Witches and Druids - Skyrim Mod

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It doesn’t make sense for you to become one with nature, if you’re just going to live in a major city, does it?

With this mod, you’ll be able to move to a new hut located just next to the Lost Prospect Mine.

It’s in a region that seems to be getting reclaimed by Earth itself, so there’s no better place for a Druid to inhabit.

 

1. Druid Essentials

Druid Essentials - Skyrim Mod

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Now if you’re looking for the best Druid mod that you can get for Skyrim, look no further.

Druid Essentials is so complete, that one may even say that it’s a DLC of its own.

This brings the entire “get in touch with nature” experience to your Skyrim save, all with just one free mod!

It’s really a fundamental mod to have if you want a fully reinvigorated playthrough. And it’s one that’s so well-designed that it’ll make you think that it was made by Bethesda themselves.

I know that doesn’t say too much in a world where Skyrim has gotten like 7 re-releases, but still.

This mod is really worth checking out. New magic spells, armor, and weapons are all there for the taking of a true Druid.

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Marco Ibarra

Born in the first half of the 90s, video games have been a part of my life ever since I was introduced to Age of Empires I by my dad. I'm a Mass Communications graduate with a specialization in Marketing, as well as a hardcore gamer. My aim is to bring you quality content so you can get the best out of your games and take your experience to the next level!

Sours: https://www.fandomspot.com/skyrim-druid-mods/

As with most of my builds, this one requires several mods to work at its peak. You will need the following mods, all of which are available on both the PC and Xbox One Special Editions of Skyrim.

*Ordinator: Perk Overhaul

*Andromeda: Standing Stones of Skyrim

*Imperious: Races of Skyrim

*Apocalypse: Magic of Skyrim

*Apocalypse: Ordinator Patch

*Alternate Start: Live Another Life

*Druid Conjuration

To achieve the aesthetic shone here for this build, you’ll need these mods:

*CN Accessories

*Hoods with Crowns

*Winter is Coming: Cloaks

Of course, you can create your own aesthetic with vanilla stuff if you like, but this is what I used for my character.

'Sup all? This is a brand new build of mine that I have been working on for a long time. It was suggested by a wonderful YouTuber called KillerKev (his channel is linked at the bottom of the build). This build will be posted on YouTube eventually, but I have recently had problems with me editor so I've decided to just post it on the Forge so I can get some feedback before I make it into a video. Note that most of the spells listed below are from the Apocalypse: Magic of Skyrim mod. This is my first time diving into the potential of this mod, so if you see anything I am missing and would like to make a suggestion, please do so. Anyway, like the build if you enjoy, and without any further introduction, let's dive on in!

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"He is a tremor in the land, a poison in the water. He is a whisper, a shadow a chill wind. He is Reachmage, necromancer and corruptor. Death and decay are his domains."

Skyrim has always been known for the harsh, rugged beauty of the landscape. A vast assortment of creatures and foliage has developed in its diverse environments, and many of Skyrim’s residents seek to preserve their land’s natural beauty. But long ago, in an era almost forgotten to history, a deadly group of black druids known as the Bloodthorn Cult delighted in corrupting and bastardizing Kyne’s sacred creation, twisting it in the most cruel and vile of manners, bending it to their own will and serve dark purposes.

These monstrous mortals were capable of sewing the very ground full of massive, undulating thorns, or to completely seize the minds of wild creatures and obliterate their will. In their wake the left a trail of blood and corruption. But long ago, all members of this this infinitely dangerous cult were destroyed by a hero called the Vestige, a once-legendary warrior that has now been all but forgotten. Under this hero’s mighty weapon, the land was cleansed of the dark influence of the Bloodthorns, as all their Dark Druids were killed and returned to the earth that they had violated. All that is, accept one. A dark and evil presence once again defiles the land, and it has begun to sweep across Skyrim . . .

RACE

The Dark Druid is a Bosmer, native to the twisting Jungle province of Valenwood. The Bosmer are known to worship the Lord of Nature, Y’ffre, and are renowned for their natural skill as hunters and trackers.

As a Bosmer, the Dark Druid will start with:

Health:95

Magicka:100

Stamina:105

Health regeneration:1.0%

Magicka regeneration:3.0%

Stamina regeneration:5.0%

Carry weight:275

With the Imperious mod, Bosmer are naturally gifted with three passive Abilities and one Racial Power unlockable through a quest given as soon as the playthrough begins:

  • Green Pact: Ritually eat the corpses of the dead, gaining a percentage of their attributes.
  • Harrier:Spirit bird marks animals to kill for bonus loot or weakens your enemies in battle.
  • Wild Senses:Detect moving targets in a large radius by standing still when sneaking.

Quest reward - Hunt 10 animals indicated by Harrier to unlock...

  • Beast Tongue:1/day- Call to a nearby predator, making it a permanent ally until released.

STANDING STONE

The Dark Druid will make use out of one of the many arcane Standing Stones found throughout Skyrim, the Mage Stone. With the Andromeda mod, the Mage Stone grants two new passive abilities and one new unlockable power:

  • Power of the Arcane:Spells are 10% more effective. Scrolls are 20% more effective.
  • Mage's Path:Learn two Mage skills of your choice 20% faster. Sleep to change your choice.

Unlockable...

  • Ultimate Power: 1/day -Choose one of three random schools of magic. Spells are twice as effective and cost half as much for 60 seconds.

The Dark Druid will use all of these powers and abilities to his advantage. Both Power of the Arcane and Mage’s Path are quite useful for the Dark Druid, and for any character that uses magic, for that matter. 10% increased spell effectiveness is great to have in general. Mage’s Path is a helpful ability that you may not notice a lot, but it will definitely work in the Dark Druid’s favor. The two best magic skills to choose here are Conjuration and Restoration, but Alteration also works. Once you learn the abilities that each school allows the Dark Druid to use, make your choice based off of which schools you think will take the longest to level, or the ones that you will use the least. Ultimate Power can be pretty useful for large battles and fights, especially if you have already planned them out. Since Ultimate Power gives you three random school choices, and the Dark Druid uses three schools of magic, one of the schools that pops up is guaranteed to be useful to you. Again, this power is recommended for use just barely before a large battle or bossfight.

STAT SPREAD:

Health: 20%

Stamina: 0%

Magicka: 80%

SPELLS:

Conjuration

*Azure Reconstruction

*Conjure Bear

*Conjure Black Wolf

*Conjure Spriggan

*Conjure Spriggan Matron

  - Any other spells you want from theDruid Conjuration mod

Restoration

*Fast Healing

*Welling Blood

*Leech Seed

*Putrefy

*Death Cloud

*Carrion Wind

Alteration

*Flesh Spells

SHOUTS:

The Dark Druid has no interest whatsoever in fulfilling his destiny as the Dragonborn, so shouts will not be necessary, nor easily accessible, for him.

EQUIPMENT:

*Wooden Mask

*Black Thorn Crown

*Armor, Gauntlets, and Boots of the Old Gods

*Black Bear Cloak

*Nettlebane

BACKSTORY:

The history of the Bloodthorn Cult dates back to 2E 583, and perhaps even before. This was a time of great strife for Tamriel. As various factions warred over the Ruby Throne, an even more deadly threat loomed from a much darker place. This was the time of the planemeld, when Molag Bal’s servants attempted to connect the realm of Coldharbour, the Plane of Eternal Torment, with Mundus, the Plane of Men and Mer. Mannimarco, most ancient and darkest of necromancers, gathered his minions in his effort to merge the mortal and daedric realms.

In Tamriel’s northwestern corners, a vile cult known as the Bloodthorns thrived on death and plague. Hidden in plain sight, operating from within the shadows and alongside the blissfully unaware innocents. The Bloodthorn Cult was a tremor in the land, a noxious poison in the water, a deep shadow, an icy chill upon the wind. They were lead by Angof, the Gravesinger and Reachmage, necromancer and corruptor. Death and decay were their domains.

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Though the ancient cult originated within the disputed territory of the Reach, many were conscripted to their ranks. They relied on dark practices that involved the corruption of nature around them. Some called the most powerful among them Black Druids.

Legend has it that the first Druids sprung from within the lands of High Rock, the first of their order known as the “Druids of Galen.” There were unsubstantiated whispers of these original Druids joining the Bloodthorns in a shadowed quest for power.

The Bloodthorn Cult and their threat to the Glenumbra region of High Rock was largely eliminated when Angof the Gravesinger was defeated by the long-forgotten hero, the Vestige. But in spirit, the legacy of the Gravesinger and his cult lives on, and the fell practices of the Black Druids have not yet been purged from Tamriel altogether. Still one remains. He went by several names at the height of his power. The Dark One. Nature’s Terror. The Plague of Lands. The Dark Druid. Whether he was preserved by the natural longevity of his Elven race or by much darker means is unknown, but this ancient Bosmer still haunts the forests with his ancient magicks and old practices, and with Tamriel even more out of balance than it was during the Faction Wars, the time is ripening for a reawakening of the Old Ways . . .

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SKILLS:

*Conjuration

*Restoration

*Alteration

*Enchanting

PERK SPREAD:

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PERK REVIEW:

The perks are an incredibly important part of this character. Unlike your standard warrior he can’t get by with just smashing people with his weapon, or sneaking around and stabbing people in the back. No, the Dark Druid relies heavily on the way all of his perks work together, so it will be important to get your hands on these as soon as possible and try to level up your skills quickly. Paying a trainer to level up may be worth the investment, especially in early game.

Here is a brief overview of a few of the more essential perks in each tree so that you understand the reasoning behind some of the choices I’ve made.

Conjuration

This skill tree is one of the most important to the Dark Druid, as he relies on his summoned creatures to take the hits and deal damage while he runs around casting his spells.Feed the Monsterwill allow you to restore the health of your summoned creatures, and is the primary perk for theMorbid Restorationability that’s detailed below.Atromancymultiplies the duration of your conjured creatures by 3, but this buff increases to x5 at nighttime. This is useful for obvious reasons, and makes it optimal for the Dark Druid to conduct most of his business at nighttime. The main key perks from this tree come a little later on.Rat Kinggives you three undead skeevers to fight for you automatically every time you enter combat. It costs no magicka, and adds to your total number of summoned creatures. The skeevers don’t deal a huge amount of damage, but providee a certainly a useful distraction.Edge of Oblivionis crucial because it enables you to summon an additional creature. The more creatures you have active at one time, the better. This perk is also key in theCorrupted Packability detailed below.Elemental Potencyis useless to the Dark Druid, but allows us to get to the very usefulSummon ResistandMarch of Oblivionperks.Summon Resistwill outfit your conjured creatures with 50% magic resistance and 300 points of armor, so long as you are within 75 feet of them. A bonus to armor rating and magic resistance for all of your creatures is very useful for obvious reasons.March of Oblivionallows you to summon an additional creature for every 250 points of magicka you. This maxes out at 3 creatures. You should have no problem getting to at least 1 additional creature by the time you take this perk since the Dark Druid invests 80% of his attribute points into magicka. This perk requires you to reach level 100 with the Conjuration skill, but with Ordinator, the time investment is well rewarded.

Restoration

Interestingly, most of this character’s restoration spells will be focused on doing disease-like damage rather than actual healing. The Dark Druid does use theFast Healingspell for himself in sticky situations, but that is not the real reason for investing in the Restoration tree.Edgewalkeris the key perk here. This perk increases the power of your restoration spells by 30% if the target is below half health. While this can be applied to healing, where it really shines for this character is the damage spells. For example,Welling BloodandLeech Seeddeal damage over time. A 30% increase in effectiveness to this damage once the target reaches half health is very useful, especially when combined with the side effects of each of those spells. How this perk can really benefit the Dark Druid is shown in theBloodthornability below. TheNecromanticonperk will give you three disease spells at landmark levels in your Restoration skill. These disease spells will allow you to do some extra damage if you need it. Most of them deal damage in an area of effect, which is useful since the Dark Druid has no other damage spells that do this.

Alteration:

This skill tree is only used for theFleshspells that will provide you with the armor protection you need to survive the battlefield. Your pack of conjured creatures will take a lot of the hits for you, but that doesn’t make you immune to damage.Alter Resistanceswill give you an edge over enemy mages. When you take this perk, it’s best to choose to resist Frost and Fire, as these are the two most common destruction spell types you will come across when fighting NPC mages.Home Mythalis a neat perk useful for any character using mage armor. Once taken, it establishes a permanent magical field that multiplies the duration of your Alteration spells by 20 if you are within 250 feet of it. This means that you should be careful about the position of your Home Mythal: it’s best to take the perk in your base (several options for housing are outlined below in the Extras section). This way, once it’s nighttime (so yourAtromancyConjuration perk can be at full effectiveness) you can stand at your Home Mythal and cast your strongest Flesh spell, allowing you to have armor for a much extended period of time without having to worry about re-casting each time you enter combat.

Enchanting:

The Enchanting skill is taken for this character mainly so that you can buff your magicka. TheMarch of OblivionConjuration perk allows you to summon 1 additional minion for every 250 points of magicka you have. Thus, having jewelers that is enchanted with buffs that will increase your magicka total will allow you to summon more creatures to fight for you in combat. And of course it also gives you a larger magicka pool to play with, making it useful in more than one way. Two points inEnchanting Masterywill increase the effectiveness of your enchantments by 40%. TheGem Dustperk allows you to destroy a flawless gem at an enchanter to increase the effectiveness of enchantments by 25% on a certain type of equipment for a single enchantment.

Overall, it’s safe to say that Conjuration is the main skill for this build. Most of the other perks either compliment or enhance those taken from the Conjuration tree. Again, perks are very important to this build, so take them as soon as you can.

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ABILITIES

50497477?profile=originalCorrupted Pack -Nothing can touch you as an army of animal servants whose minds have been bent to your will fend off your enemies. Nothing can satiate the ravenous tide of predators that you unleash upon those foolish enough to opposed you and your quest for power.

Requirements:Rat King perk, Atromancy perk, Edge of Oblivion perk, March of Oblivion perk, Druid Conjuration spells of your choice

This ability is the culmination of the essential Conjuration perks all working in perfect harmony. The Rat King perk will summon three undead skeevers as soon as you enter combat. The Edge of Oblivion perk will allow you to summon two additional creatures, which will be spells from the Druid Conjuration mod. Which two creatures you summon is up to you, depending on the situation. It can be anything from a Bear and a Wolf, to a Spriggan Matron and another Skeever. After or beforehand, you can use yourBeast Tonguepower as a Bosmer to call on an additional wild predator who will serve you until it’s death. At this point you will have a total of six loyal creatures savaging your enemies at every point on the battlefield. Finally, March of Oblivion will allow you to summon a max of 3 additional creatures on top of that (depending on how high your magicka is), giving you 9 total natural beasts fighting alongside you.

50497439?profile=originalMorbid Restoration -No price is too much to pay for power; no act to immoral for strength. Give your own strength to your conjured creatures, and feed them the flesh of your fallen foes to empower your pack of corrupted beasts.

Requirements:Azure Reconstruction spell and/or Feed the Monster

This ability is a fairly simple one that enables you to maintain and buff your pack. The use of the Azure Reconstruction spell is simple enough. At the cost of your own stamina and no magicka, leech 20 points of your own energy per second to increase the health of your summoned creatures by the same amount per second. The Feed the Monster perk is rather a different matter altogether. Feeding a conjured creature Human Flesh will heal them and increase their health, magicka, and stamina by 200 points for 600 seconds; an effect that stacks. Human Flesh can be obtained in many places around Skyrim, and can be fed to creatures by clicking on them and selecting the option to feed them. This option will only appear once you have the perk. Feeding your creatures Human Flesh makes them quite a bit more powerful, but it comes at a high price. In order to unlock the perk, your Conjuration level must be at least 80. However, Conjuration is a skill used quite often by this character so it should not take too long to level it. Despite that, a trainer is recommended. It is recommended that you feed your creatures just before battle. Until you get that perk, healing your creatures with the Azure Reconstruction spell is very useful.  

50497443?profile=originalBloodthorn-Stick your target with a tiny, almost insignificant pricker that releases a noxious toxin into their body and causes them to bleed profusely. The magickally induced wound refuses to stop bleeding for a long period of time and infects the unfortunate victim with a poison that leeches their health and streams it into the caster.

Requirements:Leech Seed spell + Welling Blood spell (dualcasted)

This ability does a decent amount of damage over an extended period of time. On it’s own it may not be the most powerful or effective, but when its debilitating damage over time effect is coupled with the damage dealt by your conjured creatures constantly acting as harriers to your enemies, the damage can add up quickly. Both of these are apprentice level spells that cost a combined 75 magicka. Since magicka is the main stat you will be investing points into, this should not be a problem. The reason these spells go so well together is that not only do they both deal damage over time, but they each have an additional side effect.Welling Bloodwill instantly kill the target if said target loses 60% of it’s health in a certain amount of time.Leech Seedwill increase the amount of health the target loses, hence increasing the chance the target instantly dying once at 40% health.Leech Seedwill also give you the target’s health once it is below full health, andWelling Bloodwill allow that health-steal to go into effect more quickly. Each spell’s side effect enhances the other, making them every effective when used together.

50497482?profile=originalSwallowed by the Earth -Some opponents may prove to be feistier than the average adversary. But even the most valiant of warriors must fall before the reviled power of corrupted nature. Once they are weakened, summon your power to instantly destroy them as if the very ground beneath their feet has swallowed them whole.

Requirements:Slay the Living spell

This ability has only one requirement, but it works extremely well in conjunction with the rest of the Dark Druid’s abilities. Essentially what this spell does is instantly kill a target in melee range if they have 25% health or less remaining. Between yourBloodthornability constantly sapping their health away and your conjured creatures dealing damage, it should be easy to find an opponent with low enough health to be affected by this spell. Such power is also surprisingly easy to come by. This apprentice level spell costs only 56 magicka, so it’s easy to cast over and over, especially if you have a large magicka pool and have a battlefield ripe with enemies waiting to be swallowed by the ground beneath their feet. This ability can also be very helpful against a boss enemy that has been giving you trouble.

COMBAT STYLE

The Dark Druid’s combat style revolves around conjuring your pack of corrupted creatures and then darting around the battlefield to deal devastating damage over time to enemies while they are being harried by your crowd of summoned beasts. Essentially, all that the Dark Druid has to do in battle is to stay alive until his pack of creatures has destroyed his foes. That said, there are several basic combat tactics that should be taken into account.

Preparation

Although you can’t always see a battle coming, for the times that you can, coming prepared is key with this build. Having your spells favorited or hotkeyed can be a huge help so you can quickly access them at the onset of a battle. Conjuring your two creatures is a good start to fighting, and if you have gotten to theFeed the Beastperk, feeding them Human Flesh at the beginning of what you anticipate to be a large or drawn out fight is advisable. After your creatures are conjured, cast one of your Mage Armor spells if you don’t already have one applied from your Home Mythal. If you know where the battle will take place, scoping out good spots to retreat to is also a good idea. Using yourBloodthornability requires you to be rather close to the target, as does theSwallowed by the Earthability, so having a place to which you can fall back after having casted either of these is a good idea.

Surviving

After you have set your army of wild beasts upon your foes, keeping alive is your top priority. This should not be too difficult through a combination of your armor spells and healing spell, as well as the ability to duck behind your pack of creatures when necessary. If things are looking bad, running is always a viable option. You can always cast more creatures while retreating if necessary. 

Buffing and Debuffing

Buffing yourself and your creatures is an essential part of combat, which is mostly covered by theFeed the Monsterperk, the Azure Reconstruction spell, the Mage Armor spells, as well as your potions and Healing spells. Debuffing is essential to use as much as possible. This is mainly achieved through theBloodthornability, which will weaken targets for your creatures to kill, or weaken targets that your creatures have already fought. If enemies are entirely destracted and you are low on magicka, you can always whip out Nettlebane to deal some damage and hasten their path to death. Once an enemy is low on health, the next tactic comes into play.

Finishing

When you come across an enemy that is low on health, quickly move onto the battlefield and intercept him with your Slay Living spell in hand, ideally casting it on them before they have a chance to strike you.

All of these tactics must be put together. Running around and debuffing, buffing, and finishing must be balanced with your survival tactics, or else you will find yourself quickly finished off by a fair few enemies. The best situation is when your enemies are entirely distracted with fighting off your creatures. This allows you to freely buff them and debuff your enemies at will. A good way to set up this scenario if you know a battle is coming is to cast your creatures in front of you and fire only the Welling Blood spell at them. When they attack, your creatures stand in between you and the enemy. Since enemies usually focus on the first threat that appears, this allows you to have some free reign behind the front lines.

ROLEPLAYING & QUESTLINES:

Of course, the roleplaying and questlines for your character are ultimately up to you, but there are still certain parameters that should be met in order to fit with the lore of this character.

Roleplaying is essential for the full experience of this build. One of the most important elements is to travel almost exclusively at night. This has several good perks. From a roleplaying standpoint, you’ll hardly feel like a dark, frightening Druid if you go traipsing around cities in broad daylight, listening to guards telling you sob stories about arrows in their knees and kids sassing you about not looking so tough. In fact, avoiding cities as much as possible is a good idea. If you have to trade goods, try waiting to meet a vendor on the road or discreetly paying a visit to the Khajiit caravans rather than marching into Solitude and revealing your presence to the whole of Skyrim.

Going knockturnal with this character also has another, more practical benefit though. TheAtromancyperk makes non-undead minions that you have summoned last three times longer. However, this perk is increased to lastfive timeslonger at nighttime. Obviously this is to your benefit so you don’t have to resummon your creatures every time a random bandit attacks you while traveling.

Let’s take a few steps back and define the Dark Druid’s actual goal. The Dark Druid really just wants power. Perhaps taking revenge on the one who destroyed the Bloodthorn Cult would be high on the list, but since the Vestige is long dead by now, the Druid only has one choice; continuing to pursue total mastery of his craft. Of course, his practices and methods would not be accepted by the majority of society, so this complicates roleplaying slightly in the respect that the Druid would need to practice discretion in pretty much all things. As already mentioned, staying away from cities and traveling at night are definitely good starting points.

Questlines are also made slightly difficult by this characters enigmatic nature. He will certainly avoid any quests that he stands nothing to gain from, especially if the only object is money or simply helping someone out. Well he isn’t exactly an assassin and won’t kill without reason, he has no interest in the well-being of Skyrim’s people and would certainly kill any or all of them if he could gain anything by it. The Dark Druid is also largely unmotivated by monetary benefits, so quests that will gain you nothing but gold are also discouraged unless you have a specific need for money at the time. That said, here are some of the questlines that might interest the Dark Druid.

First off, the College of Winterhold holds far too many secrets and far too much opportunity for power for the Druid to pass up. The questline might also intrigue him, especially when he discovers the involvement of the Psijic Order and the powerful artifact known as the Staff of Magnus. Even the secrets of Labyrinthian hold some interest for the Druid. Sidequests that will increase the Druid’s overall power are also advised. Of course, if you really want to dive deep into roleplaying, showing up in your typical Dark Druid garb is not exactly subtle, so it may be best to change into a normal mage robe as a disguise when spending time at the College, while still keeping the mask. If you do or how you go about these small roleplaying elements are up to you, but they can certainly make for a much more immersive experience.

The Dawnguard questline is also an option, so long as you side with the Vampires of Volkihar. By this point the Dark Druid is veryveryold, and although he may have found ways to extend his existence, even he cannot outrun death forever. Not unless he becomes a vampire that is. The allure of eternal existence would be too much for the Druid to resist. Although Vampirism wouldn’t play a huge role in your combat or even the day to day experience of playing, it fits with the playstyle in that the Druid moves mainly at night time, so no real adjustments would need to be made. The Vampiric Drain spell could also be applied to the playstyle, but if you plan on using it I recommend installing a mod that re-balances and enhances its effects. The spell is incredibly close to useless in it’s vanilla form, so some buffs and balances are necessary to make it viable.

Other quests that your character undertakes are entirely up to you, but these quests that were mentioned are useful for leveling up, and fit the roleplaying rather well.

EXTRAS:

This brings us almost to the end of today’s build, but there’s still a few final things to cover concerning the Dark Druid. Some sort of housing is necessary for this character, as sleeping will be useful so that you can skip through the day to the night. Of course you can just wait, but theWell Restedbonus can be helpful. The Alchemist's Shack or Anise’s Cabin can be useful as base to return to and sleep when necessary.

The Dark Druid will not make use of any mounts, but your conjured creatures will serve as your followers and guardians while you travel, particularly once you have theAtromancyperk.

Check out the video!

https://www.youtube.com/watch?v=OCvcAkaHHE8

GO FORTH!

That just about covers all of it! Thanks for sticking around to the end of this rather long build, and thanks to KillerKev (his channel: https://goo.gl/ZVzXp1) for the inspiration for this build. Thank you to Mr. Curse Never Dying for providing the wonderful art for each of the abilties. It really adds to the presentation of the build. If you did indeed enjoy this one, leave behind a like and a comment with your feedback to let me know what you thought of it. Once again, thank you so much for reading through the build. Now go forth! Become the scourge of the land as you bring it death, decay, and corruption!

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For anyone who didn't know, I have a YouTube channel where I post builds like this one. If you want to see more, check it out here:

https://goo.gl/NfN91M

Sours: https://theskyforge.ning.com/groups/tes-character-building/forum/skyrim-build-the-dark-druid
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Abandoned as a baby but somehow surviving. Ending up most of his life in the wilderness and away from society. Having a fascination with alchemy and plants since a young infant. An outsider of the green pact. This is my take on the Druid.


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https://s3.amazonaws.com/sky2/builds/446113/5825.jpg

Race: Altmer, Breton, Bosmer, Nord

- optional (born ugly so make him pretty ugly with a full beard) optional -
Stats:40% 30% 30%
Standing Stone:The Mage Stone => The Serpent Stone
Equipment

Head: Diadem of The Savant => Helmet of the Old Gods

Body: Ragged trousers

Hands: Fur Gauntlets => Stormcloak Officer Bracers

Feet: Fur Boots => Boots Of The Old Gods

Weapons:The Woodsman's Friend & Poachers Axe => The Rueful Axe & Poachers Axe

Ring:Nothing => Ring Of Namira

Amulet:Nothing => The Gauldur Amulet
Major Skills:Alchemy, Two handed, Destruction, Alteration

Transformation:Lycanthropy

Minor Skills: Block, Light armor
Followers:Only animals like pet a dog
Play style: Using flesh spells before the fight, then using the elements of the world (destruction magic) for range while placing Runes around you and when the enemy gets to close finish them off with your poison soaked battle axe. Using home made potions to regain health. When you find the poacher's axe you decide to keep it on your person instead of leaving the chance of somebody finding it. (if ever out numbered or surrounded use Lycanthropy to either escape or to tear them apart)
Suggested Quest Lines: The Companions quest line, The Taste of Death, No One Escapes Cidhna Mine, A Daedra's Best Friend (killing Barbos because he is already a dead spirit), Ill Met by Moonlight, Dawngaurd quest line, Destroy the Dark Brotherhood! (optional), The College of Winterhold, Civil War (optional but go with Stormcloaks if you do this quest line).
When the yarl of whiterun asks you to slay the dragon you refuse because in your mind they are a rare and magical species, so rare in such that you wouldn't kill one unless it meant your life.
https://s3.amazonaws.com/sky2/builds/446113/5824.jpg
Backstory:
When you were born you were considered so ugly your parents left you to die, but by some twist of circumstance you survived. Through a vision you communed with a primordial spirit of nature. In the form of a majestic beast, this spirit charged you with preserving the natural world from those who would destroy it but being so young you never understood. This caused you to have short dreams and nightmares about the encounter.

Founded by a group of the Green Pact at the age of four and brought back to their village as a foster child but never being able to fit in considering your appearance. However you were still being taught their ways, you accepted to respect nature and its ways, only to eat meat and practiced the tradition of eating your enemies flesh for strength. However you still considering alchemy a vile trait, since it was the only thing you new about for four years, despite their rules you practiced in secret treating the act with tremendous respect and never taking more than what was needed for your recipe's.

On the day that was considered to be your ninth birthday (the day they found you) and the day you were supposed to go on your first hunt, a horde of Orcs attacked your settlement, you were the only one left surviving by sheer luck because earlier that day you overheard the people of the village talking about how they dishonored you for not being born in the pact and that you shouldn't be allowed to go on your first hunt.

You were hiding in a hollowed out tree that only you knew of on the outskirts of the town. The attack and living among strangers that dishonored you for most of your life made you despise man and mer alike even more then you already have.

Living off of the land you made many friends although they were animals you considered them more caring and alike you than any other kind of life causing you to take an all new appreciation for animals and nature. Instead of eating animals like the Green Pact taught you, you end up feeding off of bandits and the scum of the land you were in.

A year after you were walking in the woods you met a sprigan. Surprisingly the creature didn't attack you instead it spent a day teaching you how to tend the natural world in a gentle manner. This made you think about your dreams more and take more consideration into them being real.

For the next ten years you wondered the provinces of Tamriel to study its plant life while at the same time putting together your dreams and nightmares like clues in your journal. Among the provinces you started in Valenwood where your village got attacked.

Then you decided to board a shipment of animals to Hammerfell releasing them upon arrival making a quick escape. After spending five years in this province you decided you learned enough of Hammerfell. You then ventured off to Cyrodill spending another five years learning about their wildlife and and most importantly their vegetation.

You managed to end up learning many new skills and lessons about alchemy, magic and Nirn along your adventures. One day you heard a rumor about Skyrim and its vast terrain of snow and forests but despite it being so cold there was still plant life, curious and extremely interested in Skyrims wildlife, you plan to make your way there.

Making your way to the border of Skyrim and Cyrodiil you encounter a ten foot tall wolf devouring a child nearby. Having never encountered a beast quiet like this before, you stood in amazement to take in its appearance.

This wolf was un alike any other you had seen, standing on its hind legs with claws and teeth the size of a small daggers. Moving closer to get a better look you step on a branch that breaks under your foot catching the beasts attention. In a matter of seconds it had slashed you and threw you across the field, before blacking out you could hear a mob in the distance.

You awake only to find yourself in a barn of sorts. You look to your right to see a priest healing your wounds.

"Where am I" You asked

"Not to worry, you are safe in a a place called Wildeye Stables, and thank you for trying to save the child, but I'm afraid she didn't make it" She said.

"How long have I been out for?"

"A week" She answered.

"I am healed" You insisted "Let me go"

"You are welcome to leave when you want to how ever it is the middle of the night so please leave in the morning"

"Alright" You agreed.

You couldn't sleep at all, all you could hear was wolves in the distance which intrigued you to go outside. As you step outside you witness the moon in its glory, tonight it was bigger than usual and brighter too, it was a full moon. Suddenly your heart rate spiked tremendously as you felt yourself starting to deform. All you could see was your hands which started to look like paws and a bunch of fur coming out of your face. A feeling of hungriness overwhelms you to the point where it was all you could think about. However you end up blacking out before the transformation finishes.

https://s3.amazonaws.com/sky2/builds/446113/5859.jpg

You awake finding yourself naked at a camp with blood everywhere. Grabbing the closest clothing (which happened to be some old rags) you ran off to find any sign of life. It wasn't long before you found it, coming across what looked like a military camp, you decided to take your chances and ask them for a change of clothes.

However as soon as you entered the camp a group of heavy armored men had it surrounded and attacked. You turn to walk away but there are men coming up behind you as well.

Unarmed you deiced to run into the camp to try and find a weapon. Grabbing a battle axe from a man with a arrow through his head dead on the ground, you try to defend yourself. Ending up in your eyes putting up a decent fight considering no prior training, however eventually you found yourself being disarmed and in seconds rounded up with the others.

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img source: www.google.com

Similar builds


Sours: https://skyrimcalculator.com/
Skyrim SE Modded Build - THE DARK DRUID - Skyrim Special Edition

Hey everyone! This is my first build here, a staff wielding animal mage who is deeply intuned with nature. The Forest Druid, or simply the Druid.

The Druid

A Druid's power is drawn from the earth, and nature is his ally. Their goal is to protect the earth and further increase their knowledge and connection towards it. They are wise and resourceful, and can enter the beastly form of a dire wolf in desperate situations.

 

Race:

Bosmer: The wood elves knowledge of the forests and natural ability to command animals make them excellent druids.

Khajiit and Argonians also make good druids as they have natural beast forms

Standing Stone:

The Serpent or The Steed, for additional animal abilities.

Shouts:

Animal Allegiance lets you call upon the help of the wild.

Clear skies with command over the weather

Dragonrend, even beasts as mighty as dragons bow with respect

Kyne's Peace to calm the wild

Storm Call to further your command of nature

Whirlwind Sprint and Unrelenting Force harness the power of wind

Major Skills:

Alteration: A druid's connection to nature grants him many powers. He can grow temporary gills for underwater breathing, or fangs that deliver the paralyzing bite of the spider. He can transform his skin into the dense elements for protection, and even transmute those elements. Novice - Expert Alteration, Stability, Magic Resistance 3/3.

Illusion: A big part of the druid's power comes from the ability to enter and manipulate the minds of living creatures. Most natural beasts can be calmed by a druid, or intimidated. Druids can also give beasts the will to fight. They can also dwell in the minds of man. All perks.

One-Handed: In combat, a druid usually wields a sword or an axe with his staff. They are fast and savage fighters. Armsman 5/5, Fighting Stance, Savage Strike.

Alchemy: The Druid's knowledge of the wilderness lets him combine natural ingrediants to make medicines and to enhance his abilities. He can also use the gifts of the wild to create powerful poisons. Alchemist 5/5, Physician, Benefactor, Poisoner, Concentrated Poison.

Minor Skills:

Conjuration: Most druids only practice conjuration to call familiars and capture souls to power their staff, but some also learn how to banish the unnatural daedra. Novice - Apprentice Conjuration.

Restoration: Draw upon the earth's energy to heal your wounds, and destroy the unnatural undead that roam tamriel. Novice - Apprentice Restoration, Regeneration, Respite.

Light Armor: Druids wear furs and hides to be more in touch with beasts. Saviour's Hide is a good armor choice. the helmet of the old gods is also recommended. (Some druids instead choose to wear robes). Agile Defender 5/5.

Sneak: The Druid can movie quietly through the wilds, and when needed can hunt like a predator. Sneak 1/5.

Staff:

Part of the druidic culture involves harnessing the powers of nature in staves. A druid always holds a single staff at a time, leaving one hand free for casting spells or holding a weapon. The staff a druid uses only uses powers that he could normally cast. The exception being, some druids use staves with destructive properties when they are outside of the wild.

Animal Companion:

Most druids have an especially close bond with a single animal, who will follow their every command. The average druid is close with a tame animal, such as a war dog, but some more powerful druids bond with spiders (dragonborn dlc) or even trolls (dawnguard dlc)

Play Style:

The druid gives his life to protect and honor the earth, and to increase his bond with it. They do this by travelling the world, and exploring its natural beauty. Sometimes they also seek out and destroy the undead, and try to root out the unnatural art of necromancy. They will always try to calm or scare off animals before fighting them, but they arent afraid to kill, for death is as natural as life.

Lyconthropy:

A druid can enter the form of the dire wolf when needed. It is used to travel the distant skyrim environments, and strike fear into the hearts of weak men. It is a druids last resort in combat, and he will call the aid of other wolfs.

Combat:

The druid combines the magic of nature and the natural speed and strength of the beast to take on the toughest foes. When manipulating the mind doesn't work, a druid has many different combat options. He can strengthen his skin with alteration magic, then draw a weapon and fight. In addition to a weapon, when outside of the forests, some use powerful destruction staves. they can also poison their weapons for addition effects and damage. 

Notes:

For additional role playing fun, try to only use spells you could justify a druid using like my examples of gills for waterbreathing and spider powers for paralyze. Also, this class should probably level half and half magic/health. Hope you like it

 

Hey everyone! This is my first build here, a staff wielding animal mage who is deeply intuned with nature. The Forest Druid, or simply the Druid.

The Druid

A Druid's power is drawn from the earth, and nature is his ally. Their goal is to protect the earth and further increase their knowledge and connection towards it. They are wise and resourceful, and can enter the beastly form of a dire wolf in desperate situations.

 

Race:

Bosmer: The wood elves knowledge of the forests and natural ability to command animals make them excellent druids.

Khajiit and Argonians also make good druids as they have natural beast forms

Standing Stone:

The Serpent or The Steed, for additional animal abilities.

Shouts:

Animal Allegiance lets you call upon the help of the wild.

Clear skies with command over the weather

Dragonrend, even beasts as mighty as dragons bow with respect

Kyne's Peace to calm the wild

Storm Call to further your command of nature

Whirlwind Sprint and Unrelenting Force harness the power of wind

Major Skills:

Alteration: A druid's connection to nature grants him many powers. He can grow temporary gills for underwater breathing, or fangs that deliver the paralyzing bite of the spider. He can transform his skin into the dense elements for protection, and even transmute those elements. Novice - Expert Alteration, Stability, Magic Resistance 3/3.

Illusion: A big part of the druid's power comes from the ability to enter and manipulate the minds of living creatures. Most natural beasts can be calmed by a druid, or intimidated. Druids can also give beasts the will to fight. They can also dwell in the minds of man. All perks.

One-Handed: In combat, a druid usually wields a sword or an axe with his staff. They are fast and savage fighters. Armsman 5/5, Fighting Stance, Savage Strike.

Alchemy: The Druid's knowledge of the wilderness lets him combine natural ingrediants to make medicines and to enhance his abilities. He can also use the gifts of the wild to create powerful poisons. Alchemist 5/5, Physician, Benefactor, Poisoner, Concentrated Poison.

Minor Skills:

Conjuration: Most druids only practice conjuration to call familiars and capture souls to power their staff, but some also learn how to banish the unnatural daedra. Novice - Apprentice Conjuration.

Restoration: Draw upon the earth's energy to heal your wounds, and destroy the unnatural undead that roam tamriel. Novice - Apprentice Restoration, Regeneration, Respite.

Light Armor: Druids wear furs and hides to be more in touch with beasts. Saviour's Hide is a good armor choice. the helmet of the old gods is also recommended. (Some druids instead choose to wear robes). Agile Defender 5/5.

Sneak: The Druid can movie quietly through the wilds, and when needed can hunt like a predator. Sneak 1/5.

Staff:

Part of the druidic culture involves harnessing the powers of nature in staves. A druid always holds a single staff at a time, leaving one hand free for casting spells or holding a weapon. The staff a druid uses only uses powers that he could normally cast. The exception being, some druids use staves with destructive properties when they are outside of the wild.

Animal Companion:

Most druids have an especially close bond with a single animal, who will follow their every command. The average druid is close with a tame animal, such as a war dog, but some more powerful druids bond with spiders (dragonborn dlc) or even trolls (dawnguard dlc)

Play Style:

The druid gives his life to protect and honor the earth, and to increase his bond with it. They do this by travelling the world, and exploring its natural beauty. Sometimes they also seek out and destroy the undead, and try to root out the unnatural art of necromancy. They will always try to calm or scare off animals before fighting them, but they arent afraid to kill, for death is as natural as life.

Lyconthropy:

A druid can enter the form of the dire wolf when needed. It is used to travel the distant skyrim environments, and strike fear into the hearts of weak men. It is a druids last resort in combat, and he will call the aid of other wolfs.

Combat:

The druid combines the magic of nature and the natural speed and strength of the beast to take on the toughest foes. When manipulating the mind doesn't work, a druid has many different combat options. He can strengthen his skin with alteration magic, then draw a weapon and fight. In addition to a weapon, when outside of the forests, some use powerful destruction staves. they can also poison their weapons for addition effects and damage. 

Notes:

For additional role playing fun, try to only use spells you could justify a druid using like my examples of gills for waterbreathing and spider powers for paralyze. Also, this class should probably level half and half magic/health. Hope you like it

 

Sours: //www.tamrielvault.com/

Skyrim druid build

In St. Petersburg, you will not see this anymore)) I smile and look at her. The girl is trying to tune in to the sensations. Or rather, the material, what I tell her about.

Skyrim Mod Feature: Druid Essentials

And one day we were invited to a holiday. We had no money for a gift, but we were told to come anyway. We did not understand that my friend and I would be a present for that holiday. There were only men, young people and those in their forties. It was a holiday in honor of one very influential kingpin in those days, he was released from prison, where he spent many years.

Now discussing:

In addition to her will, all attention was focused on the area of his groin. A decent-sized member clearly stood out through the sweatpants. She looked closely and even began to distinguish the place where the barrel goes into the head. Interestingly, he is tense or sluggish of this size, a woman caught herself on bawdy thoughts.

- All is ready.



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