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Skyrim Dragon Knight Armor

Skyrim Dragon Knight Armor

What is up guys Killerkev here and today I am going to be Show casing The Dragon Knight Armor mod in Skyrim Any questions leave them in the comments.

Welcome to our Elder Scrolls Online Stamina Dragonknight PvP Builds called the Butcher and T3. The idea of this build is simple built around high damage but high survivability and mobility. Ideally you’d play this in a four to eight man group in Cyrodiil or Battlegrounds. If you’re looking for a place to start PvPing in the Elder Scrolls Online as a damage dealer both solo and in small groups, this build is for you.OverviewUpdated for ESO Patch Clockwork CityThis build centers around the Dragonknight’s strengths and that’s ultimate generation and self-healing. The idea is to give you two options; one for solo damage dealers, the other more group oriented support tank.

While Dragonknights have fallen out of favor since the release of the Warden, they still remain powerful in damage, sustained and resource management. Combine their strengths with some new offensive weapons available (Asylum and re-worked Masters) you can have a single target killer, AoE monster, or near impossible to kill tank. Here’s a quick rundown of the strengths and weakness of this Dragonknight build.+ Great self healing+ Flexible+ Damage and tanky– Doesn’t have the absolute most burst in comparison to other classes– Relies heavily on magicka for buffs and defensive. Should You Play This Build?While I’m not a fan of Two-Handed Dizzying Swing route, it’s very powerful. The Dragonknight running heavy armor and Two-Handed is highly mobile, great burst and incredibly hard to kill.

The downside is you are really dependent on magicka in heavy armor and need to limit “overcasting.” If your buffs go down, you don’t have enough magicka, you’re likely to die. This isn’t the easiest of builds to play as it has nuances, timing based burst but it can be very rewarding for solo or group.

I will say, its a tough call in terms of sheer enjoyment playing this or my Stamina Templar in the current patch and meta. The DK has Take Flight AKA Dragon Leap or DK Dunk and it has to be the most satisfying feeling leaping on a group and squashing them like a bug. Play this build if you’re looking for a rewarding tanky damage dealer that can excel at solo or group. Don’t play this build if you’re looking for the absolute most bursty class (that’s the Warden currently).How to LevelThe main thing you want to focus on when leveling a Stamina Dragonknight is getting to the passive skill Battle Roar from Earthen Heart skill line.

This is how the class sustains resources through ultimates and will fundamentally make you enjoy or hate the class. Remember to always start out each character by getting one specific ability from each class skill line (Ardent Flame, Draconic Power and Earthen Heart). This will level up your skill lines and unlock new skills and important passives that will help you at end game level 50. That gives you two more skill slots, since we will be using Bow or Sword and Shield depending on which build you want to run, grab the first skill and leave on your bar. Reason being is you’ll level the skill line simultaneously while you equip and use your Two Handed. Lastly, you’ll want to slot the Earthen Heart Ultimate which will allow you to level this important class skill line quickly.

Once you have all the passives unlocked, moved on to other skill lines.Priority SkillsAs I’ve said before, unlocking skills is very important and how you load your bar up can determine how fast you can get to end game. Here’s my suggestions for you on how to start and what skills to pick up.

(Ardent Flame) – Whip isn’t going to be effective for our build but we have to pick it up to progress the skill line. Keep advancing the skill line and grabbing up every skill, morphing it and moving on because you could be using it later. (Draconic Power) – Almost every single skill in this line is useful and used at some point. I’d do the same thing, pick one, level it so it can be morphed then grab the next. (Earthen Heart) – The number one priority is this skill line’s passive and secondarily the Obsidian Shield skill morphed into Igneous Shield. This will help you survive when you shouldn’t and make the game a lot easier from here on. (Two-handed) – Grab Uppercut and use it throughout the game.

You can turn in quest or rewards with other skills on your bar, but you’ll need this as your main spammable attack while leveling. Once you have all the skill lines from you classed maxed, focus on dumping tons of skills to get this leveled priority. (Bow or One-hand and Shield) – Depending on your end game goals (solo = bow, group = sword and shield) grab one skill to start and level. For bow users your end game goal is Poison Arrow morphed into injection. Sword and shield users will be looking for Power Bash morphed into Reverberating bash and the skill line ultimate. Ultimate Start with Earthen Heart Magma Armor and then slot each class skill line only after you have maxed the class skill line passives. If you like another ultimate, put on your back bar use then flip.Priority PassivesRemember this if you don’t learn anything else, passives make you powerful.

You can only have so many skills on your bar while passives you continually add (up to a point). Class skill lines (take them all even if you don’t think you’ll use them). Armor skill lines, Heavy first then Medium (and yes eventually light).

Weapons – Two-Handed then bow or sword and shield. Race. Guilds – Fighters first, Undaunted, and I’d skip Mages Guild until later. Alliance War Assault then Support. Crafting Alchemy (hit level 50 specifically for Medical Use)Yeah, that’s a lot of skill points. Even after you hit level 50, you’ll be starved of skill points.

I have a separate guild on it, but public dungeon bosses, group dungeons and skyshard hunting to optimize your character will be needed. SkillsTank SetupBar Two – Sword and Shield – For damage and crowd control. Venomous Claw (morph of Searing Strike Ardent Flame skill line) – A high pressure single target damage over time effect. This is great in a duel, open world or pressuring a tough healer or tank. The damage ramps up so you don’t want to recast until the duration is finished or the debuff has been removed.

For more area focused build, switch out for Noxious Breath morph of Fiery Breath in the same skill tree. Ransack (morph of Puncture Sword and Shield skill line) – Our main spammable attack that will heal us via Master’s Sword and Shield or alternatively Knight’s Errant gear set. If you’re playing solo go with the Ransack morph, if grouped with magicka users switch to Pierced Armor. Choking Talons (morph of Dark Talons Draconic Power skill line) – This is our area crowd control ability that’s great when facing large groups, not great when facing solo players. It has a hefty magicka cost so don’t rely too heavily on this as we need a lot of magicka for class buffs.

When I play solo or for dueling I swap to the Fighters Guild ability Rearming Trap morph of Trap Beast. This cost stamina rather than magicka and immobilizes a single target while providing a critical hit buff and physical damage. Dragon Fire Scale (morph of Reflective Scale Draconic Power skill line) – I take this ability since I’m constantly being bombarded by bow users, C-fraggers and anyone else who salivates at the mouth when they see @Deltia name in Cyrodiil. It cost magicka yes, but it’s saved my life and one of the advantages of the class over something else (except the Warden.). Reverberating Bash (morph of Power Bash Sword and Shield skill line) – An amazing stun that has an important debuff to healing received.

Ideally this will be your go to crowd control on a single player though it can be blocked thus limiting its effectiveness. Use Fossilize first to drop block, Reverb to apply the debuff and Trap Beast to lock in place. Yeah people will hate you for this. Ultimate Shield Discipline (morph of Shield Wall One-Hand and Shield skill line) – A offensive and defensive skill that fits perfectly into our gear setup.

If you have the Master’s Sword (below) you’ll be healed for using Puncture and in fact I get 2,000 heals on each cast with min/max Argonian playing this build. Throw this on and you get all the benefits of blocking while ZERO cost to your sword and shield abilities.

You can go completely offensive, heal yourself in the process and restore resources. Incredible.Bar One – Two Handed – Used for buffs. Volatile Armor (morph of Spiked Armor Draconic Power skill line) – A class skill that is fundamental to our DK. Not only does this provide mitigation via spell and physical resistance buff but the Draconic Powers passive Burning Heat gives us a bonus to healing received while a Draconic Power skill is active. This buff can and will stack (add in effect) to Heavy Armor passive for healing received, Argonian passive for healing received, major mending for healing done, major vitality via potions and even minor vitality via Dragon Blood.

So yeah, you can have freaky powerful self heals if you optimize for it. Forward Momentum (morph of Momentum Two-Handed skill line) – One of the main reason you see Two-Handed being used on near every stamina build running heavy armor is this skill. It provides heals over time which is great, but immobilization immunity of eight seconds is crazy powerful. We can get away without a burst heal, but we cannot live without this skill. Medium armor users will rely on Shuffle via medium armor skill line, but the advantages of running heavy are two numerous not to take it. Fossilize (morph of Petrify Earthen Heart skill line) – An on demand stun that cannot be avoided by blocking or dodging. This isn’t as good as Mass Hysteria but it’s close.

Setup your combos to stun the opponent first THEN drop the house on them with ultimate or high damage combo. Also use this to setup your Reverb for a nice heal debuff. Igneous Shield (morph of Obsidian Shield Earthen Heart skill line) – This skill represents one of the reason we use a gear set that gives us magicka, you need it.

You’ll get major mending for three seconds, a damage shield, stamina back via the Helping Hands passive, ultimate via the Mountain’s Blessing passive and weapon damage! Yeah that’s one ability giving you all that.

Combine this with a Resolving Vigor for optimal healing or bar swap and use Puncture for big time heals. Resolving Vigor (morph of Vigor Alliance War Assault skill line) – Our main heal that also acts as group AoE healing. No longer can only one Vigor be active, meaning if five people run the same morph of Vigor and use them together, you’ll get massive healing. So there’s really no point in using Echoing Vigor for this build. Ultimate Corrosive Armor (morph of Magma Armor Earthen Heart skill line) – This is our “oh crap” button.

If we are getting swarmed and pressured, oh crap hit this. Damage is capped, you do AoE damage and ignore armor.

It doesn’t have the burs that say Dawnbreaker or Take Flight have, but it sure makes you hard to kill. Until you get use to the build, use this as your primary ultimate. Switch to Dawnbreaker of Smiting from the Fighters Guild for massive burst later on.Damage Dealer SetupBar One – Two Handed – Used for damage. Brawler (morph of Cleave Two Handed skill line) – What appears to be an odd skill choice saw a massive buff via the Masters Two-Handed. The more people you hit (up to six) the harder this hits if you have the weapon. Essentially it makes Two-Handed skill line a viable AoE monster zerg killer.

Don’t believe, look at this from my live stream. 8k AoE damage!. Consider this your flex spot depending on your weapon of choice. Asylum weapon, drop this for a DoT like Noxious Breath or Venomous Claw. If you like the Maelstrom Arena weapon, drop Brawler for Critical Rush for a nasty opener.

And if you don’t have any of these weapons, I’d stick with Venomous Class for a cheap high damage DoT. Forward Momentum (morph of Momentum Two-Handed skill line) – What is needed is snare and immobilization immunity and that’s why we use this since we are going to be wearing five pieces of heavy armor.

No longer can you cast the medium armor skill Shuffle without five medium pieces. Yes we lose the burst heal, but we have other ways to survive and heal. I also like to refresh this ability every time I’m crowd controlled or stunned (unchain Champion Point passive). Fossilize (morph of Petrify Earthen Heart skill line) – An on demand stun that cannot be avoided by blocking or dodging. This isn’t as good as Mass Hysteria but it’s close.

Setup your combos to stun the opponent first THEN drop the house on them with ultimate or high damage combo. Dizzying Swing (morph of Uppercut Two-Handed skill line) – Our main spammable single target ability though I rarely use it. Often times I find it better to just fully charge heavy attack (especially if target is blocking or cannot be stunned). But there will be times you’ll need to rip this off and “lift” a player off the ground for massive damage. Reverse Slice (morph of Reverse Slash Two-Handed skill line) – This is our execute that works on lower health targets (50% or lower).

No do not use this ability when someone is at 100% health because it doesn’t become effective until around 35% health. Reverse Slice is what I go with since I primary use the Master’s Two-Handed though Asylum users will find Execute great for nuking down one target quickly. Combat Frenzy rewards you with ultimate, thus resources so you could make an argument for both morphs. AoE focused, Reverse Slice, single target focused Executioner. Ultimate Take Flight (morph of Dragon Leap Draconic Power skill line) – If you look cool you play cool and this thing is one of the best. But in all seriousness, it’s burst potential is staggering.

Dawnbreaker of Smiting will do more damage over time technically but the damage over time from the effect takes three seconds an can be cleansed or purged. This damage is so quick and bursty it lets you potentially nuke someone in two shots. Your choice, but DK dunking is too good to pass up.Bar Two – Bow — Used for buffs and healing. Volatile Armor (morph of Spiked Armor Draconic Power skill line) – A class skill that is fundamental to our DK. Not only does this provide mitigation via spell and physical resistance buff but the Draconic Powers passive Burning Heat gives us a bonus to healing received while a Draconic Power skill is active.

This buff can and will stack (add in effect) to Heavy Armor passive for healing received, Argonian passive for healing received, major mending for healing done, major vitality via potions and even minor vitality via Dragon Blood. So yeah, you can have freaky powerful self heals if you optimize for it. Igneous Shield (morph of Obsidian Shield Earthen Heart skill line) – This skill represents one of the reason we use a gear set that gives us magicka, you need it. You’ll get major mending for three seconds, a damage shield, stamina back via the Helping Hands passive, ultimate via the Mountain’s Blessing passive and weapon damage! Yeah that’s one ability giving you all that.

Skyrim Imperial Dragon Knight Armor Mod

Skyrim Dragon Knight Armor

Combine this with a Resolving Vigor for optimal healing or bar swap and use Puncture for big time heals. Dragon Fire Scale (morph of Reflective Scale Draconic Power skill line) – I take this ability since I’m constantly being bombarded by bow users, C-fraggers and anyone else who salivates at the mouth when they see @Deltia name in Cyrodiil.

It cost magicka yes, but it’s saved my life and one of the advantages of the class over something else (except the Warden.). Poison Injection (morph of Poison Arrow Bow skill line) – The best case for running a bow is the Masters Bow Infused with a Weapon Power Enchant combo.

This will generate over 700 weapon damage! Though 300 will only be added to the target you are attack with the damage over time effect. Plus this acts as an execute below 50% so you should be getting tons of killing blows solo or zerg surfing. I hate bows, but damn this is effective.

Resolving Vigor (morph of Vigor Alliance War Assault skill line) – Our main heal that also acts as group AoE healing. No longer can only one Vigor be active, meaning if five people run the same morph of Vigor and use them together, you’ll get massive healing. So there’s really no point in using Echoing Vigor for this build. Ultimate Corrosive Armor (morph of Magma Armor Earthen Heart skill line) – This is our “oh crap” button. If we are getting swarmed and pressured, oh crap hit this.

Damage is capped, you do AoE damage and ignore armor. You could go with the bow ultimate for single target pressure but I prefer a 10 second god mode.GearTank SetupMonster Helm Sets. Tanky Set – Troll King – Found in Blessed Crucible Dungeon, still one of my favorite sets for survivability.

When I play solo or a group, I focus on surviving first independently of any healers and this makes it so I don’t have to run a specific set for this. There are downsides, the one piece has no offensive potential and the two piece is only defensive. Swap out depending on your group and or play-style. All Around Set – Blood Spawn – Found in Spindleclutch II, this set is still all around incredible and people are returning to it. The is ideal set for a Dragonknight considering that your sustained is tied to ultimate generation. This set has flexibility in that you’ll get stamina recovery, defensive capabilities with increased armor/spell resist (even hit the cap) plus more ultimate means more offense. Looking for something both defensive and offensive throw this on.

Damage Dealing Set – Selene’s – Found in Selene’s Web dungeon, still the absolutely best bursting down two piece. It also comes with a great one piece bonus for our build.

If your group has a dedicated healer and you feel confident in your survivability, throw this on and nuke people. Tremor Scale – I tried TS and feel that it’s been nerfed into the ground because the proc happens one second later and most players move out of it. Too bad because it was a great combo.Weapon Choices. Master’s Sword and Shield – Found in Dragonstar Arena – This set use to be a one piece but was added to sword and shield two piece. What seems like a nerf, is incredibly powerful for the added mitigation and healing from your main spammable ability (up to 2,000 on my stamina Argonian). I realize most people won’t have the ability to get this set and you can sub in your main five piece for Knight’s Errant which makes a similar effect to this two piece (healing from sword and shield abilities).

You can then craft something like Deaths Wind for massive resistance or Agility/Endurance for max stats.Main Five Piece. Shacklebreaker – Craftable set, six traits in Morrowind DLC. I love this set because I need a large magicka pool and it gives us both magicka and stamina. Also it’s craftable so you can make it heavy and have a cool look (Ebonshadow all the way).

It’s just a great all around set though not optimal for one specific thing (damage, sustain, ult gen, etc). Seventh Legion – A super tanky set that has a 10% on damage to heals you and provides massive weapon damage. If you’re looking for something that has great burst potential and healing, this is great. The reason I didn’t find it as effective for group play, lack of magicka and sustain. Fury Set – Incredible damage if you’re fighting one on one, big keep battles or getting zerged down. This thing ramps up based on being critically hit and will allow you to nuke people after its maxed.

Downside, similar to 7th Legion, lacks self heal, lacks resource pool. Your choice but I enjoyed using Shacklebreaker.Jewelry Options. Agility vs Endurance – Both can be found through dungeon dailies or Imperial City loot. Agility will obviously give you a lot of damage and max stats which is great. For those looking for better sustained and max health (if your race is lacking it) go for Robust Endurance.Damage Dealer SetupMonster Helm Sets. All Around Set – Blood Spawn – Found in Spindleclutch II, this set is my favorite all around even on a damage dealer. The is ideal set for a Dragonknight considering that your sustained is tied to ultimate generation.

This set has flexibility in that you’ll get stamina recovery, defensive capabilities with increased armor/spell resist (even hit the cap) plus more ultimate means more offense. Looking for something both defensive and offensive throw this on. Tanky Set Option – Troll King – Found in Blessed Crucible Dungeon, still one of my favorite sets for survivability. When I play solo or a group, I focus on surviving first independently of any healers and this makes it so I don’t have to run a specific set for this.

Skyrim nord dragon knight

There are downsides, the one piece has no offensive potential and the two piece is only defensive. Swap out depending on your group and or play-style. Damage Dealing Option – Selene’s – Found in Selene’s Web dungeon, still the absolutely best bursting down two piece. It also comes with a great one piece bonus for our build. If your group has a dedicated healer and you feel confident in your survivability, throw this on and nuke people.Weapon Choices.

Masters – Found in Dragonstar Arena Veteran this weapon received a massive buff to it’s effect. Now Brawler acts like a pseudo steel tornado getting stronger the more people are around (up to six).

I’ve been hitting groups for 8,000 damage on one cast! So if you’re playing open world heavily outnumbered use this weapon though other options are great as well. Asylum – Found in the Clockwork City DLC’s new trials this thing is a game changer. If you are killing folks with your Execute, you’ll have ultimate for days.

The downside of this is you’re focused more on single target kills but ultimate = resources via Battle Roar on a Dragonknight so one could make the case this is the best option. Your choice. Veteran Maelstrom Area – Found in VMA, it remains not a bad one piece option if you’re relying on Critical Rush though I think the above options are better if you can obtain the gear. Crafted – You can just use a crafted one piece without a set bonus and make it Nirnhoned trait. Will be as good?

No, but it’ll be close.Main Five Piece. Shacklebreaker – Craftable set, six traits in Morrowind DLC.

I love this set because I need a large magicka pool and it gives us both magicka and stamina. Also it’s craftable so you can make it heavy and have a cool look (Ebonshadow all the way). Seventh Legion – A super tanky set that has a 10% on damage to heals you and provides massive weapon damage. If you’re looking for something that has great burst potential and healing, this is great.

The reason I didn’t find it as effective for group play, lack of magicka and sustain. Fury Set – Incredible damage if you’re fighting one on one, big keep battles or getting zerged down. This thing ramps up based on being critically hit and will allow you to nuke people after its maxed. Downside, similar to 7th Legion, lacks self heal, lacks resource pool. Your choice but I enjoyed using Shacklebreaker.Jewelry Options. Agility – Agility set can be found in Imperial City or Daily Dungeon finder and gives us the most effective three piece damage option.

Endurance Set – A cheaper set that helps folks with sustained though you sacrifice damage.Consumables, Race and MundusFood: Dubious Cameron Throne (a holiday event recipe) is great for this as it provides stamina, health and recovery. You could go tri-stat for a massive magicka pool but that seems wasteful in my testing. Another options for SUPER tanky builds is the Orzorga’s Smoked Bear Haunch which provides health and then three recoveries. This combined with Troll King and Orc racial makes you incredibly survivable.Potions: Stamina Immovability (Blessed Thistle + Columbine + Namira’s Rot) are my go to potions for PvP on any Stamina build. Immunity to Crowd Control effects for 15.7s help us rush head first into battle, Major Expedition indefinitely (if drinking off cooldown) to help zoom around and make up for heavy armor’s sluggishness, and a big burst of Stamina and Major Endurance to help our sustain.

Tri-potions that give you back all three resources (health, stamina and magicka). You can craft these with Bugloss, Columbine and Mountain Flower (and more combinations).Race: Orc is still the strongest in my opinion for PvP stamina based on it’s stats, healing, damage, and mobility bonus. Some will argue Redguard for sustain and damage and that’s a great pick as well.

Also Imperial offer massive stats and another self heal procs. I’ve been playing this as an Argonian to show people its more about the skill than the race.Mundus Stone: The obvious choice for a Stamina Dragonknight is the Warrior since we get major and minor brutality (weapon damage) from our class abilities. Additionally our bow enchant combo boost this drastically. Those struggling with resources will find value in the Serpent (stamina regeneration).Traits: For the most part, I run at least five + impenetrable on my armor. Weapons I’ve found now that Nirnhoned seems to be the best for damage or even infused with a Prismatic Enchant does well. Defensively two options Powered or Defending on your back bar.Armor Weight: Heavy armor for PvP is by far the best five piece because of Constitution passive. This gives us back both magicka and stamina which is needed for blocking, breaking free, etc.

On my stamina Dragonknight I prefer five heavy one medium and one light for max stats. You could go seven heavy for higher health and more magicka via Constitution but it’s your choice.Infection: While my character is a Werewolf I don’t use this ultimate or abilities. I haven’t tried Vampire mainly because I’m constantly being sieged though the Undeath passive might outweigh being a Vamp even on stamina. Still need further testing.Attributes: 64 into stamina.

When the strong are not held accountable, the weak suffer the consequences. Knights represent the noblest of warriors who stand up against this sort of behavior and offer up their strength to stop those who abuse martial prowess. Clad in shining armor, wielding razor sharp blades and mounted atop mighty steeds, knights selflessly serve the realm and swear oaths of fealty to uphold the ideals of society and serve their patron with unswerving loyalty. Let all monsters, outlaws and evildoers beware, for if they cross paths with a knight of honor they will not survive for long!.if the music bother you, scroll down to the player at the bottom and click pauseThe BuildOverview: This is a fairly straight-forward build with a heavy roleplay emphasis. On paper the mechanics may seem a bit dull, as you won't find any skill synergies or devastating combat maneuvers.

What really makes this fun is trying to live like a knight would, without using any sort of dishonorable behavior while at the same time being an powerful and badass warrior. I've listed some of the rules and the overall philosophy of living as a knight, but first I'll discuss the nuts and bolts of how this build will play out. I was flipping through the 'most underrated builds' thread and I noticed that a lot of people were interested in more of a pure warrior/mage/thief type of build. This is also the core class for an exhaustive series of builds to come where I will delve into the various knightly orders of Daggerfall! Stay tuned for those if you like what you see.Skills:One-Handed - This one is a no-brainer, knights are almost always seen using the sword and board style.

I decided to go all out and specialize in both axes and maces. I left Badesman unperked because the critical hit damage isn't really worth spending 3 perk points on in my opinion. You can get a crit using a charge with any of the weapons, so it didn't seem like a very big deal. I also left out dual wielding and Paralyzing strike because you'll always have a shield and paralyzing strikes aren't very honorable.Heavy Armor - Again, totally obvious choice here, the stereotypical knight wears shining metal armor. Every perk in the tree was used, as this is one of the most important aspects of being a knight.Block - Shields are another big part of being a knight, supplementing your already fantastic armor rating. I personally love the block tree, almost all of the perks are quite useful and you can nullify so much damage.

No perks were left out from this tree. I also like to use a torch when fighting the undead or trolls, shield bashing with one lights the enemy on fire.Smithing - You have to keep your armor and weapons in top quality. I enjoy smithing all kinds of gear, so I took every perk there was, with the exception of Daedric. This is because a true knight does not profane himself with the dark arts, including the forging of Daedric armor. Dragonbone is superior anyway and you'll still have plenty of other options at your expense. Forging will also allow you to have more items to sell, which will be important for raising your Speech skill. My favorite sets were Steel Plate and Ebony, they look the most knightly to me.

If you're not as crazy about getting to 100, just go up the left side to get Advanced Armors and throw the extra perks into Illusion or something else that might need it.Speech - The one perked skill that isn't linked to the Warrior stone is Speech. Knights must carry themselves with respect and courtesy at all times. It also never hurts to be good at bartering. I went up the right side to get more skilled in negotiating, and went partway up the left to improve trading skills.Illusion (unperked) - In Oblivion, Illusion was a major skill of the knight, but the skill was a bit different and knights primarily used it to charm people into giving them better prices or telling them information. So I decided to make use of Courage and Calm spells interspersed throughout the playthrough.They're cheap enough to cast without dumping anything into magicka. Calm will be hard to cast at first, but if you find a magic item of Illusion or Magicka, use them to bolster your abilities. It helps you level up more quickly as Illusion is one of the easiest skills to raise.Base Stats: 0: 2: 1 Health is the main priority, but stamina is also nice, both for carrying capacity and power attacks. I know you can just make vegetable soup and power attack infinitely, but I think it's nice to have a good stamina pool.

Even though I put zero for magicka, it can be fun to occasionally throw one into that for the sake of casting Calm spells more easily.Race: Human cultures primarily tend to employ knights, but members of any race can join knightly orders should they prove themselves worthy. I personally loved playing as an Imperial, both for having appropriate skill boosts and for the Voice of the Emperor power that could calm a room down instantly. Orcs, Redguards and Nords are also obvious strong choices.Standing Stones: The Warrior or any of its charges: the Lord, the Lady and the Steed. Personally I like the Steed the most, both because it fits with the knight theme and also allows for more stuff to trade, which will be very important for raising Speech.Followers: Generally you’ll want to stick with honorable warriors that have similar ideals, so mostly go with strong fighters who wear heavy armor and have some kind of moral standing. A knight should avoid employing the services of a sellsword, as they are mainly in it for the profit, not the well-being of the realm. You could also go for a character who uses light armor that takes on the role of squire or armiger. I also like using Erandur from the Vaermina Quest because he's a priest of the Mara.The Code of Chivalry.Believe the Divines' teachings and observe all the Temple's directions.Defend the Temples of the Divines.Respect and defend the weak.Love your homeland.Do not recoil before an enemy.Show no mercy to heretics.

Do not hesitate to make war with them.Perform all duties that agree with the laws of the Divines.Never lie or go back on one's word.Be generous to everyone.Always and everywhere be right and good against evil and injustice.Interpretation of the Rules:While every knight will endeavor to follow the rules of chivalry, individuals will interpret them from differing perspectives. Certain aspects will shift depending on several factors, like the knight’s homeland and religious background.

Some believe in Talos, others do not, some may even worship the traditional gods of their people. While there is some flexibility, Daedra worship is forbidden and necromancy should be considered evil. Magical staves and Daedric gear are also forbidden.For the most part, magic is rejected but knights may still use magical weapons and armor provided it’s not rooted in Daedric magic.

Potions are allowed as they walk the line between magic and science but poisons are still considered unfair. Positive illusion spells are used to bolster allies or avoid conflict. Even though mechanically you are casting a spell, think of it less as magic and more as an offshoot of the knight’s natural charisma and leadership prowess.

If that breaks your immersion too much you may also think of it as being the conduit of divine blessing, capable of ending needless combat peacefully and getting the best performance out of your followers.A knight’s oath is his bond, you must never betray your chosen patron as long as his honor is intact. This can be tricky to navigate in certain cases, just remember, whoever has the most just and righteous cause is the one you follow. It’s a bit of a dance that becomes questionable at times, but a knight must keep a clear conscience.

Men are corruptible but ultimately you answer to the Divines. As such, you are released from any vow if that patron proves dishonorable or unrighteous.Fallen knights who break their vows will often turn to negative illusion spells that cause fear and betrayal. They have no qualms about using Daedric artifacts or magic items and will take every advantage at their disposal, using poisons and backstabs whenever they wish.

Many disgraced knights will join the Dark Brotherhood or the Thieves Guild and turn to Daedra worship. If you decide that you want to turn evil, it can be a really fun roleplay, but once you break your vows, it is nearly impossible to go back. Only through great acts of penance and valorous service can you regain your honor.QuestsMain quest: Doesn’t get much more knightly than saving the world from a dragon bent on devouring everything. It’s up to your discretion to decide if you side with the Blades or the Greybeards, a knight could choose either path and maintain honor depending on where their strongest loyalties lie.The Companions: Okay, so this one is tricky to justify given all the werewolf nonsense, but they are the closest thing to a knightly order that there is in Skyrim. I think it’s okay because it isn’t obviously evil at the beginning and ends with redemption. If you are a hard core purist then don’t accept the beast blood and remain a lesser member, but the positives outweigh the negatives for me.Civil War: Knights are noble combat leaders so this one is pretty obvious.

Join whoever makes the most sense for your character’s way of thinking. Both sides can be justified as honorable depending on one’s perspective.

Even an Imperial might think that the Empire dishonored itself by signing the White-Gold Concordat and side with Ulfric. This is up to your discretion, just make sure you stay loyal to your chosen faction.Divine Quests: Help priests with their respective quests. You serve the gods in a righteous and holy manner, and they bless you for it. Pray at altars regularly. Examples are the Kynareth quest in Whiterun regarding the Gildergreen Tree and the quest from the Temple of Mara in Riften that reunites lovers.Dawnguard: If you have this DLC, joining the vampire hunters is a natural choice, there is much valor to be found on this path. Saving the realm from the vampire threat will honor the Divines and protect the innocent residents of Skyrim from being dragged off and used as cattle.Radiant Quests: While I’m sure people usually play these anyway, I thought it worth mentioning because they often involve assisting someone who needs help. Perform these deeds for the well-being of society, not with an attitude of entitlement or reward seeking.

Of course, many will still reward you, but that shouldn’t be your underlying motivation. Any gold you make can be dumped into combat training or better gear so that you can better serve the people of the realm. A knight’s life is not about accumulating wealth, but rather using your wealth in the service to others.Radiant quests that involve stealing or any kind of injustice should be rejected, for example, don’t steal the Argonian Ale for Brenuin in Whiterun. Becoming a thane of each hold is a cool way to emulate being a knight-errant who travels the land and also allows you to buy a house and adopt orphans.So that's my build, hope you like it!

Let me know if I've mucked something up or made anything unclear, I'm open to constructive criticism. And remember to ride a horse as much as possible =pIf you liked this, check out my other buildsAlso check out Percival Black's thread on for some additional inspiration!AddendumI've noticed a lot of people who are more interested in two-handed weapons, as well as some interest in a fallen knight variant. You asked, and I shall deliver, I'm starting a new section with modified versions of the original. Hope you like it!Class VariantsTwo-Handers - For those who love their Greatswords, Battleaxes and Warhammers, I have put together the heavy offense variant, specializing in two-handed weapon skill.

Since I was able to remove a bunch of perks from one-handed and block, you even get a few bonus perks in Illusion:All Melee Options - If you like both fighting styles and don't want to have to pick, here is a version that uses both one- and two-handed at the expense of some mercantile skill and weapon specializations:Fallen Knight - If you fall away from the path of honor or were simply evil from the start, this path is for you. Delving deeper into trickery and oppression, this variant focuses much more on Illusion than the others.

You also will take the Daedric Armor perk and utilize that gear set to signify your sinister nature. Prioritize magicka much more for this one as you'll be shooting Illusion spells off at people. For questing, focus heavily on the Daedra quests:When the strong are not held accountable, the weak suffer the consequences. Knights represent the noblest of warriors who stand up against this sort of behavior and offer up their strength to stop those who abuse martial prowess. Clad in shining armor, wielding razor sharp blades and mounted atop mighty steeds, knights selflessly serve the realm and swear oaths of fealty to uphold the ideals of society and serve their patron with unswerving loyalty. Let all monsters, outlaws and evildoers beware, for if they cross paths with a knight of honor they will not survive for long!.if the music bother you, scroll down to the player at the bottom and click pauseThe BuildOverview: This is a fairly straight-forward build with a heavy roleplay emphasis.

On paper the mechanics may seem a bit dull, as you won't find any skill synergies or devastating combat maneuvers. What really makes this fun is trying to live like a knight would, without using any sort of dishonorable behavior while at the same time being an powerful and badass warrior. I've listed some of the rules and the overall philosophy of living as a knight, but first I'll discuss the nuts and bolts of how this build will play out. I was flipping through the 'most underrated builds' thread and I noticed that a lot of people were interested in more of a pure warrior/mage/thief type of build. This is also the core class for an exhaustive series of builds to come where I will delve into the various knightly orders of Daggerfall!

Stay tuned for those if you like what you see.Skills:One-Handed - This one is a no-brainer, knights are almost always seen using the sword and board style. I decided to go all out and specialize in both axes and maces. I left Badesman unperked because the critical hit damage isn't really worth spending 3 perk points on in my opinion. You can get a crit using a charge with any of the weapons, so it didn't seem like a very big deal.

I also left out dual wielding and Paralyzing strike because you'll always have a shield and paralyzing strikes aren't very honorable.Heavy Armor - Again, totally obvious choice here, the stereotypical knight wears shining metal armor. Every perk in the tree was used, as this is one of the most important aspects of being a knight.Block - Shields are another big part of being a knight, supplementing your already fantastic armor rating.

I personally love the block tree, almost all of the perks are quite useful and you can nullify so much damage. No perks were left out from this tree. I also like to use a torch when fighting the undead or trolls, shield bashing with one lights the enemy on fire.Smithing - You have to keep your armor and weapons in top quality.

I enjoy smithing all kinds of gear, so I took every perk there was, with the exception of Daedric. This is because a true knight does not profane himself with the dark arts, including the forging of Daedric armor. Dragonbone is superior anyway and you'll still have plenty of other options at your expense. Forging will also allow you to have more items to sell, which will be important for raising your Speech skill.

My favorite sets were Steel Plate and Ebony, they look the most knightly to me. If you're not as crazy about getting to 100, just go up the left side to get Advanced Armors and throw the extra perks into Illusion or something else that might need it.Speech - The one perked skill that isn't linked to the Warrior stone is Speech. Knights must carry themselves with respect and courtesy at all times. It also never hurts to be good at bartering. I went up the right side to get more skilled in negotiating, and went partway up the left to improve trading skills.Illusion (unperked) - In Oblivion, Illusion was a major skill of the knight, but the skill was a bit different and knights primarily used it to charm people into giving them better prices or telling them information. So I decided to make use of Courage and Calm spells interspersed throughout the playthrough.They're cheap enough to cast without dumping anything into magicka.

Calm will be hard to cast at first, but if you find a magic item of Illusion or Magicka, use them to bolster your abilities. It helps you level up more quickly as Illusion is one of the easiest skills to raise.Base Stats: 0: 2: 1 Health is the main priority, but stamina is also nice, both for carrying capacity and power attacks. I know you can just make vegetable soup and power attack infinitely, but I think it's nice to have a good stamina pool. Even though I put zero for magicka, it can be fun to occasionally throw one into that for the sake of casting Calm spells more easily.Race: Human cultures primarily tend to employ knights, but members of any race can join knightly orders should they prove themselves worthy.

I personally loved playing as an Imperial, both for having appropriate skill boosts and for the Voice of the Emperor power that could calm a room down instantly. Orcs, Redguards and Nords are also obvious strong choices.Standing Stones: The Warrior or any of its charges: the Lord, the Lady and the Steed. Personally I like the Steed the most, both because it fits with the knight theme and also allows for more stuff to trade, which will be very important for raising Speech.Followers: Generally you’ll want to stick with honorable warriors that have similar ideals, so mostly go with strong fighters who wear heavy armor and have some kind of moral standing. A knight should avoid employing the services of a sellsword, as they are mainly in it for the profit, not the well-being of the realm. You could also go for a character who uses light armor that takes on the role of squire or armiger.

I also like using Erandur from the Vaermina Quest because he's a priest of the Mara.The Code of Chivalry.Believe the Divines' teachings and observe all the Temple's directions.Defend the Temples of the Divines.Respect and defend the weak.Love your homeland.Do not recoil before an enemy.Show no mercy to heretics. Do not hesitate to make war with them.Perform all duties that agree with the laws of the Divines.Never lie or go back on one's word.Be generous to everyone.Always and everywhere be right and good against evil and injustice.Interpretation of the Rules:While every knight will endeavor to follow the rules of chivalry, individuals will interpret them from differing perspectives. Certain aspects will shift depending on several factors, like the knight’s homeland and religious background. Some believe in Talos, others do not, some may even worship the traditional gods of their people.

While there is some flexibility, Daedra worship is forbidden and necromancy should be considered evil. Magical staves and Daedric gear are also forbidden.For the most part, magic is rejected but knights may still use magical weapons and armor provided it’s not rooted in Daedric magic.

Potions are allowed as they walk the line between magic and science but poisons are still considered unfair. Positive illusion spells are used to bolster allies or avoid conflict.

Even though mechanically you are casting a spell, think of it less as magic and more as an offshoot of the knight’s natural charisma and leadership prowess. If that breaks your immersion too much you may also think of it as being the conduit of divine blessing, capable of ending needless combat peacefully and getting the best performance out of your followers.A knight’s oath is his bond, you must never betray your chosen patron as long as his honor is intact. This can be tricky to navigate in certain cases, just remember, whoever has the most just and righteous cause is the one you follow. It’s a bit of a dance that becomes questionable at times, but a knight must keep a clear conscience. Men are corruptible but ultimately you answer to the Divines. As such, you are released from any vow if that patron proves dishonorable or unrighteous.Fallen knights who break their vows will often turn to negative illusion spells that cause fear and betrayal. They have no qualms about using Daedric artifacts or magic items and will take every advantage at their disposal, using poisons and backstabs whenever they wish.

Many disgraced knights will join the Dark Brotherhood or the Thieves Guild and turn to Daedra worship. If you decide that you want to turn evil, it can be a really fun roleplay, but once you break your vows, it is nearly impossible to go back. Only through great acts of penance and valorous service can you regain your honor.QuestsMain quest: Doesn’t get much more knightly than saving the world from a dragon bent on devouring everything. It’s up to your discretion to decide if you side with the Blades or the Greybeards, a knight could choose either path and maintain honor depending on where their strongest loyalties lie.The Companions: Okay, so this one is tricky to justify given all the werewolf nonsense, but they are the closest thing to a knightly order that there is in Skyrim.

I think it’s okay because it isn’t obviously evil at the beginning and ends with redemption. If you are a hard core purist then don’t accept the beast blood and remain a lesser member, but the positives outweigh the negatives for me.Civil War: Knights are noble combat leaders so this one is pretty obvious.

Join whoever makes the most sense for your character’s way of thinking. Both sides can be justified as honorable depending on one’s perspective. Even an Imperial might think that the Empire dishonored itself by signing the White-Gold Concordat and side with Ulfric. This is up to your discretion, just make sure you stay loyal to your chosen faction.Divine Quests: Help priests with their respective quests. You serve the gods in a righteous and holy manner, and they bless you for it.

Pray at altars regularly. Examples are the Kynareth quest in Whiterun regarding the Gildergreen Tree and the quest from the Temple of Mara in Riften that reunites lovers.Dawnguard: If you have this DLC, joining the vampire hunters is a natural choice, there is much valor to be found on this path. Saving the realm from the vampire threat will honor the Divines and protect the innocent residents of Skyrim from being dragged off and used as cattle.Radiant Quests: While I’m sure people usually play these anyway, I thought it worth mentioning because they often involve assisting someone who needs help. Perform these deeds for the well-being of society, not with an attitude of entitlement or reward seeking.

Of course, many will still reward you, but that shouldn’t be your underlying motivation. Any gold you make can be dumped into combat training or better gear so that you can better serve the people of the realm.

A knight’s life is not about accumulating wealth, but rather using your wealth in the service to others.Radiant quests that involve stealing or any kind of injustice should be rejected, for example, don’t steal the Argonian Ale for Brenuin in Whiterun. Becoming a thane of each hold is a cool way to emulate being a knight-errant who travels the land and also allows you to buy a house and adopt orphans.So that's my build, hope you like it! Let me know if I've mucked something up or made anything unclear, I'm open to constructive criticism. And remember to ride a horse as much as possible =pIf you liked this, check out my other buildsAlso check out Percival Black's thread on for some additional inspiration!AddendumI've noticed a lot of people who are more interested in two-handed weapons, as well as some interest in a fallen knight variant. You asked, and I shall deliver, I'm starting a new section with modified versions of the original.

Hope you like it!Class VariantsTwo-Handers - For those who love their Greatswords, Battleaxes and Warhammers, I have put together the heavy offense variant, specializing in two-handed weapon skill. Since I was able to remove a bunch of perks from one-handed and block, you even get a few bonus perks in Illusion:All Melee Options - If you like both fighting styles and don't want to have to pick, here is a version that uses both one- and two-handed at the expense of some mercantile skill and weapon specializations:Fallen Knight - If you fall away from the path of honor or were simply evil from the start, this path is for you.

Delving deeper into trickery and oppression, this variant focuses much more on Illusion than the others. You also will take the Daedric Armor perk and utilize that gear set to signify your sinister nature.

Prioritize magicka much more for this one as you'll be shooting Illusion spells off at people. For questing, focus heavily on the Daedra quests:. Haha, Two Steps From Hell never fails to impress!Glad you like the music, I always absorb information better when my musical brain is engaged, so I try to incorporate music into my builds for like minded people. It really helps to make an impression and stick out. They have countless remixes of varying lengths on youtube, there are even 10 hour ones!Haha, Two Steps From Hell never fails to impress!Glad you like the music, I always absorb information better when my musical brain is engaged, so I try to incorporate music into my builds for like minded people. It really helps to make an impression and stick out.

They have countless remixes of varying lengths on youtube, there are even 10 hour ones!. This is how a build from past games should be presented. The skills and roleplay of the build stay the same whilst the overall gameplay aspect changes to adapt to the new and changed features of the game. Good job +1On a side note, great choice in images and music to represent the build.This is how a build from past games should be presented.

The skills and roleplay of the build stay the same whilst the overall gameplay aspect changes to adapt to the new and changed features of the game. Good job +1On a side note, great choice in images and music to represent the build.

Skyrim Dragon Knight Armor