Hist Priest (65)
This build was created with a couple of things in mind - I've always wanted to do a priest build that is lore focused that doesn't go into a lot of skills that are "offensive" in nature - so no Destruction, no Conjuration , and no weapon skills. The restoration tree in Ordinator provides the False Light perk, which allows healing spells to damage enemies with a slight reduction in effectiveness. There is also the Necromanticon perk which adds disease spells, which as a marsh-dwelling argonian seems appropriate.
One of my favorite parts about being an Argonian is the swim speed and Histborn regeneration. With the swim speed increase and the Apocalypse Alteration spell Reynos' Fins, you can move at a truly astonishing speed in water. The Hist priest therefore uses the rivers more than roads to travel, but when he uses roads, he can use the Histborn regeneration rate for stamina and sprint through Skyrim. (Though eventually this build will use Apocalypse Alteration spell Longstride for faster travel.)
Imperious stats for Argonians
Argonian
Health: 100 Magicka: 95 Stamina: 105
Health regeneration: 0.5% Magicka regeneration: 3.0% Stamina regeneration: 5.0%
Carry weight: 325
Wintersun stats for the Hist
The Hist
Requirements to follow: Argonian
Racial starting deity for: Argonian
“Explore new locations. Slay daedra. Pray only outdoors. Never summon a daedra.”
Another hook for me was the super follower Anum-La from Interesting NPCs aka "The Swamp Knight". Her story is fascinating and, as a priest with few offensive abilities to start, I needed someone for protection.
Here is the full Ordinator perk spread for the Hist Priest
Alchemy (5)
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
Alteration (23)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
30 - Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.
30 - Philosopher's Stone - Once a day, generates gold equal to four times your Alteration skill level.
30 - Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
50 - Command Lock - Once every 6 ingame hours, you can weaken an Expert or lower lock, reducing its difficulty to zero.
50 - Energy Shield - If wearing robes and no light or heavy armor, reduces incoming attack and elemental damage by 35% but you lose Magicka equal to the amount of Health lost. The damage reduction gradually diminishes as Magicka falls below half. The energy shield is disabled when your hands are lowered.
50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
60 - Home Mythal - Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x20 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.
60 - Welloc's Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, ...). The chosen magic effects will activate when you are affected by the chosen spell type.
80 - Aurification - Once every 12 ingame hours, activate a paralyzed target below half Health to transmute its body into gold worth 100 times its level, killing the target. Has a 50% chance of creating gold ore. No effect on essential targets.
80 - Dimension Door - Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to the location of your Home Mythal.
80 - Throne of Nirn - Standing still for 5 seconds while holding a spell summons a pillar of earth under your feet that carries you into the air and out of melee range. While standing on the pillar, your spells are 20% more powerful or last 40% longer. This effect is disabled when your hands are lowered.
90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
100 - Arcane Thesis - Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.
Enchanting (7)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Restoration (30)
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
30 - Hallowed Burial (2) - Your attacks and Restoration spells and effects are 20/30% more powerful against undead enemies.
30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.
40 - Necromanticon - Study the arts of disease, learning the "Putrefy" spell. When your Restoration skill reaches 50, you learn "Death Cloud". When your Restoration skill reaches 75, you learn "Carrion Wind". These spells deal disease damage to nonmechanical targets.
40 - Exorcist - Study the arts of destroying the undead, learning the "Sunblast" spell. When your Restoration skill reaches 50, you learn "Holy Hands". When your Restoration skill reaches 75, you learn "Stellar Core". These spells deal damage to the undead.
40 - False Light - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 75% of the heal amount.
40 - Respite - Healing spells also restore Stamina equal to their power.
50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health overheals you, fortifying Health by 1 point per level of Restoration for 20 seconds.
50 - Pilgrim - Shrine blessings you receive are 1% stronger per level of Restoration.
50 - Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 20 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
60 - Ashes to Ashes - Your Warrior's Flame carries the essence of death. Hostile undead cursed by Warrior's Flame take 30 points of damage per second.
60 - Crusader's Fire - In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to targets affected by Crusader's Fire.
60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
60 - Lightwielder - Increases False Light damage by 10% and allows the perks Sacred Guardian and Under my Wings to hit and damage enemies.
60 - Sacred Flame - Your Warrior's Flame carries the essence of life. Living allies blessed by Warrior's Flame are healed 20 points per second.
70 - Under my Wings - Dual casting a healing spell on yourself also casts it on nearby nonmechanical allies within 20 feet. Does not apply to concentration spells.
70 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
80 - Battle Cleric - When Warrior's Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration.
80 - In Thy Name - Increases False Light damage by 15% when you are affected by a shrine blessing.
80 - Sacred Guardian - Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Health are automatically healed 150 points. This effect has a 30 second cooldown per target.
90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.
90 - Eternal Flame - Warrior's Flame lasts twice as long.
90 - Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.
90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds.
100 - Apotheosis - Grants the "Apotheosis" power. Once a day, casts Warrior's Flame on all nearby for 20 seconds. Costs 250 Magicka.
This build was created with a couple of things in mind - I've always wanted to do a priest build that is lore focused that doesn't go into a lot of skills that are "offensive" in nature - so no Destruction, no Conjuration , and no weapon skills. The restoration tree in Ordinator provides the False Light perk, which allows healing spells to damage enemies with a slight reduction in effectiveness. There is also the Necromanticon perk which adds disease spells, which as a marsh-dwelling argonian seems appropriate.
One of my favorite parts about being an Argonian is the swim speed and Histborn regeneration. With the swim speed increase and the Apocalypse Alteration spell Reynos' Fins, you can move at a truly astonishing speed in water. The Hist priest therefore uses the rivers more than roads to travel, but when he uses roads, he can use the Histborn regeneration rate for stamina and sprint through Skyrim. (Though eventually this build will use Apocalypse Alteration spell Longstride for faster travel.)
Imperious stats for Argonians
Argonian
Health: 100 Magicka: 95 Stamina: 105
Health regeneration: 0.5% Magicka regeneration: 3.0% Stamina regeneration: 5.0%
Carry weight: 325
- Amphibious: Become harder to detect and move faster after swimming.
- Histborn: Rapidly regenerate Health, Magicka or Stamina below a threshold.
- Marsh Dweller: Swim much faster and breathe underwater.
- Caustic Spit: 1/day - Spit a corrosive jet that reduces armor and magic resistance.
Wintersun stats for the Hist
The Hist
Requirements to follow: Argonian
Racial starting deity for: Argonian
“Explore new locations. Slay daedra. Pray only outdoors. Never summon a daedra.”
- Shrine blessing - Fortify Armor: Tough scales increase armor by 50 points.
- Follower - Symbiosis: Pray to gain a X point bonus to all attributes for X seconds (based on favor with the Hist).
- Devotee - Deep Roots: Absorb X% of the Magicka and Stamina of dead creatures and people within 60 feet (based on favor with the Hist)
Another hook for me was the super follower Anum-La from Interesting NPCs aka "The Swamp Knight". Her story is fascinating and, as a priest with few offensive abilities to start, I needed someone for protection.
Here is the full Ordinator perk spread for the Hist Priest
Alchemy (5)
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
Alteration (23)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
30 - Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.
30 - Philosopher's Stone - Once a day, generates gold equal to four times your Alteration skill level.
30 - Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
50 - Command Lock - Once every 6 ingame hours, you can weaken an Expert or lower lock, reducing its difficulty to zero.
50 - Energy Shield - If wearing robes and no light or heavy armor, reduces incoming attack and elemental damage by 35% but you lose Magicka equal to the amount of Health lost. The damage reduction gradually diminishes as Magicka falls below half. The energy shield is disabled when your hands are lowered.
50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
60 - Home Mythal - Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x20 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.
60 - Welloc's Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, ...). The chosen magic effects will activate when you are affected by the chosen spell type.
80 - Aurification - Once every 12 ingame hours, activate a paralyzed target below half Health to transmute its body into gold worth 100 times its level, killing the target. Has a 50% chance of creating gold ore. No effect on essential targets.
80 - Dimension Door - Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to the location of your Home Mythal.
80 - Throne of Nirn - Standing still for 5 seconds while holding a spell summons a pillar of earth under your feet that carries you into the air and out of melee range. While standing on the pillar, your spells are 20% more powerful or last 40% longer. This effect is disabled when your hands are lowered.
90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
100 - Arcane Thesis - Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.
Enchanting (7)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Restoration (30)
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
30 - Hallowed Burial (2) - Your attacks and Restoration spells and effects are 20/30% more powerful against undead enemies.
30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.
40 - Necromanticon - Study the arts of disease, learning the "Putrefy" spell. When your Restoration skill reaches 50, you learn "Death Cloud". When your Restoration skill reaches 75, you learn "Carrion Wind". These spells deal disease damage to nonmechanical targets.
40 - Exorcist - Study the arts of destroying the undead, learning the "Sunblast" spell. When your Restoration skill reaches 50, you learn "Holy Hands". When your Restoration skill reaches 75, you learn "Stellar Core". These spells deal damage to the undead.
40 - False Light - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 75% of the heal amount.
40 - Respite - Healing spells also restore Stamina equal to their power.
50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health overheals you, fortifying Health by 1 point per level of Restoration for 20 seconds.
50 - Pilgrim - Shrine blessings you receive are 1% stronger per level of Restoration.
50 - Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 20 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
60 - Ashes to Ashes - Your Warrior's Flame carries the essence of death. Hostile undead cursed by Warrior's Flame take 30 points of damage per second.
60 - Crusader's Fire - In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to targets affected by Crusader's Fire.
60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
60 - Lightwielder - Increases False Light damage by 10% and allows the perks Sacred Guardian and Under my Wings to hit and damage enemies.
60 - Sacred Flame - Your Warrior's Flame carries the essence of life. Living allies blessed by Warrior's Flame are healed 20 points per second.
70 - Under my Wings - Dual casting a healing spell on yourself also casts it on nearby nonmechanical allies within 20 feet. Does not apply to concentration spells.
70 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
80 - Battle Cleric - When Warrior's Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration.
80 - In Thy Name - Increases False Light damage by 15% when you are affected by a shrine blessing.
80 - Sacred Guardian - Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Health are automatically healed 150 points. This effect has a 30 second cooldown per target.
90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.
90 - Eternal Flame - Warrior's Flame lasts twice as long.
90 - Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.
90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds.
100 - Apotheosis - Grants the "Apotheosis" power. Once a day, casts Warrior's Flame on all nearby for 20 seconds. Costs 250 Magicka.