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The Inquisitors seek to purge corruption in every way, shape or form. By sword, arrow or magic, they are chaotic vigilantes who do things for the greater good, even at the cost of their own soul - or those belonging to heretics.
You joined this walk of life upon finding your village ransacked by necromancers. Powerless and forced to move on, you sought to join the Vigilants of Stendarr in Skyrim to redeem yourself, and you've heard rumors of the Dawnguard forming in your travels.
- Breton or Nord
Armor (your choice, match for the looks):
- Enchanted Vampire Armor, Royal Vampire Armor, or Dawnguard Armor
- Thieves Guild Hood, Guild Master Hood, or Linwe's Hood
- Dawnguard, Vampire, Nightingale, or Guild Master gloves and boots
- Any ring or necklace with "Fortify One-Handed" or "Fortify Archery" on it
- Skyforge Steel Sword, Dawnbreaker, Dawnguard Rune Axe, or Blade of Woe (primary weapons)
- Crossbows, or Bound Bow (secondary weapons)
- Dawnguard Rune Shield, or Bound Sword (offhand weapons)
Recommended spells:(In order of priority or importance)
- Bound Bow, Fast Healing, Magelight, Invisibility, Conjure Boneman, Conjure Wrathman,
Summon Arvak, Bound Sword, Sun Fire, Healing Hands, Muffle, Stoneflesh
- Shouts: Marked for Death, Become Ethereal or Slow Time
Recommended stats: 2:3:1 ratio for Magicka : Health : Stamina
Inquisitors are versatile fighters whose strength is in preparation.
They are cunning in all aspects of combat, and are learned in a variety of spells for that effect.
Donning light armor for mobility, a smart Inquisitor always carries a sword or axe for up close encounters.
Any Inquisitor worth their salt is also adept at healing wounds or smiting the unholy.
When melee is not a viable option, then stealth or crossbow comes into play.
Through stealth they can quietly take out their quarry with minimum collateral, or go in loud by fighting fire with fire (figuratively speaking) by summoning undead minions from the Soul Cairn.
As for masters, the Inquisitors have none. They bow to no gods, let alone daedra. Their will is their own, and their's alone. To that effect, they seek out and destroy any dangerous cults or artifacts as they see fit.
However, they are not above controlling daedra in turn for their own agenda.
Because of their disposition, most Inquisitors avoid summoning daedra in favor of a limited form of Necromancy, and never desecrate a corpse themselves lest they become hypocrites. Pulling souls from the Soul Cairn is their way of helping "release" that soul from eternal limbo.
Rather than continuously opening the menus, make sure you bind your spells and weapons to keybinds (1, 2, 3, 4, 5 ...) for a smooth transition in a fight. Challenge yourself, and try this out with no potions!
It is recommended to mostly focus on the One Handed, Smithing, Light Armor and Restoration skills first. To aid this, the Warrior's Stone will help out a lot at the start. Swap over to the Lord Stone once your One Handed and Smithing skill reaches at least 60.
For early game gear, do the Companions quest line until you can get a Skyforge Steel weapon, then head over to Riften for some free Thieves Guild armor, Dawnguard armor and a crossbow.
Once fully levelled, this setup will easily reach the armor and magic resist cap without any exploits or enchanting. Make sure you do the quest in Riften for the Agent of Mara effect.
You'll want to aim for about 200-300 magicka and 150 stamina in the end game, then dump the rest of your points into health.
, you are now part of the awesome club™
Should you have any questions, suggestions, marriage proposals, or just want to say hi - shoot us a message. We usually don't bite
(but bring a sweetroll - just in case).
Thanks again for signing up. We hope you'll have a great time!