Skyrim AE Builds

Hathran

Redguard - Dagger - Light - Spellsword - Support - Warrior

Background

Hathran, also lnown as the Witches of Rashemen, comprise an elite sisterhood of spellcasters who lead the region. In Rashemi society, hathrans occupy the place reserved for powerful priests in most other cultures. Hathran - meaning "learned Sister" - heal the sick and wounded and care for the souls of their followers.


Weapons

Hathrans have proficiency with a whip, which is not possible in Skyrim with just the AE content. A Nordic dagger is used unless you play with USSEP (Unofficial Skyrim Special Edition Patch) where a Skyforge steel dagger can be used. A Skyforge steel dagger does the same damage as a Nordic dagger but weighs 2.5 instead of 3.5 but it can only be tempered with the patch installed.

Your cohort is armed with a Steel Battleaxe and ideally upgraded to a Skyforge Steel Battleaxe for 3 extra base damage.


Armor

Scaled Armor, Gauntlets and Boots. All of these items can be found on a dead adventurer by a small pond with multiple mudcrabs to the South East of Gjukar’s Monument Morokei is used as the Hathran Mask. If you play with the Unofficial Skyrim Special Edition Patch (USSEP) then Morokei has the correct enchantment applied which still has the 100% magicka regeneration but in addition has another enchantment which reduces shout cooldown by 20%.

Your cohort wears a full set of Wolf Armor.


Spells

Illusion for basically all the spells as Hathran can both command enemies and fear them. Conjuration for Familiars in the early game and then Haunting Spirits and Tomb Guardians later on as they don't get absorbed by spell absorption. Restoration for heals for you and your male cohort.


Standing Stones

Any standing stone while levelling and the Atronach Stone once you have enchanted your gear.


Shrines

Use a Shrine of Talos for the 20% reduction to shout cooldowns.


Shouts

Battle Fury (Loyal - Valor - Fury)

Location: Vahlok's Tomb on Solstheim

Significantly increases the speed of your cohorts weapons if they are not enchanted. It's Elemental Fury for followers.

Unrelenting Force (Force - Balance - Push)

Location: Just follow the main story quests

Staggers enemies but you'll probably only be using Elemental Fury.

Whirlwind Sprint (Whirlwind - Fury - Tempest)

Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)

Use to reach otherwise inaccessible places and to quickly evade attacks or catch up with fleeing enemies.


Character Creation

Female Redguard

Rashemen are a human culture and Redguards are the closest fit for this because they have dusky skin.

Ahtar is the only male Redguard that can join you as a follower so he’s your choice for the cohort. He’s skilled in Archery, Block and to a greater extent in Heavy Armor and Two-handed. Relative to perks taken.

Pick female as the sex for your character as there are more male humanoids than females to fight in Skyrim so the 10% damage bonus against the opposite sex from Agent of Dibella gets more use. All Dwemer Automatons count as Male.


Attribute Distribution

Place attribute points at 1/1/0. At level 58 which is required for all the perks the attributes are:

Magicka Health Stamina
390 (555) 380 100

Perk Point Distribution

The skill boosts for Redguard are marked in bold.

Mage Warrior Rogue
Alteration +58 Archery +50 Alchemy7
Conjuration8 Block +50 Light Armor5
Destruction +50 Heavy Armor0 Lockpicking0
Enchanting8 One-handed +105 Pickpocket0
Illusion8 Smithing +53 Sneak0
Restoration5 Two-handed0 Speech0
Total 37 Total 8 Total 12


Skills and Perks

Mage Skills

Alteration 8

Novice Alteration

Apprentice Alteration

Adept Alteration

Expert Alteration

Magic Resistance 3/3

Atronach

Conjuration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Summoner 2/2

Necromancy

Dark Souls

Twin Soul

Enchanting 8

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect


Restoration 5

Novice Restoration

Apprentice Restoration

Regeneration

Recovery 2/2

Illusion 8

Novice Illusion

Apprentice Illusion

Animage

Kindred Mage

Hypnotic Gaze

Aspect of Terror

Rage

Master of the Mind

Warrior Skills

One-handed 5

Armsman 5/5

Smithing 3

Steel Smithing

Elven Smithing

Advanced Armor

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor

Light Armor 5

Agile Defender 1/5

Custom Fit

Unhindered

Windwalker

Deft Movement


Spells

Alteration

Spell Level Description
Candlelight Novice Creates a hovering light that lasts for 60 seconds
Telekinesis Adept Can pull an object to you from distance. Add it to your inventory or throw it
Waterbreathing Adept Can breathe under water for 60 seconds

Talk to the Steward in Dragonsreach to get the In The Shadows quest. Read the book in Arcadia's Cauldron and then when you have your gear enchanted go to Whiterun stables and the dead stablehand will have a detect life spellbook. Go back to the market and cast this for very fast Alteration levels.


Conjuration

Spell Level Description
Conjure Familiar Novice Summons a Familiar for 60 seconds wherever the caster is pointing
Conjure Haunting Spirit Apprentice Summons a Haunting Spirit for 60 seconds. When killed, the spirit steals 10 points from the skills of its killer and transfers them to the caster for a short time
Soul Trap Apprentice If a target dies within 60 seconds, fills a soul gem
Conjure Tomb Guardian Adept Summons a Tomb Guardian for 60 seconds that conjures a Shade when it kills an enemy

Soul Trap is used to level Conjuration and also fill soul gems. Conjure Familiar only works for the early part of the game as with spell absoption it will get absorbed often.


Destruction

Spell Level Description
Flames Novice A gout of fire that does 8 points per second. Targets on fire take extra damage

Destruction is not needed in this build at all.


Illusion

Spell Level Description
Courage Novice Target won't flee for 60 seconds, and gets some extra health and stamina
Fury Novice Creatures and people up to level 6 will attack anything nearby for 30 seconds
Calm Apprentice Creatures and people up to level 9 won't fight for 30 second
Fear Apprentice Creatures and people up to level 9 flee from combat for 30 seconds
Frenzy Adept Creatures and people up to level 14 will attack anyone nearby for 60 seconds
Pacify Expert Creatures and people up to level 20 won't fight for 60 seconds
Rout Expert Creatures and people up to level 20 flee from combat for 30 seconds
Call to Arms Master Targets have improved combat skills, health and stamina for 10 minutes

Courage can be used to level illusion.


Restoration

Spell Level Description
Healing Novice Heals the caster 10 points per second
Healing Hands Apprentice Heals the target 10 points per second, but not undead, atronachs, or machines
Fast Healing Apprentice Heals caster by 50 points
Close Wounds Adept Heals caster by 100 points
Greater Ward Adept Increases armor rating by 80 points and negates up to 80 points of spell damage
Grand Healing Expert Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead

You can start using better healing spells as the cost reduction perks are acquired but I pretty much just used Healing and Fast Healing before getting enchanted gear.


Enchantments

The effects listed below are based upon 100 Enchanting skill, all the enchanting perks in the build and with a set of enchanted crafting gear. Read my guide on making crafting gear if you are not familiar with it.

Summary of combined effects

Illusion and Restoration spells costs 92% less magicka.
Conjuration spells costs 46% less magicka.
Magicka is increased by 115 points.
Magicka regenerates 100% faster.
Shouts cooldown 20% faster (USSEP).
Carrying capacity is increased by 86 points.
Grants 75% resistance to frost and shock.
Resist 37% of all magic.

Item Enchantment Effect
Head
Morokei
Fortify Magicka Regen Magicka Regenerates 100% faster
Fortify Shouts (USSEP) Fortifies shouts by 20%
Body Fortify Restoration Restoration spells and enchantments cost 46% less
Fortify Illusion Illusion spells and enchantments cost 46% less
Feet Resist Frost Grants 75% resistane to frost
Resist Shock Grants 75% resistane to shock
Hands Fortify Carry Weight Carrying capacity is increased by 86 points
Fortify Magicka Magicka is increased by 115 points
Amulet Resist Magic Grants 37% resistance to all magic
Fortify Illusion Illusion spells and enchantments cost 46% less
Ring Fortify Restoration Restoration spells and enchantments cost 46% less
Fortify Conjuration Conjuration spells and enchantments cost 46% less

Summary of combined effects for the Cohort

Health is increased by 345 points.
Magicka and Stamina are increased by 230 points.
Magicka regenerates 115% faster
Stamina regenerates 57% faster.
Heavy Armor skill is incrased by 46 points.
Grants 74% magic resistance.

Item Enchantment Effect
Head Fortify Magicka Regen Magicka Regenerates 100% faster
Fortify Magicka Magicka is increased by 115 points
Body Fortify Health Health is increased by 115 points
Fortify Stamina Stamina is increased by 115 points
Feet Fortify Stamina Regen Stamina regenerates 57% faster
Fortify Stamina Stamina is increased by 115 points
Hands Fortify Heavy Armor Increases Heavy Armor skill by 46 points
Fortify Magicka Magicka is increased by 115 points
Amulet Resist Magic Grants 37% resistance to all magic
Fortify Health Health is increased by 115 points
Ring Resist Magic Grants 37% resistance to all magic
Fortify Health Health is increased by 115 points

With the Sallowed Regent Black Book the magnitude of all enchantments can be increased.

Please note that Black Books can only be used on Solstheim.

The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear.


Alchemy

All the details for the potions and poisons are based on having all the listed alchemy perks, Alchemy at 100 and a set of crafting gear.

Potion of Fortify Health

Ingredients Blue Mountain Flower, Lavender & Wheat
Effects Fortify Health 170 points for 60 seconds
Restore Health 266 points restored
Fortify Conjuration Conjuration spells last 170% longer

All of the ingredients can be found in or around Whiterun.


Potion of Fortify Carry Weight

Ingredients Mora Tapinella, Scaly Pholiota & Steel-Blue Entoloma
Effects Fortify Carry Weight Carry 170 more weight for 300 seconds
Regenerate Stamina Stamina regenerates 213% faster for 300 seconds
Fortify Illusion Illusion spells are 170% stronger for 60 seconds
Restore Magicka 266 points restored

Mora Tapinella are on the route from Helgen to Whiterun. There’s a lot of Scaly Pholiota to the south of Ivarstead and around Riften. Steel-Blue Entoloma are from Khajiit caravan merchants.


Potion of Fortify Enchanting

Ingredients Dreugh Wax/Stoneflower Petals & Snowberries
Effects Fortify Enchanting 85% stronger for 30 seconds

Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.


Potion of Fortify Smithing

Ingredients Dreugh Wax/Gold Kanet & Glowing Mushrooms
Effects Fortify Smithing 213% stronger for 30 seconds

Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.


Farming

For more information on getting to and setting up your farm read my guide.

Ingredients Needed

6 x Blue Mountain Flower
6 x Lavender
10 x Mora Tapinella
7 x Scaly Pholiota
10 x Steel-Blue Entoloma
5 x Wheat

Potions and Poisons Produced

24 x Potions of Forify Health
40 x Potion of Fortify Carry Weight

Main Area (27)

Ingredient Qty Harvest Green Thumbs
Mora Tapinella (3) 10 30 + 10 = 40 60 + 10 = 70
Scaly Pholiota (5) 7 35 + 7 = 42 70 + 7 = 77
Steel-Blue Entoloma 10 30 + 10 = 40 60 + 10 = 70

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Blue Mountain Flowers (3) 6 18 + 6 = 24 36 + 6 = 42
Wheat (4) 5 20 + 5 = 25 40 + 5 = 45

Planters (6)

Ingredient Qty Harvest Green Thumbs
Lavender (3) 6 18 + 6 = 24 36 + 6 = 42

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