Redguard - Dagger - Light - Spellsword - Support - Warrior
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.
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.
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.
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.
Any standing stone while levelling and the Atronach Stone once you have enchanted your gear.
Use a Shrine of Talos for the 20% reduction to shout cooldowns.
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.
Location: Just follow the main story quests
Staggers enemies but you'll probably only be using Elemental Fury.
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.
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.
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 |
The skill boosts for Redguard are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration +5 | 8 | Archery +5 | 0 | Alchemy | 7 |
Conjuration | 8 | Block +5 | 0 | Light Armor | 5 |
Destruction +5 | 0 | Heavy Armor | 0 | Lockpicking | 0 |
Enchanting | 8 | One-handed +10 | 5 | Pickpocket | 0 |
Illusion | 8 | Smithing +5 | 3 | Sneak | 0 |
Restoration | 5 | Two-handed | 0 | Speech | 0 |
Total | 37 | Total | 8 | Total | 12 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Magic Resistance 3/3
Atronach
Novice Restoration
Apprentice Restoration
Adept Restoration
Summoner 2/2
Necromancy
Dark Souls
Twin Soul
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Restoration
Apprentice Restoration
Regeneration
Recovery 2/2
Novice Illusion
Apprentice Illusion
Animage
Kindred Mage
Hypnotic Gaze
Aspect of Terror
Rage
Master of the Mind
Armsman 5/5
Steel Smithing
Elven Smithing
Advanced Armor
Alchemist 5/5
Physician
Benefactor
Agile Defender 1/5
Custom Fit
Unhindered
Windwalker
Deft Movement
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.
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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.
For more information on getting to and setting up your farm read my guide.
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 |
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 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Lavender (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |