Wood Elf - Bow - Light - Archer - Assassin
An elven ranger who focuses on the longbow can become a Justice of Weald and Woe, who is the go-to person for anything unsavoury that needs doing such as the removal of humans.
This is a stealth archer build that can summon animal allies to help it in combat. It’s been inspired by a build in Dungeons and Dragons for a Pretige Class based on an Elven Longbow character.
A hunting bow as quick as you can as it’s the fastest bow that benefits from a smithing perk. Afterwards get a glass bow when you have the Glass Smithing perk. The Glass Bow of the Stag Prince is the goal though as this adds 5 – 25 to both health and stamina depending how many animals you’ve killed with the bow. The bow doesn’t use charges so that frees enchantment slots to maximise stealth.
The Leather Scout set should be crafted as soon as you can, as it’s the best armour that uses just leather and it doesn’t require any smithing perks. You can progress to Glass Armour if you wish as Glass Smithing is needed for the bow but that felt too much like a soldier to me.
In the screenshot the bow has a new mesh and textures because I play with the Legacy of the Drgaonborn mod.
Healing spells from Restoration and some utility spells from Alteration.
Any skill building standing stones can be used when levelling.The Lord Stone is also helpful on harder game difficulties at the cost of slower skill gain. Then The Atronach Stone for 50% spell absorption, 50 magiicka but -50% magicka regeneration.
Use a shrine of Talos for the 20% shout cooldown reduction.
Location: Angarvunde, Ancient’s Ascent, Ysgrammor’s Tomb (Companions quest chain).
Can be used make Mammoths your allies against Giants but I was one shotting Giants from stealth so the practical application of this is limited. It does fit very well for roleplay though.
The Animal Allegiance shout with all 3 words lasts 60 seconds and with a Blessing of Talos the cooldown is 56 seconds so this can, in theory, be used to retain the same animals as allies indefinitely.
Location: Dragonborn DLC main story
Provides the player with a large boost to critical damage, boosts armour and reduces the cooldown of shouts.
Location: Northwind Summit, Valthume, Volunruud
Allows you to show all nearby living and dead things. Much better than the Detect spells from the Alteration school as this lingers for a while whereas the spells need to be continually cast. Allows you to identify target locations so you can position yourself better.
Location: Ragnvald, Shroud Hearth Barrow, Rannveig’s Fast
Used to pacify nearby animals with the exception of Trolls. This is again more for roleplay than having any practical use.
Location: Hag’s End, Korvanjund (The Jagged Crown), Labyrinthian (The Staff of Magnus)
Slows time down for all nearby with you slowed down slightly a lot less. Allows you enough time to get lots of arrows fired at very slowly moving targets so great for killing groups of multiple enemies.
Location: Just follow the main story quests
Staggers enemies but it's replaced by Cyclone.
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.
This build has been specifically based around a Bosmer and their starting skill set as well as the greater power they have to control an animal for 60 seconds.
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 0/2/1. At level 64 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 (150) | 520 (545) | 310 (450) |
The skill boosts for Wood Elves are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration | 9 | Archery +10 | 10 | Alchemy +5 | 11 |
Conjuration | 0 | Block | 0 | Light Armor +5 | 6 |
Destruction | 3 | Heavy Armor | 0 | Lockpicking +5 | 0 |
Enchanting | 8 | One-handed | 10 | Pickpocket +5 | 0 |
Illusion | 4 | Smithing | 5 | Sneak +5 | 3 |
Restoration | 5 | Two-handed | 0 | Speech | 2 |
Total | 26 | Total | 15 | Total | 22 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Stability
Magic Resistance 3/3
Atronach
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Illusion
Animage
Kindred Mage
Quiet Casting
Novice Restoration
Regeneration
Recovery 2/2
Respite
Overdraw 5/5
Eagle Eye
Steady Hand 2/2
Power Shot
Quick Shot
Steel Smithing
Elven Smithing
Advanced Armors
Glass Smithing
Arcane Blacksmith
Alchemist 5/5
Physician
Benefactor
Poisoner
Concentrated Poison
Green Thumb
Snakeblood
Agile Defender 2/5
Custom Fit
Unhindered
Wind Walker
Deft Movement
Stealth 1/5
Backstab
Deadly Aim
Haggling 1/5
Alure
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
Mage Light | Apprentice | Cast a ball of light that lasts 60 seconds and sticks where it strikes. |
Paralysis Rune | Adept | Cast on a nearby surface, it explodes when enemies are nearby, immobilising them for 8 seconds |
Transmute | Adept | Transmute one piece of unrefined Iron Ore to Silver, or Silver Ore to Gold, if the caster is carrying any |
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 |
These spells are situationally useful which is why I've described them previously as utility spells. I generally train Alteration to 50 and then you can purchase Waterbreathing from Tolfgir at the College of Winterhold. Casting this spell when stood in a river is a reasonably quick way to level Alteration. Taking the Adept Alteration perk when Alteration is at 50 drops the cost to 82 magicka.
The mage light spell, when you have the Quiet Casting perk from Illusion, can be used to move enemies to the spot you have chosen as your kill zone.
Spell | Level | Description |
---|---|---|
Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem |
Soul Trap is used to level Conjuration and also fill soul gems.
Spell | Level | Description |
---|---|---|
Unbounded Storms | Expert | Targets in melee range take 40 shock damage per second to Health, and half that to Magicka. Random lightning strikes deal an additional 30 damage |
Unbounded Storms is purely used as a means to level Destruction.
Spell | Level | Description |
---|---|---|
Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Courage can be used to level illusion by casting it at NPC.
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 |
Grand Healing | Expert | Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead |
Grand healing can only be cast with enchanted gear as without that the Magicka cost is too great.
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 | Fortify Archery | Bows do do 75% more damage |
Fortify Restoration | Restoration spells and enchantments cost 46% less | |
Body | Fortify Stamina | Increases your stamina by 115 points | Fortify Stamina Regen | Stamina regenerates 57% faster |
Feet | Muffle | Wearer is muffled and moves silently |
Fortify Sneak | Sneaking is 75% more effective | |
Hands | Fortify Archery | Bows do do 75% more damage |
Fortify Sneak | Sneaking is 75% more effective | |
Amulet | Fortify Archery | Bows do do 75% more damage |
Fortify Sneak | Sneaking is 75% more effective | |
Ring | Fortify Archery | Bows do do 75% more damage |
Fortify Sneak | Sneaking is 75% more effective |
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 & Wheat | |
---|---|---|
Effects | Fortify Health | 170 points for 60 seconds |
Restore Health | 266 points restored |
All of the ingredients can be found in or around Whiterun.
Ingredients | Canis Root, Namira's Rot & Juniper Berry | |
---|---|---|
Effects | Regenerate Health | 213% for 300 seconds |
Fortify Archery | 170% more damage for 60 seconds |
You can get 2 Canis Root from Arcadia in Whiterun and take them for free if you give here the Frost Salts from Farengar. There are several found on the opposite side of the River to Solitude start by crossing the river by the Lumbermill and then head north. All the Namira's Rot you need are in Reachwater Rock near Markarth.
Ingredients | Canis Root, Imp Stool & Mora Tapinella | |
---|---|---|
Effects | Paralysis | Paralyzed for 43 seconds |
Lingering Damage Health | 43 points of damage for 10 seconds |
There are 4 Canis Root on the opposite side of the river to the lumbermill and docks at Solitude and then by heading north. There are a few more if you follow the coast Northwards under Solitude and then as the coastline goes eastward. There are 6 Imp Stool in Reachwater Rock which is just to the south of Markarth. Mora Tapinella are numerous on tree stumps as you go from Helgen to Riverwood at the start of the game.
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 |
---|---|---|---|
Canis Root (4) | 10 | 40 + 10 = 50 | 80 + 10 = 90 |
Namira’s Rot (3) | 5 | 15 + 5 = 20 | 30 + 5 = 35 |
Juniper Berries (4) | 4 | 16 + 4 = 20 | 32 + 4 = 36 |
Mora Tapinella (3) | 8 | 24 + 8 = 32 | 48 + 8 = 56 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 44 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs | Imp Stool (4) | 6 | 24 + 6 = 30 | 48 + 6 = 54 |
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