Skyrim AE Builds

Pariah

Redguard - Vampire - Sword - Clothing - Light - Assassin

Background

Over the centuries the bitterness at being cast out of Clan Volkihar for publicly not agreeing with Lord Harkon has welled up into revenge against your kind. Having first hand experience of how your kind operates has allowed you to excel at hunting them.


Weapons

Any one-handed weapon at the start of the game. Ideally a Skyforge Steel sword or a Blades Sword as soon as you can as these provide better damage than steel swords but are the same weight as regular steel swords. Enchant these with Absorb Health and Absorb Stamina. That will keep you healthy and doing power attacks while in the sun as a vampire when their regeneration will take a large hit.

The final weapon is Harkon’s Sword which is acquired at the end of the Dawnguard DLC. Make sure you side with Clan Volkihar rather than the Dawnguard so you can access the Vampire Lord form.


Armor

Any light armor at the start of the game and then upgrade to Elven and/or Scaled Armor as Smithing perks are unlocked. A full set of scaled armor can be acquired for free with 3 items from the mudcrab infested area to the south east of Gjukar’s Monument and the helmet from Lost Echo Cave, which is west from Solitide, North past Statue of Meridia and then west along the road.

The Vampire Leather Hood, Boots and Gauntlets can be found at Bloodchill Manor, although you can get the Boots from the Hall of the Vigilant at level 10 or greater.

The Guild Master Armor is acquired at the end of the Thieves Guild main questline. Go to Riften marketplace and you’ll be approached to join the guild. To become the Guild Master you need to complete both the main questline and the 4 reputation quests from Delvin that trigger once you have done 5 side jobs each in Markarth, Solitude, Windhelm and Whiterun.

In each of the main quests from Goldenglow estate and onwards is a unique item that can be acquired and sold to Delvin to be displayed at the Guild Master’s desk. These items are:

Queen Bee Statue – Aringoth’s room and also a bee in a jar can be found here.
Honningbrew Decanter - locked being an expert level door in Sabjorn’s room.
East Empire Shipping Map – in the a cabin at the top of a steep path in East Empire Company Warehouse.
Model Ship – In Snow Veil Sanctum it’s in a room with oil and lanterns on a pedestal. If the trap goes off before you take the model it can be difficult to find it as the explosion sends it flying.
Dwemer Puzzle Cube – In Calcelmo’s Laboratory in the room with an Arcane Enchanter.
Bust of the Gray Fox – in the treasure room in Riftweald Manor where you find Chillrend.
Left Eye of the Falmer – found on Mercer Frey.

If you complete at least 125 side jobs and the Crown of Barenziah quest then the display will be full.


Spells

Alteration for some utility spells. Destruction for Fire Rune. Illusion for Invisibility. Restoration for healing spells.


Standing Stones

The Atronach Stone for 50% spell absorption, 50 Magicka but -50% magicka regeneration.


Shrines

The Shrine of Boethiah for 10% damage with one-handed weapons, as well as being the Arch Enemy of Molag Bal who created the first vampire.


Shouts

Drain Vitality (Stamina - Magicka - Health)

Location: Arcwind Point, Dimhollow Crypt (Awakening), Forgotten Vale (Touching the Sky)

Absorbs all 3 attributes from an enemy over 30 seconds. Very useful in fights to replenish yourself. 2 of the words are acquired in mandatory quests for the build on your way to getting Harkon's Sword.

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 Vampire

You can use any race for this build, with Dark Elf being a perfect match with 35/35 for the skill point boost and 50% fire resistance which cancels out the -50% from being a vampire. High Elves are second with a 30/35 point skill boost. Imperials and Redguard are joint third on 25/35, but I specifically chose Redguard for the build because the initial idea was from the Marvel character Blade.

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 0 / 3 / 1. At level 66 which is required for all the perks the attributes are:

Magicka Health Stamina
100 (265) 590 260 (375)

Perk Point Distribution

The skill boosts for Redguard are marked in bold.

Mage Warrior Rogue
Alteration +58 Archery +50 Alchemy7
Conjuration0 Block +50 Light Armor5
Destruction +53 Heavy Armor0 Lockpicking0
Enchanting9 One-handed +107 Pickpocket0
Illusion7 Smithing +54 Sneak6
Restoration 9 Two-handed0 Speech0
Total 36 Total 11 Total 18


Skills and Perks

Mage Skills

Alteration 8

Novice Alteration

Apprentice Alteration

Adept Alteration

Expert Alteration

Magic Resistance 3/3

Atronach

Destruction 3

Novice Destruction

Apprentice Destruction

Rune Master


Enchanting 9

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Fire Enchanter

Illusion 7

Novice Illusion

Apprentice Illusion

Adept Illusion

Expert Illusion

Animage

Kindred Mage

Quiet Casting

Restoration 9

Novice Restoration

Apprentice Restoration

Expert Restoration

Novice Restoration

Regeneration

Recovery 2/2

Respite

Necromage

Warrior Skills

One-handed 7

Armsman 5/5

Fighting Stance

Savage Strike

Smithing 4

Steel Smithing

Elven Smithing

Advanced Armors

Arcane Blacksmith

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor

Light Armor 5

Agile Defender 3/5

Custom Fit

Unhindered

Sneak 6

Stealth 1/5

Backstab

Muffled Movement

Light Foot

Silent Roll

Silence


Spells

Alteration

Spell Level Description
Detect Life Adept Nearby living creatures, but not undead, machines or daedra, can be seen through walls.
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

The Detect Life spellbook can be obtained in Whiterun by taking to the Steward in Dragonsreach and following the quest to the Stables. Cast this spell in the market to level Alteration.


Conjuration

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.


Destruction

Spell Level Description
Flames Novice A gout of fire inflicting a base damage of 8 points of fire damage per second. Targets on fire take extra damage.
Fire Rune Apprentice Cast on a nearby surface, it explodes for 50 points of fire damage when enemies come near
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 quickly although Fire Rune is fine to level it but a lot slower.


Illusion

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 in the early levels. Muffle can be used when the apprentice Illusion perk is acquired. Rally should be used once Adept Illusion is acquired and I found the Bannered Mare on an evening resulted in about 6 NPC being hit with a single cast when aiming at the fire pit.


Restoration

Spell Level Description
Healing Novice Heals the caster 10 points per second
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

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 healing spells are a reliable source of regenerating Stamina during the day when a vampire.


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

Weapon uses no charges
Destruction spells costs no magicka to cast
Illusion and Restoration spells cost 46% less magicka to cast
Magicka and Stamina are increased by 115 points
Sneaking is 75% more effective
Carrying Capacoity is increased by 115 points
Grants 86% resistance to fire
Resist 37% of all magic

Item Enchantment Effect
Head Fortify Destruction Destruction spells cost 46% less to cast
Fortify Restoration Restoration spells cost 46% less to cast
Guild Master Armor Fortify Carry Weight Carrying capacity is increased by 50 points
Feet Fortify Stamina Increases Stamina by 115 points
Resist Fire Grants 86% resistance to fire
Hands Fortify Magicka Increases Magicka by 115 points
Fortify Sneak Sneaking is 75% more effective
Amulet Fortify Destruction Destruction spells cost 46% less to cast
Resist Magic Grants 37% resistance to all magic
Ring Fortify Destruction Destruction spells cost 46% less to cast
Fortify Illusion Illusion spells cost 46% less to cast
Harkon's Sword Unique Enchantment Absorbs 15 points of Health, Stamina and Magicka if wielded by a vampire

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 & Wheat
Effects Fortify Health Increases Health by 170 points for 60 seconds
Restore Health Restores 266 points of Health

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


Potion of Foritfy Carry Weight

Ingredients Creep Cluster, Glowing Mushrooms & Steel-Blue Entoloma
Effects Fortify Carry Weight You can carry 170 more weight for 300 seconds.
Fortify Destruction Destruction spells are 213% stronger for 60 seconds.
Restore Magicka Restores 266 points of Magicka.

Creep Cluster are numerous near Kynesgrove to the South of Windhelm. There are 7 Glowing Mushrooms in the secret lab at the farm so at Whiterun head to the North East and get the last 3 from just inside the entrance of Shimmermist Cave. 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

5 x Blue Mountain Flowers
10 x Creep Cluster
10 x Glowing Mushrooms
15 x Steel-Blue Entoloma
4 x Wheat

Potions and Poisons Produced

20 x Potions of Forify Health
60 x Potions of Fortify Carry Weight

Main Area (27)

Ingredient Qty Harvest Green Thumbs
Steel-Blue Entoloma (3) 4 12 + 4 = 16 24 + 4 = 28
Wheat (4) 4 16 + 4 = 20 32 + 4 = 36
Creep Cluster (5) 10 50 + 10 = 60 100 + 10 = 110
Glowing Mushrooms (5) 4 20 + 4 = 24 40 + 4 = 44
Blue Mountain Flowers (3) 5 15 + 5 = 20 30 + 5 = 35

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Steel-Blue Entoloma (3) 11 33 + 11 = 44 66 + 11 = 77

Planters (6)

Ingredient Qty Harvest Green Thumbs
Glowing Mushrooms (5) 6 30 + 6 = 36 60 + 6 = 66

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