Redguard - Dagger - Clothing - Light - Dual Wield - Warrior
Planes Walkers are blessed and cursed with the great power to move freely between the planes. They are aware of the order of things and have a particular distain for Daedra being in Nirn. They focus on sending them back to Oblivion and their appropriate plane.
Steel Daggers and then upgraded to Skyforge Steel Daggers if you play with the Unofficial Skyrim Special Edition Patch (USSEP) as this allows for them to be tempered. They become available from Eorlund at the Skyforge once you have returned from Dustman’s Cairn as part of the Companions quest chain.
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. The final gear is a Gold and Ruby Circlet, Thieves Guild Armor, Leather Bracers and Dawnguard Boots.
The Thieves Guild armor is acquired in Riften by completing the first quest for the Thieves Guild once you get to the Ragged Flagon. You should automatically be approached to join the guild in the marketplace.
Dawnguard Light Boots can be found on the battlements of Fort Dawnguard. They can be taken for free at any level.
Alteration for utility spells. Restoration for heals.
The Atronach Stone for 50% spell absorption, 50 Magicka but -50% magicka regen.
Use a shrine of Talos for 20% cooldown to shouts.
Location: Ironbind Barrow, Lost Valley Redoubt, Ustengrav (Horn of Jurgen Windcaller).
Allows you to become temporarily invulnerable while also using no stamina while running. I only used a single word of this as with a Blessing of Talos it has a 16 second cooldown and allows for up to 8 seconds of invulnerability.
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.
Imperials and Redguard come out joint first with on 20/35 points. I based the looks for this build on Kaya in the Dungeons and Dragons: Adventures in the Forgotten Realms set from Magic: The Gathering, which means that Redguard is the best fit. They also have better starting combat stats and a very fast stamina regeneration ability once a day, which will be useful in the early game when you need to take down a tough enemy quickly with many power attacks.
Kaya is an assassin so stealth would seem appropriate but instead I used Become Ethereal to represent moving between the planes. When the shout is used it’s the equivalent of moving out of a plane and then back in to attack.
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 are considered male.
Place attribute points at 0 / 2 / 1. At level 53 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 (265) | 450 (565) | 270 (385) |
The skill boosts for Redguards are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration +5 | 8 | Archery +5 | 0 | Alchemy | 7 |
Conjuration | 0 | Block +5 | 0 | Light Armor | 7 |
Destruction +5 | 0 | Heavy Armor | 0 | Lockpicking | 0 |
Enchanting | 8 | One-handed +10 | 10 | Pickpocket | 0 |
Illusion | 0 | Smithing +5 | 4 | Sneak | 0 |
Restoration | 8 | Two-handed | 0 | Speech | 0 |
Total | 24 | Total | 14 | Total | 14 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Magic Resistance 3/3
Atronach
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Respite
Armsman 5/5
Fighting Stance
Savage Strike
Dual Flurry 2/2
Dual Savagery
Steel Smithing
Elven Smithing
Advanced Armors
Arcane Blacksmith
Alchemist 5/5
Physician
Benefactor
Agile Defender 5/5
Custom Fit
Unhindered
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
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.
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 |
---|---|---|
Flames | Novice | A gout of fire inflicting a base damage of 8 points of fire damage per second |
Destruction was not used at all while I played this build.
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.
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 |
Restoration spells are used out of combat and as a means to quickly restore stamina.
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 Conjuration | Conjuration spells cost 46% less to cast |
Fortify Restoration | Restoration spells cost 46% less to cast | |
Thieves Guild Armor | Fortify Carry Weight | Carrying capacity is increased by 20 points |
Feet | Fortify Stamina | Increases Stamina by 115 points |
Resist Frost | Grants 69% resistance to frost | |
Hands | Fortify Carry Weight | Carrying capacity is increased by 69 points |
Fortify Magicka | Increases Magicka by 115 points | |
Amulet | Fortify Conjuration | Conjuration spells cost 46% less to cast |
Resist Magic | Grants 37% resistance to all magic | |
Ring | Fortify Conjuration | Conjuration spells cost 46% less to cast |
Fortify Health | Increases Health by 115 points | |
Dagger 1 | Absorb Health | Absorb 37 points of Health |
Banish | Summoned Daedra up to level 46 are sent back to Oblivion | |
Dagger 2 | Absorb Stamina | Absorb 46 points of Stamina |
Banish | Summoned Daedra up to level 46 are sent back to Oblivion |
With the Sallow 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 | 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 60 seconds | |
Resotre Magicka | Restores 266 points of Magicka |
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 |
---|---|---|---|
Scaly Pholiota (5) | 8 | 40 + 8 = 48 | 80 + 8 = 88 |
Steel-Blue Entoloma (3) | 13 | 39 + 13 = 52 | 78 + 13 = 91 |
Mora Tapinella (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
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 |
---|---|---|---|
Mora Tapinella (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |