Skyrim AE Builds

Rogue

Khajiit - Sword - Clothing - Light - Warrior - Spellsword

Background

A rogue is fleet of foot and sharp of tongue. They employ speed in combat rather than prowess and can avoid altercations in the first place due to their persuasiveness in conversation.

This is based on the rogue class from Oblivion and was based on the comment I gave in this post:

https://www.reddit.com/r/skyrim/comments/1qdaaul/swordsman_fast_and_charming_build_any_tips/

An image from the post compared to an image of my early development idea is below:


Weapons

Any one-handed weapon at the start of the game.

The final weapon is Cyrus’ Sabre which can be found on Dead Man’s Dread and the quest to get access to this area is started by reading the book called The Restless on the table at the back of the Winking Skeever in Solitude. This is an exceptionally light sword, with a weight of 6, that does the same damage as a Daedric sword but only requires Steel Smithing to get a tempering bonus to the damage.


Armor

Craft a set of Leather Scout Armor at the start of the game. Then gather a set of Scaled Armor which 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 final gear is nothing in the head slot, Boatswain Clothes, Remnant Boot and Gloves. A ring of the wind is also used.

The Boatswain Clothes can be bought from Radiant Raiment in Solitude or you can wait and get it from the various wardrobes and drawers on Dead Man’s Dread when you are getting Cyrus’ Sabre.

The Remnant Gloves and Boots are acquired during a quest started by talking to Azadi in Shor’s Stone to the North of Riften and just past Fort Greenwall. Once you have the key to the chest and collect the items within you can craft unenchanted versions the Remnant gear.

The Ring of the Wind is a random item, that can be acquired when fishing. Good luck! It increases your movement speed by 15% but with the Kindred Mage perk from Illusion this raises to 25%. If you unequip it and have a potion with the Fortify Illusion effect, then this increases it further when you equip the ring and will remain in place until you remove it. With a potion in this build it raises your movement speed to 40% on the item because of the 170% increase but in the Active Effects it shows 50% if you also have Kindred Mage. I just kept it at 25% as every I needed to boost my carry weight, replenish my Magicka or Increase the level effected by my Illusion spells it reset the speed down to 25%. This means you need to unequip it each time just before you use this potion. I viewed this as too much micromanagement, hence accepting the lower movement speed.


Spells

Alteration for some utility spells, Illusion for Calm spells and Restoration for heals.


Standing Stones

The Lord Stone for 50 armor rating and 25% magic resistance.


Shrines

Use a Shrine of Dibella for a 10 point boost to Speech.


Shouts

Elemental Fury (Air - Battle - Grace)

Location: Statue of Meridia, Dragontooth Crater, Shriekwind Bastion

Significantly increases the speed of your weapon attacks for unenchanted weapons.

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 Khajiit

This is a good fit for an Imperial build as they have the highest starting skill boost of 25/35. However, the background for the build is a Khajiit.


Attribute Distribution

Place attribute points at 0 / 3 / 1. At level 64 which is required for all the perks the attributes are:

Magicka Health Stamina
100 580 250 (365)

Perk Point Distribution

The skill boosts for Khajiit are marked in bold.

Mage Warrior Rogue
Alteration3 Archery +50 Alchemy +57
Conjuration0 Block8 Light Armor7
Destruction0 Heavy Armor0 Lockpicking +50
Enchanting8 One-handed +57 Pickpocket +50
Illusion8 Smithing3 Sneak +100
Restoration8 Two-handed0 Speech4
Total 27 Total 18 Total 18


Skills and Perks

Mage Skills

Alteration 3

Novice Alteration

Apprentice Alteration

Magic Resistance 1/3

Enchanting 8

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Illusion 8

Novice Illusion

Apprentice Illusion

Adept Illusion

Expert Illusion

Master Illusion

Hypnotic Gaze

Animage

Kindred Mage

Restoration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Expert Restoration

Regeneration

Recovery 2/2

Respite

Warrior Skills

Block 8

Shield Wall 1/5

Deflect Arrows

Elemental Protection

Block Runner

Power Bash

Deadly Bash

Disarming Bash

One-Handed 7

Armsman 5/5

Fighting Stance

Savage Strike

Smithing 3

Steel Smithing

Elven Smithing

Advanced Armors

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor

Light Armor 7

Agile Defender 5/5

Custom Fit

Unhindered

Speech 4

Haggling 1/5

Allure

Bribery

Persuasion


Spells

Alteration

Spell Level Description
Detect Life Adept Nearby living creatures, but not undead, machines or daedra, can be seen through walls
Waterbreathing Adept Can breathe under water for 60 seconds.

Talk to the Steward in Dragonsreach to get a quest to investigate an assassination attemp on the Jarl. After reading the buiness ledger at Arcadia's Cauldron go the Whiterun Stables and on the body of a stablehand is a Detect Life spellbook. This can be used to level Alteration slowly.


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.

Destruction is not needed in this build.


Illusion

Spell Level Description
Courage Novice Target won't flee for 60 seconds, and gets some extra health and stamina.
Calm Apprentice Creatures and people up to level 9 won't fight for 30 seconds.
Pacify Expert Creatures and people up to level 20 won't fight for 60 seconds.
Harmony Master Creatures and people up to level 25 won't fight for 60 seconds.

Courage can be used to level illusion and then switch to Pacify once you have bought the spell from the College of Winterhold, which should be at level 65. If you take Novice Illusion, Apprentice Illusion, Hypnotic Gaze and Animage early in the build you can pacify Wolves, Sabrecats and Bears.


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.


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

One-handed weapons do 75% more damage.
Illusion spells cost 92% less to cast.
Restoration spells cost 46% less to cast.
Stamina is increased by 115 points.
Light Armor skill is increased by 46 points.
Move 15% faster.
Increases Frost Resistance by 69%.
Increases Shock Resistance by 50%.
Increases Magic Resistance by 37%.

Item Enchantment Effect
Head - -
- -
Body Fortify Illusion Illusion spells cost 46% less to cast.
Fortify Restoration Restoration spells cost 46% less to cast.
Hands Fortify Light Armor Light Armor skill is increased by 46 points.
Fortify One-handed One-handed weapons do 75% more damage.
Feet Fortify Stamina Stamina is increased by 115 points.
Resist Frost Frost Resistance is increased by 69%.
Amulet Fortify Illusion Illusion spells cost 46% less to cast.
Resist Magic Magic Resistance is increased by 37%.
Ring of the Wind Fast You move 15% faster.
Sword - -
- -

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 Fortify Carry Weight

Ingredients Mora Tapinella, Scaly Pholiota & Steel-Blue Entoloma
Effects Fortify Carry Weight Carrying capacity increases by 170 more for 300 seconds
Fortify Stamina Regeneration Stamina regenerates 213% faster for 300 seconds
Fortify Illusion Illusion spells are 170% stronger for 60 seconds
Restore Magicka Restores 266 points of Magicka

Mora Tapinella are found on the route from Riverwood to Whiterun. Scaly Pholiota are numerous to the South of Ivarstead and if you take the route there from Helgen they start appearing by the Alchemists Hut. Steel-Blue Entoloma can be purchased 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 Flower
13 x Mora Tapinella
9 x Scaly Pholiota
13 x Steel-Blue Entoloma
4 x Wheat

Potions and Poisons Produced

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

Main Area (27)

Ingredient Qty Harvest Green Thumbs
Wheat (4) 4 16 + 4 = 20 32 + 4 = 36
Steel Blue Entoloma (3) 7 21 + 7 = 28 42 + 7 = 49
Mora Tapinella (3) 7 21 + 7 = 28 42 + 7 = 49
Scaly Pholiota(5) 9 45 + 9 = 54 90 + 9 = 99

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Steel Blue Entoloma (3) 6 33 + 11 = 44 66 + 11 = 77
Blue Mountain Flowers (3) 5 18 + 6 = 24 36 + 6 = 42

Planters (6)

Ingredient Qty Harvest Green Thumbs
Mora Tapinella (3) 5 18 + 6 = 24 36 + 6 = 42

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