Skyrim AE Builds

Sacred Purifier

Khajiit - Dagger - Clothing - Mage

Background

Sacred purifiers are priestly characters who specialize in destroying undead. They belong to a loose-knit order affiliated with Arkay, though they disdain hierarchical bureaucracy in favour of action and forthrightness.

This is a pure mage so on harder game difficulties it's very squishy so you need to be mindful of enemies and traps as you can get one shot by them.


Weapons

A dagger as a backup weapon but once your gear is enchanted Destruction spells cost no magicka so levelling enchanting should be a priority.


Armor

Hooded Monk Robes, Mage Gloves, Monk Boots.

There’s two sets of Hooded Monk Robes and Monk Boots to the South West of the Guardian Stones up a small hill where there's a Shrine of Talos.


Spells

Alteration for utility spells and mage armour spells. Destruction for fire based spells and Restoration for heals and spells against undead.


Standing Stones

The Mage Stone for skill building and then the Atronach Stone once the Atronach perk is acquired.


Shrines

Use a Shrine of Arkay for 25 extra health. It fits for both roleplay purposes and becuase you as squishy and could do with more health.


Shouts

Become Ethereal (Fade - Spirit - Bind)

Location: Ironbind Barrow, Lost Valley Redoubt, Ustengrav (The Horn of Jurgen Windcaller).

Can be used as a combo by drinking a potion of fortify destruction, cast Flame Cloak, move to the multiple enemy, shout, cast Firestorm. Pick off what remains while they are in a very weakened state. Works well on lower game difficulties but is risky on higher ones.

Unrelenting Force (Force - Balance - Push)

Location: Just follow the main story quests

Staggers enemies but you can do this by dual casting Destruction spells once you have the Impact perk.

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

Imperials come out top with this build at 25/35 and should be chosen as they worship Arkay. However, I think Khajiit look cool in hooded robes, such as M’aiq the Liar, so I went with them instead.


Attribute Distribution

Place attribute points at 1 / 1 / 0. At level 47 which is required for all the perks the attributes are:

Magicka Health Stamina
330 (495) 330 100

Perk Point Distribution

The skill boosts for Khajiit are marked in bold.

Mage Warrior Rogue
Alteration12 Archery +50 Alchemy +57
Conjuration0 Block5 Light Armor0
Destruction10 Heavy Armor0 Lockpicking +50
Enchanting9 One-handed +50 Pickpocket +50
Illusion0 Smithing0 Sneak +100
Restoration8 Two-handed0 Speech0
Total 39 Total 0 Total 7


Skills and Perks

Mage Skills

Alteration 12

Novice Alteration

Apprentice Alteration

Adept Alteration

Expert Alteration

Mage Armor 3/3

Stability

Magic Resistance 3/3

Atronach

Destruction 10

Novice Destruction

Apprentice Destruction

Adept Destruction

Expert Destruction

Master Destruction

Augmented Fire 2/2

Intense Flames

Destruction Dual Casting

Impact

Enchanting 9

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Fire Enchanter

Restoration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Expert Restoration

Regeneration

Recovery 2/2

Necromage

Warrior Skills

None

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor


Spells

Alteration

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.
Ebony Flesh Expert Improves the caster's armor rating by 100 points 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 sepllbook. This can be used to level Alteration. Cast this with both hands Until your magicka has run out as this will generate twice as much XP. Then your magicka has a chance to regenerate and repeat again.


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
Elemental Flare Novice An elemental explosion for 15 points of fire damage, 15 points of shock damage, and half as much damage to stamina.
Flames Novice A gout of fire inflicting a base damage of 8 points of fire damage per second.
Elemental Bolt Apprentice An elemental explosion for 20 points of fire damage, 20 points of shock damage, and half as much damage to stamina.
Fire Rune Apprentice Cast on a nearby surface, it explodes for 50 points of damage when enemies come near.
Firebolt Apprentice A blast of fire that does 25 points of damage. Targets on fire take extra damage.
Elemental Burst Adept An elemental explosion for 40 points of fire damage, 40 points of shock damage, and half as much damage to stamina.
Flame Cloak Adept For 60 seconds, opponents in melee range take 8 points of damage per second.
Elemental Blast Expert An elemental explosion for 40 points of fire damage, 40 points of shock damage, and half as much damage to stamina.
Incinerate Expert A blast of fire that does 60 points of damage. Targets on fire take extra damage.
Fire Storm Master A 100 point fiery explosion centered on the caster. Does more damage to closer targets.

Fire spells all the time except while on Solstheim or when fighting Fire Atronachs as then the Elemental spells are used.


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.


Restoration

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.
Circle of Protection Expert Undead up to level 20 entering the circle will flee.
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

Destruction spells cost no magicka.
Restoration spells costs 46% less magicka.
Magicka is increased by 115 points.
Magicka regenerates 115% faster.
Carrying capacity is increaed by 172 points.
Resist 37% of all magiic.
Resist 86% of fire damage.

Item Enchantment Effect
Head - -
- -
Body Fortify Destruction Destruction spells and enchantments cost 46% less
Fortify Magicka Regen Magicka regenerate 115% faster
Hands Fortify Magcika Magicka is incrased by 115 points
Fortify Carry Wright Carrying capacity is increased by 86 points
Feet Resist Fire Grants 86% resistance to fire
Fortify Carry Wright Carrying capacity is increased by 86 points
Amulet Fortify Destruction Destruction spells and enchantments cost 46% less
Resist Magic Grants 37% resistance to all magic
Ring Fortify Destruction Destruction spells and enchantments cost 46% less
Fortify Restoration Restoration spells and enchantments cost 46% less

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 170 points for 60 seconds
Restore Health 266 points restored

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


Potion of Fortify Destruction

Ingredients Glowing Mushroom, Snowberries & Steel-Blue Entoloma
Effects Fortify Destruction 213% stronger for 60 seconds
Resist Frost Resist 128% of frost damage for 60 seconds
Resist Shock Resist 128% of shock damage for 60 seconds

Go to Shimmermist Cave to the North East of Whiterun and pick 1 Glowing Mushrooms from the entrance. The remaining 7 are in the secret lab at the farm. I gathered the Snowberries from the path from Helgen to Ivarstead but you can also get them all from the farms near Windhelm. Steel-Blue Entoloma can be purchased from Khajiit caravans.


Potion of Fortify Magicka

Ingredients Mora Tapinella, Red Mountain Flowers & Tundra Cotton
Effects Fortify Magicka 170 points for 60 seconds
Restore Magicka 266 points restored

All ingredients can be found on the way from Helgen to Whitetun.


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

6 x Blue Mountain Flower
8 x Glowing Mushroom
2 x Mora Tapinella
2 x Red Mlountain Flowers
9 x Snowberries
10 x Steel-Blue Entoloma
2 x Tundra Cotton
5 x Wheat

Potions and Poisons Produced

24 x Potions of Forify Health
52 x Potions of Fortify Destruction

Main Area (27)

Ingredient Qty Harvest Green Thumbs
Glowing Mushrooms (5) 8 40 + 8 = 48 80 + 8 = 88
Steel-Blue Entoloma (3) 10 30 + 10 = 40 60 + 10 = 70
Snowberries (4) 9 44 + 11 = 55 88 + 11 = 99

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Mora Tapinella (3) 2 6 + 2 = 8 12 + 2 = 14
Red Mountain Flowers (3) 2 6 + 2 = 8 12 + 2 = 14
Tundra Cotton (3) 2 6 + 2 = 8 12 + 2 = 14
Wheat (4) 5 20 + 5 = 25 40 + 5 = 45

Planters (6)

Ingredient Qty Harvest Green Thumbs
Blue Mountain Flowers (3) 6 18 + 6 = 24 36 + 6 = 42

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