Khajiit - Dagger - Clothing - Mage
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.
A dagger as a backup weapon but once your gear is enchanted Destruction spells cost no magicka so levelling enchanting should be a priority.
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.
Alteration for utility spells and mage armour spells. Destruction for fire based spells and Restoration for heals and spells against undead.
The Mage Stone for skill building and then the Atronach Stone once the Atronach perk is acquired.
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.
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.
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.
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 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.
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 |
The skill boosts for Khajiit are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration | 12 | Archery +5 | 0 | Alchemy +5 | 7 |
Conjuration | 0 | Block | 5 | Light Armor | 0 |
Destruction | 10 | Heavy Armor | 0 | Lockpicking +5 | 0 |
Enchanting | 9 | One-handed +5 | 0 | Pickpocket +5 | 0 |
Illusion | 0 | Smithing | 0 | Sneak +10 | 0 |
Restoration | 8 | Two-handed | 0 | Speech | 0 |
Total | 39 | Total | 0 | Total | 7 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Mage Armor 3/3
Stability
Magic Resistance 3/3
Atronach
Novice Destruction
Apprentice Destruction
Adept Destruction
Expert Destruction
Master Destruction
Augmented Fire 2/2
Intense Flames
Destruction Dual Casting
Impact
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Fire Enchanter
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Necromage
None
Alchemist 5/5
Physician
Benefactor
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.
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 |
---|---|---|
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.
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. |
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.
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 | - | - |
- | - | |
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.
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 | 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.
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.
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 |
---|---|---|---|
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 |
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 |
Ingredient | Qty | Harvest | Green Thumbs | Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
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