Khajiit - Dagger - Light - Assassin - Conjurer - Dual Wield
A soulknife recognizes his own mind as the most beautiful - and the most deadly - thing in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy.
This is a stealth specialist that uses bound weapons and is based on a class from Dungeons & Dragons. The soulknife uses psychic energies to conjure a blade or blades to slay their targets. The blades can vary in size and are typcially a short sword but may be larger swords.
Bound Sword as soon as you can. They are perked with Soul Trap, Banish Daedra and Turn Undead. Performing dual wield power attacks cost the least amount of stamina compared to regular weapons because bound weapons have no weight. You also cannot be disarmed. Later on they are dual wielded but best to play as a spellsword in the early part of the game with usually a heal in your off hand.
Bound Dagger is taken once you are able to go to Tel Mythryn on Solstheim and buy the spell.
Make a full set of Leather Scout Armor as soon as you can. Then when you are able go to Fort Dawnguard, you'll get Durak come talk to you about joining the Dawnguard at level 10+, and then in the fort and on the battlements are Dawnguard Light Gauntlets and Dawnguard Light Boots
Heals from Restoration. Bound weapons from Conjuration. Orum’s Aquatic Escape and Invisibility from Illusion.
The Lord Stone for the 50 extra armour and 25% magic reistance.
Use a shrine of Talos for the 20% shout cooldown reduction.
Location: Bard’s Leap Summit, Ustengrav (The Horn of Jurgen Windcaller), Ironbind Barrow
Used to evade damage for a time such as when dragon's are in flight to avoid their breath attacks. Can be upgraded to increase health regen by 25% when it is in use.
Location: Shearpoint (all 3 words)
Attracts the attention of enemies so you can send them to a location. Can use the Magelight spell before this if you have the Quiet Casting perk. Shouts don’t use magicka so better than Magelight and it produces a noise whereas Magelight has to be seen to be followed.
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.
Pick a Khajiit as they get the best boost to Sneak compared to other races.
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.
Put the first 5 points into Magicka and the distribute attributes at a ratio of 1 / 3 / 1. At level 64 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
230 (345) | 480 (595) | 220 (335) |
The skill boosts for Khajiit are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration | 3 | Archery +5 | 0 | Alchemy +5 | 10 |
Conjuration | 4 | Block | 0 | Light Armor | 5 |
Destruction | 0 | Heavy Armor | 0 | Lockpicking +5 | 0 |
Enchanting | 8 | One-handed +5 | 10 | Pickpocket +5 | 0 |
Illusion | 7 | Smithing | 3 | Sneak +10 | 8 |
Restoration | 5 | Two-handed | 0 | Speech | 0 |
Total | 27 | Total | 13 | Total | 23 |
Novice Alteration
Apprentice Alteration
Magic Resistance 1/3
Novice Conjuration
Mystic Binding
Soul Stealer
Oblivion Binding
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Illusion
Apprentice Illusion
Adept Illusion
Expert Illusion
Animage
Kindred Mage
Quiet Casting
Novice Restoration
Regeneration
Recovery 2/2
Respite
Steel Smithing
Elven Smithing
Advanced Armors
Armsman 5/5
Fighting Stance
Savage Strike
Dual Flurry 2/2
Dual Savagery
Alchemist 5/5
Physician
Benefactor
Poisoner
Concentrated Poison
Green Thumb
Agile Defender 1/5
Custom Fit
Unhindered
Wind Walker
Deft Movement
Stealth 1/5
Backstab
Deadly Aim
Assassin's Blade
Muffled Movement
Light Foot
Silent Roll
Silence
Spell | Level | Description |
---|---|---|
Detect Life | Adept | Nearby living creatures, but not undead, machines or daedra, can be seen through walls |
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
Spell | Level | Description |
---|---|---|
Bound Dagger | Novice | Creates a magic dagger for 120 seconds. Sheathe it to dispel |
Bound Sword | Novice | Creates a magic sword for 120 seconds. Sheathe it to dispel |
Getting Mystic Binding perk early is a nice boost to the damage output.
Spell | Level | Description |
---|---|---|
Flames | Novice | A gout of fire that does 8 points per second. Targets on fire take extra damage. |
There's no need for Destruction in this build.
Spell | Level | Description |
---|---|---|
Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Muffle | Apprentice | You move more quietly for 180 seconds. |
Orum’s Aquatic Escape | Adept | Caster is invisible for 15 seconds. Activating an object or attacking will break the spell. Can breathe water for 15 seconds. Improved night vision for 15 seconds. |
Invisibility | Expert | Caster is invisible for 30 seconds. Activating an object or attacking will break the spell |
Courage can be used to level illusion by casting it at an NPC. Orum’s Aquatic Escape is a cheaper version of invisibility that is an Adept level spell rather than Expert and makes you invisible for 15 seconds rather than 30.
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 |
Grand healing basically refills your stamina as well as healing a large proportion of your health.
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 and enchantments cost 46% less |
Fortify Restoration | Restoration spells and enchantments cost 46% less | |
Body | Fortify Health | Health is increased by 115 points | Fortify Magicka Regen | Magicka regenerates 115% faster |
Feet | Fortify Stamina | Stamina is increased by 115 points |
Fortify Sneak | Sneaking is 75% easier | |
Hands | Fortify Magicka | Magicka is increased by 115 points |
Fortify Sneak | Sneaking is 75% easier | |
Amulet | Resist Magic | Resist 37% of magical effects |
Fortify Sneak | Sneaking is 75% easier | |
Ring | Fortify Illusion | Illusion spells and enchantments cost 46% less |
Fortify Sneak | Sneaking is 75% easier |
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, Lavender & Wheat | |
---|---|---|
Effects | Fortify Health | 170 points for 60 seconds |
Restore Health | 266 points restored | |
Fortify Conjuration | Lasts 213% longer for 60 seconds |
You can get all the Blue Mountain Flowers and Lavender you need in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.
Ingredients | Canis Root, Imp Stool & Mora Tapinella | |
---|---|---|
Effects | Paralysis | Target is paralysed for 43 seconds |
Lingering Damage Health | Drains the target’s health by 43 points per second for 10 seconds |
Deliver the Frost Salts from Farengar to Arcadia in Whiterun and take 2 Canis Root and 1 Imp Stool from the shop for free. 2 Canis Roots are on the opposite side of the river to solitude docks and a further 2 to the south nearly opposite Solitude Sawmill. There’s another one if you follow the coast north there’s some small pieces of land as you head towards a peninsula. It’s North West of the gold ore vein. Head North East from the peninsula and there’s another one not too far away.The final one is at the farm. Left Hand Mine near Markarth has 2 Imp Stool inside the mine. The remaining Imp Stool are in Reachwater Rock. Mora Tapinella are numerous on the way from Helgen to Whiterun if you look on the fallen trees.
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 |
---|---|---|---|
Canis Root (4) | 8 | 32 + 8 = 40 | 64 + 8 = 72 |
Imp Stool (4) | 8 | 32 + 8 = 40 | 64 + 8 = 72 |
Mora Tapinella (3) | 11 | 33 + 11 = 44 | 66 + 11 = 77 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 44 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs | Lavender (3) | 6 | 18 + 6 = 24 | 36 + 6 = 44 |
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