Skyrim Legendary Character Developing Guide


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  1. Skyrim Legendary Character Developing Guide
  2. 24 November 2013
  3. Version 1.00
  4. Bob Cameron
  5. Bob.Cameron@CameronTS.com
  6. Copyright 2013 Cameron Technology Solutions
  7. This may be not be reproduced under any circumstances except for personal,
  8. private use. This document may not be placed on any web site or otherwise
  9. distributed publicly without advance written permission. Use of this guide on
  10. any other web site or as a part of any public display is strictly prohibited,
  11. and a violation of copyright.
  12. About the Author:
  13. My day job is training software managers and teams transition from a command
  14. and control development style into self-organized teams using Scrum and
  15. eXtreme Programming (XP). I also help companies that have many agile teams
  16. coordinate self-organized teams using the Scaled Agile Framework (SAFe).
  17. Table of Contents
  18. Contents
  19. 1. Introduction 2
  20. 1.1 Skyrim Legendary Character Building 3
  21. 1.2 Breton Sample Skills by Tree 3
  22. 1.3 Non-Breton Legendary Sample Skills by Tree 6
  23. 1.4 Skills by Level Approach 6
  24. 1.5 Breton Skills by Level 7
  25. 1.6 Non-Breton Skills By Level 9
  26. 1.7 Leveling Tips 11
  27. 2. Races 11
  28. 2.1 Constant Effects 11
  29. 2.2 60 Second Power 12
  30. 2.3 Preferred Races 12
  31. 3. Followers 12
  32. 4. Marriage 13
  33. 5. Training 15
  34. 6. Skills and Perks 15
  35. 6.01 Alchemy 16
  36. 6.01.1 Potions and Farming 16
  37. 6.01.2 Alchemy Perks 17
  38. 6.02 Alteration 18
  39. 6.03 Archery 18
  40. 6.04 Block 19
  41. 6.05 Conjuration 19
  42. 6.06 Destruction 21
  43. 6.07 Enchanting 22
  44. 6.08 Heavy Armor 24
  45. 6.09 Illusion 24
  46. 6.10 Light Armor 25
  47. 6.11 Lock Picking 25
  48. 6.12 One Handed 25
  49. 6.13 Pick Pocket 26
  50. 6.14 Restoration 26
  51. 6.15 Smithing 27
  52. 6.16 Sneak 28
  53. 6.17 Speech 28
  54. 6.18 Two Handed Weapons 28
  55. 7 Conclusion 29
  56. 1. Introduction
  57. Since Skyrim has come out, I have spent thousands of hours playing Skyrim
  58. designing, re-designing and then restarting Skyrim again. This guide targets
  59. both new and experienced players playing Skyrim Legendary which includes the
  60. official expansions Dragonborn, Hearthfire and Dawnguard. The Legendary
  61. edition is available wherever the original edition used to be available. This
  62. guide does not include the plugins beyond those packaged in the Skyrim
  63. Legendary edition. Elder Scrolls Anthology includes Skyrim Legendary and the
  64. previous games from the Elder Scroll series (Oblivion, Morrowind, etc.). For
  65. new players, the guide tries to supply enough information to reduce
  66. restarting after discovering more about how the game plays and identify some
  67. places to visit early. Another goal is to level up without having to grind
  68. your skills. Grinding a skill is when your character stops playing the game
  69. and starts repeating a game activity to improve a game skill. For
  70. experienced Skyrim players, this guide may point out some places to visit
  71. early and will hopefully influence Skyrim character development for at least
  72. one game. The guide has some spoilers, but is not a walkthrough. The build
  73. plan described below is a good plan, but the point of the guide is to provide
  74. a strategy to build your own plan.
  75. This guide takes a different approach than other guides in that the goal is
  76. to create a framework to map out different Skyrim leveling plans and survive
  77. on the most difficult game settings. There are already many good guides for
  78. character builds including the official strategy guide and Skyrim web sites
  79. that contain more details such as http://www.uesp.net/wiki/Skyrim:Skyrim.
  80. Many of the guides do not account for the standard expansions that are now
  81. bundled with Skyrim or the higher difficulty levels. This guide suggests a
  82. legendary character building strategy that will hopefully minimize your time
  83. grinding skills and help survive and excel on the legendary difficulty level.
  84. 1.1 Skyrim Legendary Character Building
  85. The Skyrim Legendary character building guide builds a character building
  86. framework creating a character who encounters everything, can do all of the
  87. quests, and maximizes skills working in the Skyrim universe and minimizes
  88. time grinding skills. When the game first came out, there was a level limit
  89. of 81, so the leveling guide shown is for the first 81 levels. For the
  90. impatient, try one the character perk plans below.
  91. 1.2 Breton Sample Skills by Tree
  92. Race: Breton (25 percent magic resistance, dragon skin)
  93. Perks by skill:
  94. Alchemy (9): Alchemist 1-5, Physician, Benefactor, Poisoner,
  95. Concentrated Poison
  96. Alteration (7): Novice Alteration, Alteration Dual Casting,
  97. Magic Resistance 1 and 2, Apprentice, Adept, Stability
  98. Archery (8): Overdraw 1-5, Eagle Eye, Power Shot, Quick Shot
  99. Block (0): None
  100. Conjuration (4): Novice Conjuration, Necromancy, Dark Souls, Twin Souls
  101. Destruction (5): Novice Destruction, Augmented Shock 1 and 2,
  102. Augmented Frost 1 and 2
  103. Enchanting (10): Enchanter 1-5, Insightful, Fire, Frost, Storm,
  104. Extra Effect
  105. Heavy Armor (0): None
  106. Illusion (6): Novice Illusion, Illusion Dual Casting, Animage,
  107. Kindred Mage, Quiet Casting, Master of Mind
  108. Light Armor (4): Agile Defender (1), Custom Fit, Unhindered,
  109. Wind Walker
  110. Lock Picking (0): None
  111. One Handed (10): Armsman 1-5, Fighting Stance, Dual Flurry 1-2,
  112. Dual Savagery, Savage Strike
  113. Pick Pocket (0): None
  114. Restoration (3): Novice Restoration, Regeneration, Necromage
  115. Smithing (6): Steel, Elven, Advanced, Arcane Blacksmith, Glass, Dragon
  116. Sneak (8): Stealth 1, Backstab, Muffled Movement, Deadly Aim,
  117. Light Foot, Silent Roll, Silence, Shadow Warrior
  118. Speech (0): None
  119. Two Handed (0): None
  120. Using the plan above, training can ignore block, heavy armor, lock picking,
  121. pickpocket, speech and two handed weapons. Whatever plan is used, knowing
  122. which skill trees to ignore will help decide what to train and what not to
  123. train. Reasons to ignore block include a preference for dual wielding over
  124. blocking and to have one less skill tree to maintain. Light Armor is both
  125. lighter than heavy armor and provides a perk to restore stamina quicker.
  126. Lock picking takes some practice, but eventually any lock can be picked
  127. without spending perks. Pickpocket is nice for the extra pockets perk
  128. allowing your character to carry 100 more, but at the cost of three perks and
  129. another skill tree to maintain. With the Hearthfire expansion, money is not
  130. an issue somewhere around level 15, so speech is not critical for very long.
  131. Two handed weapons are heavier and slower than one handed weapons. Dual
  132. wielding one handed weapons also means attacking with two enchanted weapons
  133. instead of one.
  134. Please alter your skill plan by your preferences. Selecting which perks and
  135. skills to improve is part of the fun of the game. Whatever your list, break
  136. down the skills by level to prevent having to grind skills later in the game.
  137. 1.3 Non-Breton Legendary Sample Skills by Tree
  138. When playing a race other than Breton, reaching a magic resistance of 85%
  139. requires either carrying a shield or wearing magic resistant jewelry. Magic
  140. resistant jewelry is a good choice for Dark Elf (50% fire resistant) or Nord
  141. (50% frost resistant), as jewelry piece resistant to the other two elements
  142. will raise enough resistance quickly in the game. Another approach is to
  143. give up on dual wielding and carry a magic resistant shield using 3 block
  144. perks instead of the 3 one hand dual wielding perks. Magic resistance
  145. alteration perks are not really needed with a shield. The 2 additional perks
  146. available from not using the Magic resistance will be replaced by additional
  147. block perks block runner and shield charge.
  148. 1.4 Skills by Level Approach
  149. Using the recommended perks and organizing them by level requirements, fast
  150. track two or three skill trees at a time while slowly leveling the other
  151. skill trees to keep up with your current level. The recommended skill tree
  152. groups to fast track in order are:
  153. 1) Alchemy and Enchanting
  154. 2) Smithing, Conjuration and Restoration
  155. Increasing alchemy in the first group improves attack, defense and every
  156. skill. With the Hearthfire expansion, alchemy is also the easiest skill tree
  157. to improve. Finally, the Dragonborn expansion will allow resetting a skill
  158. tree to develop your player level beyond 81. Enchanting eventually leads to
  159. the "Extra Effect" perk which allows two enchantments on each item.
  160. When training and leveling, the first set of skills will need to stay at more
  161. than twice the character level to stay on plan. If the first set of skill is
  162. alchemy and enchanting, the first set of skill can stay ahead of plan without
  163. any training, but will require purchasing soul gems for enchanting.
  164. The second group of skills includes smithing, which affects everything made
  165. and improved. Smithing is in the second skill tree group to avoid grinding
  166. skills. The other skills in group increase the level of dead thrall's that
  167. can be raised to 50, and increases the number of dead thrall's that can be
  168. raised to 2. Dead thrall's have a limit of level 50 NPC's, but there are
  169. many good NPC's to choose from limited to level 50.
  170. The second set of skills is more likely to need training in order to keep up
  171. with the plan. Restoration in particular requires taking damage before
  172. practicing, so if restoration is in the plan second skill set, prepare to
  173. train restoration skill.
  174. Meanwhile, there needs to be a balance including all used skills to survive
  175. on legendary difficulty. Improving from level 15 or 20 to level 100 can't be
  176. done without leveling up, so the recommendation is to improve most perks on
  177. the odd numbered levels, and the fast track perks on the even levels.
  178. 1.5 Breton Skills by Level
  179. With the Breton perks and strategy outlined above this leads to the following
  180. perk leveling plan with missions to visit notes for early levels:
  181. Breton Leveling Plan:
  182. Player Skill
  183. Level Tree Level Perk Notes
  184. 1 - - - Hold ingredients until level 2
  185. 2 Alc 1 Alchemist (1) Mix Potions. Add Faendal as a
  186. Follower. Visit the Whiterun Jarl.
  187. 3 Smi 1 Steel Smithing Join All Guilds
  188. 4 Enc 1 Enchanter (1)
  189. 5 Sne 1 Stealth (1)
  190. 6 Alc 20 Alchemist (2) Bleak Falls Barrow
  191. 7 Arc 1 Overdraw (1) Dragon Rising
  192. 8 Alc 20 Physician Keep Smithing at 2 x Level
  193. 9 One 1 Armsman (1) Book of Love
  194. 10 Enc 20 Enchanter (2) Keep Restoration at 1.5 x Level
  195. 11 Lig 1 Agile Defender(1)Keep Conjure at 2 x Level
  196. 12 Alc 30 Benefactor Build Falkreath House.
  197. 13 Res 1 Novice Restoration
  198. 14 Alc 30 Poisoner Mix and Use Paralyze Poisons
  199. 15 Con 1 Novice Conjuration
  200. 16 Enc 30 Fire Enchanter Start Training As Needed
  201. 17 Ill 1 Novice Illusion
  202. 18 Alc 40 Alchemist (3)
  203. 19 Alt 1 Novice Alteration
  204. 20 Enc 40 Enchanter (3)
  205. 21 Des 1 Novice Destruction
  206. 22 Enc 40 Frost Enchanter
  207. 23 Arc 20 Overdraw (2)
  208. 24 Enc 50 Insightful Enchanter
  209. 25 One 20 Armsman (2)
  210. 26 Enc 50 Storm Enchanter
  211. 27 Res 20 Regeneration
  212. 28 Alc 60 Alchemist (4)
  213. 29 One 20 Fighting Stance
  214. 30 Alc 60 Concentrated Poison
  215. 31 Alt 20 Alteration Dual Casting
  216. 32 Enc 60 Enchanter (4)
  217. 33 Ill 20 Illusion Dual Casting
  218. 34 Alc 80 Alchemist (5)
  219. 35 Ill 20 Animage
  220. 36 Enc 80 Enchanter (5)
  221. 37 Alt 25 Apprentice Alteration
  222. 38 Enc 100 Extra Effect Dual Enchant Jewelry
  223. 39 Lig 30 Custom Fit
  224. 40 Smi 30 Elven Smithing Dual Enchant Elven Items
  225. 41 Alt 30 Magic Resistance (1)
  226. 42 Con 40 Necromancy
  227. 43 Des 30 Augmented Shock (1)
  228. 44 Smi 50 Advanced Armors
  229. 45 Arc 30 Augmented Frost (1)
  230. 46 Smi 50 Arcane Blacksmith
  231. 47 Arc 30 Eagle Eye
  232. 48 Smi 70 Glass Smithing
  233. 49 Sne 30 Muffled Movement
  234. 50 Res 70 Necromage
  235. 51 Sne 30 Backstab
  236. 52 Con 70 Dark Souls
  237. 53 One 30 Dual Flurry (1)
  238. 54 Smi 100 Dragon Armor
  239. 55 Sne 40 Deadly Aim
  240. 56 Con 100 Twin Souls
  241. 57 Arc 40 Overdraw (3)
  242. 58 One 40 Armsman (3)
  243. 59 Ill 40 Kindred Mage
  244. 60 Sne 40 Light Foot
  245. 61 Sne 40 Magic Resistance (2)
  246. 62 Arc 50 Power Shot
  247. 63 One 50 Dual Flurry (2)
  248. 64 Ill 50 Quiet Casting
  249. 65 Lig 50 Unhindered
  250. 66 One 50 Savage Strike
  251. 67 Sne 50 Silent Roll
  252. 68 Alt 50 Adept Alteration
  253. 69 Des 60 Augmented Shock (2)
  254. 70 Des 60 Augmented Frost (2)
  255. 71 Arc 60 Overdraw (4)
  256. 72 One 60 Armsman (4)
  257. 73 Lig 60 Wind Walker
  258. 74 Sne 70 Silence
  259. 75 Arc 70 Quick Shot
  260. 76 Alt 70 Stability
  261. 77 One 70 Dual Savagery
  262. 78 Arc 80 Overdraw (5)
  263. 79 One 80 Armsman (5)
  264. 80 Ill 90 Master of Mind
  265. 81 Sne 100 Shadow Warrior
  266. Using the plan above, keep an eye on smithing, restoration and conjure
  267. skills. The second set of skills needs to keep smithing skill about twice the
  268. character level starting at level 8. Eorlund Grey-Mane in Whiterun is a
  269. master trainer who can help train to level 90. Restoration needs to stay
  270. around one and a half times the character level until reaching restoration
  271. level 70, so start watching restoration at level 10. Colette Marence in the
  272. in the mages guild can train restoration to level 70. Conjure starts at level
  273. 20 with a Breton, so somewhere around level 10 start monitoring conjure
  274. skill. If playing a race other than Breton (starting with skill 15), start
  275. watching conjuration at level 8. Falion is the master conjure trainer and
  276. has a house / store in Morthal
  277. 1.6 Non-Breton Skills By Level
  278. Swapping in the block perks for dual wielding and magic resistance also
  279. brings decisions of where to insert the block perks. Re-using the fast track
  280. skill trees, the change ripples throughout the plan as shown below. Both the
  281. Breton and Non-Breton plans reach maximum magic resistance at level 61.
  282. Bretons could also use this plan which acquires 6 perks at skill level 100.
  283. Non-Breton Leveling Plan:
  284. Player Skill
  285. Level Tree Level Perk Notes
  286. 1 - - - Hold ingredients until level 2
  287. 2 Alc 1 Alchemist (1) Mix Potions. Add Faendal as a
  288. Follower. Visit the Whiterun Jarl.
  289. 3 Smi 1 Steel Smithing Join All Guilds
  290. 4 Enc 1 Enchanter (1)
  291. 5 Sne 1 Stealth (1)
  292. 6 Alc 20 Alchemist (2) Bleak Falls Barrow
  293. 7 Arc 1 Overdraw (1) Dragon Rising
  294. 8 Alc 20 Physician Conjure and/or Smithing at 2x Level
  295. 9 One 1 Armsman (1) Book of Love
  296. 10 Enc 20 Enchanter (2) Restoration at 1.5x Level
  297. 11 Lig 1 Agile Defender(1)
  298. 12 Alc 30 Benefactor Build Falkreath House
  299. 13 Blo 1 Shield Wall (1)
  300. 14 Alc 30 Poisoner Mix and Use Paralyze Poisons
  301. 15 Res 1 Novice Restoration
  302. 16 Enc 30 Fire Enchanter
  303. 17 Con 1 Novice Conjuration
  304. 18 Alc 40 Alchemist (3)
  305. 19 Ill 1 Novice Illusion
  306. 20 Enc 40 Enchanter (3)
  307. 21 Alt 1 Novice Alteration
  308. 22 Enc 40 Frost Enchanter
  309. 23 Des 1 Novice Destruction
  310. 24 Enc 50 Insightful Enchanter
  311. 25 Arc 20 Overdraw (2)
  312. 26 Enc 50 Storm Enchanter
  313. 27 One 20 Armsman (2)
  314. 28 Alc 60 Alchemist (4)
  315. 29 Res 20 Regeneration
  316. 30 Alc 60 Concentrated Poison
  317. 31 One 20 Fighting Stance
  318. 32 Enc 60 Enchanter (4)
  319. 33 Alt 20 Alteration Dual Casting
  320. 34 Alc 80 Alchemist (5)
  321. 35 Ill 20 Illusion Dual Casting
  322. 36 Enc 80 Enchanter (5)
  323. 37 Ill 20 Animage
  324. 38 Enc 100 Extra Effect Dual Enchant Jewelry
  325. 39 Alt 25 Apprentice Alteration
  326. 40 Smi 30 Elven Smithing Dual Enchant Elven Items
  327. 41 Lig 30 Custom Fit
  328. 42 Con 40 Necromancy
  329. 43 Des 30 Augmented Shock (1)
  330. 44 Smi 50 Advanced Armors
  331. 45 Arc 30 Augmented Frost (1)
  332. 46 Smi 50 Arcane Blacksmith
  333. 47 Arc 30 Eagle Eye
  334. 48 Smi 70 Glass Smithing
  335. 49 Sne 30 Muffled Movement
  336. 50 Res 70 Necromage
  337. 51 Sne 30 Backstab
  338. 52 Con 70 Dark Souls
  339. 53 Blo 30 Deflect Arrows
  340. 54 Smi 100 Dragon Armor
  341. 55 Sne 40 Deadly Aim
  342. 56 Con 100 Twin Souls
  343. 57 Arc 40 Overdraw (3)
  344. 58 One 40 Armsman (3)
  345. 59 Ill 40 Kindred Mage
  346. 60 Sne 40 Light Foot
  347. 61 Blo 50 Elemental Protection
  348. 62 Arc 50 Power Shot
  349. 63 Ill 50 Quiet Casting
  350. 64 Lig 50 Unhindered
  351. 65 One 50 Savage Strike
  352. 66 Sne 50 Silent Roll
  353. 67 Alt 50 Adept Alteration
  354. 68 Des 60 Augmented Shock (2)
  355. 69 Des 60 Augmented Frost (2)
  356. 70 Arc 60 Overdraw (4)
  357. 71 One 60 Armsman (4)
  358. 72 Lig 60 Wind Walker
  359. 73 Sne 70 Silence
  360. 74 Arc 70 Quick Shot
  361. 75 Alt 70 Stability
  362. 76 Blo 70 Block Runner
  363. 77 Arc 80 Overdraw (5)
  364. 78 One 80 Armsman (5)
  365. 79 Ill 90 Master of Mind
  366. 80 Sne 100 Shadow Warrior
  367. 81 Blo 100 Shield Charge
  368. Which skills are selected is not as important as having a plan to create the
  369. desired character to guide training and leveling decisions. Note that using
  370. a shield instead of dual wielding and magic resistance keeps the plan the
  371. same until about level 13, but the plans diverge after that.
  372. 1.7 Leveling Tips
  373. Characters except high elves start the game with 100 magicka, 100 health, and
  374. 100 stamina. High elves start with 150 magicka. Each time your character
  375. levels up, your character can level up magicka, health or stamina. The
  376. enchanting system can reduce the magicka cost to cast any spell to 0 if
  377. wearing the right sets of enchanted armor, helmets, rings and necklaces.
  378. With good enchanting each item can reduce magicka cost by 29 percent.
  379. Carrying only extra sets of rings and necklaces, a character can reduce the
  380. cost of four magic schools by 86 percent instead of two schools reduced to 0.
  381. Stamina is used when running or using weapons, so stamina needs to increase,
  382. but not too fast. Health is used to stay alive. Staying alive is highly
  383. recommended. With this in mind, try leveling up at a ratio of 3 health, 1
  384. stamina, and 1 magicka.
  385. The third set of skills are generally looking to stay about the same level as
  386. the player level until player level reaches 77 or 78.
  387. 2. Races
  388. All races are playable in Skyrim. As far as game dialog goes, there seem to
  389. be two races: Nord and not Nord. The game will have friendlier dialog with
  390. Nords.
  391. For a Legendary character build, all races are not the same. All races
  392. except Orcs come with a constant effect. All races except Nords come with a
  393. 60 second power (the Nord power lasts 30 seconds).
  394. 2.1 Constant Effects
  395. In my opinion, there is one constant effect that is better than the rest: 25
  396. percent magic resistance. This is the Breton constant effect. Magicka is
  397. used by powerful dragons and some spell casters. Fortunately, magic
  398. resistance is not needed often. When magicka resistance is needed, an
  399. enchanted ring and necklace can make your character reach maximum magicka
  400. resistance for fire and frost, which are the only two magic forms that
  401. dragons use. The worst constant effect is the Orc, which does not have a
  402. constant effect. While constant effects seem more useful than 60 second
  403. powers, in reality, constant effects are used about once a day, but sometimes
  404. for more than 60 seconds at a time.
  405. 2.2 60 Second Power
  406. Also in my opinion, the best 60 second power is the Orc power: take 50
  407. percent damage and give an extra 100 percent damage. This is a power that
  408. stacks with other powers or potions and comes in handy in the middle game
  409. when opponents are a little more powerful than your character. When playing
  410. Skyrim, the Dragons rarely kill, and almost never kill after enchanting a
  411. fire/frost resistance ring and necklace. The tough enemies to handle tend to
  412. be the boss characters not easily attacked from a distance with an arrow,
  413. magic or voice attacks.
  414. 2.3 Preferred Races
  415. For the Legendary build, maximum magic resistance requiring no enchanted
  416. jewelry or armor makes the Breton the best race for playing on the legendary
  417. difficulty level. The Breton is the only race that can maximize magic
  418. resistance without using magic resistance enchantments, freeing the
  419. enchantment slots for other abilities. Also play as an Orc at least once
  420. using the shield skill tree plan.
  421. 3. Followers
  422. When playing on the easy levels, followers are helpful to carry loot from
  423. adventures, but can hinder your sneak ability and get in your way when
  424. moving. On the legendary difficulty level, enemies and followers start
  425. significantly more powerful than your character making followers more
  426. important for survival on early levels. Followers need to become the primary
  427. target in battles because followers are leveled similar to enemies, but your
  428. character is not leveled like the enemies.
  429. Detailed information about followers can be found at
  430. http://www.uesp.net/wiki/Skyrim:Followers. There are some things to know
  431. about followers. First, follower levels match with your character level up
  432. to a character specific maximum. Skyrim with expansions has 4 followers who
  433. do not have a maximum level: J'zargo (Mages Guild), Caleann (Dawnguard),
  434. Durak (Dawnguard) and Ingjard (Dawnguard). The Dawnguard followers can also
  435. be Blades who will join quests attacking dragons. The Dawnguard followers can
  436. also be stewards who in addition to helping run a house built, will help when
  437. attacked at your built house. Other important followers are dark brotherhood
  438. initiates. The initiates have a maximum level of 100. Using a dark
  439. brotherhood initiate when recruiting Serana from Dawnguard allows having two
  440. followers.
  441. Creatures are also followers. The highest level creature follower is
  442. Vigilance, which is a dog that can be purchased at the Markarth Stables.
  443. Vigilance has a maximum level of 50.
  444. Another set of followers to consider are followers who are also trainers.
  445. Followers who are trainers are paid for training, but then your character can
  446. "trade some things" with the follower to take the gold back. In general,
  447. trainer followers are companions. One exception is Faendal in Riverwood.
  448. Faendal is an archery trainer follower who has a house and some equipment in
  449. his house and is a good first follower. Faendal has a maximum level of 30,
  450. so switch to another follower by level 30 at the latest. If playing on the
  451. legendary difficulty level, do NOT use free archery training (or any
  452. training) to increase your archery level higher than your current player
  453. level. Free archery training can raise your character archery to level 50
  454. and player to level 8. A high archery and player level enables almost all
  455. enemies to one or two hit kill your character until your other skills,
  456. equipment, etc. catch up. Archery will level fast enough without the free
  457. training.
  458. Another follower benefit comes when asking your follower to pick up a skill
  459. book (identified as books valued over 50 gold). A follower can pick up the
  460. book and trade the book to your character without your character reading the
  461. book. Delaying reading a book until reaching a higher skill level is helpful
  462. latter in the game. Some followers can be married.
  463. 4. Marriage
  464. Marriage in Skyrim has many practical advantages. Your spouse will open a
  465. store allowing your character to buy and sell items at home to your spouse.
  466. Your spouse's store will also provide 100 gold per day when your character
  467. asks if the store has made any money. Some spouses have houses. Another
  468. advantage is that sleeping where your spouse is receives the lover's comfort
  469. bonus. The bonus increases all skill tree experience gained by 15 percent
  470. for 8 hours of game time. If your spouse is your follower, using bed rolls
  471. located at many quest locations enables gaining experience faster. Marrying
  472. someone who is not a follower and fast traveling to another location
  473. frequently simulates more than 8 hours of game time. The faster experience
  474. leads me to recommend marrying a follower. Before your character can marry
  475. someone, your character has to wear an amulet of Mara, and do something to
  476. gain the potential spouse's favor.
  477. The maximum level of followers that can be married is 50. There are several
  478. housecarl and circle companion member followers who can advance to level 50.
  479. The circle companion followers are also trainers: Aela the Huntress (expert
  480. archery), Farkas (master heavy armor) and Vilkas (master two handed). Since
  481. Aela is the only follower who trains in a skill tree that the plan is not
  482. ignoring, Aela seems the most practical of the companion followers to marry.
  483. Aela is an archer with one handed weapon, light armor and sneak skills. The
  484. issue with marrying companions is that your character cannot marry them until
  485. after completing all of the companion quests.
  486. For the housecarls, your character must become thane of a hold, and then win
  487. their favor. Early in the game, the gold from your spouse's store helps the
  488. finance issue until building the Falkreath house. The first available
  489. housecarl to marry is Lydia from Whiterun. To win her favor, your character
  490. must do the main quest Dragon Rising (fight a dragon with help), and purchase
  491. a house in Whiterun for 5000 gold. With the plan above, your character can
  492. usually marry Lydia somewhere around level 10 or 11. Housecarls have heavy
  493. armor, archery, one handed and block skills.
  494. A third follower candidate worth mentioning is Uthgerd the Unbroken. To win
  495. her favor, your character must best her in a bar fight in Whiterun. On lower
  496. difficulty levels, fighting is reasonable to attempt when first entering
  497. Whiterun. On the legendary level, your character will need potions and will
  498. need to have defeated Gian the Fist in the Ratway while joining the Thieves
  499. guild to pick up his Gloves of the Pulgist. Uthgerd comes with a house in
  500. Whiterun, but has a maximum level of 30.
  501. Marrying Uthgerd is recommended to get married follower benefits the
  502. earliest. If looking to marry a follower who can reach level 50, Lydia is
  503. recommended. Marrying Lydia or Uthgerd before building your house will also
  504. help gain smithing experience faster while building and furnishing your
  505. house.
  506. 5. Training
  507. There are some lessons about training that are not obvious the first time
  508. playing Skyrim. The first lesson is to use an upper limit training skill
  509. trees that are not fast tracking up to your current level on the master and
  510. legendary difficulty level. Your character may need to train the skills that
  511. are fast tracking beyond your current level to meet your planned
  512. requirements. In general, accelerating alchemy and enchanting does not
  513. require trainers. Smithing, alteration, conjuration and restoration may need
  514. trainers when fast tracked. There are two reasons to limit training skills
  515. up to your player level. The first reason is that early in the game, gold is
  516. needed to purchase equipment, filled soul gems, spell books, a house, etc.
  517. All skills start at level 15 or above. The second reason to not train base
  518. skills beyond your player level is the reason for not using the free training
  519. from Faendal. Skills higher than your player level tend to increase your
  520. player level too fast making your character more vulnerable to leveled
  521. enemies.
  522. The second lesson is to consider your player level the lower limit for skills
  523. in skill trees that use perks in your plan. On the odd player levels, the
  524. skill level required for the perk is below your player level following the
  525. proposed plan. Keeping skills up at character level in the used skill trees
  526. will keep the skills relevant. Relevant skills are important for skill trees
  527. like destruction. If your character is using novice destruction spells at
  528. level 25, the spells will have very little effect on level 25 enemies
  529. The third lesson is to not train skills for the skill trees that your
  530. character is not planning to gain perks in. Trying to keep all skills up to
  531. your player level falls apart somewhere around level 25 due to a training
  532. limit of five skills per player level. Training skills not frequently used
  533. will contribute to enemies leveling too fast for your character to survive.
  534. Too low a skill level will prevent your character from picking up the planned
  535. perks.
  536. 6. Skills and Perks
  537. The skills section gathers as much relevant information about each skill into
  538. a single place to enjoy the skill tree without providing every detail about
  539. the game. Each section also explains the perks in the recommended legendary
  540. character build. The skills and perks are presented in alphabetical order
  541. 6.01 Alchemy
  542. Alchemy is one of the first two skill trees to develop quickly in the game.
  543. Farming makes alchemy easy to improve and help solve the finance issues in
  544. the game.
  545. 6.01.1 Potions and Farming
  546. Potions are among the most versatile aids in the game. Potions are created
  547. by combining ingredients that have common effects. Each ingredient has four
  548. effects. The first effect of each ingredient can be discovered by eating the
  549. ingredient. Further effects can be discovered by purchasing recipes, using
  550. perks, or using trial and error. Potions are also a source of income that
  551. improves as alchemy perks are gained.
  552. The most expensive potion to make from ingredients early in the game is:
  553. Blue Butterfly
  554. Blue Mountain Flower
  555. Giant's Toe
  556. The potion value will increase as alchemy skills and perks are acquired.
  557. Giant's Toe will create a great return on investment when purchased from an
  558. alchemy shop. Eventually, giants can be taken down using paralysis potions
  559. and your best weapons.
  560. The Hearthfire expansion enables farming, or planting ingredients and
  561. harvesting the plants. Around level 10, your character will get an
  562. invitation from the Jarl of Falkreath for a quest to take care of some
  563. bandits. To become Thane also involves some quests helping three people from
  564. Falkreath. The simplest quests in Falkreath to become a Thane are: Barit's
  565. Ashes (delivering ashes from Thadgeir to Rumil), Stealing a note from Lod's
  566. house for Dengeir, and selling a cabbage to Mathies that can be picked from
  567. his farm. Sell the cabbage last, as the cabbage seems to reset any glitches.
  568. Four quests and 5000 gold pieces enable buying land to build a house. Built
  569. houses can include building a garden and planting 11 ingredients. Building a
  570. house can also include building a greenhouse and planting 18 more
  571. ingredients. House plants produce 3 to 5 of each ingredient when harvested.
  572. Purchase needed farming ingredients not found.
  573. The following farming recipes are recommended:
  574. Ingredients
  575. Plant Per Plant Potions
  576. Creep Cluster 5 Fortify Carry Weight / Restore Magicka
  577. Scaly Pholiota 5 Regenerate Stamina / Fortify Illusion
  578. Mora Tapinella 3 Weakness to Magic
  579. Cannis Root 4 Paralysis /
  580. Imp Stool 4 Damage Health (1.5xDamage)
  581. Death Bell 3
  582. Blisterwort 4 Fortify Smithing /
  583. Glowing Mushroom 5 Fortify Health /
  584. Wheat 4 Restore Health
  585. Snowberries 4 Enchanting (w/Blue Butterflies) /
  586. Dragons Tongue 4 Resist Fire /
  587. Tundra Cotton 3 Fortify Barter /
  588. Snowberries with Blue Butterflies create Enchanting potions. Unused
  589. Snowberries adds Resist Fire to the fortify barter with Dragons Tongue and
  590. Tundra Cotton.
  591. Sell unused potions. Eventually, carrying all of your potions will get
  592. heavy, so as a general rule when your character has more than 5 of any
  593. potion, store the rest in your house for future use. The extra potions will
  594. come in handy using the Dragonborn expansion when recycling your alchemy
  595. skill tree and want to use the good potions while selling the cheaper
  596. potions.
  597. As for the rest of the ingredients, try eating them and trial and error to
  598. figure out what different ingredients do. Farming provides needed potions.
  599. The rest of the potions are for discovering on your own. Looking up all of
  600. the ingredient effects takes something away from playing the game.
  601. 6.01.2 Alchemy Perks
  602. Returning to the perks selected on the Alchemy skill tree, the recommended
  603. perks are alchemist 1-5, physician, benefactor, poisoner and concentrated
  604. poison. The alchemist perks increase the potency and value of all potions.
  605. Physician and benefactor help the positive effects of potions. Poisoner
  606. helps your poisons, and Concentrated Poison allows your character to paralyze
  607. two enemies before reapplying poison to your weapon. With concentrated
  608. poison and paralysis with only one enemy, be sure to switch to another attack
  609. such as destruction or the weapon in your other hand until the paralyzed
  610. enemy tries to get up. Paralyzing a paralyzed enemy does not do much.
  611. The experimenter perks are ok for discovering other ingredient effects.
  612. Farming makes Green Thumb obsolete. Green Thumb does not affect how many
  613. ingredients are harvested from farm plants. Snakeblood provides 50 percent
  614. poison resistance. Purity makes potions have all positive or all negative
  615. effects. For some potions, purity increases the potion usefulness while
  616. decreasing the potion sale value. Snakeblood and Purity are ok, but 9 perks
  617. in one skill tree are enough.
  618. 6.02 Alteration
  619. Alteration is recommended for the magic resistance perks, the paralysis and
  620. mass paralysis spells.
  621. Magic resistance has a maximum of 85 percent. To reach 85 percent a Breton
  622. starts with 25 percent resistance. Early in the game, enter the temple in
  623. Riften and visit Dinya Balu. Dinya will send your character on The Book of
  624. Love quest which involves helping 3 people. When completed, your character
  625. receives "Agent of Mara", providing 15 percent magic resistance brining magic
  626. resistance up to 40 percent. In the process your character will receive an
  627. amulet of Mara, which is needed to get married. Sometime around level 10 a
  628. courier will deliver a note to visit the Museum of the Mythic Dawn in
  629. Dawnstar. Visit the museum and start a quest line for the pieces of
  630. Mehrune's razor. Do the quests and your character will be asked to go to the
  631. Shrine of Mehrunes Dagon which will be added to your map. Follow your map to
  632. reach the Shrine. Across from the Shrine entrance is the Lord Stone.
  633. Activate the stone and receive 50 to your armor rating and 25 percent magic
  634. resistance, totaling 65 percent. Add the two 10% magic resistance perks
  635. Magic Resistance 1 and 2, and your Breton has maxed out magic resistance at
  636. 85 percent without carrying a shield or other enchanted magic resistance
  637. items.
  638. For the non-Breton, a magic resistance enchanted shield with the elemental
  639. protection perk and the Agent of Mara mission above also provides 85% magic
  640. protection without needing the magic resistance perks.
  641. The selected alteration perks, novice and apprentice alteration are required
  642. for magic resistance. Adept alteration is needed for stability which extends
  643. how long the paralysis spells last. Alteration dual casting and stability
  644. extend the duration of the paralysis and mass paralysis spells. Magic
  645. resistance 3 is not needed for a Breton. Expert alteration and atronach are
  646. not necessary with 85 percent magic resistance. Master Alteration is ok, but
  647. 3 alteration enchantments reduce the cost of the mass paralysis spell by 87
  648. percent allowing the perks to be used in other places.
  649. 6.03 Archery
  650. Poisoned enchanted bows are the most powerful ranged weapons in the game.
  651. Smithing and enchanting will make your bows very powerful without the archery
  652. specific perks. The archery perks recommended include overdraw 1-5, which
  653. amplifies bow damage by 20 percent for each perk. Eagle Eye will help see
  654. and hit targets that are further away. Magic attacks do not have an
  655. equivalent perk to eagle eye, contributing to bow superiority over
  656. destruction spells. Staggering opponents with Power shot is nice and on the
  657. way to the Quick Shot perk which increases your bow firing rate and damage
  658. per second by 30 percent.
  659. The other archery perks are helpful, but do not improve the bow attacks by as
  660. much as the perks selected. Critical hits increase damage by approximately 5
  661. percent per perk taken. Ranger is useful for moving faster, but requires
  662. critical hit and hunter's discipline perks as prerequisites. Finding or
  663. making arrows is not an issue, so hunter's discipline is not very helpful.
  664. Steady hand slows down both your character and your opponent, so the perk
  665. does not inflict damage faster when able to hit your targets without needing
  666. to slow them down. Finally, bullseye is ok, but is one of the effects of
  667. using a paralyze potion. The paralyze potion has other effects such as
  668. lingering damage health. The other archery perks may be good choices after
  669. leveling up beyond level 81.
  670. 6.04 Block
  671. Block can be ignored by Bretons, but is essential for all other races. There
  672. are useful block perks. If using minimal block perks, recommend perks
  673. include shield wall 1, and deflect arrows and elemental protection. If using
  674. five block perks, block runner enables moving faster with your shield up and
  675. shield charge knocks down less threatening enemies on the way to the boss.
  676. Additional shield wall perks only add 5 percent better protection than shield
  677. wall 1. Protection is already maximized when your armor rating is 567, which
  678. can be reached without using a shield. That leaves shield bash and disarming
  679. bash. The block skills are not bad, but there are better alternatives.
  680. 6.05 Conjuration
  681. The second pair of skill trees to fast track includes Conjuration.
  682. Conjuration is very powerful early in the game when summoning a flame
  683. atronach, and again at Conjure level 90 when casting the dead thrall spell.
  684. Conjure at level 100 gives access to the twin soul's perk which allows two
  685. dead thralls.
  686. Conjuring ability is effected by what happens in the beginning of the game.
  687. In the starter dungeon is a dead mage in the torture chamber who has a novice
  688. hood. Keep this hood after leaving the dungeon. When in Whiterun, Farengar
  689. sells a conjure flame atronach spell that can be cast while wearing the
  690. novice hood.
  691. Early in the game, the flame atronach is very powerful, has both melee and
  692. ranged attacks, and can solve quest issues on legendary difficulty that are
  693. otherwise not addressable until later in the game. For example, when joining
  694. the thieves guild early in the game (before level 10, levels 3 to 5 are
  695. recommended), your character will encounter a lowlife NPC that is very
  696. difficult to kill at low levels. Cast the flame atronach up to the ledge by
  697. the drawbridge, and the atronach will take care of the lowlife.
  698. The set of perks recommended for conjure are along the necromancy branch
  699. leading to the twin souls perk. These perks are Novice Conjuration,
  700. Necromancy, Dark Souls and Twin Souls. Necromancy has limited use by
  701. extending how long reanimated dead are active. Dark Souls adds 100 more
  702. health to your reanimations and thralls. Twin souls allows two reanimated,
  703. thralled or summoned helpers. These four perks combined with the restoration
  704. perk Necromage allow casting the Death Thrall spell and thrall two corpses
  705. that are up to level 50.
  706. A spoiler that should not surprise even new players is that your character
  707. eventually becomes the leader of each guild after the original guild leader
  708. dies. Most guild leaders level up with your character up to a maximum of
  709. level 50, which is conveniently the maximum level to thrall characters. Want
  710. a mage follower? Try Savos Aren and/or Ancano. Want a fighter? Try Kodlak
  711. Whitemane or Skjor. Complete the civil war to thrall Ulfric who comes with
  712. dragon shouts or General Tulius.
  713. There are a few things to know about the dead thrall spell. First, the
  714. difference between reanimate and thrall is that when your thrall dies, the
  715. thrall does not turn to ash. Instead, the thrall can be looted, given smithed
  716. and enchanted weapons and cast dead thrall again. Thralls follow until
  717. killed, banished or turned. Casting cloak spells seems to kill all of your
  718. thralls. One technique is to smith and enchant the armor that thralls are
  719. wearing. Return the armor and the thrall will wear the armor. Thralls will
  720. spawn new unique armor if the original armor is looted. Giving the thrall
  721. smithed and enchanted weapons will only make them more powerful. Giving the
  722. thrall back smithed and enchanted armor that the thrall was not wearing
  723. before causes the thrall to spawn a new set of the armor and ignore the given
  724. armor.
  725. The other conjure branches are good, but not as good as the necromage branch.
  726. The atronach branch provides summoning without having to rely on finding a
  727. dead body or creating one during a battle before gaining an assistant.
  728. Atronachs cannot use smithed and enchanted weapons.
  729. The bound weapons branch allows your summoned weapons to be more effective,
  730. and to attach a soul trap and banish spell to summoned weapons. Created
  731. weapons are more effective because the weapons can be smithed and enchanted.
  732. Dual casting is useful for casting the bound weapons and increasing the bound
  733. weapon duration, but there are more useful perks. Finally, the proficiency
  734. effects (apprentice, adept, expert and master) can be taken care of using
  735. enchantments. Proficiency perks for any magic school are only recommended
  736. when the proficiency perks are pre-requisites for other perks. In this case
  737. the novice conjuration perk is recommended.
  738. 6.06 Destruction
  739. Destruction magic and the destruction skill tree are helpful, but not as
  740. critical as the other recommended skill trees. As a ranged attack, the magic
  741. spells are not as powerful as a bow for attacking single targets and
  742. destruction does not have an eagle eye perk to see targets that are far away.
  743. The destruction crowd control attacks are useful in the earlier to middle
  744. parts of the game, but not as effective as the alteration spells paralyze and
  745. mass paralysis available later in the game. The rune master perk casing
  746. runes further away is ok, but not having the perk sill allows placing rune
  747. traps with the restriction to be closer to where the trap is placed.
  748. The dual casting / impact perks are useful when using destruction magic as
  749. your ranged attack. The proficiency perks are not recommended other than
  750. novice destruction. Novice destruction is a prerequisite to get the other
  751. perks. This leaves the fire, frost and lightning branches. Pick two
  752. branches. Most creatures are not immune to lightning, so lightning is a good
  753. choice. Fire does extra damage to enemies on fire, and frost slows down
  754. enemies and drains stamina. Destruction is useful for crowd control and for
  755. boosting enchanted weapons. The frost branch is recommended, but fire is also
  756. useful for extra damage.
  757. Two destruction elements are recommended because the augmented flames / frost
  758. / shock perks increase the elemental damage of weapons that have the
  759. corresponding enchantment. If your weapon has two enchantments, such as
  760. frost and shock damage, then augmented shock will increase the effect of BOTH
  761. the frost and shock damage from the weapon. The effect works on your one
  762. handed weapons, two handed weapons and bows, making the augmented destruction
  763. perks more valuable than perks such as the archery critical hit perk, the one
  764. handed bladesman perk, etc. that only effect one particular weapon each.
  765. The highest level element perks such as intense flames, deep freeze and
  766. disintegrate are not recommended because when these perks are available, the
  767. higher level alteration perks are also available for crowd control. Since
  768. the necromancy conjure branch was recommended, do not select disintegrate to
  769. avoid turning your potential thrall into ash.
  770. 6.07 Enchanting
  771. Enchanting is in the pair of skill trees to fast track first. Alchemy
  772. provides an instant boost to almost everything. Enchanting is done at an
  773. arcane enchanter, such as the arcane enchanter in Dragon's Reach. Ask
  774. Farengar how to use an arcane enchanter. Enchanting provides the constant
  775. effect added to armor, clothing, weapons, etc. Weapons are charged with a
  776. combination of soul gems and armor or clothing enchanting. Destruction magic
  777. skill level helps to slow down how quickly weapons discharge.
  778. The shorter enchanting perk list to explain is the list of perks to skip.
  779. The soul squeezer / soul siphon branch falls into this category. While
  780. charging perks are nice to have, around level 15 gold is not an issue and
  781. filled soul gems can be purchased. Soul gems to not weigh much. Use a soul
  782. gem storage rule similar to the storage recommendation for potions: once
  783. your inventory has more than 5 of any one soul gem size, store 2/3 to 3/4 of
  784. the soul gems in a container in your house.
  785. The other enchanting perk that can be skipped is corpus enchanter. Corpus
  786. enchanter is ok, but the fortify fire / frost / storm enchantment perks boost
  787. weapons and enable selecting the Extra Effect perk.
  788. The recommended perks include enchanter 1-5, which increase the effect of all
  789. enchantments by 20 percent each. Insightful enchanter increases skill
  790. effects by 25 percent. Finally, Extra Effect allows putting two enchantments
  791. on each item.
  792. In the beginning enchantment skills are grown by disenchanting magic items:
  793. mage robes, enchanted weapons, etc., but NOT your first novice hood. Save
  794. the first novice hood to summon flame atronachs. Around level 15 purchase
  795. any affordable gems from the general merchants (Belethor, Perci Honey-Hand,
  796. Grelka, etc.). General merchants can then use the gold from selling soul
  797. gems to purchase expensive potions, armor, etc. from your character. Also be
  798. on the lookout for enchanted items from merchants that enable learning new
  799. enchantments.
  800. The highest value enchantments are banish for weapons, block for shields,
  801. destruction for armor and clothing, water breathing for headgear and jewelry,
  802. and sneak for boots. Some of the most helpful enchantments include fortify
  803. alchemy and fortify smithing.
  804. Once the Extra Effect perk is acquired, check that your alchemy equipment
  805. (ring, necklace, gloves and helmet) and smithing equipment (ring, necklace,
  806. gloves and armor) are maximized and that your character is wearing the
  807. equipment. Next make the best jewelry, armor, and weapons to enchant. Since
  808. the plan develops enchanting before smithing, the actual armor and weapons
  809. material will change as better materials become available. The bigger the
  810. filled soul gem the better the enchantment effect and the more expensive the
  811. soul gem costs.
  812. A special note for enchanting is that falmer helmets (heavy armor), penitus
  813. oculus helmets (light armor available in Dragon Bridge related to the civil
  814. war and dark brotherhood quests) can be enchanted and worn with a circlet or
  815. dragon priest mask. Circlets can also be enchanted. Enchanting creates many
  816. choices. Useful enchantment combinations depending on availability are:
  817. Weapon 1: Shock / Frost Damage
  818. Weapon 2: Shock Damage / Soul Trap
  819. Helmet: Fortify Conjure / Illusion : Replace with a Penitus Aoculus helmet
  820. Penitus Oculus Helmet:
  821. Archery / Conjure
  822. Circlet: Archery / Illusion
  823. Armor: Destruction / Alteration
  824. Gloves: Bow / One handed weapons
  825. Boots: Sneak / One handed weapons
  826. Rings and Necklaces:
  827. Bow / One handed weapons
  828. Destruction / Alteration
  829. Conjure / Illusion
  830. Ring: Fortify Unarmed / Carry Weight
  831. Necklace: Fortify Barter / Carry Weight
  832. The above combinations maximize bow and one handed damage. Changing rings
  833. and necklaces will provide 3 enchanted pieces to reduce destruction,
  834. alteration, conjure and illusion spells costs, and two pieces of jewelry for
  835. restoration spell costs. Your characters equipment will have room for more
  836. archery damage enchantments after finding the penitus oculus helmet and a
  837. circlet enchanted.
  838. 6.08 Heavy Armor
  839. Heavy armor is one of the skill trees to skip. The light armor skill tree is
  840. recommended instead. Light armor is lighter, can also reach the maximum
  841. armor rating and has the perk wind walker which regenerates stamina 50
  842. percent faster.
  843. If your plan chooses heavy armor over light armor, try the Juggernaut 1,
  844. fists of steel, cushioned and conditioning perks. Juggernaut increases heavy
  845. armor by 20 percent and is a prerequisite perk. Fists of steel helps in
  846. brawls increasing hand to hand damage based on your armor. Cushioned halves
  847. damage from falling, and conditioning makes the equipped heavy armor weigh
  848. nothing. Conditioning is key with heavy armor.
  849. Smithing will help reach the maximum armor rating without the additional
  850. juggernaut perks, well fitted or matching set. Tower of strength (50 percent
  851. less stagger) and reflect blows (10 percent reflect damage) have too many
  852. prerequisites for the benefits received.
  853. 6.09 Illusion
  854. The illusion skill tree is a recommended skill tree. The illusion skill can
  855. be acquired slowly and still be effective. There are several useful illusion
  856. spells including clairvoyance (show a path to your quest target), muffle (50
  857. percent less noise from armor), invisibility, and call to arms (area affect
  858. boost to archery, one handed, two handed, health and stamina). One issue
  859. with illusion spells is that the spells only work on enemies up to a level
  860. limit, and the spells do not work on all enemy types. The other illusion
  861. fear, frenzy or pacify spells need specific perks to boost their level
  862. effectiveness. As with all magic, the novice illusion is recommended because
  863. the novice illusion perk is a prerequisite for illusion perks. The
  864. recommended illusion branch is animage (effect higher level animals), kindred
  865. mage (effect higher level people), quiet casting (no noise casing any spells)
  866. and master of mind (illusion spells effect undead, daedra and automations).
  867. Illusion dual casting extends the duration for the invisibility and call to
  868. arms spells. The calm, fear and frenzy perks and are not recommended.
  869. 6.10 Light Armor
  870. Light armor is the recommended armor due to being the lightest armor early in
  871. the game, and the wind walker perk restoring stamina 50 percent faster.
  872. Smithing will help your light armor reach the maximum armor level when
  873. combined with the light armor perks agile defender (1) and customer fit.
  874. Unhindered is the light armor perk that makes equipped armor weigh nothing.
  875. The extra agile defender and matching set perks are not needed to reach the
  876. maximum armor rating. The deft movement perk avoiding 10 percent of melee
  877. damage may be recommended beyond level 81.
  878. 6.11 Lock Picking
  879. The lock picking skill tree is safe to skip. With some practice any lock at
  880. any difficulty can be picked. Extra lock picks are available for purchase at
  881. many stores within the game. For a novice lock try to move the lock while
  882. the pick is in the center. If the lock does not turn, try half way between
  883. the center and the right. If still not opening, try half way between the
  884. center and the left. For apprentice locks, check half way between the points
  885. for novice locks. Adept check half way between the apprentice checks, etc.
  886. Use your perks on another skill tree.
  887. 6.12 One Handed
  888. Enchanting and one handed weapons are the skill trees with the most, 10,
  889. recommended perks. Enchanting skills need to be enhanced quickly to affect
  890. all skills, weapons and armor. One handed weapons specialize in melee
  891. weapons, which can do the most damage. The recommended perks are Armsman 1-5
  892. (20 percent more damage per level), Fighting Stance (25 percent less stamina
  893. for power attacks), Dual Flurry 1-2 (faster dual wielding attacks at 20 and
  894. 35 percent faster), Dual Savagery (50 percent more damage on dual wielding
  895. power attacks), and Savage Strike (25 percent bonus damage on standing power
  896. attacks). This should be plenty of perks for the one handed skill tree.
  897. What was left behind? Bone Breaker, Hack and Slash, and Bladesman perks
  898. levels 1 to 3 that increase particular types of one handed weapons are left
  899. behind. All are helpful, but not as helpful as the one handed perks
  900. selected. Critical charge allows power attacks while sprinting. Critical
  901. charge is helpful, but not when fighting enemies paralyzed from potions.
  902. Paralyzing strike has a 25 percent chance of paralyzing on a backwards power
  903. attack, but potions are more reliable and do not require a backwards power
  904. attack.
  905. 6.13 Pick Pocket
  906. Pickpocket is among the skill trees to skip and spend perks elsewhere. When
  907. pickpocket is selected, try the light fingers, night thief, extra pockets set
  908. of perks. Extra pockets increase carrying capacity by 100. Next most
  909. valuable is to pick up cutpurse and misdirection. Misdirection allows
  910. pickpocketing unequipped weapons before having to fight. Perfect touch
  911. allows pickpocketing equipped items. Pickpocketing has an 85 percent success
  912. cap. A sneak attack with a poisoned weapon and then looting after the battle
  913. is preferred.
  914. 6.14 Restoration
  915. Restoration is part of the second fast track skills that can stop advancing
  916. at skill level 70. All of the restoration perks are helpful to some degree.
  917. Healing spells help keep your character alive as do healing potions. Wards
  918. protect against magicka attacks, which does not really help a Breton. The
  919. spells affecting the undead are helpful against the undead, but are too
  920. specialized for general use. Guardian circle is an undead crowd control
  921. spell. Undead are generally immune to mass paralysis, so this is a useful
  922. specialized crowd control spell.
  923. The recommended perks are Novice Restoration (proficiency and prerequisite),
  924. Regeneration (50 percent healing spell bonus), and Necromage. Necromage
  925. increases spells against the undead 25 percent more effective for 50 percent
  926. longer. Necromage helps both the Dead Thrall conjuration spell and the
  927. Guardian Circle restoration spell.
  928. Noteworthy perks not selected include respite which adds stamina restoration
  929. to all healing spells. Characters generally do not have a problem with
  930. stamina, so the perk is not selected. Avoid death heals 250 points of health
  931. when under 10 percent health once per day. Avoid death is another perk that
  932. may be recommended when beyond level 81. The perks Recovery 1 and 2
  933. regenerate magicka 25 and 50 percent faster. Recovery is not as effective as
  934. potions.
  935. Other perks not selected are proficiency perks (apprentice, adept, etc.).
  936. Ward absorption is not particularly helpful perk from reaching 85 percent
  937. magic resistance from other perks.
  938. 6.15 Smithing
  939. The smithing skill tree recommendation has changed with the expansions.
  940. Before expansions, the only way to get the best weapons in the game was to
  941. follow the heavy armor track to Dragon Armor. With the expansion, Dragon Bone
  942. weapons are now the most powerful weapons in the game and can be acquired
  943. following either the heavy or light armor path. The following armor smithing
  944. perks are recommended: Steel (prerequisite), Elven, Advanced, Arcane
  945. Blacksmith, Glass, and Dragon Armor. Elven armor is the lightest armor,
  946. which makes a slight difference until gaining the unhindered light armor
  947. perk. Advance armor allows creating better heavy armor for your follower and
  948. light armor for yourself, but no weapons. Glass creates both light weapons
  949. and armor. Dragon scale armor is the best light armor. Arcane Blacksmith
  950. allows smithing armor that has already been enchanted. One note for people
  951. who are used to the heavy armor track is that smithing was easier to develop
  952. with the dwarven smithing perk and converting metal from dwarven ruins into
  953. dwarven armor and bows. With the light armor track, developing smithing
  954. skill involves making more jewelry, armor upgrades and relying on house
  955. building.
  956. Building jewelry is aided by visiting the Halted Stream Camp. To find Halted
  957. Stream Camp if not given a quest early in the game is to leave Whiterun, walk
  958. past the stables, and turn west to walk North around Whiterun on the west
  959. side. Follow your compass directly north towards the tent compass symbol.
  960. Approach carefully, as Halted Stream Camp is a Bandit camp. Paralyze poisons
  961. work well on bandits if the Falkreath farm is up and running. Inside you
  962. will find a spell book on a table by the bandit chief's bed that can
  963. transmute iron to silver and silver to gold. Silver and gold are the main
  964. jewelry components.
  965. 6.16 Sneak
  966. Sneak is alphabetically the last recommended skill tree. A crowd of helpers
  967. drawing fire from enemies while sneaking up to attach with arrows or one
  968. handed weapons then disappearing into the crowd again is enjoyable. The
  969. shorter list is the list of sneak perks not recommended. The first perks not
  970. recommended are sneak 2 through 5. Sneak 1 is a prerequisite for the skill
  971. tree adding 20 percent to sneak. Sneak 2 through 5 add 5 percent each.
  972. Sneak 2 through 5 combined are half as effective as enchanting boots with
  973. sneak when enchanting is at 100. The other sneak perk not recommended is
  974. assassin's blade. Assassin's blade is nice, but backstab with longer weapons
  975. is eventually deadly enough to one hit kill most enemies. When advancing
  976. beyond level 81, consider assassin's blade again and use quiet daggers for
  977. sneak attacks.
  978. The selected sneak perks are: Stealth 1 (20 percent sneak skill), Backstab
  979. (one handed sneak attacks do 6 times the damage), Muffled Movement (armor
  980. noise reduced 50 percent), Deadly Aim (bow sneak attacks do 3 times the
  981. damage), Light Foot (don't trigger pressure plates), Silent Roll (sprint
  982. sneaking), Silence (running without increasing detectability), and Shadow
  983. Warrior (crouching causes distant enemies to find other targets).
  984. 6.17 Speech
  985. The speech skill tree is not recommended. Speech helps gain more money when
  986. bartering by either getting better prices, or providing more gold to
  987. merchants. In Skyrim, better prices are available when wearing fortify
  988. barter helmets and necklaces. The thief's guild missions will eventually
  989. increase the amount of gold the fences can offer for your merchandise. Spend
  990. your perks someplace else.
  991. 6.18 Two Handed Weapons
  992. Two handed weapons are not recommended in favor of one handed weapons. One
  993. handed weapons are faster, lighter and if dual wielding have twice as many
  994. enchantments. Two handed weapons are not bad. Choosing to emphasize two
  995. handed weapons instead of one handed weapons frees 10 perks from the one
  996. handed recommendation. The one handed perks are replaced with the recommended
  997. 8 perks below plus two more perks in anything desired. The two handed
  998. recommended perks are similar to one handed perks: Barbarian 1-5 (20 percent
  999. more damage per perk). Champion's stance (25% less stamina for power
  1000. attacks), devastating blow (25 percent more damage for standing power
  1001. attacks) and sweep (sideways power attacks hit everyone in front of your
  1002. character). Sweep does not have an equivalent with one handed weapon perks.
  1003. Perks not recommended include deep wounds, limbsplitter and skullcrusher as
  1004. these perks are specific to types of two handed weapons. Great critical
  1005. charge is sprinting power attacks, which will drain stamina even more with
  1006. two handed weapons. Warmaster is the backwards power attack with a 25
  1007. percent chance of paralysis which is less effective than a paralysis potion
  1008. from the farm.
  1009. 7 Conclusion
  1010. That is the guide for legendary character creation and planning. Hopefully
  1011. this guide has presented enough information for new players to enjoy as much
  1012. as the game as possible without a "go here then there" walkthrough and helps
  1013. develop an even better character building plan. I hope that all enjoy Skyrim
  1014. as much as I have.
  1015. Bob Cameron

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