The Elder Scrolls V: Skyrim: Character Build Guide


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  1. +------------------------------------------------------------------------------+
  2. Welcome to my character build guide for the epic game Elder Scrolls V: Skyrim!!
  3. I very much welcome comments and feedback, please email me:
  4. zeusodinra(at)yahoo(dot)com
  5. ,---------------------,
  6. | TABLE OF CONTENTS |
  7. '---------------------'
  8. To jump to a section, do a 'Find' (Ctrl + F) and type in the Roman numeral
  9. heading. For example to read up on Altmers, search for "IIa."
  10. I. Abstract
  11. Ia. Overall
  12. Ib. Race
  13. Ic. Skills
  14. Id. Perks
  15. Ie. On Crafting Skills
  16. If. Armor Choice
  17. Ig. General Skill/Perk Tips
  18. Ih. On Leveling Up Tips
  19. Ii. MVPs (Most Valuable Perks)
  20. Ij. Other Notes
  21. II. Race
  22. IIa. Altmer
  23. IIb. Argonian
  24. IIc. Bosmer
  25. IId. Breton
  26. IIe. Dunmer
  27. IIf. Imperial
  28. IIg. Khajiit
  29. IIh. Nord
  30. IIi. Orsimer
  31. IIj. Redguard
  32. IIk. Summary - FINAL RACE CHOICE
  33. III. Skills
  34. IIIa. Archery
  35. IIIb. One Handed
  36. IIIc. Two Handed
  37. IIId. Block
  38. IIIe. Heavy Armor
  39. IIIf. Smithing
  40. IIIg. Enchanting
  41. IIIh. Conjuration
  42. IIIi. Destruction
  43. IIIj. Restoration
  44. IIIk. Alteration
  45. IIIl. Illusion
  46. IIIm. Alchemy
  47. IIIn. Lockpicking
  48. IIIo. Pickpocket
  49. IIIp. Speech
  50. IIIq. Sneak
  51. IIIr. Light Armor
  52. IIIs. Summary - SKILL OVERVIEW
  53. IV. Perks
  54. IVa. Archery
  55. IVb. One Handed
  56. IVc. Two Handed
  57. IVd. Block
  58. IVe. Heavy Armor
  59. IVf. Smithing
  60. IVg. Enchanting
  61. IVh. Conjuration
  62. IVi. Destruction
  63. IVj. Restoration
  64. IVk. Alteration
  65. IVl. Illusion
  66. IVm. Alchemy
  67. IVn. Lockpicking
  68. IVo. Pickpocket
  69. IVp. Speech
  70. IVq. Sneak
  71. IVr. Light Armor
  72. IVs. Summary - PERK OVERVIEW
  73. V. Standing Stones
  74. Va. Skill Learning SS
  75. Vb. Passive Bonus SS
  76. Vc. Greater Power SS
  77. VI. Leveling Up
  78. VII. Sample Builds
  79. VIIa. Archmage
  80. VIIb. Assassin
  81. VIIc. Champion
  82. VIId. Shield Knight
  83. VIIe. Archer Thief
  84. VIIf. Tiger-Dragon
  85. VIIg. Total Hybrid
  86. VIII. Notable Items
  87. +------------------------------------------------------------------------------+
  88. ,---------------,
  89. | I. ABSTRACT |
  90. '---------------'
  91. It's a fairly long guide so if you don't care to hear my reasoning or arguments
  92. you can find my conclusions here.
  93. ===============
  94. Ia. OVERALL
  95. ===============
  96. # Skyrim is very well designed and you can enjoy it with any strategy or none
  97. at all. The final choice is entirely up to you.
  98. # The absolute level cap is 81, at which level you'd have maxed out all your
  99. skills. This gives you only 80 total perk points, while 251 are needed to
  100. max out all available perks. Therefore...
  101. # Perk points are the most valuable commodity in the game and form the core
  102. of your build. Plan your character ahead and decide what perks you want.
  103. # Don't forget to prioritize your enjoyment over making a 'godly' character.
  104. # Two very great resources are the Elder Scrolls wiki pages:
  105. http://www.uesp.net
  106. http://elderscrolls.wikia.com
  107. I suggest you visit these two sites to look up specific topics, as there
  108. is a vast wealth of information there.
  109. ============
  110. Ib. RACE
  111. ============
  112. # Race choice is not critical and all races are playable.
  113. # Spellcasters' best choice is Altmer for the extra magicka.
  114. # Pure warriors' best choice is Orc for the Berserk ability.
  115. # Breton has the best broad spectrum magic defense, well suited for hybrids.
  116. ==============
  117. Ic. SKILLS
  118. ==============
  119. # Skill and Perk selection forms the basis of your character's playstyle.
  120. # Five character aspects: combat primary, combat secondary, damage reduction,
  121. healing and non-combat abilities.
  122. # Pick your skills so that you have all aspects covered (ie. at least one skill
  123. in each category).
  124. # Combat primary: Archery, 2-Handed, 1-Handed, Destruction.
  125. # Combat 2ndary: Block, Conjuration, Illusion, Alteration, Sneak, Smithing,
  126. Enchanting, Alchemy.
  127. # Damage Reduction: Heavy Armor, Light Armor, Alteration, Restoration.
  128. # Healing: Restoration, Alchemy, Enchanting (sorta).
  129. # Non-combat: Alteration, Lockpicking, Pickpocket, Speech, Sneak.
  130. Smithing, Enchanting and Alchemy also fall here.
  131. # Around 5-7 is a good number of skills to focus on.
  132. =============
  133. Id. PERKS
  134. =============
  135. # Skill and Perk selection forms the basis of your character's playstyle.
  136. # Over 200 total perks and only 80 perk points means you must make a choice.
  137. # You can pursue "best value" strategy and pick only the most effective perks.
  138. # Or you can make a more focused character and concentrate on some skills only.
  139. # Each skill takes anything from 3 to 14 perks to start to be effective. Some
  140. skills can be effective with no perk investment at all.
  141. ==========================
  142. Ie. ON CRAFTING SKILLS
  143. ==========================
  144. # Crafting skills (Smithing, Enchanting, Alchemy) are very versatile and very
  145. powerful, but require a lot of effort and more than a little planning. If
  146. you want a godly character, you need these skills.
  147. # For example, Smithing can improve BOTH weapon and armor quality at a greater
  148. magnitude than the weapon/armor skills themselves, so it can be viewed as
  149. more valuable than the two skills combined.
  150. # I recommend all builds focus on at least one crafting skill, and preferably
  151. two. Focusing on all three would allow you to have a very powerful character
  152. but you may spend too much time crafting rather than playing the game.
  153. # It is possible to use crafting to break the game and create infinitely
  154. powerful items. I think it's way cheesy, not to mention pointless as the
  155. game is not THAT difficult.
  156. ====================
  157. If. ARMOR CHOICE
  158. ====================
  159. I keep getting asked about armor choice (Light vs Heavy vs Unarmored) so I'll
  160. put this section here.
  161. # No matter your choice, all 3 paths are able to reach the damage reduction
  162. cap of 80% DR (ie. displayed armor rating of 567).
  163. # Choose Light Armor: If you care about stamina, the Wind Walker perk (+50%
  164. Stamina regen) is too good to miss. Be prepared to have a tougher time
  165. leveling up and smithing though.
  166. # Choose Heavy Armor: If you don't care about stamina or if you don't want the
  167. extra smithing considerations involved with Light Armor. Leveling up and
  168. is a bit easier. If you're concerned about the weight, use the Steed stone.
  169. # Choose Robes: If you're a pure mage and want the better magicka regen bonus
  170. that Robes grant. Be warned that the lack of passive armor rating makes you
  171. more vulnerable, and that Alteration's armor spells cost a lot of magicka.
  172. # Light Armor pros: far less to carry, better sneaking, has a perk that grants
  173. +50% stamina regen, can still reach the armor cap.
  174. # Light Armor cons: lower armor rating, light smithing perks does not improve
  175. weapons except for Glass (you can take the heavy smithing perks instead {up
  176. to Dragon Armors which makes light and heavy armors both} and you'll have
  177. better weapons but your early and mid game armors suffer).
  178. # Heavy Armor pros: higher armor rating (easier to reach armor cap), heavy
  179. smithing perks improve both weapons and armor, larger variety of artifacts.
  180. # Heavy Armor cons: very heavy (consider using Steed Stone until you get the
  181. Conditioning perk), you miss out on the +50% stamina regen perk.
  182. # Robes pros: highest enchantment of spell cost reduction and magicka regen,
  183. if you level up Alteration to max you can get max damage reduction with no
  184. need of any armor.
  185. # Robes cons: no passive armor rating, Alteration armor spells use up a lot
  186. of magicka.
  187. ===============================
  188. Ig. GENERAL SKILL/PERK TIPS
  189. ===============================
  190. # Weapon specialisation and "Critical hit" perks currently only take into
  191. account base damage ratings and are therefore underachievers.
  192. # Lockpicking and Speech are almost unavoidable and you will likely use them
  193. quite a lot no matter what. That said, investing perks is not necessary.
  194. # Magic skills DO NOT IMPROVE MAGNITUDES. Your Flames spell will deal the same
  195. damage whether your Destruction skill is at 15 or 100. Magic skills only
  196. affect MAGICKA COSTS, so with skill 100 you can cast those Flames for longer.
  197. # Tiered spell school perks (Apprentice, Adept, Expert, Master for each school)
  198. can help you a lot throughout the game, but know that max level Enchanting
  199. can produce gear that reduce spell cost to 0, rendering those perks obsolete.
  200. # Of course, if you choose those perks then you can save the enchantments for
  201. something else, so those perks are not really "wasted" per se.
  202. ========================
  203. Ih. LEVELING UP TIPS
  204. ========================
  205. # When you level up you regain all health, magicka and stamina. You then must
  206. choose to improve one attribute. Finally, you gain a perk point.
  207. # You can "save" your level-up to use as an emergency "full-heal" in difficult
  208. fights. You can also save perk points to use later.
  209. # Warriors don't need Magicka. Level up Health/Stamina in roughly 2:1 ratio.
  210. # Mages don't need Stamina. Level up Health/Magicka in roughly 1:1 ratio at
  211. first then get more Health once you feel you have enough Magicka for spells.
  212. # Hybrids need Health > Magicka > Stamina. I like a roughly 4:2:1 ratio.
  213. ==================================
  214. Ii. MVPs (Most Valuable Perks)
  215. ==================================
  216. This list does not include prerequisites.
  217. # Archery : Overdraw, Eagle Eye, Power Shot, Quickshot, Ranger, Bullseye
  218. # One Handed : Armsman, Dual Flurry*, Dual Savagery* (*= dual wielders only)
  219. # Two Handed : Barbarian
  220. # Block : Shield Wall, Elem. Protection, Block Runner, Power Bash
  221. # Heavy Armor : Juggernaut, Conditioning, Tower of Strength, Reflect Blows
  222. # Smithing : Arcane Blacksmith, Daedric Smithing, Dragon Armors
  223. # Enchanting : Enchanter, Insightful E, Corpus E, Extra Effect
  224. # Conjuration : Mystic Binding, Elemental Potency, Twin Souls
  225. # Destruction : Impact, Augmented <element>
  226. # Restoration : Regeneration, Respite, Recovery, Avoid Death
  227. # Alteration : Magic Resistance, Stability, Atronach
  228. # Illusion : Illusion Dualcasting, Master of the Mind
  229. # Alchemy : Alchemist, Physician, Benefactor, Poisoner
  230. # Lockpicking : Golden Touch, Treasure Hunter, Locksmith, Unbreakable
  231. # Pickpocket : Poisoned, Extra Pockets, Perfect Touch
  232. # Speech : Merchant, Master Trader
  233. # Sneak : Deadly Aim, Assassin's Blade, Silence, Shadow Warrior
  234. # Light Armor : Unhindered, Wind Walker, Deft Movement
  235. ===================
  236. Ij. OTHER NOTES
  237. ===================
  238. # Dragon Shouts: there's nothing stopping you from getting all of them. Just
  239. look at a Shouts guide and pick the ones you like.
  240. # One note though: Assassin/sneaking characters will love Aura Whisper and
  241. Throw Voice and can make great use of those shouts. For everyone else Shouts
  242. are basically just icing on the cake (albeit very delicious icing).
  243. # Likewise items can be acquired by anyone. Two of the most important items I
  244. feel that everyone should get though are the Skeleton Key and the Black Star.
  245. +------------------------------------------------------------------------------+
  246. ,------------,
  247. | II. RACE |
  248. '------------'
  249. There are 10 playable races in Skyrim. Each have their own bonuses. You can
  250. also choose the gender of your character. This is entirely your preference and
  251. the gender makes negligible difference to gameplay.
  252. Each race gets a +10 bonus to one skill and +5 to five other skills. Such a
  253. bonus will give you a slight advantage in early game, but it really does not
  254. matter much at all. You can likely make up the 10 point difference in about
  255. a half hour's play. Once you max the skill you need, there's no real difference
  256. between races (having +10 will not take you to 110 skill level). You can safely
  257. ignore the skill bonuses when considering racial choice.
  258. The classic "mage" races (Altmer, Breton and Dunmer) also get an additional
  259. starting spell each. This does not matter at all since anyone else can just
  260. buy those spells for a few hundred septims very early in the game. All races
  261. start with Healing (Restoration) and Flames (Destruction).
  262. More important are the special abilities of each race. This is something that
  263. you will live with throughout the whole game. Some races definitely have better
  264. bonuses than others for certain character types.
  265. Note:
  266. GP means "Greater Power": it can be used once per day and usually lasts for 60s.
  267. LP means "Lesser Power" and can be used as many times as you like.
  268. Neither power costs any magicka to use.
  269. You may think that Greater Powers are not that good since you can only use them
  270. once a day. In practice, however, you'll find that most fights can be won with-
  271. out too much trouble. It is those rare few "boss" fights or tough situations
  272. that cause you to reload multiple times that present a challenge. These are the
  273. times where effective use of your GPs will make a significant difference.
  274. On to the races:
  275. =============
  276. IIa. Altmer
  277. =============
  278. +50 Magicka
  279. Highborn GP: Magicka regen increased tenfold (1/day for 60s)
  280. Extra Starting Spell: Fury
  281. +10 Illusion
  282. +5 Alteration, Conjuration, Destruction, Enchanting, Restoration
  283. The bonus magicka is the obvious main drawcard here. This is five level-ups
  284. worth, quite a good deal. Since magicka regen is based on percentage of total
  285. magicka pool, it also improves your magicka regen slightly.
  286. The Highborn GP is a strong magicka recovery ability. Again, since it's based
  287. on percentage, it will remain useful throughout the game as your magicka pool
  288. increases.
  289. Best character type: Mage (duh)
  290. ===============
  291. IIb. Argonian
  292. ===============
  293. 50% Resist Disease
  294. Water Breathing (permanent)
  295. Histskin GP: Health regen increased tenfold (1/day for 60s)
  296. +10 Lockpicking
  297. +5 Alteration, Light Armor, Pickpocket, Restoration, Sneak
  298. Disease isn't something that you contract too often and usually only when
  299. fighting animals, which cease to cause problems after early game. When you do
  300. contract a disease, it's a simple matter of visiting a shrine or drinking a
  301. potion to cure it. Thus the 50% resist disease isn't really a great ability.
  302. Similarly, there isn't that much underwater adventuring done in the game. In
  303. those few occasions though, the water breathing ability comes in very handy but
  304. again you can just take a potion or cast a spell.
  305. The Histskin is a pretty good ability. It gives you something that you can fall
  306. back on in a tight spot, without needing magicka, on top of your healing spells
  307. and potions. This ability makes Argonians sturdier than average.
  308. Best character type: any
  309. =============
  310. IIc. Bosmer
  311. =============
  312. 50% Resist Disease
  313. 50% Resist Poison
  314. Command Animal GP: Target animal becomes your ally (1/day for 60s, 75ft range)
  315. +10 Archery
  316. +5 Alchemy, Light Armor, Lockpicking, Pickpocket, Sneak
  317. Bosmers get resistance to both disease and poison. Neither of these occur very
  318. often at all, and even when they do they are often just mildly annoying at
  319. worst. This is not a great ability.
  320. The Command Animal GP also isn't too great. Most animals are not that strong
  321. except during the early game. You can use this ability to control mammoths and
  322. use them to fight Giants early on, but there aren't that many opportunities to
  323. do that.
  324. With fairly weak bonuses that both only help in early game, Bosmer is a rather
  325. sub-par race.
  326. Best character type: any
  327. =============
  328. IId. Breton
  329. =============
  330. 25% Resist Magic
  331. Dragonskin GP: Absorb magic 50%
  332. Spell: Conjure Familiar
  333. +10 Conjuration
  334. +5 Alchemy, Alteration, Illusion, Restoration, Speech
  335. Traditionally a defensive mage race, Bretons once again live up to their rep.
  336. Their passive provides good defense against all kinds of magical attacks.
  337. Magic attacks, including dragon breaths, are quite common, certainly more so
  338. than poison or disease. This bonus is quite valuable.
  339. Against especially dangerous mages, Dragonskin provides even greater protection
  340. as well as mana recovery. You can use the extra mana either to cast attack
  341. spells or restoration spells for even greater defense.
  342. Best character type: any
  343. =============
  344. IIe. Dunmer
  345. =============
  346. 50% Resist Fire
  347. Ancestor's Wrath GP: Enemies at melee range take 8pt fire dmg/s (1/day for 60s)
  348. Spell: Sparks
  349. +10 Destruction
  350. +5 Alchemy, Alteration, Illusion, Light Armor, Sneak
  351. Dunmers have a far more specific magic protection than Bretons: 50% fire resist.
  352. This makes fighting Fire Dragons and Fire Mages much easier, but doesn't help
  353. against Frost or Shock. Hence the bonus is slightly worse than the Bretons'.
  354. The Ancestor's Wrath GP will decimate foes at lower levels, but since it stays
  355. at 8/s it does not do well against stronger enemies. A mediocre ability at best.
  356. Best character type: any
  357. ===============
  358. IIf. Imperial
  359. ===============
  360. Imperial Luck (permanent effect: wherever gold is found, Imperials get a bonus)
  361. Voice of the Emperor GP: Calm nearby people (1/day for 60s in 75ft range)
  362. +10 Restoration
  363. +5 Block, Destruction, Enchanting, Heavy Armor, 1-Handed
  364. Imperials get the only economy bonus in the game. Whenever one finds gold, they
  365. will find a little more. I don't know how much they get exactly, but most of
  366. your gold will still come from selling loot instead of just picking up gold.
  367. Voice of the Emperor is actually quite good. You can use it when surrounded, or
  368. after backstabbing. There's room to get creative here. I don't think this works
  369. against non-living enemies though (undead, machines, etc).
  370. Best character type: any
  371. ==============
  372. IIg. Khajiit
  373. ==============
  374. Claws give stronger unarmed attack (base 15 damage)
  375. Eye of Night LP: Night vision for 60s (as many times as you like)
  376. +10 Sneak
  377. +5 Alchemy, Archery, Lockpicking, Pickpocket, 1-Handed
  378. Khajiits have probably the most unique bonuses. Their stronger unarmed attack
  379. opens the possibility of playing a pure hand-to-hand character. It also gives
  380. you a huge advantage in Brawls. The Eye of Night can come in handy in dark
  381. dungeons, although it is largely just a convenience factor.
  382. An interesting build is a heavy-armored Khajiit mage that falls back to using
  383. fists when cornered or out of magicka.
  384. The Khajiit is otherwise a vanilla race but with a unique feline look.
  385. Best character type: any
  386. ===========
  387. IIh. Nord
  388. ===========
  389. 50% Resist Frost
  390. Battle Cry GP: Enemies in 60ft area flee in fear (1/day for 30s)
  391. +10 2-Handed
  392. +5 Block, Light Armor, 1-Handed, Smithing, Speech
  393. Similar to Dunmers, Nords get specific protection from an element (Frost). The
  394. occurence of Fire and Frost are roughly equal. Again I'd rather have the broad
  395. protection that Bretons get, but this is still quite a good bonus.
  396. The Battle Cry is another panic-button ability. It only lasts 30s instead of 60
  397. like Voice of the Emperor, but during this time you can still deal damage to
  398. them. To take advantage of this, you'd want a fleet-footed character that can
  399. chase down the enemy.
  400. Best character type: Warrior with good mobility
  401. ==============
  402. IIi. Orsimer
  403. ==============
  404. Berserk GP: Deal 2x and receive 1/2 physical damage (1/day for 60s)
  405. +10 Heavy Armor
  406. +5 Block, Enchanting, 1-Handed, Smithing, 2-Handed
  407. Unlike other races, orcs or orsimer only get one single bonus ability. However,
  408. this is likely the best GP in the game. For the duration of the Berserk the Orc
  409. is essentially 4x stronger: dealing double damage while receiving only half.
  410. This will make those tough boss fights much easier. Note however that this GP
  411. does not affect magic damage.
  412. Best character type: Warrior
  413. ===============
  414. IIj. Redguard
  415. ===============
  416. 50% Resist Poison
  417. Adrenaline Rush GP: Tenfold Stamina regen for 60s
  418. +10 1-Handed
  419. +5 Alteration, Archery, Block, Destruction, Smithing
  420. Again, poison isn't something that you have to deal with very often. Having this
  421. resistance will make little difference to gameplay.
  422. The Adrenaline Rush stamina regen bonus allows you to spam power attacks, sprint
  423. and chase enemies or sprint and flee from them while it's active. It's also good
  424. for block-bash characters. A great ability for a warrior to have. On the flip
  425. side, it would be wasted on a predominantly spellcasting character.
  426. Best character type: Warrior who likes power attacks
  427. ==================================
  428. IIk. Summary - FINAL RACE CHOICE
  429. ==================================
  430. In the end everything will of course come down to personal preference, however,
  431. there are some suggestions I can make:
  432. # If you want a primarily spellcasting character, it's hard to go past Altmer.
  433. The +50 Magicka gives them a rather significant advantage.
  434. # Defensively, I like Bretons best for their broad magic protection. Then comes
  435. Nord as their GP is better than Dunmers. Argonians also make good defensive
  436. characters in a general sense. All these races make good hybrid (fighter-mage
  437. or fighter-thief) characters.
  438. # Aggressive pure fighters do well with either Orc or Redguard.
  439. # If you ever want a hand-to-hand (joke) character, go with Khajiit of course.
  440. # In my opinion Altmer, Breton and Orc are the top-tier races this time around.
  441. # I would say Bosmer, Imperials and Khajiit are overall the weaker races. That
  442. said, they don't have debilitating weaknesses and are still totally playable.
  443. +------------------------------------------------------------------------------+
  444. ,---------------,
  445. | III. SKILLS |
  446. '---------------'
  447. +------------------------------------------------------------------------------+
  448. There are a total of 18 skills in Skyrim, 6 each in the Warrior, Mage and Thief
  449. disciplines. On your Skills screen, Warrior skills (Archery, One Handed, Two
  450. Handed, Block, Heavy Armor and Smithing) fall under the Red constellations.
  451. The Mage schools of magic (Enchanting, Conjuration, Destruction, Restoration,
  452. Alteration and Illusion) make up the Blue constellations. The Thief aptitudes
  453. (Alchemy, Lockpicking, Pickpocket, Speech, Sneak and Light Armor) are depicted
  454. in the green constellations.
  455. You can choose to use any or all of the skills. Skills will improve as you use
  456. them and this will in turn level you up. Use too many skills, however, and they
  457. will all be low level and make you a wishy-washy character. Use too few skills
  458. and you lack versatility and tend to be boring to play.
  459. A good number of "primary" skills to use is about 5-7 skills. Your selection
  460. should include skills for attack, defense and some utility as well. Feel free
  461. to dabble in the other skills too. Just because you don't focus on those skills
  462. doesn't mean you can't or shouldn't use them occasionally.
  463. =================
  464. IIIa. Archery
  465. =================
  466. Archery is the use of bows and arrows. The higher your skill, the higher damage
  467. you deal, plain and simple. Furthermore, the longer you draw your bow (up to 1s)
  468. the higher damage you will deal.
  469. The obvious major advantage with Archery of course is that you can attack from
  470. a distance. You also get the damage rating of your bow plus your arrow and this
  471. tends to be higher per attack than other weapon types. The bows' rate of fire,
  472. however, are quite slow compared to how fast you can swing a melee weapon. You
  473. also move slower with your bow drawn and Sneak attacks have a lower damage
  474. multiplier. You cannot block while wielding a bow, but you can do a melee range
  475. shove with your bow, so you're not completely vulnerable in melee range.
  476. One final caveat is that unlike melee weapons you need to find ammo for your
  477. bow. Lower damage arrows can be looted in large quantities, but if you want the
  478. best arrows at higher levels you may have to fork out cash. Thankfully you can
  479. carry as much arrows as you like (they weigh 0).
  480. Archery improves whenever you hit enemies with your arrows.
  481. ====================
  482. IIIb. One Handed
  483. ====================
  484. One Handed covers the use of one handed weapons including Swords, Daggers, Maces
  485. and War Axes. Again, higher skill means higher damage.
  486. One Handed has the distinct advantage of being the only weapon skill that leaves
  487. one hand free. With your "off-hand" you can either have a spell on the ready or
  488. wield another one-hand weapon for even greater damage, albeit losing the ability
  489. to block oncoming attacks. You can also bear a shield for better defense and
  490. blocking. One Handed offers the best versatility in terms of fighting style.
  491. Improve your One Handed skill by hitting enemies with your weapon.
  492. ====================
  493. IIIc. Two Handed
  494. ====================
  495. Two Handed weapons include the Greatsword, Battleaxe and Warhammer. For the last
  496. time, the better you are at the skill the more damage you will deal.
  497. The two handed weapons deal more damage per hit than one handed, but you do not
  498. have the option of using a shield or a spell on your off-hand. You can still
  499. block using your weapon, but it won't be as effective as using a shield. You
  500. also don't get the extra armor rating and possible enchantment from your shield.
  501. Two Handed is the only weapon style that gives you an AOE attack (with a perk).
  502. Power attacks made using big weapons are devastating and tend to stagger enemies
  503. more often. Two Handed is perhaps the least versatile weapon style, neither
  504. does it have the best DPS compared to dual wield but it's big and looks great.
  505. One thing that it does well is bashing in conjunction with the Block skill, as
  506. you're using a weapon rather than a shield to bash enemies.
  507. Improve your Two Handed skill by hitting enemies with your weapon.
  508. ===============
  509. IIId. Block
  510. ===============
  511. Blocking physical attacks will result in you taking much less damage. The higher
  512. your skill, the less damage you would take while blocking be it with a shield or
  513. weapon. You will also get staggered less. Remember that blocking with a shield
  514. is always more effective. Unfortunately you cannot move quickly while blocking,
  515. at least until you get the high level perk Block Runner.
  516. You can get a perk that protects against elemental damage. You can also get
  517. perks that improve your bashing counterattacks. To bash, perform a block using
  518. your left hand trigger, hold it, then attack with the right hand trigger.
  519. Whenever you block a physical attack, your Block skill improves. The more damage
  520. you block, the faster it improves (hence it helps to fight stronger enemies).
  521. You can also improve Block by bashing enemies.
  522. =====================
  523. IIIe. Heavy Armor
  524. =====================
  525. The Heavy Armor skill governs the use of Iron, Steel, Dwarven, Orcish, Ebony,
  526. Daedric and Dragonplate armors. Higher skill level gives you higher armor
  527. ratings from the four pieces of armor (Helmet, Armor, Gauntlets and Boots) as
  528. well as from Heavy Armor Shields.
  529. Heavy armor is far more protective than light armor in the early game. However,
  530. it is also noisier, weigh a lot more, and cost more stamina when sprinting.
  531. Later in the game, you can get perks that eliminate encumbrance for both types
  532. of armor. You can also reach the armor cap (80% damage reduction, or 567 armor
  533. rating) with either type of armor.
  534. Power gamers are advised to choose Light Armor instead. It has better perks and
  535. requires less perks overall and can match the damage reduction of Heavy Armor
  536. with the right setup.
  537. Heavy armor is best suited for static characters who do not rely much on using
  538. stamina (ie. power attack, bashing, sprinting). Oddly enough this means they
  539. may actually be better suited for Mages than Warriors. Unarmed characters and
  540. those worried about getting staggered should also choose heavy armor since
  541. there are perks that improve these.
  542. This skill improves by taking damage while wearing heavy armor. The more damage
  543. you take, the faster it improves (hence it helps to fight stronger enemies).
  544. ==================
  545. IIIf. Smithing
  546. ==================
  547. Smithing allows you to create and improve various pieces of weapons and armor.
  548. This works in tandem with your weapon skills to improve your damage output, and
  549. with your armor skills to improve your armor rating. Because it improves both
  550. aspects, Smithing is a very effective skill to have.
  551. Smithing also gives you access to good quality weapons earlier than you could
  552. expect to find them as loot or in shops. It also guarantees armor availability
  553. if you're a fan of the "Matching Set" perk in your armor skill tree.
  554. If you want to power-game and have the strongest character possible, Smithing is
  555. a must-have skill. The drawback is that you have to practise your Smithing out
  556. of combat, and this may be a chore for some people.
  557. Smithing is raised whenever you use a Forge to make items, or a Grindstone or a
  558. Workbench to improve them. The item type/quality does not affect the learn rate.
  559. ====================
  560. IIIg. Enchanting
  561. ====================
  562. Enchanting allows you to add magical effects to weapons and apparel. The skill
  563. level affects the magnitude of enchantments as well as the number of charges on
  564. weapon enchantments.
  565. Enchanting is another powerhouse skill that can enhance various aspects of your
  566. character, from attributes to skills. You can buy or loot enchanted equipment,
  567. but only through the use of the Enchanting skill can you fine-tune and optimize
  568. your enchantments.
  569. If you're going to use Enchanting, take it all the way to 100 as you can get a
  570. perk that allows you to place 2 enchantments on an item, essentially doubling
  571. your enchanting capability.
  572. Raise your Enchanting skill by using soul gems to recharge weapons or by using
  573. an Arcane Enchanter table to either Disenchant items or create new enchantments
  574. on items.
  575. -->> A quick note before we continue:
  576. For all spellcasting schools of Magic,
  577. SKILL LEVEL DOES NOT AFFECT MAGNITUDE!!
  578. eg. Flames spell always deals 8 dps
  579. whether you're on 15 or 100 skill level.
  580. Skill level only REDUCES MAGICKA COST. <<--
  581. =====================
  582. IIIh. Conjuration
  583. =====================
  584. Conjuration is a school of magic revolving around souls and summoning. The list
  585. of spells include Bound Weapons, Soul Trap, Raise Dead, Summoning and Banishing.
  586. There are no more Bound Armor spells.
  587. Conjuration's primary use is for summoning or raising a creature to aid you in
  588. combat. Such an ally will aid both your offense by attacking and your defense
  589. by distracting enemies and tanking damage. You can also banish enemy summons.
  590. Another use is Bound Weapons, which essentially "summons" a weapon for you to
  591. use. Finally, you can use Soul Trap to fill soul gems.
  592. Conjuration is a great secondary skill to have because of the largely "fire and
  593. forget" nature of its spells. You can use your Conjuration spells at the start
  594. of combat and use your other skills to fight while your spells are active.
  595. Conjuration improves when you cast Conjuration spells *IN COMBAT*. The only
  596. exception (a bug) is casting Soul Trap on a corpse.
  597. =====================
  598. IIIi. Destruction
  599. =====================
  600. Perhaps the flashiest school of magic, Destruction allows you to cast spells in
  601. the form of Fire, Ice or Lightning that directly harm your enemies.
  602. Destruction is basically its own "weapon style". Each elemental type has their
  603. own special effect: Fire deals damage over time, Ice drains enemy stamina and
  604. Shock damages their Magicka pool.
  605. Be warned that there are no ways to increase magic DPS other than gaining perks
  606. and learning stronger spells. Once you've learnt the best spells and perks, you
  607. can only deal more damage by casting your spells for longer durations. This
  608. means you need the Magicka pool as well as durability to survive longer battles.
  609. =====================
  610. IIIj. Restoration
  611. =====================
  612. Restoration is the art of healing and protection. This school's spell list
  613. includes Heal spells, Ward spells and Turn Undead.
  614. Healing spells come in 2 varieties: heal self and heal others. You can use the
  615. latter type to aid your summons or companions. Wards are channeling spells that
  616. increase your armor and absorb incoming magic damage while it's channeled. In a
  617. way this can be likened to "magical blocking". Finally, Turn Undead spells make
  618. Undead up to a certain level flee from you.
  619. Healing spells are obviously valuable for everyone unless you can avoid damage
  620. completely. With the right perk, you can also recharge stamina, making this
  621. school valuable to power-attacking warriors.
  622. Restoration skill will improve as long as the spells you cast restore lost
  623. health, absorb damage or affect undeads. Casting heals while on full health, for
  624. example, will not raise your skill.
  625. ====================
  626. IIIk. Alteration
  627. ====================
  628. The Alteration school contains several types of utility spells, including Light,
  629. Armor, Detect, Telekinesis, Transmute, Waterbreathing and Paralyze. It also has
  630. a spell that converts health into magicka. Open Lock and Feather spells are
  631. notably missing from the list.
  632. Armor spells improves armor rating for 60s. The magnitudes are quite significant
  633. in the early game, but cannot compare to real armor in the late game. The other
  634. spells are largely utility and most require you to be an Adept (skill level 50).
  635. Paralyze requires Expert level (skill 75).
  636. Alteration improves whenever the spells are cast and is not ineffectual. Armor
  637. spells must be cast in combat, Detect must reveal a target, Waterbreathing must
  638. be done while standing in a body of water, etc.
  639. ==================
  640. IIIl. Illusion
  641. ==================
  642. Illusion spells toy with the mind of others, causing Fear, Fury, Courage or
  643. Calmness. Illusion can also be used to reveal a path to your destination, to
  644. Muffle your movements and even make yourself invisible.
  645. Illusion is well suited for more tricky combatants. You can for example perform
  646. a backstab on someone then calm them to prevent retaliation. The Invisibility
  647. and Muffle spells are obviously perfect for Sneaking characters but Invisibility
  648. isn't readily available until you have a moderately high skill level (~70).
  649. As with everything, spells you cast must be effective for it to improve your
  650. skill. Illusion is easier to raise since spells like Muffle can be cast anytime
  651. to improve your skill.
  652. =================
  653. IIIm. Alchemy
  654. =================
  655. Previously in the Mage skill realm, Alchemy is now the crafting skill of the
  656. Thieves. You can mix ingredients together at an Alchemy Lab to create potions
  657. and poisons alike, with a wide multitude of effects. This is a versatile skill
  658. that should be included in those ultimate power game builds, albeit one that
  659. requires a lot of effort to utilize properly, more so than Smithing or Enchant.
  660. Because of the plethora of effects, Alchemy can be used as a substitute for
  661. various skills. You can make Paralyze poisons instead of using Alteration or
  662. Invisibility potions to simulate the Illusion spell, for example. Alchemy,
  663. however, is most potent when used to boost your existing skills. You can create
  664. potions to maximize further your Enchanting an Smithing skills to create the
  665. ultimate gear, or potions to increase your weapon damage.
  666. Alchemy can be improved by crafting potions at labs and by eating ingredients.
  667. =====================
  668. IIIn. Lockpicking
  669. =====================
  670. Lockpicking is simply the skill of opening locked doors and containers. Note
  671. that this also requires some real life skills in playing the lockpicking "mini
  672. game".
  673. You can complete the majority of quests without picking a single lock and just
  674. finding the keys each time. However, many optional treasure caches and some
  675. shortcuts require lockpicking. I for one am loath to leave the loot untouched
  676. so I always use lockpicking. You will need lockpicks, which can be looted or
  677. bought for a small price. The unbreakable lockpick (Skeleton Key) thankfully
  678. made a return in Skyrim also.
  679. You can improve Lockpicking by successfully unlocking locks. You even improve
  680. by a small amount if you break a lockpick in the attempt.
  681. ====================
  682. IIIo. Pickpocket
  683. ====================
  684. Steal stuff right from people's pockets! This can be used to improve your wealth
  685. in conjunction with or as an alternative to gathering loot. With a certain perk
  686. you can even plant poisons onto people to harm them.
  687. There's not much else to say here. Use Pickpocket for profit and use the money
  688. to buy equipment and supplies. Note that Pickpocket is the *only* way you can
  689. damage enemies using just Thief skills.
  690. Level up your Pickpocket skills by... wait for it... picking pockets. Higher
  691. value items yield greater skill advancement when stolen.
  692. ================
  693. IIIp. Speech
  694. ================
  695. Speech denotes the ability to convince people to heed your demands as well as
  696. your bartering and mercantile prowess. You will get better buying and selling
  697. prices with higher Speech, and have greater success with Intimidate, Persuade
  698. or Bribe in certain conversations.
  699. Note that there are usually other options even if you fail to convince people
  700. in dialogue. Better prices are always good, but with more looting or stealing
  701. you can get more money too. Speech is one of those skills that are very hard to
  702. avoid, since chances are you will buy and sell a lot of items.
  703. Speech can be improved by trading with merchants and succeeding in manipulative
  704. conversation.
  705. ===============
  706. IIIq. Sneak
  707. ===============
  708. Sneaking is the art of moving around undetected, the better you are at it the
  709. harder it is for people to notice you. Sneaking success is adversely affected
  710. when you can be more easily seen or heard, ie. when you have heavier armor,
  711. wield large weapons, exposed to light, in enemy's line of sight or move quickly.
  712. You can use the skill to avoid conflict entirely or to begin conflict with a
  713. sneak attack, which deals more damage. You can get perks which greatly improves
  714. sneak attack damage multiplier, especially with daggers.
  715. You can improve Sneak by sneaking undetected in the presence of others. A
  716. particularly funny way is placing a bucket on a person's head so that they can't
  717. see you, then sneaking around them.
  718. =====================
  719. IIIr. Light Armor
  720. =====================
  721. Light Armor covers the use of Fur, Hide, Leather, Elven, Studded, Forsworn,
  722. Scaled, Glass and Dragonscale armors. Again, higher skill translates to higher
  723. armor rating.
  724. Light armor is well suited for those who value mobility and/or stealth. In the
  725. early game, however, it does not protect you anywhere nearly as much as heavy
  726. armor does. Once again, in the late game you can still reach the armor cap with
  727. Light Armor (80% physical damage reduction, or displayed armor rating of 567).
  728. The main drawcard for Light Armor is a perk that improves stamina regeneration.
  729. Hence it is great for characters that use a lot of stamina for whatever reason.
  730. You also need less perks overall compared to Heavy Armor. Power gaming players
  731. are advised to use Light Armor because of these reasons.
  732. This skill improves by taking damage while wearing light armor. The more damage
  733. you take, the faster it improves (hence it helps to fight stronger enemies).
  734. ==================================
  735. IIIs. Summary - SKILL OVERVIEW
  736. ==================================
  737. Besides the broad disciplines of Warrior (W), Mage (M) and Thief (T), skills
  738. can be more usefully categorised by FUNCTION or PURPOSE. Thus classified, each
  739. skill represents a particular aspect of the character. Note that a skill can
  740. sometimes cover two or more aspects.
  741. I identified five categories or aspects of a character. A well rounded character
  742. will have ALL five bases covered. Here they are:
  743. =====================
  744. 1. Combat Primary
  745. =====================
  746. This is the method by which you will deal most of your combat damage. You should
  747. focus on preferably just ONE, or at most TWO of these to maximize potential.
  748. # Archery (W) : pretty straightforward
  749. # 2-Handed (W) : pretty straightforward
  750. # 1-Handed (W) : pretty straightforward
  751. # Destruction (M) : pretty straightforward
  752. # Conjuration (M) : using just summons for damage can be awkward, but possible
  753. # *unarmed* : if you want to try this, pick Khajiit and the Heavy Armor skill
  754. =======================
  755. 2. Combat Secondary
  756. =======================
  757. These are skills you use to complement your primary skill. You can improve your
  758. damage output or introduce new dimensions to your overall tactics. You can pick
  759. any number of these skills as you like. Just be warned that choosing too many
  760. spellcasting skills will put a lot of strain on your Magicka pool.
  761. # Block (W) : parry oncoming attacks, can also be used to bash/counterattack
  762. # Conjuration (M) : summon a helper, cast soul trap and use bound weapons
  763. # Illusion (M) : mess with your enemy's mind, improve your sneaking ability
  764. # Alteration (M) : boost your armor rating, detect enemies, cast paralysis
  765. # Sneak (T) : perform sneak attacks, sneak to a better position or just hide
  766. # Smithing (W) : improve the quality of both weapons and armor
  767. # Enchanting (M) : add enchantments that boost attack, defense or skills
  768. # Alchemy (T) : use potions to boost weapon skill or recover stamina, etc.
  769. use poisons to enhance damage, induce paralysis, etc.
  770. # Restoration (M) : Turn Undead spells, recover stamina with the Respite perk
  771. =======================
  772. 3. Damage Reduction
  773. =======================
  774. Everyone should have some means to reduce oncoming damage received and improve
  775. their durability. This means two things: armor rating and magic resistance.
  776. Being able to last longer in a fight means you can deal damage for longer.
  777. # Heavy Armor (W) : pretty straightforward, choose only one armor skill
  778. # Light Armor (T) : pretty straightforward, choose only one armor skill
  779. # Alteration (M) : boost armor rating with spells, magic resistance with perks
  780. # Restoration (M) : use Ward spells to boost armor, also blocks spell damage
  781. # Enchanting (M) : special mention as you can enchant magic resistance
  782. # Smithing (W) : simply to increase your armor rating (still need armor skill)
  783. # Block (W) : another special mention for a perk that reduces spell damage
  784. ==============
  785. 4. Healing
  786. ==============
  787. Let's face it, chances are you're gonna suffer some damage. You *need* healing
  788. to have some staying power in a tough battle and to prepare for the next fight.
  789. This is on top of your damage reduction skills, for even the toughest characters
  790. will still get hurt.
  791. # Restoration (M) : the most obvious choice
  792. # Alchemy (T) : you can create your own healing potions
  793. # Enchanting (M) : in this case you can enchant to boost Healing Rate, note
  794. that this isn't really that effective
  795. # Speech (T) : you can choose to rely solely on looted/bought potions, Speech
  796. is the only somewhat relevant skill in that it reduces prices
  797. =================
  798. 5. Non-Combat
  799. =================
  800. The game is not entirely spent in combat, there are other things you can do too.
  801. These skills cover those non-combat situations.
  802. Smithing (W) : craft pretty jewelry, weapons and armor purely for profit
  803. Alteration (M) : you can, uh, light up the dark and turn iron to gold. yay?
  804. Enchanting (M) : you can enchant things and sell them for cash too
  805. Alchemy (T) : likewise you can become a potion vendor
  806. Lockpicking (T) : pretty straightforward
  807. Pickpocket (T) : pretty straightforward
  808. Speech (T) : talk your way with people and get better store prices
  809. Sneak (T) : you can avoid some fights entirely!
  810. +------------------------------------------------------------------------------+
  811. ,-------------,
  812. | IV. Perks |
  813. '-------------'
  814. Now comes arguably the most important part to consider when making a character
  815. build: the Perk choices.
  816. I'm not going to list what each perk does. You can simply look it up on your
  817. Skills screen in game, or visit one of the excellent elder scrolls wiki sites
  818. for more info:
  819. http://www.uesp.net/wiki/Skyrim:Skills
  820. http://elderscrolls.wikia.com/wiki/Skill_(Skyrim)
  821. Now note that in order to gain every perk, you need over 200 perk points. You
  822. only level up to 81 for the absolute level cap, giving you a maximum of 80 perk
  823. points.
  824. You should only plan on 40-50 "core" perks since leveling up becomes slower at
  825. higher levels. You can plan for 80 total expanded perks if you're you're going
  826. to play that long on one character.
  827. In this section I will give you my recommendations on perks to pick whether you
  828. will dabble in a particular skill or specialise in it. Note that dabbling in
  829. this case means that you spend less perk points, not that you have less skill
  830. points. You can reach level 100 in all skills, but you cannot get all the perks.
  831. ================
  832. IVa. Archery
  833. ================
  834. Number of Perks: 9
  835. Total Perk points: 16
  836. Recommended Perks: 4 (dabblers)
  837. 14 (specialist)
  838. Perks for Archery come in two branches which converge on Bullseye. Both sides
  839. have great top tier perks: Quick Shot improves drawing speed considerably and
  840. Ranger gives much needed mobility.
  841. Bow specialists would do well to maximize their potential and pick all perks.
  842. Only Critical Shot level 2-3 are discouraged since criticals seem to only take
  843. into account base damage and are hence rather poor.
  844. People who dabble in archery arguably get the best bang for their buck by going
  845. up the left hand branch to Quick Shot, getting zoom and stagger on the way.
  846. Archery is quite good to dabble in since sometimes you just need to attack from
  847. range if your primary combat skill is melee.
  848. ===================
  849. IVb. One Handed
  850. ===================
  851. Number of Perks: 10
  852. Total Perk points: 21
  853. Recommended Perks: 7-9 (single wield)
  854. 10 (dual wield)
  855. This tree doesn't really have long branches, the longest branch only has three
  856. components. There's a section for power attacks, a short branch each for sword
  857. /axe/mace and the dual-wielding branch.
  858. Armsman is probably the best bet here and you can do well maxing this out. Power
  859. attacks deal quite a bit more damage so it's well worth spending perks here. You
  860. can get all of them, or just choose the power attack that you think you'll use
  861. most often. Dual-wielders obviously need the extra 3 perks. They can save on
  862. perks by just choosing one type of power attack.
  863. The Swordsman/Hack & Slash/Bone Breaker perks are actually not recommended, as
  864. in practice they actually grant very sub-par damage bonuses since they only
  865. affect base damage ratings.
  866. There isn't a clear cut-off optimal point for dabblers in one-handed. Just take
  867. however many perks you can afford. Or maybe not at all, since this skill is
  868. rather pointless to dabble in.
  869. ===================
  870. IVc. Two Handed
  871. ===================
  872. Number of Perks: 9
  873. Total Perk points: 19
  874. Recommended Perks: 7-10 (specialists)
  875. This is very similar to the One-Handed skill tree, except there's no dual-wield
  876. and there's one extra power attack type.
  877. The deal here is similar again, max out Barbarian and get Champion's Stance to
  878. get a power attack boosting perk (either just one or up to four if you like all
  879. of them).
  880. Again, the specific greatsword/battleaxe/warhammer perks are discouraged since
  881. they seem to only add very little damage.
  882. There isn't a clear cut-off optimal point for dabblers in two-handed. Just take
  883. however many perks you can afford. Or maybe not at all, since this skill is
  884. rather pointless to dabble in.
  885. ==============
  886. IVd. Block
  887. ==============
  888. Number of Perks: 9
  889. Total Perk points: 13
  890. Recommended Perks: 4 (shield dabblers)
  891. 3-8 (two-handed weapon specialists)
  892. 13 (dedicated shield specialists)
  893. The Block tree has a branch for advanced shield techniques and one for bashing
  894. techniques, converging at Shield Charge. There's also one other perk (Quick
  895. Reflexes).
  896. First of all be warned that level 1 Shield Wall gives you +20% blocking, but
  897. subsequent levels ONLY GIVE YOU +5%. Dedicated specialists may still choose to
  898. level it anyway. There aren't really any dud perks in this tree; you can max it
  899. out if you're a block specialist.
  900. Two handed weapon specialists do not benefit from any perk that specifically
  901. requires a shield, but they can still improve their bashing. Three points for
  902. Deadly Bash is quite cost-effective.
  903. For dabblers, 1x Shield Wall and Elemental Protection gives you great value.
  904. Block Runner also makes using a shield much more practical, for one extra point.
  905. ====================
  906. IVe. Heavy Armor
  907. ====================
  908. Number of Perks: 8
  909. Total Perk points: 12
  910. Recommended Perks: 8 (specialists who also excel in crafting)
  911. 12 (specialists who don't plan to use much crafting)
  912. 4 (top notch crafter with broad skill selection)
  913. Heavy armor specialists will love both the top-tier perks: Conditioning and
  914. Reflect Blows. As such you should just get all 8 perks. Unarmed characters in
  915. particular need at least Fists of Steel but you may as well get Conditioning.
  916. If your crafting skills are good, you don't need extra points in Juggernaut
  917. to hit the armor cap of 567 in the mid to late game. In fact if you are very
  918. good at all 3 crafting skills, Well Fitted and Matching Set may also not be
  919. necessary. If so, it's probably best to skip the right hand branch entirely.
  920. You can also skip the left hand branch if you plan to make prolonged use of
  921. the Steed Stone's bonus, which eliminates armor encumbrance.
  922. If you don't plan to use much crafting, you might need all the perks to reach
  923. the armor cap.
  924. =================
  925. IVf. Smithing
  926. =================
  927. Number of Perks: 10
  928. Total Perk points: 10
  929. Recommended Perks: 2 (dabblers)
  930. 6-7 (specialists)
  931. 10 (dedicated specialists who wear light armor)
  932. This tree is simply divided into smithing for Light or Heavy armors, with one
  933. extra perk for improving enchanted weapons and armor. Dabblers should at least
  934. work to get up to this Arcane Blacksmith perk.
  935. Dragon Armors deserve a special mention here as it is the only perk that can
  936. be used to make and improve BOTH light and heavy armors. Heavy Dragonbone
  937. Armor is actually of a lower quality than Daedric Armor, but the ingredients
  938. (Dragon Bone) can be acquired more easily than the Daedra Hearts required for
  939. Daedric armor. Since Smithing can be power-leveled in the early game, and
  940. since dragon bones and scales are available from the early game, it's very
  941. possible to shoot straight for Dragon Armors. This way you can get very high
  942. quality armors at much lower level than other armors are available.
  943. For Heavy Armor users this tree is quite straightforward: take the right hand
  944. path up to Daedric Smithing (Daedric Armor is better than Dragonplate Armor).
  945. This will give you the best possible weapons and armor for 6 perk points.
  946. For Light Armor users it's a little more complicated. You can take the left
  947. hand path and get all the light armors from early to late game culminating in
  948. the best light armor (Dragonscale) for 6 perks. HOWEVER, the best weapons still
  949. require Daedric Smithing. In fact the Light Armor branch can only help you
  950. improve Steel and Glass weapons. If you want both the best weapon and Light
  951. Armor, you need to still take the right hand path up to Dragon Armors (7 perk
  952. points) or even take all the perks so you can have the best weapons and armors
  953. at all times. Be thankful that Light Armor requires less perks than Heavy Armor.
  954. Smithing, as with the other crafting skills Enchanting and Alchemy, is very
  955. powerful because of its versatility. Note that good smithing can have a greater
  956. impact on your weapon damage and armor rating than the weapon or armor skill.
  957. ===================
  958. IVg. Enchanting
  959. ===================
  960. Number of Perks: 9
  961. Total Perk points: 13
  962. Recommended Perks: 4 (dabblers)
  963. 8-10 (specialists)
  964. There are three branches here, the central branch is for apparel enchantments,
  965. the left branch chiefly for weapon enchantments and the right for the use of
  966. soul gems and enchanted weapons in general.
  967. The main drawcard here is the top tier perk Extra Effect, allowing you to put
  968. two enchantments on an item, essentially doubling your enchanting prowess. This
  969. is what dabblers should aim for (even if it requires 100 skill).
  970. To absolutely max out your enchantments, you need Enchanter level 5 and both
  971. Fire and Frost Enchanter for the two damage effects on your weapon. You don't
  972. need Storm as well, since shock doesn't offer more damage than frost and fire.
  973. If you don't care for maxing weapon damage, you can skip the Fire and Frost.
  974. If find that Soul Squeezer and Soul Siphon are both very iffy abilities. Siphon
  975. especially is a bit dubious, not least because half the enemies are humans.
  976. Enchanting is a VERY powerful skill because of its versatility. It's well worth
  977. spending perks here rather than other skills. With max enchanting skills and
  978. perks you can, for example, create gear that reduce the costs of spells in a
  979. schools of magic to zero, thereby foregoing the need for the magicka-reducing
  980. perks of that school (4 perks worth in each school). You can get also get +100%
  981. to +160% in most skills through enchantments, vs. the +100% or less that you
  982. get from the perks of that skill.
  983. -->> A good time to make another note:
  984. Because you can eventually enchant to reduce spell cost of specific
  985. spell schools to zero, you may be tempted to skip the Apprentice and
  986. higher tier perks for spell schools. Do so if you need to skimp on
  987. perk points but realise that it will make your early to mid game much
  988. harder. Taking the perks also means that you can use your enchantments
  989. for other effects <<--
  990. ====================
  991. IVh. Conjuration
  992. ====================
  993. Number of Perks: 15
  994. Total Perk points: 16
  995. Recommended Perks: 4-9 (summoners)
  996. 2 (bound weapon users)
  997. OK! There are like 5 branches on this tree but basically there are three things
  998. you can specialise in: bound weapons, summon atronach and raise undead.
  999. First of all let me say that I prefer Atronachs over Undead because you can
  1000. summon atronachs anywhere whereas undeads need a dead body first. Either way,
  1001. you want to eventually get Twin Souls so you can have two summons, needing 4
  1002. perks if you raise undead and 5 if you summon atronachs. Either way you may
  1003. also want to spend extra points on the Summoner perk but I don't recommend it.
  1004. The right hand branch then reduces the magicka costs of spells. If you are a
  1005. dedicated Conjurer you may want to pick these, but it also depends on things
  1006. such as your magicka pool and item enchantments. It isn't so important for a
  1007. Conjurer as their spells don't need to be cast repeatedly in battle. Note that
  1008. you never need Master Conjuration perk: the summons last until killed so you
  1009. can just cast it out of combat and let your magicka regenerate.
  1010. If you use bound weapons, definitely get Mystic Binding for better quality. The
  1011. other two perks up this branch are a bit dubious. Soul Stealer casts Soul Trap,
  1012. but if you're using a bound weapon it can't have enchantments on it for you to
  1013. use the soul gem on. In any case there are other ways to soul trap that does
  1014. not require you to spend a precious perk point. Oblivion Binding is just way
  1015. too specific and probably only occur in 5% or less of battles.
  1016. If you use both summoning and bound weapons, get both sets of perks. The Dual
  1017. Casting only improves duration but I find that durations for Conjuration spells
  1018. are good enough as it is. Atromancy increases duration too, and master level
  1019. summons last indefinitely, so you don't need the dual cast perk.
  1020. ====================
  1021. IVi. Destruction
  1022. ====================
  1023. Number of Perks: 14
  1024. Total Perk points: 17
  1025. Recommended Perks: 5 (minimum for effective Destructionists)
  1026. 14 (dedicated specialists)
  1027. Aside from the usual tiered (Apprentice, Adept, etc) and dual-casting perks,
  1028. Destruction has a branch each for Flames, Frost and Shock specialisations as
  1029. well as another perk for using Rune spells.
  1030. Five is the minimum for effective use of Destruction magic. I won't say dabbler,
  1031. because even dedicated elementalists can do perfectly well with just these five
  1032. perks. You need the starting perk, Dual Casting for more attacking power, Impact
  1033. to stagger enemies (preventing them from effectively counterattacking), and two
  1034. levels of Augment for the element of your choice. Shock is perhaps the best
  1035. choice, since few if any enemies has strong resistance to it. The final perk in
  1036. each specialisation only works when enemies are on low health, at which point
  1037. you would soon blast them to death anyway. It can make a difference in very
  1038. close fights but it's not the best value for your perk points.
  1039. For those who wish to focus fully in Destruction magic, you would take the
  1040. tiered perks and Rune Mastery. Complete the element specialisation branch, then
  1041. pick and max another element for variety.
  1042. ====================
  1043. IVj. Restoration
  1044. ====================
  1045. Number of Perks: 12
  1046. Total Perk points: 13
  1047. Recommended Perks: 5-6 (anyone who uses Res, which should be everyone)
  1048. 10 (specialists, especially mages)
  1049. Other than the tiered perks, this tree is pretty much all over the place with
  1050. no long branches. Restoration is my pick for the best and most convenient school
  1051. of magic. Skyrim will be a much tougher and far more annoying game if you don't
  1052. use Restoration.
  1053. Avoid Death is an obvious drawcard with Recovery being excellent too as it can
  1054. help all other schools of magic. Anyone who uses healing spells will be crazy to
  1055. skip Regeneration. Respite is also a godsend, especially for warriors who can
  1056. use the stamina for power attacks. It also means you can sprint all the time
  1057. when running from place to place, which you do a lot in this game.
  1058. Dual Casting is surprisingly not recommended for healing spells. The Dual-cast
  1059. perk gives you 220% spellpower but at the price of 280% magicka cost, which is
  1060. ineffecient for healing and grants no other benefit (unlike Destruction with
  1061. Impact or Illusion in general). Know that you can still cast your healing spell
  1062. with both hands without the perk, ie. 200% healing for 200% cost.
  1063. Other than those core perks, mages in particular would want to take every perk.
  1064. Necromage helps all magic schools against Undeads, extra point in Recovery will
  1065. boost magicka regen even more, and the tiered perks will save your magicka for
  1066. other spells. You can likely stop at Adept Restoration since higher level spells
  1067. tend to heal too much especially if cast with both hands.
  1068. ===================
  1069. IVk. Alteration
  1070. ===================
  1071. Number of Perks: 10
  1072. Total Perk points: 14
  1073. Recommended Perks: 3-5 (dabblers)
  1074. 11-12 (specialists)
  1075. Unlike other schools, Alteration's tiered perks runs right up the centre with
  1076. other perks branching out of them.
  1077. Of particular note is Magic Resistance, something that everyone can use. The
  1078. Atronach perk is also attractive but requires 100 skill. Dabblers would likely
  1079. just go for the Magic Resistance (1-3 levels) in this case.
  1080. Mages that rely on Alteration for armor definitely want Stability and Dual Cast
  1081. to improve durations. Mage Armor I'm not too sure about. It greatly improves
  1082. your armor spells but note that the Master spell simply grants 80% physical
  1083. damage reduction (the maximum possible) and thus unaffected by Mage Armor perk.
  1084. One point might be worth it for the early game since it also has bigger bonus.
  1085. =================
  1086. IVl. Illusion
  1087. =================
  1088. Number of Perks: 13
  1089. Total Perk points: 13
  1090. Recommended Perks: 2 (dabbling mind-affecting illusionists)
  1091. 6 (mind-affecting illusion specialists' minimum)
  1092. 4 (stealth characters)
  1093. 13 (dedicated specialist)
  1094. You can use Illusion one of two ways: to help conceal yourself with Muffle and
  1095. Invisibility, or to cast mind-affecting spells like Calm, Fear and Frenzy. Each
  1096. mind-affecting spell of a certain magnitude will only affect enemies up to a
  1097. certain level, with master spells affecting only up to level 25 enemies.
  1098. Stealth characters who use concealing illusion may want Quiet Casting. Players
  1099. who like the mind-affecting spells will need at least Dual Casting, which
  1100. doubles the level cap of enemies affected by the spells. Master of the Mind is
  1101. another major drawcard, allowing mind-affecting spells to affect undead, daedra
  1102. and automatons.
  1103. Along the left branch going up to Master of the Mind, you can pick up other
  1104. perks that boost the power of specific effects. For very high level enemies,
  1105. you'd want all such perks. The right side branch gives you a boost against
  1106. animals and humans. I prefer getting the left branch since with 3 perks it helps
  1107. against all enemies, whereas the right branch is 2 perks for only humans and
  1108. animals.
  1109. You may also need the tiered perks to help manage magicka costs, all the way to
  1110. Master if you're fond of mind-affecting spells. Expert is enough for stealth for
  1111. the Invisibility spell.
  1112. ================
  1113. IVm. Alchemy
  1114. ================
  1115. Number of Perks: 9
  1116. Total Perk points: 15
  1117. Recommended Perks: 3 (dabbler)
  1118. 7-9 (best alchemy results reached)
  1119. This is one of the most straightforward perk trees. Full five levels of the
  1120. Alchemist perk, plus Physician and Benefactor, already gives you the best
  1121. possible potions. Add Poisoner and Concentrated Poison if you like to use
  1122. poisons as well. Dabblers can perform well with just Alchemist, Physician and
  1123. Benefactor.
  1124. Experimenter is not really needed with the abundance of notes you can find in
  1125. the community. Snakeblood, Concentrated Poison, Green Thumb and Purity all do
  1126. not really give you good returns for your perk points.
  1127. ====================
  1128. IVn. Lockpicking
  1129. ====================
  1130. Number of Perks: 11
  1131. Total Perk points: 11
  1132. Recommended Perks: 0 (if you keep the Skeleton Key)
  1133. 5 (treasure hunters)
  1134. 8 (if you really want to focus on Lockpick)
  1135. The Lockpicking skill is somewhat broken due to the existence of the Skeleton
  1136. Key, which is an unbreakable lockpick that you can acquire. Technically you only
  1137. keep the Skeleton Key until you turn it in to complete a quest, but to me it's
  1138. madness not just to keep it for the majority of the game or at least until you
  1139. max out your skill. It's just so much more convenient. If you keep the Skeleton
  1140. key, you can skip ALL the perks here.
  1141. I can only recommend getting the Treasure Hunter perk if you're really that keen
  1142. on finding treasure. If you really don't want to keep the Skeleton Key, and you
  1143. are bad at the minigame and cannot afford lockpicks, you can work to get the
  1144. Locksmith and Unbreakable perks.
  1145. ===================
  1146. IVo. Pickpocket
  1147. ===================
  1148. Number of Perks: 8
  1149. Total Perk points: 12
  1150. Recommended Perks: 3 (dabblers)
  1151. 11 (dedicated specialists)
  1152. I'm not a fan of Pickpocket. I'd rather go out adventuring and looting people
  1153. and places for fun & profit at 100% success rate rather than stealing them with
  1154. lower success rates. If it's your cup of tea however, you can go ahead and get
  1155. all the perks here. Keymaster is an exception, since keys are generally fairly
  1156. easy to steal anyway, so you may want to skip it.
  1157. Dabblers can get the Extra Pocket perk for +100 carry weight which can be
  1158. useful for anyone and comes fairly cheap at 3 perk points.
  1159. ===============
  1160. IVp. Speech
  1161. ===============
  1162. Number of Perks: 9
  1163. Total Perk points: 13
  1164. Recommended Perks: 0 (most cases)
  1165. 6 (mercantile master)
  1166. This tree affects buying/selling and conversational skills. You can make more
  1167. money than you need without investing in perks, but if you're serious about it
  1168. then I guess you can go up to Master Trader.
  1169. I find that my persuasion/intimidation are generally successful anyway. And if
  1170. not, do you really want to spend all those perks boosting them for the very few
  1171. extra successes that you'll get?
  1172. I don't recommend getting any perks in this tree for anyone.
  1173. ==============
  1174. IVq. Sneak
  1175. ==============
  1176. Number of Perks: 9
  1177. Total Perk points: 13
  1178. Recommended Perks: 4 (assassins)
  1179. 3 (bow assassins)
  1180. 9-13 (specialists)
  1181. Sneak is one of the simplest yet deadliest perk tree. If you utilize sneak
  1182. attack tactics, Assassin's Blade is a very obvious choice. If you're an archer
  1183. assassin, then you don't really need that dagger perk. If you want further
  1184. utility with your sneak skill, get one point of every perk. Shadow Warrior is
  1185. especially interesting, you can have a lot of fun with it.
  1186. Extra levels of the Stealth perk only gives small increments, so you may want
  1187. to just skip them for something else.
  1188. ====================
  1189. IVr. Light Armor
  1190. ====================
  1191. Number of Perks: 6
  1192. Total Perk points: 10
  1193. Recommended Perks: 5 (if you excel at crafting)
  1194. 10 (if your crafting is poor)
  1195. Once again, as with Heavy Armor, extra effectiveness boosts are not needed if
  1196. your crafting skills are good. The armor rating cap of 567 isn't too difficult
  1197. to reach even without extra levels of Agile Defender.
  1198. The premium perks here are Unhindered (which removes armor encumbrance), Wind
  1199. Walker (which awesomely boosts stamina regen), and Deft Movement (which boosts
  1200. defense even further, beyond the armor rating cap). This tree requires
  1201. pleasantly few perks.
  1202. Those with poor crafting may need more perks to get a better armor rating.
  1203. ================================
  1204. IVs. Summary - PERK OVERVIEW
  1205. ================================
  1206. -->> !!! PERK POINTS ARE THE MOST VALUABLE COMMODITY IN THE GAME !!! <<--
  1207. To gain a perk you need to level up to get the perk point and you also need to
  1208. meet the skill level requirement for that perk. Save that perk point if you
  1209. cannot take any good perks yet! This is especially true for console players
  1210. who cannot use the PC console commands (ironic double-meaning here) to fix up
  1211. their character.
  1212. Using your favoured skills naturally will raise your skills such that you get
  1213. enough perk points to fill up 5-7 skill/perk trees as you level up. If you find
  1214. that this isn't the case, you can do some of several things:
  1215. # Purposefully improve skills that you want a perk in but do not yet meet the
  1216. skill requirement. Simply use that skill more, or grind it.
  1217. # Get the absolute core perks first, save the perk points until later when
  1218. your skill levels naturally meet the requirement.
  1219. # If you still have way too few perks, you're probably greedy and have spread
  1220. yourself too thin by trying out too many skills. Get tighter focus or plan
  1221. your character better.
  1222. # You may have the opposite problem and have too many perk points! You're
  1223. tempted to spend them on dubious perks! Don't do this. Save the perk, or
  1224. expand your skill repertoire and get bonafide good perks from other skills.
  1225. +------------------------------------------------------------------------------+
  1226. ,----------------------,
  1227. | V. STANDING STONES |
  1228. '----------------------'
  1229. There are no bonuses for Birthsigns anymore, instead you can visit one of the
  1230. 13 Standing Stones (SS) and receive their boon. You can only have one of these
  1231. active at any one time.
  1232. The SS can be divided into 3 chief categories:
  1233. =========================
  1234. Va. Skill Learning SS
  1235. =========================
  1236. Lover +15% faster skill learn (all skills)
  1237. Mage +20% faster skill learn (magic skills only)
  1238. Thief +20% faster skill learn (thief skills only)
  1239. Warrior +20% faster skill learn (warrior skills only)
  1240. These SS boost the rate at which your skills improve, and therefore the rate at
  1241. which you level up. Use these SS to expediate the leveling process and get
  1242. perks sooner. A good strategy is to use one of these stones in the early game
  1243. to solidify skills and acquire key perks, then switch to a passive bonus stone.
  1244. If you use a good mix of skills, Lover may be best SS to use. However, having
  1245. the Lover boon prevents you from also getting the Rested bonuses (sleep in a
  1246. bed to get 5-15% faster skill learn for 8 hours). Thus you may like to use one
  1247. of the other SS instead.
  1248. You may want to use the SS for the skillset that you use LESS, so that those
  1249. skills don't fall behind. For example if you're a backstabber with 1 hit kills,
  1250. your Sneak will probably rise faster than your One-Handed, so use Warrior SS.
  1251. If you're purposefully power-leveling a skill, definitely use the appropriate
  1252. SS prior to grinding (eg. Thief for Alchemy, Mage for Enchanting, Warrior for
  1253. Smithing).
  1254. ========================
  1255. Vb. Passive Bonus SS
  1256. ========================
  1257. Apprentice +100% Magicka regen, +100% weakness to magic
  1258. Atronach +50 Magicka, 50% Absorb spells, -50% Magicka regen
  1259. Lady +25% Health regen, +25% Stamina regen
  1260. Lord +50pt Damage resist, +25% Resist Magic
  1261. Steed +100 Carry weight, Equipped armor is weightless
  1262. If you don't care to level your character too quickly, these SS are probably
  1263. the best choice as they give considerable bonuses. A good strategy is to use one
  1264. of the skill learning stones in the early game to solidify skills and acquire
  1265. key perks, then switch to a passive bonus stone.
  1266. Hardcore magic users can consider using the Apprentice SS. This will greatly
  1267. improve their spellcasting, but be aware that it comes with a magic weakness.
  1268. You will likely struggle against enemy mages. Bretons probably make the best use
  1269. of Apprentice since they have innate magic resistance. You can also use the
  1270. higher magicka regen to cast more Restoration spells to compensate. It's also
  1271. advisable to focus on shock magic that drains enemy magicka.
  1272. Atronach gives you the best magic defense around, with 50% spell absorption. It
  1273. is good for any defensively-minded characters. The +50 Magicka is of no real use
  1274. to Fighters and Thieves, yet Mages must cop the -50% Magicka regen penalty. Thus
  1275. this SS may be best suited for spell schools that only cast periodically, such
  1276. as Conjuration or Illusion, rather than constant casters like Destruction.
  1277. The Lady stone with its Health and Stamina bonus regen is well suited for pure
  1278. Fighter types. These guys like to use power attacks and are not afraid to take
  1279. some damage, so the regen bonuses will help a lot.
  1280. The Lord stone conversely favours defensive characters of any type. The damage
  1281. and magic resistances are of significant magnitude and will make you far more
  1282. sturdy. A good choice regardless of playstyle. Note that if your other damage
  1283. resistance (for example armor) is already high, the Lord Stone bonus may be
  1284. redundant.
  1285. The Steed SS allows you to carry more loot as well as having no speed penalty
  1286. when wearing armor. You also lose less stamina while sprinting. This SS is best
  1287. for dedicated treasure hunters, especially those wearing bulky Heavy Armor. Note
  1288. that the "weightless armor" part of the Steed bonus is the same as the perks
  1289. Conditioning and Unburdened. Either skip those perks, or change to a different
  1290. SS after you get those perks.
  1291. ========================
  1292. Vc. Greater Power SS
  1293. ========================
  1294. Ritual 1x/day: Raise all nearby dead to fight for you
  1295. Serpent 1x/day: Paralyze 5s, dealing 25 dmg
  1296. Shadow 1x/day: Invisible for 60s
  1297. Tower 1x/day: Unlock Expert or lower lock
  1298. I don't favour these stones because I'd much rather have a constant bonus than
  1299. a 1x/day deal. However, they can come in handy on occasion. You can use the
  1300. ability for a specific situation and then change back to one of the other SS.
  1301. The problem is that you can often substitute other methods for the GP given,
  1302. for instance quaffing an Invisibility potion instead of using the Shadow Stone.
  1303. The Ritual Stone will raise all nearby dead to fight for you for a while. To be
  1304. worthwhile, you need a rather specific situation where there is one Badass that
  1305. brings a few weaker minions that you can kill and reanimate. It does take a bit
  1306. of forward planning I guess.
  1307. The Serpent Stone is far more widely applicable. You just need any tough enemy
  1308. that is susceptible to Paralyze (generally means not undead or machine). Five
  1309. seconds of free beatdown can easily turn the tide in your favour. Of the GP SS
  1310. this one is probably my favourite, but it's still not great. You can use
  1311. Paralysing Poisons or spells or Paralyze-enchanted weapons instead.
  1312. The Shadow Stone is useful in those situations where you need a good deal of
  1313. sneaking around. Probably more useful for people with low Sneak skills who only
  1314. needs to sneak on rare occasions. Again you kinda need some forward planning.
  1315. You can substitute Invisibility potions or spell here. Another weak SS.
  1316. If it allows for multiple uses per day, the Tower stone might be worth using.
  1317. As a single use ability though it isn't very attractive. Lockpicking can be
  1318. done using your real life skills or you can acquire the Skeleton Key. This is
  1319. probably my least favourite stone.
  1320. +------------------------------------------------------------------------------+
  1321. ,-------------------,
  1322. | VI. LEVELING UP |
  1323. '-------------------'
  1324. You will level up after a certain number of your skills have improved. Skills
  1325. you have a high level in will contribute more to leveling up than your minor
  1326. skills. You can look up the exact formula on uesp.net if you like.
  1327. Once you are eligible for a level up, it can be done anytime by simply going
  1328. into your skills screen. Until then, you remain at the level you're already at.
  1329. When you level up, you get 3 things:
  1330. # Full recovery of your health, magicka and stamina. This adds a tactical
  1331. component to leveling up as you can use it as an emergency full-heal.
  1332. # +10 to either Health, Magicka or Stamina (which also gives +5 carry weight)
  1333. # A perk point, which you can use now or save for later
  1334. All three attributes start at 100 for everyone. Carry weight starts at 300 and
  1335. improves by +5 each time you raise Stamina.
  1336. Be aware that for each attribute you can enchant up to 4 items to boost it.
  1337. You can wear a total of SEVEN items at one time (helm, armor, gloves, boots,
  1338. necklace, ring and shield) with up to 2 possible custom enchantments per item
  1339. (with the Extra Effect perk under the Enchant skill).
  1340. I tend to prioritise Health before Magicka and Stamina. You can survive without
  1341. Magicka or Stamina but you die with no Health no matter how much Magicka and
  1342. Stamina you have remaining. Having too much Health, however, with no Magicka or
  1343. Stamina with which to unleash your powers, gets real boring. You need a balance.
  1344. Since I like Restoration so much, I also prefer having more Magicka than Stamina
  1345. as I can recover the latter using my spells. Magicka is also more valuable than
  1346. Stamina since fighters can still attack with 0 Stamina (just no power attacks)
  1347. but mages cannot cast at all with 0 Magicka.
  1348. Note that having more Health means that you can last longer in battle which
  1349. gives you time for Magicka and Stamina to regenerate. However, you can also use
  1350. Restoration with the Respite perk to recover both Health and Stamina at the
  1351. expense of Magicka. Furthermore you can spend Stamina to run away and allow
  1352. your Health and Magicka to regenerate... so they all help each other really.
  1353. So which attribute should you raise? Health (H), Magicka (M) or Stamina (S)??
  1354. Clearly it depends on your character type. I will give you rough ratios, feel
  1355. free to deviate from it. These ratios are for raising attributes only and does
  1356. not include your initial 100 in each attribute.
  1357. # If you're ever in doubt, raising Health is generally the safest bet.
  1358. # Pure Fighters: you don't use spells in battle, so get 2H:0M:1S. You still
  1359. need more Health than Stamina.
  1360. # Heavy Mages: you don't use Stamina and chances are you use Restoration to
  1361. heal yourself. Get 1H:1M:0S until you feel your magicka pool is sufficient,
  1362. then you likely will do better with more H. Final ratio closer to 3H:2M.
  1363. # Hybrid: I like the ratio of 4H:2M:1S, using Restoration to recover S.
  1364. +------------------------------------------------------------------------------+
  1365. ,----------------------,
  1366. | VII. SAMPLE BUILDS |
  1367. '----------------------'
  1368. So I guess I will give you some sample builds that cover a few playstyles. Note
  1369. that for most builds there is room for crafting. I favour crafting a lot because
  1370. of the power and versatility they grant. Most of these builds can be "improved"
  1371. by sacrificing some perks and improving Smithing, Enchanting and Alchemy. For
  1372. these builds, however, I tried to keep crafting relatively low to maintain the
  1373. "flavour" of the build.
  1374. There are literally hundreds of ways you can build a character, so of course
  1375. feel free to create your own but I'll likely not post your recommendation in
  1376. this guide unless it's *extremely* intriguing.
  1377. These builds mostly come with 49 perks meaning you will be level 50 when these
  1378. builds are "complete". You can use the remaining perks to fill out the tree
  1379. or "expand" to other skillsets as you see fit.
  1380. ====================
  1381. VIIa. Archmage
  1382. ====================
  1383. This Altmer (High Elf) character is a sterotypical master of magic, blasting
  1384. foes with elemental magic and defending himself with Restoration and Alteration
  1385. spells. In battle he is never alone as he summons Atronach allies from the
  1386. elemental planes to his aid. In his spare time he likes enchanting things.
  1387. At the start of the game, use the Mage stone to get a headstart on your magic
  1388. ability. Then use Lord stone for great defense.
  1389. A risky alternative strategy is using the Apprentice Stone to maximize your
  1390. magic. Try to wait until you get the Magic Resistance perk, or consider using
  1391. Breton instead. Do not enchant your items with Resist Magic to compensate, as
  1392. you can enchant magicka regeneration at higher magnitudes than Resist Magic.
  1393. # Destruction (12):
  1394. Novice, Apprentice, Adept, Expert, Master Destruction
  1395. Destruction Dualcasting, Impact
  1396. Augmented Flames (2), Augmented Shock (2), Disintegrate
  1397. # Alteration (11):
  1398. Novice, Apprentice, Adept, Expert, Master Alteration
  1399. Dualcasting, Magic Resistance (3), Stability, Atronach
  1400. # Restoration (10):
  1401. Novice, Apprentice, Adept Restoration
  1402. Dualcasting, Regeneration, Respite, Necromage
  1403. Recovery (2), Avoid Death
  1404. # Conjuration (8):
  1405. Novice, Apprentice, Adept, Expert Conjuration
  1406. Summoner, Atromancy, Elemental Potency, Twin Souls
  1407. # Enchanting (8):
  1408. Enchanter (5)
  1409. Insightful Enchanter, Corpus Enchanter, Extra Effect
  1410. Suggested quest line: College of Winterhold
  1411. Enchantments: Fortify Destruction, Fortify Health & Heal Rate,
  1412. Fortify Magicka & Regen
  1413. Artifacts: Archmage's Robes
  1414. ==================
  1415. VIIb. Assassin
  1416. ==================
  1417. This Dunmer girl has heard many dark tales of the Morag Tong assassins from her
  1418. homeland of Morrowind. She has decided to walk in their bloodied footsteps.
  1419. Consequently she loves to stalk her prey from the shadows before slashing their
  1420. throat and stabbing their heart at the same time with her two daggers. She often
  1421. experiments with poisons to hasten the kill as well as using Illusion magic to
  1422. both muddle her prey's minds and conceal her own presence.
  1423. She is no coward, however, and is not afraid to fight in the open. She trusts
  1424. her skill with the twin blades, her light yet tough armor and the quality of
  1425. her healing potions. Both jealous and spiteful of the winged dragons, she
  1426. aspires to one day wear their scales for armor.
  1427. Your best bet is probably with the Thief stone to solidify your skills early
  1428. on, then stick with a defensive stone. Atronach is a great choice, since you
  1429. don't need to cast many spells, the magicka regen penalty doesn't affect you.
  1430. # One Handed (10):
  1431. Armsman (5)
  1432. Fighting Stance, Savage Strike
  1433. Dual Flurry (2), Dual Savagery
  1434. # Sneak (9):
  1435. Stealth, Backstab, Deadly Aim, Assassin's Blade
  1436. Muffled Movement, Light Foot, Silent Roll, Silence, Shadow Warrior
  1437. # Illusion (10):
  1438. Novice, Apprentice, Adept, Expert, Master Illusion
  1439. Hypnotic Gaze, Aspect of Terror, Rage, Master of the Mind
  1440. Illusion Dualcasting
  1441. # Alchemy (9):
  1442. Alchemist (5)
  1443. Physician, Benefactor
  1444. Poisoner, Concentrated Poison
  1445. # Light Armor (5):
  1446. Agile Defender, Custom Fit, Unhindered, Wind Walker, Deft Movement
  1447. # Smithing (6):
  1448. Steel Smithing, Elven Smithing, Advanced Armors, Glass Smithing,
  1449. Dragon Armors, Arcane Blacksmith
  1450. Suggested quest line: Dark Brotherhood (starts at Windhelm)
  1451. Enchantments: Fortify Sneak, One-Handed, Health, Illusion
  1452. Artifacts: Shrouded Gloves, Mehrune's Razor, Krosis, Volsung
  1453. Two dragon shouts in particular are very useful for this playstyle:
  1454. Aura Whisper and Throw Voice.
  1455. ===================
  1456. VIIc. Champion
  1457. ===================
  1458. This Nordic warrior loves her big weapons but understands that technique and
  1459. tactics will win the day in the end. To that end she has practiced her blocking
  1460. techniques well as well as making sure her equipment are of the best quality.
  1461. She has become a versatile and masterful smith. She is also quite capable of
  1462. healing herself.
  1463. While she has few equals in armed combat, a bitter recent encounter left her
  1464. beaten and battered by a powerful mage. She vowed to meditate in Alteration
  1465. magic to improve her magic resistance and one day take revenge.
  1466. This style makes good use of the Lady stone for greater recovery.
  1467. # Two Handed (10):
  1468. Barbarian (5), Champion's Stance
  1469. Devastating Blow, Sweep, Great Critical Charge, War Master
  1470. # Block (8):
  1471. Shield Wall (5)
  1472. Power Bash, Deadly Bash, Disarming Bash
  1473. # Light Armor (5):
  1474. Agile Defender, Custom Fit, Unhindered, Wind Walker, Deft Movement
  1475. # Restoration (8):
  1476. Novice, Apprentice, Adept Restoration
  1477. Dualcasting, Regeneration, Respite, Recovery (1), Avoid Death
  1478. # Alteration (8):
  1479. Novice, Apprentice, Adept, Expert Alteration
  1480. Magic Resistance (3), Atronach
  1481. # Smithing (10):
  1482. Steel, Dwarven, Orcish, Ebony, Daedric Smithing, Dragon Armors
  1483. Elven Smithing, Advanced Armors, Glass Smithing
  1484. Arcane Blacksmith
  1485. Suggested quest line: Companions (starts at Whiterun)
  1486. Enchantments: Fortify Health and Healing Rate, Stamina Regen, Two Handed
  1487. Artifacts: Ebony Blade, Volendrung
  1488. =======================
  1489. VIId. Shield Knight
  1490. =======================
  1491. This highly refined Imperial warrior has delved deep into all aspects of combat
  1492. and chivalry. He is particularly well versed in the art of weapon and shield.
  1493. He also dedicates himself to improving his tools of the trade: his weapons and
  1494. armor. In everyday society he is well spoken, articulate and a fine merchant.
  1495. Using the Steed stone early is great to lighten your load and carry more loot.
  1496. After you gain the Conditioning perk you can switch to either Lady, Lord, or
  1497. Atronach. This is also a good build to try the Greater Power stones one by one.
  1498. (Note: if you want to try an unarmed character, pick Khajiit and substitute the
  1499. One-Handed perks for Restoration or Alchemy perks).
  1500. # One Handed (8):
  1501. Armsman (5)
  1502. Fighting Stance, Critical Charge, Paralyzing Strike
  1503. # Block (13):
  1504. Shield Wall (5), Quick Reflexes, Power Bash, Deadly Bash, Disarming Bash
  1505. Deflect Arrows, Elemental Protection, Block Runner, Shield Charge
  1506. # Heavy Armor (8):
  1507. Juggernaut, Fists of Steel, Cushioned, Conditioning
  1508. Well Fitted, Tower of Strength, Matching Set, Reflect Blows
  1509. # Enchanting (8):
  1510. Enchanter (5)
  1511. Insightful Enchanter, Corpus Enchanter, Extra Effect
  1512. # Smithing (6):
  1513. Steel, Dwarven, Orcish, Ebony, Daedric Smithing
  1514. Arcane Blacksmith
  1515. # Speech (6):
  1516. Haggling, Allure, Merchant, Investor, Fence, Master Trader
  1517. Suggested quest line: Civil War (starts at Windhelm or Solitude)
  1518. Enchantments: Fortify Health and Healing Rate, Stamina and Regeneration
  1519. Fortify One Handed, Fortify Block, Fortify Barter
  1520. Artifacts: Spellbreaker, Dawnbreaker, Mace of Molag Bal, Shield of Solitude,
  1521. Masque of Clavicus Vile, Amulet of Articulation
  1522. ======================
  1523. VIIe. Archer Thief
  1524. ======================
  1525. This Argonian whelp has lived on the streets since his youth and has learnt to
  1526. become a deft and devious cutpurse. One day he stole from the wrong target: a
  1527. master Thief who caught him red handed. Instead of punishing him, the master
  1528. recognised his potential and took him under his tutelage, broadening his skills
  1529. with Archery and Alchemy.
  1530. Today the Argonian is one of the most dangerous thief in Tamriel. His skill
  1531. with the bow is legendary, his poisons are deadly and no lock can keep him out.
  1532. Few ever see him before his arrows pierce their hearts; rumour has it that he
  1533. has perfected the invisibility potion recipe.
  1534. Again, you would do well with using the Thief Stone early before switching over
  1535. to Lady, Lord or Atronach.
  1536. # Archery (12):
  1537. Overdraw (5), Eagle Eye, Stagger Shot, Quick Shot
  1538. Critical Shot, Hunter's Discipline, Ranger, Bullseye
  1539. # Light Armor (10):
  1540. Agile Defender (5)
  1541. Custom Fit, Unhindered, Wind Walker, Matching Set, Deft Movement
  1542. # Sneak (3):
  1543. Stealth, Backstab, Deadly Aim
  1544. # Pickpocket (7):
  1545. Light Fingers, Night Thief, Cutpurse, Misdirection, Perfect Touch
  1546. Poisoned, Extra Pockets
  1547. # Lockpicking (8):
  1548. Novice, Apprentice, Adept, Expert Lockpicking
  1549. Golden Touch, Treasure Hunter, Locksmith, Unbreakable
  1550. # Alchemy (9):
  1551. Alchemist (5)
  1552. Physician, Benefactor, Poisoner, Concentrated Poison
  1553. Suggested quest line: Thieves Guild (starts at Riften)
  1554. Enchantments: Fortify Health, Archery, Sneak
  1555. Separate sets for Fortify Alchemy, Lockpicking and Pickpocket
  1556. Artifacts: Krosis, Thieves Guild Armor
  1557. ======================
  1558. VIIf. Tiger-Dragon
  1559. ======================
  1560. Behold the Dragon born in Tiger form! The Khajiit warrior breathes frost and
  1561. flame. His armor and shield are like that of a dragon's. Watch as he lashes out
  1562. with his mighty claws.
  1563. Basically you will use destruction spells, and switch to block + unarmed attack
  1564. when you run out of magicka or the enemy comes too close. Wear Heavy Armor for
  1565. protection and to increase unarmed damage via Fists of Steel. Be warned that
  1566. unarmed attacks will never be very powerful in mid/late game. Use the Steed SS
  1567. until you get Conditioning, then switch to whatever you like. Alternatively
  1568. keep using the Steed SS and skip Conditioning.
  1569. # Destruction (14):
  1570. Novice, Apprentice, Adept, Expert, Master Destruction
  1571. Destruction Dualcasting, Impact, Rune Master
  1572. Augmented Frost (2), Deep Freeze, Augmented Flames (2), Intense Flames
  1573. # Block (5):
  1574. Shield Wall, Deflect Arrows, Elemental Protection
  1575. Block Runner, Shield Charge
  1576. # Restoration (10):
  1577. Novice, Apprentice, Adept Restoration
  1578. Dualcasting, Regeneration, Respite, Necromage
  1579. Recovery (2), Avoid Death
  1580. # Heavy Armor (5):
  1581. Juggernaut, Fists of Steel, Cushioned, Conditioning
  1582. Well Fitted
  1583. # Enchanting (8):
  1584. Enchanter (5)
  1585. Insightful Enchanter, Corpus Enchanter, Extra Effect
  1586. # Smithing (7):
  1587. Steel, Dwarven, Orcish, Ebony, Daedric Smithing, Dragon Armors
  1588. Arcane Blacksmith
  1589. ======================
  1590. VIIg. Total Hybrid
  1591. ======================
  1592. If you like multiple playstyles, you can either create multiple characters or
  1593. you can try to create one character that can do everything.
  1594. So you're probably wondering if it's possible to create character that can do
  1595. *EVERYTHING* and doesn't feel watered down? Well you can come very close! Here
  1596. is my total hybrid build featuring a female Breton character.
  1597. # This build uses all 80 perk points.
  1598. # This build skips perks from the following skills:
  1599. Lockpicking (you don't need them, with the Skeleton Key available)
  1600. Speech (you don't really need extra money)
  1601. Two Handed (sorry but you can't accomodate ALL weapon styles)
  1602. Heavy Armor (take Light Armor instead with less perks required)
  1603. # The crafting skills have to be pretty much maxed out since they can be used
  1604. to boost or compensate skills.
  1605. # It's best to concentrate on a few skills first. I suggest One-Handed with
  1606. Restoration and either Sneak or Conjuration. After the early game (level 15
  1607. or so), grind and max out your 3 crafting skills. You can now make superior
  1608. gear that helps with leveling up other skills with Fortify <Skill> items
  1609. As far as Standing Stones go, alternate between the skill learning stones to
  1610. hasten the process and get important perks. Then stick with a passive bonus SS
  1611. such as Lady or Atronach.
  1612. # One Handed (7):
  1613. Armsman 5, Fighting Stance, Savage Strike
  1614. # Archery (4):
  1615. Overdraw, Eagle Eye, Stagger Shot, Quick Shot
  1616. # Block (4):
  1617. Shield Wall 1, Deflect Arrows, Elemental Protection, Block Runner
  1618. # Light Armor (5):
  1619. Agile Defender, Custom Fit, Unhindered, Wind Walker, Deft Movement
  1620. # Destruction (5):
  1621. Novice, Dualcasting, Impact, Augment Shock 2
  1622. # Restoration (5):
  1623. Novice, Regeneration, Respite, Recovery 2
  1624. # Illusion (6):
  1625. Novice, Hypnotic Gaze, Aspect of Terror, Rage, Master of Mind, Dualcast
  1626. # Alteration (5):
  1627. Novice, Apprentice, Magic Resistance 3
  1628. # Conjuration (5):
  1629. Novice, Summoner 1, Atromancy, Elemental Potency, Twin Souls
  1630. # Sneak (9):
  1631. Stealth, Backstab, Deadly Aim, Assassin's Blade
  1632. Muffled Movement, Light Foot, Silent Roll, Silence, Shadow Warrior
  1633. # Pickpocket (3):
  1634. Light Fingers, Night Thief, Extra Pockets
  1635. # Smithing (7):
  1636. Arcane Blacksmith, Steel, Dwarven, Orcish, Daedric Smithing, Dragon Armor
  1637. # Alchemy (7):
  1638. Alchemist 5, Physician, Benefactor
  1639. # Enchanting (8):
  1640. Enchanter 5, Insightful, Corpus, Extra Effect
  1641. +------------------------------------------------------------------------------+
  1642. ,-----------------------,
  1643. | VIII. NOTABLE ITEMS |
  1644. '-----------------------'
  1645. I won't mention every single powerful artifact here. Just know that the Daedric
  1646. Artifact equipments are generally very good. There's a great FAQ for Daedric
  1647. Artifacts on the gamefaqs page. There are also Dragon Priest Masks and random
  1648. other excellent artifacts. Look up artifacts on uesp.net.
  1649. I also included some stuff that you find little use of in the early game and
  1650. would probably sell or discard, only to realise you need it later on.
  1651. ==================================
  1652. Azura's Star OR The Black Star
  1653. ==================================
  1654. What it is: A reusable Grand or Black Soul Gem
  1655. Useful for: Anyone who uses enchanted weapons/staves, ie. everyone
  1656. Particularly useful for enchanters
  1657. Find it at: You need to find her shrine, which is southwest of Winterhold
  1658. I recommend you acquire The Black Star instead of Azura's Star since it will be
  1659. far easier to acquire Grand souls (just soul trap any person, eg. bandits).
  1660. ================
  1661. Skeleton Key
  1662. ================
  1663. What it is: An unbreakable lockpick
  1664. Useful for: Anyone who picks locks, ie. everyone
  1665. Find it at: Follow the Thieves Guild questline, which starts at Riften
  1666. =========================================
  1667. Shrouded Gloves OR Shrouded Handwraps
  1668. =========================================
  1669. What it is: A piece of Light Armor or Clothing that doubles backstab damage
  1670. Useful for: Melee sneak attack characters
  1671. Find it at: The Dark Brotherhood questline, which starts at Windhelm.
  1672. ===============
  1673. Ebony Blade
  1674. ===============
  1675. What it is: A two handed blade that is especially powerful in the early
  1676. game. Note that for some reason its damage is affected by the
  1677. perks and enchantments for One Handed.
  1678. Useful for: Two Handed warriors in the early game
  1679. One-handed warriors who want a taste of the Two Handed style
  1680. Find it at: The quest for it begins at the Bannered Mare in Whiterun
  1681. ==================================
  1682. Dragon Bones and Dragon Scales
  1683. ==================================
  1684. What it is: You can craft dragon armors with this with the Smithing perk
  1685. Useful for: Everyone who wears armors, but especially Light Armor users.
  1686. You can sell them for great cash early on, but keep about 20 of
  1687. each if you want dragon armor later.
  1688. Find it at: Whenever you kill a dragon.
  1689. ================
  1690. Daedra Heart
  1691. ================
  1692. What it is: You need this to make Daedric (the best quality) weapons/armor
  1693. Useful for: Smithing characters
  1694. Find it at: Whenever you kill a real (not summoned) Daedra.
  1695. In alchemist stores (rarely available and is expensive).
  1696. =================
  1697. Stews & Soups
  1698. =================
  1699. What it is: I'm talking about Beef Stew, Horker Stew, Vegetable Soup and
  1700. Venison Stew. These are often overlooked and underrated.
  1701. They regenerate health and/or stamina over long durations and
  1702. can really help in combat, not to mention being cheap as chips.
  1703. Useful for: Most types of fighters
  1704. Find it at: Food can be found in barrels, on tables and in shops.
  1705. Meat can be acquired from the respective animal.
  1706. Vegetables can be picked from farms and gardens.
  1707. You then need to use a cooking pot to create the stew/soup.
  1708. +------------------------------------------------------------------------------+
  1709. Thanks to Scott Formica for pointing out that I didn't finish the Illusion perk
  1710. section.
  1711. Thanks to C Labiche and BlackOps_Addict for pointing out that the max number
  1712. of perks is 80 not 79, and the max level is 81 not 80.
  1713. +------------------------------------------------------------------------------+
  1714. That's pretty much it for this guide, I hope you enjoyed it and found it useful.
  1715. Feel free to send me comments, thank-you notes, criticism, feedback and abuse:
  1716. zeusodinra(at)yahoo(dot)com
  1717. Obviously you need to replace "(at)" with "@" and "(dot)" with "."
  1718. I'll also try to answer most character-build related questions you may have.
  1719. +------------------------------------------------------------------------------+
  1720. Revision history
  1721. 1.0 Guide released
  1722. 1.1 Fixed max perks number = 80.
  1723. Added some more info on armor usage and armor choice.
  1724. Finished the section on Illusion perks.
  1725. Updated info on Restoration dualcasting being not recommended.
  1726. Added various tidbits of info.
  1727. +------------------------------------------------------------------------------+

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