Dark Elf - Dagger - Light - Assassin - Dual Wield
The Zealot belongs to a secret society of slayers devoted to the worship of Mehrunes Dagon the Lord of Blood and Flames. The Zealots use stealth, fire magic, and the zeal of fanaticism to destroy those who have given offense to their Lord.
This is a dual wield dagger build based on the Black Flame Zealot presige class in Dungeons and Dragons. It's not necessarily an evil character but it's definatly not a good character. The class can be Neutral or Evil but never Good in Dungeons and Dragons. The Zealot also has flames on their blades.
Dual Wielded Skyforge Steel Daggers but regular steel before that. The upgrade is worth it as a Skyforge Steel dagger has the same weight but 3 extra base damage compared to a regular steel dagger. It has a very good damage to weight ratio. Both are enchanted with Fire Damage and for the second enchantment one has Absorb Health and the second Absorb Stamina
Use Leather Scout Armor as soon as you can craft it and then go to Solstheim and unlock the quest to be able to craft Tanned Netch Leather and therefore make the Shadowed Netch Leath. You don't necessarily need to hunt Netch as you can buy Netch Leather from the vendors in Raven Rock. You do however also need charcoal to make the Shadowed version. I'm using a mod with an invisible light helmet for the screenshots that has worse stats than the Shadowed Netch Leather Helmet.
Restoration for out of combat heals. Candlelight and Magelight from Alteration and Flame Cloak from Destruction.
The Lord Stone for the 50 extra armour and 25% magic resistance. Getting this early helps with mages. Then when the Atronach perk is acquired switch to the Atronach Stone.
Azura for the 10% magic resistance. It fills the 3% gap from 82% to the cap of 85%.
Location: Dustmans’ Cairn (Companions), Sunderstone Gorge, Throat of the World (main quest)
A fire cone attacks that can be upgraded to deal 25% more damage and summon Fire Wyrms.
Location: Shearpoint (all 3 words)
Attracts the attention of enemies so you can send them to a location. Can use the Magelight spell before this if you have the Quiet Casting perk. Shouts don’t use magicka so better and this produces a noise whereas Magelight has to be seen to be followed.
Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)
Use to reach otherwise inaccessible places and to quickly evade attacks or catch up with fleeing enemies.
Pick a Dark Elf as all 6 skills that get a boost are used in the build. They also have fire resistance which makes sense for the build.
Pick female as the sex for your character as there are more male humanoids than females to fight in Skyrim so the 10% damage bonus against the opposite sex from Agent of Dibella gets more use. All Dwemer Automatons count as Male.
The companions must be joined to get the better versions of steel daggers and also to learn a word for one of the used shouts. It's not too deep into the faction quests as it's only the second quest you need to complete.
Distribute attributes at a ratio of 0/2/1. At level 64 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 (265) | 520 | 310 |
The skill boosts for Dark Elves are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration +5 | 8 | Archery | 0 | Alchemy | 10 |
Conjuration | 0 | Block | 0 | Light Armor +5 | 7 |
Destruction +10 | 3 | Heavy Armor | 0 | Lockpicking | 0 |
Enchanting | 9 | One-handed | 10 | Pickpocket | 0 |
Illusion +5 | 4 | Smithing | 1 | Sneak +5 | 4 |
Restoration | 5 | Two-handed | 0 | Speech | 2 |
Total | 29 | Total | 11 | Total | 23 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Magic Resistance 3/3
Expert Alteration
Atronach
Novice Destruction
Augmented Flames 2/2
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Fire Enchanter
Novice Illusion
Animage
Kindred Mage
Quiet Casting
Novice Restoration
Regeneration
Recovery 2/2
Respite
Armsman 5/5
Fighting Stance
Savage Strike
Dual Flurry 2/2
Dual Savagery
Steel Smithing
Alchemist 5/5
Physician
Benefactor
Poisoner
Concentrated Poison
Green Thumb
Agile Defender 3/5
Custom fit
Unhindered
Wind Walker
Deft Movement
Stealth 1/5
Backstab
Deadly Aim
Assasin's Blade
Haggling 1/5
Alure
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
Magelight | Apprentice | Ball of light that lasts 60 seconds and sticks where it strikes |
Transmute | Adept | Transmute one piece of unrefined Iron Ore to Silver, or Silver Ore to Gold, if the caster is carrying any |
Telekinesis | Adept | Can pull an object to you from distance. Add it to your inventory or throw it |
Waterbreathing | Adept | Can breathe under water for 60 seconds. Stand in water and cast to level Alteration. |
Get training from Dravynea at Kynesgrove to get Alteration to 50 you can cast Waterbreathing when in water to level Alteration when you have enchanted gear.
Spell | Level | Description |
---|---|---|
Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem. |
Used to fill soul gems for enchanting.
Spell | Level | Description |
---|---|---|
Flames | Novice | A gout of fire that does 8 points per second. Targets on fire take extra damage |
Flame Cloak | Adept | For 60 seconds, opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage. |
Unbounded Storms | Expert | Targets in melee range take 40 shock damage per second to Health, and half that to Magicka. Random lightning strikes deal an additional 30 damage |
Unbounded Storms is purely used as a means to speed the levelling of Destruction by casting and using fast travel.
Spell | Level | Description |
---|---|---|
Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Courage can be used to level illusion by casting it at an NPC. Orum’s Aquatic Escape is a cheaper version of invisibility that is an Adept level spell rather than Expert and makes you invisible for 15 seconds rather than 30.
Spell | Level | Description |
---|---|---|
Healing | Novice | Heals the caster 10 points per second |
Healing Hands | Apprentice | Heals the target 10 points per second, but not undead, atronachs, or machines |
Fast Healing | Apprentice | Heals caster by 50 points |
Close Wounds | Adept | Heals caster by 100 points |
Grand Healing | Expert | Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead |
Circle of Protection | Expert | Undead up to level 20 entering the circle will flee |
Circle of Protection can be used will spell absorption to level Restoration, Light Armor and Alteration with Waterbreathing
The effects listed below are based upon 100 Enchanting skill, all the enchanting perks in the build and with a set of enchanted crafting gear. Read my guide on making crafting gear if you are not familiar with it.
Item | Enchantment | Effect |
---|---|---|
Head | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Restoration | Restoration spells and enchantments cost 46% less | |
Body | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Magicka Regen | Magicka Regnerates 115% faster | |
Feet | Fortify Sneak | Sneaking is 75% more effective |
Muffle | Wearer is muffled and moves silently | |
Hands | Fortify Sneak | Sneaking is 75% more effective |
Fortify Magicka | Magicka is increased by 115 points | |
Amulet | Fortify Sneak | Sneaking is 75% more effective |
Resist Magic | Resist 37% of magical effects | |
Ring | Fortify Sneak | Sneaking is 75% more effective |
Fortify Destruction | Destruction spells and enchantments cost 46% less | |
Dagger 1 | Fire Damage | Burns the target for 85 points. Targets on fire take extra damage. |
Absorb Health | Absorb 55 points of Health | |
Dagger 2 | Fire Damage | Burns the target for 85 points. Targets on fire take extra damage. |
Absorb Stamina | Absorb 69 points of Stamina |
With the Sallowed Regent Black Book the magnitude of all enchantments can be increased. Please note that Black Books can only be used on Solstheim.
The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear.
Ingredients | Blue Mountain Flower & Wheat | |
---|---|---|
Effects | Fortify Health | 170 points for 60 seconds |
Restore Health | 266 points restored |
You can get all the Blue Mountain Flowers you need is in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.
Ingredients | Glowing Mushroom, Snowberries & Steel-Blue Entoloma | |
---|---|---|
Effects | Fortify Destruction | 170% more damage for 60 seconds |
Resist Frost | 128% for 60 seconds | |
Resist Shock | 128% for 60 seconds |
All the glowing mushrooms you need are at the farm. Snowberries are from around Windhelm. Steel-Blue Entoloma are from Khajiit caravans
Ingredients | Canis Root & Imp Stool | |
---|---|---|
Effects | Paralysis | Paralysis for 43 seconds |
Deliver the Frost salts from Farengar to Arcadia in Whiterun and you can take 2 Canis Root and 1 Imp Stool Arcadia’s Cauldron for free. 2 Canis Root are on the other side of the river opposite Solitude sawmill and the last 2 are further North near where the ship is and they are elevated on rocks. All remaining Imp Stool you need are in Reachwater Rock near Markarth
Ingredients | Dreugh Wax/Stoneflower Petals & Snowberries | |
---|---|---|
Effects | Fortify Enchanting | 85% stronger for 30 seconds |
Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.
Ingredients | Dreugh Wax/Gold Kanet & Glowing Mushrooms | |
---|---|---|
Effects | Fortify Smithing | 213% stronger for 30 seconds |
Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.
For more information on getting to and setting up your farm read my guide.
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Steel-Blue Entoloma (3) | 8 | 24 + 8 = 32 | 48 + 8 = 56 |
Snowberries (4) | 7 | 28 + 7 = 35 | 56 + 7 = 64 |
Canis Root (4) | 6 | 24 + 6 = 30 | 48 + 6 = 54 |
Imp Stool (4) | 6 | 24 + 6 = 30 | 48 + 6 = 54 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 44 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Glowing Mushrooms (5) | 6 | 30 = 6 = 36 | 60 + 6 = 66 |