Argonian - Dagger - Clothing - Assassin - Spellsword
The Black March Blighter is a master of poison and toxins thanks to an interest and the availability of alchemical ingredients in the Black Marshes. Through shamanic rituals, taught by the local witch doctors, the Blighter has learned to bind or harm enemies with magical runes.
This build is based on the Plague Doctor hero class in Darkest Dungeon.
Please note that it takes about 3 poison runes to kill a small Frostbite Spider on legendary difficulty so this build is not particularly effective on harder game difficulties as you will always kill enemies quicker by doing sneak attacks with your dagger, even without the Backstab perk being part of the build. I would therefore class this build as difficult and is better for players with a lot of experience in the game.
A Black Marsh Blighter uses an Orcish dagger and any dagger before than along the way, such as Iron, Steel or Dwarven. I think the Orcish dagger looks nasty compared to the others and although an Ebony dagger does more damage I went for looks over performance and saved a perk point.
Clothing is worn and the robe and hood from the Necromantic Grimoire look pretty good. There's not many hoods in the game that fit well with a robe, in terms of looks, so this was the best option in my opinion.
Any clothing based gloves and boots can be used and the same goes for rings and necklaces. You may want to go for a Bone Hawk ring and necklace.
Restoration for heals, Poison Rune and to turn undead. Alteration for Paralysis Rune and utility spells.
The Atonach Stone for the 50% spell absorption when coupled with Atronach perk from Alteration and the Necromage perk from Restoration when you are a Vampire means that you take no spell damage or effect damage. Effects include things like diseases or poisons, but also other magical effects such as fear and paralysis. In addition if the spell or effect has an associated magicka cost to it then your magicka is restored by base magicka cost of the spell.
Use a Shrine of Talos for the 20% reduction to shout cooldowns.
Location: Northwind Summit, Valthume, Volunruud
Used to find out where all your enemies are and it's a fire and forget shout rather than a continual cast needed for the various Detect spells from Alteration.
Location: Arcwind Point, Dimhollow Crypt (Dawnguard), Forgotten Vale (Dawnguard)
Drains stamina, magicka and health from targets caught in the shout.
Location: Dark Brotherhood Sanctuary, Autumnwatch Tower, Forsaken Cave
Permanently reduces the armour and health of those caught in the shout. This also includes your followers.
Location: Shearpoint for all words.
Allows you to move enemies to the target of the shout by creating taunts. Useful to move enemies to your runes.
Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)
Used to move to your target, flee when needed or reach otherwise impossible to reach places.
Argonian is a great fit for this build as 4 out of the 6 starting skill boosts are the core skills used by the build.
It generally makes more sense to create a female character as there are more male merchants than female so you get use out of the Allure perk. There are also more male enemies than female in Skyrim, with all Dwemer automatons being classed as male, so you get more use out of the Agent of Dibella lesser power. These are minor boosts though.
Become a vampire once you’ve done as much of The Companions faction quests as you want.
Place attributes at 1/2/0. At level 67 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
320 (435) | 540 (655) | 100 (215) |
The skill boosts for Argonians are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration +5 | 10 | Archery | 0 | Alchemy | 10 |
Conjuration | 0 | Block | 0 | Light Armor +5 | 0 |
Destruction | 3 | Heavy Armor | 0 | Lockpicking +10 | 0 |
Enchanting | 8 | One-handed | 6 | Pickpocket +5 | 5 |
Illusion | 4 | Smithing | 3 | Sneak +5 | 5 |
Restoration +5 | 10 | Two-handed | 0 | Speech | 2 |
Total | 35 | Total | 9 | Total | 26 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Alteration Dual Casting
Mage Armor 3/3
Stability
Atronach
Novice Destruction
Apprentice Destruction
Rune Master
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Illusion
Animage
Kindred Mage
Quiet Casting
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Respite
Restoration Dual Casting
Necromage
Armsman 5/5
Fighting Stance
Steel Smithing
Dwarven Smithing
Orcish Smithing
Alchemist 5/5
Physician
Benefactor
Poisoner
Concentrated Poison
Green Thumb
Stealth 1/5
Muffled Movement
Lightfoot
Silent Roll
Silence
Haggling 1/5
Alure
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
Oakflesh | Novice | Improves the caster's armor rating by 40 points for 60 seconds |
Magelight | Apprentice | Ball of light that lasts 60 seconds and sticks where it strikes |
Stoneflesh | Apprentice | Improves the caster's armor rating by 60 points for 60 seconds |
Ironflesh | Adept | Improves the caster's armor rating by 80 points for 60 seconds |
Magelight | Apprentice | Ball of light that lasts 60 seconds and sticks where it strikes |
Paralysis Rune | Adept | Cast on a nearby surface, it explodes when enemies are nearby, immobilising them for 8 seconds |
Telekinesis | Adept | Can pull an object to you from distance. Add it to your inventory or throw it |
Waterbreathing | Adept | Can breathe under water for 60 seconds |
Ebony Flesh | Expert | Improves the caster's armor rating by 100 points for 60 seconds |
Alteration to 50 with training and then you can buy waterbreathing. Cast while in water to take it to 100.
Spell | Level | Description |
---|---|---|
Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem |
Soul Trap is pretty quick at raising Conjuration and you need filled soul gems for enchanting anyway.
Spell | Level | Description |
---|---|---|
Unbounded Storm | 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 |
Destruction spells are not used in the build other than to level Destruction so you can take the Rune Master perk.
Spell | Level | Description |
---|---|---|
Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Courage is the same as Unbounded Storm for Desruction, in that it can be used to level Illusion to gain character levels. I usually cast it at people in towns while making my way to a merchant.
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 |
Turn Lesser Undead | Apprentice | Undead up to level 6 flee for 30s |
Close Wounds | Adept | Heals caster by 100 points |
Poison Rune | Adept | Targets that fail to resist take 3 points of poison damage for 30 seconds |
Turn Undead | Adept | Undead up to level 13 flee for 30s |
Circle of Protection | Expert | Undead up to level 20 entering the circle will flee |
Grand Healing | Expert | Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead |
Turn Greater Undead | Expert | Undead up to level 21 flee for 30s |
With the Necromage Perk and Dual casting the Turn Undead based spells you have some utility in the build against undead who are otherwise immune to both paralysis and poison. This is where your dagger comes in handy.
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 Alteration | Alteration spells and enchantments cost 46% less |
Fortify Magicka Regen | Magicka regenerates 115% faster | |
Body | Fortify Restoration | Restoration spells and enchantments cost 46% less |
Fortify Stamina | Increases your Stamina by 115 points | |
Feet | Fortify Pickpocket | Pickpocketing is 75% easier |
Fortify Sneak | Sneaking is 75% more effective | |
Hands | Foritify Magicka | Increases your Magicka by 115 points |
Fortify Sneak | Sneaking is 75% more effective | |
Amulet | Fortify Magicka Regen | Magicka regenerates 115% faster |
Fortify Sneak | Sneaking is 75% more effective | |
Ring | Fortify Health | Increases your Health by 115 points |
Fortify Sneak | Sneaking is 75% more effective | |
Dagger | - | - |
- | - |
The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear and by using the Sallow Regent Black Book.
Ingredients | Blue Mountain Flower & Wheat | |
---|---|---|
Effects | Fortify Health | 140 points for 60 seconds |
Restore Health | 266 points restored |
All of the ingredients can be found in or around Whiterun.
Ingredients | Giant Lichen, Red Mountain Flower, Tundra Cotton | |
---|---|---|
Effects | Fortify Magicka | 170 points for 60 seconds |
Restore Magicka | 266 points restored |
Giant Lichen are found around Morthal. Red Mountain Flowers are all around Skyrim. Tundra Cotton are in the plains around Whiterun.
Ingredients | Canis Root, Imp Stool & Mora Tapinella | |
---|---|---|
Effects | Paralysis | Paralyzed for 43 seconds |
Lingering Damage Health | 43 points of damage for 10 seconds |
There are 5 Canis Root on the opposite side of the river to the lumbermill and docks at Solitude. There are 6 Imp Stool in Reachwater Rock which is just to the south of Markarth. Mora Tapinella are numerous on tree stumps as you go from Helgen to Riverwood at the start of the game.
If you talk to Farengar in Dragonsreach and ask if he's the only Wizard in Whiterun he gives you a quest to take some Frost Salts to Arcadia, who has as shop in the market. Doing so makes her friendly towards you and allows you to take low value items from her shop without buying them, this includes 2 Canis Root and 1 Imp Stool.
Ingredients | Dreugh Wax/Stoneflower Petals & Snowberries | |
---|---|---|
Effects | Fortify Enchanting | 85% stronger for 30 seconds |
Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.
Ingredients | Dreugh Wax/Gold Kanet & Glowing Mushrooms | |
---|---|---|
Effects | Fortify Smithing | 213% stronger for 30 seconds |
Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.
For more information on getting to and setting up your farm read my guide.
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Canis Root (4) | 7 | 28 + 7 = 35 | 56 + 7 = 63 |
Giant Lichen (4) | 4 | 16 + 4 = 20 | 32 + 4 = 36 |
Imp Stool (4) | 7 | 28 + 7 = 35 | 56 + 7 = 63 |
Mora Tapinella (3) | 9 | 27 + 9 = 36 | 54 + 9 = 63 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flower (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Red Mountain Flower (3) | 3 | 9 + 3 = 12 | 18 + 3 = 21 |
Tundra Cotton (3) | 3 | 9 + 3 = 12 | 18 + 3 = 21 |