Imperial - Staff - Sword - Clothing - Heavy - Spellsword
You are a fanatical believer in your cause, with the power to back up your convictions. Thankfully for many others, that cause is an agreeable one: the destruction of evil. You believe that arcane magic is the greatest of weapons, and you intend not to stop until you have gained enough power to scourge the world around you clean of wickedness. Many fear you, failing to understand your purpose, but you never waver in your devotion.
Any sword at the start of the game and then a Steel Sword or Skyforge Steel Sword. If you play with Unofficial Skyrim Special Edition Patch (USSEP) then a Silver Sword. Without the patch, or an alternative mod, you cannot temper a Silver Sword at a grindstone
You want the dominant enchantment on the sword to be the Fire Damage as a Fortify Destruction potion will boost both the fire damage and the Turn Undead. You will have to turn down the Turn Undead enchantment until the sword has a red effect, which is at level 33. When this occurs the Fire Damage is the dominant enchantment and as such the weapon uses the Destruction school of magic when determining charge usage instead of Restoration. Restoration potions cannot be made with plantable ingredients but Destruction potions can which is why this is a better option. With a Destruction potion running the Fire Damage is boosted to 267 and the Turn Undead is up to level 103.
A Silver Staff of Firewall is also used so you can purge the evil with your blasts of purifying flames. The unenchanted silver staff can be bought from Neloth at Tel Mithryn on Soltheim and then made at a staff enchanter. This can either be the one in Tel Mithryn by completing the quests, Bloodchill Manor or Myrwatch.
Any heavy armour at the start of the game. The final gear is a Silver and Sapphire or Silver and Moonstone Circlet, Silver Armor, Boots and Gauntlets.
Read the note on the small back table in the kitchen of the Bannered Mare in Whiterun. This will start the quest to get a full set of Silver Armor. You can craft it once you have gained the Advanced Armors perk so you don’t need to do this quest. It depends how early you want the armour. Steel Soldier gear does out perform it, due to the Silver Armor not benefitting from a Smithing perk, so you may want to craft a set of this to use while levelling your Heavy Armor skill.
Alteration for utility spells. Destruction for fire based spells. Restoration for heals.
The Atronach Stone once the Atronach perk has been acquired.
Use a Shrine of Mara for 10% magicka costs to Restoration spells
Location: Iron Bind Barrow, Lost Valley Redoubt, Ustengrav (The Horn of Jurgen Windcaller)
Makes you temporarily invulnerable so you can for example cast Mara’s Wrath, then shout, then cluster enemies around you and cast Fire Storm.
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.
Imperials are a very strong match with the skill set of this build with a 30/35 skill boost.
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.
Distribute attributes at a ratio of 0 / 2 / 1. At level 57 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 (265) | 480 (595) | 280 (395) |
The skill boosts for Imperials are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration | 8 | Archery | 0 | Alchemy | 7 |
Conjuration | 0 | Block +5 | 0 | Light Armor | 0 |
Destruction +5 | 6 | Heavy Armor +5 | 7 | Lockpicking | 0 |
Enchanting +5 | 9 | One-handed +5 | 7 | Pickpocket | 0 |
Illusion | 0 | Smithing | 3 | Sneak | 0 |
Restoration +10 | 9 | Two-handed | 0 | Speech | 0 |
Total | 32 | Total | 17 | Total | 7 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Magic Resistance 3/3
Atronach
Novice Destruction
Apprentice Destruction
Adept Destruction
Augmented Fire 2/2
Intense Flames
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Fire Enchanter
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Respite
Necromage
Juggernaut 4/5
Fists of Steel
Cushioned
Conditioning
Armsman 5/5
Fighting Stance
Savage Strike
Steel Smithing
Elven Smithing
Advanced Armors
Alchemist 5/5
Physician
Benefactor
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds. |
Detect Life | Adept | Nearby living creatures, but not undead, machines or daedra, can be seen through walls. |
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. |
The Detect Life spellbook can be obtained in Whiterun by taking to the Steward in Dragonsreach and following the quest to the Stables. Cast this spell in the market to level Alteration.
Spell | Level | Description |
---|---|---|
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. |
Firebolt | Apprentice | A blast of fire that does 25 points of damage. Targets on fire take extra damage. |
Fireball | Adept | A fiery explosion for 40 points of damage in a 15 foot radius. 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. |
Mara's Wrath | Expert | For 30 seconds, opponents in melee range take 16 points fire damage per second. Undead up to level 26 flee for 30 seconds. |
Fire Storm | Master | A 100 point fiery explosion centered on the caster. Does more damage to closer target. |
Destruction spells should always be used as an opener for combat. Unless Destruction is at 100 only use a staff if you run out of Magicka as a staff doesn't generate any XP.
Spell | Level | Description |
---|---|---|
Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Illusion is not used in this build.
Spell | Level | Description |
---|---|---|
Healing | Novice | Heals the caster 10 points per second |
Fast Healing | Apprentice | Heals caster by 50 points |
Close Wounds | Adept | Heals caster by 100 points |
Grand Healing | Expert | Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead |
Restoration spells are used out of combat and as a means to quickly restore stamina.
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 Health | Health is increased by 115 points |
Fortify Magicka Regen | Magicka regnerates 115% faster | |
Feet | Fortify One-handed | One-handed weapons do 75% more damage |
Fortify Stamina | Stamina is increased by 115 points | |
Hands | Fortify Magicka | Magicka is increased by 115 points |
Fortify One-handed | One-handed weapons do 75% more damage | |
Amulet | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Resist Magic | Resist 37% of magical effects | |
Ring | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Restoration | Restoration spells and enchantments cost 46% less | |
Sword | Fire Damage | Burns the target for 85 points. Targets on fire take more damage. |
Turn Undead | Undead up to level 33 flee for 30 seconds. |
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 | Health is increased by 170 points for 60 seconds |
Restore Health | Restores 266 points of Health |
You can get all the Blue and Purple Mountain Flowers you need on the way to and in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.
Ingredients | Creep Cluster, Glowing Mushroom & Steel-Blue Entoloma | |
---|---|---|
Effects | Fortify Carry Weight | Carry 170 more weight for 300 seconds |
Fortify Destruction | Destruction spells are 213% stronger for 60 seconds | |
Restore Magicka | Restores 266 points of Magicka |
Creep Clusters start appearing near Kynesgrove to the south of Windhelm. You can also taken one for free from Arcadia’s Cauldron if you deliver her the Frost Salts from Farengar. Head to the North East of Whiterun and gather 2 Glowing Mushrooms in the entrance of Shimmermist Cave. The remaining 7 are in the secret lab at the farm. Steel-Blue Entoloma are available from Khajiit caravans. Remember to buy, quick save, attack and quick load to reset the vendor until you have all 15 Steel-Blue Entoloma.
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 |
---|---|---|---|
Creep Cluster (5) | 9 | 45 + 9 = 54 | 90 + 9 = 99 |
Glowing Mushroom (5) | 9 | 45 + 9 = 54 | 90 + 9 = 99 |
Steel-Blue Entoloma (3) | 9 | 27 + 9 = 36 | 54 + 9 = 63 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Steel-Blue Entoloma (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |