Imperial - Mace - Clothing - Heavy - Spellsword - Warrior
The Vigil of Stendarr is an order of holy warriors who fight in the name of the divine Stendarr. Vigilants can be found journeying across Tamriel in their dedication to wiping out Daedra and any other abominations such as vampires. werewolves and witches. This build is based upon playing as a high ranking Vigilant of Stendarr and is a spellsword type of build with a heavy focus on defensive spells from Restoration, fire spells from Destruction and attacking with a mace.
A mace all the way from Iron to Ebony as the Smithing perks are acquired.
Enchanted with Absorb Stamina and Fire Damage this will keep you continually doing power attacks, unless you keep missing your target, and the fire elemental damage adds extra damage to undead because they have a weakness to it.
The build is best played with a full set of heavy armour until your crafting gear is made and you can enchant and smith your gear to the maximum. At this point, you switch to just the gauntlets, boots and helmet from the Ebony Spell Knight armour. Switch the chest piece for a Master Robe of Destruction and Alteraton.
In the screenshot for the build I am using an ebony circlet from JS Armoured Circlets SE for the head gear, which has exactly the same armour as a regular helmet but allows you to see your characters face. This is actually less armour than using an Ebony Spell Knight helmet.
Restoration for heals and spells against undead. Alteration for utility spells and paralysis. Destruction for fire based spells.
The Lover Stone for skill building as a mix of Warrior and Mage skills will be used simultaneously in combat and then the Atronach Stone once the Atronach perk is acquired.
Use a Shrine of Stendarr to increase blocking by 10% for roleplay although a Shrine of Talos is more useful.
Location: Ironbind Barrow, Lost Valley Redoubt, Ustengrav (The Horn of Jurgen Windcaller).
Can be used as a combo by drinking a potion of fortify destruction, cast Flame Cloak, move to the multiple enemy, shout, cast Firestorm. Pick off what remains while they are in a very weakened state.
Location: Dragonborn DLC main story
Provides the player with a large boost to critical damage, boosts armour and reduces the cooldown of shouts.
Location: Just follow the main story quests
Staggers enemies but it's replaced by Cyclone.
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 have the best skill match with boosts to Destruction, Restoration, Enchanting, Heavy Armor and One-handed. Block is however not needed.
Place attribute points at 1/3/0. At level 59 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
250 (415) | 530 | 100 (215) |
The skill boosts for Imperials are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration | 9 | Archery | 0 | Alchemy | 7 |
Conjuration | 0 | Block +5 | 0 | Light Armor | 0 |
Destruction +5 | 3 | Heavy Armor +5 | 8 | Lockpicking | 0 |
Enchanting +5 | 9 | One-handed +5 | 10 | Pickpocket | 0 |
Illusion | 0 | Smithing | 4 | Sneak | 0 |
Restoration +10 | 6 | Two-handed | 0 | Speech | 2 |
Total | 27 | Total | 22 | Total | 9 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Stability
Magic Resistance 3/3
Atronach
Novice Destruction
Augmented Fire 2/2
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Fire Enchanter
Novice Restoration
Regeneration
Recovery 2/2
Respite
Necromage
Juggernaut 5/5
Fists of Steel
Cushioned
Conditioned
Steel Smithing
Dwarven Smithing
Orcish Smithing
Ebony Smithing
Armsman 5/5
Fighting Stance
Savage Strike
Bone Breaker 3/3
Alchemist 5/5
Physician
Benefactor
Haggling 1/5
Alure
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
Paralysis Rune | Adept | Cast on a nearby surface, it explodes when enemies are nearby, immobilising them for 8 seconds |
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 |
These spells are situationally useful which is why I've described them previously as utility spells. I generally train Alteration to 50 and then you can purchase Waterbreathing from Tolfgir at the College of Winterhold. Casting this spell when stood in a river is a reasonably quick way to level Alteration. Taking the Adept Alteration perk when Alteration is at 50 drops the cost to 82 magicka.
Spell | Level | Description |
---|---|---|
Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem |
Soul Trap is used to level Conjuration and also fill soul gems.
Spell | Level | Description |
---|---|---|
Flames | Novice | A gout of fire inflicting a base damage of 8 points of fire damage per second |
Firebolt | Apprentice | A blast of fire that does 25 points of fire damage |
Fire Rune | Apprentice | Cast on a nearby surface, it explodes for 50 points of damage when enemies come near |
Fireball | Adept | A fireball which explodes on impact for 40 points of damage in a 15-foot radius |
Flame Cloak | Adept | For 60 seconds, opponents in melee range take 8 points of damage per second |
Wall of Flames | Expert | Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second |
Unbounded Flames | Expert | Casts a stream of long-distance fireballs in an arc. Impact creates a wall of fire that does 50 points of fire damage per second |
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 |
Firestorm | Master | A 100-point fiery explosion cantered on the caster. The closer a target is, the more damage they take |
Unbounded Storms is purely used as a means to level Destruction.
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.
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 |
Greater Ward | Adept | ncreases armor rating by 80 points and negates up to 80 points of spell damage or effects. |
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 |
Bane of the Undead | Master | Sets undead up to level 30 on fire and makes them flee for 30 seconds |
Guardian Circle | Master | Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside |
With spell absorption use Circle of Protection for unlimited magicka when levelling mage skills.
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 Master Robes of Destruction and Alteration |
Fortify Destruction | Destruction spells and enchantments cost 22% less |
Fortify Alteration | Alteration spells and enchantments cost 22% less | |
Fortify Magicka Regen | Magicka regenerates 150% faster | |
Feet | Resist Fire | Grants 86% resistance to fire |
Fortify Stamina | Stamina is increased by 115 points | |
Hands | Fortify One-handed | One-handed attacks do 75% more damage |
Fortify Magicka | Magicka is increased by 115 points. | |
Amulet | Fortify One-handed | Two-handed attacks do 75% more damage |
Resist Magic | Grants 37% resistance to all magic | |
Ring | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Restoration | Restoration spells and enchantments cost 46% less | |
Mace |
Fire Damage | Burns the target for 85 points. Targets on fire take extra damage |
Absorb Stamina | Absorb 69 points of Stamina. |
With the Sallow 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 |
All of the ingredients can be found in or around Whiterun.
Ingredients | Glowing Mushroom, Snowberries, Steel-Blue Entoloma | |
---|---|---|
Effects | Fortify Destruction | 213% stronger for 60 seconds |
Resist Frost | 128% for 60 seconds | |
Resist Shock | 128% for 60 seconds |
Go to Shimmermist Cave to the North East of Whiterun and gather 1 Glowing Mushroom inside the entrance. The remaining 7 are in the secret lab at the farm. Snowberries are around Windhelm Stables and the local farms. Steel-Blue Entoloma are available from Khajiit caravans. Remember to buy, quicksave, attack and quickload to reset the vendor until you have all 10 Steel-Blue Entoloma.
Ingredients | Mora Tapinella, Red Mountain Flower, Tundra Cotton | |
---|---|---|
Effects | Fortify Magicka | 170 points for 60 seconds |
Restore Magicka | 266 points |
All ingredients are on the way from Helgen to Whiterun.
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 |
---|---|---|---|
Glowing Mushrooms (5) | 8 | 40 + 8 = 48 | 80 + 8 = 88 |
Steel-Blue Entoloma (3) | 10 | 30 + 10 = 40 | 60 + 10 = 70 |
Snowberries (4) | 9 | 36 + 9 = 45 | 72 + 9 = 81 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Mora Tapinella (3) | 2 | 6 + 2 = 8 | 12 + 2 = 14 |
Red Mountain Flower (3) | 2 | 6 + 2 = 8 | 12 + 2 = 14 |
Tundra Cotton (3) | 2 | 6 + 2 = 8 | 12 + 2 = 14 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 44 |