Skyrim AE Builds

Murkmire Reeve

Argonian - Dagger - Light - Assassin

Background

Murkmire reeves are chosen by elders to patrol local swamp areas to check for dangers and humanoid activities that could be harmful to the land. The Murkmire reeve’ job is to defend the marsh whenever they can, and to inform the elders when more force becomes necessary. The tribes Sap-Speaker has emerged from their journey into the Hist and talked to the elders about a great threat in Skyrim, where they have instructed you to investigate.


Weapons

Any dagger along the way and upgrade them as you unlock Smithing Perks. The final dagger is the unique Fang of Haynektnamet from the Fishing Creation. This dagger can be acquired as a reward from the catching the rarest fish in Skyrim for Swims-in-Deep-Water at the Riften Fishery. It has 750 uses of 25 shock damage and 12 magicka damage before it needs recharging. No Fortify Destruction enchantments have been added to the gear as 750 hits is enough for a recharge now and again. The Soul Siphon perk is used to add a slight replenishment of charges when killing creatures.


Armor

The Leather Scout set should be crafted as soon as you can, as it’s the best armour that uses just leather and it doesn’t require any smithing perks. Then gather a set of Scaled Armor which can be acquired for free with 3 items from the mudcrab infested area to the south east of Gjukar’s Monument and the helmet from Lost Echo Cave, which is west from Solitide, North past Statue of Meridia and then west along the road.

The final gear is Hide Helmet, Hide Armor, Hide Boots and a Brawler’s Hide Gauntlets (craftable unenchanted version). The Ring of Khajiit is also used.

All the armour pieces can be crafted at the start of the game but because they don't benefit from a Smithing perk you are better using the Scaled armor set until you have Light Armor levelled to 100 and acquired all the Light Armor perks for the build.

The Ring of Khajiit is used to increase the movement speed of the character while also giving a 15 second apprentice level invisibility spell. This is acquired by following the Fishing quests from Viriya at Riften Docks.


Spells

Alteration for utility spells. Illusion for Orum’s Aquatic Escape and Hide, Restoration for healing and spells against undead.


Standing Stones

The Atronach Stone for 50% spell absorption, 50 Magicka but -50% Magicka regeneration.


Shrines

Use a shrine of Talos for the 20% shout cooldown reduction.


Shouts

Unrelenting Force (Force - Balance - Push)

Location: Just follow the main story quests

Used to stagger or knockdown opponents.

Whirlwind Sprint (Whirlwind - Fury - Tempest)

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.


Character Creation

Female Argonian

Argonians, Dark Elves, Imperials, Khajiit and Redguard all have the same skill boost for this build so I went with Argonian because they generally get used the least.

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 thieves guild must be joined to get 2 items for this build.


Attribute Distribution

Distribute attributes at a ratio of 0/1/1. At level 67 which is required for all the perks the attributes are:

Magicka Health Stamina
100 (265) 430 (545) 430 (545)

Perk Point Distribution

The skill boosts for Argonians are marked in bold.

Mage Warrior Rogue
Alteration +58 Archery0 Alchemy7
Conjuration0 Block0 Light Armor +56
Destruction0 Heavy Armor0 Lockpicking +100
Enchanting10 One-handed7 Pickpocket +50
Illusion5 Smithing6 Sneak +59
Restoration +58 Two-handed0 Speech0
Total 31 Total 13 Total 22


Skills and Perks

Mage Skills

Alteration 8

Novice Alteration

Apprentice Alteration

Adept Alteration

Expert Alteration

Magic Resistance 3/3

Atronach

Enchanting 10

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Soul Squeezer

Soul Siphon

Illusion 5

Novice Illusion

Apprentice Illusion

Animage

Kindred Mage

Quiet Casting

Restoration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Expert Restoration

Regeneration

Recovery 2/2

Respite

Warrior Skills

One-handed 7

Armsman 5/5

Fighting Stance

Savage Strike

Smithing 6

Steel Smithing

Elven Smithing

Advanced Armors

Glass Smithing

Dragon Armor

Arcane Blacksmith

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor

Light Armor 6

Agile Defender 2/5

Custom Fit

Unhindered

Wind Walker

Deft Movement

Sneak 9

Stealth 1/5

Muffled Movement

Light Foot

Silent Roll

Silence

Shadow Warrior

Backstab

Deadly Aim

Assassin's Blade


Spells

Alteration

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
Paralysis Rune Adept Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them for 8 seconds
Telekinesis Adept Can pull an object to you from distance. Add it to your inventory or throw it

I talked to the Steward in Dragonsreach to get the In The Shadows quest, which once you have read the business ledger from Arcadia's Cauldron places a dead body in the stables with the Detect Life spell. Casting this in Whiterun market during the day levels Alteration reasonably quickly.


Conjuration

Spell Level Description
Soul Trap Apprentice If a target dies within 60 seconds, fills a soul gem

Soul trap is used to fill soul gems to help level enchanting.


Destruction

Spell Level Description
Flames Novice A gout of fire inflicting a base damage of 8 points of fire damage per second

Destruction is not needed in this build. But I did use Unbounded Freezing and fast travel to level Destruction, make it legendary and then level it again to gain levels. This spell is found in Hob's Fall Cave which is located between Winterhold and Dawnstar.


Illusion

Spell Level Description
Courage Novice Target won't flee for 60 seconds, and gets some extra health and stamina
Hide Apprentice Caster is invisible for 16 seconds, Activating an object or attacking will break the spell
Muffle Apprentice You move more quietly for 180 seconds
Orum’s Aquatic Sphere Adept Caster is invisible for 16 seconds, Activating an object or attacking will break the spell, Can breatehe water for 15 seconds, Improved night vision for 15 seonds

Courage can be used to level illusion by casting it at an NPC. At higher levels Muffle and then Rally can be used.


Restoration

Spell Level Description
Healing Novice Heals the caster 10 points per second
Fast Healing Apprentice Heals caster by 50 points
Close Wounds Adept Heals the caster 100 points
Grand Healing Expert Heals the caster and followers 250 points

Use progressively better healing spells as you unlock the perks.


Enchantments

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.

Summary of combined effects

Illusion spells cost 92% less magicka.
Restoration spells cost 46% less magicka.
Health, Magicka and Stamina are increased by 115 points.
Sneaking is 225% easier
Move 10% faster
Can cast the Hide spell
Magic Resistance is increased by 37%

Item Enchantment Effect
Head Fortify Illusion Illusion spells cost 46% less to cast
Fortify Restoration Restoration spells cost 46% less to cast
Body Fortify Health Health is increased by 115 points
Fortify Illusion Illusion spells cost 46% less to cast
Feet Fortify Sneak Sneaking is 75% easier
Fortify Stamina Increases your Stamina by 115 piints.
Hands Fortify Magicka Magicka is increased by 115 points
Fortify Sneak Sneaking is 75% easier
Amulet Fortify Sneak Sneaking is 75% easier
Resist Magic Resist 37% of magical effects
Ring of Khajiit Fast You move 10% faster
Hide Allows you to cast the spell Hide
Fang of Haynekhtamet Shock Damage Target takes 25 points of shock damage, and half as much Magicka damage

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.


Alchemy

All the details for the potions and poisons are based on having all the listed alchemy perks, Alchemy at 100 and a set of crafting gear.

Potion of Fortify Health

Ingredients Blue Mountain Flower & Wheat
Effects Fortify Health Increases health by 170 points for 60 seconds.
Restore Health Restores 266 points of health

All of the ingredients can be found in or around Whiterun.


Potion of Fortify Carry Weight

Ingredients Creep Cluster, Glowing Mushrooms & Steel-Blue Entoloma
Effects Fortify Carry Weight Carrying capacity increases by 170 more for 300 seconds
Fortify Destruction Destruction spells are 213% stronger for 60 seconds
Restore Magicka Restores 266 points of Magicka

There’s 7 Glowing Mushrooms in the secret lab at the farm so gather another 3 just inside the entrance of Shimmermist Cave to the North East of Whiterun.. 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. 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.


Potion of Fortify Enchanting

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.


Potion of Fortify Smithing

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.


Farming

For more information on getting to and setting up your farm read my guide.

Ingredients Needed

5 x Blue Mountain Flower
10 x Creep Cluster
10 x Glowing Mushrooms
15 x Steel-Blue Entoloma
4 x Wheat

Potions and Poisons Produced

20 x Potions of Fortify Health
60 x Potions of Fortify Carry Weight

Main Area (27)

Ingredient Qty Harvest Green Thumbs
Wheat (4) 4 16 + 4 = 20 32 + 4 = 36
Steel Blue Entoloma (3) 4 12 + 4 = 16 24 + 4 = 28
Creep Cluster (5) 10 50 + 10 = 60 100 + 10 = 110
Glowing Mushrooms (5) 4 20 + 4 = 24 40 + 4 = 44
Blue Mountain Flowers (3) 5 18 + 6 = 24 36 + 6 = 42

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Steel Blue Entoloma (3) 11 33 + 11 = 44 66 + 11 = 77

Planters (6)

Ingredient Qty Harvest Green Thumbs
Glowing Mushrooms (5) 6 30 + 6 = 36 60 + 6 = 66

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