Argonian - Waraxe - Bow - Light - Archer - Assassin - Dual Wield
Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of any warrior, but they lack the latter's dedication to the craft of fighting. Rangers often accept the role of protector, aiding those who live in or travel through the woods. Their skills allow them to move quietly and stick to the shadows, especially in natural settings.
Stealth is used to initiate combat by opening with a dual wield power attack. Then the combat can continue with axe and dagger or bow. An animal companion can also be conjured to distract enemies when they are in numbers and they can also weaken the attacks of enemies as their power attacks can give enemies the Rockjoint disease which reduces melee damage by 25%.
If you've not guessed already this build is based on the Ranger from Dungeons and Dragons, which was originally based on Aragorn from Lord of the Rings. I have therefore incorporated things into the build to fit this that may never need to be used, such as the animal companion being represented by the Conjure Familiar spell.
This build can be used to complete all factions in game through the use of 4 interchangeable rings
Steel War Axe and Steel Dagger for dual wielding and a Hunting Bow for ranged combat. Stick with Iron arrows as although less damage they fit the look of the gear better. The War Axe can be upgraded to a Skyforge Steel version for 3 extra base damage. If you play with the Unofficial Skyrim Special Edition Patch (USSEP) mod then you can upgrade the dagger to a Skyforge Steel version as well for 3 extra base damage. Without this mod you cannot temper Skyforge Steel daggers. All weapons have no enchantments on them.
Dawnguard Light Boots, Gauntlets and Armor. Torturers Hood. If you use a backpack then the Dark Leather Backpack with a Bedroll fits the look. Craft a set of Leather Scout Armor as soon as you can once out of Helgen. The Dawnguard Armour is pretty easy to get as it becomes available to purchase 2 quests into the Dawnguard faction. The Torurer's Hood will be available in the loot from the Imperials in the torture room if you follow Ralof. If you follow Hadvar then you'll need to initiate combat with the Torturer to get it.
Restoration for heals. Conjure Familiar from Conjuration for the animal companion.
The Lord Stone for the 25% magic resistance and 50 armour rating.
Use a shrine of Talos for the 20% shout cooldown reduction.
Location: Angarvunde, Ancient’s Ascent, Ysgrammor’s Tomb (Companions quest chain).
Calls forth local animals to help you in combat. More for roleplay than being useful in the game as you should be killing things very quickly.
You can get the third word without finishing the Companions quest chain by going beyond Ysgrammor’s Tomb until you find an iron ore node then jump up the rocks and go anti-clockwise up the mountain until you see the door and then jump up and continue clockwise to the word wall.
Location: Northwind Summit, Valthume, Volunruud
Identifies all targets nearby, which allows you to plan your attack.
Location: Dragontooth Crater, Shriekwind Bastion, just a bit beyond the Statue of Meridia.
Significantly increases the speed of your weapons as long as they are not enchanted. It allows you to kill dragons with dual wield power attacks in 3 seconds instead of 6.
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.
Lots of races are well suited to this build with Dark, High and Wood Elves along with Khajiit coming out on top with a 25 point skill boost out of the possible 35. I picked Argonian as they don’t get used in enough builds.
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 minimum factions to join for the build are the Companions and the Dawnguard. With The Companions giving you access to steel weapons that do 3 points more base damage, which is 9 extra damage for the final gear. The Werewolf beast form is also representative of the shapechange ability of Rangers in Dungeons and Dragons. The Dawnguard should be joined to get quick access to the majority of the armour used in the build.
Distribute attributes at a ratio of 0/1/1. At level 64 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 | 420 (535) | 410 (525) |
The skill boosts for Argonians are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration +5 | 3 | Archery | 10 | Alchemy | 11 |
Conjuration | 1 | Block | 0 | Light Armor +5 | 5 |
Destruction | 0 | Heavy Armor | 0 | Lockpicking +10 | 0 |
Enchanting | 8 | One-handed | 10 | Pickpocket +5 | 0 |
Illusion | 4 | Smithing | 3 | Sneak +5 | 2 |
Restoration +5 | 6 | Two-handed | 0 | Speech | 0 |
Total | 22 | Total | 23 | Total | 17 |
Novice Alteration
Apprentice Alteration
Magic Resistance 1/3
Novice Conjuration
Novice Illusion
Animage
Kindred Mage
Quiet Casting
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Restoration
Apprentice Restoration
Regeneration
Recovery 2/2
Respite
Overdraw 5/5
Eagle Eye
Steady Hand 2/2
Power Shot
Quick Shot
Armsman 5/5
Fighting Stance
Savage Strike
Dual Flurry 2/2
Dual Savagery
Steel Smithing
Elven Smithing
Advanced Armors
Alchemist 5/5
Physician
Benefactor
Poisoner
Concentrated Poison
Green Thumb
Snakeblood
Agile Defender 1/5
Custom Fit
Unhindered
Wind Walker
Deft Movement
Stealth 1/5
Backstab
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
Get training from Dravynea at Kynesgrove to get Alteration to 30 where it's already at 20 at the start of the build.
Spell | Level | Description |
---|---|---|
Conjure Familiar | Novice | Summons a familiar for 60 seconds wherever the caster is pointing |
Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem |
Use Soul Trap to fill soul gems and level conjuration quickly. Taking novice conjuration early helps as you can use the Familiar to distract enemies while when they are in numbers.
Spell | Level | Description |
---|---|---|
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.
Spell | Level | Description |
---|---|---|
Healing | Novice | Heals the caster 10 points per second |
Fast Healing | Apprentice | Heals caster by 50 points |
Just the healing spells from Restoration.I never found a need to use larger heals than Fast Healing and I could spam them while wearing the Ring of Healing where I only got short of magicka after about 4 or 5 minutes and a quick run around for a bit gave me enough to go again. I used this and a mammoth to level my Light Armor skill and Restortion to 100.
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 Archery | Bows do 75% more damage |
Fortify Restoration | Restoration spells and enchantments cost 46% less | |
Body | Fortify Health | Health is increased by 115 points |
Fortify Stamina | Stamina is increased by 115 points | |
Feet | Fortify Sneak | Sneaking is 75% more effective |
Muffle | Wearer is muffled and moves silently | |
Hands | Fortify Archery | Bows do 75% more damage |
Fortify One-handed | One-handed attacks do 75% more damage | |
Amulet | Resist Magic | Resist 37% of magical effects |
Fortify One-handed | One-handed attacks do 75% more damage | |
Ring of Combat | Fortify Archery | Bows do 75% more damage |
Fortify One-handed | One-handed attacks do 75% more damage | |
Ring of Healing | Fortify Restoration | Restoration spells and enchantments cost 46% less |
Fortify Magicka Regen | Magicka regenerates 115% faster. | |
Ring of Lockpicking | Fortify Lockpicking | Lockpicking is 75% easier |
Fortify Sneak | Sneaking is 75% more effective | |
Ring of Pickpocketing | Fortify Pickpocket | Pickpocketing is 75% easier |
Fortify Sneak | Sneaking is 75% more effective |
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 and Lavender you need in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.
Ingredients | Canis Root, Imp Stool, Mora Tapinella | |
---|---|---|
Effects | Paralysis | Target is paralyzed for 43 seconds |
Lingering Damage Health | 43 points of poison damage per second for 10 seconds |
There’s all the Canis Root you need around Folgunthur and the Apprentice Stone to the east of solitude docks. Imp Stool are in Left Hand Mine, Reachwater Rock near Markarth. The last 2 are outside Reachcliff Cave, which is a little further along. Mora Tapinella are found on the way from Helgen to Whiterun on rotting logs and tree stumps.
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) | 4 | 16 + 4 = 20 | 32 + 4 = 36 |
Imp Stool (4) | 10 | 40 + 10 = 50 | 80 + 10 = 90 |
Mora Tapinella (3) | 13 | 39 + 13 = 52 | 78 + 13 = 91 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Canis Root (4) | 6 | 24 + 6 = 30 | 48 + 6 = 54 |