Dark Elf - Sword - Staff - Light - Spellsword - Conjurer
After helping the Riekling of Thirsk Mead Hall you are appointed chief after the previous one foolishly attacks you. The warriors from the Hall are now available to accompany you on your adventures.

Any One-handed weapon at the start of the game.
The final weapon is a Dragon Bone Sword. This can be crafted from a Dragon Bone, Ebony Ingot and leather strip once the Dragon Armor perk is acquired.
The Staff of the Worms from Gallows Hall, which is at Mara’s Eye Pond to the South West of Windhelm, is used to make Reiklings Thralls. This is a bug with the staff as Dead Thrall are supposed to only be humanoids.
Craft a set of Leather Scout Armor at the start of the game. 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 a Forsworn Headress, Fur Armor, Dragon Scale Boots and Brawlers Hide Gauntlets (the unenchanted version you craft).
A Forsworn Headress can be found on some Forsworn so it’s reasonably easy to acquire.
Fur armor cannot be crafted but you can find it on Bandits. There are 4 versions and I went for the one with full sleeves.
Dragonscale Boots can be crafted when you have the Dragon Armor perk and requires 2 Dragon Scales, 1 Iron Ingot, 1 Leather and 2 Leather Strips.
The Empower Necromancy enchantment can be found on the Ascendent or Elite Necromancer’s Robes and spawns on high level necromancer bosses. I tried Hob’s Fall and Sunderstone Gorge and then I went to Yngvild and did a quick save before entering the Throne Room. On my 11th attempt he was wearing the robes I wanted. If he’s not wearing a hood with a skull mask then it definitely not the right gear so just quick load and try again. I was level 58 when I did this and Yngvildis on a very large island to the east of Dawnstar.
Soul Trap to level Conjuration. Illusion for Call to Arms to buff up the Riekling. Restoration for healing spells.
The Lord Stone for 50 armor rating (6% damage reduction) and 25% magic resistance.
Talos 20% quicker shout cooldown.
Location: Just follow the main story quests
Staggers enemies but you can do this by dual casting Destruction spells once you have the Impact perk.
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.
Pick a Dark Elf or Nord as they make the most sense relative to the Rieklings on Solitude. I went with Dark Elf as I thought it looked better.
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 Flaming Familiar spell is acquired in High Gate Ruins which is west along the coastline from Dawnstar. It an integral part of the build as it it allows you to regenerate health and magicka while dealing damage thanks to the Necromancers Ritual spell. You can buy the latter spell from Phinis Gestor at the College of Winterhold with at least a Conjuration level of 40, as it’s an Adept level spell.
Distribute attributes at a ratio of 0 / 2 / 1. At level 59 which is required for all the perks the attributes are:
| Magicka | Health | Stamina |
|---|---|---|
| 100 (215) | 590 | 290 (415) |
The skill boosts for Dark Elves are marked in bold.
| Mage | Warrior | Rogue | |||
|---|---|---|---|---|---|
| Alteration +5 | 3 | Archery | 0 | Alchemy +5 | 7 |
| Conjuration | 4 | Block | 0 | Light Armor +5 | 6 |
| Destruction +10 | 0 | Heavy Armor | 0 | Lockpicking | 0 |
| Enchanting | 8 | One-handed | 0 | Pickpocket | 0 |
| Illusion +5 | 9 | Smithing | 5 | Sneak +5 | 0 |
| Restoration | 9 | Two-handed | 0 | Speech | 0 |
| Total | 33 | Total | 12 | Total | 13 |
Novice Alteration
Apprentice Alteration
Magic Resustance 1/3
Novice Conjuration
Necromancy
Dark Souls
Twin Souls
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Illusion
Apprentice Illusion
Adept Illusion
Expert Illusion
Master Illusion
Animage
Kindred Mage
Quiet Casting
Master of the Mind
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Respite
Necromage
Armsman 5/5
Fighting Stance
Savage Strike
Steel Smithing
Elven Smithing
Advanced Armors
Glass Smithing
Dragon Armor
Alchemist 5/5
Physician
Benefactor
Agile Defender 2/5
Custom Fit
Unhindered
Wind Walker
Deft Movement
| 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. |
From the Bow of Shadows quest that you get from the steward in Dragonsreach you can get the Detect Life spell book at the stables once you have read the ledger in Acradia's Cauldron. Cast this in the market during the day to level Alteration.
| 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 as a quick way to level Conjuration.
| Spell | Level | Description |
|---|---|---|
| Flames | Novice | A gout of fire inflicting a base damage of 8 points of fire damage per second |
| Sparks | Novice | Lightning that does 8 points of shock damage to Health and Magicka per second |
Destruction is not needed in this build.
| Spell | Level | Description |
|---|---|---|
| Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
| Rally | Adept | Targets won't flee for 60 seconds and get extra health and stamina. |
| Call to Arms | Master | Targets have improved combat skills, health and stamina for 10 minutes. |
Courage, Rally and then Call to Arms can be used to level Illusion.
| 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 |
Just the healing spells from Restoration.
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 Conjuration | Conjuration spells cost 46% less to cast. |
| Fortify Restoration | Restoration spells cost 46% less to cast. | |
| Body | Empower Necromancy | Conjuration spells last 28% longer. Increases summon limit by 1 for lesser conjured or reanimated undead. |
| Fortify Conjuration & Magicka Regen | Conjuration spells cost 28% less to cast. Magicka regenerates 10% faster. | |
| Feet | Fortify Syamina | Stamina is increased by 115 points. |
| Resist Shock | Shock Resistance is increased by 69%. | |
| Hands | Fortify Magicka | Increaes your Magicka by 115 points. |
| Fortify One-handed | One-handed weapons do 75% more damage. | |
| Amulet | Fortify Illusion | Illusion spells cost 46% less to cast. |
| Resist Magic | Magic Resistance is increased by 37%. | |
| Ring | Fortify Conjuration | Conjuration spells cost 46% less to cast. |
| Fortify Restoration | Restoration spells cost 46% less to cast. | |
| Sword | Fiery Soul Trap | If the target dies within 23 seconds, fills a soul gem, Burns the target for 10 points. Targets on fire take extra damage. |
| Absorb Stamina | Absorb 26 points of stamina. |
Absorb Stamina at maximum effect is the dominant enchantment over fiery soul trap so you need to lower this down 10 notches to the left so the the weapon is not green. This makes Fiery Soul Trap the dominant enchantment so Conjuration is the school of magic that determines charge usage. With Fortify Conjuration above 100% both the weapon and the Staff of the Worms use no charges when they are used.
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 Mountain Flowers you need in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.
| Ingredients | Mora Tapinella, Scaly Pholiota & Steel-Blue Entoloma | |
|---|---|---|
| Effects | Fortify Carry Weight | Carrying capacity increases by 170 more for 300 seconds |
| Regenerate Stamina | Stamina regenerates 213% faster for 300 seconds | |
| Fortify Illusion | Illusion spells are 170% stronger | |
| Restore Magicka | Restores 266 points of Magicka | |
Mora Tapinella are found on the route from Riverwood to Whiterun. Scaly Pholiota are numerous to the South of Ivarstead and if you take the route there from Helgen they start appearing by the Alchemists Hut. Steel-Blue Entoloma can be purchased from Khajiit caravan merchants.
| 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 |
|---|---|---|---|
| Wheat (4) | 4 | 16 + 4 = 20 | 32 + 4 = 36 |
| Steel-Blue Entoloma (3) | 7 | 21 + 7 = 28 | 42 + 7 = 49 |
| Mora Tapinella (3) | 7 | 21 + 7 = 28 | 42 + 7 = 49 |
| Scaly Pholiota (5) | 9 | 45 + 9 = 54 | 90 + 9 = 99 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Steel-Blue Entoloma (3) | 6 | 15 + 5 = 20 | 30 + 5 = 35 |
| Blue Mountain Flowers (3) | 5 | 18 + 6 = 24 | 36 + 6 = 42 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Mora Tapinella (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |