Redguard - Bow - Light - Archer
In your vision journey and commune with the herd mother, she has instructed you to travel to Skyrim where you are the only one that can prevent a cataclysm greater than the swallowing of the Yokuda Isles.
A Hunting bow is used for the whole game and you can usually buy one in Riverwood.
Any light armor at the start of the game and ideally a Leather Helmet and a set of Leather Scout Armor. For the final gear the Leather Helmet remains but Hide Armor and Dawnguard Boots and Gauntlets are used.
The boots and Gauntlets can be taken from the Battlements of Fort Dawnguard whenever you decide to go there. You don’t have to wait until at least level 10 and be given a quest to go there.
Alteration for utility spells. Restoration for heals.
The Atronach Stone for 50% spell absorption, 50 Magicka but -50% magicka regen.
Use a shrine of Talos for 20% cooldown to shouts.
Location: Just follow the main story quests.
Used as a quick stagger.
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.
This is a Redguard build as Horsemen from the Vale of the Silverhoof are Redguard by origin, although they have become slightly influenced by the Bretons joined by people of other races in their settlements.
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 are considered male.
If you complete the first quest and side with the Dawnguard, then the next quest will grant you access to Sorine as master level Archery trainer. That means you can get training up to level 90 from Her.
Aela at Jorvaskyr in Whiterun can train you to 75 if you join the Companions. You just need to do the entry quest to join them to have access to the training.
The Wild Horses are essential so use one of those as your mount of choice. It makes sense that a Silverhoof Horseman would tame and ride their own horse. They are also essential which mean they will not die. You find them by talking to NPC at any stables and then buy a wild horses map from then. You will then need to find one and tame it.
Place attribute points at 0 / 2 / 1. At level 54 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 (265) | 460 (575) | 270 (385) |
The skill boosts for Redguards are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration +5 | 8 | Archery +5 | 10 | Alchemy | 7 |
Conjuration | 0 | Block +5 | 0 | Light Armor | 6 |
Destruction +5 | 0 | Heavy Armor | 0 | Lockpicking | 0 |
Enchanting | 8 | One-handed +10 | 0 | Pickpocket | 0 |
Illusion | 3 | Smithing +5 | 3 | Sneak | 0 |
Restoration | 8 | Two-handed | 0 | Speech | 0 |
Total | 27 | Total | 13 | Total | 13 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Magic Resistance 3/3
Atronach
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Illusion
Animage
Kindred Mage
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Respite
Overdraw 5/5
Eagle Eye
Steady Hand 2/2
Power Shot
Quick Shot
Steel Smithing
Elven Smithing
Advanced Armors
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 |
The Detect Life spellbook can be obtained in Whiterun by taking to the Steward in Dragonsreach and following the quest to the Stables.
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 |
Destruction was not used at all while I played this build.
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. You only need to get it to 40 to get all the required perks. They boost the level of the enemies affected by the fear enchantment on the bow.
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 Archery | Bows do 75% more damage |
Fortify Illusion | Illusion spells cost 46% less to cast | |
Body | Fortify Health | Increases Health by 115 points |
Fortify Illusion and Magicka Regen | Illusion spells cost 28% less to cast. Magicka regenerates 10% faster | |
Feet | Fortify Stamina | Increases Stamina by 115 points |
Resist Frost | Grants 69% resistance to frost | |
Hands | Fortify Archery | Bows do 75% more damage |
Fortify Magicka | Increases Magicka by 115 points | |
Amulet | Fortify Archery | Bows do 75% more damage |
Resist Magic | Grants 37% resistance to all magic | |
Ring | Fortify Archery | Bows do 75% more damage |
Fortify Illusion | Illusion spells cost 46% less to cast | |
Bow | Fear | Creatures and people up to level 46 flee from combat for 30 seconds |
Absorb Health | Absorbs 20 Health |
Place the fear enchantment on the bow first and then the absorb health afterwards. Move the slider of the absorb health down until the effect on the bow changes from red to blue. Illusion is now the school of magic that governs charge usage.
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 | Canis Root, Namira's Rot & Juniper Berry | |
---|---|---|
Effects | Regenerate Health | 213% for 300 seconds |
Fortify Archery | 170% more damage for 60 seconds |
Canis Root is found on rocky outcrops with 1 in the secret lab at the farm, 2 from Arcadia in Whiterun for free if you take her the frost salts from Farengar, 4 on the opposite side of the river to Solitude lumbermill and then at various locations in the Rift. You need 3 more so remember to search for them on rocky outcrops. You can be acquire All the Namira's Rot you need are inside the entrance area of Halldir's Cairn near Falkreath. Juniper Berries are around Markarth.
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 |
---|---|---|---|
Juniper Berries (4) | 4 | 16 + 4 = 20 | 32 + 4 = 36 |
Canis Root (4) | 10 | 40 + 10 = 50 | 80 + 10 = 90 |
Namira's Rot (3) | 13 | 39 + 13 = 52 | 78 + 13 = 91 |
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 |
---|---|---|---|
Juniper Berries (4) | 6 | 24 + 6 = 30 | 48 + 6 = 54 |